This article considers how Spatial Big Data is situated and produced through embodied spatial experiences as data processes appear and act in small moments on mobile phone applications and other digital spatial technologies. Locating Spatial Big Data in the historical and geographical contexts of Sydney and Hong Kong, it traces how situated knowledges mediate and moderate the rising potency of discourses of cartographic reason and data logics as colonial cartographic imaginations expressed in land divisions and urban planning continue on, in a world that increasingly values models of calculability, interoperability and authority. It draws on ethnographic material gathered through walking interviews in both cities, and in doing so, it argues that by using ethnographic 'moments', it is possible to decentre the focus on data processes to consider the critical potential of a politics of everyday experiences that produce and reflect the structures of data logics. Through these ethnographic moments, this article examines how mobile technologies are complicit in the production of Spatial Big Data, and the impact this has on the increasing regimentation and surveillance of modes of being and expression via mobile media. At the same time, it will argue that while spatial calculability has expanded from cartographic reason into data logics, the epistemological universality of Spatial Big Data is constantly being resisted-in moments of experimentation, failure, intuition, memory and desire, the ghosts of the incalculable epistemes, experiences and people, forgotten by the emphasis on calculation, continue to speak.
This article examines how maps in location-based mobile games are used as surfaces on which players can inscribe their whereabouts and other local information while being on the move. Using different examples of location-based games (LBGs) to which the map is central, our main argument is that such cartographical LBGs foreground the fluidity of mapping and emphasize the performative aspects of playing with maps. As such, we wish to move away from a conception of maps as representational texts and will show that it is far more productive to approach such cartographical games as processual and navigational practices. Instead of conceiving maps in such games as ‘mimetic interfaces’ (Juul, 2009), they should therefore be approached as what we will call navigational interfaces. To understand them as such, we will combine perspectives from game studies with non-representational understandings of maps as technological and spatial practices as developed in human geography and science and technology studies. By doing so, we wish to instigate a productive interdisciplinary debate about the relation between play and mapping as to deepen our understanding of LBGs as cultural cartographical practices.
The first goal of the Summit was to identify a research agenda on locational information and the public interest, outlining research questions that cut across disciplines, examining the ethical issues that could be addressed to improve the current challenges in spatial analytics, and identifying knowledge gaps that were not yet researched. Many issues could be raised, for example bias and harm to racialized communities. Since not all could be covered, seven groups of agenda items were identified, including (1) Privacy and Anonymization, (2) Data Technology and Its Social-Psychological Dimension, (3) Utility, (4) Technical Approaches to Privacy Protection, (5) Data Infrastructure: Virtual Data Enclaves and Processes, (6) Co-Design and Inclusivity, and (7) Ethical Implications of the User Experience.
In this article, we will use autoethnographic accounts of our use of the Apple Watch to analyse a new type of ludic labour that has emerged in recent years, in which leisure activities are redefined in terms of work and quantifiable data. Wearable devices like the Apple Watch encourage us to share data about ourselves and our activities, dividing our attention in everyday contexts as 'quasi-objects' that need our input to hybridise work and play, offering opportunities to merge leisure and labour, and also the possibility for resistant practices in the interstices between function and failure. We combine perspectives from Science and Technology studies, media studies and play studies, including the 'quantified self' and the 'Internet of Things', to argue that while the Apple Watch moves us closer to merging with the machine, its inability to provide what it promises offers a way out-a more positive understanding of intimate, wearable computing technology.
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