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Which clippings match 'Pervasive Media' keyword pg.1 of 1
24 JUNE 2015

i-Docs: website of this emerging interactive documentary form

"You will find a number of definitions and points-of-view on what constitutes an interactive documentary. At this point in the development of this fast-moving field we feel that it is important to have an expansive definition that can embrace the many different kinds of work that are emerging. The i-Docs site includes coverage of projects that you may find elsewhere described as web-docs, transmedia documentaries, serious games, cross-platform docs, locative docs, docu-games, pervasive media. For us any project that starts with an intention to document the 'real' and that does so by using digital interactive technology can be considered an i-doc. What unites all these projects is this intersection between digital interactive technology and documentary practice. Where these two things come together, the audience become active agents within documentary – making the work unfold through their interaction and often contributing content. If documentary is about telling stories about our shared world; we are interested in what happens as the audience get more closely involved in this way. At the heart of i-Docs is the question; what opportunities emerge as documentary becomes something that is co-created?"

(Digital Cultures Research Centre at University of the West of England)

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TAGS

2011 • active agents • active audienceBristolco-creator-ship • cross-platform docs • design for the screen • Digital Cultures Research Centre • digital storytelling • docu-games • docufiction • document the real • documentary formdocumentary practicedocumentary truthhybrid formshypermediai-Doc • i-Docs project • interactive digital narrativesinteractive documentaryinteractive multimediainteractive storytelling • Jon Dovey • Judith Aston • locative docs • online multimedia • our shared world • pervasive media • Sandra Gaudenzi • serious gamestheir stories • transmedia documentaries • University of the West of England • UWE Bristol • web-based documentary • web-docs

CONTRIBUTOR

Simon Perkins
04 JUNE 2013

The Lansdown Centre for Electronic Arts

"The Lansdown Centre for Electronic Arts, founded on groundbreaking computer animation in 1985, focuses on the creative and critical use of media technologies, leading developments in which media are interactive, ubiquitous, pervasive, physical and multimodal."

Fig.1 Julie Freeman

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TAGS

1985 • ADRI • applied research • Art and Design Research Institute • blue sky • collaborative projects • computer animationcreative uses of new technologycritical perspective • critical use of technology • David Heinemann • digital technologies • Guy Sherwin • Helen Bendon • interactive mediainterdisciplinary investigation • John Dack • Lansdown Centre for Electronic Arts • Magnus Moar • media technologies • Middlesex University • moving imagemultimodal scholarshipmultimodal user interfacesmultimodality • Nic Sandiland • personal artistic research • pervasive mediaphysical computingplayful work • Ralf Nuhn • researchresearch centre • rethinking knowledge • Sharon Lin Tay • Simone Gristwood • sonic arts • Suzanne Buchan • Tansy Spinks • theory and practiceubiquitous technologiesUK • Virginia Crisp

CONTRIBUTOR

Simon Perkins
05 AUGUST 2012

Teach and Learn Online: Die LMS die! You too PLE!

"The PLE project recognises the fundamental flaws in Virtual Learning Environments or Learning Management Systems (VLE, LMS), but falls short in its vision of an alternative. At this stage in the project it is suggesting that the PLE be a desktop application for a student (sounds a bit like my old Perfect LMS idea) or a singular portal online.

At risk of sounding like a broken record, I'll have to repeat my defining question about Internet enhanced learning, but this time in response to the PLE.

Question to the PLE: Why do we need a PLE when we already have the Internet? The Internet is my PLE, ePortfolio, VLE what ever. Thanks to blogger, bloglines, flickr, delicious, wikispaces, ourmedia, creative commons, and what ever comes next in this new Internet age, I have a strong online ID and very extensive and personalised learning environment. Actually I think the PLE idea is better envisioned by the futurist concept known as the Evolving Personalised Information Construct (EPIC). I think we already have EPIC, so why do we need the PLE?

To extend the statement: We insignificant little teachers and our out of date schools and classrooms don't need to be investing in media projects like VLEs, LMS and even PLEs. Our dam walls of knowledge have burst! and no amount of sand bagging will stop the flood that is clearly discrediting our authority over learning. Media, and with it communications, will evolve (as it certainly has in the last 50 years or more) well beyond the limitations of our classrooms, with investments and broadcast influence we can't even fathom. Why waste our precious money and time on projects that only serve to suspend our true position within that media scape. The PLE makes me think of ELGG, and it all makes me wonder why it is we educationalists still think we are even relevant anymore. The people (yes that includes us) are learning how to read and write for themselves, and in an amazing act of collective generosity, the people are teaching each other – why do they even need our classrooms... is it perhaps only credentialism that we offer? Or is it also sense of security and safety? Is it false?"

(Leigh Blackall, 13 November 2005)

Fig.1 "Lords of Graphite" by 5star (Neil Caldwell).

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TAGS

2005authorised voiceBlogger (software) • Bloglines • broadcast societycentralised platformclassrooms • collective generosity • Creative CommonscredentialismDeliciousdesktop application • desktop classroom • e-portfolio • educationalists • ELGG • EPIC (acronym) • ePortfolio • Evolving Personalised Information Construct • Flickrgift cultureinformation literacy • internet enhanced learning • learning and teaching • learning centre • Learning Management System • learning media • learning platform • learning portal • Leigh Blackall • LMSmedia literacymediascape • network literate • new Internet age • online portal • open Internet • Ourmedia • out of date • personalised learning environment • pervasive mediaPLEschools • singular portal online • virtual learning environmentsVLEWikispaces

CONTRIBUTOR

Simon Perkins
20 MARCH 2012

What is Pervasive Media?

"For more than a decade, scientists have promised a world of devices and services that infuse the landscape of our daily lives with experiences that are designed to fit the needs of the situation. Beyond the laboratories, computing and communication technology has created a world in which people carry small, powerful, wireless computers and phones that are connected to the internet almost all of the time, from almost anywhere.

From gaming to outdoor displays, performance to public transport, pervasive media is delivered into the fabric of everyday life, tuned to the context at the moment of delivery. It sits at the emerging intersection of mobile computers, media technology, networks and sensors and offers significant opportunities for new types of digital media content and services, especially those linked to an awareness of place and location.

Pervasive Media is basically any experience that uses sensors and/or mobile/wireless networks to bring you content (film, music, images, a game...) that's sensitive to your situation – which could be where you are, how you feel, or who you are with. Oyster Cards are a simple pervasive device: so are audio guides at tourist attractions, which can give you extra information according to where you are and which bits you've been to already.

Pervasive Media is Digital Media delivered into the fabric of real life and based on the situational context at the moment of delivery"

(Pervasive Media Studio)

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TAGS

applied researchaudio guide • awareness of place • communication networkscommunication technology • computing technology • connected to the internet • contentconvergencedaily lives • devices and services • digital media • digital media content • digital media services • experiencesgamesinteraction design • location aware • mobile computers • mobile networks • moment of delivery • outdoor displays • Oyster Card • performance • pervasive device • pervasive media • Pervasive Media Studio • public transport • research centre • sensitive to your situation • sensorsituation • situational context • technical innovationtechnologytourist attractionsUniversity of Bristol • University of West of England • Watershed (cinema) • where you are • wireless computers • wireless networks

CONTRIBUTOR

Simon Perkins
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