On the Map author Simon Garfield speaks with NPR’s Steve Inskeep about the history of maps, how they can be used as political tools, and how GPS and modern mapping applications are changing the way we see ourselves and our place in the world.
Tagged with “location” (9)
We look into a Tumblr account that lends perspective to the drone war by using Google Earth. Joining us is blogger and artist James Bridle, creator of Dronestagram.
Last week the OpenStreetMap community came together in Denver, Colorado for The State of the Map. Our editors dig into the news from the event and ponder the future of this crowdsourced map of the world.
UX designer Amber Case will share insights from her research in cyborg anthropology and talk about what really makes us human.
Amber Case is a Cyborg Anthropologist currently working at Vertigo Software. She founded CyborgCamp, a conference on the future of humans and computers. Her main focus is on mobile software, augmented reality and data visualization, as these reduce the amount of time and space it takes for people to connect with information. Case founded Geoloqi.com, a private location sharing application, out of a frustration with existing social protocols around text messaging and wayfinding. She formerly worked at global advertising agency. In 2010, she was named by Fast Company Magazine as one of the Most Influential Women in Tech.
This dual presentation will explore common play elements in location-based games. We’ll analyze the popular "Check-In" mechanic (used by products like FourSquare and GoWalla), and take a look at the business and social forces that have influenced its emergence as the popular geo game model. The presentation will compare current location-based products, charting their strengths and weaknesses to identify where we believe large areas of opportunity exist in the market. We’ll evaluate the challenges and untapped opportunities of Geo Games from the technological and design perspectives of the two presenters. We’ll outline how the limitations in location technology can be an elegant part of the game design itself, and how new innovations will help to create richer and more immersive parallel worlds. We’ll describe why we think its time to move beyond "social" Check-In systems, to “true games” that engage, challenge, and stimulate players.
Steven Johnson (author of "The Ghost Map") discusses the transformative power of spacial representations of our world…from Deconstruct 08.
The transition from physical to virtual spaces means that there is less opportunity to physically interact in public spaces. Historically public spaces were used for celebration, today they are used for anonymous mobile calls. We would like to explore the ways in which the tangible aspect of physical space might be re-introduced into our virtual interactions through an exploration and discussion of - among other things - responsive architecture.
- Mouna Andraos, Electronic Crafts
- Francesca Birks, Arup
- Molly Wright Steenson, Princeton University School of Architecture
- Ben [neb] Cerveny, AFK Stamen Gamelayers etc
One of the big trends on the web is more and more location aware / sensitive web applications. Increasingly powerful mobile devices are enabling this. In this episode of RWW Live, we talk about how the Web is evolving to include more location aware applications and what barriers are still in the way - both social & technical barriers.
Joining me from ReadWriteWeb are Marshall Kirkpatrik & Bernard Lunn. Our guests are:
- Dennis Crowley from the previously mentioned Four Square (iTunes link). Check out ReadWriteWeb’s review of Four Square. Before that, Dennis was co-founder of Dodgeball, which was acquired by Google.
- Tom Coates, from Yahoo! (creator of Fire Eagle). See ReadWriteWeb’s coverage of Fire Eagle’s go-live.
- Mark Josephson CEO at Outside.in. See ReadWriteWeb’s coverage of Outside.in.
In a prior job, Yahoo researcher Elizabeth Churchill wanted to build relationships between colleagues in the Bay area and in Tokyo. In this talk at eTech 2008, Elizabeth discusses a project undertaken to accomplish this. The implementation was a large public touchscreen display where employees from both locations could post content of their choice to share with colleagues. The project allowed colleagues to window shop into an online world at a public display where people in the physical space could interact with the digital content and with each other, strengthening weak ties and creating ice breakers.
Elizabeth shares some of the challenges faced during the project and poses questions about the possible trajectories of uptake and success of such installations in the marketplace.