A History of Digital Subcultures in Europe During the 1980S
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Reactionary Postmodernism? Neoliberalism, Multiculturalism, the Internet, and the Ideology of the New Far Right in Germany
University of Vermont ScholarWorks @ UVM UVM Honors College Senior Theses Undergraduate Theses 2018 Reactionary Postmodernism? Neoliberalism, Multiculturalism, the Internet, and the Ideology of the New Far Right in Germany William Peter Fitz University of Vermont Follow this and additional works at: https://scholarworks.uvm.edu/hcoltheses Recommended Citation Fitz, William Peter, "Reactionary Postmodernism? Neoliberalism, Multiculturalism, the Internet, and the Ideology of the New Far Right in Germany" (2018). UVM Honors College Senior Theses. 275. https://scholarworks.uvm.edu/hcoltheses/275 This Honors College Thesis is brought to you for free and open access by the Undergraduate Theses at ScholarWorks @ UVM. It has been accepted for inclusion in UVM Honors College Senior Theses by an authorized administrator of ScholarWorks @ UVM. For more information, please contact [email protected]. REACTIONARY POSTMODERNISM? NEOLIBERALISM, MULTICULTURALISM, THE INTERNET, AND THE IDEOLOGY OF THE NEW FAR RIGHT IN GERMANY A Thesis Presented by William Peter Fitz to The Faculty of the College of Arts and Sciences of The University of Vermont In Partial Fulfilment of the Requirements For the Degree of Bachelor of Arts In European Studies with Honors December 2018 Defense Date: December 4th, 2018 Thesis Committee: Alan E. Steinweis, Ph.D., Advisor Susanna Schrafstetter, Ph.D., Chairperson Adriana Borra, M.A. Table of Contents Introduction 1 Chapter One: Neoliberalism and Xenophobia 17 Chapter Two: Multiculturalism and Cultural Identity 52 Chapter Three: The Philosophy of the New Right 84 Chapter Four: The Internet and Meme Warfare 116 Conclusion 149 Bibliography 166 1 “Perhaps one will view the rise of the Alternative for Germany in the foreseeable future as inevitable, as a portent for major changes, one that is as necessary as it was predictable. -
Alive Dead Media 2020: Tracker and Chip Music
Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. -
Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
Alternative Media As Activist Media
Stream: Culture/Politics/Technology, 7(1), 23-33 http://journals.sfu.ca/stream Rising Above: Alternative Media as Activist Media Benjamin Anderson School of Communication Simon Fraser University Abstract This paper asserts that truly activist media must be dually committed to critical education and to political action. Whereas my previous work has focused on the need for activist media to challenge media power from within, it is my goal here to build a model of activist media characterized by di- rect action through engagement in critical education and activism in both content and production. Such a model will provide insight both into the limitations of previous research on the oppositional potential of alternative media and into the challenge facing alternative media scholars and practi- tioners alike – that of rising above the noise of the dominant media of the cultural industry in order to communicate for radical social change. Keywords Alternative media, activist media, critical theory Introduction “[God] could alter even the past, unmake what had really happened, and make real what had never happened. As we can see, in the case of enlightened newspaper edi- tors, God is not needed for this task; a bureaucrat is all that is reQuired.” -Walter Benjamin, Journalism Today's culture industry both shapes and reinforces the social totality. In contemporary media we see the limits of accepted reason, wherein the status Quo imposes itself as the one and only reality, the limits of human action and the culmination of a unified, linear history of human progress (Horkheimer & Adorno 2002). Just as the capitalist order enjoys the uncanny ability to co-opt dissi- dence and resistance, so too does the culture industry reappropriate creative resistance – in the commercialization of radical resources, the mass mediated smearing of radical voices, and the ab- sorption (or dissolution) of alternative media channels through economic strangulation. -
Online Software Copyright Infringement and Criminal Enforcement
Online Software Copyright Infringement and Criminal Enforcement Submitted: May 14, 2005 Randy K. Baldwin American University Washington College of Law What are Warez and Who Trades Them? This paper will discuss infringement of software copyrights with a focus on criminal ‘warez trading‘ of copyrighted software on the Internet. Warez are infringing electronic, digital copies of copyrighted works whose copy protection measures have been removed.1 Warez are most often ‘cracked’ software programs whose digital rights management (DRM) and copy control measures have been circumvented. Once DRM controls have been disabled, warez are subsequently distributed and traded on the Internet, usually without any direct financial gain to the distributors and traders.2 Distribution of warez usually starts as small-scale deployments from password- protected file transfer protocol (FTP) servers and encrypted and/or password-protected web sites run by warez groups. Warez are then traded on the Internet among broader groups via direct peer-to-peer (P2P) connections, and encrypted emails with warez attachments. Trading and downloading of warez is coordinated via closed, invite-only Internet Relay Chat (IRC) channels, Pretty Good Privacy (PGP) encrypted email, Instant Messaging (IM), private chat rooms, direct connect P2P networks, and messages posted to Usenet groups under pseudonyms.3 Servers and sites hosting warez and communications means used by warez traders are designed to avoid detection and identification by law enforcement.4 File and directory names are intentionally 1 Goldman, Eric, A Road to No Warez: The No Electronic Theft Act and Criminal Copyright Infringement. 82 Or. L. Rev. 369, 370-371 (2003). [hereinafter Road to No Warez], available at http://ssrn.com/abstract=520122 (last visited May 9, 2005) (on file with author) (Defines warez and warez trading. -
Histories of Internet Games and Play: Space, Technique, and Modality Teodor E
University of Wollongong Research Online Faculty of Law, Humanities and the Arts - Papers Faculty of Law, Humanities and the Arts 2017 Histories of internet games and play: space, technique, and modality Teodor E. Mitew University of Wollongong, [email protected] Christopher L. Moore University of Wollongong, [email protected] Publication Details Mitew, T. E. & Moore, C. L. "Histories of internet games and play: space, technique, and modality." The Routledge companion to global internet histories. Ed.G. Goggin & M. J. McLelland. London, United Kingdom: Routledge, 2017, 448-460. Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Histories of internet games and play: space, technique, and modality Keywords space, play, histories, games, modality, internet, technique Disciplines Arts and Humanities | Law Publication Details Mitew, T. E. & Moore, C. L. "Histories of internet games and play: space, technique, and modality." The Routledge companion to global internet histories. Ed.G. Goggin & M. J. McLelland. London, United Kingdom: Routledge, 2017, 448-460. This book chapter is available at Research Online: https://ro.uow.edu.au/lhapapers/3657 HISTORIES OF INTERNET GAMES AND PLAY: SPACE, TECHNIQUE, AND MODALITY Teodor Mitew and Christopher Moore Introduction It would be a daunting task to attempt an authoritative history of the Internet and play, and it is not our intention to sketch such an account, in the singular, even if the space allowed for it. Rather, we have undertaken a preliminary mapping of those elements which, we argue, should participate in the telling of the histories of Internet games. -
Critical Literacy Seems Really Interesting, but Why Talk About Menstruation?
“Critical literacy seems really interesting, but why talk about menstruation?” A critical literacy approach to teaching and learning about menstruation Shire Agnew A thesis submitted for the degree of Doctorate of Philosophy at the University of Otago College of Education, Dunedin, New Zealand June 2017 Abstract For the majority of young people, puberty and sexuality education is an important source of information about menstruation. Menstruation is part of the Positive Puberty unit, Year Six to Eight in the New Zealand Health and Physical Education curriculum. The Positive Puberty unit states that students develop a positive attitude towards the changes occurring at puberty. However, dominant discourse of shame and secrecy still construct menstruation as a worrisome event that must remain hidden from awareness. I argue that a different approach to the teaching of menstruation is necessary if we are to achieve outcomes that construct puberty, particularly menstruation, in a positive way. This research uses a critical literacy where teachers and students mutually investigate a variety of possible multiple readings (re)created in the texts of print advertising produced by menstrual companies. Teachers and students from Year Seven and Eight (ages 11-12) made up the participants of this study. The teachers attended two workshops to explore menstruation and critical literacy, and mutually construct lesson plans for an observed classroom lesson with each participating teacher. From each classroom a mixed-gendered group of six students took part in pre and post-lesson interviews, and the teachers all participated in exit interviews. All workshops and interviews were audio-recorded and transcribed, and the transcriptions along with my field notes of the lesson and their activity sheets made up the data of this research. -
The Creative Economy and the English Speaking Communities in Quebec
The Creative Economy and the English Speaking Communities in Quebec REPORT SUBMITTED TO INDUSTRY CANADA BY TRACY ZHANG, PH.D.(SIMONE DE BEAUVOIR INSTITUTE, CONCORDIA UNIVERSITY), WITH AN ANNOTATED BIBLIOGRAPHY PREPARED BY AURELIA ROMAN, M.A. ON BEHALF OF THE QUEBEC ENGLISH - SPEAKING COMMUNITIES RESEARCH NETWORK (QUESCREN) QUESCREN is a joint initiative of the Canadian Institute for Research on Linguistic Minorities and Concordia University's School of Extended Learning MONTREAL, 2012-03-31 The Creative Economy and English-speaking Communities in Quebec EXECUTIVE SUMMARY The Creative Economy and English-Speaking Communities in Quebec presents preliminary research results based on a focus group, private key informant interviews, and bibliographical research. It demonstrates that the concepts of the creative economy are useful in charting cultural and economic development for the English-speaking communities in Quebec (ESCQ). The English-speaking population in Quebec forms the largest provincial Official Language Minority Community in Canada. In recent decades, the composition of this population has become increasingly complex and multicultural. Parallel to this demographic shift, the influence of English-language Quebec culture has also evolved. English-speakers are said to have a high participation rate in the arts, culture and heritage sectors. In this context, organizations from these sectors are increasingly involved in supporting the socioeconomic development of the ESCQ. This report reflects growing concerns on the part of representatives of some of these organizations who participated in the study over how to apply the creative economy theory to generate effective models of cultural-economic development for the ESCQ. Due to the preliminary nature of the research involved in this study, coupled with the range of understandings about the creative economy reflected in the participants' comments and our annotated bibliography, the report does not recommend a single definition of "creative economy". -
Is Multiculturalism Really Dead?
Grand Valley State University ScholarWorks@GVSU Honors Projects Undergraduate Research and Creative Practice 5-3-2011 Is Multiculturalism Really Dead?: A Closer Look at the Multiculturalism Debate within the Context of Berlin’s District of Kreuzberg Molly Wolf Grand Valley State University Follow this and additional works at: http://scholarworks.gvsu.edu/honorsprojects Recommended Citation Wolf, Molly, "Is Multiculturalism Really Dead?: A Closer Look at the Multiculturalism Debate within the Context of Berlin’s District of Kreuzberg" (2011). Honors Projects. 67. http://scholarworks.gvsu.edu/honorsprojects/67 This Open Access is brought to you for free and open access by the Undergraduate Research and Creative Practice at ScholarWorks@GVSU. It has been accepted for inclusion in Honors Projects by an authorized administrator of ScholarWorks@GVSU. For more information, please contact [email protected]. Is Multiculturalism Really Is MulticulturalismDead?: Really A Dead?: closer A Closer Look at the Multiculturalism Debate within the Context of Berlin’s District of Kreuzberg MollySculpture Elizabeth of Kreuzberg Wolf punks on an hourglass on the corner of Admiralstraße and Kohlfurter Straße HNR 499: Senior Project Frederik Meijer Honors College Grand Valley State University Professor Donovan Anderson May 3, 2011 2 At a conference in October of 2010, German Prime Minister, Angela Merkel, made the statement that German multiculturalism is dead. I wonder if Merkel has ever stepped foot into the city district of Kreuzberg, or even left her office in Berlin at all. Berlin is a city in which it is quite easy for one, in certain parts, to sometimes forget in which country one actually is. -
Are We a Bunch of Robin Hoods?” Filesharing As a Folk Tradition of Resistance Benjamin Staple
Document generated on 09/27/2021 8:47 a.m. Ethnologies “Are We a Bunch of Robin Hoods?” Filesharing as a Folk Tradition of Resistance Benjamin Staple Crime and Folklore Article abstract Crime et folklore On the edge of the digital frontier, far from the oceans of their maritime Volume 41, Number 1, 2019 namesakes, pirate communities flourish. Called outlaws and thieves, these file-sharers practice a vernacular tradition of digital piracy in the face of URI: https://id.erudit.org/iderudit/1069852ar overwhelming state power. Based on ethnographic fieldwork conducted with DOI: https://doi.org/10.7202/1069852ar Warez Scene cracking groups and the Kickass Torrents community, this article locates piracy discourse as a site of contested identity. For file-sharers who embrace it, the pirate identity is a discursively-constructed composite that See table of contents enables users to draw upon (and create) outlaw folk hero traditions to express themselves and affect small-scale change in the world around them. This article argues that pirate culture is more nuanced than popularly depicted and Publisher(s) that, through traditional practice, piracy is a vernacular performance of resistance. Association Canadienne d’Ethnologie et de Folklore ISSN 1481-5974 (print) 1708-0401 (digital) Explore this journal Cite this article Staple, B. (2019). “Are We a Bunch of Robin Hoods?”: Filesharing as a Folk Tradition of Resistance. Ethnologies, 41(1), 197–224. https://doi.org/10.7202/1069852ar Tous droits réservés © Ethnologies, Université Laval, 2020 This document is protected by copyright law. Use of the services of Érudit (including reproduction) is subject to its terms and conditions, which can be viewed online. -
Text of the German Application of Art of Coding
This is the Text of the German application of Art of Coding (www.http://demoscene-the-art-of-coding.net) with the purpose of bringing the demoscene onto the list of UNESCO intangible cultural heritage of humanity. The application was submitted in Oct 2019 and has been written in an collaborative community effort led by Tobias Kopka supported by Andre Kudra, Stephan Maienhöfer, Gleb Albert, Christian Brandt, Andreas Lange and many more who gave their hands at Digitale Kultur und Tastatur und Maus e.V. The structure depends on the form, which is given by the German UNESCO. In spite the structure differs from forms used in other countries text modules can be used for application in other countries. The texts in square brackets are part of the German form. Also every kind of feedback is welcome, which could be taken into account for future use. Use ‘team (at) demoscene-the-art-of-coding.net’ 1. Type of Immaterial Cultural Heritage [Please tick the applicable sections and elaborate in keywords (multi-selection possible, but not mandatory)] Section A) verbally passed on traditions and expressions [keywords]: own technical vocabulary, own idiom with specialized terminology, English is lingua franca Section B) performing arts (music, theatre, dance) [keywords]: composition, performant, live, public presentation, animation Section C) social tradition, (seasonal) celebration and ritual [keywords]: demoparties, competitions, visitor voting, price ceremonies Section D) Knowledge and customs, related to nature or the universe [keywords]: digitalized living environment, cyberspace, virtual reality Section E) traditional craftsmanship [keywords]: coding, composition, animation, adoption, do-it-yourself Section F) other 2. -
Piracy Landscape Study
Piracy Landscape Study: Analysis of Existing and Emerging Research Relevant to Intellectual Property Rights (IPR) Enforcement of Commercial-Scale Piracy Prepared for the U.S. Patent and Trademark Office Solicitation Number: 1333BJ19Q00142004 Brett Danaher Michael D. Smith Rahul Telang Chapman University Carnegie Mellon University Carnegie Mellon University This Version: March 20, 2020 Table of Contents Executive Summary ...................................................................................................................... 3 1. The Piracy Ecosystem........................................................................................................... 4 1.1 Piracy of Physical Goods................................................................................................ 6 1.1.1 Manufacturing......................................................................................................... 7 1.1.2 Discovery ................................................................................................................ 7 1.1.3 Distribution ............................................................................................................. 8 1.1.4 Communication, Payment Processing and Fulfillment ......................................... 11 1.2 Piracy of Digital Goods ................................................................................................ 11 1.2.1 Sources.................................................................................................................. 12 1.2.2