
I am one of the organisers of the annual International Workshops on Mobile Music Technology, the first events to focus on the field of mobile music and locative audio. They have played a key role in the development of the field since a first workshop in 2004.

Capturing the larger context in digital photography. In the Context Photography project, we developed a digital still camera augmented with sensors that gathered real-time context information and visually affected a photograph as it was taken, thereby also capturing some of the larger context surrounding the scene

Mobile electronic music making with the city as interface.
In the Sonic City project (2002-2004), we designed, prototyped and tested a wearable system that enabled users to create a real-time personal soundscape of electronic music by walking through and interacting with urban environments, literally turning the city into a musical instrument

Embodied interaction in locative media. Tejp was a series of low-tech experiments that explored various means of overlaying and revealing personal traces of information on public spaces. Aiming towards context-specific and personal expression and towards more embodied interaction with locative media, the use of handheld computing was voluntarily avoided

Collaborative networked photography. In BashoCam, networked still cameras enable remote friends to engage in a collaborative performance by contributing to rhythmical loops of photographs taken on the spot. As the loops spread through different paths in people’s social networks, different picture narratives unfold

A light-sound installation for the Festival des Lumières 2008, consisting of 5,000 transparent plastic cups hanging over a dark alley in the centre of Lyon, and filled with a fluorescent solution. Scintillating black lights, sparkling UV-LEDs. Dots glowing in the night according to the rhythm and spatiality of a dreamlike generative soundscape.

People doing strange things with electricity.
Dorkbot-GBG is a series of dorkbot events that my collective (Dånk! Collective) and I have started and have been organizing in Göteborg, Sweden since 2008

A game controller made with fuse beads that looks like a fuse beads fridge magnet that looks like a Nintendo NES controller.

Live drum-n-bass with re-mixed tap-dance shoes.
Tap-n-Bass was an improvisational tap dance performance made for the Göteborg Dance & Theater Festival 2004. The sounds of wired-up tap shoes were picked-up by piezo contact microphones, and were amplified, filtered, and remixed in real time

Following other people’s trails of experiences. To “get in the shoes” of strangers when crossing their paths and to experience trails of their lives

Audio interventions in Göteborg that I took part of or initiated, from music performances to installations and events.

Everyday artefacts and environments as hackable creative resources.
This project from 2004 explored the notion of on-the-fly expressive hacking of everyday objects at hand by ubiquitous computing end-users.

Designing robotic applications for everyday use.
Robots in Everyday Life was a Future Applications Lab (Viktoria Institute) project from 2004-2005, part of the European Union ECAgents project, where we explored applications for embodied agents with emergent behaviours

In-place viewing of whiteboard annotations. Total Recall was a Future Applications Lab project from 2002-2003 that explored new potential forms of ubiquitous displays in work environments. By using a hand-held PC as a movable window to digital space, we could display captured whiteboard annotations in the same place as they were made

Smart objects in a restaurant setting. Smart-Its are small, generic, cheap computational devices that can be used for post-hoc computational enhancement of everyday objects. In the form factor of a sticker, they allow objects to perceive their environment, communicate with peers, and have customisable behaviour

My Master’s thesis project – done in 2001 at TMH-KTH (Dept. of Speech, Music and Hearing – Royal Institute of Technology, Stockholm) – was to build a 3D sound system for headphones. The system allowed real-time sound source and user displacement in a virtual acoustic environment, compensating for head movements with a magnetic head-tracker.

In this Bachelor’s thesis project in Applied Physics completed in 1999, I got the opportunity to test and further develop a method for locating defectious chunks in already installed telecommunication optical fibres