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Which clippings match 'Communication Networks' keyword pg.1 of 1
06 NOVEMBER 2013

Kunsthochschule für Medien Köln: Department of Hybrid Space

"A new interdisciplinary field of design, researching the transformations of architectural, urban/regional space of the emerging 'information age', explores the dynamic interaction of architecture/urbanism and the space of mass media and communication networks. It develops scenarios for the interplay of public urban and public media space. The products of these alliances of urban/regional and media networks, of architectural and media space, are bastards: ambivalent spaces that are at the same time analog and digital, tactile and abstract, material and immaterial, expanding hyper–sensuality in the time– and placelessness of media flows. These hybrid spatial morphs act simultaneously in urban (local) and media (global) space and mediate between them, unfolding the undefined space between the local and the global, occupying the vacuum between local place and global space. Within the inversions of identity (communication), within the fluid ever–changing densities in the knitted networks, fused analogue/digital cultures are idensified."

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TAGS

Academy of Media Arts Cologne • ambivalent spaces • analogue and digital • analogue and digital cultures • architectural conjecturearchitectural space • architectural transformations • architecturebastard • changing densities • Colognecommunication networksdesign coursedesign field • Elizabeth Sikiaridi • embodied interactionsflows • Frans Vogelaar • global space • glocalglocalizationhybrid spaces • hybrid spatial morphs • hyper-sensualityidentityidentity constructionimmaterialinformation ageinformation flows • interdisciplinary design • interdisciplinary field • knitted networks • Kunsthochschule fur Medien Koln • local place • local space • mass mediamaterialitymedia arts • media flows • media networksmedia spaceplacelessnesspublic space • public urban space • regional space • tactile experience • undefined space • urban spaceurbanism

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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