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Equator

The EQUATOR Project is part of a 10 million pound initiative, funded by the EPSRC, running from 2000-2006. It is an Interdisciplinary Research Collaboration (IRC) concerned with innovation and, in particular, exploring the relationship between the physical and the digital - in all walks of life. Eight British universities are taking part in the IRC, with about 100 researchers and Phd students involved. Our work includes:

* Developing novel user experiences
* Building system architectures
* Investigating and designing new technologies
* Practising and evolving new design and evaluation methods
* Engaging users in the research process

Here at the Interact Lab (in collaboration with other members of the IRC) we are particularly involved in exploring the use of combined physical / digital environments for extending current forms of interaction, play and learning.


  Applications of Ubiquitous Computing in Domestic Settings

Domestic Environments Workshop (password required)

The aim of this project is to design and implement applications of ubquitous computing technologies for the home environment.


Playing & Learning: Recent advances in the design of interactive technologies have allowed the possibility of designing 'mixed reality environments' (MREs), where the real world is combined in some way and at some level with a virtual computer based environment. New hand held and wireless technologies in the form of 'tangibles' enable digital information to be coupled with novel arrangements of electronically embedded physical objects, providing different forms of user interaction. Everyday artefacts, like bricks, balls and tools can be physically manipulated to make changes in an associated digital world. Technologies such as these have the potential for providing innovative ways for enabling children to play and learn, through novel forms of interacting.

They offer, too, the scope for bringing playfulness, as well as independent exploration and discovery and reflection back into learning. As little is currently known about the effectiveness of tangible-mediated learning, our research aims to investigate how various novel tangibles might support playful learning. To do this, we are designing a range of novel play and learning environments where children can collaboratively interact with an assortment of tangibles intended to stimulate exploration and reflection.

The Chawton House Project
(2004 to Present)

Uses ubiquitous computing to create a flexible, reconfigurable and extensible system capable of delivering a wide range of novel technology-enhanced visitor experiences of the Chawton House estate.

The Ambient Wood Project
(2002 / 2003)

Focuses on an outdoor playful
learning experience where children
can collaboratively explore, experiment
and reflect in a digitally augmented
physical environment.

The Hunting of the Snark (2001)

Is an adventure game designed to promote novel forms of playing and learning for young children, using a diversity of ambient and pervasive technologies. Studies suggest how
these kinds of interactive spaces may encourage aspects of playful learning.


The Chromarium (2001)

Chromarium is a mixed reality environment (MRE) where children can explore novel ways of creating and mixing colours, and which enables investigation into how children explore and reflect using novel forms of interaction.


For more information on these projects please visit The EQUATOR site