Entertainment media at home: looking at the social aspects

L. Barkhuus, J. Rode, Genevieve Bell
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引用次数: 6

Abstract

Introduction Historically, experiences of computing and computational devices themselves were largely restricted to the office. In recent years, however, there has been a proliferation of other kinds of domains and usage practices. From forms of public and urban computing, virtual/real gaming, mobile handsets, wireless infrastructure and even the ever present visions of smart-homes and digital lifestyles, increasing computational technologies and experiences thereof have found their ways into new domains. These nascent ubiquitous computing technologies have brought with them the potential for remarkable change. However, these new domains also suggest new challenges and new dilemmas. For instance, any exploration of the role of new information and communications technologies in the home highlight some of the critical disconnections between the ways in which such technologies are produced and the ways in which they are consumed, naturalized and rejected. Clearly, the home is far too broad a topic for a single Copyright is held by the author/owner(s).
家庭娱乐媒体:看社会方面
从历史上看,计算和计算设备本身的经验在很大程度上仅限于办公室。然而,近年来,其他类型的域和使用实践激增。从公共和城市计算、虚拟/真实游戏、移动手机、无线基础设施,甚至是智能家居和数字生活方式的各种形式,越来越多的计算技术及其体验已经进入了新的领域。这些新兴的无处不在的计算技术带来了巨大变化的潜力。然而,这些新领域也提出了新的挑战和新的困境。例如,对新信息和通信技术在家庭中的作用的任何探索都突出了这些技术的生产方式与它们的消费、归化和拒绝方式之间的一些关键脱节。显然,对于一个单一的版权由作者/所有者持有来说,家是一个太宽泛的主题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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