How to Follow Software Users
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Journalism's Backseat Drivers. American Journalism
V. Journalism's The ascendant blogosphere has rattled the news media with its tough critiques and nonstop scrutiny of their reporting. But the relationship between the two is nfiore complex than it might seem. In fact, if they stay out of the defensive crouch, the battered Backseat mainstream media may profit from the often vexing encounters. BY BARB PALSER hese are beleaguered times for news organizations. As if their problems "We see you behind the curtain...and we're not impressed by either with rampant ethical lapses and declin- ing readership and viewersbip aren't your bluster or your insults. You aren't higher beings, and everybody out enough, their competence and motives are being challenged by outsiders with here has the right—and ability—to fact-check your asses, and call you tbe gall to call them out before a global audience. on it when you screw up and/or say something stupid. You, and Eason Journalists are in the hot seat, their feet held to tbe flames by citizen bloggers Jordan, and Dan Rather, and anybody else in print or on television who believe mainstream media are no more trustwortby tban tbe politicians don't get free passes because you call yourself journalists.'" and corporations tbey cover, tbat journal- ists tbemselves bave become too lazy, too — Vodkapundit blogger Will Collier responding to CJR cloistered, too self-rigbteous to be tbe watcbdogs tbey once were. Or even to rec- Daily Managing Editor Steve Lovelady's characterization ognize what's news. Some track tbe trend back to late of bloggers as "salivating morons" 2002, wben bloggers latcbed onto U.S. -
Digital Humanities
Miriam Posner Digital Humanities Chapter 27 DIGITAL HUMANITIES Miriam Posner Digital humanities, a relative newcomer to the media scholar’s toolkit, is notoriously difficult to define. Indeed, a visitor to www.whatisdigitalhumanities.com can read a different definition with every refresh of the page. Digital humanities’ indeterminacy is partly a function of its relative youth, partly a result of institutional turf wars, and partly a symptom of real disagreement over how a digitally adept scholar should be equipped. Most digital humanities practitioners would agree that the digital humanist works at the intersection of technology and the humanities (which is to say, the loose collection of disciplines comprising literature, art history, the study of music, media studies, languages, and philosophy). But the exact nature of that work changes depending on whom one asks. This puts the commentator in the uncomfortable position of positing a definition that is also an argument. For the sake of coherence, I will hew here to the definition of digital humanities that I like best, which is, simply, the use of digital tools to explore humanities questions. This definition will not be entirely uncontroversial, particularly among media scholars, who know that the borders between criticism and practice are quite porous. Most pressingly, should we classify scholarship on new media as digital humanities? New media scholarship is vitally important. But a useful classification system needs to provide meaningful distinctions among its domains, and scholarship on new media already has a perfectly good designation, namely new media studies (as outlined in Chapter 24 in this volume). So in my view, the difference between digital humanities and scholarship about digital media is praxis: the digital humanities scholar employs and thinks deeply about digital tools as part of her argument and research methods. -
Collaborative Approaches to Digital Humanities Projects
CHAPTER 2 TITLE Computing and Communicating Knowledge: Collaborative Approaches to Digital Humanities Projects AUTHORS Lisa Spiro OVERVIEW Two cultural and technological transformations are influencing the move toward collaborative digital humanities scholarship: (1) the abundance of data and (2) Web 2.0, or “the participatory web.” This chapter provides compelling examples of how humanities researchers are responding to these transformations and illustrates different approaches both to collaboration and to digital humanities research. Case studies of HyperCities, the Tibetan and Himalayan Library, the Orlando Project, and The Mind Is a Metaphor are presented based on semi-structured, hour-long interviews conducted with project leaders as well as analyses of articles and Web sites associated with the projects. In the chapter’s final section, the author examines the challenges that collaborative humanities researchers face and suggests how to better support this sort of work. TAGS collaborative, community, data, digital, humanities, information, knowledge, participatory, projects, research, scholarship, web 2.0 AUTHOR BIOGRAPHIES Lisa Spiro, director of the National Institute for Technology in Liberal Education Labs, works with the liberal arts community to explore emerging educational technologies and develop collaborative approaches to integrating learning, scholarship and technology. As part of her passion for tracking emerging educational technologies and analyzing their implications for research and teaching, she edits the Digital Research Tools (DiRT) wiki and authors the Digital Scholarship in the Humanities blog. Lisa’s recent publications include a report for the Council on Library and Information Resources (CLIR) analyzing the prospects for an all-digital academic library (with Geneva Henry), another CLIR report evaluating archival management software, and an essay examining how scholars use digital archives in American literature and culture (with Jane Segal). -
Living and Learning with New Media: Summary of Findings from the Digital Youth Project
The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning | November 2008 Living and Learning with New Media: Summary of Findings from the Digital Youth Project Mizuko Ito, Heather Horst Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Martínez, Dan Perkel, Christo Sims, and Lisa Tripp www.macfound.org Living and Learning with New Media | The MacArthur Foundation 1 Building the emerging field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital media are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org. To engage in conver- sations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant, and peaceful world. In addition to selecting the MacArthur Fellows, the Foundation works to defend human rights, advance global conservation and security, make cities bet- ter places, and understand how technology is affecting children and society. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. -
Game Studies' Material Turn
Game studies’ material turn Citation: Apperley, Thomas H and Jayemane, Darshana 2012, Game studies’ material turn, Westminster papers in communication and culture, vol. 9, no. 1, pp. 5-25. DOI: http://doi.org/10.16997/wpcc.145 © 2012, The Authors Reproduced by Deakin University under the terms of the Creative Commons Attribution Licence Downloaded from DRO: http://hdl.handle.net/10536/DRO/DU:30097395 DRO Deakin Research Online, Deakin University’s Research Repository Deakin University CRICOS Provider Code: 00113B WESTMINSTER PAPERS VOLUME 9 ISSUE 1 / OCTOBER 2012 GAME STUDIES’ MATERIAL TURN Thomas H. Apperley The University of Melbourne Darshana Jayemane The University of Melbourne This article argues that among the burgeoning approaches to game studies there is a crucial re-imagining of digital games in their material contexts across different scales and registers: the machine, the body and the situations of play. This re-imagining can be seen in a number of approaches: platform and software studies, which examine the materiality of code and/or the technological infrastructure through which it is enacted; critical studies of digital labour; and detailed ethnographic studies that examine the cultures of online worlds and situate gaming in relation to everyday practices. The article traces these three strands, focusing on how they demonstrate a heightening of the stakes in game studies research by providing access to scale and connecting digital games research to wider interdisciplinary contexts. KEYWORDS digital labour, ethnography, game studies, materiality, media ecologies, platform studies THOMAS H. APPERLEY: The University of Melbourne DARSHANA JAYEMANE: The University of Melbourne 4 55 WESTMINSTER PAPERS VOLUME 9 ISSUE 1 / OCTOBER 2012 GAME STUDIES’ MATERIAL TURN Thomas H. -
Hybridizing Learning, Performing Interdisciplinarity: Teaching Digitally in a Posthuman Age
Hybridizing Learning, Performing Interdisciplinarity: Teaching Digitally in a Posthuman Age Elizabeth Losh University of California, Irvine Humanities Instructional Building 188 U.C. Irvine, Irvine, CA 92697 USA 01-949-824-8130 [email protected] ABSTRACT students and learners perform knowledge work that appeals to the This paper discusses how Southern California serves as a site of broader public. regional advantage for developing new hybridized forms of Although many examples of interdisciplinary pedagogy come interdisciplinary pedagogy, because networks of educators in from studio art or computer science programs that combine art higher education are connected by local hubs created by and science paradigms of technê rather than epistêmê, there are intercampus working groups, multidisciplinary institutes funded also a number of notable local efforts in the “digital humanities” by government agencies, and philanthropic organizations that that bring students and teachers from many departments and fund projects that encourage implementation of instructional majors together from disciplines traditionally associated with print technologies that radically re-imagine curricula, student culture and the classical trivium. interaction, and the spaces and interfaces of learning. It describes ten trends in interdisciplinary pedagogy and case studies from For example, archeology and architecture students have explored four college campuses that show how these trends are being a life-sized computer-generated 3-D model of ancient Rome in a manifested. -
Get Your Hands Dirty: Emerging Data Practices As Challenge for Research Integrity 2017
Repositorium für die Medienwissenschaft Gerwin van Schie; Irene Westra; Mirko Tobias Schäfer Get Your Hands Dirty: Emerging Data Practices as Challenge for Research Integrity 2017 https://doi.org/10.25969/mediarep/12434 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: van Schie, Gerwin; Westra, Irene; Schäfer, Mirko Tobias: Get Your Hands Dirty: Emerging Data Practices as Challenge for Research Integrity. In: Mirko Tobias Schäfer, Karin van Es (Hg.): The Datafied Society: Studying Culture through Data. Amsterdam: Amsterdam University Press 2017, S. 183–200. DOI: https://doi.org/10.25969/mediarep/12434. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell 3.0 Lizenz zur Verfügung Attribution - Non Commercial 3.0 License. For more information gestellt. Nähere Auskünfte zu dieser Lizenz finden Sie hier: see: https://creativecommons.org/licenses/by-nc/3.0 https://creativecommons.org/licenses/by-nc/3.0 13. Get Your Hands Dirty Emerging Data Practices as Challenge for Research Integrity Gerwin van Schie, Irene Westra & Mirko Tobias Schäfer Introduction In November 2014 two interns (the first two authors of this chapter listed above) at the Utrecht Data School started investigating an online discussion forum for patients under the supervision of Mirko Tobias Scḧfer (this es- say’s third author). Without his knowledge and without any prior knowledge of scraping websites, the two students downloaded 150,000 patient profiles (which included, amongst other information, age, location, diagnoses and treatments related to these patients), using a (90-euro) off-the-shelf scraper tool1, without informing these patients or requesting consent from them or the platform providers. -
Bringing the Digital Humanities Into Reader's Advisory
Judging a Book By Its Cover: Bringing the Digital Humanities into Reader’s Advisory by Laura Michelle Gerlitz A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts and Master of Library and Information Studies Digital Humanities and Library and Information Studies University of Alberta © Laura Michelle Gerlitz, 2019 ii Abstract This study sets out to examine recurring themes found on book wrappers published by Harlequin in their first seventeen years as a form of marketing strategy. Through the use of specific image and text patterns that correspond to common themes found in paperback genres, Harlequin was able to appeal to targeted audiences, competing with other early reprint companies and eventually become the colossal modern publishing company of today. A unique approach using several digital humanities methods, namely text and image analyses, and data visualizations, will be employed to examine a special collection of several hundred wrappers. An interdisciplinary approach to research in book history will be taken, utilizing a blend of methods from digital humanities, and theories from library and information studies, humanities, and communication studies. The resulting patterns will be connected to reader’s advisory as appeal factors in successful book selection by readers. iii Preface This thesis is an original work by Laura Gerlitz. Portions of this thesis will be published in a future volume of the Bibliographical Society of Canada’s journal, Papers of the Bibliographical Society of Canada, as part of the Society’s Emerging Scholar Award for 2018. iv Acknowledgements I would like to thank a number of librarians, professors and other staff and individuals who supported me throughout these three years of research, without whom this thesis would not have been possible. -
Five Principles of New Media: Or, Playing Lev Manovich by Madeleine Sorapure
Five Principles of New Media: Or, Playing Lev Manovich by Madeleine Sorapure Introduction In The Language of New Media, Lev Manovich proposes five “principles of new media”—to be understood “not as absolute laws but rather as general tendencies of a culture undergoing computerization.” The five principles are numerical representation, modularity, automation, variability, and transcoding. I focus on Manovich’s work because I believe it effectively examines the materiality of new media—that is, the influence of the computer’s interface and operations, its logic and ontology, on the production, distribution, and reception of new media. This article offers an interactive explanation and demonstration of the five principles of new media, particularly as they apply to teaching writing, and drawing on work done by students in my Winter 2003 “Writing in New Media” course. Students in the course worked on three projects—two in Photoshop, one in Flash—and they wrote three project reports in which they commented on their own work as well as on theories of new media that we were reading and discussing in class. Text and images are included here with the students’ permission, along with links to some of the Flash projects they composed. The menu to the left allows you to navigate through the article. On all of the screens, you can rollover and/or click on buttons and images to make things happen and to make text visible. Directions at the top of each screen should help you determine how to proceed. 1. Numerical representation Because all new media objects are composed of digital code, they are essentially numerical representations. -
Warner.Review-1 Computable Culture and the Closure of the Media Paradigm William B. Warner Director, the Digital Cultures Projec
Warner.review-1 Computable Culture and the Closure of the Media Paradigm William B. Warner Director, the Digital Cultures Project Department of English University of California, Santa Barbara Santa Barbara, CA 93106 [email protected] Review of: Lev Manovich, _The Language of New Media_. Cambridge, MA: MIT Press, 2000. [1] Most scholars of modern media now agree that the shift of symbolic representation to a global digital information network is as systemic and pervasive a mutation, and as fraught with consequences for culture, as the shift from manuscript to print. Any one who wants to think clearly about the cultural implications of the digital mutation should read Lev Manovich’s new book, _The Language of New Media_. This book offers the most rigorous definition to date of new digital media; it places its object of attention within the most suggestive and broad-ranging media history since Marshall McLuhan; finally, by showing how software takes us beyond the constraints of any particular media substrate--paper, screen, tape, film, etc.--this book overcomes the media framework indexed by its own title. _The Language of New Media_ leads its reader to confront what is strange yet familiar, that is, *uncanny*, about the computable culture we have begun to inhabit. [2] Before characterizing Manovich in greater detail, it is helpful to say what this book is *not*. Pragmatically focused upon the present contours of computable media, Lev Manovich is neither a prophet nor doomsayer, peddling neither a utopian manifesto nor dystopian warnings. Manovich also eschews the conceptual purity of those cultural critics who set out to show how new digital media realizes the program of…Gilles Deleuze, Jean Baudrillard, Jacques Derrida (insert your favorite theorist). -
Envisioning the Future of Computational Media the Final Report of the Media Systems Project Convening Partners
Envisioning the Future of Computational Media The Final Report of the Media Systems Project Convening Partners Convening Hosts For videos of talks and more, visit mediasystems.soe.ucsc.edu Envisioning the Future of Computational Media The Final Report of the Media Systems Project Report Authors NOAH WARDRIP-FRUIN Associate Professor, Department of Computer Science Co-Director, Expressive Intelligence Studio Director, Digital Art and New Media MFA Program University of California, Santa Cruz MIchAEL MATEAS Professor, Department of Computer Science Co-Director, Expressive Intelligence Studio Director, Center for Games and Playable Media University of California, Santa Cruz © 2014 Noah Wardrip-Fruin and Michael Mateas. Published by the Center for Games and Playable Media at the University of California, Santa Cruz. Text is licensed under a Creative Commons Attribution 4.0 International License. For more information on this license, see http:// creativecommons.org/licenses/by/4.0/. Images are copyright their respective creators and not covered by Creative Commons license. Design by Jacob Garbe in InDesign using Nexa Bold and Arial. This material is based upon a workshop supported by the National Science Foundation (under Grant Number 1152217), the National Endowment for the Humanities’ Office of Digital Humanities (under Grant Number HC-50011-12), the National Endowment for the Arts’ Office of Program Innovation, Microsoft Studios, and Microsoft Research.Any opinions, findings, and conclusions or recommendations expressed in this material -
Media and Communication Studies Interventions and Intersections
THE RESEARCHING AND TEACHING COMMUNICATION SERIES MEDIA AND COMMUNICATION STUDIES INTERVENTIONS AND INTERSECTIONS THE INTELLECTUAL WORK OF THE 2010 ECREA EUROPEAN MEDIA AND COMMUNICATION DOCTORAL SUMMER SCHOOL Edited by Nico Carpentier Ilija Tomanić Trivundža Pille Pruulmann-Vengerfeldt Ebba Sundin Tobias Olsson Richard Kilborn Hannu Nieminen Bart Cammaerts The European Media and Communication Doctoral Summer School is supportedby the Lifelong Learning Programme Erasmus Intensive Programme project (grant agreement reference number: 2009-6557), the European Communication Research and Education Association (ECREA), the University of Ljubljana – the Department of Media and Communication Studies and the Faculty of Social Sciences, a consortium of 22 universities, the Danish National Research School for Media, Com- munication and Journalism, the Finnish National Research School, and the Slovene Communication Association. The publishing of this book was supported by the Slovene Communica- tion Association, the University of Tartu, Institute of Journalism and Communication, and the European Communication Research and Edu- cation Association. ISSN 1736-4744 (print) ISBN 978-9949-19-553-4 (print) ISSN 1736-4752 (PDF) ISBN 978-9949-19-554-1 (PDF) Copyright: Authors 2010 www.tyk.ee Table of Contents INTRODUCTION THE SUMMER SCHOOL The intellectual work of the 2010 ECREA European media and communication doctoral Summer School in Ljubljana ����������������������� 13 Nico Carpentier and Ilija Tomanić Trivundža PART ONE RESEARCH SECTION ONE: REFLECTIONS