Article User Expectations for Media Sharing Practices in Open Display Networks (original) (raw)

User Expectations for Media Sharing Practices in Open Display Networks

Sensors (Basel, Switzerland), 2015

Open Display Networks have the potential to allow many content creators to publish their media to an open-ended set of screen displays. However, this raises the issue of how to match that content to the right displays. In this study, we aim to understand how the perceived utility of particular media sharing scenarios is affected by three independent variables, more specifically: (a) the locativeness of the content being shared; (b) how personal that content is and (c) the scope in which it is being shared. To assess these effects, we composed a set of 24 media sharing scenarios embedded with different treatments of our three independent variables. We then asked 100 participants to express their perception of the relevance of those scenarios. The results suggest a clear preference for scenarios where content is both local and directly related to the person that is publishing it. This is in stark contrast to the types of content that are commonly found in public displays, and confirms...

Beyond interaction

Proceedings of the 2012 International Symposium on Pervasive Displays - PerDis '12, 2012

Locating Identities in Time: An Examination of the Formation and Impact of Temporality on Presentations of the Self through Location-Based Social Networks

ACM Transactions on Social Computing

Studies of identity and location-based social networks (LBSN) have tended to focus on the performative aspects associated with marking one's location. Yet these studies often present this practice as being an a priori aspect of locative media. What is missing from this research is a more granular understanding of how this process develops over time. Accordingly, we focus on the first 6 weeks of 42 users beginning to use an LBSN we designed and named GeoMoments . Through our analysis of our users' activities, we contribute to understanding identity and LBSN in two distinct ways. First, we show how LBSN users develop and perform self-identity over time. Second, we highlight the extent these temporal processes reshape the behaviors of users. Overall, our results illustrate that although a performative use of GeoMoments does evolve, this development does not occur in a vacuum. Rather, it occurs within the dynamic context of everyday life, which is prompted, conditioned, and medi...

Up close and impersonal: Locative media and the changing nature of the networked individual in the city

We investigate locative media apps – location-based apps on mobile devices – and their potential to change how individuals experience urban settings. We argue that locative media further lead toward networked individualism. Networked individualism describes a shift toward multiple, shifting social networks rather than belonging to closely-bounded and often geographically based groups. Because locative media apps draw on how a person moves through an urban space, these apps can have a significant impact on the ways in which people interact with their cities and with each other. They mediate users' relations with urban spaces by adding another layer to the sensorial overload common in urban spaces. They can also make visible formerly anonymous strangers nearby and facilitate ad hoc, transient relations. Locative media apps also have unintended social consequences linked to its location-based nature, such as heightened privacy concerns, negative experiences with strangers, invisibility through filtering, and a recalibrated sense of urbanity.

Responsive Environments: Participants and Protagonists

This PhD research project builds on thirteen years of enquiries as an academic practitioner, developing/critiquing interactive audio-visuals. This approach interweaves theory and practice so that both build on each other. It responds to the need for principles that inter-relate people, digital technologies and environments. The concept of “responsive environments” (RE) is offered as a starting point for the development of principles focusing on people within these environments. A responsive environment is “responsive” in the sense that some form of computer technologies are present and sensing/recording/reacting to people, and an “environment” in the sense that these activities are located in a place and that that place matters in terms of setting the scene, housing the technology and providing a context for the users/visitors. Common themes were extracted from the literature review to draw together previous and, for the most part, separate attempts at theory/practice relating to RE. These themes were complemented by research into contemporaneous activities in the areas of Augmented Reality, Mixed Reality and Locative Media to provided enhancements to the development of three practice projects. These enhancements together with the incorporation of Moore and Anderson’s concepts of “patient”, “actor”, “reciprocator” and “referee” as roles available to those encountering REs led to specific research questions regarding roles, positions, opportunities for repurposing content, learning experiences, the use of sound, visuals and presence, and the assessment of values represented in and through a responsive environment. In each case these questions shift the emphasis of the research towards the experiencing of REs and what they enable rather than the technologies used only. The use of Schwartz and Halegoua’s concept of the “spatial self” further focuses attention of the value in connecting digital expression with real spaces through an RE. This has led to a proposed conceptual framework and principles of practice that can be applied in the area of study of RE to nurture opportunities for participants and protagonists. The latter term is proposed as a means of acknowledging opportunities to make content/concepts in an RE as well as obtain and use them by participation. These opportunities are supported by both synchronous and asynchronous interactions through digital layers using online social media platforms. These platforms enable the archiving of content in a digital layer and/or possibilities for continued social interaction through a digital social layer in relation to the responsive environment. The incorporation of synchronous and asynchronous interactions through digital layers is a major contribution to the concept of REs. A further contribution is the use of the pioneering work of Gordon Pask in both the practice and theory of cybernetics as informing the concept of REs. Pask provided a formulation that expressed how content/concepts could be produced through relationships between people, computers and environments. This approach has been mirrored in other disciplines thus giving additional credence to its value. This discovery provides the impetus for further research, by academic practitioners and others, in this developing area of study.

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