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Malta Business Review<br />

ERC STORY<br />

Is digital mapping the new media?<br />

By Sybille Lammes<br />

Over the past months, a sudden influx of ‘Pokémon Go’ players could be observed across the globe. Youngsters, people of <strong>all</strong> ages<br />

scrutinise their surroundings silently, using their smartphones to catch those digital creatu<strong>res</strong> with unlikely names. How could such<br />

a phenomenon take over the world so fast? Part of the answer may be the game’s strong interaction with the real-world and its<br />

imp<strong>res</strong>sive mapping, offering a whole new virtual experience of spaces that seem to be familiar and yet so different.<br />

Based at the University of Warwick<br />

(UK), Sybille Lammes’ ERC-funded<br />

<strong>res</strong>earch focuses on digital<br />

mapping practices - including those<br />

related to play. She sees them as new<br />

media cultu<strong>res</strong> that influence and alter<br />

our way of being and moving through<br />

spatial environments. She is also the<br />

first to combine New Media Studies,<br />

Science and Technology Studies and<br />

Human Geography and thereby to tackle<br />

an original and mostly unexplored<br />

<strong>res</strong>earch field.<br />

“Digital maps can be simultaneously<br />

understood as new media, technologies<br />

and cartographies” explains Lammes,<br />

nourishing the conception of new media<br />

as “material cultu<strong>res</strong>” that are physic<strong>all</strong>y<br />

embedded in daily life and technologies.<br />

A new culture<br />

Digital cartographies have changed<br />

the century-old conception of maps,<br />

tradition<strong>all</strong>y perceived as something<br />

tangible rep<strong>res</strong>enting a space. In the<br />

numerical world, on the other hand, we<br />

constantly interact with navigation and<br />

geolocation gadgets that are built in most<br />

applications and devices.<br />

The maps of today are versatile real-time<br />

maps. Connected to online technologies –<br />

such as traffic sensors and GPS – they keep<br />

transforming before our eyes. Current<br />

navigation systems propose new routes<br />

when we miss a turn and adapt their<br />

suggestions to the way we play with them.<br />

We look for <strong>res</strong>taurants and shops through<br />

digital maps and some even date with the<br />

help of geolocation apps. Such daily tools<br />

influence our behaviour and thinking, the<br />

way we sense space and relate to it:<br />

“The ambition of “Charting the Digital” is<br />

to define what digital mapping is about and<br />

what it cultur<strong>all</strong>y entails, and to explore,<br />

as a new techno-cultural phenomenon,<br />

its impact on our spatial relations”, says<br />

Lammes.<br />

With her team, she has undertaken an<br />

extensive critical comparison of digital<br />

mapping practices, also in relation<br />

to traditional cartography and other<br />

related media forms. The <strong>res</strong>earch also<br />

encompasses the analysis of mapping<br />

interfaces, which act as technological<br />

mediators and induce users’ specific<br />

behaviour.<br />

Sybille Lammes: “Our own <strong>res</strong>earch team<br />

membershttps://erc.europa.eu/sites/<br />

<strong>all</strong>/themes/erc/images/gloss.png have<br />

become part of the study, by “going native”,<br />

i.e. becoming engaged and interacting<br />

with the material they study. They keep a<br />

journal about their experiences with the<br />

mapping interface and how they become<br />

acquainted with it”.<br />

PROJECT DETAILS<br />

Researcher (PI): Sybille Lammes<br />

Digital mapping for playful learning<br />

On the commercial side, Lammes’ team<br />

noted that highly successful and profitable<br />

digital mapping applications make use of a<br />

combination of gamification, connectivity<br />

and interactivity in their design. On this<br />

basis, they have developed a prototype<br />

of a location-based game: a mobile app<br />

named ‘Playfields’ that can be used to<br />

teach fieldwork to university students in<br />

a ‘hands on’ entertaining way. <strong>MBR</strong><br />

Image & <strong>res</strong>earcher picture: Courtesy S. Lammes<br />

Host institution: The University Of Warwick, United Kingdom<br />

Project: Charting the Digital: Digital Mapping Practices as<br />

New Media Cultu<strong>res</strong>, (Charting the Digital)<br />

ERC c<strong>all</strong>: Starting Grant , ERC-2011-StG, panel SH5<br />

Max ERC funding: 1,422,453 €<br />

Duration: From 2011-11-01 until 2016-10-31<br />

26

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