21 January 2008

Press Release: RFID Asia to Host Prestigious RFID Asia Summit 2008 in Indonesia

RFID Asia, recognized as the first and largest global RFID Community in Asia Pacific region, will host the prestigious RFID Asia Summit 2008 on March 12, 2008 at InterContinental Midplaza Jakarta, Indonesia. RFID Asia Summit 2008 aims to address the potentials and challenges of RFID technology and harness the economic opportunities in various vertical industries in Indonesia and Asia Pacific region. As the only event in Asia Pacific dedicated for leaders and RFID experts in charge for the development of businesses in the emerging markets, RFID Asia Summit 2008 is also endeavored to boost business interests in RFID technology within the region.


The latest research from International Finance Corporation (IFC) of the World Bank Group shows that more than 80 million of 230 million Indonesians have mobile phone subscriptions. With the estimated spending of more than US$ 2.9 billion in 2007 for telecommunication networks and more for the next few years, Indonesia is expected to become the third largest mobile market in Asia by 2010.

Accompanying the growth of mobile market in Indonesia, services such as Mobile Wallet and Digital Money have demanded the RFID industry in Indonesia to grow beyond the traditional markets of access control and security. In addition, the spending priority of the Indonesian Government on infrastructure projects in telecommunication, power, utilities and transportation sectors during 2008 and the next few years has also driven the increasing demand of RFID technology in diverse vertical industries.

RFID Asia Summit Business Leaders and RFID Experts.For catering the demand for invaluable insights on the latest Auto-ID, RFID, Smart Card and Mobile technology, trends and markets in Indonesia and other emerging Asia Pacific markets, RFID Asia Summit 2008 will present a line-up of international renowned speakers who will lead intellectually thought-provoking and inspiring conference tracks, RFID demonstrations and business networking sessions.

“I hope this summit will share with the participants the implementation experience and to do the project right the first time,” said one of the international conference speakers, Chua Thian Yee – CEO of CASSIS International, a leading end-to-end security solution and service provider of smart card innovation, technology and services headquartered in Singapore.

The line-up of esteemed speakers include Goh Say Yeow – the Executive Vice President Sales and Managing Director Asia of INSIDE Contactless, Chua Thian Yee - the CEO of CASSIS International, Dr. Toni Anwar – the Coordinator for Software Systems Engineering Programme of Thai-German Graduate School of Engineering and other international renowned speakers, leaders and RFID experts from Asia Pacific region.

Adi Tedjasaputra - the Founder of RFID Asia said, “RFID Asia Summit 2008 is a must-attend event for leaders and RFID experts in Asia Pacific region.”

For more information about the RFID Asia Summit 2008, please visit The Official Website of RFID Asia Summit 2008.

About Indonesia

Indonesia accounts as one of the fastest and vibrantly growing economy in the South East Asia with more than 6% annual economic growth. InterContinental Midplaza.As one of the next major emerging economies with strong economic growth and commodity trade, Indonesia - the world´s largest archipelagos boasts a growing demand for RFID technology solutions in telecommunication, banking & finance, transportation, logistics, healthcare, oil & gas, mining, building automation, manufacturing, agriculture and security industries. In conjunction with the official Indonesian Government's programme of Visit Indonesia 2008, RFID Asia Summit 2008 will attract both international and local business leaders and RFID experts in the Asia Pacific region.

About RFID Asia

RFID Asia is the Independent Knowledge Centre that helps RFID vendors and end-users making the best investment, leverage competitiveness and market share through Radio Frequency Identification (RFID) technology. As the prominent RFID community in Asia, RFID Asia is the bridge connecting different stakeholders with interest in RFID technology. As an independent venture, RFID Asia helps RFID vendors and end-users alike to achieve their goals. For more information about RFID Asia, please visit www.rfidAsia.org

Labels: , , , , , , ,

16 June 2007

RFID Asia Goes Mobile

RFID Asia has released a couple of new mobile services for the RFID community. These new mobile services enable the access to the RFID Asia website content through mobile devices.

After a 9-month successful trial with Widsets, a mobile service that keeps you up-to-date with the latest news, RFID Asia now provides a direct access from the RFID Asia website to the RFID Asia widget available from the WidSets' Widget Library. By adding the widget, you can keep an eye on RFID Asia Journal Entry directly from your mobile devices.

QR Code of RFID Asia Mobile Content.
Beside the RFID Asia widget, you can also access the Mobile version of RFID Asia Journal Entry from your mobile devices using the QR Code provided on the RFID Asia website. The QR Code allows you to fetch and display the latest RFID Asia Journal entry on your mobile devices.

Labels: , , ,

24 May 2007

Mobile Caching

One late afternoon, I went to a public administration office in Helsinki and found out that the office has moved to a new address unfamiliar to me. Realising that I only had a very short time to find the new place before the office closed, I took a few pictures of the moving announcement and the map of the new location using my mobile phone camera. To save time, I immediately left the old office and started to walk around and ask people nearby .


The first several people I asked were familiar with the street, but had no clue about the exact location. I remembered that I have taken the map of the new location using my mobile phone, so I started to show the pictures to the next several people I met on the street using my mobile phone.

A lady immediately recognized the building and gave me a direction. "A good start", I thought. After thanking the lady, I walked toward the direction provided and asked another lady with the map from my mobile phone. Looking at the map, she pointed out that the building was located somewhere across the street block. After thanking her, I rushed to cross the street and went around the block where I found a nice young man walking towards me. I told him about the information from the previous two ladies while showing him the map. He directly pointed out the building I was looking for and suggested me to go inside, because the office is located somewhere in the building. Thankfully, I found the new office before it closed that afternoon.

My camera phone has helped me to store and retrieve in-situ information within seconds. It has also become a means of sharing information. The process of knowledge sharing became smoother with the presence of simple visual information. This visual information presented by mobile phone is similar to the context scenarios in Pair Writing. By sharing a chunk of incomplete information, each passerby has helped me to incrementally build and share a new knowledge about the location in a very short time, which would have not been possible without the help of my mobile phone.

Labels: , , , , , , ,

19 May 2007

Queueing and Civilization

In a very competitive environment like Singapore, queueing is a custom, rather than a guarantee. As a part of the society, I also have to bear with this custom. Queueing for trains, tickets, dining, groceries, taxis and even for newspapers.

Sometimes, the time spent for queueing is even longer than the time for acquiring the actual goods and services.

A correspondent sent a letter to TODAY newspaper sharing her experience of queueing for the newspaper at Toa Payoh MRT station. She observed that the people behaved so ungraciously and inconsiderate to others when they queued up.

I was also once queueing for newspaper in the station. I came early in the morning around 7.a.m. before the TODAY's newspaper distributor came. The queue was already long when I arrived. Luckily, I still got the paper for that day. The distribution of the papers lasted less than 15 minutes and so did the queue.


Instead of coming to the station early in the morning without a guarantee to get a newspaper, now I go to the TODAY's website and read the paper online. The paper is already published online at 6.a.m. There is no need for me to rush and waste my time in queue without any guarantee to get the paper. By reading the paper online, I can also know the news, special offers and events earlier than the people who queue.

I wonder if those people queueing at the stations know about the possibilities of reading Today online. It would have saved them a lot of time and energy.

In the Singapore information society, the telecommunication infrastructure is good. The cost of having an Internet connection is quite low. However, the gap of Internet literacy is still wide. In addition, the custom of reading is also difficult to be changed. Reading a newspaper on "paper" is still preferable than reading the electronic version.

People in Singapore still prefer to queue for newspaper rather than accessing it from the Internet. After all, queueing is a part of Singapore civilization. Yet, I am still waiting for the time when TODAY is available on my mobile phone.

Labels: , , , , , ,

04 April 2007

Mobile RFID 2.0

This week, I met diverse key people from universities and industries in Singapore and Malaysia. We discussed about Mobile RFID 2.0 and some other mobile technology projects.

Mobile and wireless technology is indeed emerging in Asia at the moment.

There have been some fruitful discussions with stakeholders for various Mobile RFID 2.0 applications, business cases, community development, including their socio-technological impacts for stakeholders.

Labels: , , , ,

18 February 2007

Happy Lunar New Year

The lunar new year is the most important holiday in Chinese calender. This celebration is shared among many nations in Asia, such as Korean, Vietnamese, Mongolian, Taiwanese etc.



Not only in Asian cities, but also in many cities around the globe, the Chinese community with the local government arrange a local celebration of the holiday.

Yesterday, we had a quite big Chinese new year event in Lasipalatsi, Helsinki. There were many stalls and attractions related to Chinese culture. The event was not only attracted to Chinese community, but also to Helsinki community in general. It was so crowded that you would not miss the atmosphere of a Chinese market in Asia.

We saw a lot of interesting performances, such as dragon and lion dances. Everyone was so enthusiastic to watch and document the cultural performances. They tried hard to catch the best moments with their digital cameras and videos. Some people may forget to bring their cameras or videos, so they took their camera phones from their pockets and tried to take as much as pictures and videos from that event. What a jungle of devices above your heads.

Camera phones may not give the most satisfactory image or video results, but the devices help people to catch interesting moments that may happen unexpectedly in their daily life. It is more often that people forget their digital camera or video than their mobile phone.

Labels: , , , , , ,

08 January 2007

I'll catch you with my "cam" phone

Recently, I have been observing the use of mobile phones by several children from 4 to 8 years old. They used different kind of phones, such as Nokia N70, Nokia 5140i, Nokia 6630 and Nokia 6680.

All of those children were very fascinated with camera functions of mobile phones. In the beginning, they thought that it was cool to take a picture with a mobile phone. It seemed for them that interacting with a camera phone was easier and safer than a digital camera. Their parents often warned them when they touched and played with digital cameras. Yet, nobody reprimanded them when playing with mobile phones. They could also use one hand to play with them as well as move easily while trying to catch pictures of their friends. Most of them have already got some interaction with phones, either to make a call, send SMS or just playing with them. None of them have used a mobile phone with a camera.

When they were about to take a picture, they faced difficulties because they did not know what to do/press. Some of those children did not yet read or read fluently. The user interface and interaction on the mobile phones were more complicated than a normal digital camera. Compared to one button to press in taking a picture with the digital camera, there are more steps to do with mobile phones. Those steps include defining buttons to press, scrolling down choosing the right function, defining whether they want to take “image” (photo) or video clip, pressing a button to take the image or video. What the children usually did was coming to me and asking what to press and choose, then they tried to remember the steps by hearts executed the actions and repeated the steps .

I also observed how a very young child used SMS to learn alphabets and numbers by pressing the buttons of the mobile phones. The child could also learn some metaphors from user interface of the mobile phones and their applications. During the process of writing an SMS, the child was suddently confused when they could not erase some words because there was no “C” button on Nokia 5140i, because the child had memorised that by using other phones that a mistake in writing SMS could be erased by pressing the C button.

I learn that it is important to design a consistent user interface and interaction of mobile devices and applications for children. A mobile phone usually has limited numbers and possibilities for physical interactions, yet a physical button could conveys multiple functions instead of one-to-one correlation. Young children may not be able to read, but they interact by memorising a set of procedures. Consistent graphical user interface, metaphor, physical and visual interaction are important in reducing cognitive burden of those children and developing more enjoyable experience when using mobile devices. These aspects are also worth to consider when designing a mobile learning system for this group of users.

Labels: , , , , , ,

12 December 2006

Mobile TV: a new future trend

Mobile TV is good news for those who want flexibility of time and place in watching television

Television is undoubtedly a basic need for some people. People can spend hours sitting and staring in front of the television, watching their favourite television programmes: news, football matches, soap operas, you name it. Loyal television audience, the euphemism of television junkies, may well spend more than 8 hours a day watching television. They will raise their eyebrows if you tell them that you do not watch television or do not own one.

For better or worse, there is good news for them: Mobile TV.

Mobile TV.

Mobile television or Mobile TV is a new way of watching television. You can watch broadcast programmes for information, entertainment and education on your mobile phones by simply subscribing to TV channel packages with your mobile phones.

Responding to the promising market of Mobile TV, several mobile device manufacturers have started to introduce their Mobile TV devices.

Nokia introduced N92 in November 2005 as the first integrated Digital Video Broadcasting for Handheld (DVB-H) mobile device in the Nokia Nseries. Using the mobile device, you can set reminders for your favourite TV programmes and create personal TV channel lists. In addition, the cellular connectivity can also enable you to interact with added-value services, such as voting, blogging, interactive feedback and web services.

Following N92, Nokia later launched N93 as the ultimate mobile device for spontaneous video recording. This device is designed to work with WLAN, 3G (WCDMA 2100 Mhz), EDGE and GSM (900/1800/1900 Mhz) networks to provide broadband Internet access for browsing, uploading content, sending and receiving emails in addition to the Mobile TV over 3G networks.

LG Electronics, one of the early leading global players in Mobile TV from South Korea, which previously worked with Digital Media Broadcasting (DMB) format for the Korean markets, has expanded their market by supporting the DVB-H format as well, through LG-V900 and LG-U900 since early 2006. LG-U900 has a long-life battery that enables people to watch television for more than three hours. In addition, the device also enables high-speed data transmission, various channel services, a high-resolution image and strong mobile broadcasting.

Another important global player from South Korea, Samsung, has shown its authority in Mobile TV by providing diverse handsets that can support any formats, such as Terrestrial DMB (T-DMB) and Satellite DMB (S-DMB) (Asia-Pacific), DVB-H (Europe), and MediaFLO (United States). P900 and P910, which particularly aims to target European market, have successfully been tested during the FIFA World Cup 2006. Only recently, Samsung launches SGH-P930 for the Italian market following the success of the SGH-P920 launch last May. The SGH-P930 combines not only the latest Mobile TV technology, but also HSDPA technology, which enables high-speed data transmission.

Labels: , , , ,

10 December 2006

RFID-enabled shopping and traveling in Japan

The ubiquitous emerging application of mobile Radio Frequency Identification (RFID) technology aims to enhance convenience, effective and efficient life in busy Japanese environment

Radio Frequency Identification (RFID) technology is an emerging technology that has started to change the life of the Japanese information society, particularly through mobile payment.

Through the use of Suica, ICOCA and FeliCa, people are now able to pay easier than using cash.

Suica is the abbreviation for Super Urban Intelligent Card. Informally, it is also known as “Suisui ikeru IC card”, which means “IC card that lets you move swiftly”. First issued in November 2001, the cards are currently used in Tokyo and Sendai areas.

While, ICOCA, the IC Operating CArds, is another traveling card issued by West Japan Railway Company. It has been in use since November 2003 in the Kinki Region. In the Kansai dialect, “ikoka” means “Shall we go?”.

Similar to Helsinki Travel Card, Suica and ICOCA can be found about the size of a credit card. Inside the card, a thin integrated circuit that has capabilities to store different kinds of information is embedded. The cards can be used either as a solely prepaid fare card or as double card - commuter pass and prepaid fare card. Since August 2004, the interoperability of the Suica and ICOCA cards have been higher. Their usages were no longer limited to only certain areas defined in the beginning. In the near future, it is expected that anyone in Japan can travel only with one card. It has been claimed during the same year that there were more than 9 million people in Japan using Suica.

In addition to train card, the Suica card also offers possibilities for the users to do shopping as well. Touching your Suica card against Suica reader in kiosks, convenience store, cafes and restaurants enables users to pay for their shoppings, drinks and meal. There are more and more places in Japan, not limited to the ones inside the train stations, where you can go around and pay easily the bills without having to take out your wallet.

One travel and shopping card at the same time is the only beginning toward the efforts of creating convenience, effective and efficient life in busy Japanese environment. Mobile FeliCa, which are known as Osaifu Keitai, the mobile phone digital wallet system, has the answers. Developed by NTT DoCoMo in summer 2004 in Japan, each FeliCa mobile phone users nowadays can do online payment, e-ticketing, identification and normal shopping with a single FeliCa mobile phone. Since January 2006, FeliCa was introduced as the commuter tickets, Mobile Suica, for Japan Rail East customer.

Currently, there are more than 8 million users in Japan using the FeliCa Digital Wallet. Moving around with a single FeliCa phone in Japan makes your life easier.

Labels: , , , , ,

13 July 2006

Mobile Learning (m-Learning)

For the past few years, during my work in the field of mobile learning (m-Learning), people frequently asked about the meaning of mobile learning, how it is different from the usual educational practices and also its comparison with e-learning.

The answer has never been simple.

During the Internet boom era, people started to talk about e-Learning. e-Learning is a process of learning, which is not limited to physical places, due to the possibility of having virtual presence. Tutors and students could be present in different physical places while participating in a learning process. Learning materials are usually available in the forms of electronic documents and multimedia.

Nonetheless, e-Learning has never been a hit in developing countries, mostly due to the limited infrastructure for accessing the Internet.

Mobile learning is about to change this state of affairs.

Most people in any part of the world regardless of age, socio-economical status and background are the loyal users of mobile technology, in particular mobile phones. It is often more convenient for people in developing countries, such as Indonesia, to access mobile features than the Internet through fixed and often costly infrastructure.

In mobile learning, mobility is a key aspect. Learning activities are no longer limited to physical classroom interaction. With a high degree of mobility, mobile learning process is more apparent as some socio-cultural activities than a learning process based on text-books and experts (teachers, lecturers or tutors).

Consequently, mobile interaction should support learning activities that are more contextual than the usual classroom or e-Learning practices.

Information and Communication Technology (ICT) tools, such as mobile phones, Personal Digital Assistants (PDAs) and tablet PCs, should play an important role in a framework that supports learning activities. For example, the use of Push-to-talk (PTT) service could make group communication in learning easier.

With all the mobile learning potentials in the horizon, it is difficult to ignore that mobile telecommunication service cost and mobile usability remain the main barriers of mobile learning.

Labels: , , , , , ,

03 June 2006

A closer look at Finnish information society

Introduction
In the last few years, Finland has been awarded with a numerous prizes of excellence, such as “the most competitive economy”,“the least corrupt country”, “the home base of the most successful mobile phone company”,“the best readers of the world”,“the best students in maths in Europe” (Markkula, 2005). In addition to that, I personally watched the marketing campaign movie at the Foreign Ministry during the visit at their office on the 10th March 2006, which highlights Finland's best areas in Information Communication Technology (ICT), Economy, Research and Education. In this essay, I will describe some of my thoughts about Finland as an information society.

Finland as an information Society
The penetration of technologies, such as mobile phones and Internet, has ranked high in Finland. According to the statistics in December 2004, almost 94% of the households have broadband connection and 30% of them are in use. Among the Internet users within EU, Finns are among the active ones. 61% of 15-74 age group had their own email addresses and 63% of them use their email daily (Nurmela, 2004). People get access to PCs and Internet either from home, workplaces or public access point. Mobile phone subscribers in Finland reach to 87 per 100 inhabitants in Finland at the end of 2002 and by November 2003, 92% of those aged 15-74 had a personal mobile phones and 74% of the population send the text messages weekly (Tuoma, 2004).

Over the last decades, Finland, the seventh largest country with 5.2 million people, has developed from a traditional society into an information society. As the information society, Information Communication Technology (ICT) has played a significant role in improving productivity and changing the way of life of Finns in the terms of production, work, education, distribution channels and habit. Citizens are required to have a high level of ICT literacy and the ability to use and interact with different ICT systems and devices (Fagernäs 2005).

Bank sector is an example how ICT is used in the Finnish public sector. People do not need to queue to pay the bills as most of the bank transaction can be done on-line, for example: Nordea Bank. Even at the Nordea Bank office, it is common that customers are provided with PCs connected to the Internet so they can conduct self-service transaction on the spot.

Not only bank sector, but almost all organizations in Finland have their websites. The websites provide any kind of information and sometimes also online services. In most of Finnish universities, for instance, one can register for a course, take an on-line course, have an on-line learning environment, send inquiry on-line and get their academic credits. In the public library, such as Helsinki Public Library, the citizen can search for a book, read electronic books and journal, borrow and renew books.

ICT has also played a significant role in Finnish education. Instead of being used as an office administrative tool, during my field study at Laajasalo and Arabia comprehensive schools, I observed that the computer and Internet have become a part of everyday learning tools in assisting teachers and students in their educational activities.

The extensive interaction with ICT has formed a unique way of thinking in the Finnish society. The Finnish people is more comfortable to communicate by e-mail regardless their social status. Based on my observation and experience living and having social interactions in several countries in Europe and Asia, the e-mail communication in Finland mostly has the same power as any other ways of communication. Finnish people are usually good in e-mail communication. Furthermore, the ICT literacy of Finnish people is quite high, in a sense, that they face no significant difficulties in accessing and using on-line services or other public services.

ICT has also changed the role of tasks in several some work areas such as customer service. The role of customer service officers in some industries has mainly changed from answering customers' enquiries into the responsibility to guide customers accessing information available on a website.

ICT has also played an important role in empowering the citizens to participate actively in media. A weblog, a web-based publication media, is getting popular in Finland. Individuals and organizations in Finland start to use blogs to publish and share digital information. Many university lecturers, for instance at the Media Lab and ePedagogy department of the University of Art and Design, start to use blog as a media of communication among the students and teachers. Helsingin Sanomat, the biggest newspaper organization in Finland, has now several blog sections. The blog sections can give some opportunities for their readers to comment on their editorials. Blog has opened an opportunity for the society to express their thought publicly.

Beside the computer and Internet, mobile technology also plays an important role in the Finnish information society. Finland is the home of Nokia, one of the biggest and most successful mobile phone company. People from different age groups in Finland use the mobile technology extensively.

They use mobile telephone to carry on various activities from personal communication, entertainment as well as public service usages. Mobile phone is more than a “call and messaging” device, especially for young generation. The multimedia phones have opened up the possibility to use mobile phones as a camera, a video, a music player, etc. There have been many mobile ICT games, applications and services developed using mobile technology.

Helsinki City Transport is a concrete example where mobile technology is being used in daily public services to cater for ticket purchasing services. Using mobile phones, the passengers can buy a bus ticket shortly before getting into the bus. They can simply dial a certain number and receive an SMS containing an electronic code that they can show to the bus driver within a certain period of time as their bus ticket.

Another example is the use of mobile services for laundry payment. At HOAS apartments, the public laundry services use telecommunication services to carry on their activities. The laundry services are automatically charged to mobile phone billing to ease the laundry payment, after dialing a certain phone number and activating a laundry machine.

In summary, ICT has become a significant part of the Finns' way of life. As with any technology, there should be any positive and negative impacts. During my limited observation, I can only reflect some positive impacts of the ICT on the Finnish society. However, a further reflection is still needed to assess the negative impacts of ICT. The readiness of the Finnish society in responding to the challenges resulted from the current use of ICT will determine whether ICT could become a part of the long-term way of life for Finns.

References

  • Data from Juha Nurmela, Statistics Finland, March 2004.

  • Markkula, Markku. (2005). How to Get on the Top of PISA Tower...and other enigmas of lifelong learning in engineering education in ICT Cluster Finland Review 2005.

  • Fagernäs, Leif. (2005). ICT–Essential Tool for the Future in ICT Cluster Finland Review 2005.

  • Tuomi, Ilka. (2004). Broadband Status. http://www.meaningprocessing.com/personalPages/
    tuomi/
    articles/FinlandBB.pdf. Accessed 15th May 2006.

Labels: , , , , , , , , , , ,

24 May 2006

Cybrary

During the International Conference in Multicultural Learning and Media Literacy in the Modern World, Keiso Katsura presented his work on Cybrary entitled “Creating the opening days and hours display systems for multiple cultural facilities.” In his project, he is exploring a mobile application using Perl/CGI script programming to give real-time information about library in the worlds (the opening and closing hours, the websites, the calendars and events).

This application uses color image files and text that can be changed by date, hour and minute. He said that he was preparing to build applications for both PC and mobile version soon. His Cybrary service is currently only available in Japan.

He explained that he was currently updating all data manually and by himself. Considering large amount of data about the libraries in the world that available and necessity to update it on daily basis, he needs an automatic instead of manual system. With only a manual system, he would not be able to accomplish his design goal, which is to provide up-to-date information about libraries and cultural facilities in different regions and countries.

Labels: , , , , , ,

19 April 2006

RFID and mobile technology in learning

We have got numerous and various examples of social softwares, groupwares, mobile and digital television medias already available in front of us. Some have been used for learning while others only for fun. I do not think that we should add by creating another similar one, instead we should consider combine or hybrid them into a new one.

Designing a mobile learning system that incorporates RFID (Radio Frequency Identification) technology, social software and digital television for both formal and informal learning sounds very challenging.

The use of RFID and mobile technology has opened up different possibilities how to make business better and life easier and more comfortable. The potentials for learning are certainly there. Yet, they just need to be investigated further.

In Tokyo, people can use their “wallet phone”, an RFID-enabled mobile phone, as a train pass, as their money to make a transaction, as a means to get updated information and discount coupons from the “bookmarked” local stores in the neighborhood.

In Korea, people have a possibility to read a book in a futuristic apartment without flipping it from a large screen equipped with RFID.

RFID and mobile technology has also been investigated for edutainment in the Museum of Natural History in Denmark.

Nokia has launched its first product that supports Near Field Communication (NFC), an emerging RFID technology, which was claimed to be the first in the world, in 2004. There are nowadays more RFID phone product lines being launched. This fact certainly contributes to a greater worldwide opportunity of new media learning.

Labels: , , ,

24 March 2006

MoDe Workshop

I participated in the MoDe (Mobiling and Designing) workshop, which was conducted by the team from Initiative Information Studies, University of Tokyo lead by Professor Shin Mizukoshi at Media Lab on the 20th March 2006.

MoDe project is an experimental project to investigate a new type of media research linking analytical humanities and social scientific research to creative experimental research in fields such as media literacy, information design and media art. This project includes efforts to nurture public media literacy on mobile media, as well as the development and implementation of practical programs (educational materials, curricula, workshop) in order to reinvigorate public communication.

This research group has been developing their own framework of methodology that is called “media probe”, which combines activities, such as information design, workshop program, media literacy program and ethnographic research. Starting from designing media, they have been experimenting new ways of media communication based on critical views to the current mode of media. They design a new media and gave it to the users to be tested. The new media aims to provoke user reaction so that they may express themselves through that media. After a period of time, they gather the traces of the users' activities left in these medias. Redesign media based on the information from the probes and iterate the next cycle are the next steps of the design process.

In this workshop, they particularly introduce the Cambrian game. Cambrian was a combination of old and new methods. Renga, which is considered as an old method, is an old Japanese series of poetries, which link as inspiration of emergence and whose space focused in sessions. The new method that they use is blogging.

In Cambrian game, renga was used as inspiration to share interesting digital images to the the community. The game allows players to submit their own "leaf" in form of pictures, images, music/sounds, movies, commentaries to a virtual tree using their mobile devices or PC. The players can link a new leaf to any inspiring leaf. A leaf can trigger some leaves which will grow the tree explosively.

Playing Cambrian game has a lot of similarities with blogging. The game encourages individual to share their personal thoughts, memories and favorites in public spaces, in particular using their mobile devices.

From learning point of view, I think the game has a lot of potentials in supporting the process of idea generation, mind mapping, data gathering, etc.

Moreover, the game can be used as means to start communication in the community. People start to get to know each other by playing the Cambrian game. In one of their workshop, the research groups extended the format of file sharing from digital pictures to movies and music. Combined with other technology, such as QR-code and RFID, further interaction and sharing information techniques can be developed further.

Labels: , , , , , , , ,

23 March 2006

From game to learning

I recently attended an interesting workshop on Cambrian Game. The game allows players to submit their own leaf in form of pictures, images, music/sounds, movies, commentaries to a virtual tree using their mobile devices or PC. The players can link a new leaf to any inspiring leaf. A leaf can trigger some leaves which will grow the tree explosively.

Playing Cambrian game has a lot of similarities with blogging. The game encourages individual to share their personal thoughts, memories and favorites in public spaces, in particular using their mobile devices.

The game has a lot of potentials in supporting educational process. Some learning activities that can potentially be developed further using this game include “mind mapping”, “idea generation” and “data gathering/collection” activities.

Labels: , , , , , ,

08 March 2006

Habbohotel, behind the scene

We had the opportunity to meet Sampo Karjalainen, the Chief Creative Officer of Sulake Oy and the original finder of Habbohotel, who visited UIAH on the 7 March 2006 to give an interesting presentation about Habbo Hotel, one of the most popular Internet virtual game in the world.

He explained that Habbohotel.com” was originally a Finnish online game, but it had been developing into a well-known online international hotel chains game. The game is the main product of Sulake Oy (Finland), which has been used by over 200.000 users in 17 countries in the world and translated into several languages. In his talk, Sampo shared to the audience the history, business strategy, design and development process of Habbo Hotel.

The original main target audience of the Habbo Hotel was Nordic youngsters from 13 to 16 years old, but their research indicated that the game is currently played by anyone from various ages and background both on computer-based as well as on mobile media.

Habbo Hotel game was designed to be different from any other online games. The game was designed as a social and casual game, which could easily be accessed and played by any ordinary people. It was expected that the game could be a means for self-expression and social orientation. Habbohotel is an open-ended game where each user can create and have their own goals. To play Habbo Hotel, each user need to have a user account, which one can get it easily for free from the Habbo Hotel website. Unless they want to buy something, such as rooms, furnitures, drinks or join any hotel clubs, this game is free. The players do not need to pay for anything. There are a lot of possibilities how users can interact with others by sending messages, chatting, treating others as well as building a personal relationship with anyone within the hotel spaces privately or publicly. As he said, the game emphasized on the self-expression, creativity and participation of the users.

Even though, playing Habbo Hotel on the mobile device is is getting popular, the common problems especially faced by youngsters are the cost of the fancy multimedia mobile telecommunication devices, data traffic cost, and Internet availability on the mobile devices.

Several issues that I have been thinking during the presentations are:

Habbo Hotel was originally developed based only game designers' ideas, based on some assumption on what it would be good for young people in Nordic countries. I was wondering if the company has done any specific user studies, testings and evaluation in different countries. They only mentioned that they conducted several playability testings. What about the interfaces or interactions in each hotel in each countries? I hope they have made some ethnographic studies in each country before they build their hotels there.

For Habbo mobile, Sampo said that the company has actually started exploring their innovative and creative mobile game concepts since 2000 before the technology was ready in the market. There have been a lot of challenges that the company has faced during the time until it launched its mobile product recently. I guess one of the success and sustainability factors of Sulake, more or less, were influenced by a supportive business environment in Finland, where small business can created, nurtured and developed with support from research, government institutions and bigger industrial organisations; by the maturity of the technology and by the willingness of the company to look at their competitors and change their own strategy to follow what their competitors do in order to survive.

Labels: , , , , ,