File BNMI.1K.2 - "Bodies in Play : Shaping and Mapping Mobile Applications" : [agenda]

Open original Digital material

Title and statement of responsibility area

Title proper

"Bodies in Play : Shaping and Mapping Mobile Applications" : [agenda]

General material designation

Parallel title

Other title information

Title statements of responsibility

Title notes

Level of description

File

Reference code

CA pfla BNMI-BNMI.1-BNMI.1K-BNMI.1K.2

Edition area

Edition statement

Edition statement of responsibility

Class of material specific details area

Statement of scale (cartographic)

Statement of projection (cartographic)

Statement of coordinates (cartographic)

Statement of scale (architectural)

Issuing jurisdiction and denomination (philatelic)

Dates of creation area

Date(s)

  • 2005 (Creation)

Physical description area

Physical description

Less than 0.5 cm of textual records

Publisher's series area

Title proper of publisher's series

Parallel titles of publisher's series

Other title information of publisher's series

Statement of responsibility relating to publisher's series

Numbering within publisher's series

Note on publisher's series

Archival description area

Name of creator

Custodial history

Scope and content

File consists of two copies of agendas for the workshop, which was held May 19-22, 2005. The program description reads: "Games, entertainment, and learning are moving to mobile platforms that make use of social gaming, communication, and play. How can we think about experience design that engages a wide range of participants and makes the most of mobile technology and its capabilities? How does GPS, biometric data, language and physical mapping enhance game play? What are the special qualities of mobile media that we can use in gaming, play, wellness, and learning?

This summit gathered leading researchers, developers, designers and investors in the development and evaluation of computer-based experiences and tools for mobile applications. We focused on experiences that combine social and physical maps, visualization strategies, and location based experience design. These can be used for gaming, play, tourism, recreation, and learning. We looked at the relationships between asynchronous and synchronous experiences, and ways of building a community of participants. How can visualization tools be instrumental at all levels of experience design?

As well, we considered technologies and software systems that allow the design of location-based experience, from next generation telephones to location-based design language. This summit continued ongoing BNMI dialogues about collaboration, simulation, re-enactment, visualization, language, emotion, and computation.

The summit was video-streamed live to universities and colleges in Canada and abroad as a learning resource, as well as prototypes demonstrated through the ACCESS grid, desktop audio and video-conferencing software. Event coverage is archived for use by future researchers.

As part of the Bodies in Play: Shaping and Mapping Mobile Applications summit, a concurrent workshop, The Shape of Conversation: Language Simulation, Sonification and Visualization, was held.

This workshop gathered leading researchers in the development and evaluation of computer based tools for language analysis to look at language simulation, sonification and visualization and its applications into mobile, web-based, and real time technologies. We examined tools that result in the visualization, simulation, and sonification of texts, as well as overarching linguistic structures. These tools have practical value in mobile communication, gaming, blogging, and data analysis.

Simulations, sonifications and visualizations can map social dynamics such as the movement and interactions of mobile PDA and phone game players or conference participants, or social dominance in online environments. Simulations, sonification, and visualizations map these to the generation of relationships, conflict or trust, and knowledge. Visualizations can also show the emergence of concepts over time and denote contextual information about the number of participants, or the quality of their interactions. Designers can also shape the aesthetics and content of visual material to meet the culture of user groups. What if any are the relationships between physical and virtual space, semantics, cognition, and meaning? How do topics unfold according to the social organization of spaces? How does emotion look and sound in the virtual world? Can language simulation tools enable deep analysis of trends or support democracy?

We engaged in the fast prototyping of several new or amalgamated systems, coupled with intensive participatory design and usability testing. Our goal was the creation of a networked applications environment with the capacity for fast implementation that will allow us to continue to share our research."

Notes area

Physical condition

Immediate source of acquisition

Arrangement

Language of material

Script of material

Location of originals

Availability of other formats

Restrictions on access

Terms governing use, reproduction, and publication

Finding aids

Generated finding aid

Associated materials

Accruals

Alternative identifier(s)

Standard number area

Standard number

Access points

Subject access points

Place access points

Name access points

Genre access points

Control area

Description record identifier

Institution identifier

Rules or conventions

Level of detail

Language of description

Script of description

Sources

Digital material (Master) rights area

Digital material (Reference) rights area

Digital material (Thumbnail) rights area

Accession area

Related subjects

Related people and organizations

Related places

Related genres