Viral Spaces
How to make robust, scalable, mobile networks that merge the distant with the physically nearby.

Viral Spaces is about facilitating discourse between real people in real places. It’s about technologies of connection–networks and computing that enhance the dialogue between people, both locally and at a distance. It’s about making a future where a mobile device enhances our experience of that space as opposed to being a pocket window that bypasses it. In 2011-12 we focus most sharply on proximal networking. These are point-to-point, local connections that can be a robust internet in a box to use when an infrastructure fails or is absent; they can also be viral proving grounds for experiments that have a low barrier to entry such as electric door keys and dog collars. We take an ecological or systems approach that includes an assortment of fixed elements, such as displays and sensors, in addition to our mobile devices. Research activities include optical and radio network architectures, protocols based on intentions rather than destinations (the Third Cloud), and applications that include retail transactions, information access, entertainment, and social activity support.

Research Projects

  • Air Mobs

    Andy Lippman, Henry Holtzman and Eyal Toledano

    Air Mobs is a community-based P2P cross-operator, cross-device approach for cases where the normal mobile operator network fails to provide service, when no open WiFi Internet is available, or roaming costs are too high. Air Mobs barter air time between mobile phone users to get you the link that you need when you need it. Air Mobs uses proximal radio to locate and establish a link though another device that routes to the Internet. The member that provides the routing link will gain air time credit points that he can later use to get a link though another member when he is out of service. Air Mobs creates synergies between different operator networks that otherwise wouldn't exist. Air Mobs tries to maximize the overall social value of community members and empower users to take ownership on their devices and the networks they use.

  • Barter: A Market-Incented Wisdom Exchange

    Dawei Shen, Marshall Van Alstyne and Andrew Lippman

    Creative and productive information interchange in organizations is often stymied by a competitive setting among the members. We transform that competition into a positive exchange by using market principles. Specifically, we apply innovative market mechanisms to construct incentives while still encouraging pro-social behaviors. Barter includes means to enhance knowledge sharing, innovation creation, and productivity. It is being tested at MIT and in three sponsor companies and is becoming available as a readily installable package. We will measure the results and test the effectiveness of an information market in addressing organizational challenges.

  • Brin.gy: What Brings Us Together

    Henry Holtzman, Andy Lippman and Polychronis Ypodimatopoulos

    We investigate a protocol that allows people to form dynamic groups focused on topics that emerge serendipitously during everyday life and perhaps flower only for a short time. Group examples include people interested in buying the same product, with similar expertise, in the same location, or any intersection of these examples. We termed this the Human Discovery Protocol (HDP). Similar to how computers follow well-established protocols like DNS in order to find other computers that carry desired information, HDP presents an open protocol for people to announce bits of information about themselves, and have them aggregated and returned back in the form of a group of people that match against the user’s specified criteria. We experiment with a web-based implementation (brin.gy) that allows users to join and communicate with groups of people based on their location, profile information, and items they may want to buy or sell.

  • Ego

    Henry Holtzman, Andy Lippman and Polychronis Ypodimatopoulos

    Ego presents an agent-based, user-centered architecture for storing, discovering, and sharing information about an expandable set of applications, such as location, reviews, or buying and selling goods. Users can fluidly create agents that hold information relevant to their intentions. For example, for buying or selling, users could announce a product they are interested in, then the system creates a group of users interested in the same product, allowing direct discovery and analysis. Tradeoffs between factors such as reputation and physical location are considered. We demonstrate an interactive, tabletop visualization of different urban scenarios involving 1,000 agents that discover each other in the context of some personal interest.

  • Electric Price Tags

    Andy Lippman, Matthew Blackshaw and Rick Borovoy

    Electric Price Tags are a realization of a mobile system that is linked to technology in physical space. The underlying theme is that being mobile can mean far more than focusing on a portable device—it can be the use of that device to unlock data and technology embedded in the environment. In its current version, users can reconfigure the price tags on a store shelf to display a desired metric (e.g., price, unit price, or calories). While this information is present on the boxes of the items for sale, comparisons would require individual analysis of each box. The visualization provided by Electric Price Tags allows users to view and filter information in physical space in ways that was previously possible only online.

  • Geo.gy: Location shortener

    Polychronis Ypodimatopoulos

    Were you ever in the middle of a conversation and needed to share your location with the other party? Geo.gy is a location shortener service. It allows you to easily share your location with your peers by encoding it in a short URL which we call a "geolink". It is platform-independent, based on HTML5, so you can use any device with a modern browser to generate a geolink, simply by visiting the project's page. There are no user accounts so geolinks remain anonymous. You can use Geo.gy to add location context to a post, SMS, anything you want decorated with location context.

  • Ghosts of the Past

    Henry Holtzman, Andy Lippman, Julia Shuhong Ma, Daniel Edward Schultz and Nathaniel Atnafu

    What if you could see what the past looked like from where you are standing? What if you could relive any event that happened at your current location? Rather than just reading about an event, we want to be immersed in it and experience it ourselves. Ghosts of the Past allows you to create, save, and geotag panoramic canopies. Anyone who subsequently visits that space can see what you have seen, joining with you to create time-lapsed socialization. Since each canopy is time-stamped and geotagged, it gives the user an anchor in space while they explore history. Any event, special or mundane, can be captured for anyone in the same location to view. QR codes are posted in building locations with an active canopy.

  • Junkyard Jumbotron

    Andy Lippman, Rahul Bhargava, Rick Borovoy and Brian Knep

    The Junkyard Jumbotron (JJ) lets one take a collection of random screens and instantly stitch them into one large virtual display simply by taking a picture of their arrangement. The software works with laptops, smartphones, tablets–anything that runs a web browser. It shows a new way of using mobile devices to create a feeling of community: ganging mobile devices together to create a shared experience. And the JJ is designed from the ground up to make the process of connecting heterogeneous user devices together "in the wild" easy and fun, with no anti-social wireless configuration, app installation, or device compatibility anxiety.

  • Line of Sound

    Grace Rusi Woo, Rick Borovoy and Andy Lippman

    This is a project which shows how information codes can be used in conjunction with screens. The demonstration is done using two 55in screens which are transmitting both human and machine relevant information. Each screen is used to show a video which flashes a single bit indicator which is transmitted to a camera mounted on headphones. This is used to distinguish between the two screens i.e. and correlates an audio track to the video track.

  • Meld

    Hiroshi Ishii, Andy Lippman, Matthew Blackshaw, Anthony DeVincenzi and David Lakatos

    Meld provides a new perspective on your social life. By presenting your social graph as a moving picture, Meld breaks free from the text-centric interfaces of today's social networks, offering a fresh, holistic perspective. Unseen trends, before lost in mountains of text, can be better understood, providing an organic and evolving view of your relationships. Meld is a semi-finalist in the MIT 100K Entrepreneurship Competition.

  • NewsFlash

    Andy Lippman, Travis Rich and Grace Rusi Woo

    Newsflash is a social way to experience the global and local range of current events. People see a tapestry of newspaper front-pages. The headlines and main photos tell part of the story, NewsFlash tells you the rest. People point their phone at a headline or picture of interest to bring up a feed of the article text from that given paper. The data emanates from the screen and and is captured by a cellphone camera –- any number of people can see it at once and discuss the panoply of ongoing events. NewsFlash creates a local space that is simultaneously interactive and provocative. We hope it gets people talking.

  • Peddl

    Andy Lippman, Hiroshi Ishii, Matthew Blackshaw, Anthony DeVincenzi and David Lakatos

    Today, marketplaces like Craigslist and eBay connect people who buy and sell goods and services without leveraging the power of mobility, localized posting, and community. With GPS- and Internet-enabled mobile devices in almost every pocket, we see a space for a new type of marketplace which takes into account your physical location, availability, and means of negotiation. What new and exciting interactions await for mobile marketplaces in the age of the app? How do you redesign the fundamentals of buying and selling goods or services with the people around you, by focusing on simplicity, trust, and discovery? With Peddl we explore this possibility by creating one of the first broadcast marketplaces.

  • Reach

    Andy Lippman, Boris G Kizelshteyn and Rick Borovoy

    Reach merges inherently local communications with user requests or offers of services. It is built atop data from services users already use, like Facebook and Google Latitude. Reach is intended to demonstrate a flexible, attractive mobile interface that allows one to discover "interesting" aspects of the environment and to call upon services as needed. These can range from a broadcast offer to serve as a triage medic, to a way to share a cab or get help for a technical service problem like plugging into a video projector.

  • Recompose

    Matthew Blackshaw, Anthony DeVincenzi, David Lakatos, and Hiroshi Ishii

    Human beings have long shaped the physical environment to reflect designs of form and function. As an instrument of control, the human hand remains the most fundamental interface for affecting the material world. In the wake of the digital revolution, this is changing, bringing us to reexamine tangible interfaces. What if we could now dynamically reshape, redesign, and restructure our environment using the functional nature of digital tools? To address this, we present Recompose, a framework allowing direct and gestural manipulation of our physical environment. Recompose complements the highly precise, yet concentrated affordance of direct manipulation with a set of gestures, allowing functional manipulation of an actuated surface.

  • Social Energy

    Andy Lippman, Julia Shuhong Ma and Kristjan Kaseniit

    Buildings consume more than a third of the energy used in the United States, but most people have no sense of how much their actions can affect a building's energy use. We are testing the hypothesis that if people have a convenient way to record their energy use and learn ways to improve it, they will change their habits. We have created visualizations of HVAC use throughout the Media Lab to test this hypothesis in a large-scale space. The system uses touch-screen networked displays strategically placed throughout the building to convey real-time and historical temperature and thermostat settings, and ultimately electric usage. Not only can people see a heat map of their lab area, they can also observe trends and compare their energy usage to those in other areas.

  • Social Transactions/Open Transactions

    Andy Lippman, Kwan Lee, Dawei Shen, Eric Shyu and Phumpong Watanaprakornkul

    Social Transactions is an application that allows communities of consumers to collaboratively sense the market from mobile devices, enabling more informed financial decisions in a geo-local and timely context. The mobile application not only allows users to perform transactions, but also to inform, share, and purchase in groups at desired times. It could, for example, help people connect opportunistically in a local area to make group purchases, pick up an item for a friend, or perform reverse auctions. Our framework is an Open Transaction Network that enables applications from restaurant menu recommendations to electronics purchases. We tested this with MIT's TechCASH payment system to investigate whether shared social transactions could provide just-in-time influences to change behaviors.

  • T(ether)

    Hiroshi Ishii, Andy Lippman, Matthew Blackshaw and David Lakatos

    T(ether) is a novel spatially aware display that supports intuitive interaction with volumetric data. The display acts as a window affording users a perspective view of three- dimensional data through tracking of head position and orientation. T(ether) creates a 1:1 mapping between real and virtual coordinate space allowing immersive exploration of the joint domain. Our system creates a shared workspace in which co-located or remote users can collaborate in both the real and virtual worlds. The system allows input through capacitive touch on the display and a motion-tracked glove. When placed behind the display, the user’s hand extends into the virtual world, enabling the user to interact with objects directly.

  • T+1

    Dawei Shen, Rick Borovoy and Andrew Lippman

    T+1 is an application that creates an iterative structure to help groups organize their interests and schedules. Users of T+1 receive instructions and send their personal information through mobile devices at discretized time steps, orchestrated by a unique, adaptive scheduling engine. At each time-step t, T+1 takes as inputs several relevant factors of human interactions, such as participants' interests, opinions, locations, and partner matching schedules. It then computes and optimizes the structure and format of a group interactions for the next interval. T+1 facilitates consensus formation, better group dynamics, and more engaging user experiences by using a clearly visible and comprehensible process. We are planning to deploy the platform in both academic and political discussion settings, analyze how user opinions and interests evolve in time to understand its efficacy.

  • The Glass Infrastructure

    Henry Holtzman, Andy Lippman, Matthew Blackshaw, Jon Ferguson, Catherine Havasi, Julia Ma, Daniel Schultz and Polychronis Ypodimatopoulos

    This project builds a social, place-based information window into the Media Lab using 30 touch-sensitive screens strategically placed throughout the physical complex and at sponsor sites. The idea is get people to talk among themselves about the work that they jointly explore in a public place. We present Lab projects as dynamically connected sets of "charms" that visitors can save, trade, and explore. The GI demonstrates a framework for an open, integrated IT system and shows new uses for it.

  • X-Ray Audio

    Andy Lippman, Boris G Kizelshteyn and Victor Hung

    X-Ray Audio is the ability to locate an audio conference in space. Occupants of the designated geo-located space become automatic participants in the conference, and hear each other’s voices emanating from their relative directions, modulated by orientation and distance. By creating a voice conference attached to a locale, we enable people to continue the experience of a close-quarters discussion over any distance, through walls and around corners. We focus on the notion of connectivity that is local and based on intention, relationship, or service rather than address, with orientation serving as a way of indicating weight of attention.