Aether is hosted by the College of Social and Behavioral Sciences at California State University, Northridge. The April issue is editied by Tristan Thielmann, and "explores the spatial turn in media studies and the media turn in geographical studies, providing a sketch of the subject area "geomedia" from a phenomenological perspective and the field of "media geography" from a disciplinary perspective".
Tristan Thielmann, from the University of Seigen, introduces this topic in "Locative Media and Mediated Localities: An Introduction to Media Geography" (pdf)
Thanks to Anne Galloway for the link!
By the way, Anne Galloway has been blogging since 2002. Her blog chronicles her intellectual path as she worked on her Ph.D., and more recently, her experiences teaching courses such as "Design Anthropology".
Her dissertation, "A Brief History of the Future of Urban Computing and Locative Media" (pdf) was completed in 2008. If you are interested in ubiquitous computing and interesting theories, its worth reading, especially if your brain needs some deep feeding.
I plan to re-read it this summer.
Here is an excerpt:
"The types of ubiquitous or pervasive computing of primary interest in my thesis are those that openly seek to create unique forms of inhabitable space and means of habitation—thereby raising issues of spatialisation, temporalisation, embodiment and affect. So-called mixed reality technologies are explicitly concerned with such questions, and mixed reality environments refer to spaces that combine elements of the physical and virtual worlds. According to Milgram et al. (1994:1), “rather than regarding the two concepts simply as antitheses, however, it is more convenient to view them as lying at opposite ends of a continuum, which we refer to as the Reality-Virtuality (RV) continuum.” At one end of the continuum are seen to be “real” objects that can be observed directly or "sampled and then resynthesized via some display device,” while at the other end are “virtual” objects that are “simulated” through “some sort of a description, or model, of the object” (Milgram and Kishino 1994:1).
SOMEWHAT RELATED
I plan to find out more about the editorial board of Aether:
Tristan Thielmann, from the University of Seigen, introduces this topic in "Locative Media and Mediated Localities: An Introduction to Media Geography" (pdf)
Thanks to Anne Galloway for the link!
By the way, Anne Galloway has been blogging since 2002. Her blog chronicles her intellectual path as she worked on her Ph.D., and more recently, her experiences teaching courses such as "Design Anthropology".
Her dissertation, "A Brief History of the Future of Urban Computing and Locative Media" (pdf) was completed in 2008. If you are interested in ubiquitous computing and interesting theories, its worth reading, especially if your brain needs some deep feeding.
I plan to re-read it this summer.
Here is an excerpt:
"The types of ubiquitous or pervasive computing of primary interest in my thesis are those that openly seek to create unique forms of inhabitable space and means of habitation—thereby raising issues of spatialisation, temporalisation, embodiment and affect. So-called mixed reality technologies are explicitly concerned with such questions, and mixed reality environments refer to spaces that combine elements of the physical and virtual worlds. According to Milgram et al. (1994:1), “rather than regarding the two concepts simply as antitheses, however, it is more convenient to view them as lying at opposite ends of a continuum, which we refer to as the Reality-Virtuality (RV) continuum.” At one end of the continuum are seen to be “real” objects that can be observed directly or "sampled and then resynthesized via some display device,” while at the other end are “virtual” objects that are “simulated” through “some sort of a description, or model, of the object” (Milgram and Kishino 1994:1).
SOMEWHAT RELATED
I plan to find out more about the editorial board of Aether:
Paul C. Adams • University of Texas at Austin
No comments:
Post a Comment