LiveNature – is a project that investigates how to combine mobile media, such as live video streaming, with emergent sensor networks, to create broadcasts from cherished places, e.g summer cabins in nature. That media will then be presented in home environments as part of interior design. Contact: email@example.com
MoreVideo! – is a research program that explores and develops technologies for collaborative real time production of mobile video. The research program contains a number of projects ranging from studies of VJing and professional live TV production, to the development of mobile collaborative tools supporting amateur live video production. Contact: firstname.lastname@example.org
mFashion – teasing out the difference between consumption of mobile experiences as some sort of de facto products and symbolic fashion oriented experiences is of critical importance for the design oriented research in the mobile area. Contact: email@example.com
Hedonic computing – is a collaboration between Barry Brown and Oskar Juhlin that synthesize on previous ethnographies of enjoyment studies.
Hunting for fun – is a research project that draws upon studies of collaborative hunting to influence design of mobile tools for user generated content, as well as for support for human animal interaction. Contact: firstname.lastname@example.org
Backseat Games – “Are we there yet?” For kids, travelling in a car can be very tedious, but with Backseat Games any trip can become an exciting adventure. The game turns churches, bridges and other roadside objects into a fantasy land filled with virtual creatures, treasures and adventure. By pointing the gaming device towards objects as they pass by, players can defend themselves against attacking creatures, pick up magic artefacts or collaborate with players in meeting traffic.
Office driver – Mobile phone use in cars is a highly debated issue. Legislation and policy discussions flourish in many countries and coincide with an increased effort in design of new in-car technologies. The studies which influence policy and design decisions use experimental approaches and are based on a cognitive perspective. In this project, we discuss why this is a problematic approach. Further, we provide data and initial results from an ethnographic study of mobile phone use in traffic, where the aim is to investigate the ‘interactional adaptation’ by which the driver fit the involvement with the phone with driving and vice versa.
Hocman – This project concerns the importance of social interaction, and especially traffic encounters, for the enjoyment of biking. The findings from an ethnographic fieldwork have been summarized into the Hocman prototype, a service supporting mobile interaction among motorcyclists. It is an application for handheld devices equipped with wireless ad hoc networking interfaces. It uses a peer-to-peer architecture to accomplish sharing of HTML documents with peers in the immediate proximity.
Soundpryer – SoundPryer is an application designed for sharing music experiences between people in vehicles in the immediate surrounding. This is accomplished by streaming MP3 files between nodes in an ad hoc network.
Roadtalk – This projects investigates the possibilities for, and presents a mobile message system for car drivers. The roadtalk system is designed to allow messaging while driving, for instance, sending voice annotations to surrounding drivers to tell them about hazards.
PlaceMemo – The PlaceMemo prototype, is a system supporting infrastructure managers in their work, allowing them to record geographically coupled voice annotations. While driving, the system provides access to previous recorded memos by playing them in advance of the geographical position of the recording.