Identity Play in Moos
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Depersonalized Intimacy: the Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto
Depersonalized Intimacy: The Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto hat i call “depersonalized intimacy” posits modes of being with Wone another that are not predicated on a self that is in control of its own value, its own self-knowledge, or its own interpersonal interactions. The demand to be a knowable, self-aware, and authentic self thwarts many a friendship, love affair, and intimate conversation, and yet we continue to turn to the self-help aisle or Oprah to learn to be better at expressing and knowing ourselves. When that fails, we lament that we are misunderstood, unheard, and unmet by the other. This disappointment suggests that there is a transparent, authentic, and real self that needs recognition and mir- roring. But this self is, I believe, a product of the neoliberal economization of the self, in which human capital becomes another site of investment and entrepreneurial ventures.1 As an antidote to this harmful and illusory expectation for the self, I suggest an ethics of depersonalized intimacy, in 1 On the neoliberalization of the self, see Wendy Brown on neoliberal reason: [B]oth persons and states are construed on the model of the con- temporary firm, both persons and states are expected to comport themselves in ways that maximize their capital value in the present and enhance their future value, and both persons and states do so through practices of entrepreneurialism, self-investment, and/or attracting investors. (22) ESC 42.1–2 (March/June 2016): 155–173 which we disinvest from an imagined relational self who is in charge of her actions and emotions and expected to perform herself to the other in an authentic and coherent manner. -
Abstract Introduction Methodology
Kajetan Hinner (2000): Statistics of major IRC networks: methods and summary of user count. M/C: A Journal of Media and Culture 3(4). <originally: http://www.api-network.com/mc/0008/count.html> now: http://www.media-culture.org.au/0008/count.html - Actual figures and updates: www.hinner.com/ircstat/ Abstract The article explains a successful approach to monitor the major worldwide Internet Relay Chat (IRC) networks. It introduces a new research tool capable of producing detailed and accurate statistics of IRC network’s user count. Several obsolete methods are discussed before the still ongoing Socip.perl program is explained. Finally some IRC statistics are described, like development of user figures, their maximum count, IRC channel figures, etc. Introduction Internet Relay Chat (IRC) is a text-based service, where people can meet online and chat. All chat is organized in channels which a specific topic, like #usa or #linux. A user can be taking part in several channels when connected to an IRC network. For a long time the only IRC network has been EFnet (Eris-Free Network, named after its server eris.berkeley.edu), founded in 1990. The other three major IRC networks are Undernet (1993), DALnet (1994) and IRCnet, which split off EFnet in June 1996. All persons connecting to an IRC network at one time create that IRC network’s user space. People are constantly signing on and off, the total number of users ever been to a specific IRC network could be called social space of that IRC network. It is obvious, that the IRC network’s social space by far outnumbers its user space. -
Users As Co-Designers of Software-Based Media: the Co-Construction of Internet Relay Chat
Users as Co-Designers of Software-Based Media: The Co-Construction of Internet Relay Chat Guillaume Latzko-Toth Université Laval AbsTrAcT While it has become commonplace to present users as co-creators or “produsers” of digital media, their participation is generally considered in terms of content production. The case of Internet Relay Chat (IRC) shows that users can be fully involved in the design process, a co-construction in the sense of Science and Technology Studies (STS): a collective, simultaneous, and mutual construction of actors and artifacts. A case study of the early de - velopment of two IRC networks sheds light on that process and shows that “ordinary users” managed to invite themselves as co-designers of the socio-technical device. The article con - cludes by suggesting that IRC openness to user agency is not an intrinsic property of software- based media and has more to do with its architecture and governance structure. Keywords Digital media; Communication technology; Co-construction; Design process; Ordinary user résumé Il est devenu banal de présenter l’usager comme cocréateur ou « produtilisateur » des médias numériques, mais sa participation est généralement envisagée comme une production de contenus. Le cas d’IRC (Internet Relay Chat) montre que les usagers des médias à support logiciel peuvent s’engager pleinement dans le processus de conception, une co-construction au sens des Science and Technology Studies : une construction collective, simultanée et mutuelle des acteurs et des artefacts. Une étude de cas portant sur le développement de deux réseaux IRC éclaire ce processus et montre que les « usagers ordinaires » sont parvenus à s’inviter comme co-concepteurs du dispositif. -
Internet Relay Chat. ERIC Digest
ED425743 1999-01-00 Internet Relay Chat. ERIC Digest. ERIC Development Team www.eric.ed.gov Table of Contents If you're viewing this document online, you can click any of the topics below to link directly to that section. Internet Relay Chat. ERIC Digest............................................... 1 WHY USE INTERNET RELAY CHAT?..................................... 2 WHAT IS REQUIRED?........................................................ 2 HOW IS IRC ORGANIZED?.................................................. 3 NETS..............................................................................3 CHANNELS......................................................................3 OPS............................................................................... 3 NICKS.............................................................................4 HOW DO YOU FIND, JOIN, OR CREATE A CHANNEL?............... 4 CAN YOU SEND A PRIVATE MESSAGE?................................ 4 HOW DOES ONE EXIT AN IRC CHAT?................................... 4 WHAT ARE THE DISADVANTAGES OF IRC?............................4 WHAT EDUCATIONAL BENEFITS CAN I EXPECT?....................5 ERIC Identifier: ED425743 Publication Date: 1999-01-00 Author: Simpson, Carol Source: ERIC Clearinghouse on Information and Technology Syracuse NY. Internet Relay Chat. ERIC Digest. ED425743 1999-01-00 Internet Relay Chat. ERIC Digest. Page 1 of 6 www.eric.ed.gov ERIC Custom Transformations Team THIS DIGEST WAS CREATED BY ERIC, THE EDUCATIONAL RESOURCES INFORMATION CENTER. FOR MORE -
Revisiting the Potential Uses of Media for Children's Education
Revisiting the Potential Uses of Media in Children’s Education Chris Berdik Winter 2020 The Joan Ganz Cooney Center at Sesame Workshop About the Author Chris Berdik is a freelance science and education journalist in Boston. A former staff editor at The Atlantic Monthly and Mother Jones, he has covered topics such as virtual schools, DNA forensics, and climate engineering for national publications, including The New York Times, Wired, Popular Science, Politico, New Scientist, and The Washington Post. Since 2015, he has also been a regular contributor to the Hechinger Report, a nonprofit education newsroom. His reporting has won grants from the Pulitzer Center on Crisis Reporting, the Society of Environmental Journalists, and the Solutions Journalism Network. In 2012, Penguin published his book Mind Over Mind, about medical and non-medical placebo effects. He is now working on a book about noise, expected to be published by Norton in 2021. A full-text PDF of this publication is available as a free download from www.joanganzcooneycenter.org. 2 CoNteNtS 4 — INTRODUCTION 6 — PART ONE Uncharted Territory? 7 What’s Been Done (Or Overdone)? 7 Where Are the Gaps? 9 — PART TWO Key Ingredients 10 Starting Points 11 Digital Do’s and Don’ts 13 — PART THREE Adults in the Room 14 Encouraging Adults 15 Desperately Seeking Curation 16 Scaffolding 17 — PART FOUR Fake News! 18 Media Literacy 19 Privacy 21 — PART FIVE Pursuing Equity 22 Big Picture 23 Small Steps 24 — CONCLUSION 26 — CONTRIBUTORS 3 INtroDuCtIoN On November 10, 1969, Big Bird took his first outsized steps down Sesame Street, introducing the world to a character that was endearingly goofy, but always eager to learn. -
Coleman-Coding-Freedom.Pdf
Coding Freedom !" Coding Freedom THE ETHICS AND AESTHETICS OF HACKING !" E. GABRIELLA COLEMAN PRINCETON UNIVERSITY PRESS PRINCETON AND OXFORD Copyright © 2013 by Princeton University Press Creative Commons Attribution- NonCommercial- NoDerivs CC BY- NC- ND Requests for permission to modify material from this work should be sent to Permissions, Princeton University Press Published by Princeton University Press, 41 William Street, Princeton, New Jersey 08540 In the United Kingdom: Princeton University Press, 6 Oxford Street, Woodstock, Oxfordshire OX20 1TW press.princeton.edu All Rights Reserved At the time of writing of this book, the references to Internet Web sites (URLs) were accurate. Neither the author nor Princeton University Press is responsible for URLs that may have expired or changed since the manuscript was prepared. Library of Congress Cataloging-in-Publication Data Coleman, E. Gabriella, 1973– Coding freedom : the ethics and aesthetics of hacking / E. Gabriella Coleman. p. cm. Includes bibliographical references and index. ISBN 978-0-691-14460-3 (hbk. : alk. paper)—ISBN 978-0-691-14461-0 (pbk. : alk. paper) 1. Computer hackers. 2. Computer programmers. 3. Computer programming—Moral and ethical aspects. 4. Computer programming—Social aspects. 5. Intellectual freedom. I. Title. HD8039.D37C65 2012 174’.90051--dc23 2012031422 British Library Cataloging- in- Publication Data is available This book has been composed in Sabon Printed on acid- free paper. ∞ Printed in the United States of America 1 3 5 7 9 10 8 6 4 2 This book is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE !" We must be free not because we claim freedom, but because we practice it. -
Read Book Life on the Screen Identity in the Age of the Internet
LIFE ON THE SCREEN IDENTITY IN THE AGE OF THE INTERNET 1ST EDITION PDF, EPUB, EBOOK Sherry Turkle | 9780684833484 | | | | | Life on the Screen Identity in the Age of the Internet 1st edition PDF Book Signed by Author s. The power given to us by Internet and other network infrastructure by their carrying diverse applications lets us explore our personal complexities. A little outdated at this point. Jun 07, Sara rated it really liked it Shelves: information-technology , nonfiction. The author is a Professor of the Sociology of Science at the Massachusetts Institute of Technology, and a licensed clinical psychologist holding a joint Ph. The book has been signed by Turkle in that there is a stamp pasted to the front loose endpage with her signature on it. Paperback , pages. By Amy Bruckman. Professor Turkle writes on the "subjective side" of people's relationships with technology, especially computers. Welcome back. Also, loads of interesting case studies and stories. Turkle is a brilliant observer of the online world, and what makes the Net incredibly interesting is that it was never intended to be a social medium. Overall a great read that raises a lot of questions, but also provides a ton of useful categories and terms for thinking. Ashley Poston made her name with Once Upon a Con, a contemporary series set in the world of fandom, and her two-part space opera, Heart of It was a great way to stay in touch long-distance. Includes bibliographical references pages and index A book about people and how computers are causing us to reevaluate our identities in the age of the Internet Introduction : identity in the age of the Internet -- I. -
Introduction to Online Sexual Exploitation Curriculum 1 Safe Online Outreach Project Learning Objectives
Introduction To Online Sexual Exploitation: Curriculum February 2003 Safe OnLine Outreach Project © M. Horton 2003 Safe OnLine Outreach Project Acknowledgements This document is the result of many hours of hard work and dedication. I'd like to thank Renata Karrys, Jaynne Aster, Nikki O'Halloran, Charlaine Avery, Lisa Ingvallsen and Elizabeth Nethery for their support and assistance in producing this document. Additionally the SOLO Advisory Committee, the Canadian National Crime Prevention - Community Mobilization Program, the Vancouver Foundation, Athabasca University/MediaCan and Parents Against Sexual Abuse have all been instrumental in turning this idea into a Project. Lastly, David and Conor have been silent contributors to this project since it began. Their support is woven into each page. Merlyn Horton SOLO Project Coordinator February 2003 Safe OnLine Outreach Project February 3, 2003 Introduction to the Curriculum Dear Reader, The curriculum you hold in your hands was produced in a former pottery studio in the middle of a coastal rain forest in British Columbia, Canada; the physical launch pad for this examination of a virtual issue. It is the result of three years of research. This introduction is intended to outline a context for the curriculum and to give you an overview of how to use this curriculum, who should present this curriculum and how appropriate audiences might be chosen. Context The philosophical foundation for this curriculum, and indeed for the Safe OnLine Outreach Project, is the United Nations Convention on the Rights of the Child (CRC)1. The CRC is one of four Conventions created by the United Nations to further the goal of recognizing the inherent dignity and rights of all members of the human family2. -
Botnets, Zombies, and Irc Security
Botnets 1 BOTNETS, ZOMBIES, AND IRC SECURITY Investigating Botnets, Zombies, and IRC Security Seth Thigpen East Carolina University Botnets 2 Abstract The Internet has many aspects that make it ideal for communication and commerce. It makes selling products and services possible without the need for the consumer to set foot outside his door. It allows people from opposite ends of the earth to collaborate on research, product development, and casual conversation. Internet relay chat (IRC) has made it possible for ordinary people to meet and exchange ideas. It also, however, continues to aid in the spread of malicious activity through botnets, zombies, and Trojans. Hackers have used IRC to engage in identity theft, sending spam, and controlling compromised computers. Through the use of carefully engineered scripts and programs, hackers can use IRC as a centralized location to launch DDoS attacks and infect computers with robots to effectively take advantage of unsuspecting targets. Hackers are using zombie armies for their personal gain. One can even purchase these armies via the Internet black market. Thwarting these attacks and promoting security awareness begins with understanding exactly what botnets and zombies are and how to tighten security in IRC clients. Botnets 3 Investigating Botnets, Zombies, and IRC Security Introduction The Internet has become a vast, complex conduit of information exchange. Many different tools exist that enable Internet users to communicate effectively and efficiently. Some of these tools have been developed in such a way that allows hackers with malicious intent to take advantage of other Internet users. Hackers have continued to create tools to aid them in their endeavors. -
Antonio Pizzo
Antonio Pizzo TEATRO E MULTIMEDIA Attore e scena nell’era digitale Indice CAPITOLO I: LA CONTAMINAZIONE DEL TEATRO 1. Il campo dell’indagine ---------------------------- 2. I caratteri del multimediale ---------------------- 3. La metafora teatrale ----------------------------- 4. La rappresentazione digitale --------------------- 5. La contaminazione tecnologica -------------------- CAP. II - SCENA TEATRALE E NUOVI MEDIA DIGITALI 1. La realtà virtuale come ambiente creativo -------- 2. Corpo reale e scena virtuale --------------------- 3. L’immersione e la perdita ------------------------ 4. Prime esperienze italiane ------------------------ Fonti e materiali dalla rete ------------------------ CAP. III - QUI, ALTROVE, ADESSO: LO SPETTACOLO NELLA RETE 1. Cyberspace --------------------------------------- 2. Dal palcoscenico al web -------------------------- 3. Drama on line: i MOO ----------------------------- 4. La presenza remota ------------------------------- 5. La performance globale -------------------------- Fonti e materiali dalla rete ----------------------- CAP IV - DRAMMATURGIA PROCEDURALE, PERSONAGGI ARTIFICIALI, ATTORE VIRTUALE 1. La fatica dell’organico ------------------------- 2. Gli antenati ------------------------------------ 3. Personaggi credibili ---------------------------- 4. Le tecniche del chatterbot ---------------------- 5. La macchina recitante --------------------------- 6. Verso l’attore virtuale ------------------------- 7. La marionetta digitale -------------------------- Fonti e materiali dalla rete ----------------------- -
Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games a B S T R a C T
GENERAL NOTE Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games A B S T R A C T The subject matter of this ar- ticle emerged in part out of re- Anne-Marie Schleiner search for the author’s thesis project and first game patch, Ma- dame Polly, a “first-person shooter gender hack.” Since the time it was written, there has been an up- surge of interest and research in computer games among artists ost-industrial capitalist economies are develop- search involving the nascent and media theoreticians. Consider- P able shifts in gaming culture at ing into cultures of “play,” in which a pervasive “play ethic” is “third-person shooter/adventure large have taken place, most nota- superseding the work ethic [1]. According to economist Jer- game with female heroine” bly a shift toward on-line games, emy Rifkin, as large percentages of the human labor force are genre—exemplified by Eidos In- as well as an increase in the num- rendered superfluous by more efficient technologies, we will teractive and Core Design’s popu- ber of female players. The multi- need to reinvest value in other sorts of human activities that lar game Tomb Raider—has led directional information space of the network offers increasing pos- fall outside of the production paradigm [2]. Even within cor- me from gender analysis of film, sibilities for interventions and gen- porate environments, play is seeping into the workplace: for particularly of the horror film der reconfigurations such as those instance, “strung-out” programmers may blow off steam by genre, to science fiction, to vir- discussed at the end of the article. -
Marc-Thesis.Pdf
THE LVN MIXTAPES: USING AUGMENTED AUDIOTAPES FOR STORY SHARING by Marc Exposito Gomez B.Sc., La Salle - Ramon Llull University (2015) Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences at the Massachusetts Institute of Technology September 2019 @ Massachusetts Institute of Technology, 2019. All rights reserved Author Signature redacted Program in Media Arts and Sciences August 2nd, 2019 Certified by Signature redacted , Deb Roy Professor, Program in Media Arts and Sciences Accepted by Signature redacted MASSACHU~SJTTS INSTITUTE >TodMachover OF TKWLOG-- A emic Head, Program in Media Arts and Sciences OCT04O19 Ti LIBRARES THE LVN MIXTAPES: USING AUGMENTED AUDIOTAPES FOR STORY SHARING by Marc Exposito Gomez Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on August, 2nd, 2019 in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences Abstract In the course of this thesis, I present a novel listening medium aimed to increase the awareness of the local community through story dissemination. Supported by the growing collection of recorded conversations from the Local Voices Network (LVN), I propose to use augmented audiotapes and the culture of mixtapes to physically embody the stories and views of the community. The use of cassettes provides a medium for self-reflection, generates curiosity for exploration, and ultimately enables face-to-face interactions and social sharing. This thesis describes the process of designing, building, and experimenting with this participatory media.