Technology Information: 04/10/10

Interesting journal: Aether- The Journal of Media Geography. (A convergence of disciplines)




Interesting journal: Aether- The Journal of Media Geography. (A convergence of disciplines)
Posted: 09 Apr 2010 06:03 PM PDT
Aether is hosted by the College of Social and Behavioral Sciences at California State University, Northridge. The April issue is editied by Tristan Thielmann, and "explores the spatial turn in media studies and the media turn in geographical studies, providing a sketch of the subject area "geomedia" from a phenomenological perspective and the field of "media geography" from a disciplinary perspective".


Aether the Journal of Media Geography



Tristan Thielmann, from the University of Seigen, introduces this topic in "Locative Media and Mediated Localities: An Introduction to Media Geography" (pdf)


Thanks to Anne Galloway for the link!


By the way,  Anne Galloway has been blogging since 2002.  Her blog chronicles her intellectual path as she worked on her Ph.D., and more recently, her experiences teaching courses such as "Design Anthropology".    


Her dissertation, "A Brief History of the Future of Urban Computing and Locative Media" (pdf) was completed in 2008. If you are interested in ubiquitous computing and interesting theories, its worth reading, especially if your brain needs some deep feeding.  


I plan to re-read it this summer.


Here is an excerpt:

"The types of ubiquitous or pervasive computing of primary interest in my thesis are those that openly seek to create unique forms of inhabitable space and means of habitation—thereby raising issues of spatialisation, temporalisation, embodiment and affect. So-called mixed reality technologies are explicitly concerned with such questions, and mixed reality environments refer to spaces that combine elements of the physical and virtual worlds. According to Milgram et al. (1994:1), "rather than regarding the two concepts simply as antitheses, however, it is more convenient to view them as lying at opposite ends of a continuum, which we refer to as the Reality-Virtuality (RV) continuum." At one end of the continuum are seen to be "real" objects that can be observed directly or "sampled and then resynthesized via some display device," while at the other end are "virtual" objects that are "simulated" through "some sort of a description, or model, of the object" (Milgram and Kishino 1994:1).



SOMEWHAT RELATED
I plan to find out more about the editorial board of Aether:    

Paul C. Adams • University of Texas at Austin
Stuart C. Aitken • San Diego State University
David B. Clarke • Swansea University
Christina Dando • University of Nebraska, Omaha
Deborah Dixon • Aberystwyth University
Marcus Doel • Swansea University
Colin R. Gardner • University of California, Santa Barbara
Ken Hillis • The University of North Carolina at Chapel Hill
Sarah F. Ives • Stanford University
Ed Jackiewicz • California State University, Northridge
John Paul Jones III • University of Arizona
Christina Kennedy • Northern Arizona University
Minelle Mahtani • University of Toronto
Susan Mains • University of the West Indies, Mona
Kevin McHugh • Arizona State University
Christopher M. Moreno • San Diego State University
Wolfgang Natter • Virginia Polytechnic Institute
Joseph Palis • University of the Philippines


Brent J. Piepergerdes • University of Kansas
Rob Shields • University of Alberta
Amy Siciliano • University of Wisconsin
Paul F. Starrs • University of Reno, Nevada
Dan Sutko • North Carolina State University
Jonathan Taylor • California State University, Fullerton
Stefan Zimmermann • University of Mainz
Leo Zonn • University of Texas
Posted: 09 Apr 2010 09:34 AM PDT
Here are a few videos of Johannes Schoening's research videos related to mobile projection:








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GeoLens: Allowing Multi-User Interaction with Geographic Information Systems on Interactive Surfaces

Teresa Brazen's Adaptive Path blog post: Explaining User Experience Design to High Schoolers (and other new audiences)
Posted: 09 Apr 2010 07:30 AM PDT
Teresa Brazen, from Adaptive Path, wrote a useful post about Explaining User Experience Design to High Schoolers (and other new audiences).  In the US, we have lower rates of students deciding to pursue careers in technology-related fields, and among teen girls, the numbers are quite low.  For example,

I've promised to give a little presentation to high school computer students about human-computer interaction and user experience design, with an eye on emerging technologies. I found Teresa's suggestions quite helpful.  For a 15-year-old student, these technologies will be the tools of their work, should they decide to go forward with technology-related studies after high school. For anyone thinking about speaking to a group of high school students, Teresa brings up a few good points:

"The thing about high school kids is they won't pretend to be interested if you've lost them. Adults at a conference will gaze forward in your general direction, but high school kids will just put their head on the table and go to sleep. If you ever want to get a real gauge of how interesting a speaker you are (or how well you're really communicating), I highly recommend it, humbling as it is."


Any high school teacher will confirm that this is true.

Teresa links to a post on Ben Chun's "And Yet It Moves: Adventures in Teaching and Technology" blog, which is worth reading.  Ben teaches at Galileao Academy of Science and Technology, within the Academy of Information Technology.  He also teachers AP Computer Science.  Prior to teaching technology, he taught math for two years. He has good insights to share.

SOMEWHAT RELATED:


Edutopia
Ring, S. (2007)  Tech gURLS: Closing the Technological Gender Gap

National Center for Women in Information Technology (NCWIT)

Alvarado, C., Dodds, Z. Women in CS:  An Evaluation of Three Promising Practices. In Proceedings of SIGCSE  2010  ACM Press.

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