Immediacy, hypermediacy, and the college campus
In “Immediacy, Hypermediacy, and the College Campus: Using Augmented Reality for Social Critique,” Leah Shafer and Iskandar Zulkarnain also describe a specific assignment within a critical media classroom, but in this case, they incorporate Augmented Reality (AR). Both faculty at Hobart and William Smith Colleges, Shafer and Zulkarnain build off of critical media theory and examples of AR as varied as the conceptual art piece “flARmingos” by Kristin Lucas to the ubiquitous Pokémon GO to prepare students for their own production of augmented reality to mark locations of social difference within their campus community and everyday spaces, including gendered bathrooms, dining halls, athletic facilities, and the counseling center. Shafer and Zulkarnain bring together mediated and physical locations in ways that differ from yet resonate with the interventions offered by ross, Chang, and Rattner. In doing so, they conceptualize an innovative method for providing place-based social commentary that further melds the power of location-specific interventions with the affordances of participatory media.