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The Augmented Reality of Pokemon Go - Chronotopes, Moral Panic, and Other Complexities (Paperback): Bonnie Nardi, Neriko Musha... The Augmented Reality of Pokemon Go - Chronotopes, Moral Panic, and Other Complexities (Paperback)
Bonnie Nardi, Neriko Musha Doerr; Edited by Neriko Musha Doerr; Contributions by Debra J Occhi; Edited by Debra J Occhi; Contributions by …
R1,057 Discovery Miles 10 570 Ships in 12 - 17 working days

What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokemon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokemon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokemon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokemon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokemon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokemon and the multifaceted ways we relate to our environment through Pokemon GO; the notion of space and time in Pokemon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokemon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokemon GO players themselves-this volume offers snapshots of the Pokemon GO effect from its initial stage as a social phenomenon to Spring 2018.

Activity Theory in HCI - Fundamentals and Reflections (Paperback): Victor Kaptelinin, Bonnie Nardi Activity Theory in HCI - Fundamentals and Reflections (Paperback)
Victor Kaptelinin, Bonnie Nardi
R990 Discovery Miles 9 900 Ships in 10 - 15 working days

Activity theory -- a conceptual framework originally developed by Aleksei Leontiev -- has its roots in the socio-cultural tradition in Russian psychology. The foundational concept of the theory is human activity, which is understood as purposeful, mediated, and transformative interaction between human beings and the world. Since the early 1990s, activity theory has been a visible landmark in the theoretical landscape of Human-Computer Interaction (HCI). Along with some other frameworks, such as distributed cognition and phenomenology, it established itself as a leading post-cognitivist approach in HCI and interaction design. In this book we discuss the conceptual foundations of activity theory and its contribution to HCI research. After making the case for theory in HCI and briefly discussing the contribution of activity theory to the field (Chapter One) we introduce the historical roots, main ideas, and principles of activity theory (Chapter Two). After that we present in-depth analyses of three issues which we consider of special importance to current developments in HCI and interaction design, namely: agency (Chapter Three), experience (Chapter Four), and activity-centric computing (Chapter Five). We conclude the book with reflections on challenges and prospects for further development of activity theory in HCI (Chapter Six). Table of Contents: Introduction: Activity theory and the changing face of HCI / Basic concepts and principles of activity theory / Agency / Activity and experience / Activity-centric computing / Activity theory and the development of HCI

The Augmented Reality of Pokemon Go - Chronotopes, Moral Panic, and Other Complexities (Hardcover): Neriko Musha Doerr The Augmented Reality of Pokemon Go - Chronotopes, Moral Panic, and Other Complexities (Hardcover)
Neriko Musha Doerr; Contributions by Neriko Musha Doerr; Edited by Debra J Occhi; Contributions by Anne Allison, Debra J Occhi, …
R2,324 Discovery Miles 23 240 Ships in 12 - 17 working days

What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokemon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokemon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokemon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokemon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokemon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokemon and the multifaceted ways we relate to our environment through Pokemon GO; the notion of space and time in Pokemon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokemon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokemon GO players themselves-this volume offers snapshots of the Pokemon GO effect from its initial stage as a social phenomenon to Spring 2018.

Information in Contemporary Society - 14th International Conference, iConference 2019, Washington, DC, USA, March 31-April 3,... Information in Contemporary Society - 14th International Conference, iConference 2019, Washington, DC, USA, March 31-April 3, 2019, Proceedings (Paperback, 1st ed. 2019)
Natalie Greene Taylor, Caitlin Christian-Lamb, Michelle H Martin, Bonnie Nardi
R3,192 Discovery Miles 31 920 Ships in 10 - 15 working days

This book constitutes the proceedings of the 14th International Conference on Information in Contemporary Society, iConference 2019, held in Washington, DC, USA, in March/April 2019. The 44 full papers and 33 short papers presented in this volume were carefully reviewed and selected from 133 submitted full papers and 88 submitted short papers. The papers are organized in the following topical sections: Scientific work and data practices; methodological concerns in (big) data research; concerns about "smart" interactions and privacy; identity questions in online communities; measuring and tracking scientific literature; limits and affordances of automation; collecting data about vulnerable populations; supporting communities through public libraries and infrastructure; information behaviors in academic environments; data-driven storytelling and modeling; online activism; digital libraries, curation and preservation; social-media text mining and sentiment analysis; data and information in the public sphere; engaging with multi-media content; understanding online behaviors and experiences; algorithms at work; innovation and professionalization in technology communities; information behaviors on Twitter; data mining and NLP; informing technology design through offline experiences; digital tools for health management; environmental and visual literacy; and addressing social problems in iSchool research.

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