Publication statistics

Pub. period:2006-2012
Pub. count:6
Number of co-authors:13


Number of publications with 3 favourite co-authors:

Tuck W. Leong:
Kim Halskov:
Rasmus Lunding:



Productive colleagues

Martin Brynskov's 3 most productive colleagues in number of publications:

Olav W. Bertelsen:19
Marianne Graves Pe..:17
Ole Sejer Iversen:16

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Martin Brynskov


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Current place of employment:
Aarhus University, Information and Media Studies & Center for Digital Urban Living

Martin is assistant professor in interaction technologies at the Department of Information and Media Studies at Aarhus University in Denmark. He is also director of the Civic Communication group at the Center for Digital Urban Living, a Danish national research center. Working closely together with journalists, media organizations, muncipalities, artists, and industrial partners, he investigates the consequences of digitization and explores new forms of mediation within a variety of domains with special focus on the role of social interaction and mobile/pervasive media. The research is mostly carried out as interventions and experiments in the wild, deploying prototypes and semi-permanent interactive systems. He was the project lead of Aarhus by Light and has been involved in the development of numerous projects and products based on social interaction mediated by technology, working together with public institutions and industrial partners, including LEGO Company and Bang & Olufsen. During his doctoral work at the Center for Interactive Spaces (Dept. of Computer Science), he developed tools for social construction for children using mobile and pervasive media based on the notion of digital habitats. He also holds an MA in information studies and classical Greek.


Publications by Martin Brynskov (bibliography)

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Brynskov, Martin, Lunding, Rasmus and Vestergaard, Lasse Steenbock (2012): The design of tools for sketching sensor-based interaction. In: Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012. pp. 213-216.

In this paper we briefly motivate, present, and give an initial evaluation of DUL Radio, a small wireless toolkit for sketching sensor-based interaction. In the motivation, we state the purpose of this specific platform, which aims to balance ease-of-use (learning, setup, initialization), size, speed, flexibility and cost, aimed at wearable and ultra-mobile prototyping where fast reaction is needed (e.g. in controlling sound), and we mention general issues facing this category of embodied interaction design tools. We briefly present the platform, both regarding hardware and software. In the evaluation, we present our experiences with the platform both in design projects and in teaching. We conclude that DUL Radio was the preferred platform for sketching sensor-based interaction compared to other solutions, and that it does seem to be a relatively easy-to-use tool, but that there are many ways to improve it. Target users include designers, students, artists etc. with minimal programming and hardware skills, but this paper addresses the issues with designing the tools, which includes some technical considerations.

© All rights reserved Brynskov et al. and/or ACM Press

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Brynskov, Martin and Lunding, Rasmus B. (2012): Sketching sensor-based performances with DUL radio. In: Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012. pp. 363-365.

In this studio, audio designers/musicians, choreographers, social interaction designers as well as other creatives will get a chance to try out DUL Radio, an easy-to-use sensor-based interaction toolkit. Depending on the participants interests and skills, we will create one or more small performances to be shown by the end of the day. The program includes a short introduction to the platform. If you have stuff of your own (laptop, sensors, actuators, software), bring it along to play with.

© All rights reserved Brynskov and Lunding and/or ACM Press

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Nielsen, Rune, Fritsch, Jonas, Halskov, Kim and Brynskov, Martin (2009): Out of the box: exploring the richness of children's use of an interactive table. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 61-69.

In this article we explore how to enrich the experience of toys that usually spend a boring time in their boxes in the toy store by digitally bringing them out of the box. For this purpose we have developed an interactive table based on the 3D game engine Virtools, together with the reacTIVision software and have studied and evaluated the use of the table in a full-scale, realworld situation in the toy department of a major Danish retailer. Our detailed analysis highlights the wide range of interaction forms and interaction modes facilitated by the table, moving from initial exploration to playful and engaging experiences, both on individual and social levels. We sum up our findings and their relevance for future design and show how the interplay of physical design, interaction, and content has been instrumental in giving children and adults a richer and extended experience of the toy -- even though it remains in the box.

© All rights reserved Nielsen et al. and/or ACM Press

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Leong, Tuck W. and Brynskov, Martin (2009): CO2nfession: engaging with values through urban conversations. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 209-216.

It has been suggested that future directions of HCI would need to place human values at its core. One approach towards this complex endeavor is to build an understanding of these values through examining systems designed to address them. This paper focuses on an urban installation -- CO{sub:2}nfession/CO{sub:2}mmitment -- that deals with one such (societal) value: environmental sustainability. Designed to solicit personal opinions about climate change, we found the 'confessional' aspect of the installation encouraged strong reflexivity amongst 'users' with regards to this value and precipitated personal considerations about future actions. More importantly this reflexivity exposes people's lived and felt experiences about this societal value, unearthing their ambivalences, hindrances but also motivations. This installation highlights an alternate approach that can complement current efforts without taking a 'big stick' approach. Instead, urban media technologies can be harnessed to engage people with this value on their own terms, through encouraging conversations and supporting reflexivity.

© All rights reserved Leong and Brynskov and/or their publisher

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Bertelsen, Olav W., Brynskov, Martin, Dalsgaard, Peter, Iversen, Ole Sejer, Petersen, Marianne Graves and Wetterstrand, M. (eds.) Sixth Danish Human-computer Interaction Research Symposium November 15th., 2006, Aarhus, Denmark.

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Brynskov, Martin and Ludvigsen, Martin (2006): Mock games: a new genre of pervasive play. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 169-178.

In this paper we identify and characterize, in theory and by design example, a new genre of pervasive play for tweens that lies on the border between play and game, called mock games. The objective is to design digital support for more or less structured playfulness among preteen children, primarily girls, in a way that emphasizes humor, friendly battle and identity construction. The method used is a combination of a review of a number of theories of games and play and a field study into the social reality of children's playful activities. Based on these two investigations we characterize mock games as a genre and show that it is not covered well by any one of the reviewed theories, taking into account both social and technical aspects. Then we present a design example of such a system, DARE! We conclude by discussing ethical issues and set goals for future research.

© All rights reserved Brynskov and Ludvigsen and/or ACM Press

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