Mobile and wireless computing
- The world’s leading digital technology
- Usage: multimedia communication, social action, information access
- introductory slideshow
Primary uses
Access
Fear of multitasking (continued)
Connectivity continues to expand
- problem: cities versus telcos
- problem: rural/urban divide
- problem: America versus the world
- problem: privacy?
Or the opposite: toothing
Device convergence continues
- RFID continues (example: Starbucks)
- New fusion devices (example: Origami)
- Rich media (games and video for PSP, video and audio for iPod)
- Copia cliche
Smartmobbing continues
Pedagogies
- Information on demand
- Time usage changes
- Class/world barrier reduction
- Swarming
- Personal intimacy with units
- Spatial mapping (examples: GIPSY)
- Mobile, multimedia, social research (University of Umea HUMlab, Jokkmokk 2004)
- Distributed conversations (Marymount Manhattan College, Artmobs; Draw on blogospheric practice)
- Manolo
- Classes developing mobile apps and content: Hacking Android
Emergent uses
Here's a link to an evolution of multitouch technologies
Locative media or AR or context-aware computing
Readings
Adam Greenfield, Everyware : the dawning age of ubiquitous computing (2006)
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