Lemos, Andr&#xE9;. &#x201C;Post-Mass Media Functions, Locative Media, and Informational Territories: New Ways of Thinking About Territory, Place, and Mobility in Contemporary Society.&#x201D; Space and Culture 13.4 (2010): 403&#x2013;420.\n
1. Locative Media is based on post mass media logic. So, first of all, we have to understand what is mass media.\n \n3. The audience just receive the information without any chance of interaction or response (except to turn it off).\n
1. Post-mass media works with a Decentralized network, where anyone is able to receive, produce and distribute information.\n\n2. The difference is that the main goal of mass media is &#x201C;information,&#x201D; whereas post-mass media function is &#x201C;communication.&#x201D; \n\n3. Post-mass media operates according to what Lemos call three basic principles of cyberculture: release of emissions, bidirectional connection and reconfigurations of institutions and cultural industry.\n\n4. It has a great affect on mobility and on the manner of people consume and produce information.\n\n5. So, produce and consume information on the go, move physically in the space at the same time jump through virtual-information space is the main feature of post-mass media function.\n\n
1. And that&#x2019;s bring us to Locative media.\n\n3. According to Lemos, it creates new forms of representation and social experiences in place, allowing new kinds of writing and reading of the urban space by re-appropriations and production of new meanings.\n
1. Another important concept is the Informational Territory.\n\n3. Today, a new form of territory takes place: the digital\n\n5. And this new (digital) layer (i.e. wi-fi network in parks) has to be negotiate with other layers (regulation, subjectivity, law) in order to constitute a &#x201C;new sense&#x201D; of place.\n
1. In order to understand post-media functions and the new informations territories Lemos proposed four categories of study on locational media\n
2. It also as know as augmented spaces\n3. i.e:\n1. Tag places with fiducial codes to connect to digital data.\n2. Reminder at exact location\n3. Augmented Reality: Acrossair.\n\n
2. Sur-viv-all - A project made by Lemos and Rob here in Edmonton in 2009. They drive through the city using a GPS tracker and &#x201C;wrote&#x201D; the word &#x201C;SURVIVAL, mapping some hotspot along the way. http://wi.hexagram.ca/?p=47\n3. Foursquare - A social network that helps you to discover places in the city using a crowdsource information.\n3. Nike+ - Create communities of runners by track the route used by participants.\nhttp://www.fastcodesign.com/1664768/infographic-of-the-day-using-nike-to-map-a-year-of-running\n\nhttp://infosthetics.com/archives/2011/06/visualizing_1000_nike_runs_in_new_york_city.html\n
2. Pacmanhattan - A 2004 project, where the participants used cellphones to play pac-man on the streets of NY. http://pacmanhattan.com/\n3. Foursquaropolys - A game combining fourquare with monoply.\nhttp://www.youtube.com/watch?feature=player_embedded&v=GRidLZQuETI - (1 min)\n
2. Freeze Central Station - https://www.youtube.com/watch?v=jwMj3PJDxuo (2 MIN)\n3. Lights in NY - https://www.youtube.com/watch?v=ZG7F9G4AEak (5 min)\n
1. The point is: Informational Territory is change the physical space.\n\n4. I will briefly talk about each one.\n
1. As I said earlier, Territory is a &#x201C;cultural artifact&#x201D; produced by social relations and the relationship with the material and symbolic world.\n\n4. It creates new meanings of places and new kinds of territorialization. Smartmobs and Urban digital annotation are examples of that. \n
1. Although there are some thesis that space and time compression tent to erase and dissolve place, creating what they call &#x201C;no places,&#x201D; Lemos argued that locative media do not point to that direction, instead it aim to &#x201C;augmented realities,&#x201D; refashioning and create new meaning and new function to places.\n4. WiFi zones completely redefine the experience of places. People feel the they have to stay connect all the time, so they choose to go or no to go based on connectivity. One of the most asked questions in booking.com when people request an hotel is: &#x201C;There is wifi?&#x201D;or &#x201C;There is Internet connection&#x201D;\n
2. Lemos describes 3 types of mobility: Physical (transport), Informational (media) and imaginary (thought, religion). As we are living in the time of &#x2018;total mobility,' physical, imaginary and informational coexist in the same place at the same time.\n4. For example, we consume and produce information using smartphones as we walk.\n
1. According to Lemos...\n2. Generally, we come and go from home, school, parks, shopping mall and so on. This fact is increasing today since the information flows through global networks, so we do not need to stay in a fixed place to get information, or even to produce.\n4. Or the smart mob events, that change the space for less than one minutes.\n \n Appropriation of places: graffiti, skating, parkour and performances.\n
3. ... as it can exist physically apart.\n\n5. Be part of the community is to be connect all the time, either face-to-face or by digital means, using mobile media to access social network, blogs, videos and so on.\n\n5. Location Games is an example of that.\n\n\n
2. GPS enabled devices has the power to track movement of the user and show in a map. &#x201C;Mapping my moves on the streets is controlling the space; it is territorialization.&#x201D;\n\n3. By taking control of the space using locative media, user are building new meaning to places, forming a new kind of social production of space.\n\n5. As we saw, Foursquare and Nike+ set new communities and create meaningful maps. Maps based on the every day practice instead of political or structural maps.\n
Locative Digital Media and the representation of Urban spaces
LOCATIVE DIGITAL MEDIAAND THE REPRESENTATION OF URBAN SPACES
MASS MEDIA• “A centralize ﬂow of information with an editorial control by big companies in the process of competition founded by advertising”
POST-MASS MEDIA• Decentralized network, where anyone is able to receive, produce and distribute information.• Based on Cyberculture principles: • Release emissions • Bidirectional connection • Reconﬁgurations of institutions and cultural industry.
LOCATIVE MEDIA• LocativeMedia is deﬁned by a set o technologies that enable wireless info- communication process based on networks where the content is tight to a speciﬁc place.
INFORMATIONAL TERRITORY• Territory is a “cultural artifact” produced by social relations and the relationship with the material and symbolic world.• Information territory is the digital information ﬂow that intersects urban space and cyberspace.• Itis not the end of the physical space, it is just a re-signiﬁcation.
TYPES OF INTERACTIONS• Urban Electronic Annotation• Mapping and Geo-Localization• Location-Based Mobile Games• Smart Mobs
URBAN ELECTRONIC ANNOTATION• New ways of “write” the urban space in order to give new sense of places by (re)appropriation.
MAPPING AND GEO-LOCALIZATION• Enabletracking and customizations of spaces by use of multimedia content and share functions in order to reinforce communities and producing new meaningful experience.
LOCATION-BASED MOBILE GAMES• Ludicdimension create new ways of appropriation of the urban space and produce new form of communities.
SMART MOBS• New form of mobilization, not necessarily political, that takes advantage of the decentralized network to spread information in order to temporary refashion places and territories.
THE VIRTUAL CHANGES THE REAL• Locative media is not seeking to overcome the real, or to put an end in physical places. Instead, It (re)appropriate and give new sense to places. It transforms concepts of:• Territory• Place• Mobility• Community• Temporality• Maps.
TERRITORY• Althoughsome concepts pointed out that territories are vanishing and places are losing their senses because of information networks technologies,• Lemos proposed that information territories reﬂects new dimensions of territoriality: • New relations of power • New social practices in contemporary society.
PLACE• Newdimensions of places as intersections of ﬂow (hub) are emerging with the new mobile technologies.• “Mobile technologies and network create new urban ecologies that redeﬁne place and our sense of the city, changing our everyday experience of places”.
MOBILITY• “Wirelesstechnologies met physical and virtual, bringing new problems of borders between private and public, between ‘displacement’ and place”.• Thisbrings the possibility to consume and produce information on the go.
TEMPORALITY• We use urban space temporarily, as we are always in movement through the city.• Locative Media produces temporary urban spaces in places intended to a speciﬁc purpose. For example: • Use coffee shops as work a place • Public transportation to update a blog.
COMMUNITY• For Siemmel (1950), urban life is characterized by aversion and indifference, creating the blasé attitude, as a way to preserving a psychological private property.• Digitalcommunities are bringing back the feelings of community belonging.• “Ifwe think about place as ﬂow and events and mobility as a way to get together, we can see communities as a mobile form of association, not only a rooted experience in rigid place”.
MAP• With geo-locations system such as GIS and Google Earth, mapping becomes a new practice of place.• “Maps can be produced to represent people, community and a more legitimate space and place that show how people see and fell their environment”.
CONCLUSION• Decentralized network and locative media creates opportunities for produce and distribute information on the go.• Itproduces the Information territory, blending urban space and cyberspace.• The practices of mobile media (Digital Annotation, Mapping, Mobile Games and Smart Mobs) are refashion urban spaces and concepts of Territory, Place, Mobility, Community, Temporality and Maps.
THANK YOU• Bibliography• Lemos, André. “Post-Mass Media Functions, Locative Media, and Informational Territories: New Ways of Thinking About Territory, Place, and Mobility in Contemporary Society.” Space and Culture 13.4 (2010): 403–420.