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Mapping 
knowledge at 
hybrid spaces and 
interac5on within 
these spaces 
Lecture 5 
William Gibson in Spook Country: 
“the ar5st Beth Baker is here, her apartment. 
You will come, you will experience the 
apartment, this environment. This is an 
annotated environment, do you know it?” 
“annotated how?” 
“Each object is hyper‐spa5ally tagged with Beth 
Barker’s descrip5on, with Beth Barker’s 
narra5ve of this object. One simple water glass 
has twenty tags” 
Topics 
•  What is knowledge. Concepts. 
•  Ontologies and soM ontologies 
•  Spa5al representa5ons of knowledge 
•  Mapping knowledge and interac5on at hybrid 
spaces.  
•  Mobile and ubiquitous learning 
For essay 
•  Learning at hybrid places: applica5ons of the 
triplet Content‐User‐Tag(geotag) 
– In this empirical essay you should inves5gate and 
explain interac5on, knowledge building and 
learning possibili5es in hybrid environments 
(combined from real loca5ons and new media) 
Knowledge as a social construct 
•  Knowledge is the non‐digital or digital 
applica&on of Informa&on, either as ac&on or 
communica&on, which occurs within 
individuals, groups and organiza5ons 
(Coleman & Levine, 2008). 
•  Knowledge appears as individual tacit or 
explicit knowledge, temporary shared group 
knowledge in collabora5ve ac5vi5es, and 
organiza&onal knowledge.   
Knowledge in Web 2.0 social media environments 
Implicit knowledge 
Explicit knowledge 
Implicit (tacit) and explicit knowledge 
•  Forms of individual knowledge are tacit 
knowledge and explicit knowledge.  
– Tacit (implicit) knowledge is the ins5nct and 
tui5on gained from experience, which remains 
implicit (De Pablos, 2006)  
– Explicit knowledge refers to the Knowledge as a 
system of rules and informa5on that is easily 
communicated and shared as Knowledge objects 
and Knowledge assets, in knowledge building and 
knowledge management.  
Knowledge assets and knowledge 
objects 
•  Knowledge assets represent various 
measurable forms of implicit individual and 
organiza5onal knowledge. 
•  Knowledge assets may be created, modified, 
stored and/or disseminated in knowledge 
objects in which these knowledge assets can 
be par5ally externalized (Young & Mentzas, 
2001; Nonaka & Toyama, 2007).  
Knowledge asset examples 
Human assets: 
–  a person is a knowledge asset that can create new ideas, 
learning, and proposals (knowledge objects);  
–  a community of prac&ce is a knowledge asset that can 
create new ideas and best prac5ces (knowledge objects);  
–  Networks is a knowledge asset that creates and holds 
social capital  
Structural assets: 
–  a work process is a knowledge asset that can create and/
or store and disseminate best prac5ces, company 
standards, and RTD material (knowledge objects). 
–  market assets as brands  
Shared group knowledge  
•  Shared group knowledge is the temporary 
knowledge forma5on that appears as a result 
of shared cogni5on (shared perspec5ves) in 
the collabora5ve ac5vi5es of groups, and 
refers to the knowledge upon which the group 
shares common understanding. 
•  Shared knowledge is intersubjec&ve  
Organiza5onal knowledge 
•  Organiza&onal knowledge refers to  
– various forms of knowledge assets (e.g. networks, 
community prac5ce; social capital; brands, 
ontologies) that organisa5ons cul5vate  
– and the representa&ons of these knowledge 
assets in the form of knowledge objects (e.g. 
learning objects, norma5ve documents, 
collabora5on and workflow pagern 
documenta5ons and visualiza5on tools, network 
visualiza5ons etc.). 
Knowledge building 
•  The majority of contemporary scholars follow “social 
construc&vism”, which assumes that knowledge is not 
sta5c and objec5ve but is constructed by groups of 
people.   
•  Knowledge building is the individual and social 
construc&ve process of crea&ng new cogni&ve 
artefacts, which result in the forma5on of various 
forms of knowledge by individuals, groups and 
organiza5ons (Bereiter & Scardamalia, 2003).  
•  It is the crea5on, tes5ng, and improvement of 
conceptual artefacts as a result of common goals, 
group discussions, and synthesis of ideas. 
Distributed knowledge 
•  Situated cogni5on theorists concept of 
knowledge assumes that knowledge inheres in 
social prac&ces and in the tools and ar&facts 
used in those prac&ces (Bereiter, 2002, p. 57) .  
Knowledge is regarded as distributed. This does not 
mean merely that it is spread around, a bit here and 
a bit there… knowledge does not consist of li>le 
bits…all the knowledge is in the rela3onships – 
rela3onships among the people engaged in an 
ac3vity, the tools they use, and the material 
condi3ons of the environment in which ac3on 
takes place. 
Bereiter, C. (2002). Educa5on and Mind in the Knowledge Age. Mahwah, NJ: Lawrence 
Erlbaum Associates. 
Connec5ve knowledge 
•  Knowledge: Knowledge rests in networks. Knowledge 
may reside in non‐human appliances, and learning is 
enabled/facilitated by technology (p. 31).  
–  The pipe is more important than the content in the pipe. 
‘Know where’ and ‘know who’ are more important today that 
‘knowing what’ and ‘how’ (p. 32). 
•  The act of knowing is offloaded onto the network itself 
– to a connected network of specialists. The network (or 
web) of connec5ons is the structure, which holds the 
knowledge of individuals in a holis5c manner (p. 33).  
•  Content is imbued with new meaning when situated in 
network (or is more accurate to say that the network 
acquires new meaning when new content is added?) (p. 
43). 
Siemens (2006) , book Knowing Knowledge 
Knowledge as a representa5on of world 
•  The knowledge must cons5tute some sort of 
representa&on of "the outside world”. 
•  A concept is an abstract idea or mental symbol 
that is associated with the objects in outside world 
and with its representa&ons with words, symbols 
etc. 
•  A conceptual system 
is a system that is 
composed of ideas and 
concepts. 
•  Conceptual system is  
a conceptual model that 
represents the outside world. 
hgp://giladgoren.terapad.com/index.cfm?fa=contentNews.newsDetails&newsID=28238&from=list 
Representa5ons 
of concepts 
Conceptual system /conceptual model 
Tagging: adding the annota5ons to the 
ar5facts presen5ng conceptual 
representa5ons 
•  A tag is a freely chosen 
keyword or short sentence 
that is applied to digital 
content. 
•  Tagging is the process of 
applying freely chosen 
keywords or short sentences 
to digital content. 
Organize 
Classify 
Filter 
Find 
Sort 
Aggregate 
Publish 
Share 
LocaLon 
Signaling 
IdenLty building 
Collabora5ve tagging 
•  A collabora&ve tagging 
system is a computer‐
based piece of soMware 
that enables several users 
to add keywords or short 
sentences to shared digital 
content. 
•  There is typically no 
synonym control in a 
collabora&ve tagging 
system. 
From: hgp://www.codedanger.com/caglar/?p=172 
Folksonomy 
•  A folksonomy is the result of collabora5ve 
tagging. Unlike taxonomy‐based metadata, 
folksonomies directly reflect user vocabularies.  
•  The centrally defining characteris5cs of 
folksonomies are thus their boOom‐up 
construc&on, a lack of hierarchical structure, and 
their crea&on and use within a social context. 
•  In a narrow folksonomy, there is only one 
instance of each tag (belongs to 1 person), a 
broad folksonomy is the result of many people 
tagging the same items. 
Folkosnomy indicates popular tags 
Clay Shirky writes that they are “socially created, typically flat name‐spaces” (Shirky, 2004).  
The long tail of tags 
hgp://www.elliance.com/aha/infographics/b2b‐long‐tail.aspx 
People themselves make search op5ons more precise 
Searching for par5cular 
targets becomes 
possible because users 
have described them 
Tagging triple  
(user, content, annota5ons) 
•  Tagging creates a triple (user, content, 
annota&ons) which indicates user’s 
rela&onship between resources, users, and 
tags (Golder and Huberman, 2006, Marlow et 
al., 2006, Sen et al., 2006).  
•  Such underlying structure allows flexible social 
naviga5on (e.g. tag‐item, tag‐user, user‐item) 
Typical user ac5ons with contents 
Geotag  Tag 
Comment 
Write a review 
Rate 
Sharing 
Embed 
Evaluate 
Bookmark 
Assemble 
& modify 
Annotate 
Store 
Reuse 
Distribute 
Search 
Search owners or users 
Search places 
Search similar or 
related contents 
Create 
Content descriptors 
for oneself 
Social signaling 
Iden5ty crea5on 
Owning, controlling 
Task‐based aggrega5on 
Geong feedback 
For co‐crea5on, modifica5ons and remix 
Informa5on Retrieval  
(old search op5ons) 
•  Old methods for search 
– Explicit search: comprises the tradi5onal search 
box with text and filtering op5ons based on 
mul5lingual metadata. 
– “Find by subject” offers browsing through pre‐
defined categories. 
– Personal search: Looking for bookmarks from 
one’s own personal collec5on of bookmarks 
Ecology of social search for learning resources 
 hgp://dspace.ou.nl/bitstream/1820/1799/4/vuorikari_koper_socialsearch.pdf 
Social Informa5on Retrieval  
(new search op5ons) 
•  New methods for search include Social 
Informa&on Retrieval (Goh et al., 2007) such as 
social naviga&on and collabora&ve 
recommender systems. 
–  Social naviga&on involves using the behavior of other 
people to help navigate online.  
Social naviga5on types are: Interest indicators, which 
can be acquired either directly from the user (e.g. 
ra&ng) or indirectly (e.g. &me spent on an object). 
Collabora&ve recommender systems use explicit 
ra5ngs to find like‐minded users 
Ecology of social search for learning resources 
 hgp://dspace.ou.nl/bitstream/1820/1799/4/vuorikari_koper_socialsearch.pdf 
Social Informa5on Retrieval  
(new search op5ons) 
•  Community browsing: these are social 
naviga5on features such as:  
– accessing resources through tagclouds and  
– specific lists of most bookmarked resources, but 
also  
– “pivot browsing” which means using tags or 
usernames as a means to reorient browsing. 
Ecology of social search for learning resources 
 hgp://dspace.ou.nl/bitstream/1820/1799/4/vuorikari_koper_socialsearch.pdf 
Tag‐networks enable “pivot browsing” 
across tags 
Is social informa5on retrieval 
mainstream?  
Ecology of social search for learning resources 
 hgp://dspace.ou.nl/bitstream/1820/1799/4/vuorikari_koper_socialsearch.pdf 
Only 20 % of users benefit from social annota5on ac5vi5es 
Ontology 
•  A conceptual model has also an ontology ‐ a 
formal representa&on of knowledge as a set of 
concepts within a domain, and the rela&onships 
between those concepts.  
Example: the structure 
ontology describes 
individual library 
resources in terms of 
their physical and 
logical structure. 
Social Web and Seman5c Web 
Social Web only 
involves the 
symbolic domain 
(tags) and the 
Informa&on 
Elements domain 
The conceptual models 
are in the minds of the 
people who interpret the 
symbols (tags) and the 
Informa5on Elements 
The Seman&c Web adds 
the conceptual domain 
(ontologies) to the 
Social Web, which 
computers can use. 
hgp://giladgoren.terapad.com/index.cfm?fa=contentNews.newsDetails&newsID=28238&from=list 
Informa&on elements on 
the web (e.g. mul5‐
media documents) that 
presents things in the real 
world. 
Ontology and Seman5c Web 
•  Seman5c Web is a group of methods and 
technologies to allow machines to understand 
the meaning ‐ or "seman&cs" ‐ of informa&on. 
•  Informa&on is the data put into context by a 
human to give it meaning.  
•  Ontologies are used in seman&c web 
technologies for nego5a5on between soMware 
services, media5on between soMware agents, 
orchestra5ng the components in seman5c 
scien5fic workflows, allowing ontology based 
automa5c annota5on and data retrieval.  
Ontologies must be dynamically 
updated using social ontologies 
There are no good methods to do this yet. 
Represen5ng knowledge on 
conceptual spaces 
•  Gärdenfors, P. (2000). Conceptual 
spaces. Geometry of thought. 
•  He proposed represen&ng 
informa&on on geometrical 
structures – conceptual spaces 
•  Conceptual spaces consist of a 
number of “quality dimensions” 
that are derived from perceptual 
mechanisms 
•  Conceptual spaces can represent 
various kind of informa5on, 
par5cularly similarity rela&ons can 
be modeled in a natural way 
Conceptual spaces 
•  A natural concept may be 
defined in terms of 
conceptual space. 
•  A conceptual space can be 
defined as a collec&on of 
one or more quality 
dimensions.  
•  The primary func5on of the 
quality dimensions is to 
represent various 
“quali&es” of objects. 
Concepts posi5oned in 2‐dimensional 
conceptual spaces 
Conceptual ac5on spaces 
•  Many of our everyday concepts are based on 
ac&ons and func&onal proper&es. 
•  The func5on of an object may be analyzed 
with the aid of ac&ons that it affords. 
•  Func5onal concepts can be described as 
convex regions in an appropriate ac&on 
space. 
In Euclidean space, an object is convex if for every pair of points within the object, 
every point on the straight line segment that joins them is also within the object.  
Conceptual spaces 
•  Learning new concepts is, 
consequently, oMen connected 
with expanding one’s 
conceptual space with new 
quality dimensions. 
•  The brain of humans and 
animals contains topographic 
areas mapping different kinds 
of sense modali&es onto 
spa&al areas.  Conceptual space  of wovels 
Conceptual spaces 
•  The quality dimensions of conceptual space form the 
“framework” used to assign proper&es to objects and to 
specify rela&ons between them. 
•  The coordinates of a point within a conceptual space 
represent par5cular instances of each dimension. 
•  Similarity of two concepts in conceptual space is defined 
by distance along the dimensional “axis”: 
–  Similarity between two objects drops quickly when the 
distance is rela5vely small  
–  Similarity drops slowly when the distance is rela5vely large 
Quality dimensions may be entangled (inseparable by percep5on), for example in case of 
mixed media 
Entangled dimensions 
Perceiving several dimensions 
simultaneously enables to tag  
loca&vely ac&vi&es, emo&ons 
and even these percep&ons 
that we cannot really transfer 
through virtual reality. 
Conceptual spaces 
•  Culture may generate constraints on conceptual 
spaces. 
•  Quality dimensions may be culturally defined 
and culturally dependent. 
•  Conceptual spaces may evolve as a 
representa&onal form in a community just 
because people have to share knowledge 
(remember intersubjec5vity!)  
•  Conceptual spaces facilitate the sharing of 
knowledge and may trigger ac5on. 
Hybrid spaces of communi5es 
•  Posi5on 
•  A) in conceptual space  (tags) 
•  B) in geospace (geotags) Tags: Love and trees on Flickr images 
What is a hybrid space? 
•  Hybrid refers to the structural property of the 
world that is achieved by deliberate blending 
of geographical spaces with conceptual 
spaces enabled by the collabora5ve 
environments (such as blogs, microblogs, 
wikis, social repositories and ‐networks).  
•  The borders of geographical spaces and 
par5cipatory soMware environments can be 
blurred or eliminated embedding ar5facts 
across borders. 
Place defini5on 
•  Place is a personally meaningful spot in the 
conceptual and geospace, containing holis5c 
conglomera5on of events, objects, emo5ons and 
ac5ons of an individual in the place.  
•  We no&ce, use and signify meaningful 
dimensions of the conceptual space and 
geospace and make them into our places.   
•  In the course of ac5on we hybridize places, 
enabling for ourselves interac5on with the space 
using tangible, visible, audible, olfactory cues.  
Place defini5on 
•  Ryden (1993) includes four essen5al quali5es 
that contribute in making sense of a place: 
personal memory, community history, 
physical landscape appearance, and 
emo&onal aOachment. 
Ontobrands in conceptual space 
•  Ontobrands are conceptual prototypes, which 
emerge if a person or a number of people 
con5nuously take same posi5ons in conceptual  
(ontological) space.  
•  They serve as aOractors for the other people, 
constraining and guiding their enactment with 
the hybrid space. 
hgp://brandmaster.wordpress.com/2010/02/28/ 
a‐look‐at‐the‐ontology‐of‐emo5onal‐brand‐agachment/ 
Triple: User‐Content‐Annota5on 
enables naviga5on across hybrid spaces 
•  Annota&ons enable to 
relocate yourself in spaces. 
•  Think what kind of 
possibili5es of interac5on  
•  a) with other users and  
•  b) with contents are 
possible if to re‐locate 
yourself in conceptual 
space or in geospace. 
Technical and Design Considera5ons for a Mobile Informa5on System. 
Mark Bilandzic & Marcus Foth (2009). 
Reloca5on in 
conceptual space 
Reloca5on in 
geospace 
Finding user 
communi5es 
New meanings 
to content 
New places 
for ac5on 
Dynamic spa5al ontologies 
•  …Describe a domain of informa5on by means 
of spa&ally conceptualized proper&es, 
ontodimensions, that jointly define the 
ontological space (ontospaces) in which an 
informa5on domain ‘is’ or exists. 
•  …Are open‐ended in the sense that they allow 
the crea&on of new ontodimensions, as well 
as the dele&on of exis&ng ones. 
Test this tool: hgp://kerg.tlu.ee/demos/mul5‐perspec5ve‐explora5on 
Test this tool: hgp://kerg.tlu.ee/demos/mul5‐perspec5ve‐explora5on 
Dynamic spa5al ontologies 
Ubiquity is the ability to be present
everywhere or at several places at once.
The term is derived from Latin ubique
which means everywhere.
Mobile learning has ubiquitous
("anytime, anywhere“) nature.
“Ubiquitous learning” metaphor 
Wikipedia
The father of ubiquitous compu5ng, Mark Weiser, 
men5ons that ubiquitous compu5ng forces the 
computer to live out here in the world with people.  
Possibili5es for ubiquitous learning 
(Patten et al., 2006)
Pervasiveness 
•  Pervasive ‐ experiences that are &ghtly interwoven 
with our everyday lives through the items, devices 
and people that surround us and the places that we 
inhabit. 
•  Pervasive compu5ng integrates the technical 
approaches of emerging interface, wireless and 
posi5oning technologies to create experiences that 
combine both virtual and physical elements. 
Spa5al awareness 
•  Spa5al awareness is an organized awareness 
of the objects in the space around us, and 
also an awareness of our body’s posi&on in 
space 
•  Spa5al awareness requires that we have a 
model of the three dimensional space around 
us, and it requires that we can integrate 
informa&on from all of our senses. 
Spa5al awareness 
Nicolas Nova (2005): 
People tend to make 
inferences/decisions 
influenced by the 
posi&on of others in 
space plus all the 
affordances of space 
(cultural meaning + 
physical seongs + 
topography…).  
Nicolas Nova 2003 
Spa5al awareness 
•  Awareness is an understanding of the ac&vi&es of others, 
which provides a context for your own ac&vity 
•  P. Dourish, and V. Belloo, Awareness and coordina5on in shared workspaces, in 
J. Turner & R. Kraut (eds.), Proceedings of ACM CSCW'92 Conference on 
Computer Supported CooperaLve Work, Toronto, Canada, 1992, pp.107‐114. 
•  Awareness is knowledge about a state of the work 
environment in a limited por&on of &me and space: 
–  showing informa5on about presence (is anyone there?),  
–  their iden5ty (who is that?), 
–  their loca5on (where is an individual?),  
–  their ac5on (what is somebody doing?)  
C. Gutwin, and S. Greenberg, S., A Descrip5ve Framework of Workspace 
Awareness for Real‐Time Groupware, Computer Supported CooperaLve 
Work 11(3) (2002), pp. 411‐446. 
O. W. Bertelsen and S. Bodker. Coopera5on in massively distributed informa5on spaces. In 
Proceedings of the Seventh European Conference on Computer Supported CooperaLve Work 
ECSCW’01, Bonn, Germany, 16‐20 September 2001. Kluwer Academic Publishers.  
•  Spaces are dealt with through movement  
•  Movement is a precondi&on for learning, 
par5cipa5on and experimenta5on 
– Common informa5on spaces have several centres 
and peripheries, and are composed of overlapping 
regions. 
– Learning takes place in rela5on to the ongoing 
movement and juxtaposi&on of informa&on in 
the massively distributed common informa5on 
space. 
Spa5al awareness 
ShoutSpace or STAMPS 
a geographical messaging system 
•  hgp://www.shoutspace.eu/contact.php 
•  An experimental soMware pla{orm for public authoring: a 
form of knowledge mapping and sharing.  
•  It allows users to annotate a map collabora5vely with their 
friends, with the goal of sharing useful informa&on about the 
city. 
•  It allows to agach a sort of virtual Post‐Its to physical 
loca5ons with a mobile phone.  
•  The produced notes are then available for all the other 
par5cipants.  
•  Par5cularly the team is interested in the interconnec&ons of 
place and meaning, where loca5on signify something to the 
content and where it is signified by the context.  
STAMPS 
ShoutSpace client interface  
How STAMPS works? 
•  Using this program you can see a map of the place 
where you are, visualised on the screen of your 
mobile.  
•  There, you can write a kind of SMS and agach it to 
the map so that other friends can see your message 
appearing on their map.  
•  AMer a while, we want to use all these informa5on to 
help the users to navigate the city. You can ask the 
system, for instance: "where can I relax near by?", 
and the system will search for other people's 
messages which refer to the term relax to give you 
an advice.  
•  Cherubini, M. (2004). A collabora5ve ontology for 
‘spa5alised communica5on’. In PosiLon paper for the 
workshop “PotenLal of CogniLve SemanLcs for 
Ontologies”, part of FOIS2004 , Torino, Italy.  
•  Cherubini, M. (2006). Phd annual report. Technical 
report, Ecole Polytechnique Federale de Lausanne, 
Ecoublens, Sta5on 1, CH‐1015 Lausanne, Switzerland, 
2006.  
•  hgp://www.i‐cherubini.it/mauro/publica5ons/Cherubini_PhDAnnualReport06.pdf 
Mauro Cherubini 
RoadForum 
•  Pierre Dillenbourg and Nicolas Nova“The RoadForum: Sharing informal 
knowledge in a distributed team through a mobile audio environment” (2006)  
•  Sharing informal knowledge in a distributed team through 
mobile audio 
•  The goal of the study was to develop and evaluate a new 
approach to the use of mobile technology in training, 
focusing on sharing informal knowledge among colleagues.  
•  The project included the development of an applica5on 
referred to as the RoadForum, a server‐side soMware 
accessible to phone users through normal audio 
communica5on.  
Mogi Mogi2 
•  C. Licoppe and Y. Inada, “Seing” one another onscreen and the construc5on 
of social order in a mobile‐based augmented public space: The uses of a geo‐
localized mobile game in Japan, in Proceedings of Learning in the Mobile Age 
Conference, Hungarian Academy of Sciences, April 28–30,2005. 
•  Loca5on‐based game deployed in Japan called Mogi Mogi2 in 
which players have to collect virtual and localized artefacts in 
Tokyo. 
•  The game, available commercially, is an in vivo laboratory for 
studying the development of loca5on‐aware collec5ve 
behaviours.  
•  The authors analyse forms of mobility adjusted to the 
"augmented" city that the players experience via their terminal 
(how does one live in an "augmented" urban public space, in a 
game context?), and the interac&onal behaviours that develop 
in a loca&on‐aware community where the members' posi5ons 
are public data. 
Expreriments with CatchBob! 
•  10 groups of 3 persons in the condi5on “with awareness tool” 
and 10 groups in the condi5on “without awareness tool”.  
•  All the group members knew each other because different 
levels of knowledge between partners may impact the 
representa5on each of them have about their teammates.  
•  Players were also all familiar with the campus. 
•  Par5cipants were asked to find the virtual object and 
surround it with a triangle made by their posi5on with one 
constraint in mind: They should take the shortest path to it.  
•  We also told them that the goal was not to find the object in 
the smallest amount of &me. 
•  No audio communica5on occurred since the only way to 
interact was using map annota5ons). 
How Catch Bob! Works? 
CatchBob results 
•  The players without awareness tool took beger advantage of the 
annota5on capabili5es, using it to express their path and their 
strategy. The players with the awareness tool were able to annotate 
as well but did not use this opportunity. 
•  In the context of this experiment it was beOer to leave users 
without the loca&on‐awareness tool, with a broad channel of 
communica5on.  
•  They chose the informa5on they perceived as relevant (posi5on, 
direc5on and strategy) and sent them to their partners at the 
moment they wanted it to be known by the others. 
•  Ledng people build their own representa&on of the spa&al 
informa&on appears to be more efficient than broadcas&ng mere 
loca&on informa&on. 
•  The field experiment showed that communica&on about strategy 
was more important than automa&c loca&on‐awareness for 
building a good mutual model. 
Nova, N., Girardin, F. & Dillenbourg, P 
•  Nova, N., Girardin, F. & Dillenbourg, P.: 'The Underwhelming 
Effects of AutomaLc LocaLon‐Awareness on CollaboraLon in a 
Pervasive Game', Full paper for 
Interna5onal Conference on the Design of Coopera5ve 
Systems (May 9‐12, 2006, Carry‐le‐Rouet, Provence, France). 
•  Nova, N., Girardin, F. & Dillenbourg, P.: 'LocaLon is not 
enough!': an Empirical Study of LocaLon‐Awareness in Mobile 
CollaboraLon Full paper for 
IEEE Interna5onal Workshop on Wireless and Mobile 
Technologies in Educa5on, Tokushima, Japan. 
[pdf] 
Chick Clique: Persuasive Technology to Mo5vate 
Teenage Girls to Exercise 
hgp://www.cs.indiana.edu/surg/ 
HandLeR experiments 
•  Sharples, M. Disrup5ve Devices: Mobile Technology for Conversa5onal 
Learning. Paper accepted for publica5on in Interna5onal Journal of 
Con5nuing Engineering Educa5on and Life‐long Learning special issue on 
Collabora5ve Learning in Networked Environments. DraM available as PDF 
(130Kb). 
•  The children were split into to mixed‐gender groups of three, 
each accompanied by a teacher.  
•  HandLeR presented their mission through an animated 
Powerpoint presenta5on.  
•  A “mission” on the HandLeR screen, was to explore the canals 
in central Birmingham, answer two ques5ons, and return with 
evidence to support their answers. 
•  For one team, the ques5ons were “What were canal boat 
used for in the 1850s?” and “How were the boats powered in 
the 1850s?” The other team were asked similar ques5ons 
about modern‐day canal boats.  
HandLeR experiments 
•  They could collect visual evidence by exploring their 
surroundings 
•  Each group captured images to illustrate their finds and made 
notes by pen on the screen  
•  They could also refer to pre‐cached web pages that were 
linked to the HandLeR idea map.  
•  The groups were encouraged to converse via the mobile 
phone link and share informa5on.  
•  The prototype soMware did not support sharing of data 
between the devices, but it did allow the groups to 
communicate by voice, using the microphone and speaker 
built into the computer. 
•  Despite being brief the conversa5on served to coordinate the 
ac5vi5es and share knowledge. 
Environmental Detec5ves 
Geodashing 
•  Is an outdoor sport in which 
players use GPS receivers for 
seaching dashes on a playing 
field that covers the en5re 
planet. 
•  hgp://www.eduscapes.com/
geocaching/kids.htm 
•  hgp://www.cs.hut.fi/~rsarvas/
sarvas_geocaching.pdf 
Handhelds in museums 
•  Interac5ve 
•  Memory 
•  Personalized context 
delivery 
•  Bookmarking 
•  Visitor surveying 
•  Communica5ng 
•  Experience‐sharing 
•  hgp://www.archimuse.com/
mw2003/papers/proctor/
proctor.html 
•  hgp://www.archimuse.com/
mw2004/papers/tellis/tellis.html 
Possibili5es for informal learning 
(Patten et al., 2006)
The ‘Lost Worlds of Somers Town’ 
The tour integrates a number of learning 
paradigms as advocated by Naismith et al 
(2004).  
It has been designed to support informal 
learning.  
It is context‐aware: user’s draw on the 
environment around them as they walk 
along the tour route, guided and informed by 
the PDA and its suppor5ng material.  
Learning about the area’s 
history is situa5onal, rather than museum 
based or desk‐bound.  
The tour also supports construc5vist learning 
as learners are ac5vely construc5ng their own 
view of this environment and its history as 
they progress through the tour. 
CAERUS: a Context Aware Mobile Guide 
•  complete context aware educa5onal resource system for 
outdoor tourist sites and educa5onal centres.  
•  CAERUS consists of a handheld delivery applica5on and a 
desktop administra5on applica5on and provides a visual 
interface to add new maps, define regions of interest, add 
theme‐based mul5media tours, and deliver this informa5on 
to visitors through Pocket PC devices with GPS capability.  
•  The visitor can view his or her loca5on on the map‐based 
interface and is presented automa5cally with audio content 
upon entering a region of interest. 
•  Visitors can then select to view addi5onal mul5media content 
for that par5cular loca5on, capture their observa5ons or 
con5nue with their explora5on or tour. 
CAERUS: a Context Aware Mobile Guide 
Mobile interface 
Laura Naismith, Mike Sharples, Jeffrey Ting, 2005 
Personal Portable Pedestrian: 
Lessons from Japanese Mobile Phone Use 
Ito, Mizuko hgp://www.ojr.org/japan/wireless/1043770650.php 
•  In Japanese, the mobile phone is called a keitai, which might be 
roughly translated as “a portable,” or “something you carry with 
you.” In contrast to “the cellular phone” or “the mobile” which 
stress technology and func5on, the Japanese term stresses the 
rela&on between user and device. 
•  "To not have a keitai (cell phone) is to be walking blind, 
disconnected from just‐in‐5me informa5on on where and when 
you are in the social networks of &me and place.“ 
•  "Keitai‐wired youth are in persistent but lightweight contact 
with a small number of in5mates, with whom they are expected 
to be available unless they are sleeping or working. Because of 
this portable, virtual peer space, the city is no longer a 
space of urban anonymity.“ 
Changes in spacial behaviours 
•  Concepts like “space” and “being‐there” or the “learning 
environment” need to be revisited.  
•  Mobile learning demolishes distance and boundaries (private 
or public), it will soon even demolish the very concept of what 
it means to be here or there (Laouris, 2005) 
•  Fujimoto (2005) describes “nagara mobilism” as a central 
component of young people’s usage pagerns.  
•  Nagara, which could be translated as “while doing something 
else” is a term used to describe young people’s tendency to 
mul5‐task, to read while watching TV, to eat while walking. 

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