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 volume proposes the mobile Internet is best understood as a socio-technical "assemblage" of objects, practices, symbolic representations, experiences and affects. Authors from a variety of disciplines discuss practices mediated through mobile communication, including current phone and tablet devices. The converging concepts of Materialities (ranging from the political economy of communication to physical devices) and Imaginaries (including cultural values, desires and perceptions) are touchstones for each of the chapters in the book.
What happens when stories meet mobile media? In this cutting-edge collection, contributors explore digital storytelling in ways that look beyond the desktop to consider how stories can be told through mobile, locative, and pervasive technologies. This book offers dynamic insights about the new nature of narrative in the age of mobile media, studying digital stories that are site-specific, context-aware, and involve the reader in fascinating ways. Addressing important topics for scholars, students, and designers alike, this collection investigates the crucial questions for this emerging area of storytelling and electronic literature. Topics covered include the histories of site-specific narratives, issues in design and practice, space and mapping, mobile games, narrative interfaces, and the interplay between memory, history, and community.
In order to be able to communicate and engage with each other via new communicative spaces such as Google Earth, we need to understand as much as possible about how they work as cultural texts: how and why we make them and how we respond to them. Launched in 2005, Google Earth is a virtual globe, map and geographical information program, mapping the Earth by the superimposition of images obtained from satellite imagery and aerial photography. By addressing the sociopolitical issues at stake in society's use of social websites, the author provides the first ever extended close reading of Google Earth as a powerful player in the communication realm of social media. By grounding the context of its military pre-history, its construction, its links to other similar world-making sites such as Google Maps and how it is perceived critically by social scientists, it is imperative to understand how social networking and information sites work in socio and geo-political contexts if society is to use these sites effectively and for the public good.
With the rise of smartphones and the proliferation of applications, the ways everyday media users and creative professionals represent, experience, and share the everyday is changing. This collection reflects on emergent creative practices and digital ethnographies of new socialities associated with smartphone cameras in everyday life.
In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.
Since its initial publication, Critical Digital Studies has proven an indispensable guide to understanding digitally mediated culture. Bringing together the leading scholars in this growing field, internationally renowned scholars Arthur and Marilouise Kroker present an innovative and interdisciplinary survey of the relationship between humanity and technology. The reader offers a study of our digital future, a means of understanding the world with new analytic tools and means of communication that are defining the twenty-first century. The second edition includes new essays on the impact of social networking technologies and new media. A new section – “New Digital Media” – presents important, new articles on topics including hacktivism in the age of digital power and the relationship between gaming and capitalism. The extraordinary range and depth of the first edition has been maintained in this new edition. Critical Digital Studies will continue to provide the leading edge to readers wanting to understand the complex intersection of digital culture and human knowledge.
This book explores city branding in the public sector as an aspect of e-governance from a privileged linguistic, discursive and semiotic perspective. It analyses how local administrations and public bodies engage their stakeholders by addressing key issues such as active citizenship, social inclusion and promotion of cultural heritage and events.
Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” —Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” —Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” —Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.
This book reviews the history of the interface between morpho-syntax and phonology roughly since World War II. Structuralist and generative interface thinking is presented chronologically, but also theory by theory from the point of view of a historically interested observer who however in the last third of the book distills lessons in order to assess present-day interface theories, and to establish a catalogue of properties that a correct interface theory should or must not have. The book also introduces modularity, the rationalist theory of the (human) cognitive system that underlies the generative approach to language, from a Cognitive Science perspective. Modularity is used as a referee for interface theories in the book. Finally, the book locates the interface debate in the landscape of current minimalist syntax and phase theory and fosters intermodular argumentation: how can we use properties of morpho-syntactic theory in order to argue for or against competing theories of phonology (and vice-versa)?
The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application 3D interaction is suddenly everywhere. But simply using 3D input or displays isn't enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today's most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction--indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilizing 2D, "magic," "natural," multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies
"M-commerce (mobile commerce) applications for both individuals and organizations are expected to grow considerably over the next few years. This book addresses issues pertaining to the development, deployment, and use of these applications. Provided is a single source of up-to-date information about mobile commerce, including the technology involved, research on the expected impact of this technology on businesses and consumers, and case studies describing state-of-the-art m-commerce applications and lessons learned. The role of m-commerce in the automotive industry, advertising, and the wireless classroom is addressed."
"This book compiles authoritative research from scholars worldwide, covering the issues surrounding the influx of information technology to the office environment, from choice and effective use of technologies to necessary participants in the virtual workplace"--Provided by publisher.
This book focuses on mobile learning design from both theoretical and practical perspectives. It introduces and discusses how mobile learning can be effectively integrated into curricula, highlighting the design of four key components of learning-centric pedagogy: Resource, Activity, Support and Evaluation in the context of mobile learning. It also investigates the learning theories underpinning mobile learning design, and includes case studies in different contexts. It provides practical insights that allow teachers to change and transform teaching practices using mobile technology. Anyone involved in mobile-technology enhanced learning and teaching will find this book both informative and useful.
Radio network system planning is a comprehensive optimisation task where different planning targets - coverage, capacity and quality- have a direct influence on each other and where optimised solution is a compromise of these planning areas. In order to find out the cost effective and high quality radio network plan the well-known theoretical details have to be bound with practical radio planning issues like planning phases and planning parameters. At the same time the long-term network evolution paths and the possible changes of the radio propagation environment have to be well understood. Radio Interface System Planning for GSM/GPRS/UMTS introduces the radio system planning where these theoretical and practical details have both been emphasized and then utilized for the planning of GSM, GPRS and UMTS mobile networks. The key planning parameters for these systems are explained and the typical values for power budget, various margins, gains and losses, and frequency reuse are given. Also, the book describes the common tasks in radio system planning. The planning methods and phases introduced in the book can also be applied to other mobile communication systems.
As the first of its kind, this book provides a valuable introduction for scientists and engineers interested in liquid/fluid interfaces and disperse systems to the rapidly developing area of adsorption dynamics. It is the first extensive review available on the subject of dynamics of adsorption and gives a general summary of the current state of adsorption kinetics theory and experiments. Current progress in recently designed set-ups and improved and generalised known methods for studying interfacial relaxations is reviewed. In addition, the role of the electric charge of surfactants in the adsorption process is discussed in terms of a non-equilibrium distribution of adsorbing ions in the diffuse layer. Present theories of the effect of dynamic adsorption layers on mobile surfaces, such as moving drops and bubbles, based on both diffusion and kinetic controlled adsorption models are described and efficient approximate analytical methods to solve the mathematical problem of coupling surfactant transport and hydrodynamics are introduced. The role of a dynamic adsorption layer in bubble rising, film drainage and film stabilisation and in complex processes such as flotation and microflotation is discussed. Containing more than 1100 references, the book is essential reading for industrial scientists and graduate and post-graduate students in physical, surface and colloid chemistry, physico-chemical hydrodynamics, water purification and mineral processing.
Mobile devices allow users to remain connected with each other anytime and anywhere, but flaws and limitations in the design of mobile interfaces have often constituted frustrating obstacles to usability. Research and Design Innovations for Mobile User Experience offers innovative design solutions for mobile human-computer interfaces, addressing both challenges and opportunities in the field to pragmatically improve the accessibility of mobile technologies. Through cutting-edge empirical studies and investigative cases, this reference book will enable designers, developers, managers, and experts of mobile computer interfaces with the most up-to-date tools and techniques for providing their users with an outstanding mobile experience.