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Storytelling with the Internet of Things using the ioTheatre platform by Vincent Routhier & Jonathan Bélisle

ioTheatre Workshop - University of California in Los Angeles - June 2015

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Storytelling with the Internet of Thingsusing the ioTheatre platform

by Vincent Routhier & Jonathan Bélisle

We are ________ storytellers

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IOTHEATRE

The first Storytelling engine for smart environments. A scenography tool that integrates 60 types of physical

sensors, Web Services and Wearables that can trigger content on any types

of screens, mobile apps, sound systems and scenic equipment.

SOUNDSCAPER

A unique sounscape engine for Mobile Phones that creates geolocalized audio recordings that create the

sensation of experiencing a particular acoustic environment. Those

experiences are great for music exploration, storytelling and context

driven tourism experiences. It adds a poetic and emotional layers to the

physical space.

WUXIA LE RENARD

The story of Wuxia the Fox come to life in a physical picture book that transforms into an interactive

gamebook with the help of a magical iPad app. Each reading becomes a thrilling adventure full of twists and

turns that awakens kids and teens to the joy of reading, exploring, and

creating.

Albert Einstein - 1896

I fear the day that technology will surpass our human interaction. The world will have a generation

of idiots.

Dan Saffer - Disciplines of Experience Design

TOOLS FOR THE PROGRAMMABLE DESIGN MEDIUM • A communication network for things

• Easy connectivity for things to the network• Simple communication by people with things• Intuitive rules for interacting with the space

• Immediacy of results• Means to link interdependent devices and save preferred settings for “scene control”

• “Edit Undo” recovery from mistakes• Storage for data from the environment• Analysis tools to understand the data

• A standard structural interface that is part of the architecture and infrastructure of the interior space

• Simple mechanical attachment for physical objects to the structural interface, requiring only common hand tools

Convia - Herman Miller

E S PA C E S P U B L I C S E T R É C I T S S I T U É S

I M M E R S I O N

I N T I M I T É H U M A I N E

R E N C O N T R E I N AT E N D U E

S I G N I F I A N C E A RT & P O É S I E

S O U N D S C A P E SS É R E N D I P I T É N A R R AT I V E

Ë T R E E N

C O N TA C T

E S PA C E S P U B L I C S C O M M E E X P É R I E N C E B I G D ATA / S Y S T È M E D ’ A P P R E N T I S S A G E

D É M O C R AT I S AT I O N D E L’ A C C È S

A U X O U T I L S D E S C É N O G R A P H I E

I N T E R A C T I V E

R É C I T S M O B I L E S I N T E R C O N N E C TA N T L E S

Q U A RT I E R S

E X P R E S S I O N C I T O Y E N N E

P R O G R A M M E T O U R I S T I Q U E

T R A M E C O M M E R C I A L E

N O U V E A U X U S A G E S

V I L L E C R É AT I V E

V I L L E I N T E L L I G E N T E

V I L L E D U M O N D E V I L L E O U V E RT E

SMART & PARTICIPATIVE CITIES

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Creative Cities

Open Cities

Intelligent Cities

World Class Cities

Where do we come fromVISION

A systemic vision of the Internet of Things

The role of Mythologies, of cultures, the ecosystem of dominant and transmedia narratives, the Human-Machine interaction Model, Emerging Behaviors, the Markets in place, Geopolitical agendas behind Industrial Infrastructures and technological platforms, Sociological & Economical contexts that can sharpen our curiosity for science, ecology, biology and psychology.

It is also about promoting Calm Computing and human to human interactions.

Herman Miller - 2008 Report / The Future of Programmable Environments

Design principle no.1

Calm technology is a type of information technology where the interaction between the technology and its user is designed to occur in the user’s periphery rather than constantly at the center of attention. Information from the technology smoothly shifts to the user’s attention when needed but otherwise stays calmly in the user’s periphery.

Mark Weiser and John Seely Brown describe calm technology as "that which informs but doesn't demand our focus or attention." [1]

The use of calm technology is paired with ubiquitous computing as a way to minimize the perceptible invasiveness of computers in everyday life.

The idea of Calm Computing

Metaphor 1

Design principle no.2

Usage gives meaning

Nostalgia trumps newness

Design principle no.3

A walkable experience where the user, by his movement in a park

discover each instrument of a symphonic orchestra

LES JARDINS SYMPHONIQUES

https://www.youtube.com/watch?v=K3hwDvscUt8

A WORLD CREATED BY JONTHAN BELISLE

Why create a book that connects to a board game that can be both augmented with an iPad

app ? First the main intention behind the storytelling

experience of Wuxia is to teach children how to avoid technological enslavement and to learn creative and disruptive ways to use / control it.

I wanted to encourage my Daugther to appreciate Slow and Contemplative Lecture

because I observed that she would invent stories and ways to tell stories faster and with more

imagination.

From birth to 8 years old, children discover the world mostly thru role-play and gestural

interactions until they fully develop a structured language.

https://www.youtube.com/watch?v=AXmwf5Fo-84

Re-inventing the public place to bring back communal interactions and give them back the control of

their public space.

TECHNOCULTURE PUBLIC PLACE

video ptc

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Services EcosystemsExperiential Domotics & Library of

Connected Objects

App Development ToolWeb, Mobile, Hooks, Deep Learning

Algorythms & IoT applications

Experience Management SystemContent Management System, Participant Profiles,

Scenographic Map, Analytics Dashboard

Show ControlTools to design & develop immersive

audio-visual applications & performative environments

One interface to manage mobile applications, media content, smart

spaces, smart objects & scenic equipments.

ioTheatre.co - The Scenographer

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A four stations interactive journey to find and bring back

the lost spirit of Christmas

LUMA

https://www.youtube.com/watch?v=YmIdJeNaHGY

Augmented Trial Room, Intelligent Point of Sale, Hyper Personalized Contextual

Display, Emotional + Behavioral Analytics

Solutions for Retail

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Tangible Learning Objects, Continuous Speech Recognition,

experiential domotics,

School of the FutureSalle multimodale

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School of the FutureGymnasium

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School of the FutureLibrary

Applying ambient narratives & interactions

on a territory or

Tourism & Connected Public Spaces

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A dashboard exposing collection of environmental, behavioral, emotional and transactional data observed in one or more locations (including interactions between people and objects).

Real-Time analysis of Collected Data

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IMAGINE

An applied innovation

methodology

CARD GAME DECK

Mental Models

Participant Profiles

Collection System

Token System

World System

Story Making vocabulary for Programmable Space

Intentions / Attitudes / Class / Levels / Characters Match / Language Levels

ID / Attention Levels / Interests / Emotional Signatures / Geolocalized Behaviors

Assets captured - Found / Products used - Needed / Services Used / Next Upgrade

Transactional Value / Access Levels

Accessible locations / Influence of presence / Time Zones / Weather Cycles / Sensors & Mediums usages and states

Thank you for you attention

Now let’s play

Jonathan Bé[email protected]

Vincent [email protected]