( via moonriver)
[murmur] is an archival audio project that collects and curates stories set in specific cities of Canada (Toronto locations, Montréal etc…) told by city residents themselves. (Secret NY – is a very similar project that was held in NY: large sculptural yellow arrows were placed around Manhattan. New Yorkers were invited to send audio messages from their mobile phones about the specific places where they encountered one.) I love the idea and I just adore this amusing naive maps drawings.
Toronto’s spadina map.
At each of these locations, a [murmur] sign with a telephone number and location code marks where stories are available. By using a mobile phone, users are able to listen to the story of that place while engaging in the physical experience of being there. Some stories suggest that the listener walk around, following a certain path through a place, while others allow a person to wander with both their feet and their gaze. Montréal map
Filed under: architecture, art, design, locative, situationist, space/place
( via n_m_r )
By using records, cassettes, and a radio transmitter to perform live sound collages, Kristen Roos pays homage to the history of the phonograph, tape and radio as tools for the development of experimental sound art. His alternative use of commercial media is also a Situationist technique—detournement, in which a familiar medium is re-purposed to create something new.
The Micro Radio project started as a site-specific sound and radio project in 2005. It involved collecting site specific sounds, creating compositions, and broadcasting them back to the collection site. Roos stored the sounds on his laptop and broadcast using a low-power radio transmitter (capable of transmitting 150 feet).
In 2006, Roos began experimenting with a radio transmitter and antenna capable of broadcasting one kilometer. Audio can be downloaded from his broadcasts page.
Continue reading >
Filed under: architecture, art, locative, new media, situationist, space/place, technology
( via plugimi )
.: Pdf :.
A little info. on the workshop ( via mediamatic ):
In this new workshop participants will develop prototypes for hybrid world media applications. While the internet is still thought of as a virtual space, it is quickly gaining foot in the physical world.
An Internet-of-Things is under construction, with RFID as a key technology. Unique digital identification and GPS tracking devices link digital media to places and objects. Mobile phones and urban screens allow the media to be everywhere people are.
This workshop explores the role of media makers (content creators) in the context of the increasingly intimate fusion of digital and physical space.
The Day of the Figurines – Locarno – Show by BlastTheory
Reader for Hybrid World Lab >
.: A collection of projects, theory and criticism on Hybrid World developments and RFID :.
Filed under: applications, art, DIY, locative, mobility, new media, research, situationist, space/place, technology
pasta and vinegar » IFTF report about context-aware gaming
This report defines context-aware gaming, describes the technological enablers for it, presents four future scenarios for what context-aware gaming might look like in coming decade and insights for those futures, and suggests opportunities that will emerge for organizations. A context-aware game uses physical and digital information about the current status of the player to shape how the game is played. The integration of physical and digital context moves the experience beyond what we’ve come to expect of games played in either the digital or physical worlds alone. While the contextual elements of today’s context-aware games cover a fairly broad spectrum-from location to heart rate and other people’s ideas-there are some fundamental similarities among games that integrate elements of the physical and digital world, all pointing to a new era of gaming that builds on the rich spaces and interactions of daily life. This shift will offer new channels for communication and marketing, build valuable skills in future workers, and pose challenges and opportunities for products, services, and brands when anything can and likely will be part of a game.
Filed under: locative, research, situationist, space/place
Space and Culture: Possible cities
“To catch the city in a different light, the Situationists recommended making virtual appointments.1 A group member was asked to show up at a certain corner at a predesignated time. Neither party knew who the other was. Steeped in uncertainty, the encounter was destined to remain merely a possibility. Merely a possibility? Fully a possibility. Think of what it feels like going to meet someone you have never seen before in a public place. Every person walking by might be about to step into your life. The slightest of gestures amplifies into an emergent sign of recognition. The space around is no longer a neutral frame. It is charged with anticipated gazes leading potential approaches…”
Filed under: locative, research, situationist, urban