Slideshow for my Spectrums of DH Talk for McGill University. Presented on January 15, 2021.
Abstract:
In my talk I will offer an exploration of how the development, distribution, and access to digital technologies have replicated imperialist and colonialist practices of the past and have led to an unequal development of digital writing across the world. I will discuss how the development of electronic literature as a field has happened in privileged academic spaces with institutional resources, research investment, and prestige economies that favor wealthy countries and replicate imperialistic relationships with elit created and researched in the rest of the world. I will conclude by offering some ideas on how we can help decolonize and seek more equitable development of the field.
For a video recording of the talk, visit: https://leonardoflores.net/blog/presentations-2/recent-lecture-technological-imperialism-and-digital-writing/
Communicating with the Audiences of the FutureSteven Jong
Predicting future technology is hard, but thanks to demographics and surveys, predicting future audiences is actually fairly easy. Understanding future audiences gives insights into future workers and the future of our professional society.
Presentation given by Steven Jong at InterChange 2014, the regional conference of the New England Chapter of the Society for Technical Communication, Lowell, Massachusetts, USA, 29 March 2014.
[Re-uploaded 4/21 as a PPTX with presenter notes--sfj]
Nobel Prize Nomination - Steven (Steve) Jobs and William (Bill) GatesClement Manoko
This nomination letter nominates Bill Gates and Steve Jobs for the 2011 Nobel Prize. It summarizes their contributions to the fields of computing and technology, including Gates founding Microsoft and developing early versions of BASIC programming language, and Jobs co-founding Apple and pioneering personal computers and mobile devices. The letter argues that their innovations have advanced communication and helped realize an information society, connecting people globally and facilitating areas like education, democracy, and globalization.
Carla's recap of CHI2011 in Vancouver includes summaries of talks on topics like interacting in the physical world using touch and 3D projections, home automation technologies, imaging techniques, and research on virtual presence. Speakers discussed encouraging serendipity online, social media literacy in education, and a history of human-computer interaction. Panels covered designing for health care systems, values of interdisciplinary digital arts, and empowering diverse teams. The recap shares links to various projects presented at the conference on touch interfaces, tabletop computing, robotics and more.
The document discusses how digital technologies are changing human environments and influencing who writes our autobiographies. It notes that in 2000, 25% of recorded information was digital, growing to 98% by 2013, with personal devices now constantly recording our lives. Algorithms, interfaces, and big data shape our experiences in unseen ways. Our obligations and identities are entwined with complex human-machine systems, yet the values and decisions built into these systems are often unknown. To write our own autobiographies, we must understand these influences and how our minds, relationships, and societies co-evolve within new digital ecologies.
The school needs, more than ever before, to make it possible to prepare workers with a new education to carry out their activities adjusted to the new times. In order to implement a new education, it is imperative that we begin to identify the human skills necessary for 21st century work and to adjust our obsolete education system to form citizens better equipped for a reality that is different from the industrial age that is coming to an end and still prevails at the moment.
Here are 6 bibliographic sources for the information provided in the case study:
1. Rogero, Matthew. Media Company Case Study. 2022. Unpublished.
2. BIGinsight. "Mac Survey Finds Younger, More Affluent Users." BIGinsight.com, 1 Jan. 2013. https://www.biginsight.com/press-releases/mac-survey-finds-younger-more-affluent-users. Accessed 1 Mar. 2022.
3. TOI Tech. "Apple Maps Fiasco: A Timeline of Major Apple Product Launch Controversies." The Times of India, 7 Oct. 2012. https://timesofind
This document discusses the field of technoanthropology and its focus on studying technology as a cultural system. It provides context on the development of computer science departments out of ARPA laboratories in the 1960s. It also describes ethnographic research conducted at the School of Computer Science at Carnegie Mellon University in the 1990s. Additionally, it outlines two models of knowledge - the traditional science-technology-industry model and the mission-driven model. The document discusses the development of citizen laboratories like i2cat and Citilab that aim to open innovation to citizens. Finally, it argues that technoanthropology can help build an understanding of innovative social and cultural systems and the potential for "synthetic social sciences".
Communicating with the Audiences of the FutureSteven Jong
Predicting future technology is hard, but thanks to demographics and surveys, predicting future audiences is actually fairly easy. Understanding future audiences gives insights into future workers and the future of our professional society.
Presentation given by Steven Jong at InterChange 2014, the regional conference of the New England Chapter of the Society for Technical Communication, Lowell, Massachusetts, USA, 29 March 2014.
[Re-uploaded 4/21 as a PPTX with presenter notes--sfj]
Nobel Prize Nomination - Steven (Steve) Jobs and William (Bill) GatesClement Manoko
This nomination letter nominates Bill Gates and Steve Jobs for the 2011 Nobel Prize. It summarizes their contributions to the fields of computing and technology, including Gates founding Microsoft and developing early versions of BASIC programming language, and Jobs co-founding Apple and pioneering personal computers and mobile devices. The letter argues that their innovations have advanced communication and helped realize an information society, connecting people globally and facilitating areas like education, democracy, and globalization.
Carla's recap of CHI2011 in Vancouver includes summaries of talks on topics like interacting in the physical world using touch and 3D projections, home automation technologies, imaging techniques, and research on virtual presence. Speakers discussed encouraging serendipity online, social media literacy in education, and a history of human-computer interaction. Panels covered designing for health care systems, values of interdisciplinary digital arts, and empowering diverse teams. The recap shares links to various projects presented at the conference on touch interfaces, tabletop computing, robotics and more.
The document discusses how digital technologies are changing human environments and influencing who writes our autobiographies. It notes that in 2000, 25% of recorded information was digital, growing to 98% by 2013, with personal devices now constantly recording our lives. Algorithms, interfaces, and big data shape our experiences in unseen ways. Our obligations and identities are entwined with complex human-machine systems, yet the values and decisions built into these systems are often unknown. To write our own autobiographies, we must understand these influences and how our minds, relationships, and societies co-evolve within new digital ecologies.
The school needs, more than ever before, to make it possible to prepare workers with a new education to carry out their activities adjusted to the new times. In order to implement a new education, it is imperative that we begin to identify the human skills necessary for 21st century work and to adjust our obsolete education system to form citizens better equipped for a reality that is different from the industrial age that is coming to an end and still prevails at the moment.
Here are 6 bibliographic sources for the information provided in the case study:
1. Rogero, Matthew. Media Company Case Study. 2022. Unpublished.
2. BIGinsight. "Mac Survey Finds Younger, More Affluent Users." BIGinsight.com, 1 Jan. 2013. https://www.biginsight.com/press-releases/mac-survey-finds-younger-more-affluent-users. Accessed 1 Mar. 2022.
3. TOI Tech. "Apple Maps Fiasco: A Timeline of Major Apple Product Launch Controversies." The Times of India, 7 Oct. 2012. https://timesofind
This document discusses the field of technoanthropology and its focus on studying technology as a cultural system. It provides context on the development of computer science departments out of ARPA laboratories in the 1960s. It also describes ethnographic research conducted at the School of Computer Science at Carnegie Mellon University in the 1990s. Additionally, it outlines two models of knowledge - the traditional science-technology-industry model and the mission-driven model. The document discusses the development of citizen laboratories like i2cat and Citilab that aim to open innovation to citizens. Finally, it argues that technoanthropology can help build an understanding of innovative social and cultural systems and the potential for "synthetic social sciences".
The document discusses the utopian and dystopian views of the internet and technology. It explores how the internet has transformed society in a short period of time through widespread adoption. While some see opportunities for democracy and organization, others worry technology could increase control over individuals and exacerbate human problems. The document also addresses issues like the digital divide and knowledge divide, participatory design, and using technology and the internet for social justice goals.
The document discusses the evolution of the "memeplex", which refers to the system through which memes are launched and evolve, particularly in digital environments like social media. It traces the key developments from the earliest computer networks and use of the term "meme" in the 1970s through the rise of social media platforms and their role in accelerating the spread and mutation of internet memes. Major events discussed include the creation of the internet, web, email, smartphones, social networks like Myspace and Facebook, and the role of politicians like Donald Trump in harnessing memes for their campaigns.
This document discusses the history and development of computer ethics as a field. It describes how computer ethics first emerged during WWII with Norbert Wiener's work on cybernetics, but was largely ignored until the 1960s when the social and ethical implications of computers started to become apparent. The document then outlines several important milestones and definitions in the field, such as James Moor coining the term "computer ethics" in 1983 and Deborah Johnson identifying privacy as a key issue. The rest of the document analyzes various ethical issues raised by computers like privacy, risk, social justice, speech, commerce, and intellectual property. It concludes by arguing that computer ethics will evolve into a new global ethics given the central role of technology in
This document provides an overview of gaming and its potential applications for education. It discusses the history and genres of gaming, the growth of virtual worlds and multiplayer online games, and research on how games can be used to develop important skills. The document also examines challenges in integrating games into education and different strategic options institutions have for doing so, such as using off-the-shelf games, faculty-developed games, or partnerships with external organizations.
Space is more than an empty container for things. It has its own features and forms: a psychogeography. It is created through movements and flows. Information technologies complicate spatiality by simulating space, contracting space with communication and locating actors in space. Remediations of spatiality are powerful features of technoculture.
YESSI PERSE - NEW DARK AGE - DOSSIER EN.pdfYESSi PERSE
YESSi PERSE - NEW DARK AGE
"NEW DARK AGE" is a conceptual immersive VR game about what we have called Economystic* (the fiduciary economic system based on faith in the value of capital) and Techno-feudalism( the feudal power of technological corporations in the current socio-economic framework) that is structured in a journey through a cyber-medieval speculative scenario in which Big Tech Corporations have replaced the territorial nation-state model and run the world through the control of Big Data and corporate wars.
A walking simulator video game composed of 5 explorable levels corresponding to each of the five leading companies in the digital market: the MMAGA corporations (Meta, Microsoft, Apple, Google, Amazon). In the style of a first-person RPG, the viewer/player adopts the role of a USERF (USER+ SERF, servant) who moves through the data servers of these corporate kingdoms, getting to know their practices, rituals, laws, algorithms and feudal lords-CEOS.
NEW DARK AGE is a pilgrimage through this "New Dark Age" of information, where the contemporary fantasy of knowledge provided by technology brings the opposite: an era of uncertainty, post-truth, predictive algorithms and meticulous surveillance systems. In this New Dark Age capitalism has drifted into a neo-feudalism where corporations (data platforms) look like kingdoms, CEOS (CEOs) and IAS (Artificial Intelligences) act as Kings/Overlords and users as serfs/servants. Digital technology takes a dominant role, boosting the offshoring and precarization of the labor force; and where economics and politics are moving
away from democracy.
This document provides an introduction to emerging technologies. It discusses what emerging technologies are, provides examples like robotics and artificial intelligence, and explores the history and key milestones of technologies including chalkboards, film projectors, computers, and the internet. The document also examines how information storage and access has evolved from physical books to digital formats that can store thousands of books in small spaces and be instantly searchable.
Darknet imaginaries: The discursive malleability of the cultural status of di...Piotr Siuda
This document discusses a research study analyzing 505 internet memes related to the darknet in order to understand how they collectively contribute to cultural conceptions of this niche technology. The researchers identified 9 themes across the memes, including depictions of the darknet vs the clear web, darknet technology and users, the shadowy nature of the darknet, unexpected aspects of the darknet, and dark humor related to the darknet. The analysis shows that internet memes present a complex, diverse, and sometimes contradictory representation of the darknet, demonstrating the discursive malleability of how cultural status is developed for niche technologies with few users.
This document provides a case study on Citilab, a living lab located in Cornella de Llobregat, Barcelona. Citilab is housed in a former textile factory from the late 19th century that fell into disuse. In the 2000s, local activists worked to connect the community to the internet and launch innovation projects through CornellaNet. Citilab was founded in 2007 with support from local government, universities, companies and citizens to promote technological and social innovation through open collaboration. It has over 4,500 members who participate in projects and digital literacy programs.
The document discusses the evolution of community networks and participation. Early community networks focused on access, but now people want to participate and innovate. Living labs aim to bring together citizens, companies, universities and governments to jointly drive open innovation projects to meet local needs. The Citilab in Cornella, Spain is presented as a case study, creating a collaborative environment since 2004 where local demands have spurred innovation projects and the evolution to a "lab society".
This document discusses the history and definitions of cyberculture. It notes that cyberculture originated in the 1950s-1970s with the development of computer networks in the US for communication and business. Cyberculture studies examine online communities, gaming, and issues of identity and gender in internet usage. The document also discusses debates around the impacts of cyberculture, whether it leads to social deterioration or new opportunities for connection.
Author: Mirko Presser
The Alexandra Institute
Contributors
Srdjan Krco (Dunavnet)
Tobias Kowatsch (University of St. Gallen)
Stefan Fischer (University of Luebeck)
Wolfgang Maas (Saarland University)
Sebastian Lange (Deloitte)
Francois Carrez (University of Surrey)
Bernard Hun (University of Surrey)
Richard Egan (Thales UK, Research and Technology)
Jan Höller (Ericsson AB)
Alessandro Bassi (Alessandro Bassi Consulting)
Stephan Haller (Vigience AG)
Martin Fiedler (Fraunhofer IML)
Luis Muñoz (University of Cantabria)
Louise Lønborg Rustrup (The Alexandra Institute)
João Fernandes (The Alexandra Institute)
Production Team:
Tine Kaag Raun (The Alexandra Institute)
Michael Skotting (Raaskot Visuel Kommunikation)
Mirko Presser (The Alexandra Institute)
Stig Andersen (Thingvalla Kommunikation)
Bente Kjølby Larsen (The Alexandra Institute)
Susanne Brøndberg (The Alexandra Institute)
Lene Holst Mortensen (The Alexandra Institute)
Interviews by Stig Andersen
The Internet of Things Comic Book is a publication of
the Internet of Things International Forum and is powered
by the Alexandra Institute and partially funded by
the
FP7 ICT ‘Internet of Things Initiative’ Coordination
Action,
contract number 257565
Comic Book scenes sponsored by Smart Aarhus
www.smartaarhus.dk
<a><img src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" /></a><br />Quest'opera è distribuita con Licenza <a>Creative Commons Attribuzione - Non commerciale - Condividi allo stesso modo 4.0 Internazionale</a>.
Philosophy and Social Media 2: The Origins of Social MediaTimothy Rayner
The document discusses the origins and evolution of social media and hacker culture from the 1960s counterculture period to today. It traces the development of early concepts like personal web pages, online communities, and open source software. Key events and figures mentioned include the Whole Earth Catalog in 1968, the first hacker conference in 1984, the launch of the WELL social network in 1985, and Richard Stallman founding the GNU project in 1983. The document argues that counterculture values of nomadism and communalism influenced the development of social media and that hacker culture emphasizes free experimentation and contribution to a digital commons.
Being digital, the skills of the interactive systems designer.pptxHamzakhalid708089
This document discusses the history and development of digital technologies from the 1940s to the present. It describes how computers evolved from room-sized machines operated by specialists to personal devices with graphical user interfaces. The development of the internet in the 1990s allowed digital content like text, images, and video to be widely shared. Today's world of ubiquitous connectivity and mobile devices was presaged by pioneers like Licklider, Kay, and Weiser. The document suggests UX designers must understand users, technologies, and bring the two together to create useful solutions.
This document discusses digital literacy and its importance in today's networked society. Some key points:
- Digital literacy goes beyond just learning how to use tools and involves developing a critical understanding of the digital world.
- Everyone exists on a continuum between being a "digital visitor" and a "digital resident" and skills must be developed.
- Digital literacy includes being able to identify, understand, interpret, create, communicate and compute using digital tools and media.
- Digital literacy is now an essential entitlement and skill for full participation in work, culture, civic duties and more.
Net Art a umělecké prostředí internetu_Katedra výtvarné výchovy UPOLMary Meixner
Prezentace pro Katedru výtvarné výchovy v Olomouci
Net Art a umělecké prostředí internetu
Základní seznámení se specifickou uměleckou formou internetového umění bude probíhat ve třech oblastech: (1) Nastínění historických počátků a základních milníků daných vývojem technologie i zlomovými uměleckými akcemi. (2) Seznámení se se základními poddruhy současného internetového umění v celosvětovém kontextu (youtube-based net art, tumblr-based net art, facebook-based net art, webové stránky jako umělecká díla ad.), stručné přiblížení současného posunu v teoretickém vnímání net artu a jeho definic. (3) Výstavní a prezentační strategie současného net artu. Exkurz do etablovaných výstavních prostor v rámci internetu, představení základních informačních rozcestníků, internetových galerií či výstavních iniciativ. Jako bonus nastínění aktuálních prodejních strategií internetového umění.
This document discusses the rise of social media and its impact on society and business. It traces the evolution from early technologies like blogs and wikis to today's social networks. Key points made include:
- Social media has democratized information by transforming consumers into publishers.
- Early critics warned it could infantilize the brain and reduce attention spans, while optimists saw its potential to empower users.
- Companies must adapt to a world where consumers engage and share content online in new ways.
- The architecture of technology shapes human behavior more than the content itself.
Presentation Slideshow for a performance with Mark Sample for the ELO 2015 Media Arts Show. For more information, visit: http://elmcip.net/creative-work/bot-sampler-two-voices
Beyond the book: Discover Electronic LiteratureLeonardo Flores
This document introduces electronic literature and provides examples of early works including "Love Letters" from 1952 and Jim Andrew's 1997 work "Seattle Drift". It discusses how electronic literature exists at the intersection of language and digital media. Various genres of electronic literature are highlighted such as hypertext fiction and poetry, audio and video poetry, code poetry, and video games. Grassroots forms are also noted like memes, GIFs, comics, hashtags, lyrics videos, and e-poetry works. In conclusion, the document suggests that people may already be creating electronic literature in their online writing and sharing.
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The document discusses the utopian and dystopian views of the internet and technology. It explores how the internet has transformed society in a short period of time through widespread adoption. While some see opportunities for democracy and organization, others worry technology could increase control over individuals and exacerbate human problems. The document also addresses issues like the digital divide and knowledge divide, participatory design, and using technology and the internet for social justice goals.
The document discusses the evolution of the "memeplex", which refers to the system through which memes are launched and evolve, particularly in digital environments like social media. It traces the key developments from the earliest computer networks and use of the term "meme" in the 1970s through the rise of social media platforms and their role in accelerating the spread and mutation of internet memes. Major events discussed include the creation of the internet, web, email, smartphones, social networks like Myspace and Facebook, and the role of politicians like Donald Trump in harnessing memes for their campaigns.
This document discusses the history and development of computer ethics as a field. It describes how computer ethics first emerged during WWII with Norbert Wiener's work on cybernetics, but was largely ignored until the 1960s when the social and ethical implications of computers started to become apparent. The document then outlines several important milestones and definitions in the field, such as James Moor coining the term "computer ethics" in 1983 and Deborah Johnson identifying privacy as a key issue. The rest of the document analyzes various ethical issues raised by computers like privacy, risk, social justice, speech, commerce, and intellectual property. It concludes by arguing that computer ethics will evolve into a new global ethics given the central role of technology in
This document provides an overview of gaming and its potential applications for education. It discusses the history and genres of gaming, the growth of virtual worlds and multiplayer online games, and research on how games can be used to develop important skills. The document also examines challenges in integrating games into education and different strategic options institutions have for doing so, such as using off-the-shelf games, faculty-developed games, or partnerships with external organizations.
Space is more than an empty container for things. It has its own features and forms: a psychogeography. It is created through movements and flows. Information technologies complicate spatiality by simulating space, contracting space with communication and locating actors in space. Remediations of spatiality are powerful features of technoculture.
YESSI PERSE - NEW DARK AGE - DOSSIER EN.pdfYESSi PERSE
YESSi PERSE - NEW DARK AGE
"NEW DARK AGE" is a conceptual immersive VR game about what we have called Economystic* (the fiduciary economic system based on faith in the value of capital) and Techno-feudalism( the feudal power of technological corporations in the current socio-economic framework) that is structured in a journey through a cyber-medieval speculative scenario in which Big Tech Corporations have replaced the territorial nation-state model and run the world through the control of Big Data and corporate wars.
A walking simulator video game composed of 5 explorable levels corresponding to each of the five leading companies in the digital market: the MMAGA corporations (Meta, Microsoft, Apple, Google, Amazon). In the style of a first-person RPG, the viewer/player adopts the role of a USERF (USER+ SERF, servant) who moves through the data servers of these corporate kingdoms, getting to know their practices, rituals, laws, algorithms and feudal lords-CEOS.
NEW DARK AGE is a pilgrimage through this "New Dark Age" of information, where the contemporary fantasy of knowledge provided by technology brings the opposite: an era of uncertainty, post-truth, predictive algorithms and meticulous surveillance systems. In this New Dark Age capitalism has drifted into a neo-feudalism where corporations (data platforms) look like kingdoms, CEOS (CEOs) and IAS (Artificial Intelligences) act as Kings/Overlords and users as serfs/servants. Digital technology takes a dominant role, boosting the offshoring and precarization of the labor force; and where economics and politics are moving
away from democracy.
This document provides an introduction to emerging technologies. It discusses what emerging technologies are, provides examples like robotics and artificial intelligence, and explores the history and key milestones of technologies including chalkboards, film projectors, computers, and the internet. The document also examines how information storage and access has evolved from physical books to digital formats that can store thousands of books in small spaces and be instantly searchable.
Darknet imaginaries: The discursive malleability of the cultural status of di...Piotr Siuda
This document discusses a research study analyzing 505 internet memes related to the darknet in order to understand how they collectively contribute to cultural conceptions of this niche technology. The researchers identified 9 themes across the memes, including depictions of the darknet vs the clear web, darknet technology and users, the shadowy nature of the darknet, unexpected aspects of the darknet, and dark humor related to the darknet. The analysis shows that internet memes present a complex, diverse, and sometimes contradictory representation of the darknet, demonstrating the discursive malleability of how cultural status is developed for niche technologies with few users.
This document provides a case study on Citilab, a living lab located in Cornella de Llobregat, Barcelona. Citilab is housed in a former textile factory from the late 19th century that fell into disuse. In the 2000s, local activists worked to connect the community to the internet and launch innovation projects through CornellaNet. Citilab was founded in 2007 with support from local government, universities, companies and citizens to promote technological and social innovation through open collaboration. It has over 4,500 members who participate in projects and digital literacy programs.
The document discusses the evolution of community networks and participation. Early community networks focused on access, but now people want to participate and innovate. Living labs aim to bring together citizens, companies, universities and governments to jointly drive open innovation projects to meet local needs. The Citilab in Cornella, Spain is presented as a case study, creating a collaborative environment since 2004 where local demands have spurred innovation projects and the evolution to a "lab society".
This document discusses the history and definitions of cyberculture. It notes that cyberculture originated in the 1950s-1970s with the development of computer networks in the US for communication and business. Cyberculture studies examine online communities, gaming, and issues of identity and gender in internet usage. The document also discusses debates around the impacts of cyberculture, whether it leads to social deterioration or new opportunities for connection.
Author: Mirko Presser
The Alexandra Institute
Contributors
Srdjan Krco (Dunavnet)
Tobias Kowatsch (University of St. Gallen)
Stefan Fischer (University of Luebeck)
Wolfgang Maas (Saarland University)
Sebastian Lange (Deloitte)
Francois Carrez (University of Surrey)
Bernard Hun (University of Surrey)
Richard Egan (Thales UK, Research and Technology)
Jan Höller (Ericsson AB)
Alessandro Bassi (Alessandro Bassi Consulting)
Stephan Haller (Vigience AG)
Martin Fiedler (Fraunhofer IML)
Luis Muñoz (University of Cantabria)
Louise Lønborg Rustrup (The Alexandra Institute)
João Fernandes (The Alexandra Institute)
Production Team:
Tine Kaag Raun (The Alexandra Institute)
Michael Skotting (Raaskot Visuel Kommunikation)
Mirko Presser (The Alexandra Institute)
Stig Andersen (Thingvalla Kommunikation)
Bente Kjølby Larsen (The Alexandra Institute)
Susanne Brøndberg (The Alexandra Institute)
Lene Holst Mortensen (The Alexandra Institute)
Interviews by Stig Andersen
The Internet of Things Comic Book is a publication of
the Internet of Things International Forum and is powered
by the Alexandra Institute and partially funded by
the
FP7 ICT ‘Internet of Things Initiative’ Coordination
Action,
contract number 257565
Comic Book scenes sponsored by Smart Aarhus
www.smartaarhus.dk
<a><img src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" /></a><br />Quest'opera è distribuita con Licenza <a>Creative Commons Attribuzione - Non commerciale - Condividi allo stesso modo 4.0 Internazionale</a>.
Philosophy and Social Media 2: The Origins of Social MediaTimothy Rayner
The document discusses the origins and evolution of social media and hacker culture from the 1960s counterculture period to today. It traces the development of early concepts like personal web pages, online communities, and open source software. Key events and figures mentioned include the Whole Earth Catalog in 1968, the first hacker conference in 1984, the launch of the WELL social network in 1985, and Richard Stallman founding the GNU project in 1983. The document argues that counterculture values of nomadism and communalism influenced the development of social media and that hacker culture emphasizes free experimentation and contribution to a digital commons.
Being digital, the skills of the interactive systems designer.pptxHamzakhalid708089
This document discusses the history and development of digital technologies from the 1940s to the present. It describes how computers evolved from room-sized machines operated by specialists to personal devices with graphical user interfaces. The development of the internet in the 1990s allowed digital content like text, images, and video to be widely shared. Today's world of ubiquitous connectivity and mobile devices was presaged by pioneers like Licklider, Kay, and Weiser. The document suggests UX designers must understand users, technologies, and bring the two together to create useful solutions.
This document discusses digital literacy and its importance in today's networked society. Some key points:
- Digital literacy goes beyond just learning how to use tools and involves developing a critical understanding of the digital world.
- Everyone exists on a continuum between being a "digital visitor" and a "digital resident" and skills must be developed.
- Digital literacy includes being able to identify, understand, interpret, create, communicate and compute using digital tools and media.
- Digital literacy is now an essential entitlement and skill for full participation in work, culture, civic duties and more.
Net Art a umělecké prostředí internetu_Katedra výtvarné výchovy UPOLMary Meixner
Prezentace pro Katedru výtvarné výchovy v Olomouci
Net Art a umělecké prostředí internetu
Základní seznámení se specifickou uměleckou formou internetového umění bude probíhat ve třech oblastech: (1) Nastínění historických počátků a základních milníků daných vývojem technologie i zlomovými uměleckými akcemi. (2) Seznámení se se základními poddruhy současného internetového umění v celosvětovém kontextu (youtube-based net art, tumblr-based net art, facebook-based net art, webové stránky jako umělecká díla ad.), stručné přiblížení současného posunu v teoretickém vnímání net artu a jeho definic. (3) Výstavní a prezentační strategie současného net artu. Exkurz do etablovaných výstavních prostor v rámci internetu, představení základních informačních rozcestníků, internetových galerií či výstavních iniciativ. Jako bonus nastínění aktuálních prodejních strategií internetového umění.
This document discusses the rise of social media and its impact on society and business. It traces the evolution from early technologies like blogs and wikis to today's social networks. Key points made include:
- Social media has democratized information by transforming consumers into publishers.
- Early critics warned it could infantilize the brain and reduce attention spans, while optimists saw its potential to empower users.
- Companies must adapt to a world where consumers engage and share content online in new ways.
- The architecture of technology shapes human behavior more than the content itself.
Similar to Technological Imperialism and Digital Writing (20)
Presentation Slideshow for a performance with Mark Sample for the ELO 2015 Media Arts Show. For more information, visit: http://elmcip.net/creative-work/bot-sampler-two-voices
Beyond the book: Discover Electronic LiteratureLeonardo Flores
This document introduces electronic literature and provides examples of early works including "Love Letters" from 1952 and Jim Andrew's 1997 work "Seattle Drift". It discusses how electronic literature exists at the intersection of language and digital media. Various genres of electronic literature are highlighted such as hypertext fiction and poetry, audio and video poetry, code poetry, and video games. Grassroots forms are also noted like memes, GIFs, comics, hashtags, lyrics videos, and e-poetry works. In conclusion, the document suggests that people may already be creating electronic literature in their online writing and sharing.
Cartografías Digitales: Géneros Norteamericanos y EuropeosLeonardo Flores
Este documento presenta un resumen de diferentes géneros de literatura digital y electrónica, incluyendo poesía generativa, hipertexto, literatura interactiva y cinética. Describe varias obras pioneras en estos géneros emergentes y provee recursos como sitios web, revistas digitales y colecciones que ofrecen más información sobre esta área en evolución.
Slideshow for "Scripting the Reader in Electronic Literature"Leonardo Flores
This was presented at the ASA Conference.
Link to session page: http://tinyurl.com/mmm2od9
Here's a link to the roundtable proposal: http://leonardoflores.net/blog/scripting-the-reader-in-electronic-literature-an-asa-roundtable/
The document discusses the Fulbright Program and its benefits. It provides contact information for Leonardo Flores, the Fulbright Program Adviser and Campus Representative at UPRM, who provides orientations on the Fulbright Program and application process. The next orientation session will be on March 27th at 10:30 am in room Celis 302, where Flores and Jeffrey Herlihy will discuss the Fulbright experience.
This document summarizes the statistics and goals of the I ♥ E-Poetry website after 500 entries. The website contains over 500 creative works and critical writings about electronic poetry, with over 1700 creative works referenced in critical writings and 972 unique works. The goals of the site are to provide concise 100-500 word entries that are relevant to fields like media-specific analysis and software studies through close reading and authorial scholarship of digital works, while aiding in digital preservation.
This document discusses the website I ♥ E-Poetry, which provides over 500 examples of electronic poetry for teaching purposes. The site allows for media-specific analysis of digital works, as well as close reading 2.0 of born-digital pieces. Entries on the site are brief, between 100-500 words each, and follow specific guidelines for submission and annotation of electronic poems. The site serves as a publishable reference for students completing writing assignments on electronic poetry.
Electronic Publishing 2.0: Reimagining the Publication and Preservation of E ...Leonardo Flores
This is my presentation slideshow for the First International Conference on Electronic Literature and Virtual Art (ELVA), presented on October 4, 2012.
This document proposes ways to make electronic literature more accessible to general audiences through established literary critical practices like close reading. It provides an example close reading of the digital poem "White-Faced Bromeliads on 20 Hectares" by Loss Pequeño Glazier. The analysis examines how the poem's scheduled changes mimic the speaker's shifting mindset during a trip to Costa Rica as reflected in the changing vocabulary from technology to nature terms. It argues electronic literature can be understood through attention to patterns in variations and interpreting how media aspects shape meaning.
Este informe resume los proyectos y logros del Decano Asociado de Avalúo y Tecnologías de Aprendizaje en el Recinto Universitario de Mayagüez para el año académico 2010-2011, incluyendo el desarrollo de iniciativas de avalúo, tecnologías de aprendizaje, publicaciones académicas, investigación en artes y humanidades, y un viaje a Washington D.C. para establecer conexiones con agencias federales de fondos.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
2. ABSTRACT
In my talk I will offer an exploration of how the development,
distribution, and access to digital technologies have replicated
imperialist and colonialist practices of the past and have led to an
unequal development of digital writing across the world. I will discuss
how the development of electronic literature as a field has happened in
privileged academic spaces with institutional resources, research
investment, and prestige economies that favor wealthy countries and
replicate imperialistic relationships with elit created and researched in
the rest of the world. I will conclude by offering some ideas on how we
can help decolonize and seek more equitable development of the field.
3. DIGITAL WRITING AND ELECTRONIC
LITERATURE
Digital writing takes advantage of the unique capabilities
of digital technologies, particularly:
• computation
• multimodality
• animation and 3D modeling
• interactivity
• networking
• digital culture
Electronic literature is artistic digital writing.
4. “
”
ANY HUMAN-BORN KNOWLEDGE (INCLUDING
COMPUTER SCIENCE) IS SUBJECT TO THE
CULTURAL LAW OF THE ARTIFACT (VYGOTSKY
1978, 1986). THIS LAW AFFIRMS THAT BOTH
MATERIAL AND COGNITIVE ARTIFACTS
PRODUCED BY HUMANS ARE SUBJECT TO THE
INFLUENCE OF ITS ENVIRONMENT, CULTURE,
AND THE SOCIAL HABITS OF THE INDIVIDUAL
AND GROUPS THAT DEVISE AND MAKE USE OF
THEM. THE ARTIFACT INFLUENCES AND AT
THE SAME TIME IS INFLUENCED BY ITS
CONTEXT; IN OTHER WORDS, TECHNOLOGY IS
ALWAYS A PART OF CULTURE, NOT A CAUSE
OR AN EFFECT OF IT (SLACK AND WISE
2005,4; 112).Fiormonte, Domenico. "Towards a cultural critique of the digital
humanities.." (2012)
5. DIGITAL COMPUTERS
• Computers developed by:
• Companies dedicated to power, electronics, and industrial machinery
(such as IBM, Bell Laboratories, Hewlett-Packard, Ferranti)
• Military applications during World War II (such as code breaking)
• Universities and research labs
• All of these were in the US, England, and Europe, with
companies having subsidiaries around the world.
• To create electronic literature required access to mainframe
computers.
6. MANCHESTER MARK I COMPUTER (1949)
Image credit: The University of Manchester
1998, 1999
7. “LOVE LETTERS” BY CHRISTOPHER
STRACHEY (1951)
Image from: Gabouri, Jacob “A Queer History of Computing,
Part 3”
8. JOSEPH WEIZENBAUM, “ELIZA” 1964-1966
• First chatterbot, developed at
MIT
• Named after Eliza Doolittle in
George Bernard Shaw’s play
Pygmalion (1913)
• Its DOCTOR script mimics a
Rogerian psychologist.
• It used teletype.
• Turing Test attempt.
9. “
”
IN THE FIELD OF THE HUMANITIES, THE
CREATION OF METHODOLOGIES AND
TECHNOLOGICAL STANDARDS IS NEVER
NEUTRAL WITH RESPECT TO LINGUISTIC
AND CULTURAL DIFFERENCES.
Fiormonte, Domenico. "Digital Humanities from a global
perspective." (2014)
10. AMERICAN STANDARD CODE FOR
INFORMATION INTERCHANGE (ASCII)
• Developed 1960 by the
American Standards
Association.
• It contained 95 printable
characters.
• Other countries had to
adapt or develop new ASCII
standards to include non-
English letters.
• US ASCII dominated the
WWW until 2007, when
surpassed by UTF-8Image source:
https://commons.wikimedia.org/wiki/File:USASCII_code_chart.png
14. UNICODE
• Unicode 13.0 has 143,859
characters.
• Piringer’s “Unicode” shows
49,571 characters, 1/frame, 25
frames/second, and lasts
33:17.
• Includes 154 modern and
historic scripts, multiple
symbol sets, and emoji.
• The standard is maintained by
the Unicode Consortium, a
nonprofit based in Silicon
Valley, California.
Video: Jörg Piringer “Unicode”
(2012)
15. “
”
ITS [UNICODE] BOARD OF DIRECTORS IS
CURRENTLY COMPOSED OF TWO FROM
GOOGLE, TWO FROM MICROSOFT, ONE FROM
APPLE, ONE FROM JUSTSYSTEMS, ONE FROM
IBM AND ONE FROM OCLC7. THE EXECUTIVE
OFFICE IS NOT MUCH DIFFERENT: THE
PRESIDENT HAS BEEN A GOOGLE ENGINEER
SINCE 2006 AND, APART FROM A COUPLE OF
EXCEPTIONS COMING FROM THE ACADEMIC
OR RESEARCH WORLDS, NO PUBLIC
INSTITUTION IS REPRESENTED (63)
UNICODE IS AN INDUSTRIAL STANDARD
CONTROLLED BY THE INDUSTRY (64)
Fiormonte, Domenico. "Towards a cultural critique of the digital
16. EMOTICONS
• Emoticons first appeared in 1972 in the PLATO (Programmed
Logic for Automatic Teaching Operations) system, developed by
University of Illinois in 1960 and deploying terminals world
wide by the late 1970s.
• Scott Fahlman wrote the first ASCII emoticons, :-) and :-( in
1982.
• Japanese kaomoji developed in 1986 in Japan, using the
Katakana character set. Examples: (*^‿^*) and 凸( ` ロ ´ )凸
32. BIG TECH AND DIGITAL TECHNOLOGIES
Image source: Paris Marx, “Kicking Big Tech: Is it Possible? And worth the Hassle?”
33. “
”
“GOOGLE’S ENVIABLE POSITION AS THE
MONOPOLY LEADER IN THE PROVISION OF
INFORMATION HAS ALLOWED ITS
ORGANIZATION OF INFORMATION AND
CUSTOMIZATION TO BE DRIVEN BY ITS
ECONOMIC IMPERATIVES AND HAS
INFLUENCED BROAD SWATHS OF SOCIETY TO
SEE IT AS THE CREATOR AND KEEPER OF
INFORMATION CULTURE ONLINE, WHICH I AM
ARGUING IS ANOTHER FORM OF AMERICAN
IMPERIALISM THAT MANIFESTS ITSELF AS A
“GATEKEEPER” ON THE WEB.
Safiya Umoja Noble. Algorithms of Oppression: How Search Engines
Reinforce Racism. (2018)
34. ELITERATURE’S GROWTH AS A FIELD:
SELECTED CONFERENCE SERIES
• ACM – Hypertext and Hypermedia Conferences: yearly
1989 to present
• SLSA (Society for Literature, Science, and the Arts) yearly
1995-present
• DAC (Digital Arts and Culture) conferences: bi-yearly
1998-2009
• E-Poetry: bi-yearly 2001-2015
• ELO: 2002, 2007, 2008, 2010, yearly 2012 to present
47. SOCIAL ADOPTION OF ELECTRONIC
LITERATURE
Stages:
1.Approach
2.Discovery
3.Exploration
4.Adoption
Obstacles:
• Delayed or limited access to
technology
• Steep technical learning curve
• Lack of socioeconomic privilege
• Lack of community, isolation
• Undeveloped markets, limited
monetization
• Magnitude of paradigm shift
from print to digital
48. CASE STUDY: MY ORIGIN STORY
• Used Apple IIe at SESO and UPRM
(1985). Learned Basic and Pascal.
Used Gopher
• Played Zork, MUDS, Interative
fiction.
• Had MS DOS PC & Atari 2600 at
home.
• Wrote MA Thesis in Mac Computer
Classroom at BGSU (1994)
• Learned HTML and discovered
eliterature at UMD (1999)
49. GENERATIONAL, POSTWEB, DECOLONIAL E-
LIT
• Kathi Inman Berens - “Third Generation Electronic Literature
and Artisanal Interfaces: Resistance in the Materials” (2019)
• Alex Saum Pascual - ”Is Third Generation Literature Postweb
Literature? And Why Should We Care?” (2020)
• Janez Strehovec – “Smart Technology Instead of Blood and Soil”
(2020)
• Nacher, Anna. “Gardening E-literature (or, how to effectively
plant the seeds for future investigations on electronic
literature)” (2020)
• Kathi Inman Berens – “’Decolonize’ E-Literature? On Weeding
50. • Ikeda, Ryan. “Excavating Logics of White Supremacy in
Electronic Literature: Antiracism as Infrastructural Critique”
Electronic Book Review. 01/03/2021.
• Kozak, Claudia. Experimental Electronic Literature from the
Souths. A Political Contribution to Critical and Creative Digital
51. “
”
“DECOLONIAL E-LIT/DH”. ON THE ONE HAND,
THIS MAY BE AN OPTION TO DEBATE THE
USUAL WAYS OF UNDERSTANDING E-LIT
GLOBAL HISTORY, THEORY, CRITIQUE AND
PRACTICE. ON THE OTHER HAND, IT MAY
ALSO CONTEST DIGITAL HUMANITIES
CONSIDERED PRIMARILY IN TERMS OF A SET
OF GLOBAL TOOLS FOR DEALING WITH
CULTURAL ENTITIES IN THE FIELD OF
HUMANITIES. THE LATTER COMPRISES AN
INSTRUMENTAL BIAS WHICH RELIES ON AN
INSTRUMENTAL APPROACH TO TECHNOLOGY
AS ALLEGEDLY NEUTRAL, WITH FEW OR NONE
RELATION TO BROADER SOCIO-TECHNICAL
DIMENSIONS.
Claudia Kozak. “Experimental Electronic Literature from the Souths. A Political
Contribution to Critical and Creative Digital Humanities.” Electronic Book Review.
1/3/2021.
52. RYAN IKEDA’S INFRASTRUCTURAL CRITIQUE
Topics he examines:
• ELMCIP Knowledge Base
• The ELO’s infrastructure:
• The Electronic Literature
Collection
• ELO Fellows program and
Amplifying Anti-Racism
Fellowship
• Decolonization discourse
• Elitism and avant garde
traditions
“My claim, then, is not
that electronic literature,
as a scholarly field or an
aesthetic project, is racist
or white supremacist nor
is it to call out individuals
or institutions; rather, it
is to expose how
structural racism and
white supremacy are built
into its infrastructure to
53. “
”
ELITISM IS A LOGIC BY WHICH THE AVANT-
GARDE DISTINGUISHES ITSELF FROM OTHER
CLASSES OF ARTISTS, GENERATING
HIERARCHIES OF ART, SUCH AS HIGH OR LOW,
ADVANCED OR DELAYED,
EXPERIMENTAL/INNOVATIVE OR NOT. THESE
HIERARCHIES ARE INFORMED BY A DEEPER,
WESTERN LOGIC OF WHITE SUPREMACY, THAT
QUICKLY RACIALIZES THE AESTHETIC
POSITIONS OF HIGH – LOW, ADVANCED –
DELAYED, FORMALLY ENGAGED – CONTENT-
DRIVEN INTO AESTHETIC OR ETHNIC
CATEGORIES.Ikeda, Ryan. “Excavating Logics of White Supremacy in Electronic
Literature: Antiracism as Infrastructural Critique” Electronic Book
Review. 01/03/2021.
54. “
”
FOR ELECTRONIC LITERATURE TO
OPERATIONALIZE ANTIRACISM IT MUST
CRITIQUE ITS INFRASTRUCTURE, REIMAGINE
ITS STRUCTURES, HOW LITERARY HISTORIES
CONSTITUTE THEIRS BY A LOGIC OF WHITE
SUPREMACY.
Ikeda, Ryan. “Excavating Logics of White Supremacy in Electronic
Literature: Antiracism as Infrastructural Critique” Electronic Book
Review. 01/03/2021.
55. WHY DON’T WE HAVE MORE DIVERSE E-LIT?
1. Historical and socioeconomic delays in access to digital
technologies.
2. The digital divide, beyond historical deployment.
3. Needing a certain level of privilege to care about
experimentalism and avant garde artistic movements.
4. Electronic literature, as a concept, excludes too much digital
writing and other related work.
5. Regional communities around the world are either just getting
started or we haven’t established contact yet.
6. Insufficient or inadequate EDI (Equity, Diversity, and Inclusion)
efforts from ELO leadership and community.
56. WHAT ARE WE GOING TO DO ABOUT IT?
Proposed Equity, Diversity, and Inclusion (EDI) Initiatives:
• Revising ELO Mission Statement to address social justice issues
• Diversify the Board of Directors and Literary Advisory Board and with BIPOC
voices
• Create ELP initiative targeted for new BIPOC & underrepresented publications
• Inviting BIPOC and underrepresented keynote speakers for future ELO
conferences
• Nominating work from BIPOC and underrepresented people for ELO Awards
and Collections
• Targeted events and competitions for BIPOC and underrepresented
populations to create elit.
• Land acknowledgement for our events and investing in displaced
57. “
”
WE COULD ENGAGE IN CREATIVE WORK
AND CRITICISM OF ABSENCE, CREATIVE
WORK AND CRITICISM OF EMERGENCIES
AND IN INTERCULTURAL TRANSLATIONS
IN ORDER TO BUILD DECOLONIAL E-
LIT/DH.
Claudia Kozak. “Experimental Electronic Literature from the Souths. A Political
Contribution to Critical and Creative Digital Humanities.” Electronic Book Review.
1/3/2021.
58. RECAP
• The history of digital technologies and their spread in the world
has imperialistic, neocolonial implications.
• Electronic literature and the digital humanities, as practices and
fields, are shaped by this history and participate and replicate
its structures.
• It is necessary to dismantle these hierarchies, decolonize the
field, and seek more equitable development of both DH and
electronic literature.
59. THANK YOU!
Leonardo Flores, PhD
Professor and Chair
Department of English
Appalachian State University
President
Electronic
Literature Organization
Steering Committee Member
Red Lit(e)Lat
Emai: leo@eliterature.org
Blog: leonardoflores.net
Twitter: @leo_elo_ole
Facebook:
facebook.com/leonardoflores