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The Second Offline: Doubling of Time and Place (Advances in Information and Communication Research, 3)

معرفی کتاب «The Second Offline: Doubling of Time and Place (Advances in Information and Communication Research, 3)» نوشتهٔ Hidenori Tomita (editor)، منتشرشده توسط نشر Springer Singapore : Imprint: Springer در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

This book presents current research on mobile Internet society. Past research was not able to show a clear analytical framework, thus was unable to close in on the fundamental changes in that society. This book, however, analyzes mobile Internet society by introducing the concept of “doubling of time and place” and the analytical framework of the “second offline.” The emergence of the smartphone has made Internet use easier, and now, people are constantly using online information in the midst of their daily lives. Our society is transitioning from the first offline society, a society without being connected to Internet, to the second offline society, where users are connected to the Internet at all times. In this second offline society, our sense of time and place are beginning to change. Broadcast and communication media have made possible the overlapping of different places, which has been called the doubling of place. Furthermore, virtual reality (VR) and augmented reality (AR) technologies have enabled the overlap of different times, which this book calls the doubling of time. The smartphone makes both possible. With the second offline and the doubling of time and place as keywords, the book takes into consideration research that includes, among other topics, the media usage of young adults, selfies, education, social media usage, mobile games, work stations, and consumer activity in the mobile Internet society. Preface Acknowledgements Contents Editor and Contributors Part I Introduction: Are You Second Offline ? 1 The Doubling of Time and Place Abstract 1 Introduction: the movie “The Lake House” 2 The Second Offline 2.1 What is the Second Offline? 2.2 Pokémon GO and the Second Offline: The Fusion of the Real and the Virtual 2.3 Time and Place in the Second Offline 3 Sociology of Time and Place 3.1 Premodern Society: Calendar and Locale 3.2 Industrial Society: Clock and Map 3.3 Internet Society 3.4 Mobile Society (Real-Time Society) 3.5 Mobile Internet Society 4 Doubling of Time and Place 4.1 Doubling of Place 4.2 Doubling of Time 4.3 Time Travel 4.4 Mechanical Replication and the Doubling of Time 5 Media for Self-Reflection 5.1 Superimposing Here on Here 5.2 Superimposing Now on the Now 5.3 Real-Time Simulation of the Self 6 Conclusion: The Destination of a Love Transcending Time References 2 Mobile Communication Technology and the Lifeworld: Examining the Implications of the Second Offline Concept from a Phenomenological Perspective Abstract 1 Introduction 2 Contextualizing Second Offline Society 3 Historical Predictions of What is Today’s Second Offline Society 4 Exploring the Tomita Volume Chapters 4.1 Telepresence, Teledistance; the Camera and the Selfie 4.2 Medical and Healthcare 4.3 Education 4.4 Interpersonal Communication and the Problem of the Present Other 5 Socio-Psychological and Public Policy Ramifications of the Second Offline References Part II Society Transformed through Mobile Media 3 Merged Reality: A Second “Second Offline” Abstract 1 Introduction: Offline and the Second Offline 2 The Basic Concept of Second Offline 3 A Second Offline in Practice 4 The Second “Second Offline” 5 Consumer Expectations of Merged Reality 6 AR/VR Expected to Replace Physical Environments 7 Subjective Reality 8 You Can Fool the Mind, But Not the Body 9 The Importance of Consumer Imagination 10 Changing the Perception of Time 11 Concluding Discussion References 4 Application of XR to Regional Development Abstract 1 Spread of XR and Application to Regional Promotion 2 Example of Tourism Promotion Using VR 3 Example Where a Rice Field Was Changed to a “Sales Point” Using AR 4 Understanding Artworks Beyond Space and Time Using MR 5 Relationship Between Second Offline Theory and XR for Regional Development References 5 Media Mobilization and the Bricolage of Time and Place Abstract 1 Introduction 2 Spread of Mobile Technology and Decreasing Amounts of Information 3 Spread of Mobile Technology and the Fragmentation of Time 4 Spread of Mobile Technology and the Dilution of Context and Its Production 5 Decreasing Number of Syllables and a Changing Sense of Time: From Tanka to Haiku 6 Content that Expresses the Sense of “Now” 7 Users Who Edit Space 8 Users Who Edit Time 9 Conclusion References 6 The Potential of the Participatory Design of Mobile Media in Post-mobile Society Abstract 1 Introduction 2 Research Methods 3 Workshop Practice 3.1 ‘The Near Future of the News and Internet Media’ 3.2 ‘Thinking About Mobile Life in Ten Years’ Time’ 3.3 ‘The Post-mobile Society and Media in 2030’ 4 Introducing Field Research 4.1 Suggestions from Previous Studies 4.2 Participatory Design with the Aim of Local Problem-Solving 5 Conclusion References 7 Workation and the Doubling of Time and Place Abstract 1 Introduction 2 The Doubling of Place: Extension and Diffusion of Work Places 2.1 From Office as Connecting Place to Office as Superimposed Place 2.2 Coworking Space 2.3 The ‘Office-Ization’ of Interim Time and Space in Cities 3 Workation as Second Offline 3.1 Working in the ‘Garden’ 3.2 Pop-Up Community 3.3 Sense of Time in Workation 4 Conclusion: Topophilia and Nowstalgia References Part III Mobile Media As a Cultural Milieu 8 Ambient Play: Understanding Mobile Games in Everyday Life Abstract 1 Introduction 2 Locating Ambient Play 3 Casual Gaming in Public: The Mobilization of Private Space 4 Location-Based Mobile Games: Transforming Urban Environments into Playspaces 5 Pokémon GO 6 Conclusion Acknowledgements References 9 Re-Genesis of ‘Now’ by Parasites’ Interruptions/Advents: Mobile Media Solipsist and the Re-Enchanted ‘Possible Worlds’ Abstract 1 Introduction: “Territory Machine,” Dialectical Logic “Re-Enchantment” 2 “Mobile Media Solipsist” and Growing Anonymous Personalities 3 Online Expansion of the Concept of “Negara” 4 Faith in “novelty” and the ‘Triple Junction Model’ of the Theory of Time 5 Interruptions of “Parasites” and Re-Genesis of “Now” 6 Five Types of Sense of Time and Transcendental Unbalanced Time 7 “Now” as Gods that Arrive at Each Instant 8 Conclusion: Five Implications of “Nagara” References 10 The Importance of Place in the Second Offline Life: Geographical Differences in Social Media Usage and Online Gaming Behavior Abstract 1 Introduction 2 Review of the Literature 3 The Dominance of the Smartphone and the Importance of Place 3.1 The Shift from the PC to the Smartphone, and from Email to Social Media 3.2 Geographic Differences in Social Media Behavior and the Factors Behind Them 4 Geographic Differences in Online Gaming 4.1 Online Gaming in Japan During the 2000s 4.2 Geographic Differences in Gaming 5 Conclusion: The Importance of Place in the Smartphone Age References 11 Media Literacy and Emerging Media in Education Abstract 1 Introduction 2 Concepts of Media Literacy 3 Media and Information Literacy (MIL) Curriculum for Teachers 4 Japan 4.1 Changes in the Use of Digital Media in Educational Settings in Japan 4.2 Use of AR in Japanese Education 4.3 The Concept of Media Literacy in Japanese Education 5 Singapore 5.1 Use of VR and AR at ITE 6 New Zealand 6.1 Fintech in Primary Education 6.2 Careers Education 7 The UK 8 Finland 8.1 Tablets and Apps 8.2 Teacher Training via MOOC 9 Sweden 10 Australia 11 Conclusion References 12 The Bodily Mode of the Selfie Abstract 1 Introduction 2 A Hidden Aspect: Body-Technology Relations of Photography 2.1 The Rise of Mobile Vernacular Photography 2.2 The Hidden Mother and Daguerreotypes 2.3 Body-Technology Relations 3 The Corporeality of Mobile Photography 3.1 The Practical Changeover of Photography 3.2 The Bodily Mode of Selfie: Gazing at Oneself 4 Conclusion: Further Implications Acknowledgements References Part IV Social Media and Mobile Society 13 Spatial Practices of the Second Offline Abstract 1 Introduction 2 The Virtual Versus the Real 3 Spatial Layering in the Second Offline 4 Mobile Maps and the Second Offline 5 Locative Arts and Cartographic Practices 6 Conclusion Acknowledgements References 14 Carrying Relationships: Cities, Social Networks, and Mobile Media Abstract 1 Introduction 2 Conceptual Framework 2.1 The Formation of Intermediate Spaces via Mobile Media 2.2 Formation of Intermediate Zones and Their Localities 2.3 Research Question 3 Survey Overview 3.1 Characteristics of the Tokyo Metropolitan Area, the Surveyed Site 3.2 Area Divisions Used in the Analysis 4 Survey Results 4.1 Basic Attributes for Each Analysis Area 5 Discussion 5.1 Relationships via Media with “Parents” by Area 5.2 Relationships via Media with “Neighborhood Friends,” by Area 5.3 Relationships via Media with “Government Workers and Specialists” by Area 5.4 Summary: Who Does One See “Behind” the Smartphone Screens of Mothers? 6 Conclusion References 15 Social Media Usage and Translocality Among Japanese Young Adults Abstract 1 Introduction 2 Aomori Prefecture: Mutsu City and Oirase-Cho 3 Thesis, Data, and Variables 4 Permanent Residents and Inward Migrants in Regional Areas 5 Where Is a Local Area for Inward Migrants? 6 Social Media Usage 7 Who Interacts with Local Friends on Social Media? 8 Relationships with Local Friends and Social Media Usage 9 Type of Social Media and Well-Being 10 Conclusion Acknowledgements References
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