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  PROJECTS OF THE OPEN LIST  

Thanks to all bloggs (listed in the linkls section) which helped updating my list.

Urban Media Interfaces:

- Interactive Installations

- Public Projections

- Public Sound-Recordings

- Light and Sound-Triggering Installations

- Interactive Fassades and Shopwindows

- Public Communication-Sculptures

- Public Messageboards

- Space Annotations

- WIFI Art

- Psychogeographic Performances

- Internet-focussed Projects

- Location-Based Mobile Gaming

- Outdoor Mixed-reality Games

 

Interactive Installations

several Artworks
Greyworld
info@greyworld.org
http://www.greyworld.org/artwork/index.html

Location: -

Greyworlds primary objective is to create public art using generative systems that involves the human in an urban context. Greyworlds installations allowing visitors, pedestrians and passers by to become part of the creative process in spaces that permit the widest forms of interaction. For the most part, these installations are often displayed in the ill defined areas of the city, providing a creative means of expression in the banal and ignored zones of the urban surround.

freequent traveller
Susanne Schuricht with Tobias Schmidt
su_schuricht@yahoo.com
http://www.sushu.de/free

Location: Berlin

Live-Interactive Object - While relaxing in a hammock, you draw text into a screen in front of you by your motion. these texts are short essays and excerpts from e-mails about mobility, home and identity. The interface consists of a hammock, whose movements is traced by a custom-made hardware interface. The incoming data is then interpreted by a special software, that uses this data via complex modulations of sinewaves and random functions mapped onto the text material. "home is your identity - stories instead of objects - relax everywhere - "

Sky Ear
Usman Haque
info@haque.co.uk
http://www.haque.co.uk/skyear.php

Location: Greenwich, London, UK - May 2004

Sky Ear is a one-night event in which a glowing "cloud" of mobile phones and helium balloons is released into the air so that people can dial into the cloud and listen to the sounds of the sky.
The helium balloons each responding to the electromagnetic environment (created by distant storms, mobile phones, police and ambulance radios, television broadcasts, etc.) with coloured blue, red and yellow lights.

The Lovely Flowers
Clive Gillman
clive@clivegillman.net
http://www.junction.co.uk/publicartve/gillman.html

Location: proposal for The Junction, Cambridge, UK - 2004

The flower as a totem of chance now arrives for the txt generation. The three lovely flowers are large metal structures with the petals formed from eight x 750mm LED text displays, around a central multi-coloured LED centre mounted on high steel columns. They will be labeled 'FAITH', 'HOPE' and 'CHARITY'. FAITH - This flower hunts the internet for sentences that contain the words 'I Love you' and when someone steps in front of the flower a PIR is triggered and a sentence is searched, captured and momentarily displayed. HOPE - When the visitor stops in front of this flower a PIR sensor is triggered and the flower petals pulse with the text 'loves me' and 'loves me not'. After a few seconds the flower decides your fate and displays it. CHARITY - When the visitor stops in front of this flower a PIR sensor is triggered and the petals pulse through a sequence of 'Love Heart' compliments. These compliments will be worked up with local people and be selected from a database. After a few seconds the flower offers you a token of its esteem.

towards the serpentine
tom jenkins | joe malia
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk


Proposed Location: Kensington Gardens, London, UK - 2004

Ideas that explore the the pathways around, within and above the park, to lead people towards the Serpentine Gallery, locally and remotely. "At the heart of the park" explores the connection with the airplanes crossing the park before landing at Heathrow Airport and the visitors of the Serpentine gallery. Physically detached from one another, the park and the aircraft fleetingly share a visible presence. The project illuminates the pathways of the Hyde Park to the skies, beams of light pulse down this arterial network. In the gallery's grounds a miniature version of the lights mirror their progress, giving visitors on the ground an impression of the view from above. For those within Hyde Park a single push switch below each lamp allows its light to be held on independently, displaying an individual's otherwise invisible presence to the sky.

jetsam
tom jenkins | eric paulos
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk

Location: summer internship project at intel research, Berkeley, USA - 2004

How might emerging technologies play alternative roles in our experience of everyday urban life? Exploring the opportunities for them to glimpse into its rich texture this research project focuses on the theme of ‘Trash’ and its interrelationship to the city, from global economics to the fragmented story it tells of people, place and time.

spaces[in]between
Anab Jain and Tom Jenkins
anab.jain@gmail.com; thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk

Location: London, UK - 2004

The story of 3 installations for a local park, a place that embodies a threshold between public and private space in the city. Focusing on storytelling as emotive tools for design it is explored how small interventions might spark curiosity, encouraging people's physical, social and emotional participation, interaction and personal reflection. The story post, the shadow bench and the memory bin explore a border between the literal, abstract and symbolic.

Bins and Benches
Greyworld
info@greyworld.org
http://www.junction.co.uk/publicartve/greyworld.html

Location: Junction piazza , Camridge, UK - 2004

Bins and Benches involving active street furniture. Intelligent bins and benches will roam the new piazza in front of The Junction and respond to the needs of the humans that share their habitat: when it rains, they head for shelter; when the sun comes out they burst into song; at night, they move to provide seating for queuing crowds.

Kontakt
Zero-th with boutiquevizique
info@zero-th.org

http://www.zero-th.org/Kontakt.html

Location: among others, Garage-G festival, Straslund, Germany - 2003-2005

Kontakt is an interactive collaborative installation directed toward the use of human touch as an interface for activating media. Visitors use their bodies to form chains between active poles in the space in order to animate the space with new movement, sound, and visual sequences. These interactions invite people to collectively move through and explore the installation's spaces and the experiences it encourages (holding hands, kissing, using differently conductive objects to modulate output results). The human skin and body, mobile and unpredictable, become sensors and the actuators of this active space.

Amodal Suspension
Rafael Lozano Hemmer
rafael@lozano-hemmer.com
http://www.amodal.net

Location: (YCAM) Yamaguchi, Center for Arts and Media, Japan - 2003

In "Amodal Suspension" people will be able to send short text messages to each other using a cell phone or web browser connected to http://www.amodal.net. However, rather than being sent directly, the messages will be encoded as sequences of flashes and sent to the sky with a network of robotically-controlled lights, bouncing around the center of the city, from one searchlight to another. Each light sequence will continue to circulate until somebody "catches" the message and reads it. To catch a text, participants must again use the cell phone or computer programs. Once a message is read, it will disappear from the sky and it will be shown briefly on a large screen in front of the YCAM center. On the project website people will be able to navigate through the archived messages.

Push / Pull
Edwin van der Heide & Marnix de Nijs
heide@knoware.nl

http://www.evdh.net/push_pull.html


Location: Rotterdam, NL - 2003

Push / Pull consists out of two floating objects on two different playgrounds. The objects move freely either by themselves or at the same time they can be moved by the audienc. The people play a game with the objects but also with each other. When a visitor moves one of the objects, the other object will imitate the same movement. When someone else is moving the second object at the same time the contrary is taking place as well. This means that two visitors can communicate with each other through the objects. They start to push against each other while their physical locations are not related.

Intelligent Street
Ambigence
info@ambigence.com
http://www.intelligentstreet.net
http://www.tii.se/sonic/intelligentstreet


Location: University of Westminster's Harrow,London, UK and Malmo, Sweden - 2003

Intelligent Street is a responsive sound installation connecting the University of Westminster's Harrow Campus to the Interactive Institute, Malmo, Sweden. Users in each space create and adapt the sound in the public space by sending SMS messages from the mobile phone. A text message can combine a number of commands from a menu. For example, 'chill' using 'industrial' sounds...
Once the 'computer jukebox' receives the text command it goes about gradually changing the music. As a visual representation of the music, the text command that is being played together with a portion of the sender's telephone number will be projected onto the floor. A web portal will allow users to see and listen to activity in either location.

Phonetic Faces
Jonah Brucker-Cohen
jonah@coin-operated.com
http://www.coin-operated.com/projects

Location: - 2003

Phonetic Faces is an interactive mobile visual installation in public space that allows people to both contribute their image to a shared display and collaborate with others to create a collage of images using their mobile phones. While in front of the installation, visitors call a free 1-890 number which prompts them to choose images to collage together and allows them to take a new picture of themselves to add the archive. Ideally, the project would be installed in a public space such as a bus stop or another "waiting" point.

Engaging Bus Shelters
Josephine Pletts and Usman Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.haque.co.uk/engagingbusshelters.php

Location: proposed for London, UK - August 2001-October 2001

Interaction design elements for London's Bus Shelters. This project proposes a waiting environment that is engaging: shelters with personalities that remind us of the poetics of travel.

Glücksbarometer
Projektleitung: Johannes Gees
contact@johannesgees.com
http://www.johannesgees.com


Location: 10 Schweizer Bahnhöfen, Mai - 2001

Interaktiver Glücksbarometer in 10 Schweizer Bahnhöfen anlässlich des Festivals Science et Cité der Schweizer Hochschulen. Sind Sie glücklich?', lautet die Frage, die in 10 Schweizer Bahnhöfen den Passanten gestellt wird. Eine grossräumige Installation lädt ein zur Wahl: Nein/Weiss nicht/Ja. Grosse im Boden eingelassene Druckknöpfe lassen sich mit den Schuhen auslösen. Eine elektronische Anzeigetafel zeigt den aktuellen Stand. Wenn auch nicht wissenschaftlich erhärtet, so wird doch klar: Wir Schweizer sind mehrheitlich glücklich.

PAINTBALL
Raumschiff Interactive GMBH
info@raumschiff.de
http://www.c-ebener.de/paintball.html

Location: Art University, Hauptplatz Linz, Austria - 2001

If you don't think this is art, call this number! An artwork-in-progress is taking shape on the façade of the University of Art, and everyone's invited to pitch in. A cell phone call triggers a catapult that fires brightly colored paintballs at a large-format screen. If you still don't think this is art, call this number again!

Sauna 02
Sponge
sponge@sponge.org
http://www.sponge.org/projects/m3_sauna_intro.html

Location: San Francisco - 2000

Sauna 02 is part of a series of experiments exploring mediated forms of immersion in public spaces. The inquiry of the project focuses on how we can be immersed in the urban environment, feeling the pulse and fluidity of the surrounding world without bombardment and over-saturation. How can electronic mediation create the sense of a contemplative oasis coincident with urban density? Through constructing a series of hybrid architectural installations in public spaces-physical structures that are augmented by computer-controlled media, the project aims to explore the realm of noninvasive ambient and textural immersion, rather than information-based immersion.

Crime-Z-land
Stephen Wilson
swilson@sfsu.edu
http://userwww.sfsu.edu/~netart/crimezy/crimemain.html

Location: lot across San Francisco's City Hall, CA, USA - July 1998

CrimeZyland is an art installation that transforms the City Site lot into a computer controlled living "map" that creates light, motion, and sound corresponding to the minute by minute statistical level of crimes committed in San Francisco districts, as indicated by the Police Department CABLE crime statistics. The viewer can experience the crime "pulse" of the city firsthand.

Schouwburgplein
West 8
west8@west8.nl

http://www.west8.nl/presentation/portfolio/rsplein.html

Location: Rotterdam, Netherlands - 1996

The Schouwburgplein square is equiped with four large hydraulic lighting elements. Their configuration can be interactively altered by the inhabitants of the city by inserting a coin.

 

Public Projections

Greetings from Breda
Danielle Roberts
info@numuseum.nl
http://www.numuseum.nl/projects/greetings/greetings.html

Location: Showcase number 8, Breda Central Station, NL - 2004-2005

The goal of this project was to comment on the invasion of privacy by the omni present security camera by making a useless camera. A webcam takes a picture every time it detects the motion of a traveller passing. The picture is scaled up to the point that the portrait is unrecognizably transformed to pixels. Thus rendering the information useless. Overlaying this picture text displays the location the picture was taken and a counter which keeps track of the 'anonymous travellers'. Behind the portrait is a photograph of an everyday scene which changes every hour. It underlines the individuality of each passenger by echoing his life. This way the traveller is neither a threat nor a potential victim but his self.

Energie_Passagen
Monika Fleischmann & Wolfgang Strauss
info@energie-passagen.de
http://www.energie-passagen.de

Location: Salvatorplatz, Münche, Germany - 2004

The project »Energie_Passagen« reproduces the linguistic space of the city in form of a data flow. Hundreds of catchwords taken from current newspaper reports appear in a projected »information flow« and are spoken by artificial computer voices. As soon as passers-by select individual words, thematically related networks of terms start to perform in this flow, which can also be experienced as an audiovisual echo. The text is thus detached from its linear context and staged as a medial reading in urban space.

The Peoples' Portrait
Zhang Ga
dt@parsons.edu
http://people.apiece.net

Location: Rotterdam, New York, Brisbane and Singapore - 2004

The Peoples' Portrait uses the Internet to produce a global series of portraits, thus making a connection between people of greatly varying cultural and ethnical backgrounds. In cities such as Rotterdam, New York, Brisbane or Singapore passers-by can enter special photo booths to have their picture taken, which is then instantly and simultaneously displayed on large screens in all of these cities, including the large Reuters screen on New York's Times Square.

S-77CCR
info
@s-77ccr.org
http://s-77ccr.org/index_en.php

Location: Karlsplatz, Vienna - 2004

"System-77 Civil Counter Reconnaussance" is a tactical urban counter-surveillance systems for ground controlled UAV's (Unmanned Aerial Vehicles) and airborne drones to monitor public space. The first functional tactical command hub is installed on on
Karlsplatz, Vienna. Included in the installation is demo-ware that demonstrates the tactical use of S-77 in the civil unrest of the year 2000 in Vienna.

StalkShow
Karen Lancel

lancel@xs4all.nl
http://www.stalkshow.org/
http://www.xs4all.nl/~lancel

Location:Several locations in Netherlands, Finland and China - 2003 -2005

The StalkShow deals with threat of unsafety and isolation. A backpack with laptop/touchscreen is carried through public spaces. Being surrounded by the audience you are invited to touch the touchscreen and to navigate through an archive of texts about threat of unsafety and isolation. The texts derive from internet, written by people living in isolation, like a prisoner, a nun, a pilgrim, a digipersona. By webcam and wireless internet connection, your live video portrait appears together with the text on a large projection screen in the same public space. Your 'watching' face watches the (watching) audience. The StalkShow makes connections between social experiences in the virtual and in the physical space.

Urban hacking: Red carpet
Kerstin Faber, Alejandra Salas
----------
http://www.bauhaus-dessau.de/dotcity/results.asp?result=1

Location: Bauhaus Kolleg Dessau, Germany 2003

The "Red Carpet" project takes on surveillance systems in public space. It is aimed at changing the use of existing controls: 1. by providing different spaces where activists can observe eachother 2. by sensitising a given space via transmission of digitally superimposed, space-specific information at varying times 3. by changing usage of existing surveillance cameras, e.g. as local networks of information points in different leisure facilities.

Hubbub
Sha Xin Wei
xinwei@lcc.gatech.edu
http://www.gvu.gatech.edu/people/sha.xinwei/topologicalmedia/hubbub

Location: Topological Media Lab, Georgia Tech, Atlanta, USA - 2002

Hubbub installations may be built into a bench, in a bus stop, a bar, a cafe, a school courtyard, a plaza, a park. As you walk by a Hubbub installation, some of the words you speak will dance in projection across the surfaces according to the energy and prosody of your voice. We capitalize on recognition errors to give a playful character to the space. A Hubbub' installation succeeds to the degree in which strangers who revisit such an augmented space begin to interact with one another socially in ways they otherwise would not.

Blue-Screen Activism
Brian Lonsway / Kathleen Brandt
lonsway@rpi.edu
http://www.franklinfurnace.org/grants/tfotp02/index.html

Location: Chicago, USA - 2002

Imagine a loosely formed group of people walking into a mall with chroma-key blue shopping bags. An "unassuming tourist" also enters with a video camera. As the video of the "shoppers" is captured, it is sent to be processed, filling the profile of the bags with information about the corporate practices of stores the shoppers walk in front of or critical messages about the privatization of space.

Globe-Jungle Project
Yasuhiro Suzuki
info@mabataki.com
http://www.mabataki.com/globe

Location: first shown - Akamatsu Park, Setagaya, Tokyo - 2001

The installation consists of a globe like revolving climbing frame children can play with during daytime. A video camera records their play and the images are projected onto the bars of the globe at night. By spinning the frame the bars become a surface and the projection will be visible, producing a nostalgic illusion of the daytime.

Framefunk
Jörg Pfeiffer & Dirk Holzberg framefunk@khm.de
http://www.khm.de/~dirkk/framefunk

Location: Köln, Germany - 2001

Eine Stunde lang verwandelt sich ein Strassenbahnwagen in ein Video- und Klanglabor von Kölner Videokünstlern und der Elektronikband mouse on mars, die live vor Ort spielen wird. Der Sonderwagen durchkreuzt die Kölner Innenstadt und hält regelmäßig an verschiedenen Stationen. Live-Kameras fangen den Raum inner- und ausserhalb des Wagens ein. Das entstehende Bildmaterial wird live editiert und via Videoprojektoren auf die vorbeiziehende urbane Landschaft zurückgeworfen. Wiederum abgefilmt ergibt sich eine Mischung von Aussen und Innen. Die Architektur der Rheinstadt wird Bestandteil und Projektionsfläche von Bildern, Musik und Bewegung.

Bitwall 2
Christian Möller and Thomas Lauerbach
moelchr@ipf.de
http://www.christian-moeller.com/display.php?project_id=42

Location: Proposal for a façade installation in Bielefeld, Germany - 1999

A video camera scans the entrance area outside the building and presents the approaching visitors on a large vertical bitwall-display. The image matrix is interrupted at regular intervals in order to perceptually enlarge the size of the image. The eye of the observer fills in the missing parts, interpolating the transitions from image strip to image strip and optically eliminating the gaps The result is a ladder-like object made up of horizontal beams, 18.4 meters high and 5.6 meters wide.

inoutsite
Künstl. Konzeption: Ursula Damm
info@inoutsite.de
http://www.inoutsite.de

Location: several places since 1998

Über öffentlichen Plätzen oder einer Halle wird eine Kamera installiert. Das Videobild wird an einen Tracking-Computer geleitet, der aus dem Bild bewegte, sich vom Untergrund unterscheidende Objekte filtert. Diese Tracking-Software versucht, Menschen zu unterscheiden, welche sich im öffentlichen Raum bewegen und versucht, die Interaktionen untereinander zu beschreiben. Diese Informationen über die sich bewegenden Personen werden an eine Grafik-Workstation weitergeleitet. Sie speichert diese Informationen und rechnet daraus Bilder, welche sowohl die Abhängigkeiten der Bewegungen der Personen untereinander sowie die Veränderungen der Raumnutzung in der Zeit darzustellen versuchen. Durch die Integration des originalen Videobildes in die virtuelle Grafik haben die Passanten dieMöglichkeit, mit dem Videobild zu spielen, Klänge und Geometrien zu erzeugen in Abhängigkeit von ihrem Verhalten.

Rio Videowall
Dara Birnbaum
http://web.ukonline.co.uk/members/n.paradoxa/tuer2.htm

Location: Atlanta, USA - 1998

In the middle of the public plaza of the shopping mall Birnbaum has placed a video bank of twenty five monitors. When the plaza is emptied of people, the data bank of images exist in a dormant state of aestheticized tranquillity: filled with digitalized images of the natural landscape existing on the site of the mall before it was built. However, when the shoppers fill the plaza, the movement of their bodies interrupts this smooth simulacrum landscape. For within the mall itself, two live surveillance cameras are linked to the video wall, so that when pedestrians pass in front of the camera, the silhouettes of their bodies are keyed into the pristine Edenic state of the image data banks.

 

Public Sound-recordings

Soundscape-fm - Phonographic Migrations
Derek Holzer, Sara Kolster, Marc Boon
derek@umatic.nl

http://berlin.soundscape-fm.net
http://soundscape-fm.net/


Location: Stralsund / Garage festival, Berlin / Transmediale 05 - 2004-2005

Soundscape-fm is a collaborative soundwork in the city of Berlin. which takes the form of a FM radio broadcast and a user-uploadable database with field recordings. During four days, sound artists, amateur sound hunters, phonographers, among other interested participants, will collaborate on gathering sounds from different places within the city of Berlin. A physical workspace, will be a post-production booth for the gathered sounds which can be uploaded immediately in a database system. The uploaded sounds are accessible online via an interactive sound map of the city, and will be broadcasted via several local FM radio stations during the Festival.

WALK
Constantin Demner
hallo@studioelastik.com
http://www.studioelastik.com/walk

Location: Spitalfields, London, UK - 2004

WALK is a public space intervention with a shopping trolley. Frames have been placed that point out local histories, facts and personal associations. A line painted onto the pavement by a modified shopping trolley connects the frames and draws a continuous path of roughly 1.8 km. Besides, Public Voice Boxes have been attached to specific street corners, allowing the public to express and share thoughts either related to the walk or any other local issues.

Recycled Soundscape
Zero-th: Yon Visell, Karmen Franinovic
info@zero-th.org
http://www.zero-th.org/RecycledSound.html

Location: At Designing Interactive Systems, Boston, and Resonances 2004, Ircam, Paris - 2004

Recycled Soundscape is designed as a system through which to explore and engage with auditory aspects of experience in the city, and to provide the possibliity of relief, through sound and relational design, from the prevailing and often stressful urban flow. The result is an interactive system for the public orchestration of an urban sound ecology. It consists of a set of kinetic, human-scale interfaces which seek to create diversions and concentrations of attention within the sonic context of a location, by facilitating reflective activity in the public sphere, in the course of which an acoustic landscape may be augmented, modified, and performed. It offers the possibility to listen to and to record noises - human, natural, machine - which are otherwise difficult to take notice of, and which nonetheless contribute to the characteristic of a place over time, composing its evolving memory in sound.

PUBLIC PLAY SPACES - tejp
Margot Jacobs and others
margot.jacobs@tii.se
http://play.tii.se/projects/pps/tejp

Location: Göteborg, Schweden - 2003 - 2004

This project explores various possibilities for overlaying personal traces and information on public spaces through different mediums and behavior patterns. it is our hope that {tejp} will transform spectators into players and encourage playful ways to personalize territory in the public realm. we also hope to connect local communities by providing a space and sounding board for existing social relationships.

Wipfelrauschen
Markus Bader
markus.bader@natural-reality.de
http://www.natural-reality.de/wipfelrauschen


Location: Institut für Neue Medien Frankfurt, Germany - 1999

"Wipfelrauschen" ist ein abstrahierter Wald, in dem Klänge ertönen. Einige Bäume haben einen Schalter, mit dem können Klangdokumente, die Besucher im Internet-Wald oder im begehbaren Wald hinterlassen haben, abspielt werden.

Tonic
O+A: Bruce Odland and Sam Auinger
ores@pipeline.com, lowres@snafu.de
http://www.o-a.info/now_stuff/now.html

Location: West Hollywood, USA - 2002

A 12-foot tuning tube on the Sherrif’s wall collects resonance, tunes the cityscape to the key of F and plays back real-time from 2 cement “Cube” loudspeakers at the bus stop. In a small area of pedestrian LA the emotional landscape is shifted and humanized.

square
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de

http://www.selektion.com/members/wollscheid/default.htm

Location:
Beyond Music festival at Beyond Baroque, Los Angeles, USA - 2002

Halogen square invites for access and use. The sounds of the environment (includingn the acting "audience") are recorded, processed in real time and re-played creating a background to the "real" sonic happenings. The light on the square changes according to intesity, rhythm and direction of sound.
Further versions of this system are intended to use both microphones and camera for recording to facilitate an equal disitribution between sonic and visual information.

BOX 30/70 CITY NOISE
O+A
: Bruce Odland and Sam Auinger
ores@pipeline.com, lowres@snafu.de
http://www.netzradio.de/box3070
http://www.o-a.info/box3070.html

Location: several places in Europe - 2001 - 2002

BOX 30/70 is portable audio camera obscura which visits observes, transforms,and stores the soundscapes of European cities. It humanizes the harsh reality of the urban soundscape with a harmonic version of reality. BOX30/70 cinsists of a 4.5meter stereo tuning tube, acoustic shelter and chill out container, an alphabet of archived sounds by O+A, and a cement " CUBE" loudspeaker which plays back in real-time.

connective memory
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de

http://www.selektion.com/members/wollscheid/default.htm

Location: high-school, Balthasar Neumann Technikum, Trier, Germany - 1999 (permanent)

"connective memory" is situated in the recess hall of a technical high-school where it scans the sound profile of the pupils' voices. According to compositional patterns certain sonic forms are selected, recorded and stored in a digital memory. In case a similar sound event takes place, the memory adds a related sound formation to the live sound. While the system is at work, the red squares at the ceiling are lit. At the same time the outside Ñcheckerboard" light-square translates the sonic impulse into a game of moving lights. Composition is thus conceived as an interrelated system of "filters": compositional density (or openness...) results from the listeners' participation and the modes they preconceive relatedness.

 

Light and Sound-triggering Installations

Son-O-House
NOX & Edwin van der Heide
heide@knoware.nl

http://www.evdh.net/sonohouse.html

Location: Ekkersrijt, Son en Breughel, NL - 2004

Son-O-House is a permanent Architecture-Installation.The generative and reactive sound environment creates a permanent interaction between the sound, the architecture and the visitors. The sound intents to influence and interfere with the perception and the movements of the visitors. The presence, activity and the approximate location of the visitors is  being detected by sensors placed in the building. This information is continuously analyzed and quantified. The output of the analysis is used to control the nature of the sound and therefore challenges the visitors to re-interpret their relationship with the environment.

GeoLeds
Annie On Ni Wan
slimboyfatboyslim@slimboyfatboyslim.org
http://www.slimboyfatboyslim.org/gl.html

Location: TCM, Iceland inside and out workshop - 2004

GeoLeds is an realtime location-based LED sculpture project developed from GPS technology. The artwork made with numerous LEDs flashing patterns. Those patterns in dot-matrix style showing maps by various differnet cartographic methods such as temperature, active rift regions, glacier region, political boundry, etc. The alteration of both latitude and longitude streaming from a server drives the switching from pattern to pattern. GeoLeds is a sculpture exists in physical space. It emphasis the exploration of geographical location and physical space as an interface.

zone_01
Sean Reed, Claudia Westermann
reed@seanreed.de, c@ezaic.de
http://www.ezaic.de/zone_01

Location: -

The sound installation "zone_01" is designed for realization in public space. "zone_01" simulates communicative processes and translates them into sound. The movement oriented use of the location is transformed into a sonorous simulation of the communicative function of such a public square and leads to changes within the system of sound.

The Activator
Leonard van Munster
mailmefromsite@donleo.org
http://www.debates.nl/index.shtml?520+522+3090

Location: Moscow and Ekaterinburg - fall 2002

The Activator is a sound engine and street installation object developed for Debates & Credits. The Activator is a sound box that registers the movements of people passing by in front of it, and plays back a short fragment of a music piece for each passer-by. Thus, if many people pass by in an even flow, a regular music composition is to be heard from the box, but if people pass by at uneven rates only unrecognisable fragments can be heard, right at the moment when you walk past.

Radioscape
Edwin van der Heide
heide@knoware.nl

http://www.evdh.net/radioscape.html


Location: City center of Utrecht, NL, Festival aan de Werf Utrecht - 2000

The city centre as accoustical labyrinth is the metaphore for Radioscape. Twelve transmitters are installed througout the area, each producing it's own electromagnetic soundfield. As you walk with specially designed radio receivers, you will pick up different layers of sounds transmitted. One sound will slowly takeover from the previous while for example a third one is present in the background. Each visitor navigates it's own way through this labyrinth of radiowaves, giving each listening route a unique composition.

waiting signals
Heiko Hansen / Mina Hagedorn / Michael Field
heiko@hehe.org
http://hehe.org.free.fr/waitingsignals/index.html

Location: Osnabrueck , Germany - 2000

A public interactive light installation: Waitingsignals was a temporary light installation at the bus stop in front of the main station in the center of Osnabrueck, Germany and ran for a period of one year. The installation consisted of eight light tubes which reacted to the movments of the passerby. Each Waitingsignal is connected to an ultrasonic sensor and a digital dimmer. The ultrasonic sensors read the activity in front of the light tubes. If a sensor is triggered for a longer while, one by one all of the lamps will start to pulse in rhythm. This networked light play can be interrupted at any point or time by interfering with another ultrasonic beam. The interconnection between the tubes, their behavior and their responsiveness aim to create a varied set of light patterns which depend upon the different activities at the bus stop.

Interaktive Brücke
Kai Mettelsiefen, Chema Alvargonzalez
plan-marienburg@t-online.de
http://www.hohenzollernbruecke.de

Location: Hohenzollernbrücke, Cologne, Germany - 2000

Interactive illumination of the " Hohenzollern" bridge of Cologne The presence and secret power of the bridge should become visible with the use of red pulsating light and at the same time it provides a connection to the new realm of the internet. The actual picture of the bridge will be displayed on a website, which will allow the visitor to have a look at the city and could make it possible for the user to influence the illumination of the bridge by an interactive button. Additionally controlled by typical parameters of the net, the rythm and intensity of the light will be determined by the virtual bridges of information between the city and the whole world. Depending of activities, the light will be bright or dim and the hidden activities of the net will be shown by the reflections on the river, while the city is represented in the internet by the image on the bridge at the same time.

STAIRS
Rolf Gehlhaar
rolf@gehlhaar.org
http://www.gehlhaar.org/projectslist.htm

Location: London, Hayward Gallery, SONIC BOOM Exhibition March - 2000

The steps leading to the Hayward Gallery down from Waterloo Bridge and the ramp from the Royal Festival Hall were sensitised; movement by persons along or across them generated sounds which were made audible by multiple local loudspeakers. A Greyworld project.

TUNNEL
Rolf Gehlhaar
rolf@gehlhaar.org
http://www.gehlhaar.org/projectslist.htm

Location: Glastonbury Festival - 2000

An interactive sound installation in the small tunnel connecting the Greenfield sites; during the day (11am - 1am) some 3000 persons passed through every hour. A Greyworld project.

The Street
John Eacott, Ross Clement
john@informal.org
http://www.informal.org/street

Location: University of Westminster's Harrow, London, UK - 2000

The street is an interactive generative music installation. In the central thoroughfare a generative music piece responds to the movements of people. Ultrasound sensors at each end of the street cause a sound signal. A SuperCollider programme, registers the number and frequency of inputs coming from the sensors and converts this to a density variable. The density variable is used to open up to 8 channels of sound - the more activity the more sound. Each channel of sound is created using generative processes each 15 minutes. There is a verbal time announcement each 15 minutes which also comments on the level of activity in the street.

BRIDGE 2000
Rolf Gehlhaar
rolf@gehlhaar.org
http://www.gehlhaar.org/projectslist.htm

Location: Dublin December - 2000

An interactive sound and light installation from December - January - 2000 on the new Millennium Footbridge across the Liffey in the centre of Dublin, to mark the opening of the new visitors' centre the Guinness Storehouse. A Greyworld project.

Nordpol-bridge
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de
http://nordpol-bruecke.de

Location: Nordpol-Brücke, City West, Bochum, Germany - 1999

On the pedestrian bridge at the entrance to the West-Park, the lighting has two functions. It accompanies the pedestrians on their passage over the bridge thus lighting up, where light is needed. If two or more people cross the bridge it will moreover generate additional light-patterns that change in frequency with the respective speed of the crossers. A gang-way as a keyboard and the coated glass-

Anonymous Muttering
Knowbotic Research
krcf@khm.de
http://www.khm.de/people/krcf/AM

Location: Telecomunicationscenter of PTA, Graz, Austria - 1997

In the project Anonymous Muttering, Knowbotic Research organise unpredictable light and sound events which can be experienced outdoor and via the website. The sounds produced by DJ's at several party events during the "Steirischer Herbst" festival are taken live and are transformed by a computer set-up into fragments of digital information.This digital material can then be worked on, manipulated and recombined. Visitors of the location at the Telecomunicationscenter of PTA Graz can fold a special a silicon membrane. The effects of this intervention can be heard in a 3D sound environment. They also trigger the lights in two vertical circles of stroboscopes and thus wrap the visitor in a dense feltof lights and sounds.

Light Around the Edges
Todd Winkler
Todd_Winkler@brown.edu
http://www.brown.edu/Departments/Music/faculty/winkler/installations/light_edges

Location: Kansas City, SEAMUS Conference - 1997

Light Around the Edges is a sound/video installation that uses a video camera to detect location and movement of people in a large public space. The sensing camera is placed above the audience. Movement on the ground is transmitted as numbers into the Max programming environment. There, software interprets data representing players speed and location to create original music or to trigger individual sound samples. While participants hear the results of their actions, they simultaneously see themselves in the form of a processed and abstracted video projection.

Light- and Audiopark
Art&Tek, Konzept: Christian Möller
moelchr@ipf.de
http://users.design.ucla.edu/projects/arc/cm/static/page12.html

Location: Museumspark Rotterdam, Nietherlands - 1995

Auf einer Fläche von 80 x 80 Metern umstellten 8 etwa 12 Meter hohe Lichttürme einen mit Lichtsensoren perforierten Holzfußboden. Durch Betreten der Sensormarkierungen war es den Besuchern möglich, die Beleuchtungszustände zu verändern und eine Anzahl sehr verschiedener Klangkulissen innerhalb der Installation dreidimensional zu verschieben. Der sonst wenig frequentierte Platz mitten in der Rotterdamer Innenstadt wurde mit dieser Installation und Dank günstiger Wetterbedingungen zu einem der Zentren städtischer Jugendkultur.

Very Nervous System
David Rokeby
drokeby@sympatico.ca
http://homepage.mac.com/davidrokeby/vns.html

Location: several places, in the streets of Potsdam, Germany - 1993

In very Nervous System I use video cameras, image processors, computers, synthesizers and a sound system to create a space in which the movements of one's body create sound and/or music. It has been primarily presented as an installation in galleries but has also been installed in public outdoor spaces like in Potsdam in 1993, making music out of the life on the street.

Kinetic Light Sculpture
Christian Moeller and Ruediger Kramm
moelchr@ipf.de
http://www.christian-moeller.com/display.php?project_id=30

Location: Zeilgallery in Frankfurt, Germany - 1992

A building façade which changes color distribution according to current weather conditions. The overall image is directed by a weather station on top of the building: the ambient temperature determines the amount of yellow on the blue wall. The yellow patches move in line with the direction of the wind.
Wind speed governs how fast they move over the surface. Rain substitutes for wind and causes patches of yellow to fall vertically. The upper area of the facade is crossed horizontally by the wide, rapidly changing line graphic (LED-Display 4m x 20m) that visualizes the noise in the street in real-time.

Interactive Fassades and Shopwindows

7 World Trade Center
Kinecity / Marek Walczak
marek@kinecity.com
http://kinecity.com/projects.html

Location: New York, USA - Summer 2005

Camera-based systems are used to analyze patterns of pedestrian movement and express that as vertical light patterns on the first seven floors of the facade.

Towertalk
Software-Engineers of Swisscom Innovations
http://www.swisscom.com/Innovations/content/Events/TowerTalk

Location: Swisscom highrise, Ostermundigen, Bern, CH - 2004

The highrise is changed into a huge interactive display through lightening the windows. Either you can choose an animation from a selection, or send a whish or text comment to the display via SMS.

Digital Aquarium
Ars Electronica Center Linz and others
wolfgang.bednarzek@aec.at (Press officer)
http://www.aec.at/sap_web/en/index.htm

Location: SAP-Firmensitz Berlin, Germany - 2004

Rear-projection display units are arranged along the façade. Through their movements, passers-by can get involved in interaction with them. Walking past produces wave motions; gestures are registered by cameras, interpreted, and transformed into wave action on the screens. Designated surfaces at the main entrance invite visitors to establish physical contact with the building. Heartbeat sensors installed there pick up the pulse if one lays the hand on the surface; after dark, the beat is broadcast throughout the facility. Microphones set up along the street outside the building pic up sounds that controll the form oft the digital visuals appearing on the screens, conjureing up the oceans’ incredible variety of life forms.

Sale away
Staalplaat: Geert-Jan Hobijn, Carsten Stabenow, Olaf Matthes
soundsystem@staalpalast.org
http://www.machinista.org/?c=2
http://www.staalplaat.org

Location:
European Media Art Festival Osnabrück, Germany - 2004

In a display window passers-by can conduct an "orchestra" of household devices via their mobile phones. In order to start the orchestra and wake up the shopping windows one person has to dial in the system (the number and the simple commands are displayed on the window). With this call he opens the door of a big man-size refrigeratorthe fridge. Now, he can play his orchestra. Simply with the number keys of his phone he can let all different instruments play along with the melody.

flexible response
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de
http://www.selektion.com/members/wollscheid/default.htm

Location: Office building facade, Hattersheim a.M, Germany - 2004
Interactive light installation for an office building.
The sounds in the inside (lobby) trigger the light movement on the windows. Thus - during office hours - the glass facade translates and projects fragments of the social choreography.
At night the interactive part is replaced by a self generating light composition

POLARNACHT am Q205
Datenflug
info@datenflug.de
http://www.datenflug.com/3405.htm

Location: Berlin, D - 2003/2004

Datenflug developed in cooperation with "angenehme gestaltung" and "kyd" a lightinstattation for the fassade of Quartier 205 at Friedrichstrasse, Berlin. Reffering to the phenomenot of the Polarlights temperature, light, wind und rain determine the choreography. Sensors detect these environmental factors of the surroundings.The light as core of the staging represents the christmas message"and light came to the world".

interflux
Achim Wollscheid
wollscheid@tfm.uni-frankfurt.de
http://www.selektion.com/members/wollscheid/default.htm


Location: school in Munich, Germany - 2003


a proposed artpiece for a (still to built) school. interflux consists of 64 rectangle mirrors hinged on universal joints. Each mirror has a blue and a clear face.
Cameras (included in the checkerboard grid) monitor the movement of people on both sides of the system and change the position of the mirrors - in regard to the specificities of the movement on one hand and an array of compositional presets on the other.

11th and Flower
Electroland - Urban Spectacle
contact@electroland.net
http://electroland.net

Location: Los Angeles, CA, US - 2003

The project consists of a luminous field of LED lights embedded into the entry walkway that respond to the presence of visitors; a massive display of lights on the building face that mirror the patterns of the entry; and video displays in the lobby and entry areas. Environmental intelligence and surveillance of human activity are combined with a video-game sensibility. Activities on the walkway trigger massive light displays on the building face. When the walkway interactivity is triggered users witness their impact on the building face via a video display. Response is instantaneous.

BIX
realities:united (Jan Edler und Tim Edler)
info@realU.de
http://www.bix.at

Location: Kunsthaus Graz, Austria - September 2003

Communicative Display Skin for Kunsthaus Graz BIX is a light- and media installation for the Kunsthaus Graz in Austria which transforms the acrylic glass facade of the Kunsthaus in a low resolution computer display - we call it the "communicative display skin". BIX is integrated into the spectacular biomorphic facade structure, a field of approximately 1100 circular, computer controlled fluorescent light tubes. Through the possibility to individually switch and dim the fluorescent tubes the field forms a low-resolution grey scale display which is following the double-curved facade structure. Simple messages, icons and animations are send out into the city of Graz, becoming a unique artistic message format for the new kunsthaus. After the completion of the installation in September 2003 BIX will not only be one of the biggest but from an architectural point of view one of the most integrated media facades.

TeleKletterGarten
Gruppe FOK
informacija@luxus4all.org
http://www.tkg.co.at.tt

Location: ARS Electronica 03, Linz, Austria - 2003

A Kletterwand as a giant computer keyboard-this climbing wall has a computer keyboard integrated into it. Touching one of its 64 keys causes the corresponding program command to be executed on a local processor. The radio-equipped climbers obey the instructions of an operator. Experts from two fields-programming and mountain climbing-come together, and have to work together. The act of climbing introduces time delays and physical exertion into the otherwise instantaneous processes of programming and digital data processing.

Arcade
CCC (Chaos Computer Club)
contact@blinkenlights.de
http://www.blinkenlights.de/arcade

Location: Paris, Bibliothèque nationale de France - September / Oktober 2002

During the Nuit Blanche art festival in Paris, the Tower T2 was transformed into a huge computer screen with a matrix of 20 x 26 windows (resulting in 520 addressable pixels) and a size of 3370m2. With its new light control technology, one was able to smoothly dim the brightness of each pixel. Using the ArcadePaint program everybody could start creating his own pictures and animations immediately and submitt them. Arcade also promoted a new series of classic computer games to run on the building, allowing everybody to play games on the building with his mobile phone.

Power Flower
Antenna Design
info@antennadesign.com
http://www.antennadesign.com

Location: Bloomingdale`s New York, - 2002

The interactive light and sound installation features a series of neon flowers that "bloom" when passersby trigger motion sensors that create an ongoing process of blossoming light sculptures and ambient sound events. As people continue to move past the store's window, the first flower triggered will quickly fade out while new ones brighten up, leaving a wave-like trail behind every passer by. As more people pass, the illuminated flowers create a brilliant display of light and sound.

cntrcpy™ test research facilities
cntrcpy™
hq@cntrcpy.com
http://www.soulsystem.com/cntrcpy/prj/apo.htm

Location: Krems, Austria - 2002-2004

cntrcpy™ installed two video beamers, two loudspeakers and a tracking camera which are controlled by a computer. the content for the presented works is primarily targeted at interacting with passers-by. you are invited to visit or interact with the various installations every day from 3 pm to 11 pm [central european standard time]. a change of content is made several times a year: cntrcpy™ test research facilities are also open to other artists who like to provide interactive projects for the public space.

Circulez y'a rien a voir
Cecile Babiole
cecile@babiole.net
http://babiole.net

Location: Paris - 2001, Berlin - 2003

"Circulez y'a rien a voir", is a kind of surveillancesystem in the public space. It allows the spectator to generate images and sounds by his meer moves in front of the projection space. The movements of the spectator, captured by a camera are converted into graphic patterns and sound modulations. Every spectator can, as one pleases, roam, dance, stamp, run, or simply wave the hand and experiment in his own way of activating images and sounds.

R-G-B
Electroland - Urban Spectacle
contact@electroland.net
http://electroland.net

Location: Los Angeles, CA, US - 2001

Computer controlled colored lights fill 81 windows extending over 180 meters at the Southern California Institute of Architecture (SCI-Arc.) Patterns are controlled by cellphone by any caller from any location, raising issues concerning private interaction and control of public spaces. The installation is viewable both inside the building and from the exterior.

La Bastille
Technology House at Brown University
techhouse@brown.edu
http://bastilleweb.techhouse.org

Location: Sciences Library at Brown University - Providence, Rhode Island - 2000

When La Bastille was running in April - 2000, it was the world's largest fully-functional Tetris game. Containing eleven custom-built circuit boards, a twelve-story data network, a personal computer running Linux, a radio-frequency video game controller, and over 10,000 Christmas lights, La Bastille transforms Brown's fourteen-story Sciences Library into a giant video display which allows bystanders to play a game of Tetris. When we were in operation, anyone could come and play in person.

ETV
Electrical Engineering Student Association
lustrum@etv.tudelft.nl
http://www.etv.tudelft.nl/vereeniging/archief/lustrum/90/english.html

Location: Delft University of Technology, Netherlands - 1995

The computer game Tetris on the facade of the faculty of Electrical Engineering at Delft University of Technology in the Netherlands (temporary installation). People all over the world could play the game Tetris by using a simple telnet session and all the West of Holland could watch what they were doing on this building.

 

Public Communication-Sculptures

Friend
Dirk van Oosterbosch
http://www.ixopusada.com/dirk/friendtransscipt.html

Location: Amsterdam, NL - 2002

A project taken to its extremes; a mobile computer system - Friend - takes you through the information jungle of the public space, while sending "agents" to available public networks to select specific information for you. The results are then transmitted through an earphone. The downside: the system containing all your personal data may mutate when it is hacked into by unwanted "friends".

The Tigris Woods project
Jo van der Spek
jo@xs4all.nl
http://www.radioreedflute.net
http://kriegste.de/theorie/jo_projekt.htm

Location: Baghdad, Iraq - 2004

A project of communication art, mediatizing the inaccassable river Tigris in Baghdad by (re)producing stories, poems and music related to it. This will be done by local broadcasting and exchange and steaming on internet , thus creating a flow of poetry between Rotterdam and Baghdad. And back of course.

Agora Phobia (digitalis)
Karen Lancel
lancel@xs4all.nl
http://www.agora-phobia-digitalis.org/uk/home.html

Location: several places 2000 -2004

Agora Phobia (digitalis) questions mental images of being un)safe and islolated and invites the audience in a halftransparent, inflatable ISOLATION PILLAR / Free Zone placed in crowded, city public places. It is big enough for 1 computer and 1 person. Visitors can participate in an internet-dialogue with someone who lives isolated somewhere else. The participation in the dialogue will be published on 'chat-archives', will be part of an archives of booklets, chatsheets and performances.

StoryCorps - listen closely
David Reville and others
feedback@storycorps.net
http://www.storycorps.ne

Location: New York City's Grand Central Terminal, USA - 2003

StoryCorps is a national project to instruct and inspire people to record each others' stories in sound.
We're here to help you interview your grandmother, your uncle, the lady who's worked at the luncheonette down the block for as long as you can remember-anyone whose story you want to hear and preserve.
To start, we'll be building soundproof recording booths across the country, called StoryBooths.
We've tried to make the experience as simple as possible.
Since we want to make sure your story lives on for generations to come, we'll also add your interview to the StoryCorps Archive, housed at the American Folklife Center at the Library of Congress.

Hole in the Earth
Maki Ueda
makiueda@wanadoo.nl
home.wanadoo.nl/makiueda/earth/index.html

Location: Rotterdam - Shanghai - 2003

An installation which takes place on the two sides on the earth simultaneously. Through this 'virtual hole', people can see and hear the other side of the earth. The 'hole' is made with a set of computer, monitor, webcamera, speaker, microphone. Through the internet, real-time audio and visual connection is being made.

CO.IN.CIDE
Gerfried Stocker, Horst Hörtner, Heimo Ranzenbacher
----------
http://residence.aec.at/co.incide

Location: Judenburg : Zentrum / Graz : Dom im Berg, Austria - 2003

The relationship between two paces is mediated by the make-up of a system of interaction, the "third place". If the silouettes of participants at the two separate locations overlap, the surface of the bodies become visible in this area like in a mirror. If they match, then this opens up a channel of comunication between the two places. The immage of the people on the other side becomes visible for 5 seconds, afterwards fades slowly and is transmitted automaticly into the internet where a visual and acoustic trace of the visitors exchange will be left in a 3D space.

Worldview
Josephine Pletts and Usman Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.interaction-ivrea.it/worldview

Location: proposed for London, UK - August 2001-October 2001

Worldview is an urban device located at landmarks around the globe. It enables visitors to record their experience with both an instant-print postcard and a video clip, retrieved and sent on from the Worldview website. The device has two faces: a "mirror" side that encourages people to become players on the urban stage and a "window" side that connects in realtime to Worldview locations in other cities around the planet.

World/World
Noriyuki Fujimura / Nodoka Ui
----------
http://home.att.ne.jp/theta/nonpu/projet/pcs/worldworld.html

Location: Neunkirchen (Germany), Tokyo(Japan) - 2001

Imagine a pole piercing the earth. One end emerges in Gegenort in Neunkirchen and the other at a public space in Tokyo. You can push and pull this pole on one side of the earth and someone on the other side may push back to you. You can also see the motion of the pole and of the audiences you communicate with on the other side of the earth. They may manipulate the pole like you or not like you. Regardless, the motion you make invites others to join in.

Open City
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/open/index.html

Location: Washington DC, USA - 1999

Open City is a site-specific telephone installation that seeks to revive the street as a space for cultural reflection and civic interaction. The installation piggybacks on privately owned cell phones and the existing network of public pay phones. Callers dial in and can select from a menu of recordings on the subject of technology, public space and civic identity. Participants may leave messages and are encouraged to use telephones to document, in audio form, the present state of the neighborhood. Selected messages have been integrated into voicemail greetings and archived on the project web site.

Wave rings
Nodoka Ui
nodokaui@tkg.att.ne.jp
http://www.olats.org/africa/projets/gpEau/genie/contrib/contrib_nodoka_Eng.shtml

Location: Japan - 1998

A water installation for communication in public space. It is for people to communicate by using ripples of water and sound as pleasant media in place of language. Participants capture the original function of space around public well or fountain - the space for communication.

In Conversation
Susan Collins
info@inconversation.com
http://www.inconversation.com

Location: Brighton 1997, Amsterdam 1998, Helsinki, Cardiff 1998 and Berlin - 2001

In Conversation provided the means for people on the street and people on the Internet to engage in a live dialogue with each other. It examined the boundaries and social customs of distinctly different kinds of public space - the street and the Internet - each with its own established rules of engagement. On the street passers by encountered an animated mouth projected onto the pavement and, through loudspeakers, could also hear voices triggered by internet users trying to strike up a conversation. If anyone replied, a concealed microphone and surveillance camera documented and transmitted the responses. Through this site, Internet users could view the surveillance camera image and hear the person on the street. They could type messages 'live', which were then converted into speech and heard by the person on the street. In Conversation introduced two kinds of public space to each other, the etiquette that governs them and the people that frequent them.

Hole-In-Space
Kit Galloway and Sherrie Rabinowitz
ecafe@earthlink.net
http://www.ecafe.com/getty/HIS

Location: New-York and Los Angeles, USA - 1980

Hole in space is a Public Communication Sculpture. It is creating a new social space by linking the public walking past the Lincoln Center for the Performing Arts in New York City with the people walking past "The Broadway" department store in Century City (LA). Life-sized television images of the people on the opposite coast appeared. They could now see, hear, and speak with each other as if encountering each other on the same sidewalk.

 

Public Messageboards

SMS Guerilla Projector
Troika
studio@studiotroika.co.uk
http://www.studiotroika.co.uk

Location: London, UK - 2004

The SMS Guerilla Projector is a portable and battery operated device containing a mobile phone that enables the user to project text based SMS Messages in public spaces, in streets, onto people, inside cinemas, shops, houses....

Entwurf Spielbudenplatz
Uwe Mumm, Sven Fuchs
Info: Claudia.Eggert@bsu.hamburg.de
http://fhh.hamburg.de/stadt/Aktuell/neues-aus-hamburg/2004-06-30-bsu-red-spielbudenplatz.html

Location: Spielbudenplatz, Hamburg, Germany - 2004

The main feature of the design proposal is the surface of the plaza made of stainless steel. The central part of it funktions as a large LED display which can be used as public message board. This is combined with in-ground lights and can thus create a changing media light play.

Words
Christoph Hildebrand
http://www.emaf.de

Location:
European Media Art Festival Osnabrück, Germany - 2004

"Words" will prove that neon signs can achieve much more than simply transport advertising slogans. Christoph Hildebrand forms symbols and pictograms that observers can activate via text messages or the Internet in order to combine new words.

Alphabet Billboard Cambridge
http://www.junction.co.uk/publicartve/etchells.html

Location: proposal for The Junction, Cambridge, UK - 2004

Alphabet Billboard Cambridge (ABC) is an interactive portrait of Cambridge and its surroundings, its people and their lives. This portrait unfolds in real time over a period of three years on an 7.5-meter electronic billboard, to which participants, residents of the Cambridge area, send images taken with picture-messaging phones provided exclusively for the project. Each week one selected person in Cambridge is given a phone for the week to use to send pictures as often, or as sporadically as they wish, creating a photo-diary.

CITY SYSTEMS
Katherine Moriwaki
kaki@kakirine.com
http://www.kakirine.com/projects.html

Location: Dublin, Ireland, New York, Los Angeles, USA - 2004

MODELLING, TRACKING, and MAPPING relationships within the URBAN ENVIRONMENT. This project looks into how the activity and infrastructure of public space can be interpreted to provide artistic and useful information through drawing meaningful relationships between elements of city life.

Audiobored
Jonah Brucker-Cohen
jonah@coin-operated.com
http://www.audiobored.net

2003

AudioBored is a public online audio messaging board that allows for anyone to call in, record a message, and post it to the server. The AudioBored Machine allows people in a physical space to access all the messages left on the AudioBored. It is dynamic and networked, grabbing all call information as new calls are logged into the server. The machine is a physical version of a traditional online bulletin board allowing you to navigate through threads of messages (topics) as well as the messages themselves.

Poétrica - Teleintervention
Giselle Beiguelman
giselle@uol.com.br
http://www.poetrica.net

Location: São Paulo, Brasil - 2003

The teleintervention Poétrica was broadcast through three electronic billboards located in downtown São Paulo. The audience submited messages to those electronic billboards by the web, wap and SMS. Those messages were converted to non-fonetic fonts (dings and system font) and transmitted to the three billboards simultaneously. All contributions were transmitted back by on line webcams and contributors were notified by e-mail or SMS about the reception and transmission schedule.

THE HELLOWORLD PROJECT
Johannes Gees
gees@johannesgees.com
http://www.helloworld.cc

Location: Bombay, Capetown, Rio de Janeiro, Geneva, December - 2003

The "HELLOWORLD PROJECT" is a global interactive installation combining art, technology and poetry. During the four days of the World summit on the Information Society, people from all over the world will be able to send in messages, either by going to the project website (http://www.helloworld.cc) or by sending an SMS to a dedicated number. The messages will be projected almost instantly by a laser beam on mountains and buildings in Bombay, Capetown and either New York or Geneva. It is a unique opportunity for people from all over the world to engage in a global dialogue. A video stream of the projections will be broadcasted to the project website http://www.helloworld.cc and to the interior of the WSIS meeting in Geneva, where the images of the projection sites will be shown in a live video installation.

Electric Poetry
Josephine Pletts and Usman Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.haque.co.uk/electricpoetry.php

Location: London, UK - April 2002

A web interface for constructing poems to be broadcast in realtime on the walls of London's underground stations. Similar to the popular fridge game, people assemble words into poems which then appear in spaces around the city. A poem is constructed on-screen by dragging and dropping words onto a virtual page. The poem is then submitted and "published" on a website and projected round the city.

Spolus
Martin Kermes
kermes@kermes.cz
http://www.synapse.cz/spolus.php

Location: Tramstation Strossmayerovo Namesti, Prague, Czech Republic - 2002

Kermes addresses the ambivalence of control society, and crucial questions about the borders between public and private space, and interactions between physical and virtual network space. People lined up at a Prague tram station are filmed by a surveillance camera whose footage is published in real time on a website, where selected, literally framed individuals are tagged with text captions by internauts. Displayed like Post-It notes, the images and comments are then shown on a large screen opposite the station, allowing current tram waiters to view projections of the preceding queue of commuters. This provokes discussion amongst real-world commuters and, simultaneously, amongst websurfers.

Nationunited.ch
Johannes Gees
contact@johannesgees.com
http://www.nationunited.ch

Location: Switzerland, spring - 2002

nationunited.ch ist eine interaktive Laserinstallation und Internet-Diskussionsforum zum Thema des UNO-Beitritts und der Identitäts-Frage der Schweiz. Während drei Tagen ermöglicht nationunited den Bewohnerinnen und Bewohnern unseres Landes, aber auch Auslandschweizern und sonstigen Interessierten, ein Statement zu den genannten Themen abzugeben und es per Laser projizieren zu lassen. Die Projektion kann weltweit via Internet und eine Webcam verfolgt werden.

Urban_diary
Rude Architecture
welcome@rude-architecture.de
http://www.urban-diary.de

Location: U2-Alexanderplatz, Berlin, Germany 2001 - 2002

Urban_diary was a project in which diary entries could be transmitted via SMS. All received messages were displayed on two screens located at the metro station U2/Alexanderplatz in Berlin. Urban_diary is a new infrastructure for an urban process of communication. All messages sent are available in the archive.

Speakers corner
Jaap de Jonge
dejonge@euronet.nl
http://www.speakerscorner.org.uk
http://www.euronet.nl/users/dejonge/index2.html


Location: Kirklees Media Centre in Huddersfield, UK - since 2001

Speakers corner is a 15-metre-long text display at the front of the Kirklees Media Centre that. News and views flash by along with poetry, political statements, talking about the weather and obscure messages. People send their texts via the Speakers' Corner website. This can take the form of commenting on a particular discussion subject (which is a part of the site), reacting to what other people have said or some arbitrary idea or rant. Some texts are also provided by passers-by who use the microphone on the street booth located across the junction opposite the text display. Several special events moderate the platform.

SIGN.POST
Blank & Jeron
sero@sero.org
http://www.sero.org/sign.post

Location: Business Information Center" (BIC)in Leipzig - 1999

SIGN.POST thematisiert die zunehmende Nutzung von Datendiensten in Unternehmen. Für die Öffentlichkeit wird diese Entwicklung durch Firmenauftritte im WWW erfahrbar. Auf dem BIC-WWW-Server liegende Bilder und Texte werden kopiert, im Layout verändert und auf dem Plasmadisplay und dieser Seite ausgegeben. Benutzer aus dem Inter- oder Intranet, können Grußbotschaften oder kurze Mitteilungen eingeben, die als Lauftext über die Collage laufen.

 

Space Annotations

Codex Kodanski
Hootchie Cootchie Mediacollectief (NL)
info@mail.codexkodanski.com

http://www.codexkodanski.com/

Location: Rotterdam, NL - 2004

Codex Kodanski, is an interactive audio play that takes you through the center of Rotterdam. Walking randomly through the city, the listener suddenly hears the voice of the paranoid main character, Kodanski. Navigation equipment based on GPS gives you access to the localized facts, fiction, city history and statistical data that mingle into an exciting story about, and in, the city.

Tactical Sound Garden
Mark Shepard
mshepard@andinc.org
http://www.andinc.org/tsg

Location: Manhattan, New York, USA - 2004

The "Tactical Sound Garden" Toolkit plants sounds in the city. The concept is to create an open source platform for cultivating public "sound gardens" within urban environments. The Toolkit would enable people to "plant" sounds within specific urban locations using their WiFi enabled mobile device. It draws upon the proliferation of 802.11 wireless (WiFi) access nodes in urban environments as a free, ready-made, location-aware infrastructure for alternative forms of social expression.

untitled journeys inside london
tom jenkins | matt falla
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk

Location: London, UK - 2004

A dynamic, collaborative map of London, drawn by thousands of snapshots from inside the city. This collective scrapbook of camera phone images, annotated by paths of physical journey and ideas of visual association, grows into an intricate digital mosaic of the city.

West Queen West
Ian Harvey, Suyin Looui, Daria Magas-Zamaria, Timothy Sullivan
enter@cdnfilmcentre.com
http://www.cdnfilmcentre.com/centre/rel040711.html

Location: Toronto, Canada - 2004

West Queen West is a series of 5 interactive installations within three
city blocks. Expanding the current trend in locative media projects,
this project explores neighborhoods in transition and issues of cultural
identity. This cell phone-triggered thriller engages audiences to explore a
Toronto neighbourhood targeted for urban renewal while solving the
mysterious disappearance of a young artist.

Surface Patterns
Blink
info@surfacepatterns.co.uk
http://www.surfacepatterns.co.uk

Location: Huddersfield, UK - 2004

Via free acess with the mobile phone people can find out about the hidden history of ten sites
in Huddersfield. By texting a key number according to each site a free message with texts about the place will be sent back to the phone. To hear people talking about their memories of the places one can call a local rate number. Surface Patterns also invites everybody to contribute his own memories of places in Huddersfield to the open audio and text archive. Text proposals can be submitted via SMS or recorded on a special answering machine. Audio Tours by Jen Southern acompanies the project. It uses a Global Positioning System [GPS] device to explore how memory is linked to urban and domestic place.

InterUrban, an interactive narrative
Jeff Knowlton, Naomi Spellman and Jeremy Hight
knowlton@34n118w.net
http://www.futuresonic.com/futuresonic/mobile_connections

Location: Futuresonic04 Festival, Manchester , UK - 2004

InterUrban is an interactive narrative that unfolds according to the visitor's movement. It runs on a Tablet PC with headphones and GPS card. Environmental factors such as Listener location, the distance traveled by the Listener, time of day, heading, and proximity to hypothetical or historic events determine how the narrative is constructed. InterUrban is a reactive, scalable reflection on time, distance, and the urban psyche.

MobileSCOUT
Julian Bleecker, Scott Paterson and Marina Zurkow
mobilescout@pdpal.com
http://www.mobilescout.org

Location: Banff, Canada - 2004

MobileSCOUT is a public art project that collects audio narratives of your local surroundings, personal rituals and public sightings. Using your mobile phone, you leave a voice message of your observations about the flora (landscapes), fauna (characters) or behaviors (events) that populate your surroundings. Mobile SCOUT defines place as being made of social habitats, not geography.

(area)code
centrifugalforces and Jen Southern
info@centrifugalforces.co.uk
http://www.areacode.org.uk

Location: Futuresonic04 Festival, Manchester , UK - 2004

allows anyone with a phone in their pocket to participate. Text the numbers on the (area)code signposts that have sprung up around Manchester to reveal the hidden history of the location at which you stand, and upload a story of your own. (area)code invites to collect and reflect upon your immediate environment. It aims to inspire comments about the affect of urban regeneration in Manchester. Share your views about each area as you walk through the city.

Urban Tapestries
Giles Lane & Alice Angus
giles@proboscis.org.uk
http://www.proboscis.org.uk/urbantapestries

Location: - 2003 - 2004

Public Authoring in the Wireless City
Urban Tapestries is a framework for understanding the social, cultural, economic and political implications of pervasive location-based mobile and wireless systems. Urban Tapestries allows people to author their own virtual annotations of the city, enabling a community’s collective memory to grow organically, allowing ordinary citizens to embed social knowledge in the new wireless landscape of the city. People will be able to add new locations, location content and the ‘threads’ which link individual locations to local contexts, which are accessed via handheld devices such as PDAs and mobile phones.

GEOSTICKIES
Noriyuki Fujimura
noriyuki@andrew.cmu.edu
http://www.andrew.cmu.edu/user/noriyuki/ARTWORK/GeoStickies

Location: Malmö City 2003 - 2004

A space annotation project on cell phones: Noriyuki Fujimura plans to visualize the telephone cells laid out in Malmö City. As mobile phone carries move from one cell to another, they automatically receive signal of some kind- this may be a text message, a different screen saver or a ring tone.

Drift
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/drift/index.html

Location: Cuxhaven, Germany - 2003-2004

The ubiquity of GPS and other tracking technologies suggests that "being lost" may itself be an experience that is being lost. However, simply knowing one's geographical location as expressed in longitude and latitude coordinates has little bearing on one's personal sense of place or direction. The installation embraces the flow of wandering, the pleasure of disorientation, and the playful unpredictability of drifting as it relates to movement and translation. Sounds blend ambient textures with spoken word in different languages. Spoken word passages are drawn from poetry and literature dealing with the theme of wandering, being lost, and drifting.

[murmur]
Shawn Micallef, James Roussel, Gabe Sawhney
info@murmurtoronto.ca
http://murmurtoronto.ca

Location: Toronto, Vancouver, Canada - 2003 - 2004

[murmur] is an archival audio project that collects and curates stories set in specific Toronto locations. At each of these locations, a [murmur] sign will mark the availability of a story with a telephone number and location code. By using a mobile phone, users are able to listen to the story of that place while engaging in the full physical experience of being there. Some stories suggest that the listener walk around, following a certain path through a place, while others allow a person to wander with both their feet and their gaze.

teletaxi
Year Zero One collective
curator@year01.com
http://www.year01.com/teletaxi

Location: Toronto, Canada - October 10th – 31st, 2003

A site-specific media art exhibition in a taxicab. The taxi is outfitted with an interactive touch screen that displays video, animations, music, and information triggered by an onboard GPS (Global Positioning System) receiver which allows the displayed artwork to change depending on where the taxi is in the city.

Elephant paths
Mari Keski-Korsu
mkk@katastro.fi
http://www.elephantpaths.net

Location: Karosta, Liepaja, Latvia - 2003

Elephant Paths is a project that explores a geographical and social space by mapping paths. It reveals a point of view connected to a space, telling a short story of a moment via video triptychs and texts. It links these places together with mapping traces and social relations. Altogether it creates a spatial map that can be experienced via GPS –devices (Global Positioning System) and the Internet. Mapped paths are marked also with a note.

TEXTING GLANCES
Glorianna Davenport, Cati Vaucelle, Dr. Linda E. Doyle, u.a.
cati@mle.media.mit.edu
http://storynetworks.mle.ie

Location: Dublin, UK - 2003

Story annotation of places using SMS
This ambient “waiting” game establishes a symbiotic relationship between a transient audience, a waiting place, and a story engine that matches SMS inputs to image output. The audience becomes an active collaborating author in a layered exploration of social familiarity and public space as they go about their daily lives.
Audience can become author by adding to the image content of the system. Images ‘live’ in the system and are triggered into making an appearance, at any time and at any place by other users. An image can go undiscovered for months unless exposed by the audience. Audience can also become collector and download passing images.

PDPal
Maria Zurkow + Scott Paterson
feedback@PDPal.com
http://www.pdpal.com
http://www.pdpal.com/eaem3/index.htm

Location: Times Square, New York - 2003

PDPal is a multi-platform public art project that allows audiences to map their personal vision of a public space—in this case, Times Square. PDPal bridges the digital and physical worlds with its three locations: The 59th Minute: Video Art on the Times Square Astrovision, Personal Digital Assistant (PDA) beaming stations, and pdpal.com.
PDPal uses mobile and networked platforms as a mediating and recording device that reactivates our everyday actions, transforming them into a dynamic portrait of our urban experience. At the core of the PDPal application is an “Urban Park Ranger”(UPR) - an individual software persona who, once downloaded into a PDA, encourages the owner to log her momentary experiences in iconic broad strokes as she moves about her environment.

Hidden Track
e-Xplo
bomb@e-xplo.org
http://www.e-xplo.org/hiddentrack.htm

Location: Between Rotterdam and Eindhoven, Netherlands, March - 2003

In Hidden Track, e-Xplo develops the concepts for a navigable cinema, a film that one could drive or drift through. In this case, a bus ride becomes the location for a work about a future and a past, a time, a place, and an architecture long past or still to come, and the (discursive and physical) structures that may one day rest in-between these two cities. To achieve a connecting sound to the unfolding images outside the bus, a system was developed which allows to take the scripted sound and text composition and relate it to specific coordinates, places, headings or movements. Using data from a Global Positioning System located on board Korin is able to determine which sounds should or should not be played.

CityPoems
centrifugalforces

info@centrifugalforces.co.uk
http://www.centrifugalforces.co.uk/citypoems

Location: Leeds, UK - 2003

CityPoems is a network of PoemPoints, each offering up to ten free text message poems written by people who live and work in the city. To read a poem simply text the unique key number displayed on each PoemPoint sign to the CityPoems number 07919 315556 or try the virtual tour by texting the key numbers from the map. To read another poem just send the key number again. CityPoems invites you to submit your own poems at any time by sending them as text messages. A selection of these poems will be used to regularly update the PoemPoints around the city.

Sonic City
Ramia Mazé and others
ramia.maze@interactiveinstitute.se
http://www.playresearch.com/projects/soniccity


Location: Göteborg, Sweden - 2002-2003


Sonic City is an application that enables people to create music by walking through a city, in this way ‘playing’ it as a musical instrument. Using wearable technology and context-aware computing, music is generated in real-time as a result of sensor-based information about a user’s movement and the multiple contexts they pass through.

34 NORTH 118 WEST
Jeremy Hight, Jeff Knowlton, Naomi Spellman
knowlton@34n118w.net
http://www.34n118w.net

Location: Los Angeles, USA - 2002-2003

Imagine wandering through a space inhabited with the sonic ghosts of another era. The air around you pulses with spirits, voices, and sounds. Streets, buildings, and hidden fragments tell a story.
A live computer-based interactive narrative situated in downtown Los Angeles’ warehouse district, in 34 North 118 West a GPS device, Tablet PC, and custom software determine the participant’s location and deliver sound and images accordingly. The user sees a map of downtown Los Angeles from 1906 on the screen of the Tablet PC. Faintly visible on the map are “hot spots” – the points on the visitor’s journey which trigger sounds. Terrain becomes interface; participants’ movement acts as input.

Geographiti
Marc Tuters, Karlis Kalnins
mtuters@gpster.net
http://www.gpster.net/geograffiti.html

Location: Canada - 2002

Geographiti is a software application for sharing messages and data encoded with positional information over wireless networks. Thus these virtual messages are fixed in real space, and can only be accessed by being physically present at that location, and using the Geographiti application. Typical use would include showing all waypoints in a wide geographic region, as a mapping overlay, or showing waypoints in a specific location that the user is presently in.

Songlines
Marc Tuters, Karlis Kalnins
mtuters@gpster.net
http://www.impaktonline.nl/box/songlines

Location: Uetrecht, Netherlands - 2002

Songlines is an ongoing experiment in geo-annotation and collaberative cartography. Using handheld computers equipped with global positioning system (GPS) and wireless internet (GPRS), participants can explore the streets of Utrecht, simultaneously experiencing the real world and a world of virtual graffiti. Moving through the real space of Utrecht reveals hidden messages and locative media: text, images, and sound specific to that point in space. Users can also create annotations themselves; every point in space is a virtual canvas.

Annotate Space
Andrea Moed
andrea@panix.com

http://www.panix.com/~andrea/annotate

Location: New York, USA - 2001-2003

A project to develop experiential forms of journalism and nonfiction storytelling for use at specific locations. Stories are presented through text, images and audio files that participants can download from the Web to their handheld computers and take with them to the place of interest. The prototype experience is Annotate Space DUMBO, an interactive, anytime walking tour of the Brooklyn waterfront neighborhood of DUMBO.

Hear&There
Joey Rozier / Karrie Karahalios / Prof. Judith Donath
{jrozier, kkarahal, judith}@media.mit.edu
http://smg.media.mit.edu/projects/HearAndThere

Location: Cambridge MA, USA - MIT Media Lab Courtyard 2000

Hear&There allows people to virtually drop sounds at any location in the real world. Once one of these "SoundSpots" has been created, an individual using the Hear&There system will be able to hear it. We envision these sounds being recordings of personal thoughts or anecdotes, and music or other sounds that are associated with a given area. We hope that this system will be used to build a sense of community in a location and to make places feel more alive. Over time, an area such as the Media Lab Courtyard can be filled with sounds from many members of the community so that new members can get a sense of who others in the community are. Then, the new member can drop his or her own sound into the space, adding to the collective definition.

GEONOTES
Per Persson, Fredrik Espinoza & Elenor Cacciatore
espinoza@sics.se
http://www.sics.se/humle/projects.php?from=0
http://2g1319.ssvl.kth.se/~csd2002-geonotes

Location: Kista, Schweden - 2000 - 2002

GeoNotes introduces a way of attaching virtual “Post-It™” notes that can be read by other GeoNotes users passing by the physical location where you “placed” the note. GeoNotes is based on positioning technology and allows people to attach virtual notes to real world locations. When other people pass the location, they will be notified about the note and will be able to read it. GeoNotes allows mass-annotations with no or little restrictions on accessing others\’ GeoNotes. It is also social in the way it incorporates social filtering techniques to sort out unwanted GeoNotes.

Trace
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/trace/index.html

Location: Yoho National Park, Canada - 1999

Trace is a memorial environmental sound installation that is site-specific to the network of hiking trails near the Burgess Shale fossil beds in Yoho National Park, British Columbia. The installation transforms the trails into a landscape of sound recordings that commemorate personal loss. Walking through the installation is like wandering through a memorial sculpture garden where, instead of visible monuments, visitors weave their way through memorial poems, songs and stories that play in response to their movement through the landscape.

Augentable Reality - Annotated Real World
Jun Rekimoto
rekimoto@acm.org

http://www.csl.sony.co.jp/person/rekimoto/augmentable

Location: Tokyo, Japan - 1998

Augentable Reality describes a system that allows users to dynamically attach newly created digital information such as voice notes or photographs to the physical environment, through wearable computers as well as normal computers. Attached data is stored with contextual tags such as location IDs and object IDs that are obtained by wearable sensors, so the same or other wearable users can notice them when they come to the same context.

Sound Mapping
Iain Mott, Marc Raszewski and Jim Sosnin
info@reverberant.com
http://www.reverberant.com/SM/index.htm

Location: Ars Electronica Linz, Austria 1998

Sound Mapping is a participatory work of sound art made for outdoor environments. The work is installed in the environment by means of a Global Positioning System (GPS), which tracks movement of individuals through the space. Participants wheel four movement-sensitive, sound producing suitcases to realise a composition that spans space as well as time. The suitcases play music in response to nearby architectural features and the movements of individuals.

phonescout
Andreas Schneider
as@iidj.net
http://www.phonescout.net
http://www.s-it.org/MapRenaissance2003/pdf/phoneScout.pdf


Location: Tokyo, Japan - 1998

Photos taken by a mobile phone are uploaded to a website and located via the geographic coordinates on a zoomable map. Each photograph is tagged with location-/ date-/ time- and context-markers for a browsable archive. The map is constantly updated, whenever a message or picture is posted via the mobile telephone. A new version for I-Mode users makes the pictures accessable on site.

WIFI Art

FRIDA V. (Free Ride Data Aquisition Vehicle)
Luka Frelih
luka@ljudmila.org
http://twiki.ljudmila.org/bin/view/Luka/FridaV
http://www.ljudmila.org/frida-v

Location: DEAF04, Rotterdam, NL - 2004

Frida V. is a rugged and comfortable bicycle equipped for efficient exploration and mapping of public urban spaces. It carries a small computer, GPS positioning device, 802.11 wireless network transceiver and a basic audiovisual recording unit. The consolidated software and hardware assembly enables automated mapping of uncovered wireless networks, easy creation of location tagged media and opportunistic synchronization with a server resource on the internet.

Trace
Alison Sant, Ryan Shaw
info@tracemap.net
http://tracemap.net

Location: San Francisco, USA - 2004

Art project that examines the layering of physical space with the on and off zones of the wireless network. The project seeks to map the trajectories of participants within WiFi zones, reflecting their interactions with both networked and material thresholds.

Seven Mile Boots
Laura Belhoff, Erich Berger, Martin Pichlmair
off@saunalahti.fi, rat@telecoma.net, pi@attacksyour.net

http://randomseed.org/sevenmileboots

Location: Kunstnerens Hus, Oslo, Norway - 2003 - 2004

The project SEVEN MILE BOOTS is a pair of interactive shoes with audio. One can wear the boots, walk around as a flaneur simultaneousy in the physical world and in the literal world of the internet. By walking in the physical world one may suddenly encounter a group of people chatting in real time in the virtual world. The chats are heard as a spoken text coming from the boots. Wherever you are with the boots, entering the wireless open networks, the physical and the virtual worlds will merge together.

WiFi.ArtCache
Julian Bleecker
julian@techkwondo.com

http://www.techkwondo.com/projects/artcache

Location: “Beta Launch” show
at Eyebeam Atelier - 2003

A WiFi Box brings together physical proximity, narrative, interactivityand physical space, engaging a discourse about ubiquitous computing and the production of space. When you are within proximity of its network, you can connect to the Cache as if it were a typical WiFi access point. But instead of accessing the Internet, you download artist-created Flash animations whose narratives respond to social and locationbased activity occurring within range of the network. The project also has an LCD display so that visitors without aWiFi-enabled device can interact as well. The artist-made objects served by the Cache are programmed to alter their behaviors and appearance based on visitours behaviour.

Richair2030
TAKE2030
http://kop.fact.co.uk/richair
http://richair.waag.org

Location: Various performance locations - 2003-2004

RICHAIR2030 imagines an "After the Net", "After the Crash" scenario and proposes shared public consumption of bandwidth and garlic rich air. The "Zone of Urgency" spills into Venice city limits as we seek patrons for wireless B-spot (B for bandwidth) and richair G-spot (G for garlic). Marking B and G with a stripped-down handmade lunchbox Chiputer, we measure the remaining network signal strength transmitted from its PoP (Point of Presence). The RGB coded strength is fed live onto the web - rich pumping air. RICHAIR2030 mobilises roaming nodes and calls for a trans-national virtual mesh network.

magicbike
Yury Gitman
yury@magicbike.net
http://magicbike.net

Location: New York, USA - 2003-2004

"I am like the ice cream man, but with no music and I deliver free wireless access and not ice cream." magicbike is a mobile WiFi (wireless Internet) hotspot that gives free Internet connectivity wherever its ridden or parked. Wireless bicycles bring Internet to yet unserved spaces and communities and are perfect for setting up adhoc Internet connectivity for art and culture events, emergency access, public demonstrations, and communities on the struggling end of the digital-divide.

Life: a User's Manual
Michelle Teran
misha@ubermatic.org
http://www.ubermatic.org/life

Location: several performnanceplaces - 2003-2004

'Life: a user's manual' is a series of public performances and online mappings that examine
the hidden stories captured by private wireless CCTV streams and how they intersect with the
visible world around us. Taking advantage of this unlicensed part of the radio spectrum, an increased use of wireless devices are transmitting within this narrow band. Consumer [private] use of wireless internet, cordless phones, bluetooth and wireless surveillance cameras have created an invisible adhoc network of media containing personal fragments and [hi] stories, overlaid within socially codified spaces of our urban environments. Given a video scanner and other recording devices, people become collaborators in the shared action of scanning through neighborhoods, of mapping the city. Conversations and images from the street and wireless surveillance are recorded.

UMBRELLA.net
Jonah Brucker-Cohen, Katherine Moriwaki
jonah@coin-operated.com, kaki@kakirine.com
http://www.undertheumbrella.net

Location: Dublin - 2003 - 2004

UMBRELLA.net is a project exploring transitory or ad-hoc networks and their potential for causing sudden, striking, and unexpected connections between people in public and urban space. The project focuses on the theme of "coincidence of need", or how shared, yet disconnected activities can be harnessed into collective experiences. UMBRELLA.net examines how the haphazard and unpredictable patterns of weather and crowd formation can act as an impetus to examine coincidence of need networks.

Public Broadcast Cart
Ricardo Miranda Zuñiga
ricardo@volume71.com
http://www.ambriente.com/wifi

Location: Wireless Park Lab Days, City Hall Park, New York, USA - 2003

Public Broadcast Cart is a shopping cart outfitted with a microphone, speakers, amplifier, personal computer, and miniFM transmitter that enables any pedestrian to become an active producer of an audiocast. This cart reverses the usual role of the public as audience of radio broadcasts or online content. The audio stream is available to anyone online and logged onto the thing's net radio station. The audio is also simultaneously transmitted via speakers making the cart a temporary soap box for willing participants. The Public Broadcast Cart has been produced with support from the Franklin Furnace and the Thing.net and audio engineering by Jan McLaughlin.

Virtual People Watching
Dana Spiegel
dana@sociabledesign.com
http://www.sociableDESIGN.com/nycwchat

Location: Wireless Park Lab Days, City Hall Park, New York, USA - 2003

One of the most popular past-times in a park is people-watching. This natural voyeuristic behavior is undertaken by all, and can be both a solitary as well as group activity. Virtual People-Watching aims to re-think the idea of people-watching online by projecting the activities of users of a public-access Wi-Fi network–in the form of images surfed by those users' web-browsers–into an online forum. This online chat environment presents a person's surfed images as an analog for their public appearance and behavior. Chatters can watch others from a quiet corner of the chat room, they can chat with chat room inhabitants about what they see others doing, or they can use the images as a way to broadcast themselves to others.

Bass Station
Mark Argo and Ahmi Wolf
cmp@pursuethepulse.org
http://www.bass-station.net

Location: New York, USA - 2003

Bass Station is an 80s style Ghettoblaster transformed into an open wireless node. It is a tool for sharing digital files and an open "juke box", which allows the people to select their play list through the wireless communication. It is a localized network tool that facilitate creative exchange among a particular community, to share and create new art with eachother.

PEACEDRIVING (x)
Steffen Martin, Horst Krause, Matze Schmidt
peacedriving@n0name.de
http://www.n0name.de/3000/peacedrivinginwi

Location: BBK Wiesbaden, Germany - 2002

"PEACEDRIVING" bewegt sich im Zwischenbereich vom Aufspueren offener Wireless LANs - und der Einrichtung alternativer Funkdatennetzwerke auf einer Ebene von Do It Yourself, und dem neu erfahrbaren Stadtraum. Ein Hotspot wird eingerichtet, der das Gebiet des Veranstaltungsorts zum Drahtlosen Funkdatennetz macht. Innerhalb des Hotspot werden zwei Taxis mit einem WLANtauglichen Notebook ausgeruestet. Mit Fahrgaesten wird ein Gespraech zu den Themen "WLANs", "politisch-aesthetische Oekonomie der Server" und "technische Realisierung alternativer Netze" gefuehrt Die 'Fahrt' wird audio-visuell via die WLAN-Verbindung ins WWW gestreamt werden. Damit wird das Taxi zur Stelle intimen Austauschs an einer Art Public/Private-Interface.

 

Psychogeographic Performances / Mapping

FWDrift [remix]
Julie Andreyev
julie@fourwheeldrift.com
http://www.fourwheeldrift.com

Location: Vancouver, New York, Montreal, Victoria, Zurich, 2005-2007

FWDrift [remix] employs˜interventionist tactics by using the city as a canvas to make commentary about contemporary urban cultures. It.is a multi-media performance using audio and video recordings generated by a˜ custom-equipped, data-gathering car driven through the city. In preparation for the performance, video and sound of the city, and sound within the private/social space of the carÊthe engine sounds, conversations, the choice of music played on the carçs stereoÊare recorded. Cameras and interactive technologies provide recorded video imagery of the city manipulated by the interaction of the car and driver. These video and audio records are the playlist used to generate a live video panorama and a musical soundscape during a FWDrift [remix] performance.

VJFleet˜[redux]
Julie Andreyev
julie@fourwheeldrift.com
http://www.fourwheeldrift.com

Location: Vancouver, Basel, Boston, 2004-2006

Serving as hybrid forms, a fleet of customized cars equipped with interactive, audio-video technologies cruise the city seeking engagement as urban performance. During a VJFleet [redux] performance, video of driving routes in a host city are manipulated by interactions between the car and driver to create effects on the videos. Audio aspects of the engine and passenger areas of the cars are recorded for chosen performance locations en route. Here, the audio and video recordings are mixed into a new, live cinematic display.

itinerant
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net

Location: Boston, USA - 2005

An internal monologue you hear walking around Boston, a place where you easily can get lost. Notions of home, relationships of gender, as they shift in nomadic move are adressed, looking at shapes of movement through the city.

Geostash
Michelle Kasprzak and Michael Alstad
michelle@kasprzak.ca
http://www.year01.com/geostash

Location: Toronto, Canada - 2004

Geostash is a public art project that uses the city of Toronto as its inspiration and utilises Global Positioning Technology (GPS) and the web as a means to achieve its creative goals. Each artist will hide a "stash" somewhere in the city and post the GPS co-ordinates of where the stash is hidden on the Geostash website. The stash may contain a set of instructions requesting an in-situ performance, or could contain objects, materials and a manual to create temporary public art. Once the stashes have all been placed in the city, each participating artist will be randomly assigned another artists' stash to find using a GPS receiver. Once found, the artist will transform the contents of the stash into a performance or ephemeral work of public art.

EAN 13 daycode
Inga Zimprich, Congress
zimprichova@web.de
http://www.daycode.con-gress.net/

Location: Public Space With A Roof, Amsterdam, NL - 2004

By using a combination of ciphers and stripes, complex information can be coded. In a thirteen-digit bar code all worldwide products can be classified. In EAN 13 daycode Inga Zimprich has adapted this system to code new situations that are livable in every European city. Based on a generic archive of places, activities, equipment and movements, new situations can be programmed and experienced.

The Man of the Crowd
Glowlab: Christina Ray and Lee Walton
ray@glowlab.com
Location: New York, USA - 2004

http://glowlab.blogs.com/following

This project is a 24-hour walk in which two participants, linked by text messaging, drift separately through the city in an alternating pattern according to the movements of strangers. Tthe public is invited to participate in the project by signing up to receive text messages, sent once per hour, broadcasting Ray and Walton's locations as they execute the project. From this information, spectators will be able to follow their progress and if they are in the right place at the right time possibly even become involved as strangers to be followed.

Footpront Mapping
Noriyuki Fujimura
nori@cmu.edu
http://www.andrew.cmu.edu/user/noriyuki/artworks/footprints/

Location: PSY-GEO-CONFLUX festival New York, USA - 2004~ongoing

"Footprint mapping" is an attempt to create a digital map of streets and public spaces by gathering "footprints" of participants of the project.The artist creates DIY style digital mapping system consisting of cheap pedometer(step meter), digital compass, micro processor, web cam and laptop computer. All the system will be set on a custom made backpack so that one of the participants can try.
The map will be made from the information gathered from pedometer(step meter) to measure the distance by counting steps, digital compass to find directions for every single step, web cam which will be installed above of the person and look down to take digital photographs of surroundings for each step.

Myriorama
ambientTV.NET and kondition pluriel
http://www.ambienttv.net/4/myriorama
info@ambientTV.NET

Location: London, UK - 12. 13. August 2004

Myriorama explores position- and motion-tracking at widely different scales: across the city, and inside the venue. The wanderer’s location in the city is reported by satellite-based Global Positioning System (GPS), and fed into the venue’s local network via a cellphone network (GPRS) and the internet. Inside, the data are manipulated and transformed in real time by the dancer's gestures, using a wireless sensor system.The protagonist at the centre of Myriorama tracks his subjects, agents and avatars as they move through the city. The one in the place of the king watches, commands and interprets a mediated world, a domain of data, a screen of projected subjectivities in which inside and outside are entwined.

Biomapping
Christian Nold
christian@biomapping.net
http://www.biomapping.net

Location: London - 2004

Bio Mapping explores new ways that we can make use of the biometric information we can individualy gather about our own bodies. Instead of security technologies that are designed to control our behaviour, this project envisages a new tool that allows people to selectively share and collaboratively make use of this information.

Traces of Fire
Volkmar Klien & Ed Lear
http://www.traces-of-fire.org

Location: Limerick, Ireland - 2004

The idea of Traces of Fire is to loose things and see how they move. In several local pubs special equipped lighter are left behind secretly. Each of these lighters is equipped with a wildlife tracking transmitter and its own transmission id. The next week was spent, roaming the urban habitat, tracking the lighters, logging its every move.

Heartbeats
Noriyuki Fujimura
nori@cmu.edu
http://www.andrew.cmu.edu/user/noriyuki/artworks/heartbeats/


Location: Firstnight parade, Pittsburgh, USA - 2004

An interactive art performance and/or street exhibition which meant to reveal one's personal rhythm -heartbeat- to the public in collective way. It consists of some sets of balloons which has light in it and sensor to detect handler's heartbeat in the end of rope of balloon. Every balloon is capable of reveal each one's heartbeat as blink of light.

Meta-Parade
Michelle Kasprzak
info@iloveaparade.net
http://www.iloveaparade.net

Location: Toronto and Regina, Canada - 2003

The Meta-Parade is a serial performance project that investigates the forms and components of parades and public spectacles. The project uses performers to visualize data, considers the characters and roles that make up a parade structure, and explores the cultural and social reasons for public celebration as manifested in a procession.

Interact, Extract, Interpoloate
Instructor: Eileen Matis-Wong
eileen@ieibanff.com
http://www.ieibanff.com
http://www.2equals1.com/banff/index.html


Location: Banff, Alberta, Canada - 2003

Interact Extract Interpolate is the collaborative effort of 12 individuals who documented three environments in Banff, Alberta. Through the utilization of cognitive paths derived from permutated algorithms, the locations were analysed and visual roadmaps created. The intent of this anaylsis is to communicate both the essence and the existence of these time/place/space environments, and to create a true, visual representation thereof. Algorithms drive software. The human mind is the software of the human body. Thus, in order to effectively drive the software of the human mind to psychogeographically analyse and document an environment, algorithmic statements must be employed.

PML (Psychogeographical Markup Language)
socialfiction
info@socialfiction.org

http://www.socialfiction.org/psychogeography/PML.html

PML is a set of keywords lifted from various sources that can be used to capture meaningful psychogeographical [meta]data about urban space. PML is a unified system of psychogeonamic classification that lurks behind the psychogeogram: the diagrammatic representation of psychogeographically experienced space.

.WALK
socialfiction
dotwalk@socialfiction.org
http://socialfiction.org/dotwalk

Location: several places since 2003

Generative psychogeography, walking on algorithms as a means to explore the city, translates ideas from computer science to the real world. The next logical challenge was to start utilising the latent power of these algorithms in a scheme much more complex: the construction of a UPC (Universal Psychogeographical Computer). This peripatetic computer is platform independent & can put any street-pattern to work as a switchboard or an abacus. The UPC is operated unconsciously by interacting swarms of psychogeographical agents.

PING
Kate Armstrong
kate@katearmstrong.com
http://katearmstrong.com/ping/index.html

Location: Psy-Geo-Conflux festival, New York - 2003

PING is an experiential wireless project that uses a telephone menu system to distribute active commands to users who call in using a cell phone. The choices made by the caller when navigating the telephone system produce directions for physical movement through the city.

Amsterdam Realtime
De WAAG Society and Esther Polak
aske@waag.org
www.waag.org/realtime

Location: Amsterdam, Neherlands - 2002

Every inhabitant of Amsterdam has an invisble map of the city in his head. The way he moves about the city and the choices made in this process are determined by this mental map. Amsterdam RealTime attampts to visualize the mental maps of inhabitant through examining the mobile behaviour of the city's users. During two months Amsterdam's residents are invited to be equipped with a GPS based tracer-unit. Therse tracers' data are sent in realtime to a central point. By visualizing this data against a black background traces, lines, appear. From these lines a (partial) map of Amsterdam constructs itself. This map does not register streets or blocks of houses, but consists of the sheer movements of real pepole.

The Choreography of Everyday Movement
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/choregraph/index.html


Location: Baltimore, USA - 2001

"The Choreography of Everyday Movement" envisions, as a topographical mapping, the culturally inscribed nature of our everyday travels. Using GPS, the project seeks to render visible our movement through the built environment of the city, revealing socio-political and poetic patterns of traffic flow through the urban body. As a live element, participants are tracked with global positioning satellite receivers as they move about the city. The trail of each participant's movement is transposed into visual terms as a dynamic drawing generated in real-time wirelessly over the Internet. Drawings are then archived and presented for viewing in a three-dimensional format.

 

Internet-focussed Projects

Tokyo Picturesque
staff@tokyo-picturesque.com
http://www.tokyo-picturesque.com/v1

Location: Tokyo, Japan - 2004-

Tokyo Picturesque (alpha version) is a Location Based MoBlog . On the website people in Tokyo can attach pics taken with their GPS enabled mobile phone to a map of Tokyo. The system then associates that image with the location on the map where it was taken.

Prudent Avoidance
Brian Lonsway / Kathleen Brandt
lonsway@rpi.edu
http://www.prudentavoidance.org

Location: New York, USA - 2003

Wearable Computing Device and Website: A participant wears a sensing device that detects exposure to electro-magnetic frequencies in the Extremely Low Frequency range that are suspected of having harmful effects on human life. The Prudent Avoidance Device collects information on exposure durations and frequency that are then correlated with a user's physical location. The data is presented on a website as a kind of interactive 'documentary.' Webvisitors can follow the lives of the participants as they navigate a public space filled with ELF emissions.As the prototype is advanced, the device could collect data from multiple participants. The website would thus act as a repository of these testimonials, allow visitors to situate their own spatial experiences and better understand the collective impact of this invisible phenomenon.

D-tower
Q.S. Serafijn and Lars Spuybroek
gemeente@doetinchem.nl

http://www.d-toren.nl

Location: Doetinchem, NL - 2003

D-tower is a 12-meter-high architectural structure that represents the emotions (LOVE, FEAR, HAPPINESS, HATE) of the inhabitants of the city Doetinchem through questionnaires and a website, a visual representation of the inhabitants' responses to the questionnaires. Inhabitants that voluntary subscribed to the project will answer during six months 360 questions related to dayly emotions like hate, love, happiness and fear. The four emotions are represented by four colors, green, red, blue and yellow, and determine the colors of the lamps illuminating the building.

CITYSPACE/WEBSCAPE
Josephine Pletts and Usman Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.p-h.org.uk/index.html

Location: London, UK - 2002

Virtual environments will be projected nightly onto London streetscapes. Each night projections will take place in a new public space location. Virtual environments, configured in realtime by web users, will be projected on top of these urban streetscapes and people walking in them. A webcam will provide feedback to the remote web users allowing them to watch the real world effects of their interventions in the virtual world.

Access
Marie Sester
marie@sester.net
http://www.ACCESSproject.net

Location: Ars Electronica 03, Linz, Austria - 2003

Access is a public art installation that applies web, computer, sound and lightening techniques, in which web users track individuals in public spaces with a robotic spotlight and acoustic beam system.

iSee
Institute for Applied Autonomy (IAA)
iaa@appliedautonomy.com
http://www.appliedautonomy.com/ise

Location: New York City

iSee is an "inverse surveillance" application for wireless devices and web-browsers that enables users to monitor and avoid CCTV surveillance cameras in public space. iSee users are presented with an interactive map showing the locations of known CCTV cameras in New York City's public places. Users click on the map to specify a point of origin and destination, and iSee employs artificial intelligence algorithms to determine a "path of least surveillance" between the two points that avoids as many cameras as possible. iSee is also a data-collection tool used to document camera locations, use, and ownership. This data is available in a variety of formats to scholars and activists engaged in surveillance research, public advocacy, and direct-action campaigns.

Message in a Bottle
Lalya Curtis
info@laylacurtis.com

http://www.fromramsgatetothechathamislands.co.uk
http://www.gpss.co.uk/bottle.htm


Location: Sea off the south east coast of England near Ramsgate - May 2004

Fifty bottles were released into the sea to reach the Chatham Islands in the South Pacific Ocean.
Each bottle contains a message from residents of Ramsgate, a pencil, an instruction leaflet as well as details of this website. Anyone finding a bottle is requested to report to this website and record where and when the bottle was found. In addition to this they are also requested to document their find on a list found inside each bottle before returning the bottle to the sea. Several of the bottles are being tracked automatically using GPS technology and are programmed to send their longitude and latitude coordinates back to Ramsgate every hour.

Digital Golem
Eric Van Hove
evh_transcribe@yahoo.com
http://www.transcri.be/digital/golem.html

Location: Israel and the Web - 2003

Digital Golem is an international net-art project aiming to promote digital art as an innovative and artistic reflection of our information society. It consists in an unrecorded, world-scale, email-based, multi-language chat inspired by and starring Asian cell phones: the world's leading portable communication device. This chat will be a textual online exchange, symbolizing a digital human identity (the Golem), created and subsequently destroyed: it would live and die as a conversation does. Commissioned by Israeli digital art lab, in Holon.

Ectype
Eric Van Hove
evh_transcribe@yahoo.com
http://www.transcri.be/digital/ectype.html

Location: US - Islamic countries - 2003

We are under going a crisis of civilization. If that is true, then in today's global context identity is also subject to question: we would be undergoing an identity crisis. "Ectype" is a Media art project fostering cultural understanding between the Islamic World and the United States, through a reflection on human identity and parentage in today's self-aware, and unfortunately divided, society. This project uses Internet and Open Source technologies, which seem to be the best tools to address cross-cultural boundaries and the development of new democracies. This project will occupy public spaces and force individuals to ponder their status and the use of ID pictures by the mass media and bureaucracy of modern societies. We attempt to visually show how ethnocentric stereotypes have no currency in a world that needs rebuilding.

hypercomplex space / Et Hyperkomplekst Rum
Kim Wyon / Simon Louis-Jensen
kontakt@hyperkompleks.dk
http://www.hyperkompleks.dk
http://www.kulturnet.dk/kulturnyt/nyhed_64_main.html


Location: Tivoli Gardens on Vesterbrogade, Copenhagen, Denmark - 2000

A hypercomplex space is an interactive, computer-generated computer game and art installation linking up the internet and a busy public space in Copenhagen. The computer game is transmittet real-time to a big screen on an archade building in front of Tivoli Gardens on Vesterbrogade. Modes of interaction are via this homepage or via WAP-phone. The interaction is real-time. When you click on to the game and start to interact or WAP to the page/screen, you're on! http://http://www.hyperkompleks.dk/wap For more information on the game itself and the ideas behind, scroll to: ideas behind a hypercomplex space.

Re:Positioning Fear - Relational Architecture 3
Rafael Lozano-Hemmer, Will Bauer
rafael@lozano-hemmer.com
http://rhizome.org/artbase/2398/fear

Location: Landeszeughaus
Graz, Austria - 1997

An installation transformed the courtyard façade of one of Europe's largest military arsenals with a "teleabsence" interface. By throwing shadows of passers-by on the wall they could reveal the projected real-time internet relay chat sessions discussing salient "contemporary fears".

 

Location-Based Mobile Gaming

RayGun
Glofun
info@Glofun.com
http://www.glofun.com

Location: Seattle, USA - 2005

A ghost hunting location based game for cell phones. The cell phone loaded with RayGun software emits “spectral” energy that lets you attract and track ghosts. Unfortunately, the energy also annoys the ghosts. To aim the raygun at a ghost, you move toward it. Moving quickly increases the raygun’s range. The longer you play, the more ghosts you attract, and the faster you have to move to stay ahead.

CatchBob!
Nicolas Nova and Fabien Girardin
nicolas.nova@epfl.ch; fabien.girardin@epfl.ch
http://craftsrv1.epfl.ch/research/catchbob/index.html

Location: CRAFT Center Lausanne, Switerzland - 2004

The CatchBob! mobile game investigates how people benefits from knowing others' whereabouts when working on a joint activity.T he collaborative hunt features groups of three persons who have to find and circle a virtual object on a campus.

Visby Under
Zero-Game Studio / Interactive Institute
christopher.sandberg@tii.se
http://w3.tii.se/en/project.asp?project=195

Location: Gotland, Sweden - 2004

Visby Under is a game that uses the city of Visby and its myths as a gaming table.The Visby Under project furthers the Zero-Game Studios research on live action and role-play elements in games. The game retells the sagas and the participants will themselves transgress from witnesses to imperative parts of the story.The centre of the game concept is the struggle to keep the island afloat, or the opposing endeavour to make it stay underneath the waves. This symbolises the battle between the magical and the scientific reality.

OUT - Operation Urban Terrain
Anne-Marie Schleiner and others
opensorcery@opensorcery.net
http://www.opensorcery.net/OUT

Location: New York, USA - 2004

OUT is a criticism of the increasing militarization of civilian life which has been implemented in the US and elsewhere since 911. Two women in gear are on the ground. One with a laptop and the other with a projector pointing onto building walls in 3 key locations in the city. They are connected through a mobile wireless bicycle to an online team of five game players located around the world. They intervene on servers in a popular online military simulation game with performance actions carried out by the
whole team.The live projections in the city can also be viewed through a web cam on the OUT website.

Asphalt Games
Intel Research
info@asphalt-games.net

http://www.asphalt-games.net

Location: New York, USA - 2004

Players take over actual street corners in New York City by planning, performing, and documenting small pieces of street theater, or stunts. Photos or movies of these stunts are uploaded to a virtual map of New York on a website, where their artistic value is rated by other players. Players make alliances and enemies as they jostle for space on the virtual (and physical) streets of New York. Stunts are automatically generated for players by an interactive game dial on the website which selects
components from a database. Each stunt is marked as a node on the virtual map at the place of the stunt, with their owners' tags.

Pac-Manhattan
Dennis Crowley, Frank Lantz (instructor) and others
dens@dodgeball.com
http://pacmanhattan.com

Location: Manhattan, New York, USA - 2004

Pac-Manhattan utilizes the New York City grid to recreate the video game Pac-Man in urban space. A Pac-man player will run around Manhattan while attempting to collect all of the virtual "dots" that run the length of the streets. Four players dressed as the ghosts will attempt to catch Pac-man. Using cell-phone contact, Wi-Fi internet connections, they will all be tracked from a central location and their progress will be broadcast over the internet.

Navigate the Streets
Level 28 Brands
custom@navigatethestreets.com
http://www.navigatethestreets.com

Location: Several Cities in Canada - 2004

'Navigate The Streets' is a game of city exploration, modern scavenger hunt, in which two teams compete to race through the city. Using wireless gadgets and public transportation they have to solve riddles to discover their next checkpoint. WiFi hotspot vendors will be sponsoring the race, providing free access to participants. The top qualifying teams from each event will be allowed to compete in a final championship race for a grand prize.

Oy
tom jenkins | phil worthington | andy huntington
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk

Location: London, UK - 2004

Onboard screens become a space for fast, exciting interactive gaming, using the bus' journey; places, passengers and activities as a rich contextual resource. Oy is a system of between-stop informal gaming, played for small stakes, the price of a text message, or just for fun with fellow passengers onboard. Oyster card holders (London Transport's smart travel card scheme) can sign up in their existing online account to play for top-ups to their card. The system also utilises the bus' GPS data, pulling up games that are context specific, responding to the places passing by or live activity in the journey (e.g. the number of passengers to get on at the next stop), giving regular travelers a chance to do some educated guessing.

I Like Frank in Adelaide
Blast Theory
info@blasttheory.co.uk

http://www.blasttheory.co.uk/frank/play.php

Location: Adelaide, Australia - 2004


Street Players are playing around the city in Adelaide using a mobile phone. They have upto 60 minutes in the game to find Frank who is somewhere in the city. As an Online Player, you can explore this same area of Adelaide and send them text messages. Street Players can see you on a map on their phone. Street Players will be able to retreive postcards hidden around the city for you. If you can guide them to retrieve these you will also help them on their way to finding Frank...

CitiTag
HP Labs, the Open University’s Knowledge Media Institute (KMi)
I.T.Vogiazou@open.ac.uk

http://cnm.open.ac.uk/projects/cititag

Location: Bristol, UK - 2004

CitiTag is designed to enhance spontaneous social interaction and novel experiences in city environments. Two teams roam the city with GPS- and WiFi-enabled iPaq PocketPC in search for players of the opposite team that you can ‘tag’ to make your team dominante. When a player has been tagged, he is trapped in the colour of the opposite team until one of his team mates sets him free by untagging him.

Undercover
YDreams
media@ydreams.com
http://www.playundercover.com/index.jsp

Location: Hong Kong / Portugal - since 2003

Undercover is a JAVA or SMS based action strategy game for mobile devices. "The player’s real location is the main tool in a quest for justice and survival. As a secret agent the player must complete several missions in a devastated world of biological wars and terrorism." Tasks and game objectives include a range of activities such as, locating terrorists, attacking the enemy with your choice of weaponry, stealing resources during attacks, buying and selling equipment, completing missions and winning prizes as well as seeking protection in special shelters.

GunSlingers
Mikoishi Studios
alex@mikoishi.com
http://guns.mikoishi.com

Location: Singapore - 2003

Find weapons, food and money... Complete missions and assassinations... And your ultimate reward? Get crowned the top fighter, In Gunslingers, players experience the traditional mumbo jumbo espionage and tactical combat scenario with a slight difference... You get the whole of Singapore as your playing field! With a simple phone and Network Location Positioning Technology, players’ real world movements are mirrored in the game world, allowing them to physically react with other online players. From the windy plains of Changi to the wet grounds of Jurong, everything in between is your battlefield. Free from the reins of the PC, engage other Gunslingers in a true real-time mobile gaming adventure.

Uncle Roy All Around You
Blast Theory
info@blasttheory.co.uk
http://www.uncleroyallaroundyou.co.uk

Location: London, UK - 2003

Irgendwo in London hält er sich verborgen, der geheimnisvolle Onkel Roy, und er wünscht dringend Besuch in seinem Büro, dessen Ort keiner kennt. - Online-Spieler haben die Aufgabe, "echte" Mitspieler aus Fleisch und Blut, die als "Streetplayer" wirklich und physisch London durchstreifen, mit ihren Textinformationen und ihrer Navigation in Onkel Roys Büro zu führen. Text-Dialoge in Echtzeit (Chat), gesprochene Sprache (als Sounds abrufbar), Webcams und liebevoll gestaltete 3D-Grafiken der britischen Metropole sollen das Suchen und Finden unterstützen.

Can You See Me Now?
Blast Theory
info@blasttheory.co.uk
http://www.canyouseemenow.co.uk

Location: Rotterdam, Netherlands, March - 2003

In the board game Scotland Yard six players move their pawns over a map of London, chasing Mister X together. With the project Can You See Me Now? Blast Theory introduces a modern variation of the game, which takes place live in the streets of Rotterdam. The game incorporates the latest communication technologies and is played simultaneously on line and in the streets. For a period of five days players, while sitting at their computers, can be chased by living pawns at the Kop van Zuid: the members of Blast Theory. Can You See Me Now? is a remarkable mixture of avatars in a virtual play environment and people in the real world. As soon as participants log in at the website their virtual counterpart will appear somewhere on the city grid. In the street the on-line players' positions are relayed via satellite and the Global Positioning System (GPS) to palmtops carried by the Blast Theory members. They are represented by orange pawns that now start chasing the on-line players, the white icons on the map.

Mogi
Newt Games
info@newtgames.com
http://www.mogimogi.com

Location: Tokyo, Japan - since 2003

Mogi, Item Hunt uses the GPS functions of mobile phones and allows you to pick up virtual items spread around the city. Players move outside, pick-up virtual items, through their mobile phone
interface then trade with other players to complexte collections. From the Web interface, players see in real time, on a 3D map, the positions of connected players as well as collection items. From both interfaces, players trade the items picked-up with the mobile. Mogi is a community game. A Web player might help a mobile player by clicking on its character on the map and sending "Lucky you! North, close to you, lies a rare item. Get it, get it!

<TAG>
Amy Hung
emiyaone@yahoo.com
http://a.parsons.edu/~awhung/thesis

Location: Times Square, NYC, USA - 2003

<TAG> is a street activity proposed for the site of Times Square, NYC. Employing mobile phone text messaging, it focuses on increasing personal contribution and interaction to the experience of this public space. Individuals will participate with one another as they tag designated areas or “nodes” by displaying their inscription. Promoting a game-like spirit, players challenge opponents in a TXT BATTLE in which the emerging victor will prevail with the tag.

Urban Challenge
Verizon Wireless
info@urbanchallenge.com
http://www.urbanchallenge.com


Location: Several Cities in USA - since 2002


An LG camera phone is the ticket to the adventure. The object of Urban Challenge is to visit twelve checkpoints in correct order take a photo of it and return to event headquarters. A photo of a team and the special Skip Man, who runns around town, allows that team to skip one and only one checkpoint. The first team back wins. The only allowed methods of travel are by foot or local public transportation — city bus, ferry, train, or trolley.

NodeRunner
Yury Gitman, Carlos J. Gomez de Llarena
info@noderunner.com
http://www.uncommonprojects.com/noderunner

Location: NYC, USA - since 2002


A competitive Game. Run the streets looking for WiFi nodes, photograph the most, and win
the game. NodeRunner fuses the streets with wireless networks to convert the City in a playing board. Two teams racing against time must log into as many nodes as they can and upload photographic prove of the server, documenting their process.

The Go Game
Wink Back, Inc.
info@thegogame.com
http://www.thegogame.com/brownie/index.asp

Location: San Francisco, USA - since 2001

The Go Game is an all-out urban adventure game, a technology-fueled, reality-based experience that encourages play and a keen eye for the weird, the beautiful, or the faintly out-of-the-ordinary. The "rule book" is reality, the "board" is San Francisco, and the "pieces" are the players - you and your team. Through clues downloaded to a wireless device and hints planted in unlikely places, you'll be guided. Clues can appear at any time, anywhere. Perhaps you didn't notice the woman on the bus reading a magazine upside-down. Or the note stuck to the side of the bathroom mirror of your favorite bar, or the electric scooter parked outside with your name on it. Complete your missions fast. Complete them creatively.

MobileHunt
HIPnTASTY
info@hipntasty.com
http://www.mobilehunt.com/about.asp

Location: USA and Canada - since 2001

MobileHunt is a user-created scavenger hunt game. Draw a map of your school, your neighborhood, your city! Pick a bunch of locations on your map, fill in some simple trivia question forms about each location and select some cool images. If you feel like it, you can add an intro, rewards, prizes, a start and end time for head-to-head competition and more! Tell your friends (or the whole world!) all about your MobileHunt™ through the free email and SMS announcement interface! They can link straight to YOUR game! Next thing ya know, people will be running all over the place with their wireless web phones, scoring points, winning prizes, and having fun!

Cutlass - Treasure Hunt
DCA Productions, Steve Bull (CEO)
steve@ctlss.com
http://ctlss.com/treasure_hunt/html/main.html

Location: Times Square, NYC, USA - since 2001

Registered players run around the Times Square area solving a series of clues that lead the first lucky team to a treasure. All questions are delivered to players via internet-ready cell phones or other wireless devices (or they can read them via a PC, or even get their clues in audio format over a standard or wireless phone line). Players input their answers to those clues from the field through their web-enabled wireless devices, or they can work with their allies at home, or in a local internet cafe, to send their answers in over the web. After correctly answering the preliminary number of clues, the winning team finds the treasure chest hidden in its secret location.

Pirates!
PLAY research studio, Interactive Institute
jennica.falk@interactiveinstitute.se

http://play.tii.se/projects/pirates/index.html

Location: HUC conference in Bristol, UK - August 2000

Pirates! is a multi-player game, implemented on handheld computers connected in a wireless local area network (WLAN), allowing the players to roam a physical environment, the game arena. Each player creates his own game character. The player must now gain gold, experience, and rank, by trading merchandise and solving missions. By each return to the Viceroy he will be acknowledged for it. It is however not necessary to solve missions in order to play the game. A player may freely “browse” the game environment, and visit islands, trade goods, and engage in player-to-player combat regardless of the games mission structure.

TreasureMachine
Unwiredfactory
info@unwiredfactory.com

http://www.unwiredfactory.com


TreasureMachine is a location based virtual treasure hunt, which by clues guides the contestant to a predefined location where the treasure is hidden. When a contestant believes she physically stands on the right spot, she can 'dig' for the treasure via the mobile handset. The first contestant to 'dig' for the treasure on the predefined location wins. It is played via SMS or WAP.

BattleMachine / Zonemaster
Unwiredfactory
info@unwiredfactory.com

http://www.de.battlemachine.com
http://www.zonemaster.myorange.dk

"With BattleMachine you get the possibility to battle your friends and enemies in a quest for zones using fierceful androids. It is a classical "battle for land" game but it takes place in the real world, on real maps, utilizing your location. Have you ever wanted to conquer your own city? BattleMachine now gives you the opportunity! Use your mobile phone to the max and become master of your city!"

BotFighters
It's Alive
info@itsalive.com
http://www.botfighters.com


Location: Sweden, Finland, Ireland, Russia - since 2000

BotFighters is an action game played via SMS or a downloadable Java client. Players design their robot character on the webseite and then go out on the street in the real world to find and fight other robots using their mobile phones as the battle terminal. It shows the enemies on a radar screen and via SMS the players shoot ech other. The mobile positioning is used to determine whether the users are close enough to each other to be able to hit. Besides virtual located eqipment and power ups can be found in the streets. The Webside serves as exchangeplatform for cooperation.

Geocaching/GPS Stash Hunt
Groundspeak
contact@groundspeak.com
http://www.geocaching.com

Geocaching is an entertaining adventure cache hunt for gps users. The basic idea is to have individuals and organizations set up caches all over the world and share the locations of these caches on the internet. GPS users can then use the location coordinates to find the caches. Once found, a cache may provide the visitor with a wide variety of rewards. All the visitor is asked to do is if they get something they should try to leave something for the cache.

Outdoor Mixed-reality Games

NetAttack
http://www.fit.fraunhofer.de/projects/netattack

Human Pacman
http://mixedreality.nus.edu.sg/research-HP-infor.htm

ARQuake

Demor
Utrecht School of the Arts, Faculty Art, Media & Technology
demor@xs4all.nl
http://student-kmt.hku.nl/~g7/site/index_.html

Demor is a location based 3D audio shooting game for both blind and sighted players. The player is equipt with a bagpack containing a laptop, headphones, a GPS module, a head tracker and a modified joystick. The arena can be any large, empty outdoor space, such as a soccer field. The system works with a zero point. The 3D auditory environment will then unfold itself around the player. The player can move through the auditory surroundings and hear sounds which can come from close-by, a distance and any space in between. The virtual objects that produce these sounds are e.g. the bad guys, the surroundings and ammunition. In order to achieve the highest score, the player must shoot as many enemies as possible by turning her head towards them and then pulling ‘the trigger’.

 

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