This document discusses mobile filmmaking as a global phenomenon from 2004-2008. It provides context about working with early mobile devices that were not intended for filmmaking. It references works from early mobile filmmakers and discusses the aesthetics of mobile media. It notes how a use-based and technology-in-use history shifts focus from spectacular technologies to ubiquitous, everyday technologies. The document discusses the transition from industry to community in mobile filmmaking and distribution through DVDs, eBooks, and magazines. It also describes the author's work showcasing mobile creativity and innovation through organizations like MINA and online workshops.
This document outlines Ken Banks' presentation about the origins and impact of kiwanja.net and FrontlineSMS. It began with Banks traveling and seeing how mobile phones were revolutionizing communication in developing areas. This inspired him to start kiwanja.net to develop open-source SMS software like FrontlineSMS to help communities and organizations use mobile technology for social good through messaging applications. FrontlineSMS has now supported thousands of social impact projects worldwide in areas like health, agriculture and education.
This document discusses the history and development of mobile phones from early prototypes to modern smartphones. It traces the evolution from large 1G mobile phones that only made calls to today's smaller multi-functional devices. Innovation has driven mobile phones to become more portable, powerful and integrated into daily life through connectivity and apps. The future of mobile technology may include more advanced sensors, identification capabilities, hologram displays and environmental friendliness. Creativity and innovation are crucial for businesses and society to progress.
This presentation discusses the social political economy of information and communication technology. The discussion looks at the evolution of mobile technology-mobile communication technology, mobile computing and telecommunication. The discussion is to look at convergence in ICT and how it is impacting on economic growth.
Convergence refers to the merging together of technologies from different sectors such as telecommunications, information technology, and media. This merging has led to innovative new products and services through the combination of heterogeneous technologies. There are different types of convergence including technological, communications, and media convergence. An example of convergence is the smartphone, which combines the functions of a mobile phone, camera, MP3 player, and other technologies into a single device. In the classroom, convergence can be demonstrated through the use of a laptop connected to a television to project multimedia lessons and activities for students. While convergence provides benefits like increased convenience and efficiency, it also poses challenges around regulation, intellectual property, and its potential effects on culture and society.
Transforming Higher Education: From COVID Fixers to Future MakersMark Brown
This document discusses several topics related to digital learning:
1. It lists convergence, massification, openness, interactivity, diversification, big edtech, and green edtech as key trends in digital learning.
2. It references a medal table and discusses counting flies, diverse learning ecologies, and degrees of death and disruption.
3. It poses questions about barriers to and enablers of harnessing digital learning's transformative potential, and the biggest driver for investing in digital learning.
This document discusses the potential of mobile learning in Africa. It notes that while mobile learning has focused on technology, it has failed to leverage the social aspects of mobile devices. Context is created through social interaction. The document presents a scenario where a veterinarian in Tanzania uses a mobile knowledge exchange network to share videos and audio recordings with assistants to help farmers identify and monitor diseases. It suggests bringing together mobile infrastructure, social software, and data collection tools to support knowledge construction through socially-embedded mobile learning activities.
Green Wi-Fi is a non-profit organization founded by Bruce Baikie that aims to provide internet access to schoolchildren in remote villages around the world. It develops solar-powered wireless antennas for laptops to bring connectivity to areas without electricity. Green Wi-Fi partners with organizations like OLPC and Inveneo to transport and set up the necessary equipment. The goal is to further education and productivity in developing countries by bridging the digital divide.
This document outlines Ken Banks' presentation about the origins and impact of kiwanja.net and FrontlineSMS. It began with Banks traveling and seeing how mobile phones were revolutionizing communication in developing areas. This inspired him to start kiwanja.net to develop open-source SMS software like FrontlineSMS to help communities and organizations use mobile technology for social good through messaging applications. FrontlineSMS has now supported thousands of social impact projects worldwide in areas like health, agriculture and education.
This document discusses the history and development of mobile phones from early prototypes to modern smartphones. It traces the evolution from large 1G mobile phones that only made calls to today's smaller multi-functional devices. Innovation has driven mobile phones to become more portable, powerful and integrated into daily life through connectivity and apps. The future of mobile technology may include more advanced sensors, identification capabilities, hologram displays and environmental friendliness. Creativity and innovation are crucial for businesses and society to progress.
This presentation discusses the social political economy of information and communication technology. The discussion looks at the evolution of mobile technology-mobile communication technology, mobile computing and telecommunication. The discussion is to look at convergence in ICT and how it is impacting on economic growth.
Convergence refers to the merging together of technologies from different sectors such as telecommunications, information technology, and media. This merging has led to innovative new products and services through the combination of heterogeneous technologies. There are different types of convergence including technological, communications, and media convergence. An example of convergence is the smartphone, which combines the functions of a mobile phone, camera, MP3 player, and other technologies into a single device. In the classroom, convergence can be demonstrated through the use of a laptop connected to a television to project multimedia lessons and activities for students. While convergence provides benefits like increased convenience and efficiency, it also poses challenges around regulation, intellectual property, and its potential effects on culture and society.
Transforming Higher Education: From COVID Fixers to Future MakersMark Brown
This document discusses several topics related to digital learning:
1. It lists convergence, massification, openness, interactivity, diversification, big edtech, and green edtech as key trends in digital learning.
2. It references a medal table and discusses counting flies, diverse learning ecologies, and degrees of death and disruption.
3. It poses questions about barriers to and enablers of harnessing digital learning's transformative potential, and the biggest driver for investing in digital learning.
This document discusses the potential of mobile learning in Africa. It notes that while mobile learning has focused on technology, it has failed to leverage the social aspects of mobile devices. Context is created through social interaction. The document presents a scenario where a veterinarian in Tanzania uses a mobile knowledge exchange network to share videos and audio recordings with assistants to help farmers identify and monitor diseases. It suggests bringing together mobile infrastructure, social software, and data collection tools to support knowledge construction through socially-embedded mobile learning activities.
Green Wi-Fi is a non-profit organization founded by Bruce Baikie that aims to provide internet access to schoolchildren in remote villages around the world. It develops solar-powered wireless antennas for laptops to bring connectivity to areas without electricity. Green Wi-Fi partners with organizations like OLPC and Inveneo to transport and set up the necessary equipment. The goal is to further education and productivity in developing countries by bridging the digital divide.
Digital literacy for Glyndŵr University 170913Lis Parcell
These are slides for a one-hour session on digital literacy with students on the Foundation Degree in Library and Information Practice at Glyndŵr University, 17 September 2013. The session was delivered remotely by videoconference and the slides were used to introduce the topic and provide the basis for discussion with the students and their tutor.
A Manifesto for Micro-credentials: Fairy-dust or Star-dust?Mark Brown
This document is a presentation on micro-credentials by Professor Mark Brown of Dublin City University. It discusses the reasons for micro-credentials, including lifelong learning, employability, equity, and achieving UN Sustainable Development Goals. It defines micro-credentials as proofs of learning outcomes assessed against transparent standards, which can include informal digital badges or certificates to formal accredited courses. The presentation outlines implementing micro-credentials through individual institutions, consortiums, or online platforms and notes that over 500,000 Canadians annually earn certificates from St. John's. It concludes by calling for more data on micro-credentials.
Open & Shut: Leadership in the Social WorldJordan Epp
This document discusses the current climate of social technologies and expectations for leadership. It notes major shifts from industrial to information age models and from systems-based to networked approaches. Open leadership is described as happening online and offline, focusing on participation, sharing, and building community. Skills for open leadership include technical proficiency, digital communication, content curation, and netiquette like transparency and authenticity. The concept of legitimate peripheral participation in online communities is also referenced.
Overview of Micro-credential Implementation: Running to Catch a Moving TrainMark Brown
Professor Mark Brown gave a keynote on micro-credential implementation at MicroCredX. He summarized the state of the literature on micro-credentials and identified three main issues. First, micro-credentials are being positioned for lifelong learning and employability but challenges remain regarding capacity, demand from small employers, and demonstrating benefits. Second, common business models being used include sole institutional models and partnerships. Third, gaps remain regarding the reality of implementation versus claims, meeting demand versus increasing supply, and understanding real benefits versus reported benefits. Brown concluded by emphasizing the need for institutions to adapt to changing needs rather than waiting passively.
CUD Global Conference Agenda - Seoul 21-22 May 2009Shane Mitchell
The document provides the agenda for a two-day conference on connected and sustainable urban development. Day one includes sessions on smart and connected cities, low carbon cities, and connected and sustainable mobility. It will conclude with site visits related to Seoul's transport systems and facilities. Day two focuses on broadband and ICT as enablers for sustainable infrastructure and socioeconomic challenges of cities. Sessions will address green economic stimulus, city governance for a carbon economy, and visions for connected and sustainable urban futures.
The document summarizes the research focus and projects of the MIT Mobile Experience Laboratory. The lab focuses on creative designs that use new technologies to improve people's lives through meaningful experiences. It takes a multidisciplinary approach and researches how technology can enhance connectivity, mobility, and sustainability in urban environments. Some of the projects discussed include an interactive bus stop, a civic media application called Locast, and a personal travel assistant application. The document provides examples of how the lab's research applies new technologies to address issues like transportation, energy use, and engaging institutions with citizens.
A few weeks ago I had a chance to represent Edigma at the Zoom Smart Cities 2016 conference and talk a little bit about interactivity, art and technology in the public space.
The document discusses several current trends in media and information, including massive open online courses (MOOCs), ubiquitous learning, wikis, wearable devices, and 3D graphics. MOOCs allow unlimited enrollment in online courses, ubiquitous learning adapts e-learning to learner contexts and needs, wikis are collaboratively edited online information sources, wearable devices incorporate electronics into daily life, and 3D graphics render realistic 3D environments. These trends are driven by desires to enhance media experiences and exposure through new technologies, presenting both opportunities and challenges that require media literacy to effectively navigate.
Anytime, anywhere, any device: mobile technologies in libraries
Mobile technology is increasingly becoming the preferred method of internet access by teenage users, and what better way for libraries to be perceived as useful and relevant than to provide instant, online, 24/7 access to reliable information using this technology? Hear how universities, schools and public libraries are marketing their services using mobile phones and devices.
Digital transformation is enabling rapid change in every industry and across every aspect of our lives. As a direct result of three fundamental ICT forces—mobility, broadband and the cloud—a new service economy is emerging where value chains are being reshaped, business models are becoming digitalized, distance is being overcome and increasingly, people can share goods and services instead of buying and owning them—all examples of how the digital age is unleashing innovative new business models and changing lives.
The new Sustainable Development Goals, or SDGs, set out a shared global agenda for human development based on prosperity, social inclusion and environmental sustainability. The SDGs include several bold objectives to be achieved by the year 2030, including universal coverage in health, education, poverty eradication and modern energy services. This is the 2030 Agenda.
Five ways ICT can help
According to the OECD, “more ubiquitous access to and use of broadband Internet networks, which are available in a competitive market and at affordable prices, will help foster innovation and drive the growth of the Internet Economy and the economy in general.”4
To achieve the SDGs ICT needs to be combined with innovative policies, services and solutions to deliver transformation at unprecedented speed and scale. It can be a powerful means of implementation in five major ways:
1. Accelerated upscaling of critical services in health, education, financial services, smart agriculture, and low-carbon energy systems.
2. Reduced deployment costs.
3. Enhanced public awareness and engagement.
4. Innovation, connectivity, productivity and efficiency across many sectors.
5. Faster upgrading in the quality of services and jobs.
Issues and Challenges
No technology is without risks and widespread uptake of ICT raises a number of issues that will need to be addressed and managed. Several issues have been identified which governments, industry and other stakeholders must work together to address:
1. Privacy and surveillance
2. Cybersecurity
3. Loss of human skills
4. Possible public concern about health effects
5. Electronic waste and carbon emissions
6. Digital exclusion
7. Child protection and the Internet
WSIS Project Prizes is a unique recognition for excellence in the implementation of WSIS outcomes. This initiative is an immediate response to the requests expressed by WSIS stakeholders during the WSIS Forum 2011: to create a mechanism to evaluate and reward stakeholders for their efforts in the implementation of WSIS outcomes.The contest of WSIS Project Prizes is open to all stakeholders: governments, private sector, civil society, international organizations, academia and others.The deadline for the submission of projects is 16 December 2012.Submitted project descriptions should demonstrate success in the following areas:
Impact on the development of the Information Society
Measurable input to achieve WSIS targets
Ability of the model to be replicated
Empower the community at the local level
Project added value and importance to the community at the national level
Functioning of the project/system
Partnerships development
Sustainability model of the project
Technobiophilia: soothing our connected minds and easing our wired lives, Bi...Dr Sue Thomas
Published on 20 May 2015
Technobiophilia: soothing our connected minds and easing our wired lives
In her 2013 book Technobiophilia: Nature and Cyberspace, Sue Thomas interrogates the prevalence online of nature-derived metaphors, and comes to a surprising conclusion. The root of this trend, she believes, lies in biophilia, defined by E.O. Wilson as ‘the innate attraction to life and lifelike processes’. Working from the strong thread of biophilia which runs through our online lives, she expands Wilson’s definition to the ‘innate attraction to life and lifelike processes *as they appear in technology*’, a phenomenon she calls ‘technobiophilia’. Attention to technobiophilia and its application to urban design offers a way to make our digital lives integrated, healthy, and mindful. In this talk she outlines the key elements of the concept and shows how, even in an intensely digital culture, the restorative qualities of biophilia can alleviate mental fatigue and enhance our capacity for directed attention, thus soothing our connected minds and easing our wired lives.
Sue's website: https://suethomasnet.wordpress.com
YouTube video of this talk: https://youtu.be/yOrt8zINrnE
The document discusses the past, present and future of mobile learning. It provides a brief history of mobile technologies from 1984 onwards. It also discusses challenges of evaluating mobile learning and implementing mobile devices in education. Looking ahead, it speculates about new technologies like RFID and augmented reality and how they may impact mobile learning in the future.
The Role of the Mobile Apps In the Media OrganizationsMilad Shokrkhah
The mobile phone is a powerful and comprehensive media that features many other forms of communication tools, including radio, television, video and more.
A cross-disciplinary approach to design ICTs enabling active ageing and socia...Marco Camilli
The presentation focuses on the proposal of a cross-disciplinary approach to design products and services based on Information and Communication Technologies with the aim to enhance the independency and the social inclusion of the elderly.
This document discusses trends in human-computer interaction and provides a biography of Dr. Tenia Wahyuningrum. It summarizes her educational background and research interests. It then outlines the structure of a course on human-computer interaction she will teach, including rules for students and evaluation criteria. Finally, it provides a list of recommended books on the topic of human-computer interaction.
Panel members will discuss and explore topics related to augmented reality technologies including geo-referencing, iPhone application development, implications for remote communities, and standards for integration of augmented content. Key questions to be addressed are what standards are needed for ease of integration, who controls augmented content and the implications for self-determined deployment of cultural content, and how augmented technologies may impact teaching and learning pedagogy.
Digital literacy for Glyndŵr University 170913Lis Parcell
These are slides for a one-hour session on digital literacy with students on the Foundation Degree in Library and Information Practice at Glyndŵr University, 17 September 2013. The session was delivered remotely by videoconference and the slides were used to introduce the topic and provide the basis for discussion with the students and their tutor.
A Manifesto for Micro-credentials: Fairy-dust or Star-dust?Mark Brown
This document is a presentation on micro-credentials by Professor Mark Brown of Dublin City University. It discusses the reasons for micro-credentials, including lifelong learning, employability, equity, and achieving UN Sustainable Development Goals. It defines micro-credentials as proofs of learning outcomes assessed against transparent standards, which can include informal digital badges or certificates to formal accredited courses. The presentation outlines implementing micro-credentials through individual institutions, consortiums, or online platforms and notes that over 500,000 Canadians annually earn certificates from St. John's. It concludes by calling for more data on micro-credentials.
Open & Shut: Leadership in the Social WorldJordan Epp
This document discusses the current climate of social technologies and expectations for leadership. It notes major shifts from industrial to information age models and from systems-based to networked approaches. Open leadership is described as happening online and offline, focusing on participation, sharing, and building community. Skills for open leadership include technical proficiency, digital communication, content curation, and netiquette like transparency and authenticity. The concept of legitimate peripheral participation in online communities is also referenced.
Overview of Micro-credential Implementation: Running to Catch a Moving TrainMark Brown
Professor Mark Brown gave a keynote on micro-credential implementation at MicroCredX. He summarized the state of the literature on micro-credentials and identified three main issues. First, micro-credentials are being positioned for lifelong learning and employability but challenges remain regarding capacity, demand from small employers, and demonstrating benefits. Second, common business models being used include sole institutional models and partnerships. Third, gaps remain regarding the reality of implementation versus claims, meeting demand versus increasing supply, and understanding real benefits versus reported benefits. Brown concluded by emphasizing the need for institutions to adapt to changing needs rather than waiting passively.
CUD Global Conference Agenda - Seoul 21-22 May 2009Shane Mitchell
The document provides the agenda for a two-day conference on connected and sustainable urban development. Day one includes sessions on smart and connected cities, low carbon cities, and connected and sustainable mobility. It will conclude with site visits related to Seoul's transport systems and facilities. Day two focuses on broadband and ICT as enablers for sustainable infrastructure and socioeconomic challenges of cities. Sessions will address green economic stimulus, city governance for a carbon economy, and visions for connected and sustainable urban futures.
The document summarizes the research focus and projects of the MIT Mobile Experience Laboratory. The lab focuses on creative designs that use new technologies to improve people's lives through meaningful experiences. It takes a multidisciplinary approach and researches how technology can enhance connectivity, mobility, and sustainability in urban environments. Some of the projects discussed include an interactive bus stop, a civic media application called Locast, and a personal travel assistant application. The document provides examples of how the lab's research applies new technologies to address issues like transportation, energy use, and engaging institutions with citizens.
A few weeks ago I had a chance to represent Edigma at the Zoom Smart Cities 2016 conference and talk a little bit about interactivity, art and technology in the public space.
The document discusses several current trends in media and information, including massive open online courses (MOOCs), ubiquitous learning, wikis, wearable devices, and 3D graphics. MOOCs allow unlimited enrollment in online courses, ubiquitous learning adapts e-learning to learner contexts and needs, wikis are collaboratively edited online information sources, wearable devices incorporate electronics into daily life, and 3D graphics render realistic 3D environments. These trends are driven by desires to enhance media experiences and exposure through new technologies, presenting both opportunities and challenges that require media literacy to effectively navigate.
Anytime, anywhere, any device: mobile technologies in libraries
Mobile technology is increasingly becoming the preferred method of internet access by teenage users, and what better way for libraries to be perceived as useful and relevant than to provide instant, online, 24/7 access to reliable information using this technology? Hear how universities, schools and public libraries are marketing their services using mobile phones and devices.
Digital transformation is enabling rapid change in every industry and across every aspect of our lives. As a direct result of three fundamental ICT forces—mobility, broadband and the cloud—a new service economy is emerging where value chains are being reshaped, business models are becoming digitalized, distance is being overcome and increasingly, people can share goods and services instead of buying and owning them—all examples of how the digital age is unleashing innovative new business models and changing lives.
The new Sustainable Development Goals, or SDGs, set out a shared global agenda for human development based on prosperity, social inclusion and environmental sustainability. The SDGs include several bold objectives to be achieved by the year 2030, including universal coverage in health, education, poverty eradication and modern energy services. This is the 2030 Agenda.
Five ways ICT can help
According to the OECD, “more ubiquitous access to and use of broadband Internet networks, which are available in a competitive market and at affordable prices, will help foster innovation and drive the growth of the Internet Economy and the economy in general.”4
To achieve the SDGs ICT needs to be combined with innovative policies, services and solutions to deliver transformation at unprecedented speed and scale. It can be a powerful means of implementation in five major ways:
1. Accelerated upscaling of critical services in health, education, financial services, smart agriculture, and low-carbon energy systems.
2. Reduced deployment costs.
3. Enhanced public awareness and engagement.
4. Innovation, connectivity, productivity and efficiency across many sectors.
5. Faster upgrading in the quality of services and jobs.
Issues and Challenges
No technology is without risks and widespread uptake of ICT raises a number of issues that will need to be addressed and managed. Several issues have been identified which governments, industry and other stakeholders must work together to address:
1. Privacy and surveillance
2. Cybersecurity
3. Loss of human skills
4. Possible public concern about health effects
5. Electronic waste and carbon emissions
6. Digital exclusion
7. Child protection and the Internet
WSIS Project Prizes is a unique recognition for excellence in the implementation of WSIS outcomes. This initiative is an immediate response to the requests expressed by WSIS stakeholders during the WSIS Forum 2011: to create a mechanism to evaluate and reward stakeholders for their efforts in the implementation of WSIS outcomes.The contest of WSIS Project Prizes is open to all stakeholders: governments, private sector, civil society, international organizations, academia and others.The deadline for the submission of projects is 16 December 2012.Submitted project descriptions should demonstrate success in the following areas:
Impact on the development of the Information Society
Measurable input to achieve WSIS targets
Ability of the model to be replicated
Empower the community at the local level
Project added value and importance to the community at the national level
Functioning of the project/system
Partnerships development
Sustainability model of the project
Technobiophilia: soothing our connected minds and easing our wired lives, Bi...Dr Sue Thomas
Published on 20 May 2015
Technobiophilia: soothing our connected minds and easing our wired lives
In her 2013 book Technobiophilia: Nature and Cyberspace, Sue Thomas interrogates the prevalence online of nature-derived metaphors, and comes to a surprising conclusion. The root of this trend, she believes, lies in biophilia, defined by E.O. Wilson as ‘the innate attraction to life and lifelike processes’. Working from the strong thread of biophilia which runs through our online lives, she expands Wilson’s definition to the ‘innate attraction to life and lifelike processes *as they appear in technology*’, a phenomenon she calls ‘technobiophilia’. Attention to technobiophilia and its application to urban design offers a way to make our digital lives integrated, healthy, and mindful. In this talk she outlines the key elements of the concept and shows how, even in an intensely digital culture, the restorative qualities of biophilia can alleviate mental fatigue and enhance our capacity for directed attention, thus soothing our connected minds and easing our wired lives.
Sue's website: https://suethomasnet.wordpress.com
YouTube video of this talk: https://youtu.be/yOrt8zINrnE
The document discusses the past, present and future of mobile learning. It provides a brief history of mobile technologies from 1984 onwards. It also discusses challenges of evaluating mobile learning and implementing mobile devices in education. Looking ahead, it speculates about new technologies like RFID and augmented reality and how they may impact mobile learning in the future.
The Role of the Mobile Apps In the Media OrganizationsMilad Shokrkhah
The mobile phone is a powerful and comprehensive media that features many other forms of communication tools, including radio, television, video and more.
A cross-disciplinary approach to design ICTs enabling active ageing and socia...Marco Camilli
The presentation focuses on the proposal of a cross-disciplinary approach to design products and services based on Information and Communication Technologies with the aim to enhance the independency and the social inclusion of the elderly.
This document discusses trends in human-computer interaction and provides a biography of Dr. Tenia Wahyuningrum. It summarizes her educational background and research interests. It then outlines the structure of a course on human-computer interaction she will teach, including rules for students and evaluation criteria. Finally, it provides a list of recommended books on the topic of human-computer interaction.
Panel members will discuss and explore topics related to augmented reality technologies including geo-referencing, iPhone application development, implications for remote communities, and standards for integration of augmented content. Key questions to be addressed are what standards are needed for ease of integration, who controls augmented content and the implications for self-determined deployment of cultural content, and how augmented technologies may impact teaching and learning pedagogy.
This document provides an overview of event-based mobile social networks. It discusses how these networks allow users to create events to share information like locations, messages, photos among participants. It also discusses the emergence of technologies like IoT and context-aware applications integrated with these social networks. Several existing applications for social events like meetings and conferences are mentioned. The document concludes that event-based mobile social networks have the potential to transform how people interact and share data through social events.
Urban digital technologies present both opportunities and inequalities for people with disabilities. The majority of people with disabilities live in cities in the global south and face significant barriers to equal participation due to a lack of accessible transportation, housing, education, healthcare and other services. While mobile phones and the internet could help overcome some of these barriers, many people with disabilities cannot afford or access these technologies. There is also a failure of imagination in how digital technologies are designed to be inclusive of disability. However, disability rights advocates are working to reimagine cities and media through a social model of disability that recognizes disability as a normal part of human diversity.
Reimagining Technology and Communication for Better Education FuturesUniversity of Sydney
Gerard Goggin, University of Sydney, Keynote address for
2018 NSW Schools Distance Education Symposium, 'The 4C-able Future - Collaboration, Communication, Critical Thinking, Creative Thinking' 9-10 August 2018, Sydney
The wide availability of mobile devices has enabled us to conduct our personal computing and communications activities on the go. Consequently, we are fast becoming a community of nomadic computer users. Nomadicity is an emerging technology. Nomadic computing is the use of mobile devices to connect to computer network such as the Internet while mobile. It extends the office to employees on the go. This paper provides a brief introduction to nomadic computing. Matthew N. O. Sadiku | Adedamola A. Omotoso | Sarhan M. Musa ""Nomadic Computing: A Primer"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-3 , April 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23039.pdf
Paper URL: https://www.ijtsrd.com/engineering/other/23039/nomadic-computing-a-primer/matthew-n-o-sadiku
This document discusses the power of using video podcasting to communicate information to audiences. It notes that stories and pictures are more engaging than cold facts, and that new technologies like video podcasting allow for sharing real experiences through portable, low-cost and high-impact videos that can reach worldwide audiences. Video podcasting gives presenters the ability to show rather than just tell information.
This document discusses the power of using video podcasting to communicate information to audiences. It notes that stories and pictures are more engaging than just facts, and that video podcasts allow you to show real experiences, voices, and events, giving audiences a behind-the-scenes look. Video podcasts also have benefits of being high impact yet low cost due to their portability and speed, and they can help reach worldwide audiences.
Similar to Mobile/Smart Phone Filmmaking - A Decade of Mobile Moving-Image Practice (20)
Mobile/Smart Phone Filmmaking - A Decade of Mobile Moving-Image Practice
1. Kia Ora &
Hello
Dr. Max R.C. Schleser
Major Coordinator VCD / Digital Media
Nga Pae Māhutonga School of Design
College of Creative Arts Toi Rauwharangi
Massey University Tu Kinenga Ki Purehuroa
email: M.Schleser@massey.ac.nz
twitter: @MaxMobile
Co-Founder of the
Mobile Innovation Network Aotearoa [MINA]
www.mina.pro
8. Aesthetic of mobile media art (2009)
Max with a Keitai (53min Japan 2008)
“Camera phones are not, however just another kind of camera. Located as
they are in a device that is not only connected to the telecommunications
grid but that is usually carried with us wherever we go, camera phones are
both extending existing personal imaging practices and allowing for the
evolution of new kinds of imaging practices.”
…’being-there’ This allows the audience/viewer to identify with the location.
… The Keitai aesthetic is connected to the qualities of a state of ‘in-
betweenness’… Mobile devices push the media experience into a new
domain…
12. Early Mobile Filmmaking (feature films)
Nausea (Matthew Noel-Tod 2008)
SMS Sugar Man (Kaganof 2007)
Triton (Labourdette 2007)
Max With a Kaitei (Schleser 2008)
13. Contemporary Filmmakers
Why Didn’t Anybody Tell Me It Would Become This Bad in
Afghanistan (Frisch 2007)
J’aimerais partager le Printemps avec Quelqu’u (Morder 2008)
Immobilité (America 2008)
Moscow Diary (Kossoff 2010)
17. Writing in The Shock of the Old – Technology and Global History since
1900, David Edgerton, says that too often histories are written as if no
alternative could or did exist (Edgerton 2007, p. xiii).
According to Edgerton a “technology-in-use” and a “use-based history”
can “shift attention from the new to the old, the big to the small, the
spectacular to the mundane, the masculine to the feminine, [and] the
rich to the poor” (Edgerton 2007, xiv).
“history is changed when we put it into the technology that counts, not
only the famous spectacular technologies but the low and ubiquitous
ones” (Edgerton 2007, 212).
27. The Guardian #Thinkfluencer (2013)
http://www.theguardian.com/technology/video/2013/aug/29/thinkfluencer-episode-1-selfies-video
28. Social and Networked Media <> Audience engagementCharacter of Innovation & role of the audience
29. Social and Networked Media <> Audience engagementCharacter of Innovation & role of the audience
“Interactivity is a property of technology, while participation is a property of culture”
Jenkins, H. (2009) Confronting the Challenges of Participatory Culture – Media Education for the 21st
Century. The MIT Press: Cambridge Massachusetts.
“the long and complex history of the relations between cultural producers and their material means of
production has not ended, but is still open and active” (Williams 1981, p.118). Williams, R. (1981)
Culture. London: Fontana.
The underlying theme of my work is the recognition of mobile devices and smartphones as creative and educational tools.
Research addresses the question ‘how are mobile and social media technologies used to create innovation through creative and cultural practices?’
This presentation relates to the workshop > 2pm-6pm at Universidad de Caldas and the screening event Friday 5-6pm in the Olympia room
Re-Write the rule book of filmmaking and defining new imaging practice
The last DV cam that I owned > Sony DSR PDX 100 (2004) > Christmas present to myself
2004/5 > PhD
Exploration of urban spaces using personal comments. It became obvious that mobile filmmaking has intimate and imideate qualities that you normally do not find in the media-scape.
The pixel gives reference to the medium.
An investigation into the emergence of new kinds of moving-imaging practices.
The celebration of the everyday is very much positioned as an Opposition to the shiny HD format video.
Dziga Vertov (1929) The Man with a movie camera was influential for my work.
In my PhD I explored filmmaking practices and alternative documentary forms from the 1920s (before documentary was defined in the Griesonian tradition) and shifted these pracites into the Digital Realm.
Filmmakers are looking for new images and the pixel defined a new aesthetic in the mediascape.
…’being-there’ This allows the audience/viewer to identify with the location.
… The Keitai (japanese form, figure, shape and movement) aesthetic is connected to the qualities of a state of ‘in-betweenness’… Mobile devices push the media experience into a new domain…
http://www.bloomsbury.com/us/amateur-filmmaking-9781441191496/
http://www.routledge.com/books/details/9780415809474/
https://rowman.com/ISBN/9780759121133
http://www.tandfonline.com/doi/abs/10.1386/jmpr.10.2-3.101_1#.U2qBFa1dU60
Through the curation of the mobile screening program works can be analysed and innovation within the field located. A shift from a visual aesthetic towards collaborative practices continues to broaden the boundaries of the field.
Filmfestivals > San Paulo and Paris presentation of my film. > FILMOBILE
The FILMOBILE and MINA initiatives are published this month incl. papers from Brazil and interview with a Columbian Filmmaker Felipe Cardona
Curated early mobile filmmaking practices such as work in the short film domain
You can only talk about a mobile phone film in relation to another mobile phone film
Lumiere Cinema – Birth place of British Cinema I organised the first ever cinema screening of mobile feature films
2nd Wave of Avant-garde filmmaers: Dutch Frisch / France Moder / USA America / Kossoff UK
Conrad Mess – Terintio style mobile short films: All you need is a mobile phone and friends
2008 – Did not think about Aps
SHARP SH-04 was introduced in Japan by Jphone in 2000 – Iphone in 2007 and app store 2008 > Workshop we are using no computers > Apps for music, apps for editing, apps voice recording
Hollywood and HD craze (apps that film in 2K or next version of the sony phone has 4 K)
Mobile Phone filmmaking is enabling to work with communities – voice recoring capabilities have reached an OK standard – kind a good enough for broadcasting
Now in 2013 Mobile Filmmaking is an established genre in Filmmaking and more than a dozen film festivals display this.
Different funding models provide a framework for this new form of filmmaking. Some festivals are private enterprise such as in Australia or the USA.
In Asia film festivals are supported in the development of national cinemas. A model that is similar in France.
Also smaller countries like Macedonia now have mobile film festivals. I can see great opportunities for China, India and Latin America.
Prior to MINA activities this field of Digital Media and its formation in mobile creativity and mobile innovation was not present in Aotearoa/New Zealand.
Online presence, symposium and screening
Storytelling bridging the gap between industry and communities
MINA is celebrating mobile creativity and showcase mobile film screenings that explore new trends and developments in mobile filmmaking, digital storytelling and mobile aesthetics.
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In order to make mobile filmmaking accessible MINA created a DVD and eBook…
MINA catalogue was accessed more than 1600 times alone
Last year we expanded our reach and worked with partners like IdN magazine…
next to SBS Documentary (Australia), Culture Visuelle (France) and the Big Idea (New Zealand) among others
GPS technology for mobile photography. It allows one to geo-locate and was used to crowd-source the locations. The community decided which locations to film. 2 days scouting location and interviews.
Referring to Ingrid Bachman’s panel yesterday: Its is a dialogue. Think about the smart-phone as a lens based communication device it should be a personal conversation. Max the filmmaker…
Try to take a selfie with a broadcasting camera
With the rise of social media not only new means for content production emerge, but also one can reconsider the role of the audience.
Collaboration, crowd-sourcing and co-creation involve the audience in all forms of media production from financing to distribution.
Furthermore I would argue mobile media can be a tool for creative engagement. These days it is not about access to technologies, but the development of visual literacies (ie mobile filmmaking).
With the rise of social media not only new means for content production emerge, but also one can reconsider the role of the audience.
Collaboration, crowd-sourcing and co-creation involve the audience in all forms of media production from financing to distribution.
Furthermore I would argue mobile media can be a tool for creative engagement. These days it is not about access to technologies, but the development of visual literacies (ie mobile filmmaking).
Culture, Raymond Williams (1981) uses the terms “alternative” to indicate “the long and complex history of the relations between cultural producers and their material means of production has not ended, but is still open and active” (Williams 1981, p.118). Being aware of the significance of cultural production in relation to access and the means of production, this research is sympathetic to the idea of change from within the mediascape. Users are not only creating stories, but also contributing to the formation of new aesthetics and innovation in the field of documentary filmmaking.
The materialisation of mobile video in the mediascape in the years 2004 to 2007 was initiated through the users of the technology.
Writing in Culture, Raymond Williams (1981) uses the terms “emergent” and
“residual” to describe changes in the domain of cultural production: residual, as they
reference the work of earlier decades as an alternative that was established in the last
century; and simultaneously, emergent, as the projects have different motivations and
work with different technologies, creating residual aesthetics that can represent
emergent cultural formations. Williams classifies three types of external relations in
cultural formations; (a) specialising, (b) alternative and (c) oppositional. The work of
the avant-garde is situated in the latter category, (c). Fuelled
Here are some statistics from the USA provided by Mobile Future (a collation of mobile business and entrepreneurs), who were catching up in the mobile media sphere for a long time. Now with the iphone mobile media has reached a critical mass. 43% games, 26% social media, 10% entertainment, 10% utilities (not sure what the other 11% are for ?)
In a recent interview in THE NEXT WEB I argued that sociability and connectivity are key factors to be considered in digital media projects. Only developing an app will not necessarily move a projects forwards, but it is about the recognition of the audience and the development of communities in digital media to make projects sustainable.
Some workshops took place via online communication here a link between Malaysia and New Zealand. Students learn that mobile filmmaking is also about connecting with people in other countries.
new ways establishing connections through creative practice (ie mobile filmmaking)
Facebook not made for filmmaking but it can be used as a distribution platform.
Expanding the platform paradigm
User-based narratives creating a digital montage – connecting young filmmakers around the world. Recognized through the mobile HCI award
Process driven bringing people from around the world closer together through the creative practice of filmmaking
Something I will be able to develop further are new online environments that brings people together in a glocal classroom and a blended learning space.
This environment not only creates opportunities but also challenges and it will be key to develop literacies and skills that enable young creatives and people to part-take in this online culture.