Search results for "critical code studies working group"
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[…]effective strategy of www.McSpotlight.org which is focused on research, outreach, and activist networking was never repeated on the same scale. Why not? Should we continue to make the distinction between good content and networking projects and “bad” criminal hackers? (No, but people still do.) Ricardo Dominguez: Geert’s breakdown of net.activism into a binary of good activism (www.McSpotlight.org), or digitally correct activism, vs. the bad hacktivism of the Electronic Disturbance Theater (EDT) strikes me as far too simple. EDT’s work was and is tactical theater; McSpotlight.org was a long-term strategic action. So to compare one with the other disregards the context […]
[…]to harass Web authors to remove images, corporate logos and even corporate names from websites critical of their activities. In order to highlight the absurd extremities to which IP police powers have been extended, McLeod took out a trademark himself–on the phrase “freedom of expression.”TM He owns it. You do not. The efforts of absurdist media pranksters such as ®TMark are the subject of Caren Irr ‘s essay, which seeks to describe ways in which their efforts to use the system of socio-ideological reproduction to send new messages can be linked to a more capacious opposition to dominant forms of […]
[…]such as Cygnus have convinced the market that you do not need to be proprietary about source codes to make a profit: the code might be free, but tech support, packaging, installation software, regular upgrades, office applications, and hardware are not. In 1998, when Netscape went “open source” and invited the computer tinkers and hobbyists to look at the code of its new browser, fix the bugs, improve the package, and redistribute it, specialized mailing lists exchanged opinions about its implications. It is an established pattern of the computer industry, in fact, that you might have to give away your […]
[…]an interdisciplinary approach and a disciplinary approach. Gaming programs should integrate gender studies, film and television theory, computer science, sociology, digital art, and cultural studies into computer gaming curriculums, (and allow for different emphases.) We also need to discover what would be specific to a discipline of game design and gaming studies. Developing such an interdisciplinary and also disciplinary program would allow for a common language to be shared among programmers and artists, as well as informing gaming culture in general. There is much territory yet to be explored and we should prepare our students to better understand both the […]
[…]everyday life and working relations? As a very junior faculty member participating in a women’s studies faculty study group in the mid 80’s, when I tried to explain that I was investigating the politics of making distinctions between what has been called “the oral” and “the written,” a more senior historian impatiently insisted, “Something just is oral or written!” Although each feminist there cared about and taught the importance of denaturalizing cultural categories feminists critiqued, to no one was it obvious that orality and literacy were variations on nature and culture. When I was a postdoc in another university a […]
[…]frame for assessing the options available for meeting Bérubé’s goal of bringing critical studies knowledge to bear on policy making. Bérubé’s decision to work within the mode of journalism, the magazine medium, makes perfect sense in the apparatus of literacy. My response, however, is to reconsider this decision in the light of the shift in our apparatus from literacy to electracy. I am basing my speculations about the nature of electracy on a poststructuralist epistemology. …A further quandary for the poststructural consultant wanting to influence policy using the electronic media has to do with the dissolution of the communications model […]
[…]Design. London: Kogan Page Limited. Eskelinen, Markku (2001). “The Gaming Situation.” Game Studies 1, no.1 (July 2001). http://cmc.uib.no/gamestudies/0101/eskelinen/ Eskelinen, Markku, and Raine Koskimaa, editors (2001). Cybertext Yearbook 2000. Saarijärvi: Publications of the Research Centre for Contemporary Culture, University of Jyväskylä. Frasca, Gonzalo (1998). “Don’t play it again, Sam: One-session games of Narration.” http://cmc.uib.no/dac98/papers/frasca.html. —. (2001). “Videogames of the Oppressed.” M.A. Thesis: School of Literature, Communication and Culture, Georgia Institute of Technology, Atlanta (2001). http://www.jacaranda.org/frasca/thesis/. —. (1999). “Narratology meets Ludology: Similitude and Differences Between (Video)games and Narrative.” Parnasso 3: 365-371. http://www.jacaranda.org/frasca/ludology.htm. Freire, Paulo (2000). Pedagogy of the Oppressed. New York: Continuum. […]
[…]As Richard Coyne notes: “Information is thought to be the essence of life, as in the DNA code. To record and break the code is to have mastery over life” (Coyne 1995, 80). The most common organizational pattern identified in all systems is networking. All living systems are arranged in a network fashion. Since the 1920s, when ecologists began studying food chains, recognition of networks became essential to many scholars, in different forms. Cyberneticists in particular tried to understand the brain as a neural network and to analyze its patterns. The structure of the brain is enormously complex, containing about […]
[…]matter. Fuller examines three types of software that represent useful interventions into software studies: critical software, social software, and speculative software. The first of these, critical software, is software that investigates software. Fuller describes two modes by which critical software operates. The first looks at evidence of normalized software in order to disclose how the process of normalization becomes manifest. Critical software works “by using the evidence presented by normalized software to construct an arrangement of the objects, protocols, statements, dynamics, and sequences of interaction that allow its conditions of truth to become manifest” (23). Critical software, then, engages the […]
[…]can generate these dreams (a trivial side product of the bodies’ real purpose, which is to go on working, and to expand their networking endlessly). We see it in The Sims and numerous other computer games, in which players conduct virtual characters through career choices, commodity purchases, and social networks. What we don’t get in these highly developed simulations is the cultivation of any capacity to imagine an alternative to the operations of simulation and commodity consumption. Hayles is of course right to point out how, since the telegraph technology of James’s late nineteenth century, information has penetrated ever further […]