This is a site for the workshop titled “2VT: Visions, Technologies, and Visions of Technologies for Understanding Human Scale Spaces” part of the CHI 2021 Conference on Human Factors in Computing Systems.
The workshop provides an international agora for practitioners from various backgrounds to exchange information, stimulate discussion, and explore issues that attend to human scale spaces in the smart city, explicit and implicit forms of play facilitated by the smart city, and the possibilities provided by new technologies.
Our main objectives are as follows:
- Multidisciplinary discussion to elucidate common cross-disciplinary and distinctive discipline-specific spatial features to build shared understanding on the actual lived, human scale spatial environment. We aim to arch understanding of attributes over disciplines and viewpoints, for example from forming new possibilities for play in smart cities or inspecting realism enhancing attributes needed in VR development into capturing the “digital soul of a space” in creative arts.
- Speculative design of future technologies, approaches, and methods enable the capture and collection of identified features in a machine-storable format. Such a format is needed for the features to be better usable as a building block in the context of HCI and digital solutions
- Sketch out a road map with short and long term objectives for future research of human scale spatial understanding and mapping out potential implications of such increased understanding of spatial experience for future disruptive technologies, such as XR, smart cities, Digital Twins, Smartphone Applications, crowdsourcing solutions, locative games etc.
At the end of the workshop, we will summarize our findings and design speculations on this website. Further, we plan to publish a joint article on the results from the workshop, in a relevant multidisciplinary journal.
For further reading, please see our workshop proposal.
|30 min||Workshop introduction|
|15 min||Informal submission presentations|
|30 min||Speculative Design task individually|
|30 min||Coffee Break|
|30 min||Further technology speculation in groups|
|45 min||Lunch break|
|60 min||Urban exploration|
|30 min||Coffee break|
|15 min||Small group presentations|
|15 min||Reflection, closing the workshop|
Call for Papers
Spatial understanding refers to the perceptions, measurements, and representation of our surroundings. How will the future technologies, applications, or creative installations leverage such spatial understanding? This one-day workshop calls for experts from all related fields to ideate and contribute to our collective understanding and application of spatial experience.
This workshop is interested in the human scale: eye-level environments that are the de facto operating environment for most end-user technologies. We are open to a broad audience to stimulate the workshop participants by exposure to new points of views from different disciplines.
We invite your submissions on how different future technologies might benefit from increased spatial understanding. There are two submission types that we encourage:
- a “traditional” paper providing a scientific contribution with empirical results, or
- a “reflection” to propose visions or concepts and to reflect on how human scale spatial experience affects technological or creative solutions.
We encourage you to communicate your ideas using a variety of methods: text, images, photos, sketches, and more. The submissions should use the DIS2020 Pictorial Format with a length of 4-6 pages (excluding references). Further details can be found at https://crowdcomputing.net/2vt-workshop. We accept your submissions as a pdf by February 19th, 2021. At least one author of each accepted submission paper must attend the workshop and all participants must register for both the workshop and for at least one day of the conference. Participants will be selected by a juried process, based on their experience, expressed interest, and the content of the submission. To gather a rich set of views, we will focus on the diversity of the group of participants.
Please send your 4-6 page pdf submissions to firstname.lastname@example.org by February 19th, 2021. The submissions should use DIS 2020 Pictorial Format, which can be located at https://dis.acm.org/2020/pictorials.html for InDesign, Word, and PowerPoint. We will confirm each submission to you with a response email.
Important Workshop Dates
Call for papers: December 15, 2020
Submission Deadline: February 19, 2021
Notification of acceptance: February 28, 2021
Workshop Date: 8 May JST 2200 – 9 May JST 0200 / 8 May EDT 0900-1300 / 8 May CEST 1500-1900
As this workshop is intended for a diverse audience of technology experts, architects, creative designers, and artists alike, we have gathered a an organizing committee that is well-suited to support as well as publicize the workshop to ensure participation. The committee is also experienced in organizing CHI workshops and, more recently, hybrid and virtual conferences.
Ville Paananen is a doctoral student at the Center for Ubiquitous Computing, University of Oulu, Finland. His research interests lie in the cross-section of HCI and architecture, the emergent notion of Human-Building Interaction, and how the future technologies can be more spatially aware.
Piia Markkanen is a doctoral student in Oulu School of Architecture, University of Oulu, Finland. Her current research focuses on evaluating situation-related spatial experiences in work environments. She uses user-centric design methods and real-world intervention studies in her research to explore different spatial dimensions (e.g. functional, symbolic, aesthetic) and elements, such as lighting and acoustics, that holistically influence spatial experiences.
Jonas Oppenlaender is a final-year doctoral student and a member of the Crowd Computing research group at the Center for Ubiquitous Computing, University of Oulu, Finland. His research interests include crowdsourcing, crowd feedback systems, and leveraging mixed-initiative systems for engaging, supporting, and empowering humans.
Lik Hang Lee is an Assistant Professor at the Korea Advanced Institute of Science and Technology (KAIST), Daejeon, South Korea. His research interests include augmented reality (AR) and virtual reality (VR). His recent research on AR/VR has investigated how to achieve city-wide user experience with such enriched contents and make the user-centric coexistence between digital entities and physical counterparts in an emerging form of spatiality.
Haider Akmal is a final-year PhD candidate at Lancaster University, UK and part of Imagination Lancaster and Uncanny AI. With a keen focus on Research through Design, Ludic Design, and Design Fiction his work challenges established orthodoxies for the Design of IoT by exploring More-than Human Design Futures through speculative design research, play, and philosophy to forge untapped technological opportunities in HCI.
Ava Fatah gen Schieck is a Researcher, Educator and Architect. She is Associate Professor in Media Architecture and Urban Digital Interaction at the Bartlett, University College London. The main focus of Ava’s research is in the area of Architecture, Interaction Design, and Ubiquitous Computing (AR, VR, and XR). Her research is practice based where she investigates the design, integration and evaluation of digital and physical ecologies within various environments and across different scales of interaction, from the body scale into the city scale. She is the Principal investigator of ‘Screens in the wild’, resulting in a unique ‘living lab’, environment of four interactive networked screens in London and Nottingham (UK).
Niels van Berkel is an Assistant Professor at the Human-Centered Computing Group at Aalborg University. His research interests lay in Human-Computer Interaction, Social Computing, and Ubiquitous Computing. On the topic of spatiality, he has studied the use of contextual data collection methods (e.g., crowdsourcing, citizen science) to support the creation of structured and unstructured local knowledge bases.
Jorge Goncalves is a Senior Lecturer in Human-Computer Interaction at the School of Computing and Information Systems in the University of Melbourne. His interests are in crowdsourcing, situated technologies, and Social Computing. Goncalves is a pioneer of situated crowdsourcing, including work on enabling situated technologies to self-learn about the surrounding space as a byproduct of offering gamified experiences to passersby.
John Dunham is a Ph.D. student in Computing and Information Sciences at Rochester Institute of Technology and a member of the Niantic x RIT Geo Games and Media Lab. John completed his M.Sc. in Game Design and Development at Rochester Institute of Technology. His current work focuses on location-based games and their impact on health and wellbeing.
Konstantinos Papangelis is an Assistant Professor at the School of Interactive Games and Media of Rochester Institute of Technology, and the director of the Niantic x RIT Geo Games and Media Lab. His research currently focuses on location-based games and social networks, the physical web, location-based and in-situ crowdsourcing, proximity technologies, extended and hybrid reality, and multi-sensory entertainment technologies.
Nicolas Lalone is an Assistant Professor at the University of Nebraska at Omaha. As a researcher, Dr. LaLone’s work focuses on disrupted spaces such as those within a crisis event like an earthquake, riot, or hurricane. He is actively pursuing new ways to train to use, design, and approach the evaluation of computational products that may have a use in saving lives.
Simo Hosio is an Associate Professor at the Center for Ubiquitous Computing, University of Oulu, Finland. He leads the Crowd Computing Research Group and is also associated with the Center for Life Course Health Research. His research interests include social computing, crowdsourcing, ubiquitous computing.