Locative media involves emerging technologies such as: mobile phones, GPS, wireless networks, and other hand-held or portable devices.
These technologies enable inter-connectivity between locations, determine locations and mapping and enable participation in storytelling and games. They have become increasingly ubiquitous in our daily lives and public spaces, and are radically changing how people work and live. In addition, these technologies raise complex questions about public/private rights, laws and responsibilities...
Locative media can be used to express specific attributes of place through local history, connecting us to and with histories of architecture, urban space, the changing city and the combinations of news, folklore, and data flows which allow us to interpret and
understand where we live. How can local history be mapped? Is it collaborative or authorial? What kinds of stories constitute the history of a place? What kinds of data are place-based?
from City Centered: A Festival of Locative Media and Urban Community
Posted On: September 14, 2009
Posted In: animal, art, exhibition, gps, locative, performance, prize
Comments: No Responses
Donkijote.org is an analogue/digital project that will gather data using innovative techniques during four journeys taken by the artist Cristian Bettini and a donkey equipped with digital hardware such as a GPS, a mobile Internet connection, a computer, a camera and a video camera. It will create a memory of Asturias, producing and collecting information, re-mapping the territory and geo-categorising knowledge.
The Center for Locative Media works with different cultural and educational communities to enable the creation, delivery, and distribution of narrative histories of people and places using emerging and locative technologies.
At the 2004 Transmediale festival in Berlin, a locative media project titled .walk (dot-walk) received an honorable mention in the prestigious festival's Software Award. Developed by Utrecht-based arts collective Social Fiction, .walk combined computer code and "psychogeographic" urban exploration. Participants of .walk left the doors of the gallery to follow a randomly generated path through the city, thereby, according to Social Fiction, "calculating" the city as though it were a "peripatetic computer."