1,179 research outputs found

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    2018: Art & Mobilities Network Inaugural Symposium Instant Journal (Peter Scott Gallery)

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    "Mobilities has been gaining momentum through networks, conferences, books, special issues, exhibitions and in the practices of artists, writers and curators. In recognition of this activity we are forming an Art & Mobilities network through which to consolidate, celebrate and develop this work.Inspired by the recent foregrounding of Mobility and the Humanities (Pearce & Merriman, 2018) and drawing on last November's successful Mobile Utopia Exhibition amongst others, the Centre for Mobilities Research (CEMORE) at Lancaster University are pleased to hold a UK Art & Mobilities Network Inaugural Symposium 2018 on the 3rd of July 2018. The aim of the symposium is to bring together people in the UK who are active in the field of mobilities and art in order to discuss the distinctive contribution that art makes to mobilities research and vice versa. We would be delighted if you can join us for this one-day event to help shape the network, particularly in the context of a fast-changing world, not just socio-politically but in terms of the place of art in the academy and vice versa. There are nearly 30 key international artists and researchers gathered on this day both locally and via Skype. We invite all participants in the symposium to bring with them an artwork, artefact, written statement or quote that can be displayed as a ‘pop up’ exhibition. These artefacts will be used during the day to focus discussion around different facets of mobilities and art." (Jen Southern, Kai Syng Tan, Emma Rose, Linda O'Keeffe Editors

    Mobile sound: media art in hybrid spaces

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    The thesis explores the relationships between sound and mobility through an examination of sound art. The research engages with the intersection of sound, mobility and art through original empirical work and theoretically through a critical engagement with sound studies. In dialogue with the work of De Certeau, Lefebvre, Huhtamo and Habermas in terms of the poetics of walking, rhythms, media archeology and questions of publicness, I understand sound art as an experimental mobile and public space. The thesis establishes and situates the emerging field of mobile sound art by mapping three key traditions of mobile sound art - locative art, sound art and public art - and creates a taxonomy of mobile sound art by defining four categories: 'placing sounds', 'sound platforms', 'sonifying mobility' and 'musical instruments' (each represented by one case study). In doing so it develops a methodology that is attentive to the specifics of the sonic and mobile of media experience. I demonstrate how sonic interactions and embodied mobility are designed and experienced in specific ways in each of the four case studies - 'Aura' by Symons (UK), 'Pophorns' by Torstensson and Sandelin (Sweden), 'SmSage' by Redfern and Borland (US) and 'Core Sample' by Rueb (US) (all 2007). In tracing the topos of the musical telephone, discussing the making and breaking of relevant micro publics, accounting for the polyphonies of footsteps and unwrapping bundles of rhythms, this thesis contributes to understanding complex media experiences in hybrid spaces. In doing so it critically sheds light on the quality of sonic artistic experiences, the audience engagement with urban, public and networked spaces and the relationship between sound art and everyday media experience. My thesis provides valuable insight into auditory ways of mobilising and making public spaces, non-verbal and embodied media practices, and rhythms and scales of mobile media experiences

    Sculpting a mobile musical soundtrack

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    We present an in-the-wild project to design and study a mobile musical soundtrack that enhances the experience of visiting a sculpture park. As with soundtracks for films and games, the goal was to enhance the emotional and narrative aspects of the experience while remaining in the background. We describe a compositional approach in which we first established a broad musical landscape before treating specific exhibits with detailed musical trajectories. Our study reveals how our soundtrack dramatically shaped visitors’ experiences while they remained largely unaware of its operation. We distil seven experiential factors to be addressed by mobile soundtracks alongside ten compositional guidelines

    Framework for locative audio composition

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.Cataloged from PDF version of thesis.Includes bibliographical references.The way we perceive everyday space-a room, a building, a city-is informed not just by our immediate sensory input: culture, history, and other contextual cues complete our experience. With the advent of sensor-rich, highly-connected objects, our ability to interpret and refine these contextual elements, and therefore our experience of space, grows ever sharper. Location-aware sound art has the potential to apply this new technology in groundbreaking ways, but at present such work is hampered by the lack of a widely-accessible composition platform. In this work, I survey prominent works in the locative-sound art field and propose a scale-independent software framework for composing sound in space. As a proof-of-concept and to encourage further dialogue, I use this framework to create a large-scale participatory project that will allow anyone to sound-design his or her neighborhood space.by Noah Feehan.S.M

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    Disruptive Ambient Music: Mobile Phone Music Listening as Portable Urbanism

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    This article explores the use of mobile phones as portable remediated sound devices for mobile listening — from boom boxes to personal stereos and mp3 players. This mode of engaging the city through music playing and listening reveals a particular urban strategy and acoustic urban politics. It increases the sonic presence of mobile owners and plays a role in territorialisation dynamics, as well as in eliciting territorial controversies in public. These digital practices play a key role in the enactment of the urban mood and ambience, as well as in the modulation of people’s presence — producing forms of what Spanish architect Roberto González calls portable urbanism: an entanglement of the digital, the urban and the online that activates a map of a reality over the fabric of the city, apparently not so present, visible and audibl

    Spatial Awareness in Locative Media Projects

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    This MRP focuses on the different applications that location technologies take part of such as, free based navigational systems like Google Maps, and Locative Media art projects; and analyzes their impact on people and their experience of space. By determining that Google Maps and Locative Media are on different sides of the spectrum of location technologies, I suggest that they are developing different territorial discourses through the use of digital mapping. I suggest that Google Maps is developing a territorialization of space by modifying the way in which the body recognizes space, by creating an image of the world that is designed towards a single user—the Google user—and by imposing itself as a map that is able to represent space. Using a theoretical approach towards understanding these effects, I then analyze three Locative Media project that challenge these ideas, they are: Cary Peppermint’s project, “Indeterminate Hikes,”“Megafone/Montreal in*accessible” by Antoni Abad, and “Amsterdam Real Time” by the Waag Society

    The Status of Russian German in Siberia. A Case Study of Four Women Living in the Region of Krasnoyarsk (Russia)

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    This paper introduces the difficult relation between language, ethnicity and individual identity of the German population living in Siberia today. In 2010, we interviewed four women born in the former German Volga Republic but now living in a village in Siberia. Their German language and identity were strongly stigmatized as a result of the Second World War. Today they primarily speak Russian in their everyday communication. Nevertheless, the women’s ethnic identity is still very strong, - they call themselves “daitsch” (Germans). In the linguistic analysis, which can be seen as pioneer work for German in Siberia, we identified a large proportion of language contact phenomena such as code switching to Russian and contact-induced structural changes in this spoken German variety. The paper focuses on the essential role of the “mother tongue” that seems to elicit ethnic identity

    Designing virtual spaces: redefining radio art through digital control

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    Radio Art is a composition practice that is constantly evolving. Artists share a commonality to redefine, reinvent, and repurpose analogue radio. It is an art that often bends to the will of antiqued technology, celebrating a wide pallet of found sounds. This research extends the boundaries of the art form by exploring Radio Art through sonic-centric lens and establishing a consistent and reproducible compositional framework. By shifting radio from a found object to an instrument, I have deconstructed its sonic aesthetics into two parallel materials for composition, gestural noise and broadcast signal. When tuning an analogue radio to a signal, relationships between these materials unfold. Contrast is a term found throughout my research. Contrast is embodied throughout radio and its history; radio is used as both a scientific communication device and for artistic expression. it is a symbol of democracy and oppression. Radio produces broadcast noise and signal, creating poetic reception, such as control and chaos, anxiety and ecstasy, distance and closeness. This research explores the characteristics of these forces and materials as a symbiotic relationship of unfolding radiophonic behaviours. A major focus of this research is the control of analogue radio through deconstruction and composition. I embarked on a twenty-four-month development period to build a Digital Audio Workstation called Radiophonic Environmental Designer, (RED). RED enables composers to create virtual radiophonic environments that are navigated by rotating the dial. Material is positioned along a horizon, and tuning behaviours sculpted. There is also a physical interface embedded into an analogue radio shell to control the virtual tuning, namely, Broadcast Link-up Environment, (BLUE). BLUE is an ad-on program offering an online digital platform for the diffusion of Radio Art. Using an internet connection and gyroscope technology that is built into most smart phones, a radiophonic environment is interacted through a purpose-built website. In my creative practice, analogue radio has been redesigned by adopting digital technological practices to control, edit and model it’s unique sound. In doing so, I reflect upon relationships between analogue and digital design principles through an extensive study on virtual analogue software and interfaces
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