101 research outputs found

    Computational consumption: social media and the construction of digital consumers

    Get PDF
    The abundance of social data and the constant development of new models of personalized suggestions are rewriting the way in which consumption is experienced. Not only are consumers now immersed in an information mediated context - decoupled from physical and socio-cultural constrains - but they also experience other consumers and themselves differently, embracing the prescriptions of a technological medium made by algorithmic suggestions and software instructions. A single case study of a social shopping platform in its start up phase has served as the empirical object of this thesis. The company investigated represents a typical case in the field of data driven consumption. The case has been conducted following the company’s infrastructure design and implementation for over a year. The analysis of the case has revealed the distinctive computational logic embedded in the platform system. The system uses the data produced by user selection as representation of consumer choice. On this account it structures social and individual consumption patterns and computes personalized suggestion. This study shows that technological information and software systems disassemble traditional practices of consumption and reassemble consumers in new and unseen ways. The research investigates technology’s role as a medium, by exposing and deconstructing the processes through which data aggregation and personalization mechanics reconfigure discovery, selection and experience of fashion. This thesis illustrates how consumption is now produced on the basis of social data structuration and how consumers are constructed out of data assemblages. Consumers select products they are suggested to like or expected to buy reacting to what social media platforms construct, compute, and fed back to them. Personalization allows consumers to see themselves as individual against the background of a computed sociality. Ultimately thus, the study discusses the impact of computational consumption as individuation process, considering its implications for consumer identity articulation and marketing practices

    The Piratical Ethos: Textual Activity and Intellectual Property in Digital Environments

    Get PDF
    The Piratical Ethos: Textual Activity and Intellectual Property in Digital Environments examines the definition, function, and application of intellectual property in contexts of electronically mediated social production. With a focus on immaterial production - or the forms of coordinated social activity employed to produce knowledge and information in the networked information economy - this project ultimately aims to demonstrate how current intellectual property paradigms must be rearticulated for an age of digital (re)production. By considering the themes of Piracy , Intellectual Property , and Distributed Social Production this dissertation provides an overview of the current state of peer production and intellectual property in the Humanities and Writing Studies. Next, this project develops and implements a communicational-mediational research methodology to theorize how both discursive and material data lend themselves to a more nuanced understanding of the ways that technologies of communication and coordination effect attitudes toward intellectual property. After establishing both a methodology and an interdisciplinary grounding for the themes of the work, this dissertation presents a grounded theoretic analysis of piratical discourse to reveal what I call the piratical ethos , or the guiding attitudes of individuals actively contesting intellectual property in piratical acts of distributed social production. Congruently, this work also investigates the material dynamics of piratical activity by analyzing the cultural-historical activity systems wherein piratical subjectivity emerges, emphasizing the agenic capacity of interfacial technologies at the scales of user and system. Exploring the attitudes of piratical subjects and the technological genres that mediate piratical activity, I contend that the conclusions drawn from The Piratical Ethos can assist Writing Studies researchers with developing novel methodologies to study the intersections of intellectual property and distributed social production in digital worlds

    The Value of New Scientific Communication Models for Chemistry

    Full text link
    This paper is intended as a starting point for discussion on the possible future of scientific communication in chemistry, the value of new models of scientific communication enabled by web based technologies, and the necessary future steps to achieve the benefits of those new models. It is informed by a NSF sponsored workshop that was held on October 23-24, 2008 in Washington D.C. It provides an overview on the chemical communication system in chemistry and describes efforts to enhance scientific communication by introducing new web-based models of scientific communication. It observes that such innovations are still embryonic and have not yet found broad adoption and acceptance by the chemical community. The paper proceeds to analyze the reasons for this by identifying specific characteristics of the chemistry domain that relate to its research practices and socio-economic organization. It hypothesizes how these may influence communication practices, and produce resistance to changes of the current system similar to those that have been successfully deployed in other sciences and which have been proposed by pioneers within chemistry.National Science Foundation, Microsof

    HIVE-MIND SPACE: A META-DESIGN APPROACH FOR CULTIVATING AND SUPPORTING COLLABORATIVE DESIGN.

    Get PDF
    The ever-growing complexity of design projects requires more knowledge than any individual can have and, therefore, needs the active engagement of all stakeholders in the design process. Collaborative design exploits synergies from multidisciplinary communities, encourages divergent thinking, and enhances social creativity. The research documented in this thesis supports and deepens the understanding of collaborative design in two dimensions: (1) It developed and evaluated socio-technical systems to support collaborative design projects; and (2) It defined and explored a meta- design framework focused on how these systems enable users, as active contributors, to modify and further develop them. The research is grounded in and simultaneously extends the following major dimensions of meta-design: (1) It exploits the contributions of social media and web 2.0 as innovative information technologies; (2) It facilitates the shift from consumer cultures to cultures of participation; (3) It fosters social creativity by harnessing contributions that occur in cultures of participation; (4) It empowers end-users to be active designers involved in creating situated solutions. In a world where change is the norm, meta-design is a necessity rather than a luxury because it is impossible to design software systems at design time for problems that occur only at use time. The co-evolution of systems and users\u2bc social practices pursued in this thesis requires a software environment that can evolve and be tailored continuously. End-user development explores tools and methods to support end users who tailor software artifacts. However, it addresses this objective primarily from a technical perspective and focuses mainly on tailorability. This thesis, centered on meta-design, extends end-user development by creating social conditions and design processes for broad participation in design activities both at design time and at use time. It builds on previous research into meta- design that has provided a strategic overview of design opportunities and principles. And it addresses some shortcomings of meta-design, such as the lack of guidelines for building concrete meta-design environments that can be assessed by empirical evaluation. Given the goal of this research, to explore meta-design approaches for cultivating and supporting collaborative design, the overarching research question guiding this work is: How do we provide a socio-technical environment to bring multidisciplinary design communities together to foster creativity, collaboration, and design evolution? 8 To answer this question, my research was carried out through four different phases: (1) synthesizing concepts, models, and theories; (2) framing conceptual models; (3) developing several systems in specific application areas; and (4) conducting empirical evaluation studies. The main contributions of this research are: \uf0a7 The Hive-Mind Space model, a meta-design framework derived from the \u201csoftware shaping workshop\u201d methodology and that integrates the \u201cseeding, evolutionary growth, reseeding\u201d model. The bottom-up approach inherent in this framework breaks down static social structures so as to support richer ecologies of participation. It provides the means for structuring communication and appropriation. The model\u2bcs open mediation mechanism tackles unanticipated communication gaps among different design communities. \uf0a7 MikiWiki, a structured programmable wiki I developed to demonstrate how the hive-mind space model can be implemented as a practical platform that benefits users and how its features and values can be specified so as to be empirically observable and assessable; \uf0a7 Empirical insights, such as those based on applying MikiWiki to different collaborative design studies, provide evidence that different phases of meta-design represent different modes rather than discrete levels

    Globalization and Maritime Security Conference Report

    Get PDF
    Portions of this work performed under the auspices of the U.S. Department of Energy by Lawrence Livermore National Laboratory under Contract DE-AC52-07NA27344, LLNL-AR-409177.LLNL-AR-409177DE-AC52-07NA2734

    A framework for assistive communications technology in cross-cultural healthcare

    Get PDF
    Rural and remote Australian Aboriginal communities suffer seriously adverse life expectancy rates, lifestyle disease complications and hospital treatment needs due to type 2 diabetes. In great part this is due to communications barriers arising from the lack of equitable acculturation within patient-practitioner consultations. This research presents a framework foundation for a computerised patient-practitioner lingua franca. Behavioural and design science ontology development delivers an intercultural patient-practitioner type 2 diabetes assistive communications system, known as P-PAC

    Understanding people through the aggregation of their digital footprints

    Get PDF
    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 160-172).Every day, millions of people encounter strangers online. We read their medical advice, buy their products, and ask them out on dates. Yet our views of them are very limited; we see individual communication acts rather than the person(s) as a whole. This thesis contends that socially-focused machine learning and visualization of archived digital footprints can improve the capacity of social media to help form impressions of online strangers. Four original designs are presented that each examine the social fabric of a different existing online world. The designs address unique perspectives on the problem of and opportunities offered by online impression formation. The first work, Is Britney Spears Span?, examines a way of prototyping strangers on first contact by modeling their past behaviors across a social network. Landscape of Words identifies cultural and topical trends in large online publics. Personas is a data portrait that characterizes individuals by collating heterogenous textual artifacts. The final design, Defuse, navigates and visualizes virtual crowds using metrics grounded in sociology. A reflection on these experimental endeavors is also presented, including a formalization of the problem and considerations for future research. A meta-critique by a panel of domain experts completes the discussion.by Aaron Robert Zinman.Ph.D

    Facets of Graffiti Art and Street Art Documentation Online: A Domain and Content Analysis

    Get PDF
    In this dissertation research I have applied a mixed methods approach to analyze the documentation of street art and graffiti art in online collections. The data for this study comes from the organizational labels used on 241 websites that feature photographs of street art and graffiti art, as well as related textual information provided on these sites and interviews with thirteen of the curators of the sites. The goal of the research is to demonstrate the existence of a coherent domain of street art and graffiti art documentation that may in turn be used to inform the formal design of systems to record evidence of the art movement and the works. Open coding was applied to the organizational text used by the websites to reveal a set of four categories of descriptive facets. The categories are related to general aspects of the websites themselves, the supports upon which works are created or placed, the various types of works, and location information. There are several facets included within each of these four categories. When a website shared information about the site itself, most frequently on an about sub-page, this was analyzed for audience, explicit organization methods, motivations for creating the site, and art style vocabulary used. Audience and explicit organization methods were rarely shared. Motivations were coded as internal, external, or mixed with emphasis on internal or external. Art style vocabulary varies and is tied to motivations, but the most commonly named style is graffiti or a variant thereof. Sites that feature work from internally motivated sites feature the widest variety of art style terminology and tend to avoid use of graffiti and graffiti-related terms. All website curators that could be contacted were offered the opportunity to participate in an interview regarding website organization for graffiti art and street art. Thirteen interviews were conducted: one by phone, one by Skype, and eleven by email. The interview data reveals varying opinions on what terminologies or categories should be used to organize photographic collections of graffiti art and street art online, but there is general agreement that the name of the artist or crew (if known), the year of the work, and the location of the work are the most important facets. The curators demonstrate that the size of the collection, geographic focus, and scope of works featured will have an impact on how the site should be organized. The ontological formation of the domain of street art and graffiti art documentation is evidenced by the combined results of the website analyses and interviews
    • …
    corecore