They consider the control and power exercised by software architecture; the app's prosthetic ability to enhance certain human capacities, in reality or in imagination; the app economy, and the divergent possibilities it offers of making a living or making a fortune; and the app as medium and remediator of reality. Also included (and documented in color) are selected projects by artists asked to design truly imaginary apps, qicons of the impossible.q These include a female sexual arousal graph using Doppler images; qThe Ultimate App, q which accepts a payment and then closes, without providing information or functionality; and qiLuck, q which uses GPS technology and four-leaf-clover icons to mark places where luck might be found. ContributorsChristian Ulrik Andersen, Thierry Bardini, Nandita Biswas Mellamphy, Benjamin H. Bratton, Drew S.... through programming that closely monitors consumer behavior and the effects of marketing through track- ing and ... Applea#39;s iOS iTunes and App Store, Microsofta#39;s Xbox Live, Sonya#39;s Playstation Network (PSN), and Amazona#39;s Kindle are allanbsp;...
|Title||:||The Imaginary App|
|Author||:||Paul D. Miller, Svitlana Matviyenko|
|Publisher||:||MIT Press - 2014-08-29|