'Botanizing' on the urban data: Walking and Sensing Non-Places
by Bill Psarras
to be presented at: NECS 2012 Conference (Lisbon, Portugal)
The concepts of flanerie and psychogeographic dérive within the urban environment of 20th century, determined the... more The concepts of flanerie and psychogeographic dérive within the urban environment of 20th century, determined the relation between the artist and the city by using the walking process as an artistic practice. The 21st century city and its socio-economic contradictions set the conceptual framework for the new media artists to integrate new methodologies into their practice in order to depict invisible layers of everyday life. We spend most of our daily lives being in transition within the urban context by traversing a variety of non-places. This paper will refer to the idea of urban walking as an artistic method of sensing and mapping urban environment through diverse artistic examples (audiovisual, GPS & Bio data) as well as focusing on the case of non-places and the potential ways that art practice could try to reveal the invisible quality of memory in such locations of everyday life.
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Seen by:Check-in Everywhere. Places, People, Narrations, Games
with Giovanni Caruso, Riccardo Fassone and Mauro Salvador
Visitors, Cultural Heritage and Locative Media.Toward a New Aesthetics of Relations
Published in ACM - DPPI2011. Designing Plesurable Products and Interfaces. ISBN-978-88-6493-009-1
The paper describes an ongoing doctoral research that aims at understanding how mobile technology and locative media... more The paper describes an ongoing doctoral research that aims at understanding how mobile technology and locative media can modify the relation between visitors and cultural heritage, fostering new models of interaction. The issue is dealt from a design perspective and the major aim is the development of a framework and a process to exploit locative mobile technology in cultural heritage field, defining design mechanics to facilitate social engagement and learning. The definition of the design mechanics to connect people at different levels of social engagement is the crucial point of the process, in which aesthetics plays an important task. Design assumes a leading role in devising and applying new models of interactions that could affect the way people relate to each other and with objects while visiting museums and cities.
The Pre-Historic Turn?: Networked New Media, Mobility and the Body
by Mark Coté
Final Draft
To Be Published in The International Companions to Media Studies: Media Studies Futures, Kelly Gates (Ed.), Oxford UK: Blackwell, 2012 Forthcoming
This chapter considers the increasingly important dimensions of location and mobility in networked new media. It... more This chapter considers the increasingly important dimensions of location and mobility in networked new media. It examines the relationship between the human and technology by foregrounding the body. In particular, it ask how the mediated materiality of the body interfaces with the immateriality of global information flows in ubiquitous distributed media environments. Three main threads comprise this inquiry, all unfolding under the spectre of the increasing precarity of labour amidst the broader temporal and spatial dimensions of the information economy under neo-liberal globalisation. The first two involve hallmarks of Web 2.0: the conflation of work and play; and, the prominence of user-generated content. These are situated in the deeper context of convergence by tracing the conceptual shift from the passive 'audience commodity' of broadcasting to the interactive immaterial labour 2.0 of distributed digital networks. The final, interdisciplinary line counter-intuitively takes a 'pre-historic turn' via paleoanthropology to reevaluate the ubiquitous connectivity of our contemporary condition. Fresh insights from our earliest use of stone tools suggest that the human has always already had a mutually constitutive relationship with technology. It also suggests the concepts of syntax and grammar for posing new questions about the sensuousness of technology, and the processual mediated environment of the (non)local body.
The Pedagogical Practice of Locative Experience
Co-authored with Ian MacColl, Matthew Simpson and Ann Morrision
Published in Leonardo Electronic Almanac - Locative Media Special Issue 2005
The Rising of the Ubiquitous City: Global Networks, Locative Media and Surveillance Technologies
In this chapter, the authors investigate how the shift to a completely urban global world intertwined by ubiquitous... more In this chapter, the authors investigate how the shift to a completely urban global world intertwined by ubiquitous and mobile ICTs changes the ontological meaning of space, and how the use of these technologies challenges the social and political construction of territories and the cultural appropriation of places. The authors‘ approach to this conceptual debate will focus on what they consider to be more direct and tangible implications of this augmentation of urban life. Three types of manifestations will represent the core of the discussions presented here, both through theoretical approaches and analytical descriptions of some examples: surveillance artifacts which permeate daily life and allow a hypothetical total control of space; locative media that gives us the freedom of spatial mobility and the possibility of creating and recreating places; and the global networks of signs, values and ideologies, which break down the social and political boundaries of territories.
The Rhetoric of Play: Locative Gaming and the Global City
by Dale Leorke
In early discussions of digital networks, many theorists tended to distinguish between the material world of physical... more In early discussions of digital networks, many theorists tended to distinguish between the material world of physical space, and the immaterial realm of cyberspace. But today we are increasingly seeing these two spaces converge as mobile technologies, locative media and digital networks collide with the physical architecture of contemporary cities. Previously separate and disconnected places are being absorbed into the networked space superimposed onto them, creating a ‘hybrid space’ embedded simultaneously in the local and the global. This embeddedness has created the potential for individuals living in these cities to intervene and interact in its public space. This thesis examines one manifestation of these interventions: ‘locative gaming’, or games which are located simultaneously in the physical world, and the virtual space of the game world. These games create their own rules that enable public play, but they must also navigate the rules of the real world, including its laws, social norms, and physical boundaries. As such, I argue these games must create their own ‘rhetoric of play’ to confront the constraints imposed on them from above, and develop a form of play which encourages participation and social relations, while taking into account the unique cultural dimensions of the local places in which they are performed.
Technologies of Seeing the Past: The Curzon Memories App
Paper published in the proceedings of the Electronic Visualisation and the Arts, London 2011 http://ewic.bcs.org/content/ConWebDoc/40611
This paper presents a practice research project based at The Curzon Community Cinema, Clevedon, UK. Working closely... more This paper presents a practice research project based at The Curzon Community Cinema, Clevedon, UK. Working closely with the cinema to develop a locative or context-aware heritage application for the iPhone, the project aims to enhance the Curzon’s new Heritage Lottery Funded exhibition, enabling visitors to gain further insight into the building, projection equipment and the history of cinema itself. The paper discusses the iterative design process, evaluates the first iteration and outlines plans for the next iteration, when the project will attempt to move seamlessly from the exterior of the building to inside the cinema.

