Solar Hat, Purse Charge Cell Phones

A research team has invented a solar hat that users on the go can wear to charge cell phones, handheld music devices and other small, portable electronics, according to a recent Iowa State University press release.

The hat does not generate enough energy to power a notebook computer, but it could eliminate power problems related to cell phones, mp3 players, digital cameras and similar devices that seem to run out of power just when electrical sources are unavailable.

The hat, and a handheld purse (bigger picture) that uses the same technology, should become available to consumers within approximately a year, according to their inventors.

“We are currently in the prototyping stages of the project, as we have several ideas on the table and are working to get that technology patented and to get our prototypes tested,” said Joe Hynek, a doctoral student in mechanical engineering who is part of the research team. “We have a couple of versions of the hat: a cowboy-hat style, a weekender style and a rice-paddy style.”

All of the hats and the purse are outfitted with exterior thin film solar panels that convert photons — units of light — into electricity. Devices then can be plugged into a battery, which collects the energy.

The hat and purse also work at night. “Our system has energy storage built in so extra energy that is captured can be saved and then used when the sky is cloudy or at night time,” Hynek told Discovery News. “This system enables users to get more out of their day’s worth of energy collection.”

The hats are designed to emit as little radiation as possible, not only for the safety of wearers, but also because that would waste the sun’s energy.

21F Gathering (Austria): October 18th. 7 p.m.

Das erste Treffen des European Chapter’s von 21F wird vom Fashionable Technology Research Consortium (FT:RC) am 18. Oktober 2005 um 19Uhr in Linz/Österreich präsentiert.

:::: WANN & WO ::::
18. Oktober 2005 @ 19 Uhr

servus.at
Verein für Kunst und Kultur im Netz
Kirchengasse 4
4040 Linz
AUSTRIA
Wir danken servus.at für den Clubraum.

Studenten/Lehrende der Kunstuniversität Linz, insbesondere der Klasse Fashionable Technology in der Abteilung Interface Cultures, sind besonders eingeladen.

———-

The first European Chapter 21F Gathering will be presented by Fashionable Technology Research Consortium (FT:RC) on Tuesday October 18th, 2005 @ 7 p.m. in Linz/Austria.

:::: WHEN & WHERE ::::
October 18th @ 7 p.m.

servus.at
Verein für Kunst und Kultur im Netz
Kirchengasse 4
4040 Linz
AUSTRIA
We thank servus.at for hosting the meeting.

Students/faculty of the University of Art and Industrial Design are particularly invited, in particular students of the class Fashionable Technology in the department Interface Cultures.

———-

ADDITIONAL INFORMATION
:::: WHAT ::::
FT:RC and 21F are committed to exploring and documenting the redefinition of the body and society through the hybridization of clothing and technology. The FT:RC site (www.fashionabletechnology.org) features projects, events, and resources focusing on Europe. The research consortium is a platform for research, discourse, and networking – to exchange ideas, know-how, and experiences. The 21F site (www.twenty1f.com) features news, events, opportunities, and resources.

:::: WHO ::::
Martin Mairinger/USED clothing
USED clothing extends the function of clothes as storage medium by a virtual component: in a “second-hand shop”, each article is provided with a RFID tag. through RFID- and web technology, the respective owners can store and read digital information on the individual garment. further, a “virtual library” develops e.g. to each t-shirt, into which owners can add arbitrary information and multimedia contents. thus the “history” of each single garment can be visualized. by exaggerating the identity component, USED Clothing brings up inputs for a discussion concerning future developments within virtual communities.

Celine Studer/Fashionation (to be confirmed)
Fashionation kreiert drei «Körperkleider», die das komplexe Wechselspiel zwischen Betrachter und Kleid wahrnehmbar machen. Diese Kleider sollen «intelligent» sein und «wearable»; sie sollen «intelligentes Textil», Architektur und Kommunikationstechnologien nützen, um mit dem physischen Umfeld der Trägerin in Kontakt zu treten. Zwischen der Person mit dem «intelligenten Kleid» und dem Publikum wird eine Interaktion inszeniert bzw. animiert, welche die Dialektik von Vergangenheit und Gegenwart, von Ereignis und Struktur, ja von Praxis und Zeichen im wechselseitigen Interesse von Anbieter und Verbraucher sichtbar macht. Ziel ist es, auf diesem Weg den «kommerziellen Ursprung unseres kollektiven Imaginären» (Roland Barthes) als solchen sicht- bzw. erfahrbar zu machen, im Sinne des Kommerzes zwischen Spiel und Subversion.

:::: YOU ::::
If you have questions or something to show, bring it along and share it with the group. This is a place to learn and get feedback. If you or anyone you know are interested in showing and sharing work in future gatherings, please contact me through sabine@moondial.com.

21F Gathering (nyc): September 29th. 7 p.m.

If you or anyone you know is interested in fashion technologies and electrified bodies please come to the East Coast 21F Gathering on Thursday September 29th @ 7 p.m.

:::: WHAT ::::
A gathering and “show and tell” for those interested and associated with 21F. TWENTY1F (or 21F) is a group of designers, researchers, artists & technologists pushing the boundaries of fashion. We are committed to exploring and documenting the redefinition of the body and society through the hybridization of clothing and technology. The 21F site (www.twenty1f.com) features news, events, opportunities, and resources.

:::: WHEN & WHERE ::::
September 29th @ 7 p.m.

Parsons Design Lab
55 West 13th Street
9th Floor

The Parsons Design Lab entrance is located to the right as you exit the elevators on the 9th floor. You will go through two grey double doors with circular windows and walk past an open space to the end of the hallway.

**As usual we are grateful for the continued support of the Parsons Design Lab who has opened its doors so we can gather and learn.

:::: WHO ::::

Alyce Santoro
Alyce is a Brooklyn multimedia installation and sound artist with a background in marine biology and scientific illustration. She is interested in exploring the mystical, inexplicable aspects of science and consciousness through “subtle reality technologies”. Her work, which consists of drawings, odd apparatus, 8mm films, and graffiti/propaganda, are props used to help elucidate far-flung quasiscientific topics and theories. Her work “sonic fabric”, an accidental invention, is a durable, audible textile woven from recycled, recorded audiocassette tape. She will be wearing and demonstrating sonic fabric for the 21F group. For more information please see her websites: http://www.sonicfabric.com and http://www.alycesantoro.com.

Vincent LaClerc
Vincent has been living in a part-time nerd / part-time designer alternate universe and trying to make sense of it all for many years now. He graduated from Concordia University in computer science with a specialization in computation art.

He has been involved in making electric garments since he started collaborating with XS Labs doing research in soft computation and reactive textiles. In parallel, Vincent slowly sold out to the corporate gravy train as vice president of the R&D branch of MPACT.tv where he developed an IPTV system. He currently lives in Boston, MA where he is doing a Masters Degree with Hiroshi Ishii and the Tangible Media Group at the MIT Media Laboratory.

YOU
If you have questions or something to show, bring it along and share it with the group. This is a place to learn and get feedback.

If you or anyone you know are interested in showing and sharing work in future gatherings, please contact me through alison@twenty1f.com.

Models show off space fashion at aeronautical contest in Japan

Models sporting space-costumes made an appearance at the opening ceremony of the 56th International Aeronautical Congress in FUKUOKA, as a space travel firm called for designs in a space fashion contest to be held in Japan.

During the ceremony, models showed off body suits featuring geometric patterns and other items designed by Eri Matsui, who will serve as task chairwoman in the contest.

Calling for designs was space travel firm Rocketplane Ltd., Inc. The firm is planning to fly passengers on space tours to an altitude of about 100 kilometers, and is considering launches from Hokkaido. The winner of the fashion contest will cooperate with Matsui and Yoshiko Taya, a researcher of space clothing, to design fashion to be worn in space.

Experience is not necessary to participate in the contest, and submissions from the public are accepted. The application period will run from November to March next year. Voting on entries will be held online afterwards and actual items will be produced to determine the overall winner.

“My designs implemented frills to enjoy the weightlessness of space and I aimed for ease of wear to enable people to spend time in a confined area comfortably,” Matsui said. “I want people to include dreams into their designs.”

‘Table de synchronisation’

(via) At the Paris FIAC 2005 there is this intriguing and somehow fascinatin table called ‘Table de synchronisation‘, a project by Suchan Kinoshita (more about the project on his galery’s website):

Suchan Kinoshita who grew up in Japan emigrated to Cologne at the age of twenty in order to pursue a musical education at the institute where the contemporary composer Maurizio Kagel was teaching. Later, she worked for a theatre company in which members alternately assumed the role of actor, stage designer and director. Therefore, it is no coincidence that her work can be situated in many fringe areas: inside or outside the walls of the exhibition, with or without an active input by the public, recognisable as a work of art or camouflaged as such. For Ravenstein Galleries she create a specific environment, a “dépot de mots” like a storage and a table of sounds like a sound kitchen.

Why do I blog this? I like the concept of a ’sound kitchen’ and they was it’s represented is so weird that I find it cool.

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Originally by Nicolas from pasta and vinegar on October 10, 2005, 12:53pm

Mologogo: a free application for GPS enabled cell phones

Mologogo is a new and free application meant to track stuff/persons (alpha service):

/table>

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Mod a GPS enabled Nextel and fauxjack yourself or your car, or your kid, or a big dog, or an elephant. We really, really want to track an elephant. Mologogo is a free service that will track a “friends” GPS enabled cell phone from another phone(gps not required) or on the web. It currently works on pretty much any Nextel phone with Java and GPS - even a $60 no-contract Boost Mobile phone.

Mologogo is totally “alpha” right now, but improving rapidly. It is was built as a Web 2.0 app, so expect integration with sites like Flickr, Upcoming.org, Judy’s book, and lots more RubyOnRails/AJAX-y goodness added to our UI. And with our soon to be released API, you’ll be able to access your own location data in other sites.

Originally by Nicolas from pasta and vinegar on October 11, 2005, 4:17am

Applications of ontologies in the field of pervasive computing

“Smart Artifacts as a Key Component of Pervasive Games” by Michal Roj (workshop paper for the Workshop on Gaming Applications in Pervasive Computing Environments 2004).

In this paper we present how smart artifacts can become a crucial element in pervasive games. In our vision, ‘magical’ artifacts play two roles: first, they are very attractive game gadgets (such as magic wands), second, they are able to handle the game (implementing the main game logic). We claim that in some cases no infrastructure would be needed to play a game. Artifacts, as we present here, are carried by players (or lying somewhere in the game area) and communicating through a wireless network. The vision has been inspired by a number of ideas and ongoing projects on smart devices and middleware platforms.

Why do I blog this? Michal is interested in by applications of ontologies in the field of pervasive computing, and, in a wider view, applications of ontologies in telecommunications. The topic of his PhD thesis is: “A methodology for ontology-driven programming artifacts in pervasive computing”. Even though his research is more related to architectural concerns

Originally by Nicolas from pasta and vinegar on October 11, 2005, 4:56am

An account of location-based games multiple play

A good read: Barkhuus, L., Chalmers, M., Tennent, P., Hall, M., Bell, M. and Brown, B. Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game. Proceedings of UbiComp 2005, Tokyo, Japan.

The paper tackles the issue of how the experience of multiple games changed they way users played with a location-based game and how this led to more complex form of collaboration and competition over time.

Abstract: This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiser’s notion of seams, gaps and breaks in different media. Playing Treasure involves movement in and out of a wi-fi network, using PDAs to pick up virtual ‘coins’ that may be scattered outside network coverage. Coins have to be uploaded to a server to gain game points, and players can collaborate with teammates to double the points given for an upload. Players can also steal coins from opponents. As they move around, players’ PDAs sample network signal strength and update coverage maps. Reporting on a study of players taking part in multiple games, we discuss how their tactics and strategies developed as their experience grew with successive games. We suggest that meaningful play arises in just this way, and that repeated play is vital when evaluating such games.

Why do I blog this? this is really close to what we do with our location-based games experiments (the methodology is quite similar, we just put more emphasis on quantitative data lately but we’re also focusing on more qualitative insights). The strength of this paper lays in the multiple play: how repeated trials can be used to inform practitioners of a good game design.

Originally by Nicolas from pasta and vinegar on October 11, 2005, 8:18am

P&V status

I currently feel like this:

white duct tape

Originally by Nicolas from pasta and vinegar on October 11, 2005, 12:32pm

Free and open source tool to analyse video/audio data

I’m currently testing Transana, a free and open-source software for qualitative analysis, developed at the Wisconsin Center for Education Research.

Transana is software for professional researchers who want to analyze digital video or audio data. Transana lets you analyze and manage your data in very sophisticated ways. Transcribe it, identify analytically interesting clips, assign keywords to clips, arrange and rearrange clips, create complex collections of interrelated clips, explore relationships between applied keywords, and share your analysis with colleagues. The result is a new way to focus on your data, and a new way to manage large collections of video and audio files and clips.

Transana runs on Windows in both single-user and multi-user versions. A Macintosh version is in development.

The beta version for Mac OS X I am testing seems to be pretty good.

Originally by Nicolas from pasta and vinegar on October 12, 2005, 12:24am

Awful baby carrier

(via A Welsh View), an atrocious and harmful baby carrier (featured here):

I am speechless

Originally by Nicolas from pasta and vinegar on October 12, 2005, 12:30am

Developing technology interventions to activate community spaces and public life

It might be a good talk (at the Future Design Days): “Play and the Everyday – Developing technology interventions to activate community spaces and public life” by Margot Jacobs.

Whether one lives in the city, its suburbs or a small town, the changes affecting everyday environments and their public spaces are vast and significant in our lives. In light of this, the usefulness of analyzing and understanding this phenomenon becomes quite evident.

The key question is no longer how to use technology to support work-oriented tasks or how to be more effective. Instead, the focus has shifted to how technology can support what lies beyond utilitarian demands, exploring for instance emotionally driven human needs such as supportive social systems, sustainability and even desires, such as expression, communication, and reflection. In this era, we should explore new design philosophies, combining information technologies with values of a more aesthetic nature, subtlety, and personal meaning that support happy accidents, serendipitous interactions, and the ebbs and flows of our evolving lifestyles. In sum, the play in the everyday.

‘Public Play Spaces’ was initiated at the Interactive Institute as a means of investigating the surge of computing technologies in the public arena and what the implications are for our society and culture. Essentially, ‘Public Play Spaces’ is a platform for creative work exploring the playful, emotional and appropriate incorporation of technology into everyday public life, focusing on developing both innovative design methods and experimental prototypes for social interventions in public space. Within this framework, we have taken the opportunity to reflect on, question and reexamine places, relationships and qualities for the design of technology in the public sphere. This requires that we ask different questions, apply new methods and try alternative means of prototyping.

During the Play and the Everyday workshop we will walk through a design process with a focus on a particular public space drawing on the approach and methods used within the ‘Public Play Spaces’ platform including rapid prototyping and public interventions. The purpose will be to explore new tactics for how technologies might offer critique, breaking down current accepted technological practices and challenging people to reflect as well as to add new layers for expression and participation. Outcomes will include prototypes, conceptual design proposals and use scenarios.

Originally by Nicolas from pasta and vinegar on October 12, 2005, 12:39am

Philosophy of Bullshits

Might be good to read this book:


“On Bullshit” (Harry G. Frankfurt)

Mary Park describes it as (editorial review from Amazon.com):

“One of the most salient features of our culture is that there is so much bullshit,” Harry G. Frankfurt writes, in what must surely be the most eyebrow-raising opener in modern philosophical prose. “Everyone knows this. Each of us contributes his share. But we tend to take the situation for granted.” This compact little book, as pungent as the phenomenon it explores, attempts to articulate a theory of this contemporary scourge–what it is, what it does, and why there’s so much of it. The result is entertaining and enlightening in almost equal measure. It can’t be denied; part of the book’s charm is the puerile pleasure of reading classic academic discourse punctuated at regular intervals by the word “bullshit.” More pertinent is Frankfurt’s focus on intentions–the practice of bullshit, rather than its end result. Bullshitting, as he notes, is not exactly lying, and bullshit remains bullshit whether it’s true or false. The difference lies in the bullshitter’s complete disregard for whether what he’s saying corresponds to facts in the physical world: he “does not reject the authority of the truth, as the liar does, and oppose himself to it. He pays no attention to it at all. By virtue of this, bullshit is a greater enemy of the truth than lies are.”

Originally by Nicolas from pasta and vinegar on October 12, 2005, 4:45am

Noise sensitive project at the lab

At the lab, JB Haué and Guillaume Raymondon are working on a very interesting project: a noise-sensitive table. There is a blog about the project there. The table is meant to perceive nearby users’ noise and diplay various things based on it (by LEDs or a beamer). Currently the prototypes are really ROUGH (but nice from my point of view, maybe it’s because I like this sort of ‘bricolage picture’):

noise sensitive table prototype 1 noise sensitive table prototype 2
noise sensitive table 3 noise sensitive table 4

Why do I blog this? We will ask students of our Computer Supported Collaboration Work course to test various configurations with it, that’s why I follow the project closely. I am looking forward to see what will happen

Originally by Nicolas from pasta and vinegar on October 12, 2005, 11:46am

A social itune?

Fabien just sent me this tool that seems highly interesting: MyStrands, a kind-of ‘social itune‘:

  • Explore Recommended Songs: Songs are recommended based on the song that is actively playing and recently played songs. You may read about a song and in most cases listen to a clip by clicking the arrow which will take you to the songs homepage at the MusicStrands website.
  • Explore Recommended Tags: Tags of interests are recommended realtime based on recently played songs. You may explore music related to the tag by clicking on the tag of interest.
  • Publish Playlists: You may tag and publish your active playlist by clicking the edit button next to your playlist tags. When you tag a playlist, the playlist is uploaded to the website and published.
  • Tag songs: You may add/edit tags for your active song clicking the edit button. When you add a tag, the tag is also added to the MusicStrands community for others to explore.

Why do I blog this? I am interested in social sharing phenomenon like this, besides I find it could be a powerful way to discover new something. I believe a lot in social navigation recommender systems like this.

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Originally by Nicolas from pasta and vinegar on October 13, 2005, 2:05am