Archive for graffiti

area-code works



‘this is a massively multiplayer real-world game, tested at the 2005 Ubicomp conference in Tokyo. The game users Japanese Puri Kura sticker-clubs as a starting point for a playful experiment in social networks, automated phonecam image analysis, and urban visual culture.

The goal of the game is to see and be seen using swarms of microscopic images woven through the complex fabric of Tokyo streetlife. Players use only their phonecam and a sheet of tiny Puri Kura self-portrait stickers.

Players place their stickers wherever they want, and then “collect” the stickers of other players by shooting them with phonecams. Mobot technology automatically recognizes the sticker from the image, and assigns points to the player on the sticker and the player who shoots the sticker. Though the game, players become tiny pop icons and attention is refocused on this parallel sticker population, an echo of the crowds around us. ‘



The Sopranos A&E Connection game was designed for the premiere of the Sopranos on A&E TV. Using cell phones to collect pieces,(heroes pictures from posters on the street for example) players composed an online gameboard to anticipate what might happen that night on the Sopranos, much like Fantasy Football works with sports.

When the episode premieres on A&E, the players’ online gameboards come to life and animate synchronously to the TV signal. As the characters, settings and objects of the Sopranos appear on TV, the corresponding pieces animate and score points. (Therefore when tony appears on the screen, tony’s pictures on the gameboard match and give points to the player)


Designed for Qwest Wireless in 2003, this was the first ever use of semacode, optic codes scanned by phonecams. A city-wide treasure-hunt designed for high school students, players went through the city “shooting treasure” with Qwest phonecams and moving their totem pieces to capture territory. The winning team won a $5,000 scholarship for their school. Online, a web site showed the players’ locations and game progress, turning it into a spectacular audience-facing event.


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01_TXTualhealing-Paul Notzold

An SMS Enabled Interactive Street Performance, were participants can text each other

or simply post a message on projected bubbles. more…

this is also Paul’s me and my mobile class blog at Parsons

02_ Simple Text by Jonah Brucker-Cohen,


SimpleTEXT is a collaborative audio/visual public performance that relies on audience participation through input from mobile devices such as phones, PDAs or laptops. SimpleTEXT focuses on dynamic input from participants as essential to the overall output. The performance creates a dialogue between participants who submit messages which control the audiovisual output of the installation. These messages are first parsed according to a code that dictates how the music is created, and then rhythmically drive a speech synthesizer and a picture synthesizer in order to create a compelling, collaborative audiovisual performance.More…

03_Usman Haque, Sky Ear


Sky Ear is a one-night event in which a glowing “cloud” of mobile phones and helium balloons is released into the air so that people can dial into the cloud and listen to the sounds of the sky. More…

04 _Tactical Cartography Command Centre (2004), Marc Tuters, Jaanis Garancs


Multi-screen interactive installation, that consists of a space with several display areas, presenting several locative media projects and free GIS applications . The mock military-style command-and-control center engages people in a technically stimulating environment to discover “locative space”, depicting the relationship between the wireless mapping technologies on offer and issues of surveillance and control. More…

05_Graffiti Research Lab, Evan Roth

Interactive Architecture


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street games-graffiti

01_Remote Garden, Thesis @ Parsons, Jennifer Williams, 2007


A public projection of a playful chat room that uses mobile phones and text messaging for users to interact.

User scenario :

1) Overhead projection on to the floor or on to the street

2)The projection divides the site into six areas, labeled by letters

3)Users can send the message in one of these areas by formatting the message in this way “Message. Area, Manerism”, e.g.Hi, B, shy

4)upon sending a message a small creature appears on the projection, moving towards the area the user specified in the text message

5)then it displays the message and mannerism


02_Tag, Scripting Presence, Thesis @ Parsons Amy Hung, 2003


Similar project, where interaction is more game-like and players are challenged to play battles for a location-node that has been tagged by another player-

User scenario
1) Player Buckshot joins by text messaging his name and cellphone service carrier code to ‘s telephone number at 646.249.2712

2)Challenging the tag

[challenger]—Player Buckshot battles for the tag at Node 1 by text messaging “BTL 1”.

[tagger]—Node 1’s tagger, Cat, receives a message from informing that her tag has been challenged by player Buckshot & asking if she will defend it

3) Challenging the node—Player Buckshot triumphs in the text battle* and wins the tag at Node 1. His tag displays at the node


03_Grafedia, John Geraci, ITP


In the same mood, grafedia is a quite famous project here among the Parsons people , so I ll keep this short, since there is no game involved. Yet, its absolutely inspiring regarding how to combine technology(phones) and a physical use of the urban space (graffiti).

‘Grafedia is hyperlinked text, written by hand onto physical surfaces and linking to rich media content – images, video, sound files, and so forth. It can be written anywhere – on walls, in the streets, or on sidewalks. Grafedia can also be written in letters or postcards, on the body as tattoos, or anywhere you feel like putting it. Viewers “click” on these grafedia hyperlinks with their cell phones by sending a message addressed to the word + “” to get the content behind the link.’ More…

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