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PART I- Introduction & Defining Locative Mobile Social Networks

Olivia O’Keeffe 3881338 olivia.okeeffe@live.vu.edu.au. WEEK 11. de Souza e Silva, A & Frith , J, (2010): Locative Mobile Social Networks: Mapping Communication and Location in Urban Spaces, Mobilities , vol. 5, issue 4. PART I- Introduction & Defining Locative Mobile Social Networks.

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PART I- Introduction & Defining Locative Mobile Social Networks

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  1. Olivia O’Keeffe 3881338 olivia.okeeffe@live.vu.edu.au WEEK 11 de Souza e Silva, A & Frith, J, (2010): Locative Mobile Social Networks: Mapping Communication and Location in Urban Spaces, Mobilities, vol. 5, issue 4. PART I- Introduction & Defining Locative Mobile Social Networks

  2. Overview • Location-aware technology embedded in mobile devices transform cell phones into more than two-way voice communication tools. • ‘Locative Mobile Social Networks’ (LMSN’s)- examples: Loopt (2008), Brightkite (2008), Centrl (2007), Whrll (2009), Foursquare (2009) and CitySense (2008). • Connecting people to physical places/spaces • A new way mobile technologies mediate relationships • ‘Smart mobs’ (Rheingold, 2002) • Release of the GPS (2008) • Location Based Services (LBS’s) • PART 1: Defining Locative Mobile Social Networks: Traditional networks, Mobile Social Networks: Mobile Nodes Converging in Physical Space, Locative Mobile Social Networks

  3. Locative Mobile Social Networks • Loopt (2008)- Apple’s list of “Top 100 Apps of All Time.” • ‘Be an insider everywhere you go’ • Mini reviews • Tells you about deals within distance • “Loopt offers people the opportunity to get quick information about a place that could really improve their enjoyment there.”

  4. Locative Mobile Social Networks • Fouresquare (2009)- Foursquare is a location-base social networking website for mobile devices, such as smartphones. Users "check in" at venues using a mobile website, text messaging or a device-specific application by selecting from a list of venues the application locates nearby.Location is based on GPS hardware in the mobile device or network location provided by the application, and the map is based on data from the OpenStreetMap project. Each check-in awards the user points and sometimes "badges”.

  5. Traditional Networks • Goal has always been to move things (people, goods, information) efficiently, achieving the next node in the fastest way. • Traditional Network: The railroad • Modern example: the Internet • Notion that ‘geographical distance would no longer matter’.. causing fears related to the death of geography and the end of cities.Couclelis (2007, pp. 73–74) 1) a much-reduced need for mobility, since everything (shopping, working, socializing) could potentially be done online, and (2) the idea that ‘physical networking will be substituted for by virtual’, that is, all our social relationships would take place online.

  6. Discussion Question 1. • Do you think we still need to consider these myths? 1- a much-reduced need for mobility, since everything (shopping, working, socializing) could potentially be done online) 2- the idea that ‘physical networking will be substituted for by virtual’, that is, all our social relationships would take place online.

  7. Mobile Social Networks: Mobile Nodes Converging in Physical Space • Four characteristics: 1) their nodes converge in physical spaces, 2) the organization of the network takes place in digital spaces via mobile technologies or Web-based tools, 3) they are ephemeral- as fast as they are formed, they might be dispersed, 4) mobile technologies are used as many-to- many means of interaction, rather than two-way voice communication devices.

  8. Mobile Social Networks: Mobile Nodes Converging in Physical Space • ‘SMART MOBS’- political form of protest • ‘FLASH MOBS’- group’s random public act • Both quickly generated via SMS or email to form groups at specific locations • Flashmob video • The MSN is successful if it features speed and connectivity, just as with earlier networks.

  9. Locative Mobile Social Networks • The release of the GPS (2008)- enabled smart phones to contribute to sudden popularization and commercialization of LMSN’s. • Geopedia & Wikimi- can locate cell phone in physical space and provide a Wikipedia feed customized to their location. • Ben Russel (1999)- ‘Geopedia and WikiMe affect the way people encounter space because, as Ben Russel, ‘If a device gives you a personalized view on an unfamiliar place, it changes your experience of that place’ Do you agree?

  10. Potential Social Implications of LMSNs

  11. Privacy • Currently LMSN’s have three main functions to control privacy for users. • Core concern: can advertisers see your location? • Privacy sections: the sneaky way to pass on your information. Eg. Loopt.

  12. Surveillance • Top-down: you are being watched. Eg: Education institutions. • Panoptic: watching everything at once. Eg. Marketing. • Bottom-up: you watching those watching you. Eg. Using camera phones to record.

  13. Sousveillance: Empowerment through using these technologies to watch others. • Co-Surveillance: everyone in a network knows the location of everyone.

  14. Exclusion • Not all of the population have access to mobile technologies and LMSN’s and cannot move about this new space. • (1) high mobility, pertaining to those few with easy access. • (2) slow mobility, which includes the majority with difficult, blocked access.

  15. There is always going to be a divide no matter how advance the technology. Do you agree?

  16. LMSN’s change the space we occupy. • Public spaces change from shared physical space, to personalised private spaces. • Each individual experience of ‘space’ depends on what technologies you have access to.

  17. Ultimately LMSN’s usage all comes down to trust within the individual. • These technologies are designed within systems of power that we cannot control. • Advertisers will always find a way to access our information.

  18. IfLMSN’s were completely ‘safe’, they would be too limiting to use as a social tool. Do you agree?

  19. Kyle Privitera – Further Reading • Avouris, N. and Yiannoutsou, N. 2012. A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces. Journal of Universal Computer Science, 18 (15), [Accessed: 9 Oct 2013].

  20. Introducing Location Based Mobile Games • Evolve according to player location • GPS enabled devices • Example: Escape zombies • Interplay between physical and virtual space • Narrative generally important

  21. Preliminary Study • When did phones get the capabilities to adopt these features? • One of the first games: Feeding Yoshi (2006) • Utilized physical space for a game map • Social experience key • Three types: ludic, pedagogic and hybrid

  22. Ludic Games • Built for enjoyment • Learning may still take place • Three categories: • Treasure Hunt • Action games • Role playing games

  23. Pedagogic Games • Developed with objective of learning • Linking classroom activities with the outside world • An early example was a simulator revolved around spreading an infectious virus.

  24. Youtube Link • Example of a learning based game • http://www.youtube.com/watch?v=Fa3VwELPzIE

  25. Question • does anyone think that using one of these location based learning mobile apps would be beneficial for learning, or do you think that it would just become a distraction for the students?

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