Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

May 28, 2011

NEWSEUM, a highly interactive museum in D.C. with an online component -I want to visit!



What is a newseum?

"The Newseum -- a 250,000-square-foot museum of news -- offers visitors an experience that blends five centuries of news history with up-to-the-second technology and hands-on exhibits.  Within its seven levels of galleries and theaters, the Newseum offers a unique environment that takes museum-goers behind the scens to experience how and why news is made."

"The Newseum is one of the most technologically advanced museums in the world. The Newseum ordered 100 miles of fiber-optic cable to link up-to-the-second technologies that include electronic signage and interactive kiosks, two broadcast studios, 15 theaters and a 40-by-22-foot high-resolution media screen."


Below are some examples of what visitors can experience at the Newseum, located in Washington, D.C.:


Bloomberg Internet, TV and Radio Gallery
Bloomberg Internet, TV and Radio Gallery
-Newseum
Time Warner World News Gallery
Time Warner World News Gallery
-Newseum


The New York Times --Ochs-Sulzberger Family Great Hall of News 
Surrounded by the flow of information
The New York Times–Ochs-Sulzberger Family Great Hall of News
-Newseum
"Around, above and below, visitors to the Great Hall of News are surrounded by a continuous flow of news. Instant, breaking, historic news that is uncensored, diverse and free."


NBC News Interactive Newsroom



"In this 7,000-square-foot interactive gallery, visitors can select any of 48 interactive kiosks or experiences where they can immerse themselves in the many roles -photojournalist, editor, reporter, anchor — required to bring the news to the public. The gallery features eight “Be a TV Reporter” stations that allow visitors to choose from a variety of video backdrops, take their place in front of the screen, read their report from a TelePrompter and see themselves in action." -Newseum










NEWSEUM exhibits have an on-line component.  Here are a few:
Newseum Microsite (Great for use on an interactive whiteboard to introduce students to the museum.)

May 27, 2011

Quick Link: Florida's Technology Integration Matrix for K-12 Tech Integration and Transformation

Technology Integration Matrix 

"The Technology Integration Matrix (TIM) illustrates how teachers can use technology to enhance learning for K-12 students. The TIM incorporates five interdependent characteristics of meaningful learning environments: active, constructive, goal directed (i.e., reflective), authentic, and collaborative (Jonassen, Howland, Moore, & Marra, 2003). The TIM associates five levels of technology integration (i.e., entry, adoption, adaptation, infusion, and transformation) with each of the five characteristics of meaningful learning environments. Together, the five levels of technology integration and the five characteristics of meaningful learning environments create a matrix of 25 cells...."

Here is a list of the people behind the development of the 2010-11 Technology Integration Matrix, as listed on the TIM website.  I will provide links to the team member's websites/blogs in the future.

DEVELOPMENT TEAM
Kate Kemker, Ph.D., Florida Department of Education
Roy Winkelman, Ph.D., FCIT Director
James Welsh, Project Manager
Allison Papke, Coordinator, Lesson Plan Editor, and School Liason
Roberto Herrera, Videographer and Video Editor
Kyle Wahling, Videographer
Francisco Flores, Video Editor
James Basom Seaman, Web Design and Development
J. Christine Harmes, Ph.D., Indicator Development
Ryan Dial, Programming and Development

Special Thanks:
Michael Sweeney, Florida Digital Educator Program
C. Kris Mathews, Florida Digital Educator Program
G. Gordon Worley, Florida Digital Educator Program
Jeanine Gendron, Ph.D., Broward County Schools
John Lien, Orange County Schools
Dawn Howard, Manatee County Schools
Don Manderson, Escambia County
Kara Dawson, Ph.D., University of Florida
Mijana Lockard, Lincoln Avenue Academy, Lakeland, FL
Virginia Richard, School Technology Services, Polk County
Trevor Honohan, Principal, Audubon Park Elementary
Kristine Haller
Nancy Kuznicki
Jeanne Rogers
Crystal Gasell
David Schneider
David Futch
Alvin Olivo
Sylvia Hernandez
Maria Alves
Lois Hooper
Cheryl Woolwine
Jennifer O’Dell
Ana McMoran

The TIM was developed through the Enhancing Education Through Technology (EETT) program under Title II of NCLB.

May 22, 2011

Quick link: Edublogger Bill Ferriter's posts about technology and education

I just discovered edublogger Bill Ferriter's blog, "The Tempered Radical" today. He is a fellow North Carolinian who is part of the Teacher Leaders Network. He teaches 6th grade science at a middle school.


Here are a couple of his posts:


Lessons Learned on Cell Phones in School
How Limited Technology Budgets Failed My Students

May 11, 2011

Update from #CHI 2011 - much more to come.


I've been attending CHI 2011 for the past few days and have been impressed by the depth and breadth of the conference.  In addition to attending a number of interesting, high-quality presentations, I had the chance to interview several key contributors to the HCI field, explore a variety of awesome interactive applications,  and participate in an interactive musical multimedia performance.  Below is a video taken of part of the performance, taken by someone at the conference:


I also had a chance to explore Bill Buxton's exhibit of his historical archive of input and interactive devices.  To see the interactive online version of the exhibit, take a look at  Buxton Collection.  You won't be disappointed.

I will be sharing my "take aways" from the conference in a series of posts on this blog over the next couple of weeks. I meantime,  take a look at some of the CHI "Madness" videos below. The video clips are about 20-seconds long and are created by CHI presenters as previews to help conference attendees plan their schedules, since there are many sessions that are held concurrently. 


Gamification: Using Game Design Elements in Non-Gaming Contexts


CHI 2011 Accessible Games SIG




Games for your cat:


Don't forget Grandma!











May 7, 2011

Allison Druin's Workshop Keynote: "Mining the Imagination from Time Travel to Anti-Gravity" - CHI 2011, Vancouver, Canada

The Future... thoughts shared by Allison Druin at CHI 2011:
  • Rethinking the meaning of interaction- well beyond the mouse,  beyond the icon
  • Rethinking our relationships we have with our technologies
  • Rethinking how to transform technology
  • Rethinking ho transforming technology can change learning, to really change the future...
Paraphrasing ....."It starts with the experience of the child.  Have you ever asked them what they think about the future?  Backpacks with ice cream, storytelling machines that fly...  layered stories that are tall as building?

How do you get from low-tech prototyping to what gets on tech devices?  It's not about data analysis, analyzing things that are easy to analyse."

Allison works with kids and adults together, in a participatory manner, at her lab at the University of Maryland... 

Video demonstrating design techniques, including low-tech prototyping, involving children and ideas:

http://www.edutopia.org/digital-generation-kidsteam-dana-video


The researchers look at what children are doing today, in homes and in schools.  More recently, children's use of search at home, away from the eyes of their teachers.  


How do we figure out how designs and ideas become new technologies?  


Here is one example:  
Story kit is a freely available app for the iPhone that can be used as a prototyping tool.  Kids are asked to design music and create what it might sound like. It is considered to be a "mid-tech" tool, and supports creativity in the design process.


Three things that will happen in the future, according to Druin:

  1. Technology Ecology -  apps are cross platforms and technologies.  Where ever kids are and need it (tech agnostic)
  2. Physical/Virtual Switching --- interaction "bursts".    Designing for an activity that can be interrupted, in a good way.
  3. Creation of new neighborhood for learning.  A blur between the local and the global,  "Local 2.0",  beyond the walls.  Technologies need to accept this, and embrace this.

Allison's inspiration comes from her many years of working with children in innovative and creative ways.


RELATED
From the Q and A:
Kids now know that technology rapidly changes.
Kids continue to be creative.
Kids seem to be more confident in their creativity, and that it matters. 
Kids aren't given enough opportunities to be creative these days, given all of the testing that they endure at school.


"There is a feeling that anything is possible....it does happen!"


LINKS
Children as Design Partners


Workshop Website
CHI 2011 Workshop Program and Related Links:  UI Technologies ant Impact on Educational Pedagogy, Related Child-Computer Interaction Papers and Courses

Cross-post: TechPsych blog

May 3, 2011

CHI 2011 Workshop Program and Related Links: UI Technologies and Impact on Educational Pedagogy, Related Child-Computer Interaction Papers and Courses

WORKSHOP PROGRAM
CHI 2011 will be held at the Vancouver Convention Centre in Vancouver. The UI Technologies and Pedagogy workshop will be held on Saturday, May 7th,  in the West Building, Level 1, Room 119/120.  PDF versions of the following presentations can be found on the workshop's website.


9:00am – 09:05am Introduction
Edward Tse and Johannes Schöning
9:05am - 10:05am Paper Session I (8 min presentation, 4 min Discussion)
Chair: Yvonne Rogers
Evaluating Pervasive Classrooms
• Son Do-Lenh et al.: Classroom-experience evaluation: An ecological approach to evaluating pervasive technologies in classrooms 
• Kathryn Rounding et al.: Evaluating Interfaces with Children 
• Dan Morris et al.: Using Machine Learning to Scaffold Artistic Creativity in Education
• Tamara Polajnar et al.: Enabling Picture-based Querying and Learning with the JuSe Interface
• Hamed Alavi et al.: Lantern 2.0: A Pervasive Scripting Tool
•Quincy Brown et al.: Mobile Natives: Unlocking the Potential of Educational Technology
10:15am - 11:00am  Coffee Break and Preparation time for short talks
11:00am - 12:10pm  Paper Session II (8min presentation, 4min Discussion)
Chair: Max Mühlhäuser
Collaboration in Math: Fears, Myths, and Insights.
• Nicola Yull et al.: Pass the iPad: Comparing collaboration on paper and screen
• Veronika Irvine et al.: Math Education: A Creative Approach
• Group talk: Math and Embodied Agents
a.Kristina Richter et al.: Bridging Diagnosis and Learning for Mathematics Education in Classroom Setting
b.Lisa Anthony et al.: Handwriting Interaction for Math Tutors: Lessons for HCI in Education
c.Andrew Jensen et al.: Using Embodied Pedagogical Agents and Direct Instruction to Augment Learning for Young Children with Special Needs
• Group talk: Dispelling Myths About the Next Generation Classroom
a. Alex Thayer et al.: The Myth of the Paperless School: Replacing Printed Texts with E-readers
b.Sharon Oviatt: Designing Digital Tools for Thinking, Adaptive Learning and Cognitive Evolution
c.Alexandra Dunn et al.: Designing Classroom Technology to Meet the Needs of All
Group talk: Games, Wearables and Fun Learning.
a.Christiane Moser et al.: Child-Centered Game Development
b.Lizbeth Escobedo et al.: Blue’s Clues: An Augmented Reality Positioning System
c.Si Jung Kim et al.: Wearable Story: A Story Telling Jacket for Young Children to Improve Their Independent Physical and Learning Activities
12:10pm - 1:30pm   Lunch
1:30pm - 2:30pm   Paper Session III (8 min presentation, 4 min Discussion)
Chair: Richard Beckwith
Tangibles and Tabletops
• Izdihar Jamil et al.:    Communication Patterns in Collaborative Peer Learning around Interactive Table
• Aura Pon et al.:   Graspable Music and Vuzik: Music Learning and Creativity using an Interactive Surface
• Ahmed Kharrufa et al.: Learning at interactive surfaces and designing for reflection
• Cristina Sylla et al.: TOK – a Tangible Interface for Storytelling
• Group talk: Tables and Tangibles
a.Robert Sheehan:    Constructionism, Programming and Touch Interfaces
b.Orit Shaer et al.:     Making the Invisible Tangible: Learning Biological Engineering in Kindergarten
c.Sebastien Kubicki: Evaluation of an interactive table with tangible objects: Application with children in a classroom
d.Cristina Emilia Costa et al.:  I-Theatre: developing narratives skills in kindergarten children
e.Wooi Boon Goh et al.:  Potential Challenges in Collaborative Game Design for Inclusive Settings
2:30pm - 3:00pm       Coffee Break
3:00pm - 4:00pm       Breakout Discussion (What are future challenges? Next years workshop?)
4:00pm - 4:45pm   Closing Keynote by Allison Druin: Mining the Imagination from Time Travel to Anti-gravity: The Future of Child-Computer Interaction
"If you’ve ever sat with a child imagining the future of new technologies, you will undoubtedly hear about “anti-gravity machines,” “peace-technologies that work by tickling people,” “backpacks of the future with ice cream makers,” and “time-travel-mobile-phones that when you call someone it takes you back in time.” The question is how can these child-like imagined technologies lead us to real answers for the future?


In my talk I will propose that “data mining” is not enough, that “mining the imagination” is critical to understanding the future. I will describe the “iChild” and the interactive, independent, international, imaginative child we need to consider designing for in the future. If we look for real change, we need to listen to children, not because they know more, but because they can help us question, explore, and push us in true directions for change."


Allison Druin is an Associate Dean for Research in the iSchool at the University of Maryland and is Director of the Human-Computer Interaction Lab. For almost 14 years, she has led an intergenerational research team, where children, ages 7-11 years old partner with an interdisciplinary group of adult researchers to develop new technologies for children. With this team, she has helped to developed new digital library and storytelling tools with such partners as the U.S. National Park Service, Sesame Workshop, Nickelodeon, Nokia, UNICEF, and many others. In 2010, she received with Ben Bederson the SIGCHI Social Impact Award for her work leading the International Children’s Digital Library (www.childrenslibrary.org).
4:45pm - 5:00pm Closing Remarks (All)
7:00pm Optional Workshop Dinner


RELATED CHILD-COMPUTER INTERACTION SESSIONS AT CHI 2011
CHI 2011 will be offering a variety of opportunities for people interested in interaction design and technologies for children.  Detailed information regarding the researchers/ presenters can be found on the IDC-SIG News/Events page.


CHI2011 COURSE - Evaluating Children's Interactive Technology
Monday 9th May 2011 - 16:00
Janet C Read - University of Central Lancashire
Panos Markopoulos - Technical University of Eindhoven
CHI2011 COURSE - New Methods for Designing for and with the iChild: Strategies for Today’s Mobile, Social, and Internet Technologies
Thursday 12th May 2011 - 09:00
Allison Druin - University of Maryland
Jerry Fails - Montclair State University
Mona Leigh Gubler - University of Maryland
CHI2011 Paper Session - Engaging Youth  Thursday 12th May 2011 - 11:00
Exploratory Evaluations of a Computer Game Supporting Cognitive Behavioural Therapy for Adolescents
In the Mood: Engaging Teenagers in Psychotherapy Using Mobile Phones
Breaking Boundaries: Strategies for Mentoring through Textile Computing Workshops
Brick by Brick: Iterating Interventions to Bridge the Achievement Gap with Virtual Peers
CHI2011 - Other IDC Related Papers
Paper Session: Art, Music and  MovementMonday 9th May 2011
MOGCLASS: Evaluation of a Collaborative System of Mobile Devices for Classroom Music Education of Young Children
MoBoogie: Creative Expression Through Whole Body Musical Interaction
Paper Session: Low-cost ICT4D Tuesday 10th May 2011
Utilizing Multimedia Capabilities of Mobile Phones to Support Teaching in Schools in Rural Panama
Infrastructures for low-cost laptop use in Mexican schools
Paper Session: Storytelling and Perceptual Crossing Wednesday 11th May 2011
ShadowStory: Creative and Collaborative Digital Storytelling Inspired by Cultural Heritage
Paper Session: Learning
Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games
CHI2011 Paper Session - Families Tuesday 10th May 2011 - 11:00
Learning Patterns of Pick-ups and Drop-offs to Support Busy Family Coordination
Mediated Parent-Child Contact in Work-Separated Families
Hello, is Grandma there? Let’s Read! StoryVisit: Family Video Chat and Connected E-Books
Family Portals: Connecting Families Through A Multifamily Media Space


If these topics interest you, consider making plans to attend IDC 2011!
IDC 2011:  The 10th International Conference on Interaction Design and Children
June 19-23,  University of Michigan (My alma mater!)

Apr 29, 2011

Rhizome article about spectral music and software at USCD, via Tom Erbe

Continuing with my music technology theme:


This article below was shared by Tom Erbe, known for Soundhack,  a powerful spectral effects software that has provided me with many hours of music technology joy off and on for years. Playing around with Soundhack was one of the things that inspired me to take a music technology class several years ago.


How Large an Atom of Music? A Tour through Today's Spectral Music and Software at UCSD
Nat Roe, Rhizome, 4/27/11


FYI:  If you are interested in exploring this topic further, visit Tom Erbe's website, which includes information and resources related to the computer music courses he teaches at USCD.


"RHIZOME is dedicated to the creation, presentation, preservation, and critique of emerging artistic practices that engage technology. Read more here."

Musical Multitouch/Gestural Interfaces by Osmosis

I've been pleasantly surprised by the increase of interesting multi-touch and gesture-based applications developed for musical interaction on large displays.  This topic is dear to my heart -  I took a computer music technology class back in 2003, and think it would have been great if this sort of thing was available back then.  Who wants to point and click around a music app for hours on end?!


The video below shows what is new from Osmosis, a company based in NY that focuses on the development of multi-touch and gesture based software for a range of uses, including music applications.


Performance Systems for Stage/Studio from Osmosis on Vimeo.

Transparent Stage System Specs
Design
• Floating, transparent HD displays from 32"
• Haptic surface with tempered glass backing
• High gain image with wide viewing angle
• Rugged aircraft-grade aluminum build
• Enclosed projector and computer
• Minimalist style, compact footprint
• Disassembles for easy transportation


Interactivity
• Projected capacitive foil or IR bezel options
• Up to 32 simultaneous touch points
• Precise, responsive touch tracking (3mm)
• Immune to external light conditions
• Use of fingers, gloves or stylus


Technical
Display:
• DLP portable projector
• 1280×800 HD resolution
• 2500 ANSI-lumen, 1800:1 contrast
Computer:
• Mini-ITX, Core 2 Quad, 4GB RAM
• ATI Radeon X1250 graphics card
• Wireless keyboard and mouse
• Windows 7 Pro

Stuart McClean, the founder of Osmosis, shared the following information about his company:

"Osmosis is a consulting firm based in the NYC area with deep experience in interactive technology. Although we cater to a range of markets, we’re especially passionate about music production and performance. Working closely with artists, we build customized interactive systems for stage and studio. HCI technology is integrated into a range of designs including stands, desktop rigs, tables, carts and vertical screens. Interfaces are tailored to specific artist needs and combine controls, generative audio and visuals, instruments, and gestural input. Our unique and flexible systems take full advantage of multi-touch interaction and offer seamless control of Ableton Live, Traktor, or other DAWs via midi and OSC..."


cid:image003.jpg@01CBBEEE.FB8A4D70cid:image016.jpg@01CBBEEE.FB8A4D70cid:image011.jpg@01CBBEEE.FB8A4D70


For more information about the applications developed by the Osmosis team, take a look at their showcase page.  

Apr 28, 2011

Touch the Music: Drums, Keyboards, and More on NextWindow Touchscreens Featured in Megan Slankard's Music Video, "Sails"

Megan Slankard and her band performing "Sails", from the album "a little extra sun":

"To put its technology to the artistic test, NextWindow introduced Megan Slankard and her band to the freedom of creating music using touch screens. With 13 touch screens manufactured by NextWindow – seven 46-inch screens and six All-in-One desktop touch computers – Megan and her band set out to create a music video with a touch of technology they’ve never utilized before."-NextWindow


For detailed information about the touch screens and music applications shown in the video below, visit the Music on Touch Screens page of NextWindow's website. The website shows a good "behind the scenes" video of the various band members exploring the touch screens used to create the music in the video.


Applications and Hardware
Controller/Mixing/Sequencing: FL Studio software.
Touch screen technology:  NextWindow 2550 Profile Touch, NextWindow 2700 Touch  Overlay, NextWindow 1900 Desktop

This technology would be awesome in K-12 music classes!

Apr 24, 2011

Algodoo physics app. for the SMART Board 800 series, supports multi-touch and multi-user interaction!

A few years ago, I came across "Phun", a free, hands-on application designed for use in science education.  I was impressed, and had the chance to use it with a few students.    Phun was Emil Ernerfeldt's MSc Computer Science project, created at the VR lab at UmeĂĄ Universityin Sweden, under the supervision of Kenneth Bodin. 


Phun is now known as Algodoo, and is part of the family of applications offered by Algoryx, a company that develops multi-physics and 3D simulation software.  As you can see from the recent video below, it has improved over the years.  The most recent news is that the application was transformed for use on the SMART Board 800 series, and supports multi-touch and multi-user interaction.  


One of the reasons that I like Algodoo is that it supports social interaction during learning activities, something that can enhance deeper learning among students.  It allows students to move and work in a "hands-on" fashion.  In schools that have invested stimulus money on technology and now have limited funds for upgrading traditional science equipment, applications such as Algodoo will most likely provide a good "bang for the buck".


Algodoo: Science education for a new generation

"Algodoo is a totally unique program. A program that gives you the opportunity to play with physics - using your own hands. Apply a constructionists learning paradigm, learning by doing. Use simple drawing tools to design, construct and explore with. Sounds like an interesting idea? Watch this video and learn how!" -Algoryx


Algodoo demonstration on a SMART Board 800 multi-touch/multiuser interactive whiteboards:





RELATED
Alogryx Simulation integrates Algodoo application with the SMART Board 800 series Smart Technologies
Algodoo website
Algoryx Multiphsyics and 3D Simulation website


Information about Phun, an earlier version of Algodoo:

You can download the music used in the videos and the Phun application from the following URL: http://www.phunland.com/download/Phun_theme.mp3

Video of original version: Phun - 2D physics sandbox:


Interactive Physics: Algodoo, the educational version of Phun, optimized for the Classmate PC (Interactive Multimedia Technology, 1/16/09)



Engaged Learning and Social Physics: Phun, an Interactive 2D Physics Sandbox
Interactive Multimedia Technology, 6/08/08

Apr 22, 2011

Pervasive Retail Part I: Web UX Meets Retail CX - Screens Large and Small at the Mall, Revisited

If you follow my blog(s), you know that I have a passion for interactive displays in public spaces, and that I enjoy watching how various technologies converge, jump across platforms and devices, inter-operate, and re-purpose over time.  

The best places for watching this unfold, in my opinion, are airports, malls, shopping districts,  and larger "big box" establishments, where the Web meets Digital Out of Home (DOOH), old-fashioned kiosks morph into multi-touch screens and gesture-based windows, and visual merchandising meets technology, digital culture, architecture, and consumer metrics At the center of it all is the user/consumer - regular people, moms, dads, kids, teens, the elderly, the disabled, the hurried and the worried. Adding to the complexity is that an increasing number of people who are out-and-about are tethered to various mobile devices.

In scholarly tech circles, the concept of DOOH is known "Pervasive Retail".  The explosion of mobile devices and ubiquitous screens has fueled the fire for research, and is the focus of the current issue of IEEE's Pervasive and Ubiquitous Computing.   

Despite the influx of technology, no-one is exactly sure how to do it quite right.  (I have some ideas, which I'll save for a future post.)

If you are interested in learning more about concepts related to "pervasive retail", the Retail Customer Experience website is a treasure trove of information related to DOOH, digital signage, multi-channel retailing, in-store media, kiosks, interactive touch screens and windows, related metrics, and more, with stories about real-life technology implementation.


Mall Video
The following video, taken with my handy HTC Incredible, provides a quick sampling of the screens I encountered during a recent visit to South Park Mall, in Charlotte, N.C.  The last screens in the clip were taken in the Brookstone store, and will be included in another clip that focuses solely on all of the screens that were scattered about the retail space.  


I have a hunch that some of the smaller displays in the Brookstone store were iPads.  iPads and tablets have great potential for use for shelf-level in-store interactive visual merchandising deployments, given the right apps and mounting systems. (See iPads as Cheap Digital Signage, by Tony Hymes of DOOHSocial and the video about Premier's iPad mounts, for more information.)

Much of what you'll see in the following video, taken at the same mall in December of 2009, wasn't around during my most recent trip:
Screens Large and Small at the Mall

Interactive Coke Machine and Kid at the Mall












I was sad to see that the interactive screen on the Coke machine  had been replaced by an ordinary one.  Part of the problem, I think, is that the interactive display was too busy and as a consequence, made the goal getting a quick drink a bit too complicated for the average thirsty customer, as seen in the video below:


Touch Screen Coke Machine at the Mall: 90 seconds to get a coke!

RELATED

Previous Posts:

References and Resources (Partial List)
Ron Brunt, InTouch with Retailing Whitepaper, 1/15/06
Brian Monahan, IPG Emerging Media Blog, 4/15/11
When all the world is a screen (The video is worth taking the time to watch.)
Narayanswami, C.,  Kruger, A.,  Marmasse, N. Pervasive Retail, IEEE Pervasive Computing
April-June 2011 (Vol. 10, No. 2) pp. 16-18 1536-1268/11/$26.00 © 2011 IEEE 
References from the Pervasive Retail article:
Mobile Retail Blueprint, Nat'l Retail Federation; www.nrf.commodules.php?name=Pages&op=viewlive&sp_id=1268 .
G. Belkin, Pervasive Retail Business Intelligence, Aberdeen Group, Apr. 2010; www.slideshare.net/AxiomConsultingAustralia pervasive-retail-business-intelligence .
R. Wasinger, A. KrĂĽger, and O. Jacobs, "Integrating Intra and Extra Gestures into a Mobile and Multimodal Shopping Assistant,"Proc. 3rd Int'l Conf. Pervasive Computing (Pervasive), Springer, 2005, pp. 297–314.
A. Meschtscherjakov et al., "Enhanced Shopping: A Dynamic Map in a Retail Store," Proc. 10th Int'l Conf. Ubiquitous Computing(UbiComp 08), ACM Press, 2008, pp. 336–339.
C. Stahl and J. Haupert, "Taking Location Modelling to New Levels: A Map Modelling Toolkit for Intelligent Environments," Proc. Int'l Workshop Location- and Context-Awareness (LoCA), LNCS 3987, Springer, 2006, pp. 74–85.