track  PLAN:MRL workshop

A group project developed during the PLAN technology workshop at the Mixed-Reality Lab, University of Nottingham, UK (September 2005).

== CONCEPT ==
Track aims at enabling people to get in the shoes of strangers when crossing their paths and to experience trails of their lives: people leaving a personal trail along a path (e.g. the music they are listening to, their heartbeat, etc), as well as discovering and following the trails of others around them.

== TECHNOLOGY ==
Technology used in the Track project would include a GPS-enabled mobile device connected to content generator(s) (e.g. microphone, MP3 player, biometric sensor...) and corresponding playback actuators (e.g. headphones, haptic actuators...).

== DESIGN PROCESS ==
The project's concept originated from Malcolm Hall's idea of crossing the paths taken by other people during a day, and accessing blogs or urls connected to these paths. It evolved into the current concept during brainstorming sessions.
We prototyped the concept in three different ways, with:
- video scenarios exemplifying possible ways in which the device could work or could be used
- a PDA prototype proving the technical feasibility of the concept and making a first step in the implementation of the system
- experience prototypeing that show how it feels to walk in an out of a trail, using Wizard of Oz technique.

== USER SCENARIO ==
* A user walks around the city with the device, on her way to work or to meet friends. As the user is walking, the device records her path and connects to it something that the user is experiencing and/or wants to map to the path, e.g. music she is listening to, her heartbeat, the sound of her breath...
* The user approaches trails left behind by other people. These trails are displayed visually on the user's mobile device's screen together with the user's path. She can select one of them on the basis of proximity of time or at specific moments in time.
* If following someone's trail, the user can hear/feel the other person's experience left along the path, for example continously hear what that person was listening to along the path or feeling that person's heartbeat (haptic actuator). If the user looses the trail, the content fades away. Depending on how old the content is, its quality has more or less high-fidelity.
* The user could experience the content as the other one did or might have to walk at the same pace in order to synchronise with (otherwise the content could e.g. be played-back in slow-motion). In  this second option, the playback would be more or less fast, hang up at particular point or go backwards when the user would speed up, slow down, stop or walk backwards on the path, respectively.
* The user is also able to access people's trails and corresponding content later on, on the web, and see which trails cross hers at different points and periods in time.
(At no moment does the identity of the users have to be disclosed.)

== VIDEOS ==
The following videos exemplify possible ways in which the device could work or could be used (storyboard)
Please note that the dynamic and scale of the interactions is largely exagerrated for illustration purposes. In real life, paths would be less precise and changes slower and less dynamic.


Leaving a trail + re-experiencing it (following and loosing)


Leaving a trail + chasing it (matching speed)

Crossing multiple trails

Selecting a trail


Open platform for various content: e.g. experiencing heart-beat with haptics




== PDA PROTOTYPE ==
We built a fully working prototype called Path Music that show the technical feasibility of the concept. Each of the coloured paths shown have an MP3 associated with them. The red dot represents your current location which is plotted on the map using a GPS. As you approach a path you here the music for that path begin to fade in, and as long as you are walking along the path the music will continue to play. If you wander away from that path the music will fade out and the volume level is relative to your distance from the path. Ultimately, one should be able to scroll through time to access trails left by others within a certain period of time or at particular monent (feature not yet implemented). The software was built with using a combination of sofware. The map data is from OpenStreetMap, the map viewer component is Smaps - a soon to be GPL .NET mapping library by Equator Glasgow, the music is played using a C# wrapper for fmod which was taken from WiFiTunes and the NMEAParser is the same one used in WiFiFoFum.

                      
     
Screen shots from the PDA screen showing a person's location with a red dot and various trails as colour lines

== EXPERIENCE PROTOTYPE ==
Prototyping the experience of following a trail consisted of making people walking with wireless heaphones along a path taped on the ground in the lab. As a person was walking, we processed the sounds he would be hearing to simulate how the system would react (Wizard of Oz technique). Loosing a trail would result in the sound fading out, walking faster in the music going faster, walking backwards in the music being played backwards, etc.



     Iain and Kalle simulating changes along a path
     Christian experiencing the following of a trail


== RELATED WORK ==
This project is related to the Familiar Stangers project (Goodman, Paulos - Intel Research Berkeley) in terms of enabling new means of experiencing the presence of others in shared public space. It also relates to several sound-walk and audio space annotation projects. However, instead of using authored content (such as guided tours or historical audio narratives) or leaving punctual audio annotations, Track focuses on letting people re-experience everyday people's trails of experience where they occured and linearly along a path, on letting them 'walk in their shoes'. Furthermore, Track is meant as a platform opened to various formats of content: music but also audio narratives, video, biometrics such as heart-beat re-experienced with haptics, etc.
Various projects creating intimate connections among people with technology are listed on the mobile art and locative media resource website, under intimate connections:
http://www.netzwissenschaft.de/mob.htm#intimate
Below is a list of related locative audio and sound-walk projects:

Location 33 (Will Carter, USC)
Album distributed over time and space. listen to it by walking around dowtown LA, picking fragments at different locations. When all fragments put together, they form a song. GPS enabled PDA + sound portals scattered around the area.
http://www.location33.net/
http://interactive.usc.edu/projects/mobile/20050811-location_3.php


34N118W
(Knowlton, Spellman, Hight)
In-place audio narratives about history of area of LA, accessed through GPS enabled Tablet PC and headphones, as you walk around area.
http://34n118w.net/34N/


Walks
(Janet Cardiff)
Visitors listen to CD walkman and follows directions through site.
http://www.ps1.org/cut/press/cardiff.html


Hear&There
(Rozier, Karahalios, Donath - MIT Medialab)
Augmented reality for locative audio
http://smg.media.mit.edu/projects/HearAndThere/


Tactical Sound Garden
"Using a WiFi enabled mobile device (PDA, laptop, mobile phone), participants "plant" sounds within a positional audio environment. These plantings are mapped onto the coordinates of a physical location by a 3D audio engine. Wearing headphones connected to a WiFi enabled device, participants drift though virtual sound gardens planted by others as they move throughout the city."
http://www.andinc.org/tsg/


Sound seeing tours
Audio sight-seeing tours as podcasts (authored by anyone)
http://soundseeingtours.com


Melodious Walkabout (Etter)
Mobile auditory navigation system
http://richardetter.net/thesis.php
Placing Voices (Brian House, knifeandfork.org)
Mobile-sound-blog software for placing fragments of strangers's voices on a web-accessible map of NYC as they occur.
http://brianhouse.net/?project=placing


Riot!
(Mobile Bristol)
Interactive play for voices based in historical square. walking around the square triggers sounds and voices. backpack + heaphones
http://www.mobilebristol.com/QueenSq.html


Trace, Drift, Itinerant (Teri Rueb)
Site-specific sound-walks using GPS
http://www.terirueb.net/trace/index.html
http://www.terirueb.net/drift/index.html
http://turbulence.org/Works/itinerant/index.htm


Guided by Voices
(Lyons, Gandy, Starner - Georgia Tech)
http://www.cc.gatech.edu/ccg/publications/icad2000-voices/

Electric Walks (Kubisch)
http://www.christinakubisch.de/english/installationen_frs.htm

Mobile music sharing:
SoundPryer (Östergren, Juhlin, Interactive Institute)
Eaves-dropping in what drivers listen to in traffic
http://www.tii.se/mobility/soundpryerpresentation.htm

tunA (Bassoli, Moore, Agamanolis, MLE)
Sharing playlists in ad hoc networks
http://web.media.mit.edu/~stefan/hc/projects/tuna/
Suica music sharing (Mori, Suzuki, Shimizu, IDD@Tamabi)
Getting music from person before you when crossing JR metro entrance with Suica card
http://www.viktoria.se/~lalya/tamabi05/design_exercises/index.html


== PROJECT TEAM ==







   Marek Bell - Equator Glasgow, UK
   Adam Drozd - Mixed Reality Lab, University of Nottingham, UK
   Lalya Gaye - Future Applications Lab, Viktoria Institute, Sweden
   Malcolm Hall - Equator Glasgow, UK
   Iain Mott - Artist, Australia
   Karl-Petter Åkesson - SICS, Sweden
Group presentation of the project at the end of the PLAN:MRL workshop in Nottingham, UK


Link: workshop wiki + project wiki


== PLAN:MRL ==
PLAN (Pervasive and Locative Arts Network) is a new international and interdisciplinary research network in pervasive media and locative media, funded as part of the Engineering and Physical Sciences Research Council (EPSRC) Culture & Creativity programme in the UK. The network brings together practicing artists, technology developers and ethnographers with the aim of advancing interdisciplinary understanding and building consortia for future collaborative projects.

The PLAN technology workshop at MRL was an opportunity for a small technically-capable group to learn from each other and explore, build,and define the realities of future research directions in the emerging fields of pervasive and locative media. The group included expertise and access to a whole range of platforms and technologies in this area, including sensors and actuators, present and next generation cellphone networks and handsets, web 2.0 methods and standards, interaction and
industrial design, mathematical modelling and simulation, mapping and location sensing.

The workshop took place at the Mixed Reality Lab (MRL) at the University of Nottingham, an interdisciplinary research lab focused on the development and application of mixed reality to visualisation, learning, knowledge management, control systems, ethnomethodological studies, leisure and co-operative work.