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The Mobile Museum of Art
Related Results
Ambient Play
Ambient Play
How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes.
We often play games on our mobile devices...
How to Design and Write Web Pages Today
How to Design and Write Web Pages Today
This unique guidebook lays the foundations of contemporary mobile-first, responsive web design, offering writers, designers, and those who teach them a complete and up-to-date appr...
Companionship
Companionship
In this chapter we investigate the shifting role of memorialization through case studies of individual usage of mobile and social media. The mobile phone, now an active part of eve...
Conclusion
Conclusion
The concluding chapter revisits our major themes and highlights next steps for exploring mobile-emotive practices and loss. We also seek to provide a set of propositions for future...
C-arm systems
C-arm systems
This chapter covers the design and functions of mobile C-arm X-ray systems used in intra-operative imaging (also known as ‘image intensifiers’, or IIs), including the movements and...
mHealth in Practice
mHealth in Practice
There has recently been an explosion of interest around the application of mobile communication technologies to support health initiatives in developing countries (mHealth). As a r...
New Art Museum Library
New Art Museum Library
The New Art Museum Libraryaddresses the issues facing today's art museum libraries through a series of scholarly essays written by top librarians in the field. In 2007, the publica...
BYOD Policies as a Negotiable Control Lever . . . or Not
BYOD Policies as a Negotiable Control Lever . . . or Not
Enterprise consumerization describes how technologies purchased by “enterprises” (i.e., organizations or companies) became consumer products. Mobile devices fall into this category...

