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Context Photography

News
The context photography application is now working on the Nokia 6600 and 6630 phones, thanks to Mattias Rost and Panajotis Mihalatos. We have also recently completed a user study with people running the context photography application on their own camera phones during a period of 6 weeks. We recently demonstrated the final prototype and presented the study's results in Oslo, Norway at the NordiCHI 2006 conference (14-18 October 2006).

context photo
context photo

Context pictures taken by Elizabeth Goodman with our application running on her Nokia 6600 phone, November 2004, San Francisco, USA.

Keywords
Digital photography, context awareness, participatory design, mobile users, Lomographers, digital media, alternative photography, environmental photography

Description
When taking a picture, would it be possible and interesting to capture something in addition to the visuals of the scenery? We explore if e.g. sound, temperature and pollution could be used as parameters in a digital camera and how these phenomena could be "visualised" or "represented" in a picture. The fundamental idea is to go beyond the traditional parameters (light, speed and focus) used in both analogue and digital cameras, and widen the concept of what a camera can capture. Digital technology opens up for new dimensions that can affect photography! This means that digital cameras no longer have to resemble their analogue counterparts. Unlike the editing of a picture in e.g. Photoshop, we want the (new) parameters to affect the image in real-time.

We have collaborated with a focus group of open-minded and explorative Lomographers, as well as with other dedicated amateur photographers. They were not primarily our end user group, but a source of inspiration (and also participants in design sessions) when designing the camera prototype.

Publications

Results from a user study performed with the latest version of the prototype are described in the following full paper published in October 2006 at the NordiCHI 2006 conference in Oslo, Norway:
"More Than Meets the Eye: An Exploratory User Study of Context Photography" [pdf]

The latest version of the context camera running on camera phones is described in the following demo abstract, published in September 2005 at the UbiComp 2005 conference in Tokyo, Japan:
"Context Photography on Camera Phones" [pdf]

The interaction prototype and its use is presented in the short paper "Context Photography: Modifying the Digital Camera Into a New Creative Tool" which appears in Extended Abstracts of CHI 2004. The short paper can be downloaded here:
"Context Photography: Modifying the Digital Camera Into a New Creative Tool" [pdf]

The initial ideas on Context Photography (Context Aware Photography) was presented as a research sketch at Designing for User Experiences (DUX) 2003 in San Francisco, USA. Download the paper and the presentation here:
"Capturing the Invisible: Designing Context-Aware Photography" [pdf] (Large file!)
DUX presentation [ppt]

Latest implementation: camera phone prototype
The current context camera prototype was developped for a longer-term user study and consists of a software application running on camera phones. It currently runs two standard camera phone models, the Nokia 6600 and 6630. The application uses the device's own hardware (lens and microphone) to which it connects with custom-made code. It is programmed in C++ using the graphics library GapiDraw, a multi-platform graphics library available for various handheld devices. The application measures sound level and computes the power of low, medium, and high frequencies. Movement is retrieved as a vector field at different points in the picture, using optimised algorithms from the image processing programme Optica.

The user can capture images, see the resulting photographs, save them, and browse through them the same way she can with a regular camera phone. The user can also choose anytime among the four different sets of graphical effects, calibrate the sound and motion sensitivity, browse a gallery of taken pictures, and delete taken pictures by simply using the phone's middle joystick. In picture taking mode, the original image is always visible in the viewfinder. The resulting image with applied effects is made visible once the picture has been taken. The user calibrates the sensitivity of the sensors individually, such that she can let one set of effects be strongly affected by the sound level, whereas another set of effects might not be affected at all. The calibration feature is implemented differently in two versions of the application: in the first version, the calibration is part of the main menu and the users see the changes in sensor sensitivity with numbers, while the effects are only visible once the picture taken; in the second version, one enters a special calibration mode where the effects are continuously visible, and goes back to take pictures in the main mode where the effects are not shown right away.

Effects combinations have been re-designed based on input from previous prototype evaluations and are now the following:

1. Colour shadows: Traces of coloured shadows follow movement; the colour of the shadows changes with the frequency spectrum of the surrounding sounds.
2. Zoom: The part of the picture with most movement is zoomed in, and rendered as a transparent layer on top of the non-affected image; the amount of transparency is determined by surrounding sound level.
3. Pixel: Small white dots follow movement as a decaying trace; the size of the pixels in the picture is proportional to the surrounding sound level.
4. Waves: Movement creates waves in the image, making it look like a dense liquid. As in 3, the size of the pixels in the picture is proportional to the surrounding sound level.


Visual effects in the cameraphone prototype

Longer-term user study (summer 2005)
More information about the user study coming soon!

Earlier implementation: Interaction prototype on Tablet PC
The following describes the implementation of our previous prototype that had been developed for testing simplified yet realistic use, as well as exploring issues related to real context input. This was done in collaboration with Panajotis Mihalatos who implemented a simple software prototyping platform and a set of effects. Vectorial movement and sound level were already chosen as input.
The effects were grouped in combinations of one "movement" and one "sound" effect.
The prototype was implemented on a Tablet PC, with the screen acting as a viewfinder, and all processing was performed by a C++ software program. A webcam served as a lens, and a small mouse taped on top of it was used as a trigger (see picture below). A condensator microphone connected through a small pre-amplifier, measured the sound level. Movement was retrieved as a vector field from the differentiation of subsequent images captured by the webcam. Input was calibrated to default values corresponding to a normal image without effects. Effects combinations were the following:

1. Small white dots followed the movement as a decreasing trace + pixel size increased with sound level
2. Traces of coloured shadows followed the movement + the rest of the colours evolved towards a grey scale with increasing sound level
3. "Swimming-pool" effect + colours evolved towards a grey scale with increasing sound level
4. Extreme zooming on movement + colours evolved towards a grey scale with increasing sound level

The user pointed with the webcam, saw the image and its real-time effects on the viewfinder, took a picture by left-clicking on the mouse, and changed effect combinations by right-clicking. When a picture was taken, an audio feedback was heard; the image froze a couple of seconds on the screen, and saved as a JPG file.



Previous camera prototype and pixel effect (click on image to see quicktime movie showing pixel movement effect)

Evaluation workshops (December 2003)
The aim of the workshops was to evaluate our concept and get feedback from users trying out the interaction prototype. We chose to involve two different groups of users in two different settings, in order to get diverse feedback. The participants of the first workshop were two of the previous lomographers, and one amateur photographer. Those of the second were two high school students interested in photography. Instead of staying in a lab, we chose to conduct the workshops in everyday settings: the local central train station and a high school.
The workshops were conducted in similar ways and both lasted about 2 hours. The sessions were documented with video- and audio- recordings, written notes, and photographs. We started by explaining context photography, using the concept prototype to illustrate the idea and make it more tangible. Then we let them try out the interaction prototype in an informal way. We neither gave specific tasks to fulfil other than to take pictures, nor restrictions on time. Finally, we held a semi-structured discussion about the concept of context photography, their experience of the prototype, general characteristics of the effects and suggestions on improvements. The photographs taken with the prototype served as references during the discussion.


Workshop 1:
The top three pictures show the Lomographers taking pictures with the prototype camera at the train station in Göteborg. The middle pictures are examples of effect # 3, 2 and 1, and the bottom three pictures are examples of effect #3, 2 and 2.


Workshop 2:
The top three pictures show the high school students taking pictures with the prototype camera at their school. The bottom pictures are examples of effect # 2, 1 and 4.