Research Projects
Air Mobs
Andy Lippman, Henry Holtzman, and Eyal ToledanoAir Mobs creates a local mobile community to allow users to freely share Internet access among diverse carrier 3G and 4G data accounts. We have built 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.
AudioFile
Andy Lippman, Travis Rich and Stephanie SuAudioFile overlays imperceptible tones on standard audio tracks to embed digital information that can be decoded by standard mobile devices. AudioFile lets users explore their media more deeply by granting them access to a new channel of communication. The project creates sound that is simultaneously meaningful to humans and machines. Movie tracks can be annotated with actor details, songs can be annotated with artist information, or public announcements can be infused with targeted, meaningful data.
Barter: A Market-Incented Wisdom Exchange
Creative and productive information interchange in organizations is often stymied by a perverse incentive setting among the members. We transform that competition into a positive exchange by using market principles. Specifically, we apply innovative market mechanisms to construct incentives while still encouraging pro-social behaviors. Barter includes means to enhance knowledge sharing, innovation creation, and productivity. Barter provides managerial capability by using economic tools to stimulate activities and modify behaviors. We will measure the results and test the effectiveness of an information market in addressing organizational challenges. We are learning that transactions in rich markets can become an organizing principle among people, potentially as strong as social networks.Dawei Shen, Marshall Van Alstyne, and Andrew LippmanBrin.gy: What Brings Us Together
Henry Holtzman, Andy Lippman and Polychronis YpodimatopoulosPeople form dynamic groups focused on topics that emerge serendipitously during everyday life. They can be long-lived or of short duration. 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 are experimenting 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.
BTNz!
Kent Larson, Andy Lippman, Shaun David Salzberg, Dan Sawada and Jonathan SpeiserBTNz! is a lightweight, viral interface consisting of a button and a screen strategically positioned around the Media Lab complex to foster social interactions within the community. Users will be able to upload messages to be displayed on the screen when the button is pushed. The goal is to see if the action of pressing a tangible button makes people more aware of what is going on throughout the community. In some ways, BTNz! is a "twitter of billboards." The idea is to get people together with almost no overhead, and in a fun way, with a single-dimension interface. The work includes building an application environment and collecting and analyzing data on the emergent social activities. Later work may involve tying identity to button-pushers and providing more context-aware messages to the users.
CoCam
Henry Holtzman, Andy Lippman, Dan Sawada and Eyal ToledanoCollaborating 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 with 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 or lost, other users have copies of the images.
CoSync
Henry Holtzman, Andy Lippman and Eyal ToledanoCoSync 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.
Electric Price Tags
Andy Lippman, Matthew Blackshaw and Rick BorovoyElectric Price Tags are a realization of a mobile system that is linked to technology in physical space. The underlying theme is that being mobile can mean far more than focusing on a portable device—it can be the use of that device to unlock data and technology embedded in the environment. In its current version, users can reconfigure the price tags on a store shelf to display a desired metric (e.g., price, unit price, or calories). While this information is present on the boxes of the items for sale, comparisons would require individual analysis of each box. The visualization provided by Electric Price Tags allows users to view and filter information in physical space in ways that was previously possible only online.
Encoded Reality
Andy Lippman and Travis RichWe are exploring techniques to integrate digital codes into physical objects. Spanning both the hard and the soft, this work entails incorporating texture patterns into the surfaces of objects in a coded manner. Leveraging advancements in rapid prototyping and manufacturing capabilities, techniques for creating deterministic encoded surface textures are explored. The goal of such work is to take steps towards a self-descriptive universe in which all objects contain within their physical structure hooks to information about how they can be used, how they can be fixed, what they're used for, who uses them, etc. Our motivation is to transform opaque technologies into things that teach and expose information about themselves through the sensing technologies we already, or foreseeably could, carry on us.
Geo.gy: Location Shortener
Andy Lippman and Polychronis YpodimatopoulosHave you ever been in the middle of a conversation and needed to share your location with the other party? Geo.gy is a location shortener service. It allows you to easily share your location with your peers by encoding it in a short URL which we call a "geolink." It is platform-independent, and based on HTML5, so you can use any device with a modern browser to generate a geolink, simply by visiting the project's page. There are no user accounts, so geolinks remain anonymous. You can use Geo.gy to add location context to a post, SMS, anything you want decorated with location context.
Graffiti Codes
Andrew Lippman and Jeremy RubinGraffiti Codes transform the space around you into a mobile-readable environment. Anyone can draw a simple shape on anything, like graffiti, and the mobile device reads it by simply tracing the outline. It's a human-created VR code. This work diverges from the camera-scanning model and uses accelerometer-based paths to unlock data. Where a QR code cannot be easily generated in the field, Graffiti Codes only require a marker and a surface.
Line of Sound
Grace Rusi Woo, Rick Borovoy, and Andy LippmanLine of Sound shows how data can be used to deliver sound information only in the direction in which one looks. The demonstration is done using two 55-inch screens which transmit both human and machine relevant information. Each screen is used to show a video that flashes a single bit indicator, which transmits to a camera mounted on headphones. This is used to distinguish between the two screens, and to correlate an audio track to the video track.
NewsFlash
Andy Lippman and Grace Rusi WooNewsFlash is a social way to experience the global and local range of current events. People see a tapestry of newspaper front-pages. The headlines and main photos tell part of the story, and NewsFlash tells you the rest. People point their phones at a headline or picture of interest to bring up a feed of the article text from that given paper. The data emanates from the screen and is captured by a cell phone camera–any number of people can see it at once and discuss the panoply of ongoing events. NewsFlash creates a local space that is simultaneously interactive and provocative. We hope it gets people talking.
Point & Shoot Data
Andy Lippman and Travis RichPoint & Shoot Data explores the use of visible light as a wireless communication medium for mobile devices. A snap-on case allows users to send messages to other mobile devices based on directionality and proximity. No email address, phone number, or account login is needed, just point and shoot your messages! The project enables infrastructure-free, scalable, proximity-based communication between two mobile devices.
Reach
Andy Lippman, Boris G Kizelshteyn and Rick BorovoyReach merges inherently local communications with user requests or offers of services. It is built atop data from services users already use, like Facebook and Google Latitude. Reach is intended to demonstrate a flexible, attractive mobile interface that allows users to discover "interesting" aspects of the environment and to call upon services as needed. These can range from a broadcast offer to serve as a triage medic, to a way to share a cab or get help for a technical service problem like plugging into a video projector.
Recompose
Matthew Blackshaw, Anthony DeVincenzi, David Lakatos, and Hiroshi IshiiHuman beings have long shaped the physical environment to reflect designs of form and function. As an instrument of control, the human hand remains the most fundamental interface for affecting the material world. In the wake of the digital revolution, this is changing, bringing us to reexamine tangible interfaces. What if we could now dynamically reshape, redesign, and restructure our environment using the functional nature of digital tools? To address this, we present Recompose, a framework allowing direct and gestural manipulation of our physical environment. Recompose complements the highly precise, yet concentrated affordance of direct manipulation with a set of gestures, allowing functional manipulation of an actuated surface.
Social Transactions/Open Transactions
Andy Lippman, Kwan Lee, Dawei Shen, Eric Shyu and Phumpong WatanaprakornkulSocial Transactions is an application that allows communities of consumers to collaboratively sense the market from mobile devices, enabling more informed financial decisions in a geo-local and timely context. The mobile application not only allows users to perform transactions, but also to inform, share, and purchase in groups at desired times. It could, for example, help people connect opportunistically in a local area to make group purchases, pick up an item for a friend, or perform reverse auctions. Our framework is an Open Transaction Network that enables applications from restaurant menu recommendations to electronics purchases. We tested this with MIT's TechCASH payment system to investigate whether shared social transactions could provide just-in-time influences to change behaviors.
SonicLink
Andrew Lippman and Dan SawadaSonicLink is a fully decentralized, proximal communication framework for personal devices to seamlessly discover, connect, and interact with arbitrary public installations (such as digital billboards). It establishes connections based on audio proximity when you are not on the same network: being near in physical space does not mean you are near in "network space." SonicLink uses near-ultrasonic acoustic signals that permit devices and installations to discover each other. It also exploits peer-to-peer proximal wireless networking techniques for establishing a high-bandwidth, low-latency link between the device and the installation. Possible uses include “borrowing” a large-screen TV and a camera in the public space for personal video conferencing, presenting personal notifications to a public display, and taking over neon lights for visualizing music on a phone.
T(ether)
Hiroshi Ishii, Andy Lippman, Matthew Blackshaw and David LakatosT(ether) is a novel spatially aware display that supports intuitive interaction with volumetric data. The display acts as a window affording users a perspective view of three-dimensional data through tracking of head position and orientation. T(ether) creates a 1:1 mapping between real and virtual coordinate space, allowing immersive exploration of the joint domain. Our system creates a shared workspace in which co-located or remote users can collaborate in both the real and virtual worlds. The system allows input through capacitive touch on the display with a motion-tracked glove. When placed behind the display, the user’s hand extends into the virtual world, enabling the user to interact with objects directly.
T+1
Dawei Shen, Rick Borovoy and Andrew LippmanT+1 is an application that creates an iterative structure to help groups organize their interests and schedules. Users receive instructions and send their personal information through mobile devices at discretized time steps, orchestrated by a unique, adaptive scheduling engine. At each time-step, T+1 takes several relevant factors of human interactions (such as participants' interests, opinions, locations, and partner matching schedules), and then computes and optimizes the structure and format of a group interactions for the next interval. T+1 facilitates consensus formation, better group dynamics, and more engaging user experiences by using a clearly visible and comprehensible process. We are planning to deploy the platform for both academic and political discussions, and will analyze how user opinions and interests evolve in time to understand its efficacy.
The Glass Infrastructure (GI)
Henry Holtzman, Andy Lippman, Matthew Blackshaw, Jon Ferguson, Catherine Havasi, Julia Ma, Daniel Schultz, and Polychronis YpodimatopoulosThis 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.
VR Codes
Andy Lippman and Grace WooVR Codes are dynamic data invisibly hidden in television and graphic displays. They allow the display to present simultaneously visual information in an unimpeded way, and real-time data to a camera. Our intention is to make social displays that many can use at once; using VR codes, users can draw data from a display and control its use on a mobile device. We think of VR Codes as analogous to QR codes for video, and envision a future where every display in the environment contains latent information embedded in VR codes.