Reading Response #4 – Kiser, Kylee

The Longford reading talks about specific Mobile Digital Commons Network (MDCN) projects that aim to understand how mobile “technologies augment, enhance and transform our culturally situated experiences of urban and outdoor spaces”. It highlights two specific projects, one involving the history of a park, and the other involving ghosts in a cemetery. Both projects are about augmenting space/ reality, which is a common topic of this class. The reading talks about how augmented space is when information is embedded into interactions that can be played out in the physical world, instead of simply creating a wholly virtual world. In the park project, historical information was layered onto the real space of the park. This makes me wonder if this type of technology could replace physical tours, with tour guides. This reading asked some interesting questions about the relationship technology could have with the spirit world in the cemetery project, which reminded me of a photo a friend of mine took of us where there appears to be a face in the top corner of the image. The reading asks questions such as, “can a player be possessed through the phone?” as events that could happen in the game. I thought this could be interesting for believers in the paranormal because they may believe that the phone could be a sort of “Ouija board” that can access or communicate with the paranormal. These projects make me think of Pokémon Go, a mobile app game in which you can catch Pokémon in “the real world”. The app is a great example of augmented reality because it overlays a Pokémon world over the real world, and players can interact with the fictional creatures that appear to be in the real world. I have added an image of the game below for reference, as my multimedia artifact.