Information Ecology
How to create seamless and pervasive connections between our physical environments and information resources.
We have become reliant on digital information for communication, commerce, and entertainment. This information needs to be always available, whether stored locally on our computers, on enterprise servers at work, or via third-party services like GMail. Most importantly, we should have choices beyond desktop computers or smartphones to access it. The Information Ecology group explores ways to connect our physical environments with information resources. Through the use of low-cost, ubiquitous technologies such as sensors and consumer electronics, we are creating seamless and pervasive ways to interact with our information—and with each other.

Research Projects

  • 8D Display

    Henry Holtzman, Matt Hirsch and Shahram Izadi

    The 8D Display combines a glasses-free 3D display (4D light field output) with a relightable display (4D light field input). The ultimate effect of this extension to our earlier BiDi Screen project will be a display capable of showing physically realistic objects that respond to scene lighting as we would expect. Imagine a shiny virtual teapot in which you see your own reflection, a 3D model that can be lighted with a real flashlight to expose small surface features, or a virtual flashlight that illuminates real objects in front of the display. As the 8D Display captures light field input, gestural interaction as seen in the BiDi Screen project is also possible.

  • Air Mobs

    Andy Lippman, Henry Holtzman and Eyal Toledano

    Air Mobs creates a local mobile community to allow them to freely share internet access among diverse carrier 3G and 4G data accounts. We create an app where anyone can advertise that they have bits and battery to spare and are willing to let other Air Mob members tether to them. They might do this if they are near their data cap and either need a little more data or have some they are willing to let others use before it expires. A website tracks the evolution of the community and posts the biggest donators and users of the system. To date, this app works on Android devices. It is designed to be open and community-based. We may experiment with market credits for sharing airtime and adding other devices and features.

  • aireForm: Refigured Shape-Changing Fashion

    Henry Holtzman, Hiroshi Ishii, Leah Buechley, Jennifer Jacobs, Philippa Mothersill, Ryuma Niiyama and Xiao Xiao

    aireForm is a dress of many forms that fluidly morph from one to another, animated by air. Its forms evoke classic feminine silhouettes, from sleek to supple to striking. Garments are a medium through which we may alter our apparent forms to project different personas. As our personas shift from moment to moment, so too does aireForm, living and breathing with us.

  • Brin.gy: What Brings Us Together

    Henry Holtzman, Andy Lippman and Polychronis Ypodimatopoulos

    We allow people to form dynamic groups focused on topics that emerge serendipitously during everyday life. They can be long-lived or flower for a short time. Examples include people interested in buying the same product, those with similar expertise, those in the same location, or any collection of such attributes. We call this the Human Discovery Protocol (HDP). Similar to how computers follow well-established protocols like DNS in order to find other computers that carry desired information, HDP presents an open protocol for people to announce bits of information about themselves, and have them aggregated and returned back in the form of a group of people that match against the user’s specified criteria. We experiment with a web-based implementation (brin.gy) that allows users to join and communicate with groups of people based on their location, profile information, and items they may want to buy or sell.

  • CoCam

    Henry Holtzman, Andy Lippman, Dan Sawada and Eyal Toledano

    Collaborating and media creation are difficult tasks, both for people and for network architectures. CoCam is a self-organizing network for real-time camera image collaboration. Like all camera apps, just point and shoot; CoCam then automatically joins other media creators into a network of collaborators. Network discovery, creation, grouping, joining, and leaving is done automatically in the background, letting users focus on participation in an event. We use local P2P middleware and a 3G negotiation service to create these networks for real-time media sharing. CoCam also provides multiple views that make the media experience more exciting–such as appearing to be in multiple places at the same time. The media is immediately distributed and replicated in multiple peers, thus if a camera phone is confiscated other users have copies of the images.

  • CommenTV

    Jee Yeon Hwang, Pol Pla i Conesa, Henry Holtzman and Marie-José Montpetit

    CommenTV is a social commenting system for audiovisual content, able to take and display texts, images, and related videos as social comments.

  • ContextController

    Robert Hemsley, Arlene Ducao, Eyal Toledano and Henry Holtzman

    ContextController is a second screen social TV application that augments linear broadcast content with related contextual information. By utilizing existing closed-captioning data, ContextController gathers related explanatory video content, displaying this in real-time synchronized to the original content.

  • CoSync

    Henry Holtzman, Andy Lippman and Eyal Toledano

    CoSync builds the ability to create and act jointly into mobile devices . This mirrors the way we as a society act both individually and in concert. CoSync device ecology combines multiple stand-alone devices and controls them opportunistically as if they are one distributed, or diffuse, device at the user’s fingertips. CoSync includes a programming interface that allows time synchronized coordination at a granularity that will permit watching a movie on one device and hearing the sound from another. The open API encourages an ever growing set of such finely coordinated applications.

  • Droplet

    Robert Hemsley and Henry Holtzman

    Droplet is a tangible interface which explores the movement of information between digital and physical representations. Through light-based communication, the project allows information to be easily extracted from its digital form behind glass and converted into mobile, tangible representations, altering its form and our perception of the information.

  • E-MotionInfo

    Jee Yeon Hwang and Henry Holtzman

    e-MotionInfo enables users to explore the harmonization of their movements, digital information, and responsive objects. e-MotionInfo creates links between motions, digital content, and associated objects to improve upon expressive and natural user interactions.

  • Encephalodome

    Arlene Ducao, Henry Holtzman, Rachel Mersky

    "Encephalodome" (working title) is an art+science game under development for the dome projection (planetarium) setting of the Lower Eastside Girls Club. Players will wear inexpensive Electroencephalography (EEG) devices to both control and contribute to the game. They can expressively explore science through activities like concentrating, meditating, closing their eyes, and moving their bodies. By fusing many kinds of science data sets into a vast spatial experience, “Encephalodome” will engage players in natural beauty beyond the scales of human perception. "Encephalodome" gameplay focuses on ocean acidification: increased pollution is changing the pH of the oceans, thus affecting the growth of sea vertebrates and shellfish. "Encephalodome" will invite its users to interactively role-play prototypical sea organisms like coral, plankton, jellyfish, and lobster through decades of increased carbon emissions.

  • Flow

    Robert Hemsley and Henry Holtzman

    Flow is an augmented interaction project that bridges the divide between our non digital objects and items and our ecosystem of connected devices. By using computer vision Flow enables our traditional interactions to be augmented with digital meaning allowing an event in one environment to flow into the next. Through this physical actions such as tearing a document can have a mirrored effect and meaning in our digital environment leading to actions such as the deletion of the associated digital file. This project is part of an initial exploration that focuses on creating an augmented interaction overlay for our environment enabling users to redefine their physical actions.

  • Linear Mandala

    Arlene Ducao and Henry Holtzman

    In Linear Mandala, a single participant wears a custom headset outfitted with an electroencephalography (EEG) sensor. The participant walks alongside a row of monitors and speakers. Video, sound, and the physical headset are designed to support contemplation. In real time, a shadow-like avatar pushes a ball of objects representing each participant's brain activity. The participant must maintain a consistent brain state for the avatar and ball to move forward in tandem with his physical movement.

  • MindRider

    Arlene Ducao and Henry Holtzman

    MindRider is a helmet that translates electroencephalogram (EEG) feedback into an embedded LED display. For the wearer, green lights indicate a focused, active mental state, while red lights indicate drowsiness, anxiety, and other states not conducive to operating a bike or vehicle. Flashing red lights indicate extreme anxiety (panic). As many people return to cycling as a primary means of transportation, MindRider can support safety by adding visibility and increased awareness to the cyclist/motorist interaction process. In future versions, MindRider may be outfitted with an expanded set of EEG contacts, GPS radio, non-helmet wearable visualization, and other features to increase the cyclist's awareness of self and environment. These features may also allow for hands-free control of cycle function. A networked set of MindRiders may be useful for urban planning and emergency response situations.

  • MobileP2P

    Yosuke Bando, Konosuke Watanabe, Daniel Dubois, Eyal Toledano, Robert Hemsley and Henry Holtzman

    MobileP2P aims to magically populate mobile devices with popular video clips and app updates without using people's data plans by opportunistically connecting nearby devices together when they are in range of each other.

  • NewsJack

    Sasha Costanza-Chock, Henry Holtzman, Ethan Zuckerman and Daniel E. Schultz

    NewsJack is a media remixing tool built from Mozilla's Hackasaurus. It allows users to modify the front pages of news sites, changing language and headlines to change the news into what they wish it could be.

  • NeXtream: Social Television

    Henry Holtzman, ReeD Martin and Mike Shafran
    Functionally, television content delivery has remained largely unchanged since the introduction of television networks. NeXtream explores an experience where the role of the corporate network is replaced by a social network. User interests, communities, and peers are leveraged to determine television content, combining sequences of short videos to create a set of channels customized to each user. This project creates an interface to explore television socially, connecting a user with a community through content, with varying levels of interactivity: from passively consuming a series, to actively crafting one's own television and social experience.
  • OpenIR: Crowd Map Plugin

    Arlene Ducao, Henry Holtzman, Ilias Koen, Juhee Bae, Stephanie New, Barry Beagen

    When crowd maps track a natural disaster, social information may not be enough. The OpenIR Crowd Map plugin brings infrared satellite maps into the Ushahidi crowd map platform so that social and satellite data can be analyzed together. OpenIR's Jakarta Flood 2013 deployment has won awards for its work to show social data overlaid onto environmental features and a flood vulnerability layer.

  • OpenIR: Data Viewer

    Arlene Ducao, Henry Holtzman, Ilias Koen, Juhee Bae, Barry Beagen

    When an environmental crisis strikes, the most important element to saving lives is information. Information regarding water depths, spread of oil, fault lines, burn scars, and elevation are all crucial in the face of disaster. Much of this information is publicly available as infrared satellite data. However, with today’s technology, this data is difficult to obtain, and even more difficult to interpret. Open Infrared, or OpenIR, is an ICT (information communication technology) offering geo-located infrared satellite data as on-demand map layers and translating the data so that anyone can understand it easily. OpenIR will be pilot tested in Indonesia, where ecological and economic vulnerability is apparent from frequent seismic activity and limited supporting infrastructure. The OpenIR team will explore how increased accessibility to environmental information can help infrastructure-challenged regions to deal with environmental crises of many kinds.

  • Proverbial Wallets

    Henry Holtzman, John Kestner, Daniel Leithinger, Danny Bankman, Emily Tow and Jaekyung Jung
    We have trouble controlling our consumer impulses, and there's a gap between our decisions and the consequences. When we pull a product off the shelf, do we know our bank-account balance, or whether we're over budget for the month? Our existing senses are inadequate to warn us. The Proverbial Wallet fosters a financial sense at the point of purchase by embodying our electronically tracked assets. We provide tactile feedback reflecting account balances, spending goals, and transactions as a visceral aid to responsible decision-making.
  • Qooqle

    Li Bian and Henry Holtzman

    Qooqle allows people to reshape their interactions with computing and reorganize the world’s information through their casual conversations and habitual gestures. Qooqle combines mobile, cloud, and social media to draw people closer to computing and make computers more invisible. The multi-modal user interface of Qooqle allows people to engage with one another and the information world more naturally.

  • Queen's New Clothes

    Li Bian, Matt Hirsch, Lining Yao, Henry Holtzman and Hiroshi Ishii

    Inspired by the Danish fairy tale "The Emperor's New Clothes" and Lady Gaga’s Orbit dress, we have designed and implemented a costume, The Queen’s New Clothes, which appears plain to the naked eye but exhibits changing patterns on photos taken at different times and locations. The process of making this costume has taken us on a journey of exploring the digital aspect and dual status of fashion, fashion as a dynamically changing and embodied visual communication tool, and the relationship between the fashion trendsetter and the audience.

  • StackAR

    Robert Hemsley and Henry Holtzman

    StackAR explores the augmentation of physical objects within a digital environment by abstracting interfaces from physical to virtual implementations. StackAR is a Lilypad Arduino shield that enables capacitive touch and light base communication with a tablet. When pressed against a screen, the functionality of StackAR extends into the digital environment, allowing the object to become augmented by the underlying display. This creates an augmented breadboard environment where virtual and physical components can be combined and prototyped in a more intuitive manner.

  • SuperShoes

    Dhairya Dand and Henry Holtzman

    Our smartphones take active attention while we use them to navigate streets, find restaurants, meet friends, and remind us of tasks. SuperShoes allows us to access this information in a physical ambient form through a foot interface. SuperShoes takes us to our destination; senses interesting people, places, and events in our proximity; and notifies us about tasks, all while we immerse ourselves in the environment. We explore a physical language of interaction afforded by the foot through various tactile senses. By weaving digital bits into the shoes, SuperShoes liberates information from the confines of screens and onto the body.

  • Tactile Allegory

    Henry Holtzman and Philippa Mothersill

    Messages are coded into all of the objects and environments around us. Some message are obvious, some are subtle; some are understood through social or contextual associations, some are perceived on a more primal level. These messages can be shaped by the design of objects; through their materials, forms and textures. Tactile Allegory is an exploration into the use of form as a means of communicating information through physical objects; the ‘objectified’ medium. Initial explorations into form-changing technologies combine the fabrication strategies of digital materials with the artistic narrative of quilting to create almost ‘pixelated’ surfaces which can be reconfigured to represent different objectified information. Future work includes developing this into several applications of different scales, from jewellery to clothing to furniture, and communicating personal information to the users through this objectified medium.

  • The Glass Infrastructure

    Henry Holtzman, Andy Lippman, Matthew Blackshaw, Jon Ferguson, Catherine Havasi, Julia Ma, Daniel Schultz and Polychronis Ypodimatopoulos

    This project builds a social, place-based information window into the Media Lab using 30 touch-sensitive screens strategically placed throughout the physical complex and at sponsor sites. The idea is get people to talk among themselves about the work that they jointly explore in a public place. We present Lab projects as dynamically connected sets of "charms" that visitors can save, trade, and explore. The GI demonstrates a framework for an open, integrated IT system and shows new uses for it.

  • Truth Goggles

    Henry Holtzman and Daniel E. Schultz

    Truth Goggles attempts to decrease the polarizing effect of perceived media bias by forcing people to question all sources equally by invoking fact -checking services at the point of media consumption. Readers will approach even their most trusted sources with a more critical mentality by viewing content through various "lenses" of truth.

  • Twitter Weather

    Henry Holtzman, John Kestner and Stephanie Bian
    The vast amounts of user-generated content on the Web produce information overload as frequently as they provide enlightenment. Twitter Weather reduces large quantities of text into meaningful data by gauging its emotional content. This Website visualizes the prevailing mood about top Twitter topics by rendering a weather-report-style display. Comment Weather is its counterpart for article comments, allowing you to gauge sentiment without leaving the page. Supporting Twitter Weather is a user-trained Web service that aggregates and visualizes attitudes on a topic.
  • Where The Hel

    Arlene Ducao and Henry Holtzman

    "Where The Hel" is a pair of helmets: plain and funky. The funky helmet is 3D printed; the plain helmet visualizes proximity to the funky helmet as a function of signal strength, via an LED light strip. The funky helmet contains an Xbee and a GPS Radio. Its position is tracked via a web app. The wearer of the plain helmet can track the funky one via the web app and the LED strip on his helmet. These helmets are potential iterations towards a more developed HADR (Humanitarian Assistance and Disaster Relief) helmet system.