|
Showing 1 - 6 of
6 matches in All Departments
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".
|
You may like...
Loot
Nadine Gordimer
Paperback
(2)
R383
R310
Discovery Miles 3 100
Loot
Nadine Gordimer
Paperback
(2)
R383
R310
Discovery Miles 3 100
|