scholarly journals Pokémon Go as palimpsest

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2022 ◽  
Vol 14 (24) ◽  
pp. 104-121
Author(s):  
Victoria Clowater

In this paper, I employ the concept of the palimpsest of meaning (Bailey, 2007) to illustrate how Pokémon Go shapes and produces relations to place. Using ethnographic data from student players at the University of Guelph, I demonstrate how augmented reality (AR) gaming constructs a curated layer of place meaning that influences players’ knowledge of, relationships to, and movement through space. In so doing, I argue that we should not ignore the potential of AR technology to influence how we come to know place, emphasizing the impacts that biases, which are coded into this technology, might have on subaltern narratives of place and on marginalized communities, particularly in the context of Canadian settler colonialism and the erasure of Indigenous knowledge.

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.


2001 ◽  
Vol 29 (2) ◽  
pp. 11-17 ◽  
Author(s):  
Norm Sheehan ◽  
Polly Walker

We are Indigenous University lecturers involved in research with the Purga Elders and Descendants Aboriginal Corporation. Our research at Purga involves the instigation of Indigenous Knowledge as the basis of effective and valid research methodologies. This article will describe the work that the University of Queensland (UQ) Aboriginal and Torres Strait Islander Studies Unit is doing at Purga. It will then articulate the principles of Indigenous Knowledge Research that inform this work.


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


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

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.


Te Kaharoa ◽  
2021 ◽  
Vol 17 (1) ◽  
Author(s):  
Te Rita Papesch

He Waka Hiringa (HWH) is a Masters of Applied Indigenous Knowledge offered as a programme of two years’ study by Te Wānanga o Aotearoa. The main pre-requisite for enrolment in to this graduate degree is for the student to be a master of their own practice, whatever that practice may be. In other words, they are already leaders in their own field of practice. My task is to help them clarify how they indigenise their practice; introduce them to academic processes to achieve the rangahau (research) around this and encourage them to create their own Models of Practice (MsOP) to guide them as they work with students or clients. In six years three cohorts of students have succesfully graduated through my encouragement in the development and approval of about 100 different new MsOP, each unique in its own way. These add to the use by graduates of HWH to models such as Whare Tapatoru ( Wi Te Tau Huata Snr. 1967, personal communication), Whare Tapawhā (Durie, M. 1984), Te Wheke (Pere, R. 1997) and Poutama Pōwhiri (Huata, P. 2011) to name a few well known MsOP. In terms of a Leadership MOP I have not seen a better model than that created by Te Wairere Te Pūāwaitanga o te Whakaaro Ngaia (my youngest child and daughter) to fulfil the requirements of her Masters in Management Communications and Te Reo Māori (Māori Language) graduate degree at The University of Waikato. I am going to use her MOP for leadership in competitive Kapa Haka[1] (Māori performing arts) as my model in this delivery with her permission. The title comes from a waiata-ā-ringa (action song) composed by one of her tuākana (older sisters), Te Ingo Karangaroa Ngaia, entitled ‘He Rākau Taumatua!’[2], for their whānau (family) kapa haka, Te Haona Kaha.   [1] I use capital letters when talking about the art form and small letters when talking about a group that does the art form. [2] “He rākau taumatua” was first performed as a whakawātea by Te Haona Kaha kapa haka at the Tainui Waka Cultural Trust Regional Kapa Haka competitions in 2016.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Beata Medynska-Gulij ◽  
Maciej Smaczynski ◽  
Dariusz Lorek ◽  
Łukasz Halik ◽  
Łukasz Wielebski ◽  
...  

<p><strong>Abstract.</strong> The identification of geographical phenomena and relations between them are most frequently visualized, analyzed and interpreted indoor by the display screen. The difficulties with capturing basic spatial relations significant in the process of teaching cartography become the main problem. The objective of teachers from the Department of Cartography and Geomatics was to enrich typical classes carried out in computer rooms by adding the outdoor academic classes that would encourage students to observe those relations directly in the field. In October 2018 the outdoor station of the area of 15&amp;thinsp;&amp;times;&amp;thinsp;20&amp;thinsp;m by the university campus next to <i>Collegium Geographicum</i> was handed over to the disposal of students. The projects of the elements of the station were created on the basis of the lecturers experience as a part of subjects on the following courses: topographical cartography, survey techniques, cartographic design, virtual and augmented reality in cartography, geovisualization and geomatics. Sets of several constructions that can be used either separately, as tools for explaining specific principles or together, as instruments for teaching subsequent measurement, location and visualization relations occurring in cartography and geomatics, were placed on the premises of the station.</p><p>In order to study historical ways of marking borders, the erratic, a replica of the boundary stone from 1653 with the triangle engraved in the place in which three countries connect, was placed in the field. Contemporary ways of the stabilization of the border points and points of the grid reference are farther located. The point marked on the metal horizontal plate, on the spot in which the meridian and the parallel of latitude cross, inform about multiple ways of recording the exact location in space. The values of coordinates were calculated for that point and engraved on the board in several nation and global reference systems. Students, standing on other three plates with the points marked where meridians cross parallels of latitude, create basic elements of the grid of latitude and longitude of 0.2''.</p><p>On a single plate three directions of the north, i.e. the geographic, topographic and magnetic one, are visible. One of the meridians marks the line of analemmatic sundial to 12:00&amp;thinsp;a.m. and the student standing on the area of the specific month becomes a gnomon whose shadow indicates the hour of the local meridian. Two surveyor's levelling rods with two values differing by approximately 16&amp;thinsp;cm demonstrate different values of contour lines on topographic maps worked out in Poland. Properly oriented topographic table shows the same fragment of space in four ways: on the classic, north-oriented topographic map, on the orthophotomap at 1&amp;thinsp;:&amp;thinsp;10&amp;thinsp;000 scale, on the simplified visualization of a few layers from the national topographic base at enlarged 1&amp;thinsp;:&amp;thinsp;2&amp;thinsp;000 scale and on the 3D printout on which the height of buildings was determined from the attribute table.</p><p>Authors of the Academic Outdoor Station in Poznan prepared for the conference guests the multimedia presentation with the explanations of the aforementioned constructions and other elements, i.e. the wall of cartographic visualizations with perspective and optical illusions presented on 2D boards, virtual and augmented reality table, triangular signal, and others. We hope to receive feedback from cartographers and hear some ideas concerning new constructions for our station.</p>


2019 ◽  
Vol 53 (1) ◽  
pp. 125-146
Author(s):  
Viktoriia V. Tkachuk ◽  
Yuliia V. Yechkalo ◽  
Serhiy O. Semerikov

The study is aimed at theoretical substantiation, development and experimental testing of methods of applying mobile technologies by university students. The objectives of the study imply adapting mobile testing systems and mobile means of multimedia development for using in the classroom environment at universities. The research object is application of mobile ICT to the educational process. The research subject is methods of applying mobile testing systems and mobile means to conduct practical classes at the University. The studies of Ukrainian and foreign researchers dedicated to the question of using mobile ICT for the university educational process were analyzed. Mobile testing systems are defined as a variety of mobile software support aimed firstly to measure students’ academic results, which enables to automatize the process of both current and final control through applying modern testing means, and secondly to intensify the educational process comprehensively. It is found that mobile means of multimedia development are to fulfill the principles of multimedia, space vicinity, time contiguity, coherence, modality, excessiveness, personalization, interactivity signalization and individual distinctions. The authors have developed the methods of applying mobile testing systems by taking Plickers system, as the one providing the opportunity to arrange a rapid feedback between a lecturer and both an academic group and an individual student. The system also allows conducting mobile surveys, in- class general questioning and instant control of students’ attendance. The authors have developed methods of applying mobile tools of multimedia development through using augmented reality. The comparative assessment of functionality of mobile testing systems and mobile means of developing augmented reality multimedia was held. Efficiency of the developed technology was experimentally tested and confirmed.


Author(s):  
Francesca Fatta

In this chapter the main issue is focused on the reconstruction of Reggio and Messina after the earthquake of 1908 has been an opportunity to address the broken and - what is much more difficult and required - the rebalancing of memory and identity of places. Between July 2013 and September 2014 two teams of researchers at the University of Reggio and the MAP CNRS Marseille have formed a partnership to test new communications systems, technology and digital culture applied to cultural and architectural heritage. The responsibilities of the MAP CNRS, directed by Prof. Livio De Luca and the field of investigation and experimentation defined by Atelier of thesis of Prof. Francesca Fatta, found an interaction system useful for the definition of design systems for a Museum of collective memory in Reggio Calabria. The digital experiments were compared with the taking of photogrammetric works recovered from the earthquake of 1908 in Reggio, three-dimensional modeling and integrated reading systems aimed at the restoration and augmented reality.


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