Friday 19 October 2007

Locative Media - Background Research

We have been given or first group assignment - Locative Media - Interaction in 'real Space'. The following our some notes and extracts which will hopefully help me to conceptualise an idea.

A definition:

Locative media' denotes in artistic and cultural practice that which has become a nominator for site-specific, context-aware, and often participatory platforms exploring the possibilities of pervasive and ubiquitous computing technologies. Context is crucial in that locative media pertains to the point of spatio-temporal ‘capture’, 'dissemination', or some point in between [1]. Locative media, as a hybrid and still emerging media culture and research field, includes a rich spectrum of activities: collaborative mapping, open technology experimentation, tactical/surveillance critique, urban gameplay and subjective storytelling.

A good resource: http://del.icio.us/alcetkovic/locative-media

Good research paper on locative media: http://www.spatialturn.de/Abstracts/Bastajian_Strauven.pdf

What locative media can do: Considering geographical space to be a canvas that allows
the inscription of personal narratives, desires, and memories,
offers a powerful instrument for communities to (co-)author
their environment and to collectively organize and share
such subjective experiences.

The term “locative media”1 refers to every information about the
physical location as well as other contextual cues. The most
commonly used context of mobile systems is the location of the user
since it is easy to determine and it could be meaningful to use it in
order to adapt the behavior of a mobile application. Academics (Schmidt
et al., 1998) proposes a wider definition of location awareness. They
structure the concept of context by defining a hierarchically
organized model in which they distinguish two categories according to
the level of abstraction : physical environment and human factors. At
the lowest level, the physical environment refers to all the physical
variables like location (absolute or relative) as well as conditions (e.g.
light, temperature) or infrastructure (surrounding resources for
communication, computation, task performance). At the higher level,
human factor related context is structured into : information about
the user (emotional state, knowledge of habits, ...), the user’s social
environment (co-location of others, social interaction, group
dynamics,...) and the user’s tasks (spontaneous activity, engaged
tasks, general goals, ...). In this paper, we will refer to the lowest level
of this model (the physical environment) by the concept of location
awareness.

I think for this project it is important to focus on the secondary aspects of interactivity such as with the suers social environment or the users tasks.

I also think it's important to think of the concept of linearity or at least circular linearity

Idea1!: A series of audio clips that challenges the listener to do something out of the ordinary, there may be ten to a tape, this could possibly be like done in a one a day format. Examples may be: speak to a stranger, learn something about the room you are in

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