The Pervasive Media Cookbook is mix of practice, ideas and inspiration, that can be read ‘cover to cover’ or opened at any page. It introduces the emerging field of pervasive media in which context aware devices deliver ‘the right media in the right place at the right time.’ Written in non-specialist language, the cookbook is based around twelve case studies, our 'recipes', from tasty projects cooked up in the research kitchens of the Pervasive Media Studio, Bristol. The case studies are complemented by 'essentials'; short essays covering themes in pervasive media to get students and young designers thinking, as well as a list of basic ingredients that can be used as a base for your own recipes. There are lots of different ways to create Pervasive Media experiences, and our cookbook aims to get that across. We want to inspire users to find their own way to make projects that make the wireless world a tastier place to live! The recipes we’ve chosen represent the range of possible flavours that we’ve been cooking up at the cutting edge of existing pervasive media practice. The Pervasive Media Cookbook is available free online, as a website.
Abstract This work emerges from an ongoing knowledge exchange partnership between the Pervasive Media Studio Bristol, UK, and the University of the West of England’s Digital Cultures Research Centre (DCRC). The development of a shared vocabulary for ‘Pervasive Media’ formed a central question in an AHRC funded Knowledge Transfer Fellowship (KTF) undertaken by the DCRC in the Pervasive Media Studio 2010–2012. Using a collaborative process with Pervasive Media producers we addressed the question of a general language for Pervasive Media, and how we together begin to define this emergent field. A common set of terms and definitions is an important precursor for the development of this field of innovation in which multi-disciplinary teams and general publics are having to come to terms with these new forms of media experience. Project outputs have been published online in the form of the Pervasive Media Cookbook (2012). The cookbook documents a variety of case studies of Pervasive Media experiences, as well as including essays and thought pieces on relevant themes that have emerged over the course of the project. Dissemination in a form that is easily accessible to our creative industries participants is an essential element of our research process.
This work emerges from a knowledge exchange partnership between the Pervasive Media Studio Bristol UK and the University of the West of England’s Digital Cultures Research Centre (DCRC). It offers conceptual techniques, descriptive vocabularies and pragmatic design tools for the emergent field of ‘pervasive media’. Languages and vocabularies emerge from, and situate fields of, research and development, binding together communities of practice. This presentation concerns the development of a shared vocabulary for ‘Pervasive Media’ that has formed a central question in an ongoing Knowledge Transfer Fellowship (KTF). The KTF at the DCRC was set up in response to a perceived need to research definitions and new models of value creation in digital media businesses. The ‘Pervasive Media’ slogan promises the ‘right media in the right place at the right time’ delivered to phone screens, headphones, projections large and small in a burgeoning variety of interactive genres. For CBS advertising they are simply ‘outdoor media’, an extension of billboards offering the potential to intensify advertising’s command of our engagement in the terminal competition of the digital attention economy. What other models of value network could Pervasive Media support? This paper is based on work undertaken in a Knowledge Transfer Fellowship based at the Pervasive Media Studio in Bristol in which we have been working with digital start-ups to analyse the ways in which value, economies and media ecosystems interact. Using a number of recent examples of Pervasive Media practice the presentation will offer an analysis of the value produced by the media ecosystems which they inhabit and co create.
This work emerges from a knowledge exchange partnership between the Pervasive Media Studio Bristol UK and the University of the West of England's Digital Cultures Research Centre ( DCRC). It offers conceptual techniques, descriptive vocabularies and pragmatic design tools for the emergent field of ` pervasive media'. Languages and vocabularies emerge from, and situate fields of, research and development, binding together communities of practice. This presentation concerns the development of a shared vocabulary for ` Pervasive Media' that has formed a central question in an ongoing Knowledge Transfer Fellowship ( KTF). The KTF at the DCRC was set up in response to a perceived need to research definitions and new models of value creation in digital media businesses. The ` Pervasive Media' slogan promises the ` right media in the right place at the right time' delivered to phone screens, headphones, projections large and small in a burgeoning variety of interactive genres. For CBS advertising they are simply ` outdoor media', an extension of billboards offering the potential to intensify advertising's command of our engagement in the terminal competition of the digital attention economy. What other models of value network could Pervasive Media support? This paper is based on work undertaken in a Knowledge Transfer Fellowship based at the Pervasive Media Studio in Bristol in which we have been working with digital start- ups to analyse the ways in which value, economies and media ecosystems interact. Using a number of recent examples of Pervasive Media practice the presentation will offer an analysis of the value produced by the media ecosystems which they inhabit and co create.
AbstractThis paper outlines exploratory research undertaken by the “A New Sense of Place?” Project in Bristol, UK, into the potential new, location sensitive, computing technologies may have for enhancing urban children's socio‐spatial practices. The paper describes a series of workshops held with children in which mapping activities and use of the technologies are supported by the use of a Geographic Information System (GIS). The paper suggests that sound‐enabled GIS could play a major role in the management of such technologies.
This paper describes a study undertaken to explore the ways in which older teenage girls use technology to construct and maintain a sense of private space while living at home with parents. The study used blogging as an experimental and integral part of the research, in order to facilitate ongoing communication between researcher and participant.
This paper presents a community-based use of location-sensitive media technology, drawing on it to discuss: relationships between personal and community experience and place; participation and ownership of community-based location-sensitive media projects; the potential of this technology for rich and diverse self-representations; and the kind of context that might enable ongoing community-based use.
In this paper, we describe design work with 36 children aged 9 and 10 in Bristol, United Kingdom. The design work was conducted using emerging mobile and wireless technology which has the potential to impact on the problematic issue of children's access to, use of, and safety within the wider urban environment. A series of workshops are described in which children were encouraged to think about their use of an outdoor space before their introduction to the technology. The children designed and created "soundscapes" in the outdoor environment. The future potential impact of the technology on children's spatial practice is discussed and the concept of children "tagging" environmental hazards is raised.
In this sketch we describe two novel location aware interactive applications; Riot! 1831, an interactive historical play, and Moulinex, an interactive ambient sound piece. Both of the applications discussed have the common trait of using GPS to calculate the user's location which is then used to control the participant's interaction with the application. Thus the user's interface is their whole body movement through the physical environment around them.
Mediascapes are a new medium. We use the term mediascape to describe the user experience of walking through the physical world and triggering digital media which has been situated in that place for a particular reason by the mediascape designer. Forms of mediascape include tours, situated plays, games, augmented attractions and wearable applications. What the different forms of mediascape hold in common is that the user is always mobile, rather than at a desk and the interaction mechanisms are often through movement or gesture rather than using a mouse of keyboard. Design for this new medium is still at a formative stage. It introduces a wide variety of issues for both the user and the spectator experience. This report provides an overview and practical design advice to anyone who is interested in understanding the new medium of locative media and in creating their own situated mediascape. The report is based on the collective experience of the Mobile Bristol group who have used the Mobile Bristol Authoring framework to develop a wide range of mediascapes for different purposes. The report describes both general guidelines as well as specific recommendations for designers who want to use the Mobile Bristol Authoring tools. Experience Design Guidelines for Situated Mediascapes Page 2
The aim of the research was to discover how teen girls use technology in relation to privacy practices in their everyday lives. Asking teenage girls to describe the worst technology they could imagine was a fruitful way of exploring their feelings towards location-awareness, tracking and surveillance in particular and served as inspiration for the design of concepts which embody many of their concerns.
In this paper, we describe the situation and factors that lead to "Magic Moments" in mediascape experiences and discuss the implications for how to design these magic moments without them appearing contrived. We introduce a framework for Experience Design and describe a set of design heuristics which should extend the field of HCI to encompass aspects of user experience, mobility, the outside environment and facets of the new medium. The distinctive feature of mediascapes is their link to the physical environment. The findings are primarily based on analysis of public reaction to Riot! 1831, a mediascape in the form of an interactive drama which is based on the actual riots that took place in a public square in Bristol, England in 1831.
This paper describes a workshop run as part of 'A New Sense of Place?' an initiative exploring and developing the interface between children and new mobile 'wearable' ICTs. This initiative is one part of 'Mobile Bristol', a wider project developing wearable devices, their applications and understandings of their potential in social terms. 'A New Sense of Place?' is particularly interested in considering how these new technologies might integrate with childhood and how they might be applied to help children to reengage with urban spaces. The paper establishes the rationale for this work and describes a two day exploratory workshop with 10 children held in April 2002. The workshop was designed to introduce children to the technology and explore whether, from the children's point of view, the technology might hold enough potential for their use in the urban environment for the work to develop.
Kirsten Cater合作论文数at the University of Bristol.3