Academic literature on the topic 'Mobile computing Australia'

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Journal articles on the topic "Mobile computing Australia"

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Sandu, Nitirajsingh, and Ergun Gide. "Analysis of the Main Factors Affecting the Adoption of Cloud based Interactive Mobile Learning in the Australian Higher Education Sector." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 4 (August 30, 2018): 43. http://dx.doi.org/10.3991/ijim.v12i4.9200.

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<p>Today, every business depends on Information Technology (IT) for the efficient service delivery and cost-effective application of technological resources. Modern technologies are being adopted to overcome business pressure, streamline existing procedures and service delivery cost-efficiency for maximising profit due to the increase in global competition and shifts in the customer expectations. Cloud computing (CC) is an Internet-centric computing service that utilises and provides IT services to organisations through the provisioning of resources through the Internet using web-centric software and gadgets without the assistance of any private IT architecture within the firm. Cloud based interactive mobile learning platform is the result of such exploration and this practice of learning is improving with the time. New technologies such as smart mobile devices, Cloud computing and wireless connectivity are opening new opportunities of learning for students. </p><p>Thus, the aim of this paper is to evaluate the main factors affecting the adoption of Cloud based interactive mobile learning for the Australian Higher Education sector. In this research, a survey data collection technique with existing students using Mobile application for learning and also a literature review process were conducted. Research outcome shows that the use of Artificial intelligence and Machine learning can make learning more efficient and these technologies need to be integrated in applications designed for Australian Higher Education sector. It is expected that the research outcome will help interactive mobile application developers and higher education providers to better understand the requirements of students while providing an interactive learning platform for them. </p>
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Brown, Andrew R., Donald Stewart, Amber Hansen, and Alanna Stewart. "Making meaningful musical experiences accessible using the iPad." ScientiaTec 2, no. 2 (September 1, 2015): 8–15. http://dx.doi.org/10.35819/scientiatec.v2i2.1461.

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In this paper we report on our experiences using ubiquitous computing devices to introduce music-based creative activities into an Australian school. The use of music applications on mobile tablet computers (iPads) made these activities accessible to students with a limited range of prior musical background and in a general purpose classroom setting. The activities were designed to be meaningful and contribute toward personal resilience in the students. Two theoretical frameworks inform the research design; the meaningful engagement matrix and personal resilience. We describe these frameworks and how they inform the activity planning. We report on the activities undertaken to date and share preliminary results from questionnaires, interviews, musical outcomes, and observation.
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Hume, Craig, and Margee Hume. "What about us? Exploring small to medium Australian not for-profit firms and knowledge management." Journal of Knowledge Management 20, no. 1 (February 8, 2016): 104–24. http://dx.doi.org/10.1108/jkm-12-2014-0497.

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Purpose – The aim of this paper is to research the practice of knowledge management (KM) in not-for-profit (NFP), small and medium enterprises (SMEs) to identify gaps in the current body of knowledge. Previous work has been conducted in small, medium and large enterprises; however, NFP SMEs have been underexamined. Given the prevalence of NFP, SMEs’ further research is warranted. Design/methodology/approach – Using a case study methodology, this research advances previous KM work (Hume and Hume, 2008). Based on previous work in SMEs, KM and the application to NFP organizations, this work offers a set of propositions related to strategic development of KM in NFP organizations with multiple data sources across hierarchical levels sought and analyzed within each of the case studies. This process provided data variation. Collection continued until theoretical saturation was achieved. The paper supports analysis with the use of Leximancer 3.0 and offers a unique approach to qualitative research using textual and narrative analysis. Findings – This paper explores the definition of knowledge, the importance of knowledge planning, capture and diffusion and offers development in NFP SMEs. The paper concludes by introducing the link between KM and internal marketing to address the importance of cultural and social issues of “me” which are central to knowledge capture, renewal and sustainable KM in NFP organizations. The paper introduces socialization strategies and informal knowledge capture specific to the transient, volunteer and permanent employee mix in NFP organizations and introduces the notion of understanding the significance of social mission to employees and volunteers in the embodiment of KM. Research limitations/implications – This study has aimed to access all empirical articles in the field of KM in SMEs. To ensure the consideration of the advancement in wireless, mobile computing technology and smartphones as KM support, articles from 2005 onwards were primarily sought. This search restriction has limited the role of earlier works in the research. It is arguable that the sample cases may not offer a comprehensive coverage of all NFP firms, with the qualitative approach further limiting the generalization of the findings. Originality/value – To the best of the authors’ knowledge, KM has been applied specifically in very few NFP SME firms, with scant exploration of the constructs of socialization, social mission and informal knowledge structure in NFP considered or previously published in academic journals.
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Gibbs, Martin R., Graeme Shanks, and Reeva Lederman. "Data Quality, Database Fragmentation and Information Privacy." Surveillance & Society 3, no. 1 (September 1, 2002). http://dx.doi.org/10.24908/ss.v3i1.3319.

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In this paper we use an Information Systems (informatics) perspective to critically examine legislation designed to regulate the way private sector organizations collect, store, use, and disclose personal information. We focus on The Privacy Amendment (Private Sector) Act 2000 (Cth), which has recently been enacted in Australia. We argue that the ability of organizations to respond to the requirements of this legislation is affected by the data quality of the personal information they possess. In particular, this paper examines one problem associated with data quality that erodes an organization's ability to comply with legislation designed to protect the information privacy of individuals – the fragmentation of customer data across multiple databases owned and maintained by separate functional units within an organization. Given the ubiquity of these kinds of data quality problems we conclude that current legislative regimes to regulate private sector use of personal information in countries such as Australia and European Union member states can lead to contrary outcomes resulting in legislation that is either unenforceable or acts to encourage the development of high-quality, integrated customer databases that have the potential to erode information privacy. We believe that new models able to grapple with management of personal information in distributed, mobile and ubiquitous computing environments need to be developed.
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Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone." M/C Journal 10, no. 1 (March 1, 2007). http://dx.doi.org/10.5204/mcj.2602.

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Introduction As the country with the fifth largest population in the world, Indonesia is a massive potential market for mobile technology adoption and development. Despite an annual per capita income of only $1,280 USD (World Bank), there are 63 million mobile phone users in Indonesia (Suhartono, sec. 1.7) and it is predicted to reach 80 million in 2007 (Jakarta Post 1). Mobile phones are not only a symbol of Indonesian modernity (Barendregt 5), but like other communication technology can become a platform through which to explore socio-political issues (Winner 28). In this article we explore the role mobile phone technology in contemporary forms of social, intimate, and sexual relationships in Indonesia. We argue that new forms of expression and relations are facilitated by the particular features of mobile technology. We discuss two cases from contemporary Indonesia: a mobile dating service (BEDD) and mobile phone pornography. For each case study, we first discuss the socio-political background in Indonesia, then describe the technological affordances of the mobile phone which facilitate dating and pornography, and finally give examples of how the mobile phone is effecting change in dating and pornographic practices. This study is placed at a time when social relations, intimacy, and sexuality in Indonesia have become central public issues. Since the end of the New Order whilst many people have embraced the new freedoms of reformasi and democratization, there is also a high degree of social anxiety, tension and uncertainty (Juliastuti 139-40). These social changes and desires have played out in the formations of new and exciting modes of creativity, solidarity, and sociality (Heryanto and Hadiz 262) and equally violence, terror and criminality (Heryanto and Hadiz 256). The diverse and plural nature of Indonesian society is alive with a myriad of people and activities, and it is into this diverse social body that the mobile phone has become a central and prominent feature of interaction. The focus of our study is dating and pornography as mediated by the mobile phone; however, we do not suggest that these are new experiences in Indonesia. Rather over the last decade social, intimate, and sexual relationships have all been undergoing change and their motivations can be traced to a variety of sources including the factors of globalization, democratization and modernization. Throughout Asia “new media have become a crucial site for constituting new Asian sexual identities and communities” (Berry, Martin, and Yue 13) as people are connecting through new communication technologies. In this article we suggest that mobile phone technology opens new possibilities and introduces new channels, dynamics, and intensities of social interaction. Mobile phones are particularly powerful communication tools because of their mobility, accessibility, and convergence (Ling 16-19; Ito 14-15; Katz and Aakhus 303). These characteristics of mobile phones do not in and of themselves bring about any particular changes in dating and pornography, but they may facilitate changes already underway (Barendegt 7-9; Barker 9). Mobile Dating Background The majority of Indonesians in the 1960s and 1970s had arranged marriages (Smith-Hefner 443). Education reform during the 70s and 80s encouraged more women to attain an education which in turn led to the delaying of marriage and the changing of courtship practices (Smith-Hefner 450). “Compared to previous generations, [younger Indonesians] are freer to mix with the opposite sex and to choose their own marriage,” (Utomo 225). Modern courtship in Java is characterized by “self-initiated romance” and dating (Smith-Hefner 451). Mobile technology is beginning to play a role in initiating romance between young Indonesians. Technology One mobile matching or dating service available in Indonesia is called BEDD (www.bedd.com). BEDD is a free software for mobile phones in which users fill out a profile about themselves and can meet BEDD members who are within 20-30 feet using a Bluetooth connection on their mobile devices. BEDD members’ phones automatically exchange profile information so that users can easily meet new people who match their profile requests. BEDD calls itself mobile social networking community; “BEDD is a new Bluetooth enabled mobile social medium that allows people to meet, interact and communicate in a new way by letting their mobile phones do all the work as they go throughout their day.” As part of a larger project on mobile social networking (Humphreys 6), a field study was conducted of BEDD users in Jakarta, Indonesia and Singapore (where BEDD is based) in early 2006. In-depth interviews and open-ended user surveys were conducted with users, BEDD’s CEO and strategic partners in order to understand the social uses and effects BEDD. The majority of BEDD members (which topped 100,000 in January 2006) are in Indonesia thanks to a partnership with Nokia where BEDD came pre-installed on several phone models. In management interviews, both BEDD and Nokia explained that they partnered because both companies want to help “build community”. They felt that Bluetooth technology such as BEDD could be used to help youth meet new people and keep in touch with old friends. Examples One of BEDD’s functions is to help lower barriers to social interaction in public spaces. By sharing profile information and allowing for free text messaging, BEDD can facilitate conversations between BEDD members. According to users, mediating the initial conversation also helps to alleviate social anxiety, which often accompanies meeting new people. While social mingling and hanging out between Jakarta teenagers is a relatively common practice, one user said that BEDD provides a new and fun way to meet and flirt. In a society that must balance between an “idealized morality” and an increasingly sexualized popular culture (Utomo 226), BEDD provides a modern mode of self-initiated matchmaking. While BEDD was originally intended to aid in the matchmaking process of dating, it has been appropriated into everyday life in Indonesia because of its interpretive flexibility (Pinch & Bjiker 27). Though BEDD is certainly used to meet “beautiful girls” (according to one Indonesian male user), it is also commonly used to text message old friends. One member said he uses BEDD to text his friends in class when the lecture gets boring. BEDD appears to be a helpful modern communication tool when people are physically proximate but cannot easily talk to one another. BEDD can become a covert way to exchange messages with people nearby for free. Another potential explanation for BEDD’s increasing popularity is its ability to allow users to have private conversations in public space. Bennett notes that courtship in private spaces is seen as dangerous because it may lead to sexual impropriety (154). Dating and courtship in public spaces are seen as safer, particularly for conserving the reputation young Indonesian women. Therefore Bluetooth connections via mobile technologies can be a tool to make private social connections between young men and women “safer”. Bluetooth communication via mobile phones has also become prevalent in more conservative Muslim societies (Sullivan, par. 7; Braude, par. 3). There are, however, safety concerns about meeting strangers in public spaces. When asked, “What advice would you give a first time BEDD user?” one respondent answered, “harus bisa mnilai seseorang krn itu sangat penting, kita mnilai seseorang bukan cuma dari luarnya” (translated: be careful in evaluating (new) people, and don’t ever judge the book by its cover”). Nevertheless, only one person participating in this study mentioned this concern. To some degree meeting someone in a public may be safer than meeting someone in an online environment. Not only are there other people around in public spaces to physically observe, but co-location means there may be some accountability for how BEDD members present themselves. The development and adoption of matchmaking services such as BEDD suggests that the role of the mobile phone in Indonesia is not just to communicate with friends and family but to act as a modern social networking tool as well. For young Indonesians BEDD can facilitate the transfer of social information so as to encourage the development of new social ties. That said, there is still debate about exactly whom BEDD is connecting and for what purposes. On one hand, BEDD could help build community in Indonesia. One the other hand, because of its privacy it could become a tool for more promiscuous activities (Bennett 154-5). There are user profiles to suggest that people are using BEDD for both purposes. For example, note what four young women in Jakarta wrote in the BEDD profiles: Personal Description Looking For I am a good prayer, recite the holy book, love saving (money), love cycling… and a bit narcist. Meaning of life Ordinary gurl, good student, single, Owen lover, and the rest is up to you to judge. Phrenz ?! Peace?! Wondeful life! I am talkative, have no patience but so sweet. I am so girly, narcist, shy and love cute guys. Check my fs (Friendster) account if you’re so curious. Well, I am just an ordinary girl tho. Anybody who wants to know me. A boy friend would be welcomed. Play Station addict—can’t live without it! I am a rebel, love rock, love hiphop, naughty, if you want proof dial 081********* phrenz n cute guyz As these profiles suggest, the technology can be used to send different kinds of messages. The mobile phone and the BEDD software merely facilitate the process of social exchange, but what Indonesians use it for is up to them. Thus BEDD and the mobile phone become tools through which Indonesians can explore their identities. BEDD can be used in a variety of social and communicative contexts to allow users to explore their modern, social freedoms. Mobile Pornography Background Mobile phone pornography builds on a long tradition of pornography and sexually explicit material in Indonesia through the use of a new technology for an old art and product. Indonesia has a rich sexual history with a documented and prevalent sex industry (Suryakusuma 115). Lesmana suggests that the country has a tenuous pornographic industry prone to censorship and nationalist politics intent on its destruction. Since the end of the New Order and opening of press freedoms there has been a proliferation in published material including a mushrooming of tabloids, men’s magazines such as FHM, Maxim and Playboy, which are often regarded as pornographic. This is attributed to the decline of the power of the bureaucracy and government and the new role of capital in the formation of culture (Chua 16). There is a parallel pornography industry, however, that is more amateur, local, and homemade (Barker 6). It is into this range of material that mobile phone pornography falls. Amongst the myriad forms of pornography and sexually explicit material available in Indonesia, the mobile phone in recent years has emerged as a new platform for production, distribution, and consumption. This section will not deal with the ethics of representation nor engage with the debate about definitions and the rights and wrongs of pornography. Instead what will be shown is how the mobile phone can be and has been used as an instrument/medium for the production and consumption of pornography within contemporary social relationships. Technology There are several technological features of the mobile phone that make pornography possible. As has already been noted the mobile phone has had a large adoption rate in Indonesia, and increasingly these phones come equipped with cameras and the ability to send data via MMS and Bluetooth. Coupled with the mobility of the phone, the convergence of technology in the mobile phone makes it possible for pornography to be produced and consumed in a different way than what has been possible before. It is only recently that the mobile phone has been marketed as a video camera with the release of the Nokia N90; however, quality and recording time are severely limited. Still, the mobile phone is a convenient and at-hand tool for the production and consumption of individually made, local, and non-professional pieces of porn, sex and sexuality. It is impossible to know how many such films are in circulation. A number of websites that offer these films for downloads host between 50 and 100 clips in .3gp file format, with probably more in actual circulation. At the very least, this is a tenfold increase in number compared to the recent emergence of non-professional VCD films (Barker 3). This must in part be attributed to the advantages that the mobile phone has over standard video cameras including cost, mobility, convergence, and the absence of intervening data processing and disc production. Examples There are various examples of mobile pornography in Indonesia. These range from the pornographic text message sent between lovers to the mobile phone video of explicit sexual acts (Barendregt 14-5). The mobile phone affords privacy for the production and exchange of pornographic messages and media. Because mobile devices are individually owned, however, pornographic material found on mobile phones can be directly tied to the individual owners. For example, police in Kotabaru inspected the phones of high school students in search of pornographic materials and arrested those individuals on whose phones it was found (Barendregt 18). Mobile phone pornography became a national political issue in 2006 when an explicit one-minute clip of a singer and an Indonesian politician became public. Videoed in 2004, the clip shows Maria Eva, a 27 year-old dangdut singer (see Browne, 25-6) and Yahya Zaini, a married 42 year-old who was head of religious affairs for the Golkar political party. Their three-year affair ended in 2005, but the film did not become public until 2006. It spread like wildfire between phones and across the internet, however, and put an otherwise secret relationship into the limelight. These types of affairs and relationships were common knowledge to people through gossip, exposes such as Jakarta Undercover (Emka 93-108) and stories in tabloids; yet this culture of adultery and prostitution continued and remained anonymous because of bureaucratic control of evidence and information (Suryakusuma 115). In this case, however, the filming of Maria Eva once public proves the identities of those involved and their infidelity. As a result of the scandal it was further revealed that Maria Eva had been forced by Yayha Zaini and his wife to have an abortion, deepening the moral crisis. Yahya Zaini later resigned as his party’s head of Religious Affairs (Asmarani, sec. 1-2), due to what was called the country’s “first real sex scandal” (Naughton, par. 2). As these examples show, there are definite risks and consequences involved in the production of mobile pornography. Even messages/media that are meant to be shared between two consenting individuals can eventually make their way into the public mobile realm and have serious consequences for those involved. Mobile video and photography does, however, represent a potential new check on the Indonesian bureaucratic elite which has not been previously available by other means such as a watchdog media. “The role of the press as a control mechanism is practically nonexistent [in Jakarta], which in effect protects corruption, nepotism, financial manipulation, social injustice, and repression, as well as the murky sexual life of the bureaucratic power elite,” (Suryakusuma 117). Thus while originally a mobile video may have been created for personal pleasure, through its mass dissemination via new media it can become a means of sousveillance (Mann, Nolan and Wellman 332-3) whereby the control of surveillance is flipped to reveal the often hidden abuses of power by officials. Whilst the debates over pornography in Indonesia tend to focus on the moral aspects of it, the broader social impacts of technology on relationships are often ignored. Issues related to power relations or even media as cultural expression are often disregarded as moral judgments cast a heavy shadow over discussions of locally produced Indonesian mobile pornography. It is possible to move beyond the moral critique of pornographic media to explore the social significance of its proliferation as a cultural product. Conclusion In these two case studies we have tried to show how the mobile phone in Indonesia has become a mode of interaction but also a platform through which to explore other current issues and debates related to dating, sexuality and media. Since 1998 and the fall of the New Order, Indonesia has been struggling with blending old and new, a desire of change and nostalgia for past, and popular desire for a “New Indonesia” (Heryanto, sec. Post-1998). Cultural products within Indonesia have played an important role in exploring these issues. The mobile phone in Indonesia is not just a technology, but also a product in and through which these desires are played out. Changes in dating and pornography practices have been occurring in Indonesia for some time. As people use mobile technology to produce, communicate, and consume, the device becomes intricately related to identity struggle and cultural production within Indonesia. It is important to keep in mind, however, that while mobile technology adoption within Indonesia is growing, it is still limited to a particular subset of the population. As has been previously observed (Barendregt 3), it is wealthier, young people in urban areas who are most intensely involved in mobile technology. As handset prices decrease and availability in rural areas increases, however, no longer will mobile technology be so demographically confined in Indonesia. The convergent technology of the mobile phone opens many possibilities for creative adoption and usage. As a communication device it allows for the creation, sharing, and viewing of messages. Therefore, the technology itself facilitates social connections and networking. As demonstrated in the cases of dating and pornography, the mobile phone is both a tool for meeting new people and disseminating sexual messages/media because it is a networked technology. The mobile phone is not fundamentally changing dating and pornography practices, but it is accelerating social and cultural trends already underway in Indonesia by facilitating the exchange and dissemination of messages and media. As these case studies show, what kinds of messages Indonesians choose to create and share are up to them. The same device can be used for relatively innocuous behavior as well as more controversial behavior. With increased adoption in Indonesia, the mobile will continue to be a lens through which to further explore modern socio-political issues. References Asmarani, Devi. “Indonesia: Top Golkar Official Quits over Sex Video.” The Straits Times 6 Dec. 2006. Barendregt, Bart. “Between M-Governance and Mobile Anarchies: Pornoaksi and the Fear of New Media in Present Day Indonesia.” European Association of Social Anthropologists Media Anthropology Network e-Seminar Series, 2006. Barker, Thomas. “VCD Pornography of Indonesia.” Asian Studies Association of Australia, Wollongong, 2006. BEDD Press Release. “World’s First Mobile Communities Software Is Bringing People Together in Singapore.” 8 June 2004. Bennett, Linda Rae. Women, Islam and Modernity: Single Women, Sexuality and Reproductive Health in Contemporary Indonesia. London: Routledge Curzon, 2005. Berry, Chris, Fran Martin, and Audrey Yue, eds. Mobile Cultures: New Media in Queer Asia. Durham, NC: Duke UP, 2003. Braude, Joseph. “How Bluetooth Helps Young Kuwaitis Get It On.” The New Republic Online 14 Sep. 2006. Browne, Susan. “The Gender Implications of Dangdut Kampungan: Indonesian ‘Low Class’ Popular Music.”* *Working Paper 109, Centre of Southeast Asian Studies, Monash University. 2000. Chua, Beng-Huat. “Consuming Asians: Ideas and Issues.” Consumption in Asia: Lifestyles and Identities. Ed. Beng-Huat Chua. London: Routledge, 2003. 1-34. Emka, Moammar. Jakarta Undercover: Sex n’ the City. Yogyakarta: Galang Press, 2002. Heryanto, Ariel. “New Media and Pop Cultures in(ter) Asia.” Soft Power and Spheres of Influence in South and Southeast Asia. National University of Singapore, 2006. Heryanto, Ariel, and Vedi Hadiz. “Post-Authoritarian Indonesia: A Comparative Southeast Asian Perspective.” Critical Asian Studies 37.2 (2005): 251-75. Humphreys, Lee. “Mobile Devices and Social Networking.” Mobile Pre-Conference at the International Communication Association. Erfurt, Germany, 2006. Ito, Mizuko. “Introduction: Personal, Portable, Pedestrian.” Personal, Portable, Pedestrian: Mobile Phones in Japanese Life. Eds. Mizuko Ito, Diasuke Okabe, and Misa Matsuda. Cambridge, MA: MIT Press, 2005. 1-16. JakartaPost.com. “Cell-Phone Users May Reach 80m This Year.” 6 Jan. 2006. http://www.thejakartapost.com/detailheadlines.asp? fileid=20070106.@02&irec=1>. Juliastuti, Nuraini. “Whatever I Want: Media and Youth in Indonesia before and after 1998.” Inter-Asia Cultural Studies 7 (2006): 1. Katz, James E., and Mark Aakhus, eds. Perpetual Contact: Mobile Communication, Private Talk, Public Performance. New York: Cambridge UP, 2002. Lesmana, Tjipta. Pornografi dalam Media Massa. Jakarta: Puspa Swara, 1994. Ling, Richard. The Mobile Connection: The Cell Phone’s Impact on Society. San Francisco, CA: Morgan Kaufmann, 2004. Mann, Steve, Jason Nolan, and Barry Wellman. “Sousveillance: Inventing and Using Wearable Computing Devices for Data Collection in Surveillance Environments.” Surveillance and Society 1.3 (2003): 331-55. Naughton, Philippe. “Video Sex Scandal Claims Indonesian MP.” The Times Online 8 Dec. 2006. Pinch, Trevor J., and Wiebe E. Bijker. “The Social Construction of Facts and Artifacts: Or How the Sociology of Science and the Sociology of Technology Might Benefit Each Other.” The Social Construction of Technological Systems: New Direction in the Sociology and History of Technology. Eds. W. E. Bijker, T. P. Hughes and T.J. Pinch. Cambridge, MA: MIT Press, 1987. 17-51. Smith-Hefner, Nancy J. “The New Muslim Romance: Changing Patterns of Courtship and Marriage among Educated Javanese Youth.” Journal of Southeast Asian Studies 36.3 (2005): 441-59. Suhartono, Harry. “Mobile Penetration to Drive Market Leader’s Profit Gain.” Reuters News 27 Oct. 2006. Sullivan, Kevin. “Saudi Youth Use Cellphone Savvy to Outwit the Sentries of Romance.” The Washington Post 6 Aug. 2006: A01. Suryakusuma, Julia. “The State and Sexuality in New Order Indonesia.” Fantasizing the Feminine in Indonesia. Ed. Laurie J. Sears. Durham, NC: Duke UP, 1996. 92-119. Utomo, Iwu Dwisetyani. “Sexual Values and Early Experiences among Young People in Jakarta: Youth, Courtship and Sexuality.” Coming of Age in South and Southeast Asia. Eds. Lenore Manderson and Pranee Liamputtong. Surey: Curzon, 2002. 207-27. Winner, Langdon. “Do Artifacts Have Politics?” Social Shaping of Technology. 2nd ed. Eds. Donald MacKenzie and Judy Wajcman. Buckingham, UK: Open UP, 2002. 28-40. World Bank. 2004 Indonesia Data & Statistics. 4 Jan. 2006. http://web.worldbank.org/WBSITE/EXTERNAL/COUNTRIES/ EASTASIAPACIFICEXT/INDONESIAEXTN/0,,menuPK:287097~pagePK: 141132~piPK:141109~theSitePK:226309,00.html>. Citation reference for this article MLA Style Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia." M/C Journal 10.1 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>. APA Style Humphreys, L., and T. Barker. (Mar. 2007) "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia," M/C Journal, 10(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>.
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Hardey, Mariann. "Going Live." M/C Journal 10, no. 1 (March 1, 2007). http://dx.doi.org/10.5204/mcj.2609.

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Introduction Australia’s mobile communications industry has been slower to embrace the convergence of digital communication technology compared to other areas of the Asia-Pacific region, in particular Japan. However, the introduction of new mobile networks and spread of broadband (albeit still limited in some areas) has given Australians opportunities to experience the new technosocial communications. As a result mobile communication resources have become embedded within a sociocultural infrastructure that is at once mobile, personalised and consumerist. This paper examines how the iGeneration (or ‘Internet Generation’, those born in the first half of the 1980s and who were the first to grow up in a networked and communications media driven society) of young Australians have taken up and embraced the mobile technologies as part of their everyday sociability. This journal issue is concerned to understand the significance of the convergence of mobile media. In this paper ‘mobile’ is taken to refer to the range of digital media that are owned and used by the iGeneration. These can include mobile phones, laptops, computers alongside an array of other digital social software and Web 2.0 resources such as email, Social Networking Systems (SNS), e.g. Facebook, that enable individuals to situate themselves and communicate across their social networks. The discussion that follows will touch on all of these mobile communication resources. It is argued that these should be seen as more than technical tools, as they offer a constant ‘tether’ to personalised and intimate connections (Ito et al, 2005). This in itself is significant because the emphasis is on a digitally mobile and connected sociability rather than any single device or piece of software. It will be concluded that this connected sociability means that for the iGeneration there is a seamless movement across what has been previously depicted as an off/online and disembodied dichotomy. Researching the iGeneration The paper draws on the data from 40 in-depth and open-ended interviews with undergraduate students who were in the last term of their first year at University in Australia in 2006. The conventions of anonymity have been followed to ensure that no individual may be identified. All interviews were digitally recorded (with permission) and detailed analysis undertaken utilising AtlasTi. The analysis involved identifying themes and issues as they emerged from reading and re-reading of the data. This group was chosen as they had established non-university social networks and new connections amongst university peers. The focus on what constitutes one of the more privileged sections of young people in terms of education, if not material resources, is appropriate in a study that seeks to explore those who are likely to be able to take advantage of innovative communications technology. Extracts from the interview data for this paper, are not intended to be representative, but rather are used for illustrative purposes. Mobile Life The diffusion of communications media has become ubiquitous amongst the iGeneration who are socially, temporally and spatially mobile and likely to immerse themselves in their social connections. This is a generation that has been said to “inhabit a different world” (Muller), where seemingly unregulated flows of information and methods of staying in touch with others ‘situate’ social lives as part of mobile sociability. Part of this more mobile sociability is the crossover between global and localised connections. Indeed, globalisation theorists have emphasised how the world is characterised by the flows of such information. Urry has paid particular attention to the forms of mobility that take place in a society characterised by the exchange and sharing of information and communication practices. This paper has a narrower focus and is concerned with what might be thought of as ‘local’ communicative practices between people situated in the same city and at the same, but dispersed, institutions. Mobile communications technology takes on an increasingly ‘invisible’ sociotechnological power that underlies the structure and shapes the experience of everyday sociability and relationships (Graham). Identified as “Digital Natives” by Prensky these individuals ‘thrive’ on their constant connectivity to one another. The following quote reflects the sentiments of many of the students interviewed: I would never be without my phone, or at least having some way of being in touch with my friends. People tend to have ties everywhere now and I find that I am always in touch at the click of a button anytime. (Jon) Key to social interaction for the iGeneration is to be constantly ‘switched on’ and available to others. Significantly, the mediated aspects of mobile technology means that social connections are valued for their ‘liveness’, whereby interactions are expected to take place in ‘real time’. In this way the iGeneration have become both the producers and consumers of ‘live’ content where personal engagements are ‘active’. This ensures that individuals are (and are seen to be) socially and digitally engaged. The new social practices that form part of an ‘on-the-go’ and ‘ever-current’ lifestyle means that to be ‘in touch’ has taken on a new symbolic and social form. All 40 of the students interviewed mentioned that they could not ‘imagine’ being detached from their social networks, or without some form of communication device on their person. The relationship between previously defined on and offline lives, or ‘real’ and ‘virtual’ situations are not separate entities in this context. Instead they are inextricably linked together as the individual is continually socially connected. Individuals are part of a constant present-ness and engagement to what is experienced as a lived or ‘worldspace’, rather than static ‘real’/’virtual’ world duality (Steinberg cited by White). As a result members of the iGeneration have to maintain two active and dynamic social presences, one that is ‘real’ world and the other that is virtual. They are always ‘situated’ in both their embodied and disembodied digital lives, and yet this is a duality that many do not consciously recognise as they move ‘seamlessly’ across different venues for sociability. In order to remain ‘up-to-date’ communication strategies are employed, as one student explained: Things are changing so fast, like you go away for just one day and you are just so out of the loop, things change continually and it’s nice to be part of that. It’s hard if you miss a message because then you are behind and don’t know what’s going on… you have to continue to make the effort if you want to stay in touch. (Kim) In Goffman’s classic analysis of face-to-face interaction he revealed the complexity of social communication and the nuanced use of ‘props’ and ‘backstage work’. In a similar fashion the mediated and real time interaction amongst the iGeneration is full of symbolic meanings and rituals. Ironically in what is often thought of as a disembodied sociability, where time and place cease to matter, it is the immediacy or live presence that is valued. Thus social life rotates around the emergence of a set of continually updated communications between individuals. Social relationships are ‘reworked’ as mobile communications introduces a new layer of social connectiveness. The process of communicating with someone is not just about what is expressed, but includes a set of subjective meanings as to the ‘whom’ an individual is and value of a relationship. Successful communication and development of relations through technology require the engagement of the self with shared social conventions and representations. Mobile technology has enabled a whole generation to mobilise relationships and connections whilst ‘on the move’ in a way that strengthen social bonds and facilitates a sense of social connectedness (Wei and Lo). Getting to Know Each Other For members of the iGeneration traditional forms of social meetings, and indeed settings, have become modified to take into account constant social connectivity. Students employ technologies to provide new ways of ‘getting-to-know’ others and to develop relationships. In particular, SNS is used to find out about potential new friends by drawing on the profiles and connections that are displayed on resources such as Facebook. Profiles involve the creation of a virtual ‘identity’ that represents an individual and may include digital photographs, music, a detailed self-description, lists of interests and of other ‘friends’ etc. Sites such as Facebook are popular because (at the time the research was undertaken) they require an email address from an academic institution in order to join. Consequently, users trusted the information displayed on these sites and rarely questioned whether the descriptions that they read were accurate (Jones and Soltren). Not only would it be seen as breaking communicative norms to, for example fabricate an identity on Facebook, it would also be a fabrication that would be difficult to maintain across the various media that are in use. Indeed it would be ultimately pointless in terms of a sociability that moves across media and between the virtual and non-virtual domains. Such sites are geared to the student population and it is often taken-for-granted that amongst students that they will have a Facebook profile. Reflecting this university clubs and societies distribute notices of events and so forth through Facebook. Individual profiles may also display mobile phone numbers and other points of contact so that the online descriptions of the self are linked to other forms of connection. As this Melbourne student explains, these resources provide new means of ‘getting to know’ others. The way in is different now if you are getting to know someone, before maybe you went out a few times and got to know their circle of friends, but now you can check out their MySpace profile, or send them a message on Facebook BEFORE you meet up. Just by messaging each other you know that there’s no awkwardness or danger of gaps in conversation before you get together. (Tom) In effect the individual is digitally represented in a range of digital spaces so that a stranger can imagine or construct a sense of the ‘real’ person without ‘knowing’ or engaging with them. Such imaginings represent an important means of being on familiar terms with others and the ‘social value’ or individuals ‘place’ within a social network (Gotved). In the early stages of becoming acquainted with someone the status of the individual was related to the how frequently they were contacted and the form of interaction that took place. As noted earlier Goffman’s (1978 [1959]) work is useful as social ceremonies and rules for interaction can be detected although these are often taken-for-granted unless people are prompted to talk about how they communicate with others. They are perhaps best exemplified by the following descriptions from students talking about how they ‘got-to-know’ one another at the beginning of the university term: When you are getting to know someone it’s interesting to see if they’ll message you or call, then your like ‘oh he’s a caller’ and can go from there. (Emma) If I don’t know the person well I like to text, I am not good on the phone and so it creates a way to say ‘hi’ without the danger of awkward gaps. Then you find yourself messaging back and forth and can meet up later… (Katie) You have to play to their agenda otherwise you never hook up. (Stu) Instant messaging like on MSN or texts or whatever totally helps with getting to know someone. Before you meet up you can find out whether you’ll get on or not and whether it’s worth you while meeting up. Kind of like a filtering process. (Dan) This mediated process may involve text messages, emails and mobile calls before individuals meet offline. Members of the iGeneration therefore use an integrated set of devices and software resources to initiate and maintain friendship networks. In effect the often-rich descriptions created in SNS reflect a visualisation of what Bourdieu has described as ‘habitus’. This notion of habitus, that can basically be seen as set of acquired dispositions is appropriate, as “when habitus encounters a social world of which it is the product, it is like a “fish in water” ... it takes the world about itself for granted” (Bourdieu and Wacquant 127). This neatly describes how the iGeneration incorporates mobile communications technology into their everyday lives. An Etiquette for Mobility The ‘rules’, attitudes and expectations, that come into play as part of these new mobile communication practices continue to remain tied to a recognised and preconceived social ordering. Indeed, one of the most important aspects of this kind of mobile communication is the adherence to a set of social rules through which individuals continually control the process of interaction itself. This includes for example, the pace of communication, when to text, to make a voice call, or to email, and so forth. Galloway has argued that there is a “decidedly playful” aspect to mobile interaction. However, a range of communicative strategies underwrites this ‘play’ as periods of non-contactability have to be ‘justified’ or explained. If such episodes are not explained these can become problematic, generate misunderstandings or cause anxieties within networks and emergent relationships. Indeed, the “simple fact of carrying a mobile phone generates in the carrier the expectation of being immediately available” (Licoppe and Heurtin 100). For this reason a sense of disappointment, or cause for concern, may be experienced if an individual receives for example no text messages for a period of time. Amongst those students who were in regular contact with one other a set of what can be thought of as ‘communicative regimes’ is negotiated. These arise out of social practices for connectivity that are part of virtual and face-to-face meetings. Such negotiations may be largely implicit but occur out of a shared sense of ‘knowing’ the other. Actions or non-actions such as not answering a voice call or responding to a message straight away can be seen as a social distancing. For example, a student talked about how he always immediately returned a text message to his housemate because “it was expected” and to delay a response without an explanation would not be seen as an appropriate response to a “close mate” (Riley). Consequently communication regimes are developed around relationships and may be layered in terms of status within a peer group. For the iGeneration such practices reflect what in pervious times would have been thought of as etiquette. It is interesting to note that at the time of writing this paper there were 11 global groups with some 2,870 members on Facebook dedicated to what is described as ‘Facebook etiquette’. Conclusion A purpose of this paper is to suggest that recent changes in the provision of information and communications services in Australia have created new opportunities for an iGeneration to incorporate the technologies within their everyday lives. There are similarities here with the practices found amongst young people in Japan, South Korea and other counties that have some of the most advanced publicly available communications infrastructures (Ito et al). It is worth noting that 3rd Generation mobile phones, and video technologies are less common in Australia, hence future convergence remains open to speculation and dependent upon improved network infrastructures and marketing. The emphasis in Australia is on the seamless use of different mobile communications technologies and the embedding of these within broader social practices. The convenience and ‘pocketability’ of communications devices has become one of the most important innovations for an iGeneration that desires communication, information and entertainment accessible in the palm of their hand, a first step “towards a digital paradise” (Standage). However, care has to be taken to differentiate between media and marketing hype and actual social practices. Commentaries and research in the early days of the Internet tended to focus on the possibilities it offered to escape the fleshy body through the screen into new identities, genders and bodily forms (Turkle; Haraway). While there are resources such as Second Life that provide a means to escape form the embodied self the main concern of the iGeneration is to promote sociability across the digital and real worlds. One reinforces and reflects the other so that the virtual self is always anchored in the embodied self. It is the convergence of the self through such representations that whilst not exactly embodied in a physical sense refer to a ‘real’ physicality and presence. This suggest that in terms of social practices for the iGeneration the virtual/place dichotomy is unhelpful and as Daniel Miller and Don Slater note “we need to treat Internet media as continuous with and embedded in other social spaces” (5). The convergence of mobile communicative resources highlighted in this paper and their embodiment into social practices suggests that users may have little more to gain in terms of sociability from, for example, streaming video on mobile phones. The emotive experience of being ‘in touch’ with one another remains a fundamental amongst the iGeneration who draw upon a range of mobile media and social software to form and sustain interactions. Such connections are conducted through a more or less nuanced set of communicative regimes that move across what for them is a seamless landscape of mediated and off line resources and relationships. References Bourdieu, Pierre, and L. Wacquant. An Invitation to Reflexive Sociology. Cambridge: Polity Press, 1992. Goffman, Erving. The Presentation of the Self in Everyday Life. Harmondsworth: Penguin, 1978 [1959]. Gotved, S. “Time and Space in Cyber Social Reality.” New Media and Society 8.3 (2006): 467-486. Graham, S. “Beyond the ‘Dazzling Light’: From Dreams of Transcendence to the ‘Remediation’.” New Media Society 6 (2004): 16-25. Haraway, Donna. “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century.” Simians, Cyborgs and Women: The Reinvention of Nature. New York: Routledge, 1991. Ito, Mizuko, Daisuke Okabe, and Misa Matsuda. Personal, Portable Pedestrian. Cambridge, Mass.: MIT Press, 2005. Harvey Jones, H., and J.H. Soltren. “Facebook: Threats to Privacy.” MIT, Dec. 2005. 6 Feb. 2007 http://www.swiss.ai.mit.edu/6.805/student-papers/fall05-papers/ facebook.pdf>. Licoppe, Christian, and J.P. Heurtin. “Managing One’s Availability to Telephone Communication through Mobile Phones.” Personal and Ubiquitous Computing 5 (201): 99-108. Miller, Daniel, and Don Slater. The Internet: An Ethnographic Approach. Oxford: Berg, 2000. Muller, D. “Y Bother? This Generation Inhabits a Different World.” Sydney Morning Herald 3 Oct. 2006. Prensky, M. “The Emerging Online Life of the Digital Native.” Marcprensky.com 2004. 2 Jan. 2007 http://www.marcprensky.com/writing/default.asp>. Standage, T. “Your Television Is Ringing.” The Economist: A Special Report on the Future of Telecoms. 14-20 Oct. 2006. Turkle, S. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster, 1995. Urry, John. “Mobile Sociology.” British Journal of Sociology 51.1 (2000): 185-203. White, M. “Television and Internet Differences by Design.” Convergence: The International Journal of Research into New Media Technologies 12.3 (2006): 341-355. Citation reference for this article MLA Style Hardey, Mariann. "Going Live: Converging Mobile Technology and the Sociability of the iGeneration." M/C Journal 10.1 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0703/09-hardey.php>. APA Style Hardey, M. (Mar. 2007) "Going Live: Converging Mobile Technology and the Sociability of the iGeneration," M/C Journal, 10(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0703/09-hardey.php>.
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Moore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (August 7, 2015). http://dx.doi.org/10.5204/mcj.1010.

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Abstract:
Released in 2012 as an Android only open-beta, Ingress is an alternate-reality game for mobile devices. Developed by Niantic Labs, a subsidiary of Google, Ingress now has 7 million users worldwide (Ingress) on both Android and Apple operating systems. Players are aligned to one of two opposing factions, the Resistance (Blue) and the Enlightened (Green). Working on behalf of their faction, individual players interact with “portals” in order to establish dominance over material environments. Portals are located at places of educational or historical value, public artworks, “hyper-local” locations, public libraries, and also places of worship (Google, “Candidate Portal Criteria”). Players take on the role of portal creators, submitting potential portals to the game developers after confirming their location in the game (Google, “New Portal Submissions”).Portals become the primary point of interaction for players, bridging the digital world of the game with the players’ surrounding material environments. Players may gain inventory by hacking portals in order to destroy and (re)claim portals. Territories are claimed by forging links between fully developed portals in order to establish control fields. Portals play an important part not only of the game but in situating the practice of play within the larger sociocultural and material framework of the urban environment. Players navigate their material environment, using portals and digital representations of such spaces alongside their existing knowledge of local environments, to engage with their immediate location as efficiently as possible. While numerous public landmarks are currently used as portals, the primary interest of this paper is the role street art plays within the game, and within the larger practice of curating the city. This paper addresses the practice of playing Ingress as a form of situated play—that is, the notion that play is underscored by sociocultural and material circumstance, while simultaneously contributing to a new shared understanding of what constitutes urban play and the conditions that underscore it. In doing so, this paper firstly addresses the notion of play as a situated practice, mobilising concepts from the field of human–computer interaction as well as cultural studies analyses of games and gaming culture. This framework is applied to the practice of playing Ingress with specific focus on the role street art has in the practice of playing. The discussion of urban play as a means of exhibiting street art is extended to discuss the cultural practice of street art itself, with both occupying the liminal space struggle over the functionality of public space. Both practices occupy this liminal space between subversive use of urban environments and a form of legitimate art—a debate which has been central to forms of urban gaming. By focusing on the role of street art in urban mobile gaming, this paper addresses the cultural function of both practices, while addressing larger questions of curatorship within the urban environment. That is: how can the practice of play, as informed by the practice of street art, be thought of as a means of curating urban spaces? This paper goes on to argue that the practice of urban play may be viewed as a form of curation via the practice of re-reading, re-mixing, and re-mediating urban environments—establishing a new shared understanding of street art, urban environments, and urban play. In this paper I argue that urban mobile games such as Ingress are best thought of as a situated practice. The idea of situated practice is drawn from the fields of game studies and human–computer interaction, and the concept of situated learning. Firstly, situated practice draws from the concept of situated gaming, a term established by Yates and Littleton to understand the cultural niches in which video gaming takes place. For Yates and Littleton, these cultural niches arise from an interaction between gaming, gamers, and gaming culture—all of which are discursively constructed and culturally relative practices. Apperley (Gaming) expands on these ideas to define situated gaming as, firstly, an inclusion of the materiality of embodied gaming experiences and, secondly, an intersection of local gaming cultures and a larger global gaming ecology. Drawing from Suchman’s concept of situated actions, such interactions with technology must be understood as contextualised within specific sociocultural and material circumstances. Dourish expands on Suchman’s work and suggests thinking less about these contexts and more on the practice of technological engagement, of making meaning out of our interaction with technology. This use of “practice” is influenced by the work of Lave and Wenger, who situate learning within a social setting, what they term a “community of practice”. In short, then, the act of playing Ingress is not only an interaction with underlying sociocultural and material circumstance which constitute the urban and play but also a process of generating a shared understanding of both the urban and play within this specific context.Fig. 1: A view of Ingress’s map showing nearby portal using navigation function.Playing with Street Art Ingress functions foremost as a form of urban play; it is a mobile game with location-aware capabilities. The practice of playing games within urban environments is often compared to historically situated forms of urban exploration, such as the Situationist International practice of dérive—a form of urban drifting that is often compared to contemporary forms of mobile-mediated urban play (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress players, in their creation and constant interaction with portals, assist in the mapping of material environments—benefiting both communities of play and the game’s designers, Niantic Labs and parent company Google. Players are able to submit portals to the game’s developers if their proposed portal meets the satisfaction of the developer’s portal requirements. Portals may be erected at “a location with a cool story, a place in history or educational value … a cool piece of art or unique architecture … a hidden gem of hyper-local spot” (Google, Candidate Portal criteria). A large number of public marks form the basis of Ingress portals, alongside plaques and prominent signage. Significantly, through their submission of portals players are participating in legitimising the history of a number of locations, ensuring up-to-date mapping of locations and landmarks. While a number of other landmarks form the basis of Ingress’s dense map of material environments, this paper is primarily concerned with the role public art plays in the practice of urban play and the curatorial possibilities of urban play. Given the portal criteria put in place by the game’s developers, Ingress pays a certain amount of attention to the historical, sociocultural, and material circumstance which constitute specific locations. As a mobile game, Ingress occupies a certain place within the history of playing in urban environments. Such historical practices have been previously discussed at length, drawing comparisons between practices of urban mobility which are themselves situated in specific historical and sociocultural movements (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress, via its inclusion of street art as a potential anchor for digital portals, draws on this historical struggle over urban environments and the inherent questions of functionality and organisation which emerge from this struggle. For Stenros, Montola, and Mäyrä (262), pervasive gaming, a form of urban mobile gaming, occupies a similar cultural space to that of street art or graffiti. They argue that both practices are located within a larger struggle over public space—a struggle grounded in urbanisation, legislation, and cultural norms. Drawing comparisons between more contemporary forms of urban mobility, such as the practice/sport of parkour or skateboarding, and the historically situated flâneur or urban stroller, the authors suggest that pervasive forms of gaming and play occupy a similar liminal space and are grounded in questions of urban functionality. Similarly, the urban space may become a gallery or canvas, a space that may be subject to curatorship that is not bound to institutional bodies. The organisation and experience of urban environments then becomes deeply involved in a contested ownership and questions of functionality that are at the heart of urban play.Within the context of Australia, the struggle over the legitimacy of both street art and video games has been subject to ongoing legal discourses. The liminal relationship between gaming and street art is perhaps best illustrated by the 2006 game Marc Ecko’s Getting Up: Contents Under Pressure. The game was granted an MA15+ rating under the existing model of video game regulation but was later refused classification due to its depiction of antisocial behaviour. The game’s rating was appealed by the Queensland Local Government Association. Apperley (“Video”) provides further details on this issue, situating the legislative decision within the historical and political context of Australia at the time, and offering insight into the means in which Getting Up represented street art as a legitimate art form. The game’s narrative, a dystopian future where graffiti is mobilised as a form of social protest against authoritarian bodies, is similar to that of the 2002 game Jet Set Radio Future. However, unlike Jet Set, Getting Up was grounded in a detailed representation of graffiti subcultures. Getting Up’s refused classification is symbolic of the later Australian landscape in which video games and street art occupy a liminal space between art form and artistic practice. The key issue, that of antisocial behaviour, links to the notion of cultural norms and the functionality, organisation, and representations within urban spaces and, moreover, within spaces of play. This struggle for legitimacy is key to understanding the relationship between street art and urban play. Despite the struggle to overcome the functionality of urban environments, street art retains levels of value as a form of cultural heritage. Both Merrill and MacDowall discuss the cultural functions of graffiti and street art, focusing on what Merrill terms a turn towards “post-graffiti”—a shift from the historical and cultural roots of street art and the practice of tagging (373). Such a turn is exemplified by an increased public interest: a legitimisation of artistic practices. Perhaps the most notable figure of such a shift is the Bristol artist Banksy, who is most famous for stencil based art. Graffiti and street art have arguably moved beyond their function as a subversive and subcultural movement, occupying a more legitimate space within urban environments and general public discourse. Within the context of Ingress, street art holds the potential to exist as a digital node of equal value to historical plaques, public libraries, or large commissioned public artworks. This shift, argues Merrill (385) allows for street art and graffiti to be viewed as a form of alternative heritage to urban environments and cultural movements within specific locations. For MacDowell (476), graffiti may be viewed as a form of folk art, subject to new-found romanticism within the context of this “post-graffiti” turn. That is, as a form of alternative heritage, graffiti and street art signify historically situated sociocultural movements and the roots of the practice itself. Games such as Ingress, then, not only legitimate street art as a form of cultural heritage via their inclusion in a non-hierarchical network alongside longstanding institutionalised buildings and artworks but also allow players to participate in an archiving of street art through interactive cartography. The practice of playing Ingress, then, is not only a means of viewing and exploring existing street art but also a direct process in achieving and curating historically situated works of art. Fig. 2: Portal information illustrating possible actions, portal level, and resonator information. Urban Play and “the New Curatorship”Having considered the role of graffiti or street art within urban play as a form of cultural heritage, as a means of linking to the roots of the practice itself and signifying a struggle over the urban environment as a space of predetermined functions, the question then is: what role does the practice of curatorship have within this mesh of interconnected practices? For Bennett and Beudel, the work of the curator, as a caretaker of cultural heritage, is often institutionalised. Within the context of the city, such institutionalisation is itself a symptom of the city as a spectacle. The authors argue that there is the potential for art to be present on a range of surfaces within the urban environment, and call into question the role of the curator within this process.As Groys notes, since Duchamp, the ontological division between the labour of making art and displaying art has collapsed. Public urban spaces, as designed spaces regulated by institutional bodies, are subject to the changing practice of audiences. That is, those who inhabit and experience the urban environment itself now have the possibility to participate or subvert traditional curatorial structures. Drawing on the etymology of the word “curate” as related to “cure,” Groys (53) suggests that the exhibition practice is thus a cure to the powerlessness of the image—a contextualisation of the image within new institutionalised frameworks for a viewing public. Who, then, in the network of relations that is urban play, constitutes this public? Ingress players function as one faction of a public who view, inhabit, move through, and experience the urban environment and any subsequent street art within. As such, they have the potential to take on a curatorial role within the organisation of street art—recontextualising such artworks and generating a new shared understanding of the sociocultural and material conditions which contribute to a broad understanding of the urban and urban play. As such, these forms of digitally mediated urban play blur boundaries between production, consumption, and play. Players, regardless of whether they had a hand in submitting portals to the game’s developers, are articulating a collectively organised database of public art. The practice of curation, as described by Potter, is essential for contemporary digital gaming practices. Players are constantly participating in transmedia landscapes, articulating their literacies through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling digital media (Apperley “Glitch” 240; Potter 175). Within Apperley’s example of Minecraft, play unites creativity and the curatorial as one activity. Within the context of Ingress, the practice of play brings together the practice of cartography and of the curatorial. Players, as individuals and as larger localised or global factions, participate in a global mapping of material space, expanding Google’s already extensive collection of cartographic data. Players are more concerned with exploring and territorialising within the context of local spaces, at the level of the national or regional. Such practices are an articulation of localised bodies of knowledge and often of local histories and contexts. Street art forms an integral part of this sociocultural and material fabric which underscores the practice of play. Thus, urban spaces are not subject to a transformative process, but rather to a collective curatorship whereby street art, and its embedded cultural heritage, form a key foundation of how play is performed within urban environments. Through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling, the practices of urban play may be thought of as what Potter terms “new curatorship.” Potter’s notion of curatorship is grounded in the identity formation of young children through their use of social media and articulation of digital literacy practices. With playful urban practices such as Ingress, this practice is an articulation of urban literacies: of understanding the rich cultural heritage of specific locations, and of constituting the player’s identity as tied to these specific locations. Players no longer perform merely as an audience for existing forms of urban or street art. Alongside the technological infrastructures put in place by the game’s developers, Niantic Labs and Google, players may be viewed as actively participating in a curatorial process. Players, in their articulation of complex systems and archives of street art, through the ability to constantly update, document, and construct urban narratives with street art at their core, may be viewed as co-curating urban environments. Working together with developers, street artists, and urban planners, players are constantly re-developing and sharing a new shared understanding of urban environments and the complex network of relations which constitutes the urban environment and the practice of urban play.Fig. 3: Players may vote on and contribute new photographs to maintain accurate records of art.Conclusion To play Ingress is to participate in a situated practice of play. Here, play is grounded in material and sociocultural circumstance, with street art and graffiti representing just one of many practices which inform contemporary urban play. Within the context of Ingress, street art is played with as an object within the game (a portal), but it also occupies a similar liminal space. Both urban games and street art have been subject to ongoing debates about the functionality of urban spaces and appropriate behaviour within these spaces. Ingress also taps into street art as a form of cultural heritage; it represents shifts in power dynamics, local histories, and a range of other significant local histories. To play with street art is to acknowledge its roots, both on an international and local level. With the ability to digitally archive these histories and locations, as well as engage in the cartographic practice of urban play, Ingress players can thus be thought of as curators of the city. Through the lens of new curatorship, urban play can be thought of as a form of re-reading of urban environments, as a process of exhibiting a new-found shared understanding of specific locations and public artworks. Street art and graffiti are just one of many sociocultural and material circumstances which inform the practice of urban play. During play, there is a critical reflection on the role street art has, not only during the current context of play but also more broadly as a key component of contemporary urban landscapes. Street art functions as a form of cultural heritage, as an element of urban exploration, and as a point of reference for navigating city spaces. Ingress brings together these interrelated forms of organising and sharing experiences of urban environments, through the practice of curation. Such practices are reflexively intertwined with playing urban mobile games as such Ingress. As such, the act of playing Ingress is, in essence, a form of urban literacy, as a practice of understanding the rich and complex sociocultural conditions which contribute to our understanding of urban environments. It is a practice of collecting, assembling, and exhibiting a range of locations. The practice of playing Ingress is a collective curation of city spaces on a global scale.References Apperley, Thomas. “Glitch Sorting: Minecraft, Curation, and the Post Digital.” Postdigital Aesthetics: Art, Computation and Design. Ed. David M. Berry and Michael Dieter. London: Palgrave Macmillan, 2015. 232–44.———. “Video Games in Australia.” The Video Game Explosion: A History from PONG to Playstation and Beyond. Ed. Mark J.P. Wolf. USA: Greenwood P, 2008. 22–29.———. Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute of Network Cultures, 2009.Bennett, Jill, and Saskia Beudel. Curating Sydney: Imagining the City’s Future. Sydney: UNSW P, 2014.De Souza e Silva, Adriana, and Larissa Hjorth. “Playful Urban Spaces: A Historical Approach to Mobile Games.” Simulation & Gaming 40.5 (2009): 602–25. Dourish, Paul. “What We Talk about When We Talk about Context.” Personal Ubiquitous Computing 8.1 (2004): 19–30.Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, MA: MIT P, 2009.———. “Locating Play and Politics: Real World Games & Activism.” Leonardo Electronic Almanac 16.2–3 (2008). 5 June 2015 ‹http://www.leonardo.info/LEA/perthDAC/MFlanagan_LEA160203.pdf›.Groys, Boris. Going Public. Ed. Julieta Aranda, Brian Kuan Wood, and Anton Vidokle. Berlin: Sternberg Press, 2010.Google. “Candidate Portal Criteria.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/3066197?hl=en›. ———. “New Portal Submissions.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/2808254?hl=en›. Lave, Jean, and Etienne Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge UP, 1991.MacDowall, Lachlan. “In Praise of 70K: Cultural Heritage and Graffiti Style.” Continuum 20.4 (2006): 471–84.Merrill, Samuel. “Keeping It Real? Subcultural Graffiti, Street Art, Heritage and Authenticity.” International Journal of Heritage Studies 21.4 (2015): 369–89.Niantic Labs. Ingress. Android Mobile Application. 2012.Potter, John. Digital Media and Learner Identity: The New Curatorship. New York: Palgrave Macmillan, 2012.Stenros, Jaakko, Markus Montola, and Frans Mäyrä. “Pervasive Games in Media Culture.” Pervasive Games: Theory and Design. Eds. Markus Montola, Jakko Stenros, and Annika Waern. Amsterdam: CRC P, 2009.Stevens, Quentin. The Ludic City: Exploring the Potential of Public Spaces. New York: Routledge, 2007.Suchman, Lucy. Human-Machine Reconfigurations: Plans and Situated Actions. 2nd ed. Cambridge: Cambridge UP, 2006.———. Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge: Cambridge UP, 1987.Yates, Simeon J., and Karen Littleton. “Understanding Computer Game Cultures: A Situated Approach.” Information, Communication & Society 2.4 (1999): 566–83.
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Pham, Linh Manh, and Xuan Tung Hoang. "An Elasticity Framework for Distributed Message Queuing Telemetry Transport Brokers." VNU Journal of Science: Computer Science and Communication Engineering 37, no. 1 (April 5, 2021). http://dx.doi.org/10.25073/2588-1086/vnucsce.267.

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Internet of Things (IoT) applications are increasingly making impact in all areas of humanlife. Day by day, its chatty embedded devices have been generating tons of data requiring effectivenetwork infrastructure. To deliver millions of IoT messages back and fort with as few faults aspossible, participation of communication protocols like MQTT is a must. Lightweight blueprintand friendly battery are just two of many advantages of this protocol making it become a dominantin IoT world. In real application scenarios, distributed MQTT solutions are usually required sincecentralized MQTT approach is incapable of dealing with huge amount of data. Although distributedMQTT solutions are scalable, they do not adapt to fluctuations of traffic workload. This might costIoT service provider because of redundant computation resources. This leads to the need of a novelapproach that can adapt its size changes in workload. This article proposes such an elastic solutionby proposing a flexible MQTT framework. Our MQTT framework uses off-the-shelf componentsto obtain server’s elasticity while keeping IoT applications intact. Experiments are conducted tovalidate elasticity function provided by an implementation of our framework. Keywords MQTT broker, Elasticity, Internet of Things, Cloud computing References [1] Sharma, D. Panwar, Green IoT: Advancements and Sustainability with Environment by 2050. In: 8th International Conference on Reliability, Infocom Technologies and Optimization (Trends and Future Directions) (ICRITO), Noida, India, 2020, pp. 1127-1132. [2] Turner, D. Reinsel, J.F. Gantz, S. Minton, The Digital Universe of Opportunities: Rich Data and the Increasing Value of the Internet of Things, IDC Report Apr, 2014. [3] MQ Telemetry Transport. http://mqtt.org/, 2020 (30 October 2020). [4] Mell, T. Grance, The NIST definition of cloud computing (draft), NIST special publication 800-145 (2011) 1-3. [5] T. Eugster, P.A. Felber, R. Guerraoui, A. Kermarrec, The many faces of publish/subscribe, ACM Comput, Surv. 35(2) (2003) 114-131. [6] Kawaguchi, M. Bandai, Edge Based MQTT Broker Architecture for Geographical IoT Applications, 2020 International Conference on Information Networking (ICOIN), Barcelona, Spain, 2020, pp. 232-235. [7] Gupta, S. Khera, N. Turk, MQTT protocol employing IOT based home safety system with ABE encryption, Multimed Tools Appl, 2020. [8] Mukambikeshwari, Poojary, Smart Watering System Using MQTT Protocol in IoT, Advances in Artificial Intelligence and Data Engineering. Advances in Intelligent Systems and Computing, Springer, Singapore 1133 (2020) số trang đầu-cuối. [9] C. See, E.X. Ho, IoT-Based Fire Safety System Using MQTT Communication Protocol, International Journal of Integrated Engineering. 12(6) (2020) 207-215. [10] Nazir, M. Kaleem, Reliable Image Notifications for Smart Home Security with MQTT, International Conference on Information Science and Communication Technology (ICISCT), Karachi, Pakistan, 2019, pp. 1-5. [11] Alqinsi, I.J.M. Edward, N. Ismail, W. Darmalaksana, IoT-Based UPS Monitoring System Using MQTT Protocols, 4th International Conference on Wireless and Telematics (ICWT), Nusa Dua, 2018, pp. 1-5. [12] Comparison of MQTT Brokers, https://tewarid.github.io/2019/03/21/comparison-of-mqtt-brokers.html”/, 2020 (30 October 2020). [13] Collina, G.E. Corazza, A. Vanelli-Coralli, Introducing the QEST broker: Scaling the IoT by bridging MQTT and REST, 2012 IEEE 23rd International Symposium on Personal, Indoor and Mobile Radio Communications - (PIMRC), Sydney, NSW, 2012, pp. 36-41. [14] Schmitt, F. Carlier, V. Renault, Data Exchange with the MQTT Protocol: Dynamic Bridge Approach, 2019 IEEE 89th Vehicular Technology Conference (VTC2019-Spring), Kuala Lumpur, Malaysia, 2019, pp. 1-5. [15] M.V. Zambrano, M.V. Zambrano, E.L.O. Mej´ıa, X.H. Calderon´, SIGPRO: A Real-Time Progressive Notification System Using MQTT Bridges and Topic Hierarchy for Rapid Location of Missing Persons, in IEEE Access. 8 (2020) 149190-149198. [16] The features that various MQTT servers (brokers) support. https://github.com/mqtt/mqtt.github.io/wiki/server-support”/, 2020 (30 October 2020). [17] Jutadhamakorn, T. Pillavas, V. Visoottiviseth, R. Takano, J. Haga, D. Kobayashi, A scalable and low-cost MQTT broker clustering system, 2017 2nd International Conference on Information Technology (INCIT), Nakhonpathom, 2017, pp. 1-5. [18] Y. Thean, V. Voon Yap, P.C. Teh, Container-based MQTT Broker Cluster for Edge Computing, 2019 4th International Conference and Workshops on Recent Advances and Innovations in Engineering (ICRAIE), Kedah, Malaysia, 2019, pp. 1-6. [19] Detti, L. Funari, N. Blefari-Melazzi, Sub-Linear Scalability of MQTT Clusters in Topic-Based Publish-Subscribe Applications, in IEEE Transactions on Network and Service Management 17(3) (2020) 1954-1968. [20] R. Righi, E, Correa, M.M. Gomes, C.A. Costa, Enhancing performance of IoT applications with load prediction and cloud elasticity, Future Generation Computer Systems 109 (2020) 689-701. [21] H. Fourati, S. Marzouk, K. Drira, M. Jmaiel, DOCKERANALYZER: Towards Fine Grained Resource Elasticity for Microservices-Based Applications Deployed with Docker, 20th International Conference on Parallel and Distributed Computing, Applications and Technologies (PDCAT), Gold Coast, Australia, 2019, pp. 220-225. [22] Nardelli, V. Cardellini, E. Casalicchio, Multi-Level Elastic Deployment of Containerized Applications in Geo-Distributed Environments, 2018 IEEE 6th International Conference on Future Internet of Things and Cloud (FiCloud), Barcelona, 2018, pp. 1-8. [23] M. Pham, A Big Data Analytics Framework for IoT Applications in the Cloud, VNU Journal of Science: Computer Science and Communication Engineering 31(2) (2015) 44-55. [24] F. Rodrigues, I.G. Wendt, R.R. Righi, C.A. Costa, J.L.V. Barbosa, A.M. Alberti, Brokel: Towards enabling multi-level cloud elasticity on publish/subscribe brokers, International Journal of Distributed Sensor Networks 13(8) (2017) 1-20. [25] Vavassori, J. Soriano, R. Fernandez, Enabling Large-Scale IoT-Based Services through Elastic Publish/Subscribe, Sensors, 2017. [26] A distributed, reliable key-value store. https://etcd.io/docs/v3.4.0/, 2020 (30 October 2020). [27] Roure, C. Goble, Software Design for Empowering Scientists, IEEE Software 26(1) (2009) 88-95. [28] EMQX Broker. https://docs.emqx.io/broker/latest/en/, 2020 (30 October 2020). [29] Kubernetes. https://kubernetes.io/, 2020 (30 October 2020). [30] HAProxy. https://www.haproxy.com/solutions/load-balancing/, 2020 (30 October 2020). [31] OpenStack: Open Source Cloud Computing Infrastructure. https://www.openstack.org/, 2020 (30 October 2020). [32] OpenStack Heat. https://docs.openstack.org/heat/latest/, 2020 (30 October 2020). [33] OpenStack Ceilometer. https://docs.openstack.org/ceilometer/latest/, 2020 (30 October 2020). [34] OpenStack Aodh. https://docs.openstack.org/aodh/latest/, 2020 (30 October 2020). [35] Gnocchi - Metric as a Service. https://gnocchi.xyz/, 2020 (30 October 2020). [36] RabbitMQ. https://www.rabbitmq.com/, 2020 (30 October 2020). [37] Apache Jmeter. https://jmeter.apache.org/, 2020 (30 October 2020). [38] M. Pham, T.T. Nguyen, M.D. Tran, A Benchmarking Tool for Elastic MQTT Brokers in IoT Applications, International Journal of Information and Communication Sciences 4(4) (2019) 59-67.
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Nansen, Bjorn. "Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques." M/C Journal 18, no. 5 (October 14, 2015). http://dx.doi.org/10.5204/mcj.1026.

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Introduction It is now commonplace for babies to begin their lives inhabiting media environments characterised by the presence, distribution, and mobility of digital devices and screens. Such arrangements can be traced, in part, to the birth of a new regime of mobile and touchscreen media beginning with the release of the iPhone in 2007 and the iPad in 2010, which stimulated a surge in household media consumption, underpinned by broadband and wireless Internet infrastructures. Research into these conditions of ambient mediation at the beginnings of life, however, is currently dominated by medical and educational literature, largely removed from media studies approaches that seek to understand the everyday contexts of babies using media. Putting aside discourses of promise or peril familiar to researchers of children’s media (Buckingham; Postman), this paper draws on ongoing research in both domestic and social media settings exploring infants’ everyday encounters and entanglements with mobile media and communication technologies. The paper identifies the ways infants’ mobile communication is assembled and distributed through touchscreen interfaces, proxy parent users, and commercial software sorting. It argues that within these interfacial, intermediary, and interactive contexts, we can conceptualise infants’ communicative agency through an emerging repertoire of techniques: accidental, assisted and automated. This assemblage of infant communication recognises that children no longer live with but in media (Deuze), which underscores the impossibility of a path of media resistance found in medical discourses of ‘exposure’ and restriction, and instead points to the need for critical and ethical responses to these immanent conditions of infant media life. Background and Approach Infants, understandably, have largely been excluded from analyses of mobile mediality given their historically limited engagement with or capacity to use mobile media. Yet, this situation is undergoing change as mobile devices become increasingly prominent in children’s homes (OfCom; Rideout), and as touchscreen interfaces lower thresholds of usability (Buckleitner; Hourcade et al.). The dominant frameworks within research addressing infants and media continue to resonate with long running and widely circulated debates in the study of children and mass media (Wartella and Robb), responding in contradictory ways to what is seen as an ever-increasing ‘technologization of childhood’ (McPake, Plowman and Stephen). Education research centres on digital literacy, emphasising the potential of mobile computing for these future digital learners, labourers, and citizens (McPake, Plowman and Stephen). Alternatively, health research largely positions mobile media within the rubric of ‘screen time’ inherited from older broadcast models, with paediatric groups continuing to caution parents about the dangers of infants’ ‘exposure’ to electronic screens (Strasburger and Hogan), without differentiating between screen types or activities. In turn, a range of digital media channels seek to propel or profit from infant media culture, with a number of review sites, YouTube channels and tech blogs promoting or surveying the latest gadgets and apps for babies. Within media studies, research is beginning to analyse the practices, conceptions and implications of digital interfaces and content for younger children. Studies are, for example, quantifying the devices, activities, and time spent by young children with mobile devices (Ofcom; Rideout), reviewing the design and marketing of children’s mobile application software products (e.g. Shuler), analysing digital content shared about babies on social media platforms (Kumar & Schoenebeck; Morris), and exploring emerging interactive spaces and technologies shaping young children’s ‘postdigital’ play (Giddings; Jayemanne, Nansen and Apperley). This paper extends this growing area of research by focusing specifically on infants’ early encounters, contexts, and configurations of mobile mediality, offering some preliminary analysis of an emerging repertoire of mobile communication techniques: accidental, assisted, and automated. That is, through infants playing with devices and accidentally activating them; through others such as parents assisting use; and through software features in applications that help to automate interaction. This analysis draws from an ongoing research project exploring young children’s mobile and interactive media use in domestic settings, which is employing ethnographic techniques including household technology tours and interviews, as well as participant observation and demonstrations of infant media interaction. To date 19 families, with 31 children aged between 0 and 5, located in Melbourne, Australia have participated. These participating families are largely homogeneous and privileged; though are a sample of relatively early and heavy adopters that reveal emerging qualities about young children’s changing media environments and encounters. This approach builds on established traditions of media and ethnographic research on technology consumption and use within domestic spaces (e.g. Mackay and Ivey; Silverstone and Hirsch), but turns to the digital media encountered by infants, the geographies and routines of these encounters, and how families mediate these encounters within the contexts of home life. This paper offers some preliminary findings from this research, drawing mostly from discussions with parents about their babies’ use of digital, mobile, and touchscreen media. In this larger project, the domestic and family research is accompanied by the collection of online data focused on the cultural context of, and content shared about, infants’ mobile media use. In this paper I report on social media analysis of publicly shared images tagged with #babyselfie queried from Instagram’s API. I viewed all publicly shared images on Instagram tagged with #babyselfie, and collected the associated captions, comments, hashtags, and metadata, over a period of 48 hours in October 2014, resulting in a dataset of 324 posts. Clearly, using this data for research purposes raises ethical issues about privacy and consent given the posts are being used in an unintended context from which they were originally shared; something that is further complicated by the research focus on young children. These issues, in which the ease of extracting online data using digital methods research (Rogers), needs to be both minimised and balanced against the value of the research aims and outcomes (Highfield and Leaver). To minimise risks, captions and comments cited in this paper have been de-identified; whist the value of this data lies in complementing and contextualising the more ethnographically informed research, despite perceptions of incompatibility, through analysis of the wider cultural and mediated networks in which babies’ digital lives are now shared and represented. This field of cultural production also includes analysis of examples of children’s software products from mobile app stores that support baby image capture and sharing, and in particular in this paper discussion of the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. The rationale for drawing on these multiple sources of data within the larger project is to locate young children’s digital entanglements within the diverse places, platforms and politics in which they unfold. This research scope is limited by the constraints of this short paper, however different sources of data are drawn upon here in order to identify, compare, and contextualise the emerging themes of accidental, assisted, and automated. Accidental Media Use The domestication and aggregation of mobile media in the home, principally laptops, mobile phones and tablet computers has established polymediated environments in which infants are increasingly surrounded by mobile media; in which they often observe their parents using mobile devices; and in which the flashing of screens unsurprisingly draws their attention. Living within these ambient media environments, then, infants often observe, find and reach for mobile devices: on the iPad or whatever, then what's actually happening in front of them, then naturally they'll gravitate towards it. These media encounters are animated by touchscreens interfaces that are responsive to the gestural actions of infants. Conversely, touchscreen interfaces drive attempts to swipe legacy media screens. Underscoring the nomenclature of ‘natural user interfaces’ within the design and manufacturer communities, screens lighting up through touch prompts interest, interaction, and even habituation through gestural interaction, especially swiping: It's funny because when she was younger she would go up the T.V. and she would try swiping to turn the channel.They can grab it and start playing with it. It just shows that it's so much part of their world … to swipe something. Despite demonstrable capacities of infants to interact with mobile screens, discussions with parents revealed that accidental forms of media engagement were a more regular consequence of these ambient contexts, interfacial affordances and early encounters with mobile media. It was not uncommon for infants to accidentally swipe and activate applications, to temporarily lock the screen, or even to dial contacts: He didn't know the password, and he just kept locking it … find it disabled for 15 minutes.If I've got that on YouTube, they can quite quickly get on to some you know [video] … by pressing … and they don't do it on purpose, they're just pushing random buttons.He does Skype calls! I think he recognizes their image, the icon. Then just taps it and … Similarly, in the analysis of publicly shared images on Instagram tagged with #babyselfie, there were instances in which it appeared infants had accidentally taken photos with the cameraphone based on the image content, photo framing or descriptions in the caption. Many of these photos showed a baby with an arm in view reaching towards the phone in a classic trope of a selfie image; others were poorly framed shots showing parts of baby faces too close to the camera lens suggesting they accidentally took the photograph; whilst most definitive was many instances in which the caption of the image posted by parents directly attributed the photographic production to an infant: Isabella's first #babyselfie She actually pushed the button herself! My little man loves taking selfies lol Whilst, then, the research identified many instances in which infants accidentally engaged in mobile media use, sometimes managing to communicate with an unsuspecting interlocutor, it is important to acknowledge such encounters could not have emerged without the enabling infrastructure of ambient media contexts and touchscreen interfaces, nor observed without studying this infrastructure utilising materially-oriented ethnographic perspectives (Star). Significantly, too, was the intermediary role played by parents. With parents acting as intermediaries in household environments or as proxy users in posting content on their behalf, multiple forms of assisted infant communication were identified. Assisted Media Use Assisted communication emerged from discussions with parents about the ways, routines, and rationale for making mobile media available to their children. These sometimes revolved around keeping their child engaged whilst they were travelling as a family – part of what has been described as the pass-back effect – but were more frequently discussed in terms of sharing and showing digital content, especially family photographs, and in facilitating infant mediated communication with relatives abroad: they love scrolling through my photos on my iPhone …We quite often just have them [on Skype] … have the computers in there while we're having dinner … the laptop will be there, opened up at one end of the table with the family here and there will be my sister having breakfast with her family in Ireland … These forms of parental mediated communication did not, however, simply situate or construct infants as passive recipients of their parents’ desires to make media content available or their efforts to establish communication with extended family members. Instead, the research revealed that infants were often active participants in these processes, pushing for access to devices, digital content, and mediated communication. These distributed relations of agency were expressed through infants verbal requests and gestural urging; through the ways parents initiated use by, for example, unlocking a device, preparing software, or loading an application, but then handed them over to infants to play, explore or communicate; and through wider networks of relations in which others including siblings, acted as proxies or had a say in the kinds of media infants used: she can do it, once I've unlocked … even, even with iView, once I'm on iView she can pick her own show and then go to the channel she wants to go to.We had my son’s birthday and there were some photos, some footage of us singing happy birthday and the little one just wants to watch it over and over again. She thinks it's fantastic watching herself.He [sibling] becomes like a proxy user … with the second one … they don't even need the agency because of their sibling. Similarly, the assisted communication emerging from the analysis of #babyselfie images on Instagram revealed that parents were not simply determining infant media use, but often acting as proxies on their behalf. #Selfie obsessed baby. Seriously though. He won't stop. Insists on pressing the button and everything. He sees my phone and points and says "Pic? Pic?" I've created a monster lol. In sharing this digital content on social networks, parents were acting as intermediaries in the communication of their children’s digital images. Clearly they were determining the platforms and networks where these images were published online, yet the production of these images was more uncertain, with accidental self-portraits taken by infants suggesting they played a key role in the circuits of digital photography distribution (van Dijck). Automated Media Use The production, archiving, circulation and reception of these images speaks to larger assemblages of media in which software protocols and algorithms are increasingly embedded in and help to configure everyday life (e.g. Chun; Gillespie), including young children’s media lives (Ito). Here, software automates process of sorting and shaping information, and in doing so both empowers and governs forms of infant media conduct. The final theme emerging from the research, then, is the identification of automated forms of infant mobile media use enabled through software applications and algorithmic operations. Automated techniques of interaction emerged as part of the repertoire of infant mobile mediality and communication through observations and discussions during the family research, and through surveying commercial software applications. Within family discussions, parents spoke about the ways digital databases and applications facilitated infant exploration and navigation. These included photo galleries stored on mobile devices, as well as children’s Internet television services such as the Australian Broadcasting Corporation’s catch-up online TV service, iView, which are visually organised and easily scrollable. In addition, algorithmic functions for sorting, recommending and autoplay on the video-sharing platform YouTube meant that infants were often automatically delivered an ongoing stream of content: They just keep watching it [YouTube]. So it leads on form the other thing. Which is pretty amazing, that's pretty interactive.Yeah, but the kids like, like if they've watched a YouTube clip now, they'll know to look down the next column to see what they want to play next … you get suggestions there so. Forms of automated communication specifically addressing infants was also located in examples of children’s software products from mobile app stores: the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. These applications are designed to support baby image capture and sharing, promising to “allow your baby to take a photo of him himself [sic]” (Giudicelli), based on automated software features that use sounds and images to capture a babies attention and touch sensors to activate image capture and storage. In one sense, these applications may appear to empower infants to participate in the production of digital content, namely selfies, yet they also clearly distribute this agency with and through mobile media and digital software. Moreover, they imply forms of conduct, expectations and imperatives around the possibilities of infant presence in a participatory digital culture. Immanent Ethic and Critique Digital participation typically assumes a degree of individual agency in deciding what to share, post, or communicate that is not typically available to infants. The emerging communicative practices of infants detailed above suggests that infants are increasingly connecting, however this communicative agency is distributed amongst a network of ambient devices, user-friendly interfaces, proxy users, and software sorting. Such distributions reflect conditions Deuze has noted, that we do not live with but in media. He argues this ubiquity, habituation, and embodiment of media and communication technologies pervade and constitute our lives becoming effectively invisible, negating the possibility of an outside from which resistance can be mounted. Whilst, resistance remains a solution promoted in medical discourses and paediatric advice proposing no ‘screen time’ for children aged below two (Strasburger and Hogan), Deuze’s thesis suggests this is ontologically futile and instead we should strive for a more immanent relation that seeks to modulate choices and actions from within our media life: finding “creative ways to wield the awesome communication power of media both ethically and aesthetically” ("Unseen" 367). An immanent ethics and a critical aesthetics of infant mediated life can be located in examples of cultural production and everyday parental practice addressing the arrangements of infant mobile media and communication discussed above. For example, an article in the Guardian, ‘Toddlers pose a serious risk to smartphones and tablets’ parodies moral panics around children’s exposure to media by noting that media devices are at greater risk of physical damage from children handling them, whilst a design project from the Eindhoven Academy – called New Born Fame – built from soft toys shaped like social media logos, motion and touch sensors that activate image capture (much like babyselfie apps), but with automated social media sharing, critically interrogates the ways infants are increasingly bound-up with the networked and algorithmic regimes of our computational culture. Finally, parents in this research revealed that they carefully considered the ethics of media in their children’s lives by organising everyday media practices that balanced dwelling with new, old, and non media forms, and by curating their digitally mediated interactions and archives with an awareness they were custodians of their children’s digital memories (Garde-Hansen et al.). I suggest these examples work from an immanent ethical and critical position in order to make visible and operate from within the conditions of infant media life. Rather than seeking to deny or avoid the diversity of encounters infants have with and through mobile media in their everyday lives, this analysis has explored the ways infants are increasingly configured as users of mobile media and communication technologies, identifying an emerging repertoire of infant mobile communication techniques. The emerging practices of infant mobile communication outlined here are intertwined with contemporary household media environments, and assembled through accidental, assisted, and automated relations of living with mobile media. Moreover, such entanglements of use are both represented and discursively reconfigured through multiple channels, contexts, and networks of public mediation. Together, these diverse contexts and forms of conduct have implications for both studying and understanding the ways babies are emerging as active participants and interpellated subjects within a continually expanding digital culture. Acknowledgments This research was supported with funding from the Australian Research Council (ARC) Discovery Early Career Researcher Award (DE130100735). I would like to express my appreciation to the children and families involved in this study for their generous contribution of time and experiences. References Buckingham, David. After the Death of Childhood: Growing Up in the Age of Electronic Media. Polity Press: Oxford, 2000. Buckleitner, Warren. “A Taxonomy of Multi-Touch Interaction Styles, by Stage.” Children's Technology Review 18.11 (2011): 10-11. Chun, Wendy. Programmed Visions: Software and Memory. Cambridge: MIT Press, 2011. Deuze, Mark. “Media Life.” Media, Culture and Society 33.1 (2011): 137-148. Deuze, Mark. “The Unseen Disappearance of Invisible Media: A Response to Sebastian Kubitschko and Daniel Knapp.” Media, Culture and Society 34.3 (2012): 365-368. Garde-Hansen, Joanne, Andrew Hoskins and Anna Reading. Save as … Digital Memories. Hampshire: Palgrave Macmillan, 2009. Giddings, Seth. Gameworlds: Virtual Media and Children’s Everyday Play. New York: Bloomsbury, 2014. Gillespie, Tarleton. “The Relevance of Algorithms.” Media Technologies: Essays on Communication, Materiality, and Society. Eds. Tarelton Gillespie, Pablo Boczkowski and Kirsten Foot. Cambridge: MIT Press, 2014. Giudicelli, Patrick. "My Baby Selfie." iTunes App Store. Apple Inc., 2015. Highfield, Tim, and Tama Leaver. “A Methodology for Mapping Instagram Hashtags.” First Monday 20.1 (2015). Hourcade, Juan Pablo, Sarah Mascher, David Wu, and Luiza Pantoja. “Look, My Baby Is Using an iPad! An Analysis of Youtube Videos of Infants and Toddlers Using Tablets.” Proceedings of CHI 15. New York: ACM Press, 2015. 1915–1924. Ito, Mizuko. Engineering Play: A Cultural History of Children’s Software. Cambridge: MIT Press, 2009. Jayemanne, Darshana, Bjorn Nansen and Thomas Apperley. “Post-Digital Play and the Aesthetics of Recruitment.” Proceedings of Digital Games Research Association (DiGRA) 2015. Lüneburg, 14-17 May 2015. Kumar, Priya, and Sarita Schoenebeck. “The Modern Day Baby Book: Enacting Good Mothering and Stewarding Privacy on Facebook.” Proceedings of CSCW 2015. Vancouver, 14-18 March 2015. Mackay, Hugh, and Darren Ivey. Modern Media in the Home: An Ethnographic Study. Rome: John Libbey, 2004. Morris, Meredith. “Social Networking Site Use by Mothers of Young Children.” Proceedings of CSCW 2014. 1272-1282. OfCom. Children and Parents: Media Use and Attitudes Report. London: OfCom, 2013. McPake, Joanna, Lydia Plowman and Christine Stephen. "The Technologisation of Childhood? Young Children and Technology in The Home.” Children and Society 24.1 (2010): 63–74. Postman, Neil. Technopoly: The Surrender of Culture to Technology. New York: Vintage, 1993. Rideout, Victoria. Zero to Eight: Children’s Media Use in America 2013. Common Sense Media, 2013. Rogers, Richard. Digital Methods. Boston. MIT Press, 2013. Silverstone, Roger, and Eric Hirsch (eds). Consuming Technologies: Media and Information in Domestic Spaces. London: Routledge, 1992. Shuler, Carly. iLearn: A Content Analysis of the iTunes App Store’s Education Section. New York: The Joan Ganz Cooney Center at Sesame Workshop, 2009. Star, Susan Leigh. “The Ethnography of Infrastructure.” American Behavioral Scientist 43.3 (1999): 377–391. Strasburger, Victor, and Marjorie Hogan. “Policy Statement from the American Academy of Pediatrics: Children, Adolescents, and the Media.” Pediatrics 132 (2013): 958-961. Van Dijck, José. “Digital Photography: Digital Photography: Communication, Identity, Memory.” Visual Communication 7.1 (2008): 57-76. Wartella, Ellen, and Michael Robb. “Historical and Recurring Concerns about Children’s Use of the Mass Media.” The Handbook of Children, Media, and Development. Eds. Sandra Calvert and Barbara Wilson. Malden: Blackwell, 2008.
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Holloway, Donell Joy, Lelia Green, and Kylie Stevenson. "Digitods: Toddlers, Touch Screens and Australian Family Life." M/C Journal 18, no. 5 (August 20, 2015). http://dx.doi.org/10.5204/mcj.1024.

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Introduction Children are beginning to use digital technologies at younger and younger ages. The emerging trend of very young children (babies, toddlers and pre-schoolers) using Internet connected devices, especially touch screen tablets and smartphones, has elicited polarising opinions from early childhood experts. At present there is little actual research about the risks or benefits of tablet and smartphone use by very young children. Current usage recommendations, based on research into passive television watching which claims that screen time is detrimental, is in conflict with advice from education experts and app developers who commend interactive screen time as engaging and educational. Guidelines from the health professions typically advise strict time limits on very young children’s screen-time. Based for the most part on policy developed by the American Academy of Paediatrics, it is usually recommended that children under two have no screen time at all (Brown), and children over this age have no more than two hours a day (Strasburger, et al.). On the other hand, early childhood education guidelines promote the development of digital literacy skills (Department of Education). Further, education-based research indicates that access to computers and the Internet in the preschool years is associated with overall educational achievement (Bittman et al.; Cavanaugh et al; Judge et al; Neumann). The US based National Association for Education of Young Children’s position statement on technology for zero to eight year-olds declares that “when used intentionally and appropriately, technology and interactive media are effective tools to support learning and development” (NAEYC). This article discusses the notion of Digitods—a name for those children born since the introduction of the iPhone in 2007 who have ready access to touchscreen technologies since birth. It reports on the limited availability of evidence-based research about these children’s ICT use concluding that current research and recommendations are not grounded in the everyday life of very young children and their families. The article then reports on the beginnings of a research project funded by the Australian Research Council entitled Toddlers and Tablets: exploring the risks and benefits 0-5s face online. This research project recognises that at this stage it is parents who “are the real experts in their toddlers’ use of screen technologies. Accordingly, the project’s methodological approach draws on parents, pre-schoolers and their families as communities of practice in the construction of social meaning around toddlers’ use of touch screen technology. Digitods In 2000 Bill Gates introduced the notion of Generation I to describe the first cohort of children raised with the Internet as a reality in their lives. They are those born after the 1990s and will, in most cases; have no memory of life without the Net. [...] Generation I will be able to conceive of the Internet’s possibilities far more profoundly than we can today. This new generation will become agents of change as the limits of the Internet expand to include educational, scientific, and business applications that we cannot even imagine. (Gates)Digitods, on the other hand, is a term that has been used in education literature (Leathers et al.) to describe those children born after the introduction of the iPhone in 2007. These children often begin their lives with ready access to the Internet via easily usable touch screen devices, which could have been designed with toddlers’ touch and swipe movements in mind. Not only are they the youngest group of children to actively engage with the Internet they are the first group to grow up with a range of mobile Internet devices (Leathers et al.). The difference between Digitods and Gates’s Generation I is that Digitods are the first pre-verbal, non-ambulant infants to have ready access to digital technologies. Somewhere around the age of 10 months to fourteen months a baby learns to point with his or her forefinger. At this stage the child is ready to swipe and tap a touch screen (Leathers et al.). This is in contrast to laptops and PCs given that very young children often need assistance to use a mouse or keyboard. The mobility of touch screen devices allows very young children to play at the kitchen table, in the bedroom or on a car trip. These mobile devices have, of course, a myriad of mobile apps to go with them. These apps create an immediacy of access for infants and pre-schoolers who do not need to open a web browser to find their favourite sites. In the lives of these children it seems that it has always been possible to touch and swipe their way into games, books and creative and communicative experiences (Holloway et al. 149). The interactivity of most pre-school apps, as opposed to more passive screen activities such as watching television shows or videos (both offline or online), requires toddlers and pre-schoolers to pay careful attention, think about things and act purposefully (Leathers et al.). It is this interactivity which is the main point of difference, one which holds the potential to engage and educate our youngest children. It should be noted within this discussion about Digitods that, while the trope Digital Natives tends to homogenise an entire generation, the authors do not assume that all children born today are Digitods by default. Many children do not have the same privileged opportunities as others, or the (parental) cultural capital, to enable access, ease of use and digital skill development. In addition to this it is not implied that Digitods will be more tech savvy than their older siblings. The term is used more to describe and distinguish those children who have digital access almost since birth—in order to differentiate or tease out everyday family practices around these children’s ICT use and the possible risks and benefits this access affords babies, toddlers and pre-schoolers. While the term Digital Native has also been criticised as being a white middle class phenomenon this is not necessarily the case with Digitods. In the Southeast Asia and the Pacific region developed countries like Japan, Korea, New Zealand and Singapore have extremely high rates of touchscreen use by very young children (Child Sciences; Jie; Goh; Unantenne). Other countries such as the Philippines and Indonesia have moved to a high smart phone usage by very young children while at the same time have only nascent ICT access and instruction within their education systems (Unantenne). The Digitod Parent Parents of Digitods are usually experienced Internet users themselves, and many are comfortable with their children using these child-friendly touch screen devices (Findahl). Digital technologies are integral to their everyday lives, often making daily life easier and improving communication with family and friends, even during the high pressure parenting years of raising toddlers and pre-schoolers. Even though many parents and caregivers are enabling very young children’s use of touch screen technologies, they are also concerned about the changes they are making. This is because very young children’s use of touch screen devices “has become another area where they fear possible criticism and in which their parental practices risk negative evaluation by others” (Holloway et al). The tensions between expert advice regarding young children’s screen-time and parents’ and caregivers’ own judgments are also being played out online. Parenting blogs, online magazines and discussion groups are all joining in the debate: On the one hand, parents want their children to swim expertly in the digital stream that they will have to navigate all their lives; on the other hand, they fear that too much digital media, too early, will sink them. Parents end up treating tablets like precision surgical instruments, gadgets that might perform miracles for their child’s IQ and help him win some nifty robotics competition—but only if they are used just so. (Rosin)Thus, with over 80 000 children’s apps marketed as educational in the Apple App Store alone, parents can find it difficult to choose apps that are worth purchasing (Yelland). Nonetheless, recent research regarding Australian children shows that three to five year olds who access touch screen devices will typically have five or more specific apps to choose from (5.23 on average) (Neumann). With little credible evidence or considered debate, parents have been left to make their own choices about the pros and cons of their young children’s access to touch screens. Nonetheless, one immediate benefit that comes to mind is toddlers and pre-schoolers video chatting with dispersed family member—due to increased globalisation, guest worker arrangements, FIFO (fly-in fly-out) workforces and family separation or divorce. Such clear benefits around sociability and youngsters’ connection with significant others make previous screen-related guidelines out of date and no longer contextually relevant. Little Research Attention Family ownership of tablet devices as well as touch screen phones has risen dramatically in the last five years. With very young children being loaned these technologies by mum or dad, and a tendency in Australia to rely on market-orientated research regarding ownership and usage, there is very little knowledge about touch screen usage rates for very young Australian children. UK and US usage figures indicate that over the last few years there has been a five-fold increase in tablet uptake by zero to eight year olds (Ofcom; Rideout). Although large scale, comparative Australian data is not available, previous research regarding older children indicates that Australia is similar to high use countries like some Scandinavian nations and the UK (Green et al.). In addition to this, two small research projects in Australia, with under 160 participant families each, indicate that two thirds of these children (0-5) use touchscreen devices (Neumann; Coenenna et. al.). Beyond usage figures, there is also very limited evidence-based research about very young children’s app use. Interactive technologies available via touch screen technologies have been available domestically for a very short time. Consequently, “valid scientific research has not been completed and replicated due to [the lack of] available time” (Leathers el al. 129) and longitudinal studies which rely on an intervention group (in this case exposure to children’s apps) and a control group (no exposure) are even fewer and more time-consuming. Interestingly, researchers have revisited the issue of passive screen viewing. A recent 2015 review of previous 2007 research, which linked babies watching videos with poor language development, has found that there was statistical and methodological issues with the 2007 study and that there are no strong inferences to be drawn between media exposure and language development (Ferguson and Donellan). Thus, there seems to be no conclusive evidence-based research on which to inform parents and educators about the possible downside or benefits of touch screen use. Nonetheless, early childhood experts have been quick to weigh in on the possible effects of screen usage, some providing restrictive guidelines and recommendations, with others advocating the use of interactive apps for very young children for their educational value. This knowledge-gap disguises what is actually happening in the lives of real Australian families. Due to the lack of local data, as well as worldwide research, it is essential that Australian researchers obtain a comprehensive understanding about actual behaviour around touch screen use in the lives of children aged between zero and five and their families. Beginning Research While research into very young children’s touch screen use is beginning to take place, few results have been published. When researching two to three year olds’ learning from interactive versus non-interactive videos Kirkorian, Choi and Pempek found that “toddlers may learn more from interactive media than from non-interactive video” (Kirkorian et al). This means that the use of interactive apps on touch screen devices may hold a greater potential for learning than passive video or television viewing for children in this age range. Another study considered the degree to which the young children could navigate to and use apps on touch screen devices by observing and analysing YouTube videos of infants and young children using touch screens (Hourcade et al.). It was found that between the ages of 12 months and 17 months the children filmed seemed to begin to “make meaningful use of the tablets [and] more than 90 per cent of children aged two [had] reached this level of ability” (1923). The kind of research mentioned above, usually the preserve of psychologists, paediatricians and some educators, does not, however, ground very young children’s use in their domestic context—in the spaces and with those people with whom most touch screen usage takes place. With funding from the Australian Research Council Australian, Irish and UK researchers are about to adopt a media studies (domestication) approach to comprehensively investigate digital media use in the everyday lives of very young children. This Australian-based research project positions very young children’s touch screen use within the family and will help provide an understanding of the everyday knowledge and strategies that this cohort of technology users (very young children and their parents) have already developed—in the knowledge vacuum left by the swift appropriation and incorporation of these new media technologies into the lives of families with very young children. Whilst using a conventional social constructionist perspective, the project will also adopt a co-creation of knowledge approach. The co-creation of knowledge approach (Fong) has links with the communities of practice literature (Wegner) and recognises that parents, care-givers and the children themselves are the current experts in this field in terms of the everyday uses of these technologies by very young children. Families’ everyday discourse and practices regarding their children’s touch screen use do not necessarily work through obvious power hierarchies (via expert opinions), but rather through a process of meaning making where they shape their own understandings and attitudes through experience and shared talk within their own everyday family communities of practice. This Toddlers and Tablets research is innovative in many ways. It seeks to capture the enthusiasm of young children’s digital interactions and to pioneer new ways of ‘beginnings’ researching with very young children, as well as with their parents. The researchers will work with parents and children in their broad domestic contexts (including in and out-of-home activities, and grandparental and wider-family involvement) to co-create knowledge about young children’s digital technologies and the social contexts in which these technologies are used. Aspects of these interactions, such as interviews and observations of everyday digital interactions will be recorded (audio and video respectively). In addition to this, data collected from media commentary, policy debates, research publications and learned articles from other disciplinary traditions will be interrogated to see if there are correlations, contrasts, trends or synergies between parents’ construction of meaning, public commentary and current research. Critical discourse tools and methods (Chouliaraki and Fairclough) will be used to analyse verbatim transcripts, video, and all written materials. Conclusion Very young children are uniquely dependent upon others for the basic necessities of life and for the tools they need, and will need to develop, to claim their place in the world. Given the ubiquitous role played by digital media in the lives of their parents and other caregivers it would be a distortion of everyday life for children to be excluded from the technologies that are routinely used to connect with other people and with information. In the same way that adults use digital media to renew and strengthen social and emotional bonds across distance, so young children delight in ‘Facetime’ and other technologies that connect them audio-visually with friends and family members who are not physically co-present. Similarly, a very short time spent in the company of toddlers using touch screens is sufficient to demonstrate the sheer delight that these young infants have in developing their sense of agency and autonomy (https://www.youtube.com/watch?v=aXV-yaFmQNk). Media, communications and cultural studies are beginning to claim a space for evidence based policy drawn from everyday activities in real life contexts. Research into the beginnings of digital life, with families who are beginning to find a way to introduce these technologies to the youngest generation, integrating them within social and emotional repertoires, may prove to be the start of new understandings into the communication skills of the preverbal and preliterate young people whose technology preferences will drive future development – with their parents likely trying to keep pace. Acknowledgment This research is supported under Australia Research Council’s Discovery Projects funding scheme (project number DP150104734). References Bittman, Michael, et al. "Digital Natives? New and Old Media and Children's Outcomes." Australian Journal of Education 55.2 (2011): 161-75. Brown, Ari. "Media Use by Children Younger than 2 Years." Pediatrics 128.5 (2011): 1040-45. Burr, Vivien. Social Constructionism. 2nd ed. London: Routledge, 2003. Cavanaugh, Cathy, et al. "The Effects of Distance Education on K–12 Student Outcomes: A Meta-Analysis." Naperville, Ill.: Learning Point Associates, 2004. 5 Mar. 2009 ‹http://www.ncrel.org/tech/distance/index.html›. Child Sciences and Parenting Research Office. Survey of Media Use by Children and Parents (Summary). Tokyo: Benesse Educational Research and Development Institute, 2014. Coenena, Pieter, Erin Howiea, Amity Campbella, and Leon Strakera. Mobile Touch Screen Device Use among Young Australian Children–First Results from a National Survey. Proceedings 19th Triennial Congress of the IEA. 2015. Chouliaraki, Lilie and Norman Fairclough. Discourse in Late Modernity: Rethinking Critical Discourse Analysis. Edinburgh: Edinburgh UP, 1999. Department of Education. "Belonging, Being and Becoming: The Early Years Learning Framework for Australia." Australian Government, 2009. Ferguson, Christopher J., and M. Brent Donnellan. "Is the Association between Children’s Baby Video Viewing and Poor Language Development Robust? A Reanalysis of Zimmerman, Christakis, and Meltzoff (2007)." Developmental Psychology 50.1 (2014): 129. Findahl, Olle. Swedes and the Internet 2013. Stockholm: The Internet Infrastructure Foundation, 2013. Fong, Patrick S.W. "Co-Creation of Knowledge by Multidisciplinary Project Teams." Management of Knowledge in Project Environments. Eds. E. Love, P. Fong, and Z. Irani. Burlington, MA: Elsevier, 2005. 41-56. Gates, Bill. "Enter 'Generation I': The Responsibility to Provide Access for All to the Most Incredible Learning Tool Ever Created." Instructor 109.6 (2000): 98. Goh, Wendy W.L., Susanna Bay, and Vivian Hsueh-Hua Chen. "Young School Children’s Use of Digital Devices and Parental Rules." Telematics and Informatics 32.4 (2015): 787-95. Green, Lelia, et al. "Risks and Safety for Australian Children on the Internet: Full Findings from the AU Kids Online Survey of 9-16 Year Olds and Their Parents." Cultural Science Journal 4.1 (2011): 1-73. Holloway, Donell, Lelia Green, and Carlie Love. "'It's All about the Apps': Parental Mediation of Pre-Schoolers' Digital Lives." Media International Australia 153 (2014): 148-56. Hourcade, Juan Pablo, Sarah Mascher, David Wu, and Luiza Pantoja. Look, My Baby Is Using an iPad! An Analysis of YouTube Videos of Infants and Toddlers Using Tablets. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, 2015. Jie S.H. "ICT Use Statistics of Households and Individuals in Korea." 10th World Telecommunication/ICT Indicators Meeting (WTIM-12). Korea Internet & Security Agency (KISA), 25-7 Sep. 2012.Judge, Sharon, Kathleen Puckett, and Sherry Mee Bell. "Closing the Digital Divide: Update from the Early Childhood Longitudinal Study." The Journal of Educational Research 100.1 (2006): 52-60. Kirkorian, H., K. Choi, and Pempek. "Toddlers' Word Learning from Contingent and Non-Contingent Video on Touchscreens." Child Development (in press). Leathers, Heather, Patti Summers, and Desollar. Toddlers on Technology: A Parents' Guide. Illinois: AuthorHouse, 2013. NAEYC. Technology and Interactive Media as Tools in Early Childhood Programs Serving Children from Birth through Age 8 [Position Statement]. Washington: National Association for the Education of Young Children, the Fred Rogers Center for Early Learning and Children’s Media at Saint Vincent College, 2012. Neumann, Michelle M. "An Examination of Touch Screen Tablets and Emergent Literacy in Australian Pre-School Children." Australian Journal of Education 58.2 (2014): 109-22. Ofcom. Children and Parents: Media Use and Attitudes Report. London, 2013. Rideout, Victoria. Zero to Eight: Children’s Media Use in America 2013. San Francisco: Common Sense Media, 2013. Rosin, Hanna. "The Touch-Screen Generation." The Atlantic, 20 Apr. 2013. Strasburger, Victor C., et al. "Children, Adolescents, and the Media." Pediatrics 132.5 (2013): 958-61. Unantenne, Nalika. Mobile Device Usage among Young Kids: A Southeast Asia Study. Singapore: The Asian Parent and Samsung Kids Time, 2014. Wenger, Etienne. Communities of Practice: Learning, Meaning, and Identity. New York: Cambridge University Press, 1998. Wenger, Etienne. "Communities of Practice and Social Learning Systems." Organization 7.2 (2000): 225-46. Yelland, Nicola. "Which Apps Are Educational and Why? It’s in the Eye of the Beholder." The Conversation 13 July 2015. 16 Aug. 2015 ‹http://theconversation.com/which-apps-are-educational-and-why-its-in-the-eye-of-the-beholder-37968›.
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Books on the topic "Mobile computing Australia"

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1959-, Chen Ming-Syan, ed. Mobile data management: 4th international conference, MDM 2003, Melbourne, Australia, January 21-24, 2003 : proceedings. New York: Springer, 2003.

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Jadwiga, Indulska, ed. Pervasive computing: 6th international conference, Pervasive 2008, Sydney, Australia, May 19-22, 2008 : proceedings. Berlin: Springer, 2008.

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Max, Ott, Seneviratne Aruna, and SpringerLink (Online service), eds. Mobile and Ubiquitous Systems: Computing, Networking, and Services: 7th International ICST Conference, MobiQuitous 2010, Sydeny, Australia, December 6-9, 2010, Revised Selected Papers. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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Patterson, Donald, Tom Rodden, Max Ott, and Jadwiga Indulska. Pervasive Computing: 6th International Conference, PERVASIVE 2008, Sydney, Australia, May 19-22 2008. Springer London, Limited, 2008.

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Chen, Ming-Syan, Morris Sloman, Panos K. Chrysanthis, and Arkady Zaslavsky. Mobile Data Management: 4th International Conference, MDM 2003, Melbourne, Australia, January 21-24, 2003, Proceedings. Springer London, Limited, 2003.

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(Editor), Ming-Syan Chen, Panos K. Chrysanthis (Editor), Morris Sloman (Editor), and Arkady Zaslavsky (Editor), eds. Mobile Data Management: 4th International Conference, MDM 2003, Melbourne, Australia, January 21-24, 2003, Proceedings (Lecture Notes in Computer Science). Springer, 2003.

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Book chapters on the topic "Mobile computing Australia"

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McManus, Patricia, and Craig Standing. "From Communities to Mobile Communities of Values." In Mobile Computing, 1788–95. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch144.

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Ranft, Anne-Marie. "Factors Influencing Segmentation and Demographics of Mobile-Customers." In Mobile Computing, 1857–66. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch149.

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Patel, K. "iPod as a Visitor's Personal Guide." In Encyclopedia of Mobile Computing and Commerce, 365–68. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-002-8.ch060.

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With the increasing use of digital media together with the handheld devices, this iPod application will eliminate the need for human guides and will provide an entertaining experience to visitors. It will be very useful for landmark tourist destinations such as aquariums and museums, and there will be a huge demand with the increasing flow of tourists in Australia, which according to Tourism Australia (2005) was an increase of 5.4% from 2004 to 2005, with tourists numbering 5.5 million in the latter year.
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Nicholas, Howard. "Ubiquitous Computing does not Guarantee Ubiquitous Learning in Schools." In Mobile Technologies and Handheld Devices for Ubiquitous Learning, 30–44. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-61692-849-0.ch003.

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In this chapter, I will argue that ubiquitous computing is a necessary, but not sufficient condition for ubiquitous learning. I will propose definitions that clarify some of the contextual features that shape both terms when they are applied in a school context. Using data and experiences derived from a year-long project with primary and secondary schools in Victoria, Australia, examples of classroom activities are analysed to illustrate how the presence of ubiquitous computing did not guarantee ubiquitous learning. These activities are compared to articulate the key features of ubiquitous learning and develop a model that shows how the contribution of ubiquitous computing to ubiquitous learning is constrained by pedagogic frameworks that shape the relationship between handhelds, other elements of the technological suite and learning.
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Arunatileka, Dinesh. "Applying Mobile Technologies to Banking Business Processes." In Mobile Computing, 2188–202. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch177.

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This chapter discusses the impact of mobile technologies on service delivery processes in a banking environment. Advances in mobile technologies have opened up numerous possibilities for businesses to expand their reach beyond the traditional Internet-based connectivity and, at the same time, have created unique challenges. Security concerns, as well as hurdles of delivering mobile services “anywhere and anytime” using current mobile devices with their limitations of bandwidth, screen size and battery life are examples of such challenges. Banks are typically affected by these advances as a major part of their business deals with providing services that can benefit immensely by adoption of mobile technologies. As an example case study, this chapter investigates some business processes of a leading Australian bank in the context of application of mobile technologies.
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Häkkilä, Jonna, and Jenine Beekhuyzen. "Using Mobile Communication Technology in Student Mentoring." In Mobile Computing, 1351–58. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch111.

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Information technology (IT), computer science, and other related disciplines have become signifi- cant both in society and within the field of education. Resulting from the last decades’ considerable developments towards a global information society, the demand for a qualified IT workforce has increased. The integration of information technology into the different sectors of every day life is increasing the need for large numbers of IT professionals. Additionally, the need for nearly all workers to have general computing skills suggests possibilities for an individual to face inequality or suffer from displacement in modern society if they lack these skills, further contributing to the digital divide. Thus, the importance of IT education has a greater importance than ever for the whole of society. Despite the advances and mass adoption of new technologies, IT and computing education continually suffers from low participant numbers, and high dropout and transfer rates. This problem has been somewhat addressed by introducing mentoring programs (von Hellens, Nielsen, Doyle, & Greenhill, 1999) where a student is given a support person, a mentor, who has a similar education background but has graduated and is employed in industry. Although the majority of these programs have been considered successful, it is important to note that it is difficult to easily measure success in this context. In this article, we introduce a novel approach to mentoring which was adopted as part of an ongoing, traditional-type mentoring program in a large Australian university. The approach involved introducing modern communications technology, specifically mobile phones having an integrated camera and the capability to make use of multimedia messaging services (MMS). As mobile phones have become an integrated part of our everyday life (with high adoption rates) and are an especially common media of communication among young people, it was expected that the use of the phones could be easily employed to the mentoring program (phones were provided for the participants). Short message service (SMS), for example text messaging, has become a frequently used communication channel (Grinter & Eldridge 2003). In addition to text, photo sharing has also quickly taken off with MMS capable mobile phones becoming more widespread. The ability to exchange photos increases the feeling of presence (Counts & Fellheimer, 2004), and the possibility to send multimedia messages with mobile phones has created a new form of interactive storytelling (Kurvinen, 2003). Cole and Stanton (2003) found the pictorial information exchange as a potential tool for children’s collaboration during their activities in story telling, adventure gaming and for field trip tasks. Encouraged by these experiences, we introduced mobile mentoring as part of a traditional mentoring program, and present the experiences. It is hoped that these experiences can affirm the legitimacy of phone mentoring as a credible approach to mentoring. The positive and negative experiences presented in this article can help to shape the development of future phone mentoring programs.
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Sharif, Mohd Hisham Mohd, Indrit Troshani, and Robyn Davidson. "Adoption of Social Media Services." In Mobile Computing and Wireless Networks, 1697–713. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-8751-6.ch076.

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The increasing diffusion of social media is attracting government organizations worldwide, including local government. Social media can help local government improve the manner in which it is engaged with community and its responsiveness whilst offering cost savings and flexibility. Yet, there is paucity of research in relation to the adoption of social media Web services in local government organizations. The aim of this chapter is to investigate the factors that drive the adoption of social media Web services within Australian local government. Using qualitative evidence, the authors find technological, organizational, and environmental factors that drive the decisions of local government organizations to adopt social media Web services. In addition to extending the existing body of knowledge, this chapter offers insight concerning important managerial implications for helping local governments to better understand social media adoption in their organizations.
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Hussain, O., E. Chang, F. Hussain, and T. Dillon. "Communicating Recommendations in a Service-Oriented Environment." In Encyclopedia of Mobile Computing and Commerce, 108–15. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-002-8.ch019.

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The Australian and New Zealand Standard on Risk Management, AS/NZS 4360:2004 (Cooper, 2004), states that risk identification is the heart of risk management. Hence risk should be identified according to the context of the transaction in order to analyze and manage it better. Risk analysis is the science of evaluating risks resulting from past, current, anticipated, or future activities. The use of these evaluations includes providing information for determining regulatory actions to limit risk, and for educating the public concerning particular risk issues. Risk analysis is an interdisciplinary science that relies on laboratory studies, collection, and exposure of data and computer modeling.
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Cummings, Elizabeth, Sue Whetton, and Carey Mather. "Integrating Health Informatics Into Australian Higher Education Health Profession Curricula." In Health Professionals' Education in the Age of Clinical Information Systems, Mobile Computing and Social Networks, 323–43. Elsevier, 2017. http://dx.doi.org/10.1016/b978-0-12-805362-1.00016-4.

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Häkkilä, Jonna, and Jenine Beekhuyzen. "Using Mobile Communication Technology in Student Mentoring." In Encyclopedia of Human Computer Interaction, 680–85. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch102.

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Information technology (IT), computer science, and other related disciplines have become significant both in society and within the field of education. Resulting from the last decades’ considerable developments towards a global information society, the demand for a qualified IT workforce has increased. The integration of information technology into the different sectors of every day life is increasing the need for large numbers of IT professionals. Additionally, the need for nearly all workers to have general computing skills suggests possibilities for an individual to face inequality or suffer from displacement in modern society if they lack these skills, further contributing to the digital divide. Thus, the importance of IT education has a greater importance than ever for the whole of society. Despite the advances and mass adoption of new technologies, IT and computing education continually suffers from low participant numbers, and high dropout and transfer rates. This problem has been somewhat addressed by introducing mentoring programs (von Hellens, Nielsen, Doyle, & Greenhill, 1999) where a student is given a support person, a mentor, who has a similar education background but has graduated and is employed in industry. Although the majority of these programs have been considered successful, it is important to note that it is difficult to easily measure success in this context. In this article, we introduce a novel approach to mentoring which was adopted as part of an ongoing, traditional-type mentoring program in a large Australian university. The approach involved introducing modern communications technology, specifically mobile phones having an integrated camera and the capability to make use of multimedia messaging services (MMS). As mobile phones have become an integrated part of our everyday life (with high adoption rates) and are an especially common media of communication among young people, it was expected that the use of the phones could be easily employed to the mentoring program (phones were provided for the participants). Short message service (SMS), for example text messaging, has become a frequently used communication channel (Grinter & Eldridge 2003). In addition to text, photo sharing has also quickly taken off with MMS capable mobile phones becoming more widespread. The ability to exchange photos increases the feeling of presence (Counts & Fellheimer, 2004), and the possibility to send multimedia messages with mobile phones has created a new form of interactive storytelling (Kurvinen, 2003). Cole and Stanton (2003) found the pictorial information exchange as a potential tool for children’s collaboration during their activities in story telling, adventure gaming and for field trip tasks. Encouraged by these experiences, we introduced mobile mentoring as part of a traditional mentoring program, and present the experiences. It is hoped that these experiences can affirm the legitimacy of phone mentoring as a credible approach to mentoring. The positive and negative experiences presented in this article can help to shape the development of future phone mentoring programs.
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Conference papers on the topic "Mobile computing Australia"

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Yu, Ping, Hui Yu, and Yi Mu. "The Acceptance of a Clinical IT Innovation by the Care Givers in Residential Aged Care 11-Weeks After the Software Implementation in Australia." In 2007 International Conference on Wireless Communications, Networking and Mobile Computing. IEEE, 2007. http://dx.doi.org/10.1109/wicom.2007.1607.

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Mirisaee, Seyed Hadi, Margot Brereton, and Paul Roe. "Bridging the representation and interaction challenges of mobile context-aware computing." In the 23rd Australian Computer-Human Interaction Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2071536.2071571.

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Burley, Liz, Helana Scheepers, and Libby Owen. "The Internal Value of Mobile Computing in Emergency Medical Services: An Australian Case Study." In 2008 41st Annual Hawaii International Conference on System Sciences. IEEE, 2008. http://dx.doi.org/10.1109/hicss.2008.446.

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Land, Lesley Pek Wee, and Jeremy Higgs. "Factors Contributing to Software Quality Practices - An Australian Case Study." In 2007 International Conference on Wireless Communications, Networking and Mobile Computing. IEEE, 2007. http://dx.doi.org/10.1109/wicom.2007.1261.

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Tan, Siak Chuan, Binh Pham, Jinglan Zhang, and On Wong. "3D Scene Annotation for Efficient Rendering on Mobile Devices." In 9th Biennial Conference of the Australian Pattern Recognition Society on Digital Image Computing Techniques and Applications (DICTA 2007). IEEE, 2007. http://dx.doi.org/10.1109/dicta.2007.4426796.

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