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"Bodies in Play : Shaping and Mapping Mobile Applications" : [agenda]

File consists of two copies of agendas for the workshop, which was held May 19-22, 2005. The program description reads: "Games, entertainment, and learning are moving to mobile platforms that make use of social gaming, communication, and play. How can we think about experience design that engages a wide range of participants and makes the most of mobile technology and its capabilities? How does GPS, biometric data, language and physical mapping enhance game play? What are the special qualities of mobile media that we can use in gaming, play, wellness, and learning?

This summit gathered leading researchers, developers, designers and investors in the development and evaluation of computer-based experiences and tools for mobile applications. We focused on experiences that combine social and physical maps, visualization strategies, and location based experience design. These can be used for gaming, play, tourism, recreation, and learning. We looked at the relationships between asynchronous and synchronous experiences, and ways of building a community of participants. How can visualization tools be instrumental at all levels of experience design?

As well, we considered technologies and software systems that allow the design of location-based experience, from next generation telephones to location-based design language. This summit continued ongoing BNMI dialogues about collaboration, simulation, re-enactment, visualization, language, emotion, and computation.

The summit was video-streamed live to universities and colleges in Canada and abroad as a learning resource, as well as prototypes demonstrated through the ACCESS grid, desktop audio and video-conferencing software. Event coverage is archived for use by future researchers.

As part of the Bodies in Play: Shaping and Mapping Mobile Applications summit, a concurrent workshop, The Shape of Conversation: Language Simulation, Sonification and Visualization, was held.

This workshop gathered leading researchers in the development and evaluation of computer based tools for language analysis to look at language simulation, sonification and visualization and its applications into mobile, web-based, and real time technologies. We examined tools that result in the visualization, simulation, and sonification of texts, as well as overarching linguistic structures. These tools have practical value in mobile communication, gaming, blogging, and data analysis.

Simulations, sonifications and visualizations can map social dynamics such as the movement and interactions of mobile PDA and phone game players or conference participants, or social dominance in online environments. Simulations, sonification, and visualizations map these to the generation of relationships, conflict or trust, and knowledge. Visualizations can also show the emergence of concepts over time and denote contextual information about the number of participants, or the quality of their interactions. Designers can also shape the aesthetics and content of visual material to meet the culture of user groups. What if any are the relationships between physical and virtual space, semantics, cognition, and meaning? How do topics unfold according to the social organization of spaces? How does emotion look and sound in the virtual world? Can language simulation tools enable deep analysis of trends or support democracy?

We engaged in the fast prototyping of several new or amalgamated systems, coupled with intensive participatory design and usability testing. Our goal was the creation of a networked applications environment with the capacity for fast implementation that will allow us to continue to share our research."

Writing With Style

Item is a poster advertising Writing With Style, for writers of all levels outlining faculty, genres and contact information.

"Survival, Revival, Reunion : From Platform Media to Mobility Interactive Screen 0.5/Money and Law" : [agenda]

File consists of two copies of the agenda for the workshop, which was held August 16-23, 2005. The program description reads: "In its 11th offering, the 2005 Interactive Screen 0.5/Money and Law celebrated the anniversary of the BNMI and 10 years of creativity at high altitude! It brought back a decade worth of alumni from all corners of the world representing best practices, lessons learned, and inspired innovation across the new media landscape. What worked? What failed? Where are we now? How do we move forward? Led by an international faculty of BNMI alumni with the participation of leading creative producers and artists, Interactive Screen combined formal and informal exchanges, a sense of play, and skill developing workshops. We explored the history of new media, fantastic success stories, and spectacular failures. This year we surveyed 10 years of conceptualizing, writing, designing, developing planning, and financing a decade worth of new media companies, concepts, and ideas!

Interactive Screen began with Money and Law gathering leading companies in Canada, international partners, government and investors. This year, we explored the continuities, the ruptures, the survivals and the new waves of new media creativity and entrepreneurship with a special focus on mobile new media, personalization, and ubiquitous computing. What remains the same, what has come of age over the last decade, and what has faded away? We brought together contemporary visionaries with the leaders of the last new media wave. New media advertising, mobile media, gaming, ubiquitous computing and personalization are increasingly ever-present and offer new challenges and new territories. How can companies stay nimble enough to respond to technological change, yet specialized enough to build expertise?

Money and Law focused on the emergence of the mobile market, developing the value chain of interactive content. We also discussed distribution models for Canadian content creation, strategies for approaching media consolidation and the form that companies might best take, including alliances between specialty companies. During the Money and Law sessions, participants developed the ability to negotiate the complex and ever-shifting world of financing, rights, and legal strategies for new media.

While including a thorough retrospective analysis of the new media science, Interactive Screen also continued to focus on mobile media, gaming, ubiquitous computing and personalization within a decade long historical context. Participants were encouraged to bring their projects to the workshop for mentoring and development. As well as formal presentations, participants took part in small projects and games, collaborations, individual project development, and one-on-one mentoring and peer learning sessions. The goal of Interactive Screen was to stimulate the creation of emotionally powerful, creatively inspired, and economically viable interactive media in Canada and abroad."

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