Michael Saker
Dados Biográficos
| ID | 292203 |
|---|---|
| NOME | Michael Saker |
| PRENOMES | Michael |
| SOBRENOME | Saker |
| ASSINATURA | SAKER M |
| AFILIAÇÕES | City, University of London |
| ORCID | 0000-0002-7414-2840 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 17 |
| TOTAL DE CITAÇÕES | 34 |
| TOTAL COMO AUTOR | 17 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2016 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 3 |
Beyond virtual reality
This paper examines the domestication of virtual reality (VR) and mixed reality (MR) technologies within the home. It argues that recent advances have reshaped both the spatial and affective character of digital experience. Where earlier iterations of VR sought to transcend physical space, newer VR/MR headsets, such as the Meta Quest 3 and Apple Vision Pro, integrate digital objects into remediated images of the domestic environment. Drawing on t…
Beyond the campus
Women are advised to avoid urban settings after dark and to carry a mobile phone. These precautions can reduce experiential fear of crime (EFC), which is influenced by the surrounding environment. However, these measures do not allow women to completely avoid potentially risky spaces. Women students commuting to urban universities are a prime example of this challenge. However, research on higher education and fear of crime (FoC) has largely focu…
Educational journeys
Protesting the lockdown
The Covid-19 pandemic saw restrictions being implemented to curb the spread of the virus.This seeded anti-lockdown demonstrations across the globe.Leveraging network, quantitative and qualitative textual analysis tools, we scrutinize the expression of opposition to these restrictions on 96 public Facebook groups and pages, and its connection to physical places across the globe.To grapple with this relation, we propose the concept of geoindexing a…
Wayfearing” and the city
Personal safety apps provide new ways for crime data to be utilized by citizens within the context of urban mobilities. Yet, high-profile stories reveal the fear many women continue to experience in their daily lives. Operating as locative media, personal safety apps seem to imply that environments can simply be avoided. This is not always possible. Women students attending a city-based university, for example, might have to move through various …
Understanding familial locative play
Pokémon Go is a hybrid reality game (HRG) that research suggests is played by families in the context of joint-media engagement. Yet, the game interface itself provides little information about how to approach the game. Given this and the fact that many parents play this HRG with their young children, we examine the process of parent online social learning to play Pokémon Go. Drawing on an original study of Pokémon Go conducted between August and…
Contiguous identities
In October 2021, Facebook, Inc. changed its name to “Meta Platforms, Inc.” A key part of this rebranding involved Facebook’s long-term focus on virtual reality (VR) and the future of the supposed Metaverse. Significantly, as of November 2021, users have only been able to access the VR space of Meta if they sign in through their social networking account. While Facebook has suggested it will change this in the future, the specifics of this future …
Art museums and the incorporation of virtual reality
Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and e…
Coextensive space
Virtual Reality (VR) has traditionally required external sensors placed around a designated play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras located on the outside of these devices to monitor their physical position. Users can now mark out a physical space that is then digitally tracked within their display. Once a play space…
It Is All About Location
Mobile phone location data have become tied to understandings of and responses to the COVID-19 pandemic. Data visualizations have used mobile phone data to inform people about how mobility practices may be linked to the spread of the virus, and governments have explored contact tracing that relies upon mobile phone data. This article examines how these uses of location data implicate three particular issues that have been present in the growing b…
The playeur and Pokémon Go
Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses…
From hybrid space to dislocated space
Research in the field of mobile communication studies (MCS) has generally moved away from focusing on how mobile phones distract users from their physical environment to considering how the experience of space and place can be enhanced by locative smartphone applications. This article argues that trajectory may be complicated by the emergence of a new type of mobile technology: mobile virtual reality (MVR). While an increasing number of handsets …
Understanding Yik Yak
Yik Yak was a location-based social application that allowed users to anonymously create, read, and respond to posts made within a few mile radius. This paper reports on six months of ethnographic work and interviews performed with 18 Yik Yak users. We argue that one of Yik Yak’s primary functions was to communicate about place and to find new ways to connect abstractly with the local social situation. The data detailed in this article contribute…
Locative mobile media and time
Foursquare is a location-based social network (LBSN) that can be used to explore locations and mark one’s movements in the form of ‘check-ins’. This paper investigates why some Foursquare users are choosing to record their locational past, and in so doing using it as a ‘mediated memory object’ (Dijck, 2009). The paper explores the different ways users then interact with their preserved spatial pasts, owing to Foursquare’s mode of preservation. A …
Foursquare and identity
Foursquare is a location-based social network (LBSN) that allows people to share their location with friends by ‘checking-in’ at a given place using their smartphone. The application can also access the location-based recommendations left by other users. Drawing on original qualitative research with a range of Foursquare users, the article sets out to examine this LBSN and its impact on identity in three ways. Using Schwartz and Halegoua’s ‘spati…
Everyday life and locative play
Foursquare is a location-based social network (LBSN) that combines gaming elements with features conventionally associated with social networking sites (SNSs). Following two qualitative studies, this article sets out to explore what impact this overlaying of physical environments with play has on everyday life and experiences of space and place. Drawing on early understandings of play, alongside the flâneur and ‘phoneur’ as respective methods for…
Locative Media and Identity
The role of location-based social networks (LBSNs) on identity is a relatively unexplored area within the growing cannon of work on locative media. Following an exegesis of Giddens's argument that narrative biographical accounts are critical in self-identity in the modern age and Foucault's technologies of the self, this article positions LBSN, and in particular Foursquare, as a contributor to self-identity in users' lives. A close reading of eth…
From hybrid space to dislocated space
Research in the field of mobile communication studies (MCS) has generally moved away from focusing on how mobile phones distract users from their physical environment to considering how the experience of space and place can be enhanced by locative smartphone applications. This article argues that trajectory may be complicated by the emergence of a new type of mobile technology: mobile virtual reality (MVR). While an increasing number of handsets …
Foursquare and identity
Foursquare is a location-based social network (LBSN) that allows people to share their location with friends by ‘checking-in’ at a given place using their smartphone. The application can also access the location-based recommendations left by other users. Drawing on original qualitative research with a range of Foursquare users, the article sets out to examine this LBSN and its impact on identity in three ways. Using Schwartz and Halegoua’s ‘spati…
Coextensive space
Virtual Reality (VR) has traditionally required external sensors placed around a designated play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras located on the outside of these devices to monitor their physical position. Users can now mark out a physical space that is then digitally tracked within their display. Once a play space…
The playeur and Pokémon Go
Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses…
It Is All About Location
Mobile phone location data have become tied to understandings of and responses to the COVID-19 pandemic. Data visualizations have used mobile phone data to inform people about how mobility practices may be linked to the spread of the virus, and governments have explored contact tracing that relies upon mobile phone data. This article examines how these uses of location data implicate three particular issues that have been present in the growing b…
Everyday life and locative play
Foursquare is a location-based social network (LBSN) that combines gaming elements with features conventionally associated with social networking sites (SNSs). Following two qualitative studies, this article sets out to explore what impact this overlaying of physical environments with play has on everyday life and experiences of space and place. Drawing on early understandings of play, alongside the flâneur and ‘phoneur’ as respective methods for…
Wayfearing” and the city
Personal safety apps provide new ways for crime data to be utilized by citizens within the context of urban mobilities. Yet, high-profile stories reveal the fear many women continue to experience in their daily lives. Operating as locative media, personal safety apps seem to imply that environments can simply be avoided. This is not always possible. Women students attending a city-based university, for example, might have to move through various …
Locative Media and Identity
The role of location-based social networks (LBSNs) on identity is a relatively unexplored area within the growing cannon of work on locative media. Following an exegesis of Giddens's argument that narrative biographical accounts are critical in self-identity in the modern age and Foucault's technologies of the self, this article positions LBSN, and in particular Foursquare, as a contributor to self-identity in users' lives. A close reading of eth…
Locative mobile media and time
Foursquare is a location-based social network (LBSN) that can be used to explore locations and mark one’s movements in the form of ‘check-ins’. This paper investigates why some Foursquare users are choosing to record their locational past, and in so doing using it as a ‘mediated memory object’ (Dijck, 2009). The paper explores the different ways users then interact with their preserved spatial pasts, owing to Foursquare’s mode of preservation. A …
Foursquare and identity
Foursquare is a location-based social network (LBSN) that allows people to share their location with friends by ‘checking-in’ at a given place using their smartphone. The application can also access the location-based recommendations left by other users. Drawing on original qualitative research with a range of Foursquare users, the article sets out to examine this LBSN and its impact on identity in three ways. Using Schwartz and Halegoua’s ‘spati…
Everyday life and locative play
Foursquare is a location-based social network (LBSN) that combines gaming elements with features conventionally associated with social networking sites (SNSs). Following two qualitative studies, this article sets out to explore what impact this overlaying of physical environments with play has on everyday life and experiences of space and place. Drawing on early understandings of play, alongside the flâneur and ‘phoneur’ as respective methods for…
Locative Media and Identity
The role of location-based social networks (LBSNs) on identity is a relatively unexplored area within the growing cannon of work on locative media. Following an exegesis of Giddens's argument that narrative biographical accounts are critical in self-identity in the modern age and Foucault's technologies of the self, this article positions LBSN, and in particular Foursquare, as a contributor to self-identity in users' lives. A close reading of eth…
Understanding Yik Yak
Yik Yak was a location-based social application that allowed users to anonymously create, read, and respond to posts made within a few mile radius. This paper reports on six months of ethnographic work and interviews performed with 18 Yik Yak users. We argue that one of Yik Yak’s primary functions was to communicate about place and to find new ways to connect abstractly with the local social situation. The data detailed in this article contribute…
The playeur and Pokémon Go
Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses…
From hybrid space to dislocated space
Research in the field of mobile communication studies (MCS) has generally moved away from focusing on how mobile phones distract users from their physical environment to considering how the experience of space and place can be enhanced by locative smartphone applications. This article argues that trajectory may be complicated by the emergence of a new type of mobile technology: mobile virtual reality (MVR). While an increasing number of handsets …
Art museums and the incorporation of virtual reality
Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and e…
Coextensive space
Virtual Reality (VR) has traditionally required external sensors placed around a designated play space. In contrast, more recent wired and wireless systems, such as the Oculus Rift S (released in March 2019) and the Oculus Quest (released in May 2019) use cameras located on the outside of these devices to monitor their physical position. Users can now mark out a physical space that is then digitally tracked within their display. Once a play space…
It Is All About Location
Mobile phone location data have become tied to understandings of and responses to the COVID-19 pandemic. Data visualizations have used mobile phone data to inform people about how mobility practices may be linked to the spread of the virus, and governments have explored contact tracing that relies upon mobile phone data. This article examines how these uses of location data implicate three particular issues that have been present in the growing b…
Understanding familial locative play
Pokémon Go is a hybrid reality game (HRG) that research suggests is played by families in the context of joint-media engagement. Yet, the game interface itself provides little information about how to approach the game. Given this and the fact that many parents play this HRG with their young children, we examine the process of parent online social learning to play Pokémon Go. Drawing on an original study of Pokémon Go conducted between August and…
Contiguous identities
In October 2021, Facebook, Inc. changed its name to “Meta Platforms, Inc.” A key part of this rebranding involved Facebook’s long-term focus on virtual reality (VR) and the future of the supposed Metaverse. Significantly, as of November 2021, users have only been able to access the VR space of Meta if they sign in through their social networking account. While Facebook has suggested it will change this in the future, the specifics of this future …
Wayfearing” and the city
Personal safety apps provide new ways for crime data to be utilized by citizens within the context of urban mobilities. Yet, high-profile stories reveal the fear many women continue to experience in their daily lives. Operating as locative media, personal safety apps seem to imply that environments can simply be avoided. This is not always possible. Women students attending a city-based university, for example, might have to move through various …
Protesting the lockdown
The Covid-19 pandemic saw restrictions being implemented to curb the spread of the virus.This seeded anti-lockdown demonstrations across the globe.Leveraging network, quantitative and qualitative textual analysis tools, we scrutinize the expression of opposition to these restrictions on 96 public Facebook groups and pages, and its connection to physical places across the globe.To grapple with this relation, we propose the concept of geoindexing a…
Educational journeys
Beyond virtual reality
This paper examines the domestication of virtual reality (VR) and mixed reality (MR) technologies within the home. It argues that recent advances have reshaped both the spatial and affective character of digital experience. Where earlier iterations of VR sought to transcend physical space, newer VR/MR headsets, such as the Meta Quest 3 and Apple Vision Pro, integrate digital objects into remediated images of the domestic environment. Drawing on t…
Beyond the campus
Women are advised to avoid urban settings after dark and to carry a mobile phone. These precautions can reduce experiential fear of crime (EFC), which is influenced by the surrounding environment. However, these measures do not allow women to completely avoid potentially risky spaces. Women students commuting to urban universities are a prime example of this challenge. However, research on higher education and fear of crime (FoC) has largely focu…
Computer Science (11 obras) · Sociology (11 obras) · Internet privacy (8 obras) · Aesthetics (7 obras) · World Wide Web (7 obras) · Art (6 obras) · Virtual Reality Applications and Impacts (6 obras) · Psychology (5 obras) · Human–computer interaction (4 obras) · Social media (4 obras)