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Theories and interpretation of
    interactive media 5 /
  Vuorovaikutteisen median
     teoriat ja tulkinta 5
                 Frans Mäyrä
              Professor of hypermedia,
        esp. digital culture and game studies
   University of Tampere, Hypermedia Laboratory
                frans.mayra@uta.fi
Lecture 5:

Laptop / ubiquity: Approaches to
         omnipresent IT
Outline
•   Increasing ubiquity of ICT
•   Ubiquitous computing, pervasive computing
•   Calm technology, ambient intelligence etc.
•   Being augmented by technology, being amputated
•   Pervasive new media as prosthetic technology
•   Laptop, a symbol of “digital life”
•   Augmented memory, perception
•   Location based media
Number of computers
         • The number of personal computers in use is currently
           estimated to approach 1 billion (expected to reach 2 billion in
           just five more years of time)*
         • Simultaneously, UN estimated in 2004 that 1 billion people, 20
           % of global population lacks any contact to ITC
         • In developed countries the Internet penetration has rapidly
           risen and is over 50 %, while growth in developing countries
           development is slower (c. 6-7% of population)**
         • Most new computers are connected to the Internet
         • Internet usage through mobile phone has been increasing
         • Majority of microprocessors is used in embedded IT
*) Source: Forrester, via http://www.techworld.com/news/index.cfm?NewsID=9119
**) http://www.sanalnair.org/articles/vital_statistics.htm
Directions of omnipresence
• Traditionally only God was granted omnipresence
• Today, computers and telecommunication networks (ICT) are
  linked to vision where they become ubiquitous, omnipresent
• There appears two directions of ubiquitous ICT: the
  “mundane” ubiquity will involve particularly the near future of
  smart phones and laptop computers
• The “sublime” version of ubiquity is more focused on radical
  and revolutionary potentials of artificial intelligence/life,
  embedded and proactive computing and distributed sensor
  networks
• Roles of individuals and media are different in these visions
Ubiquitous computing
    • As proposed by Mark Weiser (Xerox PARC), “ubicomp” is third
      wave of computing, following mainframe (single machine,
      many users), and personal computing era (single PC, single
      user)
    • In an ubicomp environment, many computers continuously
      serve any single individual
    • Embodies principles of calm technology where computers are
      not the focus of attention but rather remain in the background
      and periphery
    • Philosophically the opposite of VR (virtual reality): the goal is
      not to move people to the world of computers but to force
      computers to live in the world of humans
See: http://www.ubiq.com/hypertext/weiser/UbiHome.html
http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html
Everyware
         • Adam Greenfield’s book (2006) aims to put forward central
           “theses” of ubiquitous computing
         • About “vision of processing power so distributed throughout
           the environment that computers per se effectively disappear”
           (cf. Disappearing Computer, Ambient Intelligence, EU
           initiatives)
         • In everyware, “all the information we now look to our phones
           or Web browsers to provide becomes accessible just about
           anywhere, at any time, and is delivered in a manner
           appropriate to our location and context”


See: http://www.disappearing-computer.net/
“The average employee’s attention span is, at
                                                               most, 12 minutes. The average worker switches to
                                                               a different task every three minutes and gets

    Pervasive
                                                               interrupted every two minutes, says Gloria Mark,
                                                               a professor at the University of California-Irvine
                                                               who studies the effects of multitasking on

    absentmindedness
                                                               workers.”*



         • What are the social and cultural conditions associated with
           pervasive, ubiquitous, ambient media or ITC?
         • In cognitive terms, it is impossible to design information
           systems so that they would still convey information, and not
           create cognitive load
         • When there is an increase of information sources, danger of
           “information glut” (information fatigue, anxiety) also increases
         • In addition, increasing multitasking can be associated with
           attention problems
         • ADHD (Attention-Deficit Hyperactivity Disorder): the new most
           “symptomatic” disease of our time?
See. A. Toffler (1970) Future Shock; P.J. Jennings (2006)
http://cs.gmu.edu/cne/pjd/PUBS/CACMcols/cacmJul06.pdf & *)http://www.playattention.com/attention-
deficit/articles/multitasking-add-and-the-workplace/
Being amputated by ITC
         • According to McLuhan, being extended by technology also
           means being subjected to “self-amputation”
               –   “Any invention or technology is an extension or self-amputation of our
                   physical bodies, and such extension also demands new ratios or new
                   equilibriums among the other organs and extensions of the body (...).
                   Physiologically, man in the normal use of his technology (or his variously
                   extended body) is perpetually modified by it (...).” (Understanding
                   media, p. 8)
         • As we delegate our physical motions, sensations and even
           memory and thought processes to technology, our intrinsic
           capabilities are simultaneously reduced
         • Theorists of “cyborg subjectivity” often describe our relation
           to e.g. car, calculator or Internet in terms of prosthesis
See: Donna Haraway (1991), Simians, Cyborgs, and Women: The Reinvention of Nature; p.149-
181: http://www.stanford.edu/dept/HPS/Haraway/CyborgManifesto.html
Laptop as prosthetic
             technology
• In the following portable personal computer (laptop
  PC) is taken as an exemplary context for mundane
  “everyware”
• Laptop is where PC becomes particularly personal
• The physical characteristics of a laptop PC are
  important, since it is tool which is typically carried
  around and used in multiple situations and positions
• The archaeology of data captured by our laptops
  provides particular, filtered and selected mediation
  of our lives, stratified in historical layers
Source: http://www.apple.com/macbook/macbook.html


Quotes: “perfectly designed for your mobile lifestyle” … “Every MacBook
comes with iLife ’08 — an amazing suite of applications that make it easy
to live the digital life” … “share entire high-res photo albums” … “Record
your own songs and podcasts” … “Break into indie filmmaking” … “take all
the stuff you made on your MacBook and share it on the web in one click”
Images source: photos tagged ‘laptop’ in www.flickr.com
Digital life?
   • Nicholas Negroponte, the founding director of MIT Media Lab put
     forward in his book (1995) views that were influential in defining a
     “digital lifestyle”
   • In a 1996 column, Negroponte wrote how “portable computers are
     also for peripatetic, digital people. These are people who need
     more than a high-octane computer - they need a constant digital
     presence”* (opened in 2005 One Laptop Per Child initiative)
   • Laptop can be read as a symbol for symbiotic relationship with
     ICT: memory, communication, self-expression, leisure, work,
     private and professional identity are all relayed and acted out
     through the laptop
   • Mobile phones and home media centres compete for similar roles

Source: http://archives.obs-us.com/obs/english/books/nn/bd41296.htm
Augmented memory?
• As memory is augmented by digital media, the properties of
  media entangle with memory processes
• E.g. as personal discussions are remembered with the help of
  archived email or chat discussions, it becomes possible to refer
  back to “evidence”
• Forgetting and change are parts of organic evolutionary
  processes
• Digitally augmented memories are hybrid creations,
  recreations with partially objective and subjective elements
• Cf. Roland Barthes’s analysis of photography and memory in La
  Chambre claire (1980): studium vs. punctum (meaning derived
  from shared, cultural/political codes vs. personally
  touching/wounding detail)
Theory into
                                         experiment
         • MyLifeBits project: aims for a lifetime store of “everything”
         • MS researcher Gordon Bell who has “captured a lifetime's
           worth of articles, books, cards, CDs, letters, memos, papers,
           photos, pictures, presentations, home movies, videotaped
           lectures, and voice recordings and stored them digitally. He is
           now paperless, and is beginning to capture phone calls, IM
           transcripts, television, and radio”*
         • Cf. Steve Mann, who uses wearable IT to record everything he
           sees, wherever he goes
         • A politically utopian and activist project, to attack increasingly
           ubiquitous institutional surveillance with personal
           “sousveillance”

Sources: *) http://research.microsoft.com/barc/mediapresence/MyLifeBits.aspx
CyborGLOGGING, ‘glog’: “a first-person recording of
an activity, in which the person doing the recording is
a participant in the activity” - see a video sample,
www.glogger.mobi



Image source: www.wikimedia.org
Location based new media
         • As ICT becomes mobile and attached as augmentations to our
           personal space, increasing contextual awareness will be
           required
         • Location based media is related to the concept of “augmented
           reality” (AR): multimedia content that is somehow tailored for
           this particular location, or provided as an “overlay” on top of it
         • Typical implementations include multimedia tours and AR
           systems whose uses range from tourism to gaming
         • Location based services more generally play an increasing role
           in mobile media
         • Galloway and Ward have theorised “locative media” as form of
           social interaction with a place and with technology*

Source: *) http://www.purselipsquarejaw.org/papers/galloway_ward_draft.pdf
From laptop to
                                   mobile phone
                         • The dominant interface of PC is based on a
                           typewriter, suggesting document-based mode of use
                           (cf. media archaeology of telephones)
                         • The ‘media ecology’ surrounding mobile/pervasing
                           ICT use has produced increasingly hybrid
                           configurations in both socio-cultural (use) and
                           technological areas (device multi-purposing)
                         • Detachment of phone from home/office has allowed
                           more individualised phone cultures to evolve
                         • E.g. Japanese culture of emailing through mobile
                           phones, Finnish mobile culture with SMS & ‘häläri’
                           calls (pager style use of mobile call)

Image sources: http://www.craphound.com/images/typewriterclassic.jpg &
http://www.mountebank.org/blog/images/phone.gif
Image sources: Google Mobile Maps, http://www.google.com/gmm/ -
Nokia Maps http://plaza.fi/muropaketti/artikkelit/sekalaiset/gps-
navigointia-matkapuhelimella,4
Location
                                                                         based audio
    • Mobile phone’s “native” modality is audio communication
    • Yet, most mobile media efforts are emphatically PC-centric in their
      focus on keyboard & screen interaction
    • Experimental audio dramas have made use of location awareness,
      e.g. Riot! 1831 (Mobile Bristol), Murmur (2003) and Static (2007)
      implemented in Toronto
    • As user generated content is combined with location awareness, an
      expanded design space is achieved
    • E.g. WikEar: draws information about sights in Berlin from
      Wikipedia articles and organises it into automatically generated
      spatial narrative structures
    • Even location based audio shooter has been developed: Demor
      (2004)

Sources: http://www.cs.bris.ac.uk/Publications/Papers/2000261.pdf, http://staticexperience.com,
http://murmurtoronto.ca, http://rhizome.org/art/exhibition/location_is_everything/home.html & http://www.deutsche-
telekom-laboratories.de/~rohs/papers/Schoening-WikEarDemo-Ubicomp2007.pdf, http://student-
kmt.hku.nl/~g7/site/index_.html
Image source: http://student-
kmt.hku.nl/~g7/site/about.html
Location based media vs.
mobile social service
 • “Mobile media” can be conceptualised in
   multiple ways
 • If taken as availability of traditional media
   through mobile devices, it will not radically
   alter the character of media per se
 • If taken as a site for the communicational,
   participatory potentials, decentralisation of
   authorship, new forms of collaboration and
   social networking, more novelty value, hype and
   transformative potential is perceived
P2 Lecture 5

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P2 Lecture 5

  • 1. Theories and interpretation of interactive media 5 / Vuorovaikutteisen median teoriat ja tulkinta 5 Frans Mäyrä Professor of hypermedia, esp. digital culture and game studies University of Tampere, Hypermedia Laboratory frans.mayra@uta.fi
  • 2. Lecture 5: Laptop / ubiquity: Approaches to omnipresent IT
  • 3. Outline • Increasing ubiquity of ICT • Ubiquitous computing, pervasive computing • Calm technology, ambient intelligence etc. • Being augmented by technology, being amputated • Pervasive new media as prosthetic technology • Laptop, a symbol of “digital life” • Augmented memory, perception • Location based media
  • 4. Number of computers • The number of personal computers in use is currently estimated to approach 1 billion (expected to reach 2 billion in just five more years of time)* • Simultaneously, UN estimated in 2004 that 1 billion people, 20 % of global population lacks any contact to ITC • In developed countries the Internet penetration has rapidly risen and is over 50 %, while growth in developing countries development is slower (c. 6-7% of population)** • Most new computers are connected to the Internet • Internet usage through mobile phone has been increasing • Majority of microprocessors is used in embedded IT *) Source: Forrester, via http://www.techworld.com/news/index.cfm?NewsID=9119 **) http://www.sanalnair.org/articles/vital_statistics.htm
  • 5. Directions of omnipresence • Traditionally only God was granted omnipresence • Today, computers and telecommunication networks (ICT) are linked to vision where they become ubiquitous, omnipresent • There appears two directions of ubiquitous ICT: the “mundane” ubiquity will involve particularly the near future of smart phones and laptop computers • The “sublime” version of ubiquity is more focused on radical and revolutionary potentials of artificial intelligence/life, embedded and proactive computing and distributed sensor networks • Roles of individuals and media are different in these visions
  • 6. Ubiquitous computing • As proposed by Mark Weiser (Xerox PARC), “ubicomp” is third wave of computing, following mainframe (single machine, many users), and personal computing era (single PC, single user) • In an ubicomp environment, many computers continuously serve any single individual • Embodies principles of calm technology where computers are not the focus of attention but rather remain in the background and periphery • Philosophically the opposite of VR (virtual reality): the goal is not to move people to the world of computers but to force computers to live in the world of humans See: http://www.ubiq.com/hypertext/weiser/UbiHome.html http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html
  • 7. Everyware • Adam Greenfield’s book (2006) aims to put forward central “theses” of ubiquitous computing • About “vision of processing power so distributed throughout the environment that computers per se effectively disappear” (cf. Disappearing Computer, Ambient Intelligence, EU initiatives) • In everyware, “all the information we now look to our phones or Web browsers to provide becomes accessible just about anywhere, at any time, and is delivered in a manner appropriate to our location and context” See: http://www.disappearing-computer.net/
  • 8. “The average employee’s attention span is, at most, 12 minutes. The average worker switches to a different task every three minutes and gets Pervasive interrupted every two minutes, says Gloria Mark, a professor at the University of California-Irvine who studies the effects of multitasking on absentmindedness workers.”* • What are the social and cultural conditions associated with pervasive, ubiquitous, ambient media or ITC? • In cognitive terms, it is impossible to design information systems so that they would still convey information, and not create cognitive load • When there is an increase of information sources, danger of “information glut” (information fatigue, anxiety) also increases • In addition, increasing multitasking can be associated with attention problems • ADHD (Attention-Deficit Hyperactivity Disorder): the new most “symptomatic” disease of our time? See. A. Toffler (1970) Future Shock; P.J. Jennings (2006) http://cs.gmu.edu/cne/pjd/PUBS/CACMcols/cacmJul06.pdf & *)http://www.playattention.com/attention- deficit/articles/multitasking-add-and-the-workplace/
  • 9. Being amputated by ITC • According to McLuhan, being extended by technology also means being subjected to “self-amputation” – “Any invention or technology is an extension or self-amputation of our physical bodies, and such extension also demands new ratios or new equilibriums among the other organs and extensions of the body (...). Physiologically, man in the normal use of his technology (or his variously extended body) is perpetually modified by it (...).” (Understanding media, p. 8) • As we delegate our physical motions, sensations and even memory and thought processes to technology, our intrinsic capabilities are simultaneously reduced • Theorists of “cyborg subjectivity” often describe our relation to e.g. car, calculator or Internet in terms of prosthesis See: Donna Haraway (1991), Simians, Cyborgs, and Women: The Reinvention of Nature; p.149- 181: http://www.stanford.edu/dept/HPS/Haraway/CyborgManifesto.html
  • 10. Laptop as prosthetic technology • In the following portable personal computer (laptop PC) is taken as an exemplary context for mundane “everyware” • Laptop is where PC becomes particularly personal • The physical characteristics of a laptop PC are important, since it is tool which is typically carried around and used in multiple situations and positions • The archaeology of data captured by our laptops provides particular, filtered and selected mediation of our lives, stratified in historical layers
  • 11. Source: http://www.apple.com/macbook/macbook.html Quotes: “perfectly designed for your mobile lifestyle” … “Every MacBook comes with iLife ’08 — an amazing suite of applications that make it easy to live the digital life” … “share entire high-res photo albums” … “Record your own songs and podcasts” … “Break into indie filmmaking” … “take all the stuff you made on your MacBook and share it on the web in one click”
  • 12. Images source: photos tagged ‘laptop’ in www.flickr.com
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. Digital life? • Nicholas Negroponte, the founding director of MIT Media Lab put forward in his book (1995) views that were influential in defining a “digital lifestyle” • In a 1996 column, Negroponte wrote how “portable computers are also for peripatetic, digital people. These are people who need more than a high-octane computer - they need a constant digital presence”* (opened in 2005 One Laptop Per Child initiative) • Laptop can be read as a symbol for symbiotic relationship with ICT: memory, communication, self-expression, leisure, work, private and professional identity are all relayed and acted out through the laptop • Mobile phones and home media centres compete for similar roles Source: http://archives.obs-us.com/obs/english/books/nn/bd41296.htm
  • 19. Augmented memory? • As memory is augmented by digital media, the properties of media entangle with memory processes • E.g. as personal discussions are remembered with the help of archived email or chat discussions, it becomes possible to refer back to “evidence” • Forgetting and change are parts of organic evolutionary processes • Digitally augmented memories are hybrid creations, recreations with partially objective and subjective elements • Cf. Roland Barthes’s analysis of photography and memory in La Chambre claire (1980): studium vs. punctum (meaning derived from shared, cultural/political codes vs. personally touching/wounding detail)
  • 20. Theory into experiment • MyLifeBits project: aims for a lifetime store of “everything” • MS researcher Gordon Bell who has “captured a lifetime's worth of articles, books, cards, CDs, letters, memos, papers, photos, pictures, presentations, home movies, videotaped lectures, and voice recordings and stored them digitally. He is now paperless, and is beginning to capture phone calls, IM transcripts, television, and radio”* • Cf. Steve Mann, who uses wearable IT to record everything he sees, wherever he goes • A politically utopian and activist project, to attack increasingly ubiquitous institutional surveillance with personal “sousveillance” Sources: *) http://research.microsoft.com/barc/mediapresence/MyLifeBits.aspx
  • 21. CyborGLOGGING, ‘glog’: “a first-person recording of an activity, in which the person doing the recording is a participant in the activity” - see a video sample, www.glogger.mobi Image source: www.wikimedia.org
  • 22. Location based new media • As ICT becomes mobile and attached as augmentations to our personal space, increasing contextual awareness will be required • Location based media is related to the concept of “augmented reality” (AR): multimedia content that is somehow tailored for this particular location, or provided as an “overlay” on top of it • Typical implementations include multimedia tours and AR systems whose uses range from tourism to gaming • Location based services more generally play an increasing role in mobile media • Galloway and Ward have theorised “locative media” as form of social interaction with a place and with technology* Source: *) http://www.purselipsquarejaw.org/papers/galloway_ward_draft.pdf
  • 23.
  • 24. From laptop to mobile phone • The dominant interface of PC is based on a typewriter, suggesting document-based mode of use (cf. media archaeology of telephones) • The ‘media ecology’ surrounding mobile/pervasing ICT use has produced increasingly hybrid configurations in both socio-cultural (use) and technological areas (device multi-purposing) • Detachment of phone from home/office has allowed more individualised phone cultures to evolve • E.g. Japanese culture of emailing through mobile phones, Finnish mobile culture with SMS & ‘häläri’ calls (pager style use of mobile call) Image sources: http://www.craphound.com/images/typewriterclassic.jpg & http://www.mountebank.org/blog/images/phone.gif
  • 25. Image sources: Google Mobile Maps, http://www.google.com/gmm/ - Nokia Maps http://plaza.fi/muropaketti/artikkelit/sekalaiset/gps- navigointia-matkapuhelimella,4
  • 26. Location based audio • Mobile phone’s “native” modality is audio communication • Yet, most mobile media efforts are emphatically PC-centric in their focus on keyboard & screen interaction • Experimental audio dramas have made use of location awareness, e.g. Riot! 1831 (Mobile Bristol), Murmur (2003) and Static (2007) implemented in Toronto • As user generated content is combined with location awareness, an expanded design space is achieved • E.g. WikEar: draws information about sights in Berlin from Wikipedia articles and organises it into automatically generated spatial narrative structures • Even location based audio shooter has been developed: Demor (2004) Sources: http://www.cs.bris.ac.uk/Publications/Papers/2000261.pdf, http://staticexperience.com, http://murmurtoronto.ca, http://rhizome.org/art/exhibition/location_is_everything/home.html & http://www.deutsche- telekom-laboratories.de/~rohs/papers/Schoening-WikEarDemo-Ubicomp2007.pdf, http://student- kmt.hku.nl/~g7/site/index_.html
  • 28. Location based media vs. mobile social service • “Mobile media” can be conceptualised in multiple ways • If taken as availability of traditional media through mobile devices, it will not radically alter the character of media per se • If taken as a site for the communicational, participatory potentials, decentralisation of authorship, new forms of collaboration and social networking, more novelty value, hype and transformative potential is perceived