Conférence "The practice of space in virtual worlds", donnée dans le cadre du séminaire "CRCA Exchange #3 : Alternative Realities", à l'université de Californie, San Diego, États-Unis. (2011)
This project involves using a donkey as a mobile device to produce multimedia content and map journeys in real-time online. The donkey will carry technology like cameras, a GPS, and modem to upload media while walking, allowing people to follow its travels. This recreates old travel methods while using new technologies, balancing perceptions of time and space. The goal is to connect stories from different people and places in a sustainable and ethical way.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
“To the Spice Islands”: Interactive Process DramaeDavidCameron
This project combined role-based improvisational drama with different levels of digital interactivity to create an interactive learning experience about early European exploration of Australia. Students took on roles researching a fictional marine research center and communicating through a website, email, weblogs, and video clips to uncover the mystery behind a historical document. The levels of digital interactivity and dramatic engagement increased over time. This allowed an unfolding narrative to develop simultaneously through action in an online fictional world and live performance, blurring boundaries between participant and viewer.
Presentation: "The Soundwalker in the Street: Location-based Audio
Walks and the Poetic Re-imagination of Space"
The development of mobile and location-based technologies
intensifies media use in public space. Media theorist Eric Kluitenberg
emphasizes this emerging trend, as he notes that the city becomes an intensified
mediatized space where the modus operandi is carried out almost without
thinking. The aim of this article is to show, with the use of location-based audio
walks as case studies, how this intensive hybridization of space on the contrary
is able to provide new possibilities to engage with space. The power of
location-based audio walks is its aesthetic and poetic potential of layering new
information over a physical space, while revealing the stories, memories and
history of specific physical locations. In doing so, these audio walks can be
seen as a poetic act: they draw together human involvement and invite
engagement with reality to such an extent that it enters consciousness and it reimagines
space poetically.
Second Life -brief introduction (my PhD project)Eivind Kalvatn
This document provides an introduction and overview of Second Life, a 3D virtual world. It discusses the creator's inspiration from cyberpunk literature. It describes some of the key aspects of Second Life, including how users can build and customize their virtual environments. It also discusses research on player typologies and behaviors in Second Life, such as how they socialize, represent themselves through avatars, and interact with others.
The document discusses various theories about how technology and cyberspace impact human experience and society. It describes perspectives ranging from technology being a totalizing force that fundamentally changes humans, to technology augmenting rather than replacing the embodied human experience. The author, Daniel Downes, proposes an "interactive realism" perspective, arguing that cyberspace can be viewed as a socially constructed "iconic landscape" rather than a virtual world detached from physical reality. He believes digitization recalibrates rather than replaces the body in communication, and that innovation rather than structures of thought defines technological societies.
The document discusses the concepts of locative media arts and net locality. It describes how location-based services and social networks have integrated location data, spatializing search and social interactions. Key aspects of locative media arts include experiential/emotional mapping, performative aspects like mobile narratives and games, and goals of documentation, expression, and collaboration. The document also examines issues of how locative media can be situated within broader social and political contexts.
Presentation coimbra eco island amager 300514 picturesOleg Koefoed
This is a presentation I gave with architect Stine Avlund at the Culture Mapping conference in Coïmbra, Portugal, on May 30th, 2014. The Eco Island Amager project started from a "horisontal" perspective, seeking to involve people without closing too many doors from the outset. This means it moves slowly, in a gentle zig-zag motion towards considering how Amager, part of a large city,could become "eco" - yes even how it could become an island. You can read more about the project here: http://ecoislandamager.dk - or ask me!
This project involves using a donkey as a mobile device to produce multimedia content and map journeys in real-time online. The donkey will carry technology like cameras, a GPS, and modem to upload media while walking, allowing people to follow its travels. This recreates old travel methods while using new technologies, balancing perceptions of time and space. The goal is to connect stories from different people and places in a sustainable and ethical way.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
“To the Spice Islands”: Interactive Process DramaeDavidCameron
This project combined role-based improvisational drama with different levels of digital interactivity to create an interactive learning experience about early European exploration of Australia. Students took on roles researching a fictional marine research center and communicating through a website, email, weblogs, and video clips to uncover the mystery behind a historical document. The levels of digital interactivity and dramatic engagement increased over time. This allowed an unfolding narrative to develop simultaneously through action in an online fictional world and live performance, blurring boundaries between participant and viewer.
Presentation: "The Soundwalker in the Street: Location-based Audio
Walks and the Poetic Re-imagination of Space"
The development of mobile and location-based technologies
intensifies media use in public space. Media theorist Eric Kluitenberg
emphasizes this emerging trend, as he notes that the city becomes an intensified
mediatized space where the modus operandi is carried out almost without
thinking. The aim of this article is to show, with the use of location-based audio
walks as case studies, how this intensive hybridization of space on the contrary
is able to provide new possibilities to engage with space. The power of
location-based audio walks is its aesthetic and poetic potential of layering new
information over a physical space, while revealing the stories, memories and
history of specific physical locations. In doing so, these audio walks can be
seen as a poetic act: they draw together human involvement and invite
engagement with reality to such an extent that it enters consciousness and it reimagines
space poetically.
Second Life -brief introduction (my PhD project)Eivind Kalvatn
This document provides an introduction and overview of Second Life, a 3D virtual world. It discusses the creator's inspiration from cyberpunk literature. It describes some of the key aspects of Second Life, including how users can build and customize their virtual environments. It also discusses research on player typologies and behaviors in Second Life, such as how they socialize, represent themselves through avatars, and interact with others.
The document discusses various theories about how technology and cyberspace impact human experience and society. It describes perspectives ranging from technology being a totalizing force that fundamentally changes humans, to technology augmenting rather than replacing the embodied human experience. The author, Daniel Downes, proposes an "interactive realism" perspective, arguing that cyberspace can be viewed as a socially constructed "iconic landscape" rather than a virtual world detached from physical reality. He believes digitization recalibrates rather than replaces the body in communication, and that innovation rather than structures of thought defines technological societies.
The document discusses the concepts of locative media arts and net locality. It describes how location-based services and social networks have integrated location data, spatializing search and social interactions. Key aspects of locative media arts include experiential/emotional mapping, performative aspects like mobile narratives and games, and goals of documentation, expression, and collaboration. The document also examines issues of how locative media can be situated within broader social and political contexts.
Presentation coimbra eco island amager 300514 picturesOleg Koefoed
This is a presentation I gave with architect Stine Avlund at the Culture Mapping conference in Coïmbra, Portugal, on May 30th, 2014. The Eco Island Amager project started from a "horisontal" perspective, seeking to involve people without closing too many doors from the outset. This means it moves slowly, in a gentle zig-zag motion towards considering how Amager, part of a large city,could become "eco" - yes even how it could become an island. You can read more about the project here: http://ecoislandamager.dk - or ask me!
1) The document discusses the transformation of cities and urban spaces as a result of globalization and increased mobility. While cities are decentralizing and sprawling, certain areas become more uniform and centralized around functions like tourism, commerce, and transportation.
2) As cities decentralize, historical centers take on museum-like functions for tourists and wealthy residents while industrial and cultural activities move outward. However, new forms of recentralization also occur as global communication technologies paradoxically contribute to both increased mobility and new forms of isolation.
3) Finding a balance between the sense of place and freedom of movement in urban spaces will require rethinking concepts of the city and housing. It also demands efforts to reverse growing inequality and reconnect people
“Agency in a socially networked world: library clients increase their room to...bridgingworlds2008
The document discusses online social spaces and how they can be understood through research on social spaces and narrative theory. It explores how social spaces are created through narratives, identities, and social interactions. Lower levels of action like words and sentences contribute to higher levels like narratives, genres, and social spaces. Online social spaces allow for rich user experiences and participation in new forms of narrative-making and community. Librarians are well-positioned to understand these dynamics in online spaces based on research about social spaces and narrative.
This document provides an overview and summary of Michael Leary-Owhin's book "Exploring the Production of Urban Space". It includes:
- An introduction to Lefebvre's spatial triad of abstract space, representations of space, and spaces of representation.
- A summary of Lefebvre's concepts of differential space and counter-projects led by civil society groups.
- Examples and case studies of how differential space has emerged in three post-industrial cities: Vancouver, Lowell, MA, and Manchester, England through events like festivals and political rallies.
- Conclusions that differential space can co-exist with abstract space and is produced where urban space is abandoned, confirming humanity
This document provides an introduction to an issue of the magazine URBAN focused on the theme of "trans." It summarizes the contents, which include essays on topics like transforming lives through sport in Harlem, art and its provenance in the San Fernando Valley, and critiques of housing construction in France and cultural exhibits in New York. The introduction discusses how the prefix "trans" has returned to common language and academic writing, endowed with new meaning around issues of materiality, technology, and the blurred boundaries between organic and inorganic. It suggests the city is populated with "trans-entities" and things have agency in how they enable human action.
The document discusses street art and graffiti, and how it has moved from physical urban spaces into digital online spaces. It explores concepts of identity, narratives, and literacy practices regarding street art. Street art challenges notions of private and public space, and produces new meanings as it moves between physical and online contexts. It can be understood as a form of "distributed personhood" and "distributed narratives" that cross boundaries.
Urban Hub 26 Cities, People & Climate Change - Thriveable WorldsPaul van Schaık
A series of books from integralMENTORS Integral UrbanHub work on Thriving people & Thriveable Cities
Too little courage and we will fail – too much certainty and we will fail. But with care and collaboration we have a chance of bringing forth emergent impacts through innovation, syngeneic enfoldment & collaborative effort.
A deeper understanding of a broader framework will be required – this would be more that an integral vision and beyond the Eurocentric AQAL & SDI.
Cities, People & Climate Chaos
No one vision is sufficient in and of itself – visions can guide but only by collaborative action in a creative generative process can visions grow and become part of an ongoing positive sociocultural reality.
Without taking into account the many worldviews that currently co-exist and crafting ways of including them in a positive and healthy form we will continue to alienate vast sections of all communities of humankind.
The document discusses how globalization and excesses of the modern world have led to emotional disorders. Rapid technological advances and increased wealth have created a fragile global system prone to collapse. This complexity and overload of information has challenged traditional notions of truth and left many feeling disconnected. However, globalization also enables unprecedented adaptation and change if societies embrace cultural diversity and focus on self-reflection amid the chaos.
Katie King discusses her research into distributed animality and cognition using her avatar in the virtual world Second Life. She explores how identities and knowledge can be distributed across both human and non-human actors through practices like transgendering and interactions with virtual dogs in Second Life. King draws from theorists like Haraway who discuss how human and non-human bodies and cognitions are entangled in complex ways.
This document summarizes and discusses the current issue of the journal (dis)Location. It begins by providing context on the uncertainties and changes occurring in 2016 that the issue aims to examine. The introduction describes how the issue seeks to present experiences in cities' awkward spaces and examine concepts like power, materiality, and positionality in planning. It then provides a table of contents summarizing several essays and articles in the issue. These include pieces on parking, grids, gentrification, and reflections on practicing planning across different community contexts. In underlining the ever-changing nature of cities and calling for greater reflection, the introduction sets out the overarching themes of examining urban changes and realities that the issue addresses.
This document discusses the concepts of transculturation, transliteracy, and generative poetics in the context of global communications and its effects on language, identity, and creative practices. It analyzes John Cayley's digital work "Translation" which uses machine algorithms to transform text in a way that abstracts it to its underlying structural patterns while removing recognizable semantics. The document argues that meaning depends on context, and that language, culture, identity, and technology should be seen not as isolated concepts but as constantly regenerating networks of relations that inform each other.
Originally run at University of Tartu for Undergraduates and up.
Audience: anyone with an interest in the meaning and philosophy behind our interaction with the technological world around us.
Class #1 GE Documentary and Everyday Urban LifeShannon Walsh
This document outlines the course "Documentary & Everyday Urban Life" which examines cities through documentary films, creative works, and fieldwork. The course aims to study the invisible everyday processes that shape urban life through the perspectives of people in various occupations. Students will develop projects in Hong Kong neighborhoods to understand the social and cultural dimensions of cities. Assignments include group inequality projects, individual blogs, and presentations. Readings and films will provide frameworks for analyzing urban space and experience.
Psychogeography is the study of how geographic environments influence individuals' emotions and behaviors. It involves exploring landscapes in unconventional ways to gain unique perspectives. Techniques include deriving, which involves drifting through an area without a fixed route or purpose. The Situationists in 1950s Paris were early practitioners of psychogeography and deriving as a way to transform perceptions of places and everyday life. Modern interest has revived with groups conducting psychogeographic walks and events to re-experience urban environments. Mobile apps now offer new ways to engage in psychogeographic mapping and storytelling about places.
This document summarizes a study on cultural behavior in the virtual world Second Life. The study observed 18 graduate students over 3 months, comparing their interactions in Second Life to interactions in real life. Observations were conducted in the Second Life classroom "Orcus Lab 1" and the real-life classroom "UTSA Classroom." Findings showed that students interacted more openly online, with more relaxed discussions, while real-life discussions were more difficult to follow and felt monotonous. Older students tended to have more knowledge and experience using Second Life. The document provides context on Second Life and virtual worlds through references.
Campus codespaces for networked learnersSian Bayne
1. The document discusses different conceptualizations of space, from static to fluid and relational. It focuses on how digital technologies produce code/space and transduced spaces that are dependent on software and code.
2. Distance students experience the university in complex ways, inhabiting bounded, networked, fluid and fire spaces. While not physically present, some feel cognitively connected to the campus through online learning.
3. Code/space is a unique spatial formation profoundly shaped by software. Platforms like Yik Yak can produce real-time geosocial spaces on campus while online learning deters territorializes traditional understandings of educational space.
Class 1 - Introduction to the Semiotics of Digital Interactions.
Originally run at University of Tartu for Undergraduates and up.
Audience: anyone with an interest in the meaning and philosophy behind our interaction with the technological world around us.
Optimizing interconnectivity inhabiting virtual cities of common practiceJonathan Buffa
This document discusses the design of online social environments and virtual communities. It argues that online spaces should be designed as social technologies that facilitate human interaction, rather than just as tools for sharing information. The author proposes using the city as a metaphor to think about designing virtual spaces, and discusses how identity formation works differently online compared to in-person due to the lack of physical cues. The document outlines the author's thesis, which develops approaches for creating online spaces that better support social interaction and the communication of identity through visualization tools and information architectures.
Urban hub 20 : Accelerating City Change in a VUCA World - Thriveable CitiesPaul van Schaık
This document discusses accelerating city change in a VUCA (volatile, uncertain, complex, ambiguous) world through community learning about climate change challenges.
It begins by stating that limiting global warming to 1.5°C will require dramatic transformations, as seen by the coronavirus crisis. However, the quality of change matters - transformations should pursue an equitable and sustainable world.
The document then discusses how framing problems technically versus adaptively influences solutions. Technical problems have known solutions, while adaptive problems require experimenting and learning new behaviors. Climate change requires adaptive approaches to drive societal evolution. Community learning can help address both technical and adaptive dimensions to accelerate positive city transformations.
The document explores the appeal of wasteland spaces to gamers and their link to game spaces more generally. It discusses wastelands as non-places, which are spaces defined by certain functions rather than organic social relations. It also examines the concept of any-space-whatever, a virtual and fragmented space with infinite possible configurations. The document considers whether video games can be considered non-places or any-space-whatevers due to their virtual and changeable environments.
Concevoir les villes au service de l’intérêt général à l'aune des données num...Gehan Kamachi
Grâce aux données numériques qu’ils exploitent, des acteurs privés issus du numérique sont désormais des producteurs de l’urbain, tant au niveau de son cadre bâti que de ses fonctions (se loger, se déplacer, se nourrir, se rencontrer…). Dans ce contexte, comment garantir l’intérêt général favorisant, notamment, la transition énergétique et écologique et l’inclusion sociale ?
Conférence du cycle « La ville numérique à l'ère du développement durable » organisée par le réseau Eurosorbonne, association de l’Institut d’Études Européennes de l’Université Sorbonne Nouvelle - Paris 3, Paris, France. (slides)
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1) The document discusses the transformation of cities and urban spaces as a result of globalization and increased mobility. While cities are decentralizing and sprawling, certain areas become more uniform and centralized around functions like tourism, commerce, and transportation.
2) As cities decentralize, historical centers take on museum-like functions for tourists and wealthy residents while industrial and cultural activities move outward. However, new forms of recentralization also occur as global communication technologies paradoxically contribute to both increased mobility and new forms of isolation.
3) Finding a balance between the sense of place and freedom of movement in urban spaces will require rethinking concepts of the city and housing. It also demands efforts to reverse growing inequality and reconnect people
“Agency in a socially networked world: library clients increase their room to...bridgingworlds2008
The document discusses online social spaces and how they can be understood through research on social spaces and narrative theory. It explores how social spaces are created through narratives, identities, and social interactions. Lower levels of action like words and sentences contribute to higher levels like narratives, genres, and social spaces. Online social spaces allow for rich user experiences and participation in new forms of narrative-making and community. Librarians are well-positioned to understand these dynamics in online spaces based on research about social spaces and narrative.
This document provides an overview and summary of Michael Leary-Owhin's book "Exploring the Production of Urban Space". It includes:
- An introduction to Lefebvre's spatial triad of abstract space, representations of space, and spaces of representation.
- A summary of Lefebvre's concepts of differential space and counter-projects led by civil society groups.
- Examples and case studies of how differential space has emerged in three post-industrial cities: Vancouver, Lowell, MA, and Manchester, England through events like festivals and political rallies.
- Conclusions that differential space can co-exist with abstract space and is produced where urban space is abandoned, confirming humanity
This document provides an introduction to an issue of the magazine URBAN focused on the theme of "trans." It summarizes the contents, which include essays on topics like transforming lives through sport in Harlem, art and its provenance in the San Fernando Valley, and critiques of housing construction in France and cultural exhibits in New York. The introduction discusses how the prefix "trans" has returned to common language and academic writing, endowed with new meaning around issues of materiality, technology, and the blurred boundaries between organic and inorganic. It suggests the city is populated with "trans-entities" and things have agency in how they enable human action.
The document discusses street art and graffiti, and how it has moved from physical urban spaces into digital online spaces. It explores concepts of identity, narratives, and literacy practices regarding street art. Street art challenges notions of private and public space, and produces new meanings as it moves between physical and online contexts. It can be understood as a form of "distributed personhood" and "distributed narratives" that cross boundaries.
Urban Hub 26 Cities, People & Climate Change - Thriveable WorldsPaul van Schaık
A series of books from integralMENTORS Integral UrbanHub work on Thriving people & Thriveable Cities
Too little courage and we will fail – too much certainty and we will fail. But with care and collaboration we have a chance of bringing forth emergent impacts through innovation, syngeneic enfoldment & collaborative effort.
A deeper understanding of a broader framework will be required – this would be more that an integral vision and beyond the Eurocentric AQAL & SDI.
Cities, People & Climate Chaos
No one vision is sufficient in and of itself – visions can guide but only by collaborative action in a creative generative process can visions grow and become part of an ongoing positive sociocultural reality.
Without taking into account the many worldviews that currently co-exist and crafting ways of including them in a positive and healthy form we will continue to alienate vast sections of all communities of humankind.
The document discusses how globalization and excesses of the modern world have led to emotional disorders. Rapid technological advances and increased wealth have created a fragile global system prone to collapse. This complexity and overload of information has challenged traditional notions of truth and left many feeling disconnected. However, globalization also enables unprecedented adaptation and change if societies embrace cultural diversity and focus on self-reflection amid the chaos.
Katie King discusses her research into distributed animality and cognition using her avatar in the virtual world Second Life. She explores how identities and knowledge can be distributed across both human and non-human actors through practices like transgendering and interactions with virtual dogs in Second Life. King draws from theorists like Haraway who discuss how human and non-human bodies and cognitions are entangled in complex ways.
This document summarizes and discusses the current issue of the journal (dis)Location. It begins by providing context on the uncertainties and changes occurring in 2016 that the issue aims to examine. The introduction describes how the issue seeks to present experiences in cities' awkward spaces and examine concepts like power, materiality, and positionality in planning. It then provides a table of contents summarizing several essays and articles in the issue. These include pieces on parking, grids, gentrification, and reflections on practicing planning across different community contexts. In underlining the ever-changing nature of cities and calling for greater reflection, the introduction sets out the overarching themes of examining urban changes and realities that the issue addresses.
This document discusses the concepts of transculturation, transliteracy, and generative poetics in the context of global communications and its effects on language, identity, and creative practices. It analyzes John Cayley's digital work "Translation" which uses machine algorithms to transform text in a way that abstracts it to its underlying structural patterns while removing recognizable semantics. The document argues that meaning depends on context, and that language, culture, identity, and technology should be seen not as isolated concepts but as constantly regenerating networks of relations that inform each other.
Originally run at University of Tartu for Undergraduates and up.
Audience: anyone with an interest in the meaning and philosophy behind our interaction with the technological world around us.
Class #1 GE Documentary and Everyday Urban LifeShannon Walsh
This document outlines the course "Documentary & Everyday Urban Life" which examines cities through documentary films, creative works, and fieldwork. The course aims to study the invisible everyday processes that shape urban life through the perspectives of people in various occupations. Students will develop projects in Hong Kong neighborhoods to understand the social and cultural dimensions of cities. Assignments include group inequality projects, individual blogs, and presentations. Readings and films will provide frameworks for analyzing urban space and experience.
Psychogeography is the study of how geographic environments influence individuals' emotions and behaviors. It involves exploring landscapes in unconventional ways to gain unique perspectives. Techniques include deriving, which involves drifting through an area without a fixed route or purpose. The Situationists in 1950s Paris were early practitioners of psychogeography and deriving as a way to transform perceptions of places and everyday life. Modern interest has revived with groups conducting psychogeographic walks and events to re-experience urban environments. Mobile apps now offer new ways to engage in psychogeographic mapping and storytelling about places.
This document summarizes a study on cultural behavior in the virtual world Second Life. The study observed 18 graduate students over 3 months, comparing their interactions in Second Life to interactions in real life. Observations were conducted in the Second Life classroom "Orcus Lab 1" and the real-life classroom "UTSA Classroom." Findings showed that students interacted more openly online, with more relaxed discussions, while real-life discussions were more difficult to follow and felt monotonous. Older students tended to have more knowledge and experience using Second Life. The document provides context on Second Life and virtual worlds through references.
Campus codespaces for networked learnersSian Bayne
1. The document discusses different conceptualizations of space, from static to fluid and relational. It focuses on how digital technologies produce code/space and transduced spaces that are dependent on software and code.
2. Distance students experience the university in complex ways, inhabiting bounded, networked, fluid and fire spaces. While not physically present, some feel cognitively connected to the campus through online learning.
3. Code/space is a unique spatial formation profoundly shaped by software. Platforms like Yik Yak can produce real-time geosocial spaces on campus while online learning deters territorializes traditional understandings of educational space.
Class 1 - Introduction to the Semiotics of Digital Interactions.
Originally run at University of Tartu for Undergraduates and up.
Audience: anyone with an interest in the meaning and philosophy behind our interaction with the technological world around us.
Optimizing interconnectivity inhabiting virtual cities of common practiceJonathan Buffa
This document discusses the design of online social environments and virtual communities. It argues that online spaces should be designed as social technologies that facilitate human interaction, rather than just as tools for sharing information. The author proposes using the city as a metaphor to think about designing virtual spaces, and discusses how identity formation works differently online compared to in-person due to the lack of physical cues. The document outlines the author's thesis, which develops approaches for creating online spaces that better support social interaction and the communication of identity through visualization tools and information architectures.
Urban hub 20 : Accelerating City Change in a VUCA World - Thriveable CitiesPaul van Schaık
This document discusses accelerating city change in a VUCA (volatile, uncertain, complex, ambiguous) world through community learning about climate change challenges.
It begins by stating that limiting global warming to 1.5°C will require dramatic transformations, as seen by the coronavirus crisis. However, the quality of change matters - transformations should pursue an equitable and sustainable world.
The document then discusses how framing problems technically versus adaptively influences solutions. Technical problems have known solutions, while adaptive problems require experimenting and learning new behaviors. Climate change requires adaptive approaches to drive societal evolution. Community learning can help address both technical and adaptive dimensions to accelerate positive city transformations.
The document explores the appeal of wasteland spaces to gamers and their link to game spaces more generally. It discusses wastelands as non-places, which are spaces defined by certain functions rather than organic social relations. It also examines the concept of any-space-whatever, a virtual and fragmented space with infinite possible configurations. The document considers whether video games can be considered non-places or any-space-whatevers due to their virtual and changeable environments.
Similar to The practice of space in virtual worlds (20)
Concevoir les villes au service de l’intérêt général à l'aune des données num...Gehan Kamachi
Grâce aux données numériques qu’ils exploitent, des acteurs privés issus du numérique sont désormais des producteurs de l’urbain, tant au niveau de son cadre bâti que de ses fonctions (se loger, se déplacer, se nourrir, se rencontrer…). Dans ce contexte, comment garantir l’intérêt général favorisant, notamment, la transition énergétique et écologique et l’inclusion sociale ?
Conférence du cycle « La ville numérique à l'ère du développement durable » organisée par le réseau Eurosorbonne, association de l’Institut d’Études Européennes de l’Université Sorbonne Nouvelle - Paris 3, Paris, France. (slides)
DataCités 2 : Accompagner la conception de data services urbains (Smart citi...Gehan Kamachi
Face à une transition numérique dont les effets sociétaux sont multiples pour les territoires, il est nécessaire de renforcer les capacités des collectivités en matière de développement et de gouvernance des data services urbains pour en faire des instruments de l'intérêt général favorisant la transition énergétique et écologique, la revitalisation et l’accessibilité des centres des villes petites et moyennes.
- Mais, comment aider les collectivités à concevoir, prototyper et expérimenter des data services urbains sur leur territoire ?
- Quels partenariats et quelles formes de gouvernance peuvent-elles mettre en oeuvre avec le secteur privé pour partager des données ?
- Comment les collectivités peuvent-elles accroître leurs capacités d’action pour s’affirmer comme partie prenante de la fabrique de la ville numérique ?
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Conférence « Vers des data services urbains d’intérêt général » donnée par Jean-François LUCAS, le 27 mars 2019, lors du salon Niort Numeric 2019 (https://www.salon-niort-numeric.fr)
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Conférence donnée par Dominique Boullier lors de l'événement de lancement de l'exploration "DataCités 2" (www.datacites.eu).
Cette conférence a pour objet de proposer une analyse précise des différentes politiques de données urbaines pouvant être déployées dans les villes. Il s’agira alors de comprendre quelles sont les stratégies “data” des projets menés dans le cadre de DataCités 2.
Ces slides sont partagés avec l'accord de Dominique Boullier sous licence CC-by-nc (Attribution / Pas d’Utilisation Commerciale).
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Les médiations socio-techniques de l’observation en ligne. Analyse réflexive ...Gehan Kamachi
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Conférence donnée avec Stéphanie Hasler, CEAT, EPFL.
Conférence "Les données numériques : porte-paroles des citoyens dans un processus de concertation numérique ?" donnée dans le cadre du colloque "Les données urbaines, quelles pratiques, quels savoirs ?", le 13 décembre 2016.
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(animations du PPT manquantes)
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The practice of space in virtual worlds
1. Jean-‐François
LUCAS
Aka
Gehan
Kamachi
PhD
candidate
in
Sociology
Anthropology
and
Sociology
Lab
(LAS
-‐
EA
2241)
European
University
of
BriCany
Rennes
-‐
France
VisiGng
Graduate
CRCA
-‐
University
of
California,
San
Diego
2.
3.
4. 1
-‐
A
large
numbers
would
spend
all
of
their
Gme
there
if
they
could.
Conclusion
:
the
results
show
that
a
significant
number
of
people
think
of
Norrath
as
their
main
place
of
residence.
2
-‐
They
treat
the
game
world
as
their
life
world.
Moreover,
a
clear
majority
wishes
to
spend
more
Gme
in
Norrath
than
is
now
possible.
Conclusion
:
roughly
speaking,
we
can
characterize
about
one-‐fiVh
of
Norrath’s
users
as
more
or
less
fully
immersed
5. “The
word
'users'
doesn't
do
a
very
good
job
of
describing
the
two-‐way
nature
of
Second
Life,
where
the
people
involved
are
providing
content
and
contribu=ng
to
the
experience.
We
also
thought
about
'members'
(boring!),
'ci=zens'
(too
poli=cal!),
and
'players'
(too
game-‐y).
'Residents',
however,
seems
most
descrip=ve
of
people
who
have
a
stake
in
the
world
and
how
it
grows.”
Robin
Linden,
07/31/2006
6.
7. Internet
based
virtual
worlds
are
persistent
mulG-‐user
digital
environments,
in
which
a
person
can
interact
with
it
as
well
as
people
through
an
avatar.
They
authorize
synchronous
and
non-‐synchronous
communicaGons.
Finally,
parGcularly
for
the
city,
an
explicit
3D
representaGon
of
space
is
an
essenGally
quality
of
the
virtual
worlds
(Bourassa,
Edwards,
2007)
8.
9. “We
should
therefore
have
to
say
how
we
inhabit
our
vital
space,
in
accord
with
all
the
dialec=cs
of
life,
how
we
take
root,
day
aHer
day,
in
a
“corner
of
the
world
[..]
For
our
house
is
our
corner
of
the
world.
As
has
oHen
been
said,
it
is
our
first
universe,
a
real
cosmos
in
every
sense
of
the
word”.
(Bachelard,
The
PoeGcs
of
space,
ediGon
1994
by
John
R.SGlgoe,
p.4).
10. “The
term
Virtual
Paris
doesn't
refer
to
the
downloading
from
the
Web,
the
complete
disembodiment,
ul=mate
moderniza=on
or
final
connec=on
that
is
the
stuff
of
hackers'
dreams;
on
the
contrary,
it
means
a
return
to
incarna=on,
to
virtuali=es.
Yes,
the
power
is
invisible,
but
like
the
virtual,
like
the
plasma,
like
the
perpetual
transforma=ons
of
the
Pont-‐Neuf.
”
“So
the
word
"virtual"
does
not
necessarily
refer
to
a
world
of
spirits
freed
from
the
constraints
of
maWer.
At
this
stage,
life
on
the
Web
seems
more
like
the
Neolithic
in
which
Lute=a
was
founded.
Social
life
seems
to
be
back
to
square
one:
rough
bodies,
frustrated
feelings,
fledgling
languages,
barely
polished
"ne=queWe",
simplis=c
technologies,
fluctua=ng
currencies.
These
elementary
social
atoms
groping
for
one
another
in
the
dark
seem
more
like
the
primi=ve
beings
peopling
the
opening
of
Rousseau’s
Discourse
on
the
Origins
of
Inequality.
If
one
word
could
express
this
slowness,
this
thickening,
this
archaism,
it
would
be
"material"
rather
than
virtual.
”
Paris:
Invisible
City
Bruno
Latour
&
Emilie
Hermant
Translated
from
the
French
by
Liz
Carey-‐Libbrecht,
2006
11. Second
Life
Twinity
Virtual
Philadelphia
Ⓒ
AngryBeth
-‐
Flickr
Ⓒ
Digital
Urban
Ⓒ
Thereaver
Barrymore
-‐
Flickr
18. “Yes,
there
is
a
common
world,
full
and
whole
existences,
civilizaGons,
but
we
have
to
agree
to
study
how
totaliGes
are
summed
up
in
narrow
temporary
places
where
they
paint
their
pictures;
and
then
follow
them
in
the
worlds
they
perform
–
streets,
corridors,
squares,
words,
clichés,
common
places,
standards
–;
and,
finally,
we
have
to
agree
to
explore
how
these
scaCered
totaliGes
provide
beings,
themselves
mulGple
and
variable,
with
ways
to
gather
themselves
as
coherent
wholes.
AVer
learning
how
to
wander
along
these
traces,
to
proporGon
relaGons
without
ever
going
through
the
myth
of
Society,
aVer
learning
how
interpretaGons
are
formaCed,
we
can
now
go
a
liCle
further
and
try
to
understand
how
this
social
theory
can
empower.
It
really
is
Gme
to
virtualize
Paris,
to
increase
its
temperature.
”
Paris:
Invisible
City
Bruno
Latour
&
Emilie
Hermant
Translated
from
the
French
by
Liz
Carey-‐Libbrecht,
2006
19. «
The
quesGon
of
the
habitat
is
fundamentally
a
maCer
of
pracGce,
associated
with
representaGons,
values,
symbols,
imaginary
which
refer
to
geographic
locaGons
»
(Stock,
2004).
20. 3
pm
–
during
the
last
7
days
8
pm
–
during
the
last
7
days
25. A
world
like
Second
Life
is
a
world
with
blanks
:
in
Gme
and
space.
While
we
offer
representaGons
of
the
world
ever
more
comprehensive,
"total",
worlds
like
Second
Life
allows
us
to
think
"blanks",
and
it
is
the
cogniGve
and
creaGve
acGvity
of
the
Lector
(Umberto
Eco)
who
finds
his
place.