657 research outputs found

    Master of Science

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    thesisExpertise is increasingly relied upon in the making of decisions, particularly decisions pertaining to health and pregnancy. And yet, recent interactions between scientists and the American public have highlighted the fact that scientific expertise has become a contested, if not rejected, form of knowledge. To more fully assess and understand the state of scientific communication in today's public discourse, this thesis examines a specific expert-lay relationship: that of pregnant women and their healthcare professionals. To examine this interaction, I look at a particular website, TheBump.com, which posits itself as providing "the inside scoop on pregnancy and parenting." Through a close reading of the webpages, discussion forums, and technical structure of the website, my analysis shows how neoliberal operationalizations of expertise work to complicate the expert-lay relationship in ways that offer no clear resolution. Specifically, I argue that neoliberal sensibilities reconfigure expertise by deploying authenticity, risk, and apomediation such that pregnant women are vested with the task of identifying, consuming, and correctly applying expertise to their decision-making. I conclude by arguing that we can understand expertise in neoliberal societies as being defined and deployed to attribute knowledge, responsibility, and choice to individuals with the ultimate result of reifying and protecting neoliberal capitalism itself

    The Morphic Orator: Transmogrified Delivery on the Audio-Enabled Web

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    Audio is an effective but often overlooked component of World Wide Web delivery. Of the nearly twenty billion web pages estimated to exist, statistically few use sound. Those few using sound often use it poorly and with hardly any regard to theoretical and rhetorical issues. This thesis is an examination of the uses of audio on the World Wide Web, specifically focusing on how that use could be informed by current and historical rhetorical theory. A theoretical methodology is applied to suggest the concepts and disciplines required to make online audio more meaningful and useful. The thesis argues for the connection between the Web and the modern orator, its embodiment, its place in sound reproduction technology, and awareness of the limitations placed on it by design and convention

    Ageing Futures: Towards Cognitively Inclusive Digital Media Products

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    This thesis is situated in a moment when the theory and practice of inclusive design appears to be significantly implicated in the social and economic response to demographic changes in Western Europe by addressing the need to reconnect older people with technology. In light of claims that cognitive ageing results in an increasing disconnection from novel digital media in old age, inclusive design is apparently trapped in a discourse in which digital media products and interfaces are designed as a response to a deterministic decline in abilities. The thesis proceeds from this context to ask what intellectual moves are required within the discourses of inclusive design so that its community of theorists and practitioners can both comprehend and afford the enaction of cognitive experience in old age? Whilst influential design scholarship actively disregards reductionist cognitive explanations of human and technological relationships, it appears that inclusive design still requires an explanation of temporal changes to human cognition in later life. Whilst there is a burgeoning area of design related research dealing with this issue—an area this thesis defines as ‘cognitively inclusive design’—the underlying assumptions and claims supporting this body of research suggests its theorists and practitioners are struggling to move beyond conceptualising older people as passive consumers suffering a deterioration in key cognitive abilities. The thesis argues that, by revisiting the cognitive sciences for alternative explanations for the basis of human cognition, it is possible to relieve this problem by opening up new spaces for designers to critically reflect upon the manner in which older people interact with digital media. In taking a position that design is required to support human cognitive enactment, the thesis develops a new approach to conceptualising temporal changes in human cognition, defined as ‘senescent cognition’. From this new critical lens, the thesis provides an alternative ‘senescentechnic’ explanation of cognitive disconnections between older people and digital media that eschews reductionism and moves beyond a deterministic process of deterioration. In reassessing what ageing cognition means, new strategies for the future of inclusive design are proposed that emphasise the role of creating space for older people to actively explore, reflect upon and enact their own cognitive couplings with technology.Arts and Humanities Research Counci

    Critical Programming: Toward a Philosophy of Computing

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    Beliefs about the relationship between human beings and computing machines and their destinies have alternated from heroic counterparts to conspirators of automated genocide, from apocalyptic extinction events to evolutionary cyborg convergences. Many fear that people are losing key intellectual and social abilities as tasks are offloaded to the everywhere of the built environment, which is developing a mind of its own. If digital technologies have contributed to forming a dumbest generation and ushering in a robotic moment, we all have a stake in addressing this collective intelligence problem. While digital humanities continue to flourish and introduce new uses for computer technologies, the basic modes of philosophical inquiry remain in the grip of print media, and default philosophies of computing prevail, or experimental ones propagate false hopes. I cast this as-is situation as the post-postmodern network dividual cyborg, recognizing that the rational enlightenment of modernism and regressive subjectivity of postmodernism now operate in an empire of extended mind cybernetics combined with techno-capitalist networks forming societies of control. Recent critical theorists identify a justificatory scheme foregrounding participation in projects, valorizing social network linkages over heroic individualism, and commending flexibility and adaptability through life long learning over stable career paths. It seems to reify one possible, contingent configuration of global capitalism as if it was the reflection of a deterministic evolution of commingled technogenesis and synaptogenesis. To counter this trend I offer a theoretical framework to focus on the phenomenology of software and code, joining social critiques with textuality and media studies, the former proposing that theory be done through practice, and the latter seeking to understand their schematism of perceptibility by taking into account engineering techniques like time axis manipulation. The social construction of technology makes additional theoretical contributions dispelling closed world, deterministic historical narratives and requiring voices be given to the engineers and technologists that best know their subject area. This theoretical slate has been recently deployed to produce rich histories of computing, networking, and software, inform the nascent disciplines of software studies and code studies, as well as guide ethnographers of software development communities. I call my syncretism of these approaches the procedural rhetoric of diachrony in synchrony, recognizing that multiple explanatory layers operating in their individual temporal and physical orders of magnitude simultaneously undergird post-postmodern network phenomena. Its touchstone is that the human-machine situation is best contemplated by doing, which as a methodology for digital humanities research I call critical programming. Philosophers of computing explore working code places by designing, coding, and executing complex software projects as an integral part of their intellectual activity, reflecting on how developing theoretical understanding necessitates iterative development of code as it does other texts, and how resolving coding dilemmas may clarify or modify provisional theories as our minds struggle to intuit the alien temporalities of machine processes

    Spatial Practices/Digital Traces: Embodiment and Reconfigurations of Urban Spaces Through GPS Mobile Applications

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    This research explores the relationship between bodies, space and mobile technologies by studying the affective and spatial properties of three GPS-based mobile applications—Grindr, Mappiness and Waze. Discussions of how newly constructed subjectivities experience location, orientation and spatial movements—both physical and digital—emerge throughout the chapters. The study seeks to answer the following research questions: How are GPS-based apps enabling the construction of new digital subjects and embodiments? How do they enable users to perform these identities in space? How does the production of these new subjectivities create alternate forms of inhabiting urban spaces as well as alternate modes of digital mobility? In what ways do GPS apps create new spatiotemporal relations for bodies, and how are these relations made visible by the interfaces’ spatial and urban representations? To answer these questions, the three apps—which were selected from a group of contemporary apps based on their GPS properties, strong link to urban space and relation to embodied performance—are treated as a series of material objects. Though each app’s particular purpose varies, as a set they suggest coupled themes that structure the study’s analysis: physical boundaries/digital peripheries, companionship/wayfinding, embodiments/othering, judgement/ confidence, gamification/interface, intimacy/tactility and trails/digital residue. Guided by Cyberfeminist theories, the method of study is conducted through three phases: personal empirical research, in-depth interviews with participants and the designing of a series of coded avatars of the participants’ identities. The dissertation argues that there exists a mutual shaping between a person’s subjectivity and app-technology, and that these constructions affect the way space is navigated and perceived. To elaborate on this triadic relationship between body/space/technology and to open up new imaginaries to theorise about the body in space through a Cyberfeminist perspective, it proposes a new, performative figuration—the boy—arguing that these newly constructed identities are fluidly assembled and disassembled by their continuous negotiation between physical and digital boundaries. In this way, the study rethinks how Grindr, Mappiness and Waze enable alternate embodiments for performing identities in space, while also seeking to discuss how they create new spatial organisations and socio-spatial manifestations

    GAYME: The development, design and testing of an auto-ethnographic, documentary game about quarely wandering urban/suburban spaces in Central Florida.

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    GAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking\u27. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man\u27s journey on Halloween to get to and from one of Orlando\u27s most well-known gay clubs - the Parliament House Resort. The art of cruising city streets to seek out queer/quare companionship particularly amongst gay, male culture(s) is well-documented in densely, populated cities like New York, San Francisco and London, but not so much in car-centric, urban environments like Orlando that are less oriented towards pedestrians. Cruising has been and continues to be risky even in pedestrian-friendly cities but in Orlando cruising takes on a whole other dimension of danger. In 2011-2012, The Advocate magazine named Orlando one of the gayest cities in America (Breen, 2012). Transportation for America (2011) also named the Orlando metropolitan region the most dangerous city in the country for pedestrians. Living in Orlando without a car can be deadly as well as a significant barrier to connecting with other people, especially queer/quare people, because of Orlando\u27s car-centric design. In Orlando, cars are sexy. At the same time, the increasing prevalence in gay, male culture(s) of geo-social, mobile phone applications using Global Positioning Systems (GPS) and location aware services, such as Grindr (Grindr, LLC., 2009) and even FourSquare (Crowley and Selvadurai, 2009) and Instagram (Systrom and Krieger, 2010), is shifting the way gay/queer/quare Orlandoans co-create social and sexual networks both online and offline. Urban and sub-urban landscapes have transformed into hybrid techno-scapes overlaying the electronic, the emotional and the social with the geographic and the physical (Hjorth, 2011). With or without a car, gay men can still geo-socially cruise Orlando\u27s car-centric, street life with mobile devices. As such emerging media has become more pervasive, it has created new opportunities to quarely visualize Orlando\u27s technoscape through phone photography and hashtag metadata while also blurring lines between the artist and the curator, the player and the game designer. This project particularly has evolved to employ game design as an exhibition tool for the visualization of geo-social photography through hashtag play. Using hashtags as a game mechanic generates metadata that potentially identifies patterns of play and ways of seeing across player experiences as they attempt to make meaning of the images they encounter in the game. @deadquarewalking also demonstrates the potential of game design and geo-social, photo-sharing applications to illuminate new ways of documenting and witnessing the urban landscapes that we both collectively and uniquely inhabit. \u27In Irish culture, quare can mean very or extremely or it can be a spelling of the rural or Southern pronunciation of the word queer. Living in the American Southeast, I personally relate more to the term quare versus queer. Cultural theorist E. Patrick Johnson (2001) also argues for quareness as a way to question the subjective bias of whiteness in queer studies that risks discounting the lived experiences and material realities of people of color. Though I do not identify as a person of color and would be categorized as white or European American, quareness has an important critical application for considering how Orlando\u27s urban design is intersectionally racialized, gendered and classed

    Keeping Autonomous Driving Alive: An Ethnography of Visions, Masculinity and Fragility

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    In 'Keeping autonomous driving alive', the author studies the relationships between researchers and artefacts held together by contested visions. Drawing on ethnographic fieldwork in a pioneering research project in Germany, he argues we can make sense of technological visions only if we simultaneously grasp the role of care, gender, and narrative in sustaining technological research. Instead of focusing on the genesis and expansion of sociotechnical assemblages, the book offers a radically new alternative to the study of visions. Building on literature from Science & Technology Studies, Science Communication, and Gender Studies, Göde Both investigates the ambivalence and fragility of technological visions, video demonstrations, and street trials in the hands of researchers invested in self-driving cars. Keeping autonomous driving alive will be of interest to sociologists and anthropologists of technology, gender, and mobility. It is essential reading for those concerned with uncertainty in technological research and with conflicting demands in communicating science. The book provides scholars within the fields of robotics, artificial intelligence, and automotive engineering a means of reflecting on their involvement in self-driving cars. Keeping autonomous driving alive offers science, technology, mobility, and automotive journalists a unique perspective on the present realities of a futuristic technology
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