Along the Lines of the Occupation

2017 ◽  
Vol 3 (1) ◽  
pp. 130-143 ◽  
Author(s):  
Fabio Cristiano ◽  
Emilio Distretti

Augmented reality enables video game experiences that are increasingly immersive. For its focus on walking and exploration, Niantic’s location-based video game Pokémon Go (PG) has been praised for allowing players to foster their understanding and relationship to surrounding spaces. However, in contexts where space and movement are objects of conflicting narratives and restrictive policies on mobility, playing relies on the creation of partial imaginaries and limits to the exploratory experience. Departing from avant-garde conceptualizations of walking, this article explores the imaginary that PG creates in occupied East Jerusalem. Based on observations collected in various gaming sessions along the Green Line, it analyzes how PG’s virtual representation of Jerusalem legitimizes a status quo of separation and segregation. In so doing, this article argues that, instead of enabling an experience of augmented reality for its users, playing PG in East Jerusalem produces a diminished one.

2020 ◽  
Vol 19 (2) ◽  
pp. 179-194
Author(s):  
Charles Soukup

The location-based, augmented reality video game Pokémon Go has been an unprecedented phenomenon in the short history of mobile smartphone applications. In this article, I argue that the remarkable success of Pokémon Go derives from its cognitive mapping qualities within postmodern, hyper-mediated environments. By focusing and filtering the vast information associated with navigating postmodern spaces, Pokémon Go provides individuals with greater clarity by defining the subject’s social identity in relationship to the physical environment. In particular, the game recentres the fragmented subject’s disorienting experiences associated with postmodern cultures immersed in digital information. Via its integration of location-based gaming, rudimentary augmented reality, simple mobile game design and collaborative local community-based game-play, Pokémon Go allows the individual to move about the complex urban environment with great confidence, purpose and clarity ‐ the search for Pokémon frames the player’s objectives and attention (literally via the smartphone screen). Drawing upon the media ecology tradition, the contemporary world-view or media logic of ubiquitous digital media is dominated by quantification, clear game-like rules, and the ‘productive’ collection and management of information.


2017 ◽  
Vol 72 (2) ◽  
pp. 227-230 ◽  
Author(s):  
Huiwen Gong ◽  
Robert Hassink ◽  
Gunnar Maus

Abstract. Pokémon Go, a highly popular, recently launched augmented-reality-based video game, fosters players' interaction with the real world. In this commentary we elaborate on how location-based games, such as Pokémon Go, have provided insights into the perception and understanding of space, as well as into their impact on patterns of mobility. In addition to that, we compare Pokémon Go with geocaching, another location-based game, to further elaborate on what Pokémon Go fails to do in terms of the practices of geographical exploration.


2020 ◽  
pp. 84-116
Author(s):  
Eric Gordon ◽  
Gabriel Mugar

Play is the precondition of civic action taking. This chapter explores what it means when people play and how the creation of trusted, accessible, and inclusive play spaces is central to civic design. Distinct from gamification, civic design looks for games to structure play, creating less, not more, efficiencies in systems. With an extended case study of a project involving the popular augmented reality game Pokémon Go, which invited Boston youth into questioning and changing the game’s data, the chapter explores how play can inform and shape civic life.


2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


1997 ◽  
Vol 66 (2-3) ◽  
pp. 273-300 ◽  
Author(s):  

AbstractThis article aims to throw a light on the problems relating to the proposed enlargement of the composition of the UN Security Council at present by studying the creation of four non-permanent seats in the Security Council in 1963 from the British and the French perspectives. The examination is based on the author's research of original documents in the archives of the British and French foreign ministries and upon information provided to the author by British, French and Finnish diplomats. The author concludes that, as between 1946 and 1963, British and French short term interests are still best served by maintaining the status quo in the Security Council. However, in a long term perspective it is not clear where the interests of these two States lie.


2020 ◽  
Vol 1 (1) ◽  
pp. 15-18
Author(s):  
Helmi Ismunandar ◽  
Ahmad Fauzi ◽  
Rani Himayani ◽  
Soraya Rahmanisa

Latar Belakang: Augmented reality merupakan teknologi pengolahan gambar dan grafis  komputer untuk menggabungkan konten digital ke dunia nyata. Pokemon Go merupakan salah satu game berbasis augmented reality yang mengharuskan pemainnya berburu monster di tempat yang berlokasi di dunia nyata. Pemain Pokemon Go beresiko mengalami kecelakaan saatmereka fokus pada layar smartphone sehingga mengabaikan lingkungan sekitarnya. Tujuan:Tujuan pengabdian ini adalah peningkatan pengetahuan dan kesadaran terhadap terjadinya trauma muskuloskeletal pada anak pengguna smart phone yang bermain game berbasis augmented reality. Metode: Pengabdian ini direncanakan menggunakan metode penyuluhan danpembagian kuisioner (pretes dan postes). Hasil: Kegiatan penyuluhan dan skreening ini diikuti oleh 50 orang yang terdiri dari orangtua, siswa, dan guru TK Titah Bunda yang datang menghadiri penyuluhan. Setelah dilakukan kegiatan penyuluhan, nilai hasil pengamatan (postes) didapatkan meningkat. Hampir semua peserta sudah paham sebanyak 47 peserta (94%), sementara 3 (6%) peserta lagi nilai post test <80. Kesimpulan: Setelah mendapatkan penyuluhan terdapat peningkatan pengetahuan masyarakat mengenai cedera saat bermain permainan berbasis augmented reality


Author(s):  
Regina Marler

Modernist, feminist, experimental: the terms we now most associate with Virginia Woolf all presuppose a break with conventions and a rejection of the status quo in art and power relations. Yet all her life, Virginia Woolf kept returning in memory to her childhood home, to the crowded Victorian family in which she was raised, where boys went to the best schools that Sir Leslie Stephen could afford, and girls, however clever or gifted, were shaped for charitable work, for motherhood, for marriage to prominent men. This obsessive turning back is a kind of pained nostalgia: a lament, a grievance, a comfort—and the engine of even her most avant-garde work. This chapter explores the traditions and assumptions of that potent childhood world, in part through the prism of three conservative female role models her mother, Julia Stephen, chose for her daughters: Mrs. Humphry Ward, Octavia Hill, and Florence Nightingale.


2018 ◽  
Vol 116 ◽  
pp. 49-63 ◽  
Author(s):  
Alberto Ruiz-Ariza ◽  
Rafael Antonio Casuso ◽  
Sara Suarez-Manzano ◽  
Emilio J. Martínez-López

2020 ◽  
Author(s):  
José Miguel Dos Santos Silva ◽  
Vítor Quelhas

Emerging from a partnership between the Master’s Degree in Design from ESMAD (Escola Superior de Media Artes e Design, Instituto Politécnico do Porto) and Arquivo Municipal da Póvoa de Varzim, the project Uma Lide de Cartazes, consist in the creation of animated posters as an improved form of advertising, inspired by the materials gathered from the archive.This study is centered around the concept of new technologies and media to enhance the static nature of traditional bullfight posters. Handles technologies as augmented reality, animations and the internet to achieve new interactive and dynamic ways to engage aesthetics and convey information. The results indicate that the use of animation dynamically changes the poster layout elements and informations captivating the viewer as well as changing the poster message. The changes can be viewed by anyone using a smartphone and with the help of augmented reality app, such as Artivive.


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