This document discusses how locative digital media is transforming representations of urban spaces. It defines locative media as technologies that provide wireless information tied to specific places. This blending of physical and digital spaces creates "information territories". Examples given include urban electronic annotation, mapping, location-based games and "smart mobs". These practices reshape concepts like territory, place, mobility, community and maps. While some argue digital media reduces importance of physical spaces, the document argues it instead produces new dimensions of territoriality and redefines place, mobility and sense of community in contemporary society.
La mia presentazione dal titolo "Citynet - The City as Macro-Media" presentata al symposium "Spaces, Images, Communication: Improving New Urban Models" da me organizzato per il festival Screen City (Stavanger - NO)
This presentation by Susana Bautista, Adjunct Faculty, Annenberg School of Communication and Journalism, University of Southern California - explores the notion of museums and placemaking, and how digital technologies are enabling museums to mark their places in new and innovative ways. When museums think about technology today, they must also think about place. A few questions to ask are: What are the new places that museums are occupying in the digital age? How do museums act with their visitors in these new places? How do these “new” places connect with the “old” places? What new places are museum visitors occupying, and what are they doing there? How do museums “make” place, and is there a hub? Placemaking has existed from Stonehenge to the Acropolis, and to monumental buildings centrally placed within a community such as The Metropolitan Museum of Art, the Art Institute of Chicago, and the Getty Center; and museums historically have had branches or satellites, programs within the community, and community partners. What is new is how technology allows us to better understand the networked museum experience, to engage its global community of visitors and users, and to connect physical and online places, mobile and fixed experiences.
Maps of the living neighborhoods - a study of Genoa through social mediaMarna Parodi
A proposal for the application to the city of Genoa of “Livehoods”, a urban computing project started in 2012 by Carnegie Mellon University (http://livehoods.org/).
Livehoods analyses data generated on smartphones by Foursquare a location based social network. Foursquare allow users to check-in in a venue, e.g. a shop, a theatre, a swimming pool. Data are aggregated into clusters that display the activity patterns of people dwelling in a certain area. Livehoods maps capture characteristics of the urban habitat that are well perceived by the people, but usually hardly if at all represented by traditional maps. In Genoa, this research could be have as object of study the area of Fiumara and its surroundings, with an analysis of the relation of the institutional borders of the area, with reference to the original urban requalification plan as well, and the dynamic borders traced by Livehoods.
La mia presentazione dal titolo "Citynet - The City as Macro-Media" presentata al symposium "Spaces, Images, Communication: Improving New Urban Models" da me organizzato per il festival Screen City (Stavanger - NO)
This presentation by Susana Bautista, Adjunct Faculty, Annenberg School of Communication and Journalism, University of Southern California - explores the notion of museums and placemaking, and how digital technologies are enabling museums to mark their places in new and innovative ways. When museums think about technology today, they must also think about place. A few questions to ask are: What are the new places that museums are occupying in the digital age? How do museums act with their visitors in these new places? How do these “new” places connect with the “old” places? What new places are museum visitors occupying, and what are they doing there? How do museums “make” place, and is there a hub? Placemaking has existed from Stonehenge to the Acropolis, and to monumental buildings centrally placed within a community such as The Metropolitan Museum of Art, the Art Institute of Chicago, and the Getty Center; and museums historically have had branches or satellites, programs within the community, and community partners. What is new is how technology allows us to better understand the networked museum experience, to engage its global community of visitors and users, and to connect physical and online places, mobile and fixed experiences.
Maps of the living neighborhoods - a study of Genoa through social mediaMarna Parodi
A proposal for the application to the city of Genoa of “Livehoods”, a urban computing project started in 2012 by Carnegie Mellon University (http://livehoods.org/).
Livehoods analyses data generated on smartphones by Foursquare a location based social network. Foursquare allow users to check-in in a venue, e.g. a shop, a theatre, a swimming pool. Data are aggregated into clusters that display the activity patterns of people dwelling in a certain area. Livehoods maps capture characteristics of the urban habitat that are well perceived by the people, but usually hardly if at all represented by traditional maps. In Genoa, this research could be have as object of study the area of Fiumara and its surroundings, with an analysis of the relation of the institutional borders of the area, with reference to the original urban requalification plan as well, and the dynamic borders traced by Livehoods.
Presented at Midwest Interdisciplinary Graduate Conference
Feb 25th, 2011
UWM
Discusses how Google, Inc. and Chinese law dictate new virtual landscapes through restriction of mapping mediums and references.
A brief presentation I gave at the 2006 O'Reilly Emerging Telephony Conference about a prototype system built in Asterisk for geotagging audio recordings.
Kartograph - Urban Mapping with Mobile Augmented RealityEric Gould
Kartograph - Urban Mapping with Mobile Augmented Reality is a conceptual prototype for a mobile application designed to allow users to explore their urban environment and engage in social interaction.
Driven by a hunger for wealth and enabled by emergent technology, the Age of Exploration that started six centuries ago connected Europeans to the rest of the world's population on an unprecedented scale. It's a model that should sound familiar to us now in an age defined by the Internet and its potential for connecting anyone to everyone.
Our efforts to holistically model today's user experiences are similar to 15th century mapmakers' struggles to locate newly discovered lands within a global view. The simple process flows, Visio documents and conceptual diagrams of the 20th century aren't useful when experiences transcend individual interfaces and devices.
The main goal of this book chapter is to present a framework for analysis of online participation platforms. Recently, the whole range of various participation platforms emerged and there is a need for a model, which would enable to analyze their specific characteristics. The framework presented in this chapter, the participatory cube, is based on models proposed by Fung (2006) and Ferber et al. (2007). It consists of three axes which include interactive communication, access to space of participation, and decision power. These three categories play a major role in the analysis of the implemented study cases. The study cases were taken from two countries; Germany and Brazil. We concentrated on the selection of a variety of different examples of technologies that support to give voice to citizens either as an actor or as principal interlocutor of civil society organizations, aiming to offer, inform or try new ways and solutions to problems and issues raised by contemporary urban life. The participatory cube served as the model for the comparison of the selected cases. We conclude the article with a discussion about the framewok and further research directions.
Personas como sensores; personas como actores.pcd.unia
Conferencia de Fabien Girardin en el ciclo "La Ciudad Híbrida. VIsualización Urbana y Mapeo Colaborativo" dirigido por José Luis de Vicente para el Espacio-Red de Prácticas y Culturas Digitales de la Universidad Internacional de Andalucía.
Las tecnologías ubicuas que nos ofrecen diariamente una nueva flexibilidad que facilita nuestra vida personal proporcionan al mismo tiempo los medios para localizarnos. Esta presentación examinará cómo las interacciones registradas con infraestructuras “soft” contemporáneas revelan elementos de nuestra movilidad e indicadores para evaluar el entorno híbrido urbano. Consideraré la aspereza y las grietas de esta emergente capa de información. Sin embargo, en vez de analizar una perspectiva utilitarista que modela la ciudad como un sistema y busca mejorar su eficiencia, me centraré en el lado humano de los datos y cómo su subjetividad y contingencia alteran nuestra relación con el espacio.
Martin brynskov future internet assembly - smart cities - valenciaMartin Brynskov
Cities are complex organisms, but lived life is much more than coordination and safety. How should the Future Internet support "the other half", which is hardly less complex? Building on research within the Center for Digital Urban Living (www.digitalurbanliving.dk), from journalism and civic communication to media architecture and cultural experiences, Martin Brynskov will outline some core opportunities and challenges we face as city planning becomes increasingly digitised and dynamic.
Human Ecosystems - the relational ecosystems of cities for a new definition o...Salvatore Iaconesi
The Human Ecosystems project aims to define the concept of Ubiquitous Commons: the new public spaces in which we live in every day become a new common for the whole city to use, to communicate, collaborate, imagine and desire.
This presentation is a call for critical urban research to address the vertical as well as horizontal aspects of social inequality. It seeks, in particular, to explore the important but neglected causal connection between the demonisation and dismantling of social housing towers constructed in many cities between the 1930s and 1970s and the contemporary proliferation of
radically different housing towers produced for socio-economic elites. The argument begins with a critical discussion of the economistic orthodoxy, derived from the work of Edward
Glaeser, that contemporary housing crises are best addressed by removing state intervention
in housing production so that market-driven verticalisation can take place. The following two sections connect the rise of such orthodoxy with the ‘manufactured reality’—so
central to neo-liberal urban orthodoxy—that vertical social housing must necessarily fail because it deterministically creates social pathology. The remainder of the paper explores
in detail how the dominance of these narratives have been central to elite takeovers, and ‘luxification’, of the urban skies through the proliferation of condo towers for the super-rich.
Case studies are drawn from Vancouver, New York, London, Mumbai and Guatemala City and the broader vertical cultural and visual politics of the process are explored. The discussion finishes by exploring the challenges involved in contesting, and dismantling, the hegemonic dominance of vertical housing by elite interests in contemporary cities.
Presented at Midwest Interdisciplinary Graduate Conference
Feb 25th, 2011
UWM
Discusses how Google, Inc. and Chinese law dictate new virtual landscapes through restriction of mapping mediums and references.
A brief presentation I gave at the 2006 O'Reilly Emerging Telephony Conference about a prototype system built in Asterisk for geotagging audio recordings.
Kartograph - Urban Mapping with Mobile Augmented RealityEric Gould
Kartograph - Urban Mapping with Mobile Augmented Reality is a conceptual prototype for a mobile application designed to allow users to explore their urban environment and engage in social interaction.
Driven by a hunger for wealth and enabled by emergent technology, the Age of Exploration that started six centuries ago connected Europeans to the rest of the world's population on an unprecedented scale. It's a model that should sound familiar to us now in an age defined by the Internet and its potential for connecting anyone to everyone.
Our efforts to holistically model today's user experiences are similar to 15th century mapmakers' struggles to locate newly discovered lands within a global view. The simple process flows, Visio documents and conceptual diagrams of the 20th century aren't useful when experiences transcend individual interfaces and devices.
The main goal of this book chapter is to present a framework for analysis of online participation platforms. Recently, the whole range of various participation platforms emerged and there is a need for a model, which would enable to analyze their specific characteristics. The framework presented in this chapter, the participatory cube, is based on models proposed by Fung (2006) and Ferber et al. (2007). It consists of three axes which include interactive communication, access to space of participation, and decision power. These three categories play a major role in the analysis of the implemented study cases. The study cases were taken from two countries; Germany and Brazil. We concentrated on the selection of a variety of different examples of technologies that support to give voice to citizens either as an actor or as principal interlocutor of civil society organizations, aiming to offer, inform or try new ways and solutions to problems and issues raised by contemporary urban life. The participatory cube served as the model for the comparison of the selected cases. We conclude the article with a discussion about the framewok and further research directions.
Personas como sensores; personas como actores.pcd.unia
Conferencia de Fabien Girardin en el ciclo "La Ciudad Híbrida. VIsualización Urbana y Mapeo Colaborativo" dirigido por José Luis de Vicente para el Espacio-Red de Prácticas y Culturas Digitales de la Universidad Internacional de Andalucía.
Las tecnologías ubicuas que nos ofrecen diariamente una nueva flexibilidad que facilita nuestra vida personal proporcionan al mismo tiempo los medios para localizarnos. Esta presentación examinará cómo las interacciones registradas con infraestructuras “soft” contemporáneas revelan elementos de nuestra movilidad e indicadores para evaluar el entorno híbrido urbano. Consideraré la aspereza y las grietas de esta emergente capa de información. Sin embargo, en vez de analizar una perspectiva utilitarista que modela la ciudad como un sistema y busca mejorar su eficiencia, me centraré en el lado humano de los datos y cómo su subjetividad y contingencia alteran nuestra relación con el espacio.
Martin brynskov future internet assembly - smart cities - valenciaMartin Brynskov
Cities are complex organisms, but lived life is much more than coordination and safety. How should the Future Internet support "the other half", which is hardly less complex? Building on research within the Center for Digital Urban Living (www.digitalurbanliving.dk), from journalism and civic communication to media architecture and cultural experiences, Martin Brynskov will outline some core opportunities and challenges we face as city planning becomes increasingly digitised and dynamic.
Human Ecosystems - the relational ecosystems of cities for a new definition o...Salvatore Iaconesi
The Human Ecosystems project aims to define the concept of Ubiquitous Commons: the new public spaces in which we live in every day become a new common for the whole city to use, to communicate, collaborate, imagine and desire.
This presentation is a call for critical urban research to address the vertical as well as horizontal aspects of social inequality. It seeks, in particular, to explore the important but neglected causal connection between the demonisation and dismantling of social housing towers constructed in many cities between the 1930s and 1970s and the contemporary proliferation of
radically different housing towers produced for socio-economic elites. The argument begins with a critical discussion of the economistic orthodoxy, derived from the work of Edward
Glaeser, that contemporary housing crises are best addressed by removing state intervention
in housing production so that market-driven verticalisation can take place. The following two sections connect the rise of such orthodoxy with the ‘manufactured reality’—so
central to neo-liberal urban orthodoxy—that vertical social housing must necessarily fail because it deterministically creates social pathology. The remainder of the paper explores
in detail how the dominance of these narratives have been central to elite takeovers, and ‘luxification’, of the urban skies through the proliferation of condo towers for the super-rich.
Case studies are drawn from Vancouver, New York, London, Mumbai and Guatemala City and the broader vertical cultural and visual politics of the process are explored. The discussion finishes by exploring the challenges involved in contesting, and dismantling, the hegemonic dominance of vertical housing by elite interests in contemporary cities.
Stephen graham remediating cities: ubiquitous computing and the urban public ...Stephen Graham
An overview of how the latest digital technologies are 'remediating' urban life by layering their services within and through the streets, spaces and circulations of cities
The modern city is becoming a pointer system, the new URL, for tomorrow’s hybrid digital physical environment. Today's Facebook will be complemented by tomorrow's Placebook.
Starting from the difference between “place” and
“space”, we propose to define the concept of hybrid
space for characterizing a place in which people and
technologies cohabit in a synergic way.
Having this goal in mind and aiming at sustainable
mobility, we focused on biking as a way of living urban
spaces and we interviewed a group of people with the
aim of discovering the relations between these notions.
After analyzing the results of the interviews, we
propose to adopt a critical design approach to
encourage the reflection about the perceptions of place
and space from users to define the concept of hybrid
space as a pleasure place in which people
Fostering Connectivity & Interactivity Between all Urban EntitiesCharalampos Doukas
Talk about connectivity & interactivity in the context of IoT and citizen participation. Presented at RE.WORK - Future Cities Summit, London, December 2014
How do we make use of new media technologies in urban design? At the conference Social Cities of Tomorrow (Amsterdam 17-2-2012) we propose the concept of the social city as an alternative design approach to 'smart cities'.
2. MASS MEDIA
• “A
centralize flow of information with an editorial control by big
companies in the process of competition founded by advertising”
3. 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.
4. 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.
5. 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.
6. TYPES OF INTERACTIONS
• Urban Electronic Annotation
• Mapping and Geo-Localization
• Location-Based Mobile Games
• Smart Mobs
7. URBAN
ELECTRONIC ANNOTATION
• New ways of “write” the urban space in order to give new sense
of places by (re)appropriation.
8. 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.
9. LOCATION-BASED MOBILE
GAMES
• Ludicdimension create new ways of appropriation of the urban
space and produce new form of communities.
10. 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.
11. 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.
12. 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.
13. 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”.
14. 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.
15. 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.
16. 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”.
17. 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”.
18. 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.
19. 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.
Editor's Notes
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.\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 “information,” whereas post-mass media function is “communication.” \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’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 “new sense” 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 “wrote” the word “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 “cultural artifact” 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 “no places,” Lemos argued that locative media do not point to that direction, instead it aim to “augmented realities,” 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: “There is wifi?”or “There is Internet connection”\n
2. Lemos describes 3 types of mobility: Physical (transport), Informational (media) and imaginary (thought, religion). As we are living in the time of ‘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. “Mapping my moves on the streets is controlling the space; it is territorialization.”\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