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001 2009033440
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005 20190729103918.0
008 090828s2010 mau b 001 0 eng
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020 _a9780262013918 (hardcover : alk. paper)
020 _a0262013916 (hardcover : alk. paper)
035 _a(OCoLC)ocn435628685
040 _aDLC
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049 _aEY8Z
050 0 0 _aQA76.5915
_b.C695 2010
082 0 0 _a006.7/54
_222
100 1 _aCoyne, Richard.
245 1 4 _aThe tuning of place :
_bsociable spaces and pervasive digital media /
_cRichard Coyne.
260 _aCambridge, Mass. :
_bMIT Press,
_cc2010.
300 _axxviii, 330 p. ;
_c24 cm.
504 _aIncludes bibliographical references and index.
520 1 _a"How do pervasive digital devices - smartphones, iPods, GPS navigation systems, and cameras, among others - influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that support them become the means of making incremental adjustments within spaces - of tuning place. Pervasive media help us formulate a sense of place, writes Coyne, through their capacity to introduce small changes, in the same way that tuning a musical instrument invokes the subtle process of recalibration. Places are inhabited spaces, populated by people, their concerns, memories, stories, conversations, encounters, and artifacts. The tuning of place - whereby people use their devices in their interactions with one another - is also a tuning of social relations." "The range of ubiquity is vast - from the familiar phones and handheld devices through RFID tags, smart badges, dynamic signage, microprocessors in cars and kitchen appliances, wearable computing, and prosthetics, to devices still in development. Rather than catalog achievements and predictions, Coyne offers a theoretical framework for discussing pervasive media that can inform developers, designers, and users as they contemplate interventions into the environment. Processes of tuning can lead to consideration of themes highly relevant to pervasive computing: intervention, calibration, wedges, habits, rhythm, tags, taps, tactics, thresholds, aggregation, noise, and interference."--BOOK JACKET.
650 0 _aUbiquitous computing.
650 0 _aMobile computing.
650 0 _aOnline social networks.
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