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23 OCTOBER 2012

Explore Nottingham through the Sillitoe Mobile Trail iPhone 5 App

"The Alan Sillitoe Memorial Committee are launching a Mobile Trail App and Handbook–(a book with a digital heart) at Nottingham Contemporary on Saturday 27th October [2012]. ...

The mobile trail features the work of leading contemporary writers revisiting the themes and spaces of Sillitoe's Nottingham and is the culmination of our work with The Space – the experimental digital arts platform commissioned by Arts Council England in association with the BBC."

(2012 Sillitoe Trail)

Fig.1 "Sillitoe Trail Nottingham: Al Needham – Life through 21 Pubs", Published on 13 Jul 2012 by thinkamigo.

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TAGS

19582012 • Al Needham • Alan Sillitoe • Ann Featherstone • appArts Council Englandaudible informationaudioaudio guideaudio storiesBBC • Billy Ivory • British Pub • contemporary writers • David Sillitoe • Derrick Buttress • digital arts • experimental digital arts platform • Frank Abbott • Goose Fair • iPhone • iPhone 5 • iPhone app • James Walker • kitchen sink realism • LeftLion Magazine • locations • Michael Eaton • mobile trail • mobile trail app • navigate • Neil Fulwood • NottinghamNottingham Contemporary • Old Market Square • Paul Fillingham • Pete Davis • pub • Raleigh Bicycle Company • Raleigh factory • River Trent • Saturday Night and Sunday Morning • Sillitoe Trail • spaceThe Space (service) • The White Horse • Thinkamigo • UKvirtual heritagevirtual tourwayfinding

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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