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Extending the lifelog to non-human subjects: ambient storytelling for human-object relationships

Published: 29 October 2012 Publication History

Abstract

In this paper, we describe an approach to lifelogging that positions everyday objects, vehicles, and built environments as worthy of their own lifelog systems. We use this approach to anchor what we call ambient storytelling, and we argue that this methodology opens up new opportunities to design for rich and enduring relationships between humans and non-humans. We will explore this research approach through a series of examples, including: (1) a building that learns about its occupants and reveals its lifelog through playful solicitation and reciprocation, (2) story-objects that reveal backstory to their users, and (3) an automotive-sensor system and lifelog platform that facilitates context-specific playful interaction between a driver and their car. In this last example, we were interested in how a vehicle-based lifelog could augment drivers' existing propensities to project character onto their cars. In each of these examples, we reposition the concept of the lifelog to consider the "lives" of objects and the relationship between humans and non-humans as a worthwhile area of research.

References

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Bell, G. 2004. A New Relevance for Multimedia When We Record Everything Personal. ACM Multimedia (2004), 58113.
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Bush, V. 1945. As we may think. Atlantic.
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Gemmell, J. et al. 2002. MyLifeBits: Fulfilling the Memex Vision. ACM Multimedia (2002).
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Gemmell, J. et al. 2003. The MyLifeBits lifetime store. Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence ETP 03. (2003), 80--83.
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Lee, S. 2008. UbiGraphy: A Third-Person Viewpoint Life Log. CHI (2008), 3531--3536.
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Mann, S. 2004. "Sousveillance" Inverse Surveillance in Multimedia Imaging. ACM Multimedia. (2004), 620--627.
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Mann, S. 1998. "WearCam" (the wearable camera). Proc. of ISWC (1998), 124--131.
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McVeigh-Schultz, J. et al. 2012. Vehicular Lifelogging: New Contexts and Methodologies for Human-Car Interaction. CHI. (2012).
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Stein, J. et al. 2010. Interactive Architecture: Connecting and Animating the Built Environment with the Internet of Things. Internet of Things Conference (2010).
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Stein, J. and Fisher, S. 2011. Ambient Storytelling: The Million Story Building. ACM SIGCHI Conference on Tangible, Embedded, and Embodied Interaction (Funchal, Portugal, 2011).
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Stein, J.L. 2011. PUCK/: Place-based, Ubiquitous, Connected and Kinetic experiences for interactive architecture. PhD Dissertation, University of Southern California.
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Cited By

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  • (2023)Algorithmic epistemologies and methodologies: Algorithmic harm, algorithmic care and situated algorithmic knowledgesProgress in Human Geography10.1177/03091325221149439(030913252211494)Online publication date: 6-Feb-2023
  • (2023)Miracle Machine in the Making: Soulful Speculation with KabbalahProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595990(1740-1756)Online publication date: 10-Jul-2023
  • (2020)What Is It Like to Be a Game?—Object Oriented Inquiry for Games Research, Design, and EvaluationFrontiers in Computer Science10.3389/fcomp.2020.000182Online publication date: 11-Jun-2020
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Published In

cover image ACM Conferences
MM '12: Proceedings of the 20th ACM international conference on Multimedia
October 2012
1584 pages
ISBN:9781450310895
DOI:10.1145/2393347
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 October 2012

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Author Tags

  1. ambient storytelling
  2. architecture
  3. environmental lifelogging
  4. human-object relationship
  5. interactive architecture
  6. lifelog
  7. story objects
  8. vehicular lifelog

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MM '12
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MM '12: ACM Multimedia Conference
October 29 - November 2, 2012
Nara, Japan

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Overall Acceptance Rate 995 of 4,171 submissions, 24%

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Cited By

View all
  • (2023)Algorithmic epistemologies and methodologies: Algorithmic harm, algorithmic care and situated algorithmic knowledgesProgress in Human Geography10.1177/03091325221149439(030913252211494)Online publication date: 6-Feb-2023
  • (2023)Miracle Machine in the Making: Soulful Speculation with KabbalahProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595990(1740-1756)Online publication date: 10-Jul-2023
  • (2020)What Is It Like to Be a Game?—Object Oriented Inquiry for Games Research, Design, and EvaluationFrontiers in Computer Science10.3389/fcomp.2020.000182Online publication date: 11-Jun-2020
  • (2016)Thing EthnographyProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901905(377-387)Online publication date: 4-Jun-2016
  • (2016)Animistic design: how to reimagine digital interaction between the human and the nonhumanDigital Creativity10.1080/14626268.2016.114512727:1(52-70)Online publication date: 3-Mar-2016
  • (2014)Generating contextual description from driving behavioral data2014 IEEE Intelligent Vehicles Symposium Proceedings10.1109/IVS.2014.6856476(183-189)Online publication date: Jun-2014
  • (2013)AniThingsCHI '13 Extended Abstracts on Human Factors in Computing Systems10.1145/2468356.2468746(2247-2256)Online publication date: 27-Apr-2013

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