Ambient Play

Ambient Play

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  • Author: Larissa Hjorth
  • Publisher: MIT Press
  • ISBN: 026236042X
  • Category : Games & Activities
  • Languages : en
  • Pages : 200

An engaging look at how mobile games are increasingly part of our day-to-day lives and the ways that we interact across real as well as digital landscapes. We often play games on our mobile devices when we have some time to kill--waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. We are digital wayfarers, moving constantly among digital, social, and social worlds.


Ambient Literature

Ambient Literature

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  • Author: Tom Abba
  • Publisher: Springer Nature
  • ISBN: 3030414566
  • Category : Literary Criticism
  • Languages : en
  • Pages : 344

This book considers how a combination of place-based writing and location responsive technologies produce new kinds of literary experiences. Building on the work done in the Ambient Literature Project (2016–2018), this books argues that these encounters constitute new literary forms, in which the authored text lies at the heart of an embodied and mediated experience. The visual, sonic, social and historic resources of place become the elements of a live and emergent mise-en-scène. Specific techniques of narration, including hallucination, memory, history, place based writing, and drama, as well as reworking of traditional storytelling forms combine with the work of app and user experience design, interaction, software authoring, and GIS (geographical information systems) to produce ambient experiences where the user reads a textual and sonic literary space. These experiences are temporary, ambiguous, and unpredictable in their meaning but unlike the theatre, the gallery, or the cinema they take place in the everyday shared world. The book explores the potentiality of a new literary form produced by the exchange between location-aware cultural objects, writers and readers. This book, and the work it explores, lays the ground for a new poetics of situated writing and reading practices.


Mediatized Fan Play

Mediatized Fan Play

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  • Author: Line Nybro Petersen
  • Publisher: Routledge
  • ISBN: 1351001825
  • Category : Social Science
  • Languages : en
  • Pages : 159

Addressing fans’ digital practices, this book places fans’ play at the centre of a networked mainstream culture that seems to increasingly cater to, amalgamate with and adapt to fans’ mediatized play. Through case studies of the fan communities of the Hamilton musical, and Norwegian streaming hit SKAM, along with examples from many other online fan communities, the book dives into how fans navigate and create play rules as part of their community-building in a networked digital landscape and how they use the digital affordances of social media to engage in language play. It analyses the role of mediatized fan play in the context of political culture and identifies processes of fanization as fans’ play moods and modes are integrated into politics. Finally, the book discusses the role of fan play in the context of the global conspiracy theory, QAnon, as those instigating the conspiracy and those who are fans of the movement engage in dark play and deep play, respectively. The book suggests that we might understand fan communities as pioneer communities in the sense that there is increased value placed on fans’ mood work and fan play is integrated into other societal domains. This is an engaging book for scholars and students studying media studies and cultural studies, particularly courses on fan studies, film studies, television studies and mediatization.


Ambient Parking Lot

Ambient Parking Lot

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  • Author: Pamela Lu
  • Publisher:
  • ISBN: 9780976736431
  • Category : Artistic collaboration
  • Languages : en
  • Pages : 0

Fiction. Part fiction, part earnest mockumentary, AMBIENT PARKING LOT follows a band of musicians as they wander the parking structures of urban downtown and greater suburbia in quest of the ultimate ambient noise—one that promises to embody their historical moment and deliver them up to the heights of their self-important artistry. Along the way, they make sporadic forays into lyric while contending with doubts, delusions, miscalculations, mutinies, and minor triumphs. This saga peers into the wreckage of a post-9/11 landscape and embraces the comedy and poignancy of failed utopia.


Ambient Intelligence

Ambient Intelligence

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  • Author: Fabio Paternò
  • Publisher: Springer
  • ISBN: 364234898X
  • Category : Computers
  • Languages : en
  • Pages : 475

This book constitutes the refereed proceedings of the third International Joint Conference an Ambient Intelligence, AmI 2012, held in Pisa, Italy, in November 2012. The 18 revised full papers and 5 short papers presented were carefully reviewed and selected from 47 (full papers) respectively 14 (short papers) submissions. From a scientific point of view, the papers make a multidisciplinary approach covering fields like computer science, human computer interaction, electrical engineering, industrial design, behavioral sciences, aimed at enriching physical environments with a network of distributed devices, such as sensors, actuators, and computational resources, in order to support users in their everyday activities. From a technological perspective the volume represents the convergence of recent achievements in ubiquitous and communication technologies, pervasive computing, intelligent user interfaces and artificial intelligence.


Play like a Feminist.

Play like a Feminist.

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  • Author: Shira Chess
  • Publisher: MIT Press
  • ISBN: 0262360446
  • Category : Games & Activities
  • Languages : en
  • Pages : 182

An important new voice provides an empowering look at why video games need feminism—and why all of us should make space for more play in our lives. You play like a girl: It’s meant to be an insult, accusing a player of subpar, un-fun playing. If you’re a girl, and you grow up, do you “play like a woman”—whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Playing like a feminist is empowering and disruptive—it exceeds the boundaries of gender yet still advocates for gender equality. Roughly half of all players identify as female, and “Gamergate” galvanized many of gaming’s disenfranchised voices. Chess argues games are in need of a creative platform-expanding, metaphysical explosion—and feminism can take us there. She reflects on the importance of play, playful protest, and how feminist video games can help us rethink the ways that we tell stories. Feminism needs video games as much as video games need feminism. Play and games can be powerful. Chess’s goal is for all of us—regardless of gender orientation, ethnicity, ability, social class, or stance toward feminism—to spend more time playing as a tool of radical disruption.


Digital Ethnography

Digital Ethnography

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  • Author: Sarah Pink
  • Publisher: SAGE
  • ISBN: 1473943140
  • Category : Social Science
  • Languages : en
  • Pages : 217

This sharp, innovative book champions the rising significance of ethnographic research on the use of digital resources around the world. It contextualises digital and pre-digital ethnographic research and demonstrates how the methodological, practical and theoretical dimensions are increasingly intertwined. Digital ethnography is central to our understanding of the social world; it can shape methodology and methods, and provides the technological tools needed to research society. The authoritative team of authors clearly set out how to research localities, objects and events as well as providing insights into exploring individuals’ or communities’ lived experiences, practices and relationships. The book: Defines a series of central concepts in this new branch of social and cultural research Challenges existing conceptual and analytical categories Showcases new and innovative methods Theorises the digital world in new ways Encourages us to rethink pre-digital practices, media and environments This is the ideal introduction for anyone intending to conduct ethnographic research in today’s digital society.


ActionScript 3.0

ActionScript 3.0

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  • Author: Derrick Ypenburg
  • Publisher: Peachpit Press
  • ISBN: 0132104334
  • Category : Computers
  • Languages : en
  • Pages : 590

ActionScript is the programming language integral to the Adobe Technology Platform. It began as a simple scripting language for creating interactivity and animation in Flash, but is now used to create full-featured Web applications, not only in Flash but in Flex. ActionScript 3, introduced with Flex 2, is now a full-fledged object-oriented programming language, and the need for teaching materials, for both newcomers and veterans, is great. This task-based tutorial is for students with no programming experience as well as those programmers who have learned earlier versions of the programming language and now need to learn the new version. The book walks a reader through all the fundamentals, then moves on to creating interactivity, working with data, looping and decision making, programming visualizations, and working with multimedia. It's a complete end-to-end tutorial.


Screen Ecologies

Screen Ecologies

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  • Author: Larissa Hjorth
  • Publisher: MIT Press
  • ISBN: 0262034565
  • Category : Art
  • Languages : en
  • Pages : 221

How new media and visual artists provide alternative ways for understanding and visualizing the entanglements of media and the environment in the Asia-Pacific. Images of environmental disaster and degradation have become part of our everyday media diet. This visual culture focusing on environmental deterioration represents a wider recognition of the political, economic, and cultural forces that are responsible for our ongoing environmental crisis. And yet efforts to raise awareness about environmental issues through digital and visual media are riddled with irony, because the resource extraction, manufacturing, transportation, and waste associated with digital devices contribute to environmental damage and climate change. Screen Ecologies examines the relationship of media, art, and climate change in the Asia-Pacific region—a key site of both environmental degradation and the production and consumption of climate-aware screen art and media. Screen Ecologies shows how new media and visual artists provide alternative ways for understanding the entanglements of media and the environment in the Asia-Pacific. It investigates such topics as artists' exploration of alternative ways to represent the environment; regional stories of media innovation and climate change; the tensions between amateur and professional art; the emergence of biennials, triennials, and new arts organizations; the theme of water in regional art; new models for networked collaboration; and social media's move from private to public realms. A generous selection of illustrations shows a range of artist's projects.


Ambient Commons

Ambient Commons

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  • Author: Malcolm McCullough
  • Publisher: MIT Press
  • ISBN: 0262528398
  • Category : Computers
  • Languages : en
  • Pages : 366

On rediscovering surroundings when information goes everywhere. The world is filling with ever more kinds of media, in ever more contexts and formats. Glowing rectangles have become part of the scene; screens, large and small, appear everywhere. Physical locations are increasingly tagged and digitally augmented. Amid this flood, your attention practices matter more than ever. You might not be able to tune this world out. So it is worth remembering that underneath all these augmentations and data flows, fixed forms persist, and that to notice them can improve other sensibilities. In Ambient Commons, Malcolm McCullough explores the workings of attention through a rediscovery of surroundings. McCullough describes what he calls the Ambient: an increasing tendency to perceive information superabundance whole, where individual signals matter less and at least some mediation assumes inhabitable form. He explores how the fixed forms of architecture and the city play a cognitive role in the flow of ambient information. As a persistently inhabited world, can the Ambient be understood as a shared cultural resource, to be socially curated, voluntarily limited, and self-governed as if a commons? Ambient Commons invites you to look past current obsessions with smart phones to rethink attention itself, to care for more situated, often inescapable forms of information.