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Do models of a ground-breaking art of the information age, an
"algorithmic revolution", or of a democratization of art production
still have any mileage? How do contemporary art practitioners cope
with the political situation and with the attempts of the Silicon
Valley giants to appropriate algorithmic generation of art-like
artefacts? This issue aims to discuss how computer art from the
pioneering days is now being reframed as digital, post-digital or
algorithmic art under the prevailing conditions of big data, smart
AI, an almost all-encompassing surveillance technology and a
political state of neo-liberalism.
The design and use of metadata is always culturally, socially, and
ideologically inflected. The actors, whether these are institutions
(museums, archives, libraries, corporate image suppliers) or
individuals (image producers, social media agents, researchers), as
well as their agendas and interests, affect the character of
metadata. There is a politics of metadata. This issue of Digital
Culture & Society addresses the ideological and political
aspects of metadata practices within image collections from an
interdisciplinary perspective. The overall aim is to consider the
implications, tensions, and challenges involved in the creation of
metadata in terms of content, structure, searchability, and
diversity.
As DIY digital maker culture proliferates globally, research on
these practices is also maturing. Still, particular terminologies
dominate beyond their Western contexts, and technocultural
histories of making are often rendered as over-simplified
technomyths that render invisible diverse local practices. This
special issue brings together contributions that highlight how
historicising plays a role in mythmaking and the creation of social
imaginaries. The peer-reviewed articles present cultural-historical
perspectives, technology and design histories and historiographies,
and alternative histories related to postcolonial resistance. The
contributions illustrate the relevance of craft to making as a
reparative practice after the Salvadoran Civil War and as a leisure
activity to spark "innovation" in mid-century corporate culture;
the political-economic background to the diffusion and
differentiation of community workshops in contemporary Spain and
post-war Germany; and the various aesthetics and politics of
technology culture manifestos over the years.The issue features an
interview with Peter Harper of the Alternative Technology movement
by Simon Sadler, as well as an interview with Felix Holm and Sune
Stassen on the antecedents of making and design in South Africa.
The special issue is rounded off with six short alternative
(hi)stories of DIY making including multiple practices, geographies
and temporalities.
This double issue of Digital Culture & Society addresses the
dialectics of play and labour, taking a closer look at the problem
of play and work from two overlapping, albeit not mutually
exclusive, perspectives. After the first issue explored the notion
of laborious play, this second one studies the concept of playful
work. The contributions feature critical inquiries into various
phenomena of playful work - ranging from interfaces of play and
work in the BDSM subculture over labour in digital gaming to high
frequency trading. Alongside the articles, the issue features an
interview with Fred Turner, Chair of the Department of
Communication at Stanford University. He talks about the Bauhaus in
the US, countercultural cybernetics, technology and consciousness,
and work in the Silicon Valley.
This double issue of Digital Culture & Society addresses the
complex thematic field of the dialectics of play and labour. We
will take a closer look at the problem of play and work from two
overlapping, albeit not mutually exclusive, perspectives: laborious
play and playful work. The term laborious play points to practices
and processes that turn playful activities into hard work.
Laborious play happens whenever playfulness turns into work, and
may be observed in such activities such as e-sports, excessive
play, "goldfarming", and Twitch gameplay broadcasting, amongst many
others. A complementary phenomenon to that of laborious play is the
practice and concept of playful work. The promises of a joyful and
rewarding working experience have been promoted as "gamification"
while critical voices denounce such attempts as ideology,
exploitation or simply "bullshit".
Digital Culture & Society is a refereed, international journal,
fostering discussion about the ways in which digital technologies,
platforms and applications reconfigure daily lives and practices.
It offers a forum for inquiries into digital media theory,
methodologies, and socio-technological developments. This issue
presents empirical studies as well as theoretical and
methodological reflections on inequalities and divides in digital
cultures. From various (inter-)disciplinary perspectives, the
authors examine three main themes - inequality of access,
inequality by design and discursive divides, and inequality by
algorithms - while suggesting ways for research to move beyond
these.
Wie beschreiben altere Menschen mit Migrationserfahrung ihre
Persoenlichkeit? Mathias Fuchs stellt individuelle Stimmen vor, um
exemplarisch die Vielfalt an Persoenlichkeitsentwurfen unter
Seniorinnen und Senioren aufzuzeigen, die im Laufe ihres Lebens
nach Deutschland eingewandert sind. In drei Fallanalysen lasst er
Menschen uber sich selbst erzahlen, ohne sie dabei von vornherein
auf die Themen Alter und Migration zu reduzieren. Vielmehr wird den
Interviewten es selbst uberlassen, die Erzahlkontexte zur
Beschreibung ihrer Persoenlichkeit zu wahlen. Auf diese Weise
entsteht ein differenziertes Bild dieser Personengruppe, die
keineswegs homogen ist und in der eine breite Palette personaler
Identitaten zu finden ist.
Digital Culture & Society is a refereed, international journal,
fostering discussion about the ways in which digital technologies,
platforms and applications reconfigure daily lives and practices.
It offers a forum for inquiries into digital media theory,
methodologies, and socio-technological developments. The fourth
issue "Making and Hacking" sheds light on the communities and
spaces of hackers, makers, DIY enthusiasts, and 'fabbers'.
Academics, artists, and hackerspace members examine the meanings
and entanglements of maker and hacker cultures - from conceptual,
methodological as well as empirical perspectives. With
contributions by Sabine Hielscher, Jeremy Hunsinger, Kat
Braybrooke, Tim Jordan, among others, and an interview with
Sebastian Kubitschko.
Recognizable, recurring spatial settings in video games serve not
only as points of reference and signposts for orientation, but also
as implicit sources of content. These spatial archetypes denote
more than real-world objects or settings: they suggest and bring
forward emotional states, historical context, atmospheric
"attunement," in the words of Massumi, and aesthetic programs that
go beyond plain semiotic reference. In each chapter, Mathias Fuchs
brings to the fore an archetype commonly found in old and new
digital games: The Ruin, The Cave, The Cloud, The Portal, The Road,
The Forest, and The Island are each analysed at length, through the
perspectives of aesthetics, games technology, psychoanalysis, and
intertextuality. Gridding these seven tropes together with these
four analytical lenses provides the reader with a systematic
framework to understand the various complex considerations at play
in evocative game design.
Digital Culture & Society is a refereed, international journal,
fostering discussion about the ways in which digital technologies,
platforms and applications reconfigure daily lives and practices.
It offers a forum for inquiries into digital media theory,
methodologies, and socio-technological developments. This issue
shows: The meaning of AI has undergone drastic changes during the
last 60 years of AI discourse(s). What we talk about when saying AI
is not what it meant in 1958, when John McCarthy, Marvin Minsky and
their colleagues started using the term. Biological information
processing is now firmly embedded in commercial applications like
the intelligent personal Google Assistant, Facebook's facial
recognition algorithm, Deep Face, Amazon's device Alexa or Apple's
software feature Siri to mention just a few.
Digital Culture & Society is a refereed, international journal,
fostering discussion about the ways in which digital technologies,
platforms and applications reconfigure daily lives and practices.
It offers a forum for critical analysis and inquiries into digital
media theory and provides a publication environment for
interdisciplinary research approaches, contemporary theory
developments and methodological innovation. The second issue
"Quantified Selves | Statistical Bodies" provides methodological
and theoretical reflections on technologically generated knowledge
about the body and socio-cultural practices that are subsumed,
discussed, and criticized using the key concept "Quantified Self".
"Digital Culture & Society" is a refereed, international
journal, fostering discussion about the ways in which digital
technologies, platforms and applications reconfigure daily lives
and practices. It offers a forum for critical analysis and
inquiries into digital media theory and provides a publication
environment for interdisciplinary research approaches, contemporary
theory developments and methodological innovation. This issue,
edited by Anna Lisa Ramella, Asko Lehmuskallio, Tristan Thielmann
and Pablo Abend, discusses the mobility of people, data and devices
from the perspective of digital mobile practices. As the authors of
various empirical case studies show, these need to be studied both
situationally, and on the move. With contributions by Marion
Schulze, Jamie Coates, Geoffrey Hobbis, Samuel Gerald Collins,
among others, and an interview with Heather Horst, David Morley,
and Noel B. Salazar.
"Digital Culture & Society" is a refereed, international
journal, fostering discussion about the ways in which digital
technologies, platforms and applications reconfigure daily lives
and practices. It offers a forum for critical analysis and
inquiries into digital media theory and provides a publication
environment for interdisciplinary research approaches, contemporary
theory developments and methodological innovation.The third issue
"Politics of Big Data" edited by Mark Cote, Paolo Gerbaudo, and
Jennifer Pybus, critically examines the political and economic
dimensions of Big Data and thus details its contestation. The
contributions focus on the materialities and processes which
manifest Big Data and explore forms of value beyond the state and
capital. These range from open data initiatives, social media
metrics, machine learning algorithms, data visualisation to data
dashboards, critical data analysis, and new modes of data action
research and practice.
Recognizable, recurring spatial settings in video games serve not
only as points of reference and signposts for orientation, but also
as implicit sources of content. These spatial archetypes denote
more than real-world objects or settings: they suggest and bring
forward emotional states, historical context, atmospheric
“attunement,” in the words of Massumi, and aesthetic programs
that go beyond plain semiotic reference. In each chapter, Mathias
Fuchs brings to the fore an archetype commonly found in old and new
digital games: The Ruin, The Cave, The Cloud, The Portal, The Road,
The Forest, and The Island are each analysed at length, through the
perspectives of aesthetics, games technology, psychoanalysis, and
intertextuality. Gridding these seven tropes together with these
four analytical lenses provides the reader with a systematic
framework to understand the various complex considerations at play
in evocative game design.
"Digital Culture & Society" is a refereed, international
journal, fostering discussion about the ways in which digital
technologies, platforms and applications reconfigure daily lives
and practices. It offers a forum for critical analysis and
inquiries into digital media theory and provides a publication
environment for interdisciplinary research approaches, contemporary
theory developments and methodological innovation. This special
issue discusses theoretical and artistic investigations on citizen
engagement, digital citizenship and grassroots information
politics. The articles reflect on the role of the digital citizen
from the perspectives of (digital) sociology, science, technology
and society (STS), (digital) media studies, cultural studies,
political sciences, and philosophy.
"Digital Culture & Society" is a refereed, international
journal, fostering discussion about the ways in which digital
technologies, platforms and applications reconfigure daily lives
and practices. It offers a forum for critical analysis and inquiry
into digital media theory. The journal provides a venue for
publication for interdisciplinary research approaches, contemporary
theory developments and methodological innovation in digital media
studies. It invites reflection on how culture unfolds through the
use of digital technology, and how it conversely influences the
development of digital technology itself. The inaugural issue
"Digital Material/ism" presents methodological and theoretical
insights into digital materiality and materialism.
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