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The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing attention to the social and cultural implications of mobile technologies in contemporary society. With a comprehensive approach that includes theory, design, and education, this edited volume is one of the first scholarly works to engage the emerging area of multi-user location-based mobile games and hybrid reality games. It is appropriate for undergraduate and graduate courses covering mobile phone or gaming culture, media history and educational technology, as well as researchers and the general public.
The concept of immersive multimedia, which is closely related to concepts of augmented reality, brings opportunities in art, education, entertainment, and technology. As such, it is vital to explore the connections between consumers of media content and information parts that come from multimedia platforms. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.
The 21st century seems to be on the move, perhaps even more so than the last. With cheap travel, and more than two billion cars projected worldwide for 2030. And yet, all this mobility is happening incredibly unevenly, at different paces and intensities, with varying impacts and consequences to the extent that life on the move might be actually quite difficult to sustain environmentally, socially and ethically. As a result 'mobility' has become a keyword of the social sciences; delineating a new domain of concepts, approaches, methodologies and techniques which seek to understand the character and quality of these trends. This Handbook explores and critically evaluates the debates, approaches, controversies and methodologies, inherent to this rapidly expanding discipline. It brings together leading specialists from range of backgrounds and geographical regions to provide an authoritative and comprehensive overview of this field, conveying cutting edge research in an accessible way whilst giving detailed grounding in the evolution of past debates on mobilities. It illustrates disciplinary trends and pathways, from migration studies and transport history to communications research, featuring methodological innovations and developments and conceptual histories - from feminist theory to tourist studies. It explores the dominant figures of mobility, from children to soldiers and the mobility impaired; the disparate materialities of mobility such as flows of water and waste to the vectors of viruses; key infrastructures such as logistics systems to the informal services of megacity slums, and the important mobility events around which our world turns; from going on vacation to the commute, to the catastrophic disruption of mobility systems. The text is forward-thinking, projecting the future of mobilities as they might be lived, transformed and studied, and possibly, brought to an end. International in focus, the book transcends disciplinary and national boundaries to explore mobilities as they are understood from different perspectives, different fields, countries and standpoints. This is an invaluable resource for all those with an interest in mobility across disciplinary boundaries and areas of study.
In this illuminating and provocative survey, Stephen Barber examines the historical relationship between film and the urban landscape. Projected Cities looks with particular focus at the cinema of Europe and Japan, two closely linked cinematic cultures which have been foremost in the use of urban imagery, to reveal elements of culture, architecture and history. By examining this imagery, especially at moments of turmoil and experimentation, the author reveals how cinema has used images of cities to influence our perception of everything from history to the human body, and how cinematic images of cities have been fundamental to the ways in which the city has been imagined, formulated and remembered. The book goes on to assess the impact of media culture on the status of film and cinema spaces, and concludes by considering digital renderings of the modern city. Projected Cities will appeal to all readers engaged with the city, film and contemporary culture.
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760
Communication has often been understood as a realm of immaterial, insubstantial phenomena—images, messages, thoughts, languages, cultures, and ideologies—mediating our embodied experience of the concrete world. Communication Matters challenges this view, assembling leading scholars in the fields of Communication, Rhetoric, and English to focus on the materiality of communication. Building on the work of materialist theorists such as Gilles Deleuze, Michel Foucault, Friedrich Kittler, and Henri Lefebvre, the essays collected here examine the materiality of discourse itself and the constitutive force of communication in the production of the real. Communication Matters presents original work that rethinks communication as material and situates materialist approaches to communication within the broader "materiality turn" emerging in the humanities and social sciences. This collection will be of interest to researchers and postgraduate students in Media, Communication Studies, and Rhetoric. The book includes images of the digital media installations of Francesca Talenti, Professor, Department of Communication Studies, University of North Carolina at Chapel Hill.
In this updated second edition, Jason Farman offers a groundbreaking look at how location-aware mobile technologies are radically shifting our sense of identity, community, and place-making practices. Mobile Interface Theory is a foundational book in mobile media studies, with the first edition winning the Book of the Year Award from the Association of Internet Researchers. It explores a range of mobile media practices from interface design to maps, AR/VR, mobile games, performances that use mobile devices, and mobile storytelling projects. Throughout, Farman provides readers with a rich theoretical framework to understand the ever-transforming landscape of mobile media and how they shape our bodily practices in the spaces we move through. This fully updated second edition features updated examples throughout, reflecting the shifts in mobile technology. This is the ideal text for those studying mobile media, social media, digital media, and mobile storytelling.
This two-volume set of LCT 2023, constitutes the refereed proceedings of the 10th International Conference on Learning and Collaboration Technologies, LCT 2023, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark.The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The papers of LCT 2022 Part I are organized in topical sections named: Designing Learning Experiences; Understanding the Learning Experience; Technology-supported Teaching; Supporting Creativity in Learning.