物理环境中无处不在的超媒体和社会互动

Kaj Grønbæk
{"title":"物理环境中无处不在的超媒体和社会互动","authors":"Kaj Grønbæk","doi":"10.1145/1149941.1149965","DOIUrl":null,"url":null,"abstract":"Hypermedia and the Web have been successful means to create global social networks via the Internet. Collaborative hypermedia systems and standards like BSCW, Wikis, and WebDAV enable people to establish formal and informal collaboration patterns across the Internet. The easy to use Blog/Weblog systems have made it possible for people to establish communities, express opinions, and spark debates over the Internet with minimal effort. Open hypermedia and annotation systems have been developed to support linking and commenting on existing Web documents to support scholarly discourse of online material. Many e-learning applications have been built on top of these systems to provide support for remote learning activities in schools and at workplaces.However, this focus on remote and distributed social networks has to some degree taken the focus away from social networks and collaboration among people who share the same physical environment whether face-to-face or over time. Physical environments in this context may be public spaces or buildings such as workplaces, schools, libraries, museums, and homes. Some of the technologies listed above may of course be applied by people who are in close proximity to each other who shares the same space over time, but I will argue that there is a need to focus on and conduct research in new ubiquitous hypermedia infrastructures and interaction techniques to also support social interaction and networking among people who share the same physical environment.In the Center for Interactive Spaces and predecessor projects, we have focused on the development of various kinds of ubiquitous hypermedia infrastructures and applications that support collaboration or social interaction among proximate peers at work, at school, at libraries, at museums, etc. We are applying various augmented reality tagging mechanisms (e.g., geo-tags, RFID, Bluetags, and visual tags) to provide hypermedia links among digital resources, people, objects and places. We are applying various mobile, spatial, and multi-user interaction techniques to provide new types of interfaces for social interaction in physical spaces.In the Center for Interactive Spaces we have developed several examples of ubiquitous hypermedia applications: eBag -- an electronic schoolbag system with seamless login based on bluetooth ID; iFloor -- an interactive floor for libraries and schools providing hypermedia functionality for collective search, exploration, debate, and knowledge sharing; InfoGallery -- an exhibition system for digital resources and debates at libraries, museums, attractions, and cityscapes; HyConExplorer utilizing geo- and RFID-tagging to annotate the outdoor environment for school projects or the like.Related examples from other projects and labs are Slogan-benches from the Presence project in Amsterdam; Informative Art from PLAY at Chalmers University, Sweden; the CatchBob! pervasive game developed at EPFL, Switzerland.The talk will: motivate the research in ubiquitous hypermedia supporting social interaction in physical environments; provide a brief overview of ubiquitous hypermedia techniques; give examples of ubiquitous hypermedia used for social interaction in specific domains; and, finally, outline further research issues for developing novel hypermedia techniques to be integrated in physical spaces.","PeriodicalId":134809,"journal":{"name":"UK Conference on Hypertext","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Ubiquitous hypermedia and social interaction in physical environments\",\"authors\":\"Kaj Grønbæk\",\"doi\":\"10.1145/1149941.1149965\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Hypermedia and the Web have been successful means to create global social networks via the Internet. Collaborative hypermedia systems and standards like BSCW, Wikis, and WebDAV enable people to establish formal and informal collaboration patterns across the Internet. The easy to use Blog/Weblog systems have made it possible for people to establish communities, express opinions, and spark debates over the Internet with minimal effort. Open hypermedia and annotation systems have been developed to support linking and commenting on existing Web documents to support scholarly discourse of online material. Many e-learning applications have been built on top of these systems to provide support for remote learning activities in schools and at workplaces.However, this focus on remote and distributed social networks has to some degree taken the focus away from social networks and collaboration among people who share the same physical environment whether face-to-face or over time. Physical environments in this context may be public spaces or buildings such as workplaces, schools, libraries, museums, and homes. Some of the technologies listed above may of course be applied by people who are in close proximity to each other who shares the same space over time, but I will argue that there is a need to focus on and conduct research in new ubiquitous hypermedia infrastructures and interaction techniques to also support social interaction and networking among people who share the same physical environment.In the Center for Interactive Spaces and predecessor projects, we have focused on the development of various kinds of ubiquitous hypermedia infrastructures and applications that support collaboration or social interaction among proximate peers at work, at school, at libraries, at museums, etc. We are applying various augmented reality tagging mechanisms (e.g., geo-tags, RFID, Bluetags, and visual tags) to provide hypermedia links among digital resources, people, objects and places. We are applying various mobile, spatial, and multi-user interaction techniques to provide new types of interfaces for social interaction in physical spaces.In the Center for Interactive Spaces we have developed several examples of ubiquitous hypermedia applications: eBag -- an electronic schoolbag system with seamless login based on bluetooth ID; iFloor -- an interactive floor for libraries and schools providing hypermedia functionality for collective search, exploration, debate, and knowledge sharing; InfoGallery -- an exhibition system for digital resources and debates at libraries, museums, attractions, and cityscapes; HyConExplorer utilizing geo- and RFID-tagging to annotate the outdoor environment for school projects or the like.Related examples from other projects and labs are Slogan-benches from the Presence project in Amsterdam; Informative Art from PLAY at Chalmers University, Sweden; the CatchBob! pervasive game developed at EPFL, Switzerland.The talk will: motivate the research in ubiquitous hypermedia supporting social interaction in physical environments; provide a brief overview of ubiquitous hypermedia techniques; give examples of ubiquitous hypermedia used for social interaction in specific domains; and, finally, outline further research issues for developing novel hypermedia techniques to be integrated in physical spaces.\",\"PeriodicalId\":134809,\"journal\":{\"name\":\"UK Conference on Hypertext\",\"volume\":\"15 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-08-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"UK Conference on Hypertext\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1149941.1149965\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"UK Conference on Hypertext","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1149941.1149965","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

摘要

超媒体和网络是通过互联网创建全球社交网络的成功手段。协作式超媒体系统和标准(如BSCW、wiki和WebDAV)使人们能够在Internet上建立正式和非正式的协作模式。易于使用的Blog/Weblog系统使人们能够在互联网上建立社区、表达意见和引发辩论,而这一切都需要最少的努力。开放的超媒体和注释系统已经开发出来,以支持对现有Web文档的链接和评论,从而支持在线材料的学术论述。在这些系统的基础上建立了许多电子学习应用程序,为学校和工作场所的远程学习活动提供支持。然而,这种对远程和分布式社交网络的关注在某种程度上转移了人们对社交网络和共享相同物理环境的人们之间的协作的关注,无论是面对面的还是长期的。在这种情况下,物理环境可以是公共空间或建筑物,如工作场所、学校、图书馆、博物馆和家庭。当然,上面列出的一些技术可能会被那些长期共享同一空间的人所应用,但我认为有必要关注并开展对新的无处不在的超媒体基础设施和交互技术的研究,以支持共享同一物理环境的人们之间的社会交互和网络。在互动空间中心和之前的项目中,我们专注于各种无处不在的超媒体基础设施和应用程序的开发,这些基础设施和应用程序支持在工作、学校、图书馆、博物馆等场所的近距离同伴之间的协作或社会互动。我们正在应用各种增强现实标签机制(例如,地理标签、RFID、蓝牙和视觉标签)来提供数字资源、人、物体和地点之间的超媒体链接。我们正在应用各种移动、空间和多用户交互技术,为物理空间中的社交交互提供新型界面。在互动空间中心,我们开发了几个无处不在的超媒体应用程序的例子:eBag——一个基于蓝牙ID的无缝登录电子书包系统;楼层——图书馆和学校的互动楼层,为集体搜索、探索、辩论和知识共享提供超媒体功能;信息画廊——在图书馆、博物馆、景点和城市景观中展示数字资源和辩论的展览系统;HyConExplorer利用地理和rfid标签为学校项目或类似项目标注室外环境。其他项目和实验室的相关例子有:阿姆斯特丹“存在”项目的口号长椅;瑞典查尔姆斯大学PLAY的信息艺术;CatchBob !瑞士EPFL开发的普及游戏。本次演讲将:推动在物理环境中支持社会互动的无处不在的超媒体的研究;提供无处不在的超媒体技术的简要概述;给出在特定领域中用于社会互动的无处不在的超媒体的例子;最后,概述了开发集成在物理空间中的新型超媒体技术的进一步研究问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ubiquitous hypermedia and social interaction in physical environments
Hypermedia and the Web have been successful means to create global social networks via the Internet. Collaborative hypermedia systems and standards like BSCW, Wikis, and WebDAV enable people to establish formal and informal collaboration patterns across the Internet. The easy to use Blog/Weblog systems have made it possible for people to establish communities, express opinions, and spark debates over the Internet with minimal effort. Open hypermedia and annotation systems have been developed to support linking and commenting on existing Web documents to support scholarly discourse of online material. Many e-learning applications have been built on top of these systems to provide support for remote learning activities in schools and at workplaces.However, this focus on remote and distributed social networks has to some degree taken the focus away from social networks and collaboration among people who share the same physical environment whether face-to-face or over time. Physical environments in this context may be public spaces or buildings such as workplaces, schools, libraries, museums, and homes. Some of the technologies listed above may of course be applied by people who are in close proximity to each other who shares the same space over time, but I will argue that there is a need to focus on and conduct research in new ubiquitous hypermedia infrastructures and interaction techniques to also support social interaction and networking among people who share the same physical environment.In the Center for Interactive Spaces and predecessor projects, we have focused on the development of various kinds of ubiquitous hypermedia infrastructures and applications that support collaboration or social interaction among proximate peers at work, at school, at libraries, at museums, etc. We are applying various augmented reality tagging mechanisms (e.g., geo-tags, RFID, Bluetags, and visual tags) to provide hypermedia links among digital resources, people, objects and places. We are applying various mobile, spatial, and multi-user interaction techniques to provide new types of interfaces for social interaction in physical spaces.In the Center for Interactive Spaces we have developed several examples of ubiquitous hypermedia applications: eBag -- an electronic schoolbag system with seamless login based on bluetooth ID; iFloor -- an interactive floor for libraries and schools providing hypermedia functionality for collective search, exploration, debate, and knowledge sharing; InfoGallery -- an exhibition system for digital resources and debates at libraries, museums, attractions, and cityscapes; HyConExplorer utilizing geo- and RFID-tagging to annotate the outdoor environment for school projects or the like.Related examples from other projects and labs are Slogan-benches from the Presence project in Amsterdam; Informative Art from PLAY at Chalmers University, Sweden; the CatchBob! pervasive game developed at EPFL, Switzerland.The talk will: motivate the research in ubiquitous hypermedia supporting social interaction in physical environments; provide a brief overview of ubiquitous hypermedia techniques; give examples of ubiquitous hypermedia used for social interaction in specific domains; and, finally, outline further research issues for developing novel hypermedia techniques to be integrated in physical spaces.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信