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This open access book presents a selection of the best contributions to the Digital Cities 9 Workshop held in Limerick in 2015, combining a number of the latest academic insights into new collaborative modes of city making that are firmly rooted in empirical findings about the actual practices of citizens, designers and policy makers. It explores the affordances of new media technologies for empowering citizens in the process of city making, relating examples of bottom-up or participatory practices to reflections about the changing roles of professional practitioners in the processes, as well as issues of governance and institutional policymaking.
This open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies – the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people’s lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life.
In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies.
"Virtueel Platform is the sector body for e-culture in the Netherlands. It commissioned mobile media and urban design experts Michiel de Lange and Martijn de Waal from The Mobile City to conduct research into this field. Virtueel Platform's goal is to create a theoretical framework for a wide range of projects and developments in Dutch cities, concentrating primarily on work by artists or researchers in the area of digital culture"--published's website.
How are human computation systems developed in the field of citizen science to achieve what neither humans nor computers can do alone? Through multiple perspectives and methods, Libuse Hannah Veprek examines the imagination of these assemblages, their creation, and everyday negotiation in the interplay of various actors and play/science entanglements at the edge of AI. Focusing on their human-technology relations, this ethnographic study shows how these formations are marked by intraversions, as they change with technological advancements and the actors' goals, motivations, and practices. This work contributes to the constructive and critical ethnographic engagement with human-AI assemblages in the making.
This volume was first published by Inter-Disciplinary Press in 2015. Since time immemorial, storytelling has held a critical place in the heart of human identity. Whether for entertainment, education, artistry, or even survival, storytelling has served as an integral tool for expression and existence in every society and civilization across the globe. Our world has never been more connected, with stories of our past available at the touch of a key, and the ever-advancing present unfolding through personal experiences that are instantaneously narrated online. Through stories, we may gain perspective into the histories, cultures, and experiences of remote places and peoples, achieve greater understanding of complex social issues and closed-off societies, or add to the collective global narrative through blogging and social media. This collection presents the reader with multicultural and interdisciplinary academic insight into the ability for storytelling to illuminate our world and narrativize humanity.
This concise, precise, and inclusive dictionary contributes to a growing, transforming, and living research culture within both humanities scholarship and professional practices within the creative sectors. Its format of succinct starting definitions, demonstrations of possible routes of further development, and references to new and revisited concepts as “conceptual invitations” allows readers to quickly uptake and orient themselves within this exciting methodological field for didactic, scholarly and creative use, and as a starting point for further investigation for future contributions to the new canon of critical concepts. Critical Concepts for the Creative Humanities is the first book to outline and define the specific and evolving field of the creative humanities and provides the field’s nascent bibliography.
This compendium volume, Urban Land Use: Community-Based Planning, covers a range of land use planning and community engagement issues. Part I explores the connections between land use decisions and consequences for urban residents, particularly in the areas of health and health equity. The chapters in Part II provide a closer look at community land use planning practice in several case studies. Part III offers several practical and innovative tools for integrating community decisions into land use planning.
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.