Special Issue of Interdisciplinary Science Reviews on 'Computational Picturing'
Guest edited by Annamaria Carusi, Aud Sissel Hoel and Timothy Webmoor
Visual tools and instruments have been a focal point of historical, social and cognitive studies of science for quite... more
Visual tools and instruments have been a focal point of historical, social and cognitive studies of science for quite some time, and even more so with the onset of the digital era. Profound questions about the nature of scientific knowledge are posed by the plethora of digital images and computational visualizations to be found in scientific domains. Currently, we are seeing the emergence of a new generation of computational and digital tools which are fast becoming entrenched in all research domains across science, social science and the humanities, and which are even constitutive of new cross-cutting domains. It remains unclear which distinctions become important now that the predominant form of picturing is computational or in what specific ways this makes a difference.
This special issue consists of a collection of papers that address different aspects of the methodological and theoretical questions raised by computational forms of picturing.
Book Review: Simon Reynolds, Retromania: Pop Culture's Addiction to Its Own Past
Notes: Quarterly Journal of the Music Library Association 68/4, 2012, pp.763-765
Le Sette Anime dei Makers
L'articolo passa i rassegna i sette filoni principali di sviluppo del mondo "maker" in Italia: makers scene;... more L'articolo passa i rassegna i sette filoni principali di sviluppo del mondo "maker" in Italia: makers scene; fablabs; CNC machines; open hardware; digital design; nuovi distretti industriali; D.I.Y. come empowerment.
Purloining Derrida? Authority, materiality and the right to philosophy in Argentina
This paper examines the prosecution of an Argentine philosophy professor, Horacio Potel, for sharing a number of texts... more This paper examines the prosecution of an Argentine philosophy professor, Horacio Potel, for sharing a number of texts by Jacques Derrida online. By reading his own critique of copyright and the charges brought against him in conjunction with Derrida’s own work, I consider how Potel challenges understandings of authorship, law, and the ethics of copying, and how it has influenced popular discourse on copying. I also examine how his critique of the printed book as technology of transmission, in contrast to the liberatory potential of digital technologies, complicates our understanding of the materiality of cultural forms in resistances to neoliberalism in Argentina. Potel’s project can best be understood, I argue, as the construction of a reading subject whose orientation to the author and text is radically distinct from those seen either in other forms of “piracy” or liberal discourses of “open access” or “fair use.”
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Seen by:Postmodernism in Estonian Literary Culture. Extract
by Piret Viires
Published by Peter Lang Verlag http://www.peterlang.com/index.cfm?event=cmp.ccc.seitenstruktur.detail
Postmodernism in Estonian Literary Culture explores the influence of postmodernism on Estonian culture, more precisely... more
Postmodernism in Estonian Literary Culture explores the influence of postmodernism on Estonian culture, more precisely its literature. The author takes a look at how postmodernism arrived in the Estonian literary culture and how it took root there, both on a theoretical level and in cultural practices. Obvious parallels emerge with radical cultural changes in post-socialist East-European countries in the early 1990s, which were caused by social transformations. Examples of Estonian postmodernist literary texts are analysed, following the manifestations of
postmodernism from the 1950s until the beginning of the 21st century; the book also tackles ethnofuturism, popular and digital literature, and introduces a universal model which enables to determine postmodernist texts in literature.
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Seen by:Postmodernism in Estonian Literary Culture. Datasheet
by Piret Viires
Published by Peter Lang Verlag
http://www.peterlang.com/index.cfm?event=cmp.ccc.seitenstruktur.detail
Postmodernism in Estonian Literary Culture explores the influence of postmodernism on Estonian culture, more precisely... more Postmodernism in Estonian Literary Culture explores the influence of postmodernism on Estonian culture, more precisely its literature. The author takes a look at how postmodernism arrived in the Estonian literary culture and how it took root there, both on a theoretical level and in cultural practices. Obvious parallels emerge with radical cultural changes in post-socialist East-European countries in the early 1990s, which were caused by social transformations. Examples of Estonian postmodernist literary texts are analysed, following the manifestations of postmodernism from the 1950s until the beginning of the 21st century; the book also tackles ethnofuturism, popular and digital literature, and introduces a universa model which enables to determine postmodernist texts in literature.
Managing culture creep: Toward a strategic model of user IT culture
This article describes a framework of IT user culture that has implications for organiza-
tional IT strategy.... more
This article describes a framework of IT user culture that has implications for organiza-
tional IT strategy. The research was conducted in multiple settings with a grounded theory
approach. The resulting framework is anchored to nine archetypal IT user profiles and
encompasses their inter-group dynamics. By adopting a cultural perspective on IT usage,
the framework can inform IT adoption and usage strategy with possible cultural anteced-
ents and determinants of usage constructs common in IS research. The proposed frame-
work suggests how management can influence the migration of IT user culture (culture
creep). This framework can also enrich other acceptance models in order to more fully con-
sider the human factor during IT implementation and adoption. The results underscore the
importance of culture-customizing organizational IT socialization, training and evolution
programs.
Digital Image: Simulation of "Self" or Reductio Ad Absurdum
Apparel is the primary material that a person consulted while creating and identity which is not only who actually he... more Apparel is the primary material that a person consulted while creating and identity which is not only who actually he is, but also who he wants to be. In his social life or working life, people dress for impressing others because of mmany effective reasons, or pretending someone else or just to get what he wants. Thus he tells something about himself and over these images the society relates the look with his life-style. Basically, fashion refreshes itself for this deceptions. Human being is able to cover himself in any surroundings even he is most visible in. So, he is influenced by what, in a virtual world where is the most available atmosphere to hide “self”? While he is creating his digital identity called avatar, does he follow his own example or draws a sample of the simulation of a person he wants to be? In this case, it’s studied that; what criterions the gamers take in their costume and image selections during the creation of their visual characters and also this consciousness or underconsciousness is being understood by other gamers in the digital games like The Sims, The Sims Social, Second Life by questing the gamers in several ages, occupations and genders. Finally, it’s been highlighted the importance of apparel in the process of creating a digital ID.
Op-ed: Digital Ways of Preventing HIV Are the Best Medicine
by Gurmit Singh
Co-authored with Christopher S Walsh
Mobile Public Art, Public Art Review
by Martha Ladly
Public Art Review, Issue 41, Fall/Winter 2009
Mobile art is a growing phenomenon, attracting new artists who see the potential for engaging new audiences, in both... more Mobile art is a growing phenomenon, attracting new artists who see the potential for engaging new audiences, in both urban and remote public environments. Mobile artworks are potentially ubiquitous and playful, possible and everywhere ¬– all that is required to participate is your presence in a particular public place, your intention to investigate or play, and a mobile device. The mobile devices (usually mobile phones and portable digital assistants) act as interfaces to the artworks, but portable CD players and computers, bicycles and cars, buildings, parks, trails, forests, and even mountains, have all been construed as media elements and interfaces for mobile public art.
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Seen by:Interactivity and audience experience in the modern museum: discussing findings from case study on the ‘High Arctic’ immersive installation, National Maritime Museum, London
by Irida Ntalla
A ESFERA SIMBÓLICA DA PRODUÇÃO: Estratégias de publicização do mundo do trabalho na mídia digital
This article analyzes the strategies that represent the work environment through the study of the transposition of... more This article analyzes the strategies that represent the work environment through the study of the transposition of Bohemia’s productive system to a digital media. The virtual Bohemian Factory, the object of this study, is a discursive construction of beer production that sustains and amplifies the good’s intangible significations. This mediatic version of production is reified, merchandized to symbolic consumption by means of publicization processes – a concept that amplifies the sense of publicity from its original understanding as commercially based messages restricted to specific spaces of distribution.
Google e o consumo simbólico do trabalho criativo
The object of this paper is to examine the ways through which Google Corporation gains media visibility and the... more The object of this paper is to examine the ways through which Google Corporation gains media visibility and the meanings of its work environment, when it is publicized in digital media. We analyse the communicational processes which produce Google´ s meaning of creative work, a meaning that is materialized in spaces, environments and human insertions within these scenarios, ruled by the logic of spectacularization and of the translation of the world of work to the sphere of consumption.
Book review: How to do things with videogames (Ian Bogost, 2011)
Published in Journal of Interactive Media in Education, March 2012
In a widely-tweeted blog post, Ian Bogost recently railed against the tendency within media studies towards what is... more In a widely-tweeted blog post, Ian Bogost recently railed against the tendency within media studies towards what is sometimes called 'aca-fandom': the manufacture of academic publications that do little more than express the author's personal taste in television programmes, videogames, and other mass media products. "There are plenty of fans of The Wire and Mad Men and Halo and World of Warcraft", Bogost wrote, "but we scholars... have a special obligation to explain something new about the works we discuss" (Bogost, 2010). Bogost characterised aca-fans as television fans or hardcore gamers lucky enough to make a living out of their sub-cultural investments; the price of this good fortune, he argued, is a responsibility to write from the position of a scholar, rather than that of a gamer or fan. It was a well-judged argument, but one that inevitably suggests a benchmark against which to judge Bogost's own works. Does How to Do Things with Videogames fulfil its scholarly obligations? To me, at least, it seems that the answer is both yes and no.
