P u b l i c a t i o n s :
LOGS: The Portage Handbook
Abstract
Portage is an aesthetic, technical and social research
and development project that had, as its objective,
the installation of a Broad Locative Environment.
The BLE was installed in an outdoor, streetscape
setting and was interactively accessible to users of
mobile devices. The elements allowed users to
engage in various activities that are completed
individually or in collaboration, including: playing
musical instruments via mobile devices; viewing
themselves as surveillance subjects on their phones;
or setting off a series of visual and aural feedback
loops based on the presence of mobile devices. The
development and implementation of the BLE
required a range of software, hardware and process innovations.
These are detailed in this Handbook.
The
Mobile Urban Experience: Art and Social Interaction in The
PORTAGE Project
Paula Gardner & Geoffrey Shea, 2008
Abstract
The ongoing research of academics, artists,
designers, students and engineers at the Mobile Experience Lab
at the Ontario College of Art & Design has created a broad,
flexible and inclusive methodology that seeks to address the impact
of emerging media technologies, current theoretical discourses,
and the value of user participation in the resulting creations. In
our current artist/designer driven research project, PORTAGE, a
short street in downtown Toronto will be converted into a virtual
theatre. Users with a range of mobile devices will be able to interact
with participatory content experiences: spraying virtual graffiti
on wall, turning surveillance cameras back on themselves, collaboratively
remixing music tracks through choreography, or exploring the history
of the specific locale. Users equipped with highly capable devices
(e.g. with Bluetooth and GPS) will have one level of engagement,
but others with simple voice or text capable phones will be able
to access the experiences on another level. Even visitors with
no device will be able to participate: by banging a drum
for example, and creating a digital signal in collaboration with
other online users. This paper discusses the relationship between
our lab-as-studio methodologies and the interactive project experiences
that emerged. The purpose of this discussion is to query our own
methodological assumptions for their effectiveness in creating
innovative user experiences and to understand the ways in which
they diverge from other current practices in mobile labs, both
academic and industry-led. As well, we seek to understand whether
these inherently artistic and collaborative methods in fact result
in user experiences that are phenomenologically distinct from what
would otherwise be produced and result in innovations that wouldn’t
be possible with other approaches.
EMF Detector
Peter Todd, 2008
Abstract
A way to detect the RF energy emitted by operating
cellular phones and other mobile devices. Here's my first attempt,
using a LT5534 RF log detector, including contruction comments and
testing results with various RF emitting cell phones and devices.

i
= i + 1
Geoffrey Shea, presented at InterPraxis, 2008
Abstract
The practice of research in the context of a university with industry
partners and government funding is necessarily pulled in multiple
directions at once. But underlying the research of the PORTAGE
project is the fact that we are art and design practitioners first
and foremost.
Practice-as-research is increasingly important in both the academic
environment and in standalone art practice. The understanding in
graduate and post-graduate studies is that the singular form of
knowledge resulting from art production has value comparable to
the general form of knowledge coming out of traditional research
endeavours, while art theories like Relational Aesthetics extend
the unformed and inquisitive nature of the Dadaist project with
an obvious social imperative.
The methodologies of practice-as-research are as varied as those
of art per se. This presentation will reflect on some of the strategies
we have employed in PORTAGE to arrive at innovative forms of expression
and production for the rapidly changing mobile media domain.
Art, Design,
Education and Research in Pursuit of Interactive Experiences
Geoffrey Shea, accepted at Designing Interactive Systems,
2008
Abstract
In the development of mobile and location-specific experience creation, artists,
designers and researchers at the Ontario College of Art & Design are
developing new approaches to creation and collaboration that take into account
the realities of artistic, academic and technical cultures. These included
iterative creation strategies, co-evolution of technical platforms and cultural
content, and rapid prototyping through charettes. This paper will examine
some of the strategies employed across several projects which all focused
on creating new content and new types of content delivery for users of mobile
devices, particularly cell phones. It will draw examples from games, sound
compositions and virtual theatre experiences.
Mobile Publics
Paula Gardner, presented at Mobile Nation
Conference, 2007, publication forthcoming
Abstract
A reimagination of the public sphere must take into account
the various impacts of transnational flow on the communication
possibilities for ‘publics’ of varying scales: local, national,
diasporic, transnational, etc.
This paper considers how a radicalized public space might be facilitated
via mobile technologies and experiences and the methods by which
they are designed.
Inside
Out Experience Design
Geoffrey
Shea,
presented at Mobile Nation Conference, 2007, publication
forthcoming
Abstract
This presentation will look at one artistic methodology
or process for designing objects, images and systems for a new
context, in this case the emerging medium of mobile devices. |