Memory Machine Workshop 2 – 15th June, 12.00-4.00 pm

Researchers at Nottingham University would like to invite you to the second Memory Machine workshop, as part of a series of workshops (4 in total) that explore how new technologies can help us preserve memories that are important for us.

The workshops will be led by artist Rachel Jacobs and privacy and ethics expert Lachlan Urquhart. These will be interactive and creative and we welcome older adults, those caring for people with early onset dementia, historians and tech developers.

Participants will receive a £10 and travel expenses to the venue covered and it includes lunch and refreshments.

The workshops will take place at the Institute of Mental Health.  Everyone welcome. The venue is wheelchair accessible. Please email Rachel Jacobs to discuss any access requirements.

Please register to attend here

Panopticon

The Panopticon project is developing a system for measuring how visitors to the National Videogame Arcade in Nottingham engage with the various wild and wonderful games that they exhibit in that space. We’ve taken the name from the infamous prison design where occupants were watched at all times by a single guard, however the modern twist is to involve the visitors to the NVA in a meaningful conversation and decision about what’s done with the data they generate.

We’ve spent the first couple of months thinking about and beginning to develop our engagement tracking system. This is a computer vision based system that, using cameras mounted on various games in the NVA, will watch and measure how engaged players are. That’s more complicated than it sounds. Firstly, the NVA has lots of different kinds of game and exhibits that players and visitors can explore. We did an initial site visit with Exhibition Manager Alex, and came to the conclusion that we want to experiment with tracking engagement with three different kinds of exhibit:

  • Arcade games with one or two people stood in front of a display playing the game
  • Room scale games of which the NVA has a few that involve players physically moving and leaping around
  • Traditional exhibits kept in glass cases that visitors can peruse

The variety here leads to some challenges for how we can measure engagement. The technology we’re developing is built into a small form-factor PC and camera that can be attached to the different exhibits. The tech will watch and interpret the body poses of the people using the exhibit and how they’re standing or moving, but also what kind of facial expressions they’re pulling, for example are they laughing, focused, or excited.

To be able to make sense of what the camera sees we first need to train the technology, or rather for the technology to learn. We’ve built a temporary gaming booth fitted out with cameras in the Mixed Reality Lab, and the next step will be to invite people to visit and spend half an hour playing on an Xbox to capture the initial data that we need. Using this data we can build a model of  measurable engagement that we can use to subsequently measure the engagement of visitors to the NVA.

But this is only half of the picture. The other work we’re doing is to figure out how to have a conversation with the player about the data that we’re capturing rather than just wholesale capturing everything, which most people would quite rightly think was overly intrusive. Each player is given a token that they can use to explicitly signal that they are engaging with the game, and which also acts as an access token to the data that is being captured. This token, and whether the player chooses to give it to someone else, or even gift it to the NVA, drives the conversation about data ownership. We’re exploring some lightweight NFC tags that can be easily integrated into a variety of form factors.

 

We’re having some interesting conversations with the NVA about what the servoken should look like, and prototyping possible ideas using additive manufacturing. It could look like a coin, inspired by the old coin operated arcade games, but then we don’t actually want players to lose their tokens inside a machine. Or it could look like Portal’s Companion Cube, where the material emancipation grill erases unwanted data about you when you leave the exhibition.

By Martin Flintham

Memory and Well-being – Workshop 1

Our workshop began with lunch followed by a short introduction from Elvira and Neil. They provided an overview of the Memory Machine project and addressed some myths about dementia. While it is a common perception that dementia is all about loss of memory, dementia affects everyone differently. Some people’s memory may not be affected, on the other hand, they may experience other physical and mental health problems. So we shouldn’t make assumptions that people with dementia will have poor memory. The positive side is that recalling memories can strengthen a person’s sense of identity, and this could help to cope with dementia symptoms.

Accordingly, our project aims to capture not only personal memories but also essence, identity and the indiscernible. Rachel presented a display exploring different tools that help us ‘remember’ in different ways and told stories relating to some of the objects she had bought in, including a box of photos and letters, a drawing of her grandmother, an old Thunderbird Toy and an old 1950’s camera! She talked about  some existing digital and online memory tools such as Facebook and Google and addressed how we manage the way social media triggers and presents us with ‘memories’.

Our first activity involved discussing the tools we use to remember things, why we use them, what was special or helpful about them and why do different tools make people feel differently about their memories?

We had been asked to bring along a keepsake that evoked positive memories to the workshop – something we would be happy to share with others and these started some interesting discussions – in particular around why remembering these particular memories are important for our well-being.  Our table identified how people collect keepsakes in different ways – one person had ‘collections’ of toys, badges and musical instruments that they nurtured and which were a big part of their lives, whereas another person had keepsakes that were emotionally attached to home, childhood and the people in her life.  Everyone agreed their objects produced memories or experiences of nostalgia.

 

We needed a short refreshment break before getting to task with trying to make a blueprint of what we thought a ‘Memory Machine’ would involve – how to present memories as part of a digital memory machine; would we want analogue memories, such as photographs or letters?  What would we do with positive and the negative memories, how would we use these memories now and also in the future? It was a difficult task to think about how a memory machine might work as an actual physical object in terms of ‘inputs’ and ‘outputs’, however we had a go and some fascinating ‘blue sky’ models and designs were created.  Not a bad output for what was a really enjoyable afternoon!