Media space

Last updated
An original concept drawing of a media space by Robert Stults from 1982. MediaSpaceConceptDrawing1982 w600.jpg
An original concept drawing of a media space by Robert Stults from 1982.

Media spaces are electronic settings in which groups of people can work together, even when they are not present in the same place and time. In a media space, people can create real-time visual and acoustic environments that span physically separate areas. They can also control the recording, accessing and replaying of images and sounds from those environments. [1] After its initial conceptualization in the late 1980s, [2] [3] media spaces has gone through a rapid and significant evolution that allowed for it's current widespread use, which was mainly influenced by the mobilization & individualization of technological media [4] and the variety that this trend has brought to the tech world.

Contents

Research and development

Media Spaces were the subject of research during the mid- and late-1980s, led by Robert Stults and Steve Harrison, in the Smalltalk group at Xerox Palo Alto Research Center (PARC). [2] [3] [5] The research was carried out in the Design and Media Spaces Area of the Software Concepts Laboratory, as part of a larger inquiry into systems and media to support the social process of design.

The Media Space at Xerox PARC was implemented in laboratory sites in Palo Alto, California, and Portland, Oregon. [2] These employed live and recorded audio and video, video and audio switching, networked workstations and servers, and inter-site network connection, in order to provide for a form of telepresence within offices and work areas at the two sites. Interactions among staff at the sites were conveyed in real time by video and audio, and by the networked workstations; and the interactions were recorded and played back, and digital indexes of the records were prototyped. [2] The live and recorded interactions permitted communications among the connected spaces, as well as asynchronous participation. Recording and retrieval, integrated with persistent live connection, was a major distinguishing feature between Media Space and videoconferencing as it was understood at the time.

Modernization of the technology

Early research surrounding media spaces has played a pioneering role in the development and use of new media spaces— which have started gaining momentum in the early 2000s with the commercialization of internet access and comparably mobile, single-user devices. The concept has consequentially evolved into encompassing a wider spectrum of utilization techniques and styles as the practice was no longer depended on fixed-station installations to function. [4] Soon, the development of software that establish the said recording and retrieval through a continuous live (internet) connection on demand followed, making the function of creating media spaces within singular yet versatile devices possible. [4] This newfound convenience surrounding the use of media spaces also played a part in the prevalence of such devices and mobile applications to be more on demand in the 2010s, further expanding the area of interest and potential for modern media spaces by gradually centralizing the services and their providers. [6]

The COVID-19 pandemic

St. Thomas Aquinas Church in a ZOOM session with Fr. Robert Ellis during the COVID-19 lockdown. St Thomas Aquinas Church, Ham, ZOOM session.jpg
St. Thomas Aquinas Church in a ZOOM session with Fr. Robert Ellis during the COVID-19 lockdown.

After the COVID-19 pandemic started to spread globally, it was necessary to take precautions to control the diseases' spread, and this meant that face to face interactions that were once the norm would also be altered accordingly. [7] With the implementation of social distancing and quarantine campaigns, almost all social and professional interactions were progressively adapted to alternative communication methods worldwide. [8] For most professional settings this meant almost a complete transition to, "work from home" or simply remote work. Specifically in the U.S., such hybrid or remote work was practiced by only 20% of the before the pandemic, and rose up to 71% afterward. [7]

During this time, the rapid integration of modern media space technologies and their utilization as the main vessel to most human interactions [7] has had long-term effects on the overall business practices that are still observable and persistent today. For example, many of the videoconferencing software (i.e. groupware [9] ) such as Zoom, Skype, Microsoft Teams, Google Meet, and many more are still actively used by most businesses and educational institutions in the aftermath of the pandemic, although not as much as they did during it. [8] Although these applications seemingly revolve around videoconferencing from the first glance, they share and employ the vision of recording and retrieval features that earlier media space research had experimented with through features like session recording, cloud uploads, and screensharing.

Related Research Articles

<span class="mw-page-title-main">Graphical user interface</span> User interface allowing interaction through graphical icons and visual indicators

A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.

<span class="mw-page-title-main">History of the graphical user interface</span>

The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm.

LambdaMOO is an online community of the variety called a MOO. It is the oldest MOO today.

Mesa is a programming language developed in the mid 1970s at the Xerox Palo Alto Research Center in Palo Alto, California, United States. The language name was a pun based upon the programming language catchphrases of the time, because Mesa is a "high level" programming language.

<span class="mw-page-title-main">PARC (company)</span> American company

SRI Future Concepts Division is a research and development company in Palo Alto, California. It was founded in 1969 by Jacob E. "Jack" Goldman, chief scientist of Xerox Corporation, as a division of Xerox, tasked with creating computer technology-related products and hardware systems.

Xerox Network Systems (XNS) is a computer networking protocol suite developed by Xerox within the Xerox Network Systems Architecture. It provided general purpose network communications, internetwork routing and packet delivery, and higher level functions such as a reliable stream, and remote procedure calls. XNS predated and influenced the development of the Open Systems Interconnection (OSI) networking model, and was very influential in local area networking designs during the 1980s.

<span class="mw-page-title-main">Xerox Alto</span> Computer made by Xerox

The Xerox Alto is a computer system developed at Xerox PARC in the 1970s. It is considered one of the first workstations or personal computers, and its development pioneered many aspects of modern computing. It features a graphical user interface (GUI), a mouse, Ethernet networking, and the ability to run multiple applications simultaneously. It is one of the first computers to use a WYSIWYG text editor and has a bit-mapped display. The Alto did not succeed commercially, but it had a significant influence on the development of future computer systems.

<span class="mw-page-title-main">Xerox Star</span> Early GUI-based computer workstation from Xerox

The Xerox Star workstation, officially named Xerox Star 8010 Information System, is the first commercial personal computer to incorporate technologies that have since become standard in personal computers, including a bitmapped display, a window-based graphical user interface, icons, folders, mouse (two-button), Ethernet networking, file servers, print servers, and email.

<span class="mw-page-title-main">Remote work</span> Employees working from any location

Remote work is the practice of working at or from one's home or another space rather than from an office.

Interlisp is a programming environment built around a version of the programming language Lisp. Interlisp development began in 1966 at Bolt, Beranek and Newman in Cambridge, Massachusetts with Lisp implemented for the Digital Equipment Corporation (DEC) PDP-1 computer by Danny Bobrow and D. L. Murphy. In 1970, Alice K. Hartley implemented BBN LISP, which ran on PDP-10 machines running the operating system TENEX. In 1973, when Danny Bobrow, Warren Teitelman and Ronald Kaplan moved from BBN to the Xerox Palo Alto Research Center (PARC), it was renamed Interlisp. Interlisp became a popular Lisp development tool for artificial intelligence (AI) researchers at Stanford University and elsewhere in the community of the Defense Advanced Research Projects Agency (DARPA). Interlisp was notable for integrating interactive development tools into an integrated development environment (IDE), such as a debugger, an automatic correction tool for simple errors, and analysis tools.

The office of the future is a collection of ideas for redesigning the office. As technology and society have evolved, the definition of the office of the future has changed. Current concepts, dating from the 1940s, are now known as the "paperless office".

<span class="mw-page-title-main">Larry Tesler</span> American computer scientist (1945–2020)

Lawrence Gordon Tesler was an American computer scientist who worked in the field of human–computer interaction. Tesler worked at Xerox PARC, Apple, Amazon, and Yahoo!.

<span class="mw-page-title-main">Robert Taylor (computer scientist)</span> American computer scientist

Robert William Taylor, known as Bob Taylor, was an American Internet pioneer, who led teams that made major contributions to the personal computer, and other related technologies. He was director of ARPA's Information Processing Techniques Office from 1965 through 1969, founder and later manager of Xerox PARC's Computer Science Laboratory from 1970 through 1983, and founder and manager of Digital Equipment Corporation's Systems Research Center until 1996.

<span class="mw-page-title-main">Dan Ingalls</span> American computer scientist

Daniel Henry Holmes Ingalls Jr. is a pioneer of object-oriented computer programming and the principal architect, designer and implementer of five generations of Smalltalk environments. He designed the bytecoded virtual machine that made Smalltalk practical in 1976. He also invented bit blit, the general-purpose graphical operation that underlies most bitmap computer graphics systems today, and pop-up menus. He designed the generalizations of BitBlt to arbitrary color depth, with built-in scaling, rotation, and anti-aliasing. He made major contributions to the Squeak version of Smalltalk, including the original concept of a Smalltalk written in itself and made portable and efficient by a Smalltalk-to-C translator.

<span class="mw-page-title-main">Videotelephony</span> Real-time video communication

Videotelephony is the use of audio and video for simultaneous two-way communication. Today, videotelephony is widespread. There are many terms to refer to videotelephony. Videophones are standalone devices for video calling. In the present day, devices like smartphones and computers are capable of video calling, reducing the demand for separate videophones. Videoconferencing implies group communication. Videoconferencing is used in telepresence, whose goal is to create the illusion that remote participants are in the same room.

A virtual workplace is a work environment where employees can perform their duties remotely, using technology such as laptops, smartphones, and video conferencing tools. A virtual workplace is not located in any one physical space. It is usually a network of several workplaces technologically connected without regard to geographic boundaries. Employees are thus able to interact in a collaborative working environment regardless of where they are located. A virtual workplace integrates hardware, people, and online processes.

Metaphor Computer Systems (1982–1994) was an American computer company that created an advanced workstation, database gateway, unique graphical office interface, and software applications that "seamlessly integrate" data from both internal and external sources. The Metaphor machine was one of the first commercial workstations to offer a complete hardware/software package and a GUI, including "a wireless mouse and a wireless five-function key pad". Although the company achieved some commercial success, it never achieved the fame of either the Apple Macintosh or Microsoft Windows.

<span class="mw-page-title-main">William Newman (computer scientist)</span> British computer scientist (1939–2019)

William Maxwell Newman was a British computer scientist. With others at the Xerox Palo Alto Research Center in the 1970s Newman demonstrated the advantages of the raster display technology first deployed in the Xerox Alto personal workstation, developing interactive programs for producing illustrations and drawings. With Bob Sproull he co-authored the first major textbook on interactive computer graphics.

Ted Kaehler is an American computer scientist known for his role in the development of several system methods. He is most noted for his contributions to the programming languages Smalltalk, Squeak, and Apple Computer's HyperCard system, and other technologies developed at Xerox PARC.

References

  1. Mantei, Marilyn M.; Baecker, Ronald M.; Sellen, Abigail J.; Buxton, William A. S.; Milligan, Thomas; Wellman, Barry (1991). "Experiences in the use of a media space". Proceedings of the SIGCHI conference on Human factors in computing systems Reaching through technology - CHI '91. ACM Press. pp. 203–208. doi:10.1145/108844.108888. ISBN   978-0-89791-383-6.
  2. 1 2 3 4 Stults, R. (1986). Media Spaces (Technical report). Xerox PARC.
  3. 1 2 Robert Stults, Steve Harrison (1986). SHOPTALK 2 - Two Views of a Conversation (Videotape). Palo Alto, CA: Xerox Corporation.
  4. 1 2 3 Akoi, Paul M; Szymanski, Margaret H; Woodruff, Allison (2006)."Media Spaces in the Mobile World"(PDF). Paul Akoi.
  5. Steve Harrison (1987). SHOPTALK 3 - Design and Media Spaces (Videotape). Palo Alto, CA: Xerox Corporation.
  6. Tollmar, Konrad; Chincholle, Didier; Klasson, Britt; Stephanson, Thomas (1999). "VideoCafé - exploring mediaspaces in public places within organizations". Behaviour & Information Technology. 20 (2): 101–110. doi:10.1080/01449290010020684. ISSN   0144-929X via ResearchGate.
  7. 1 2 3 Tahlyan, Divyakant; Said, Maher; Mahmassani, Hani; Stathopoulos, Amanda; Walker, Joan; Shaheen, Susan (2022-01-01). "For whom did telework not work during the Pandemic? understanding the factors impacting telework satisfaction in the US using a multiple indicator multiple cause (MIMIC) model". Transportation Research Part A: Policy and Practice. 155: 387–402. Bibcode:2022TRPA..155..387T. doi:10.1016/j.tra.2021.11.025. ISSN   0965-8564. PMC   9759408 . PMID   36570728.
  8. 1 2 Karl, Katherine A.; Peluchette, Joy V.; Aghakhani, Navid (2022). "Virtual Work Meetings During the COVID-19 Pandemic: The Good, Bad, and Ugly". Small Group Research. 53 (3): 343–365. doi:10.1177/10464964211015286. ISSN   1046-4964. PMC   8165498 . PMID   38603094.
  9. "Rhythms, Boundaries, and Containers". 2011-09-09. Archived from the original on 2011-09-09. Retrieved 2024-11-02.

Further reading

See also