6 research outputs found

    Summer 2005 Newsletter

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    Volume 105, Issue 3, Summer 200

    Environmental research infrastructures in the command and control anthropocene

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    Media and Mapping Practices in the Middle East and North Africa

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    A few months into the popular uprisings in the Middle East and North Africa (MENA) region in 2009/10, the promises of social media, including its ability to influence a participatory governance model, grassroots civic engagement, new social dynamics, inclusive societies and new opportunities for businesses and entrepreneurs, became more evident than ever. Simultaneously, cartography received new considerable interest as it merged with social media platforms. In an attempt to rearticulate the relationship between media and mapping practices, whilst also addressing new and social media, this interdisciplinary book abides by one relatively clear point: space is a media product. The overall focus of this book is accordingly not so much on the role of new technologies and social networks as it is on how media and mapping practices expand the very notion of cultural engagement, political activism, popular protest and social participation

    Facilitating the development of location-based experiences

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    Location-based experiences depend on the availability and reliability of wireless infrastructures such as GPS, Wi-Fi, or mobile phone networks; but these technologies are not universally available everywhere and anytime. Studies of deployed experiences have shown that the characteristics of wireless infrastructures, especially their limited coverage and accuracy, have a major impact on the performance of an experience. It is in the designers’ interest to be aware of technological restrictions to their work. Current state of the art authoring tools for location-based experiences implement one common overarching model: the idea of taking a map of the physical area in which the experience is to take place and then somehow placing virtual trigger zones on top of it. This model leaves no space for technological shortcomings and assumes a perfect registration between the real and the virtual. In order to increase the designers’ awareness of the technology, this thesis suggests revealing the wireless infrastructures at authoring time through appropriate tools and workflows. This is thought to aid the designers in better understanding the characteristics of the underlying technology and thereby enable them to deal with potential problems before their work is deployed to the public. This approach was studied in practice by working with two groups of professional artists who built two commercially commissioned location-based experiences, and evaluated using qualitative research methods. The first experience is a pervasive game for mobile phones called ‘Love City’ that relies on cellular positioning. The second experience is a pervasive game for cyclists called ‘Rider Spoke’ that relies on Wi-Fi positioning. The evaluation of these two experiences revealed the importance of an integrated suite of tools that spans indoors and outdoors, and which supports the designers in better understanding the location mechanism that they decided to work with. It was found that designers can successfully create their experiences to deal with patchy, coarse grained, and varying wireless networks as long as they are made aware of the characteristics

    Facilitating the development of location-based experiences

    Get PDF
    Location-based experiences depend on the availability and reliability of wireless infrastructures such as GPS, Wi-Fi, or mobile phone networks; but these technologies are not universally available everywhere and anytime. Studies of deployed experiences have shown that the characteristics of wireless infrastructures, especially their limited coverage and accuracy, have a major impact on the performance of an experience. It is in the designers’ interest to be aware of technological restrictions to their work. Current state of the art authoring tools for location-based experiences implement one common overarching model: the idea of taking a map of the physical area in which the experience is to take place and then somehow placing virtual trigger zones on top of it. This model leaves no space for technological shortcomings and assumes a perfect registration between the real and the virtual. In order to increase the designers’ awareness of the technology, this thesis suggests revealing the wireless infrastructures at authoring time through appropriate tools and workflows. This is thought to aid the designers in better understanding the characteristics of the underlying technology and thereby enable them to deal with potential problems before their work is deployed to the public. This approach was studied in practice by working with two groups of professional artists who built two commercially commissioned location-based experiences, and evaluated using qualitative research methods. The first experience is a pervasive game for mobile phones called ‘Love City’ that relies on cellular positioning. The second experience is a pervasive game for cyclists called ‘Rider Spoke’ that relies on Wi-Fi positioning. The evaluation of these two experiences revealed the importance of an integrated suite of tools that spans indoors and outdoors, and which supports the designers in better understanding the location mechanism that they decided to work with. It was found that designers can successfully create their experiences to deal with patchy, coarse grained, and varying wireless networks as long as they are made aware of the characteristics
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