Contents
    1. Background and Motivation
      1. References

PerCAS2009

The Second International Workshop on Contents Creation Activity Support with Pervasive Computing (PerCAS)

Pervasive computing will enhance and enrich the content creation activities of people by capturing and expressing their daily activities by means of sensors or various forms of displays embedded in the environment, through user interfaces or by Web applications. We expect attendees with backgrounds of not only pervasive computing but also information design, social science, workshop facilitators and creators.

In order for participants to interact actively by experiencing content creation activities supported by pervasive computing, whole workshop is designed as a content creation gworkshoph which begins with gice breaksh and includes creative discussion lead by facilitators. Demonstrations as well as support systems deployed for the workshop are highly welcome.

Background and Motivation

This is the second workshop following the first workshop of content creation activity support by networked sensing (CCASNS08) This workshop will invite researchers and practitioners working in the areas of networked sensing and pervasive computing. We will discuss recent state-of-the-art work on cyberspace content creation and the implementations of psychological theories of content creation in the pervasive computing field.

The detailed background and motivation is given below.

@Humans have been involved in creative activities for eons: drawing pictures on walls in caves and creating pots decorated with various patterns. Various creative tools have been developed: paintbrushes, chisels, canvas, and so on. Human creations have been distributed worldwide, and creative techniques and tools have both evolved. Various new creations have arisen from worldwide interactions. Recently, digital creative tools and created content supported by the use of computers and the Internet have been becoming popular. Not only due to the potential of creative tools but also the speed and scope of the distribution of creations have increased dramatically.

@With the evolution of these technologies, User Generated Content (UGC) has received much attention worldwide. Simply put, UGC refers to content that is created by ordinary people, not by, for instance, professional artists or journalists. At Wikipedia, Q&A sites, and social bookmarking sites, huge masses of useful content are being created collectively through the efforts of many people. Such a process is often called ecollective intelligencef or the ewisdom of crowdsf. Numerous visual works are being uploaded to YouTube or Flickr. And new content is being stimulated by other creations. Fischer has designated such creativity as esocial creativityf, which is caused by interactions among people.

@Pervasive computing with networked sensing and mobile/ubiquitous interaction is expected to help us create various kinds of content based on our daily life activities. Networked sensing encompasses not only real-world sensing technologies such as those found in tangible/mobile interfaces or ubiquitous computing, but also cyberspace mining technologies such as those used for webspaces or social networking services. And people are empowered to express themselves and their feelings in various forms by mobile/ubiquitous interaction: text (e.g., journals and poetry), images (e.g., drawings, computer graphics and photographs), sounds (e.g., clapping, singing, playing musical instruments), videos (e.g., video-blogs of daily life) or combinations of these media with various annotations.

References

  • CCASNS
  • Media Exprimo
  • INSS2008
  • Gerhard Fischer. Distances and diversity: Sources for social creativity. In Proceedings of the Creativity & Cognition conference (CC2005), 2005.
  • A. H. Maslow: A Theory of Human Motivation, Psychological Review, 50, 370-396(1943).

PerCAS2009