1,317 research outputs found

    Protecting Privacy in Indian Schools: Regulating AI-based Technologies' Design, Development and Deployment

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    Education is one of the priority areas for the Indian government, where Artificial Intelligence (AI) technologies are touted to bring digital transformation. Several Indian states have also started deploying facial recognition-enabled CCTV cameras, emotion recognition technologies, fingerprint scanners, and Radio frequency identification tags in their schools to provide personalised recommendations, ensure student security, and predict the drop-out rate of students but also provide 360-degree information of a student. Further, Integrating Aadhaar (digital identity card that works on biometric data) across AI technologies and learning and management systems (LMS) renders schools a ‘panopticon’. Certain technologies or systems like Aadhaar, CCTV cameras, GPS Systems, RFID tags, and learning management systems are used primarily for continuous data collection, storage, and retention purposes. Though they cannot be termed AI technologies per se, they are fundamental for designing and developing AI systems like facial, fingerprint, and emotion recognition technologies. The large amount of student data collected speedily through the former technologies is used to create an algorithm for the latter-stated AI systems. Once algorithms are processed using machine learning (ML) techniques, they learn correlations between multiple datasets predicting each student’s identity, decisions, grades, learning growth, tendency to drop out, and other behavioural characteristics. Such autonomous and repetitive collection, processing, storage, and retention of student data without effective data protection legislation endangers student privacy. The algorithmic predictions by AI technologies are an avatar of the data fed into the system. An AI technology is as good as the person collecting the data, processing it for a relevant and valuable output, and regularly evaluating the inputs going inside an AI model. An AI model can produce inaccurate predictions if the person overlooks any relevant data. However, the state, school administrations and parents’ belief in AI technologies as a panacea to student security and educational development overlooks the context in which ‘data practices’ are conducted. A right to privacy in an AI age is inextricably connected to data practices where data gets ‘cooked’. Thus, data protection legislation operating without understanding and regulating such data practices will remain ineffective in safeguarding privacy. The thesis undergoes interdisciplinary research that enables a better understanding of the interplay of data practices of AI technologies with social practices of an Indian school, which the present Indian data protection legislation overlooks, endangering students’ privacy from designing and developing to deploying stages of an AI model. The thesis recommends the Indian legislature frame better legislation equipped for the AI/ML age and the Indian judiciary on evaluating the legality and reasonability of designing, developing, and deploying such technologies in schools

    Cultures of Citizenship in the Twenty-First Century: Literary and Cultural Perspectives on a Legal Concept

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    In the early twenty-first century, the concept of citizenship is more contested than ever. As refugees set out to cross the Mediterranean, European nation-states refer to "cultural integrity" and "immigrant inassimilability," revealing citizenship to be much more than a legal concept. The contributors to this volume take an interdisciplinary approach to considering how cultures of citizenship are being envisioned and interrogated in literary and cultural (con)texts. Through this framework, they attend to the tension between the citizen and its spectral others - a tension determined by how a country defines difference at a given moment

    Conversations on Empathy

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    In the aftermath of a global pandemic, amidst new and ongoing wars, genocide, inequality, and staggering ecological collapse, some in the public and political arena have argued that we are in desperate need of greater empathy — be this with our neighbours, refugees, war victims, the vulnerable or disappearing animal and plant species. This interdisciplinary volume asks the crucial questions: How does a better understanding of empathy contribute, if at all, to our understanding of others? How is it implicated in the ways we perceive, understand and constitute others as subjects? Conversations on Empathy examines how empathy might be enacted and experienced either as a way to highlight forms of otherness or, instead, to overcome what might otherwise appear to be irreducible differences. It explores the ways in which empathy enables us to understand, imagine and create sameness and otherness in our everyday intersubjective encounters focusing on a varied range of "radical others" – others who are perceived as being dramatically different from oneself. With a focus on the importance of empathy to understand difference, the book contends that the role of empathy is critical, now more than ever, for thinking about local and global challenges of interconnectedness, care and justice

    Mapping the Focal Points of WordPress: A Software and Critical Code Analysis

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    Programming languages or code can be examined through numerous analytical lenses. This project is a critical analysis of WordPress, a prevalent web content management system, applying four modes of inquiry. The project draws on theoretical perspectives and areas of study in media, software, platforms, code, language, and power structures. The applied research is based on Critical Code Studies, an interdisciplinary field of study that holds the potential as a theoretical lens and methodological toolkit to understand computational code beyond its function. The project begins with a critical code analysis of WordPress, examining its origins and source code and mapping selected vulnerabilities. An examination of the influence of digital and computational thinking follows this. The work also explores the intersection of code patching and vulnerability management and how code shapes our sense of control, trust, and empathy, ultimately arguing that a rhetorical-cultural lens can be used to better understand code\u27s controlling influence. Recurring themes throughout these analyses and observations are the connections to power and vulnerability in WordPress\u27 code and how cultural, processual, rhetorical, and ethical implications can be expressed through its code, creating a particular worldview. Code\u27s emergent properties help illustrate how human values and practices (e.g., empathy, aesthetics, language, and trust) become encoded in software design and how people perceive the software through its worldview. These connected analyses reveal cultural, processual, and vulnerability focal points and the influence these entanglements have concerning WordPress as code, software, and platform. WordPress is a complex sociotechnical platform worthy of further study, as is the interdisciplinary merging of theoretical perspectives and disciplines to critically examine code. Ultimately, this project helps further enrich the field by introducing focal points in code, examining sociocultural phenomena within the code, and offering techniques to apply critical code methods

    Managing risks and harms associated with the use of anabolic steroids

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    Background: People using AAS may adopt a range of strategies to prevent and treat adverse health conditions potentially associated with the use of these substances (AAS-HC). These strategies include seeking support from physicians, using the needle and syringe exchange programme (NSP) and seeking support from informal sources such as coaches and online forums. The process of identifying risks and harms, adopting and modifying health-related strategies is similar to the methods of risk-management employed in other fields of human activity. This approach recognises the importance of the informal body of knowledge produced by decades of AAS-related folk-pharmacology and seeks to understand harm-reduction from the users’ perspective.Objectives: The primary objective of this thesis is to investigate the strategies adopted by people using AAS to prevent and treat AAS-HC. Secondary objectives include to explore the factors associated with the adoption of health strategies and the occurrence of AAS-HC, as well as the barriers and facilitators experienced by AAS users when accessing health services and other sources of support.Methods: To achieve the objectives above, three work packages (WP) were produced as part of a mixed-methods research design. WP1 is a systematic review and meta-analysis of the prevalence of AAS users seeking support from physicians. WP2 is a cross-sectional online survey that identified AAS-HC, risk factors and health-related strategies adopted by AAS users in the UK. WP3 is a qualitative study based on in-depth interviews to discuss the experiences of AAS users and their risk-management strategies (RMS).Results: The estimated overall prevalence of AAS users seeking support from physicians is 37.1%. Higher prevalence rates were observed in studies from Australia (67.3%) and amongst clients of the NSP (54.1%), whilst the lowest was observed among adolescents (17.3%). The health conditions most commonly reported by the 883 participants of the online survey were insomnia (33.3%) and anxiety (32.2%). Most participants adopted preventive strategies such as having blood tests in the last 12 months (86.2%) and seeking a GP to treat AAS-HC (55.0%). Those who sought a GP for AAS-related information were 76% less likely to report an AAS-HC in the last 12 months. The interviews described AAS users’ RMS as a continuous process of awareness and behavioural changes. Participants described an extensive use of private health services and other sources of support to bypass the barriers experienced by AAS users engaging with the public health system.Conclusion: A large number of AAS users refrain from seeking support from physicians. Health professionals should be trained to recognise and manage the most common AAS-HC and help users improve their RMS. Further studies should investigate the efficacy of AAS-related RMS and the subpopulations of AAS users more likely to experience AAS-HC and less likely to engage with health services.<br/

    An “other” experience of videogames: analyzing the connections between videogames and the lived experience of chronic pain

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    In this dissertation I argue for the connections between the lived experience of chronic pain and videogames, exploring what interacts with and influences them. To answer this, I draw on cripistemology as I engage in autoethnography, close-reading and close-gameplay, restorying, mixed methods design, formal interviews, surveys, and inductive coding. I further argue for pushing back against the unhelpful binaries that define the “human” and a false idea of “universal” experience or ability, instead pointing to the intersectionality that better reflects the biopolitics of disability, including both debility and capacity. I engage with these methods in three specific projects that consider additional sub-questions to further tease out why videogames disability, chronic pain, game design, lived experience, human centered design, embodiment in video games have impacted me so deeply and how this ties to my identity as a disabled woman. I further offer this dissertation to highlight the growing research of lived experience and disability in the field of game studies, providing empirical data that offers a foundational look of how I as a member of the chronic pain community think and feel about videogames, as well as how a small portion of the chronic pain community discusses videogames and the range of experiences this encompasses. In doing so, I unpack and argue on the relationship that exists between chronic pain and videogames, and further articulate why this matters. In Chapter 1 I provide necessary history and information regarding my research to better articulate the findings as presented in the following chapters. In Chapter 2, I analyze my connection to Animal Crossing: New Leaf (AC:NL) (Nintendo EAD, 2012) and explore opportunities about genre and mechanics as reflections of my own daily lived experience with chronic pain, especially including my experience in a 2014 pain rehabilitation program. Through this process, I define the “slice of life” genre and argue that AC:NL is exemplary of its markers. In Chapter 3 I provide a deep reading and analysis of Nintendo’s GameCube release Chibi-Robo! (Skip Ltd. et al., 2005) to “restory” the titular main character to have chronic pain like my own. Through the lens of debility and capacitation machines, I map these ideas onto the biopsychosocial model to organize a thorough analysis of his restoried identity. In modding the game’s narrative to reflect a lived experience of chronic pain like my own, I interweave fanfiction with deep reading and deep gameplay to unpack what representation I am looking for in videogames both narratively and mechanically. In this I further argue how this practice can be used to inform future game design. Finally, in Chapter 4, I interview members of the chronic pain community to understand their perspective on the connections between their lived experience with chronic pain and videogames, as well as how additional factors of their identity impact those experiences. For this I engage in a mixed methods design to conduct a survey and formal interviews to offer foundational work on how the chronic pain community interacts with videogames. I offer this project to intersect current research in chronic pain and videogames (and its related technology) that focuses on games as tools for “curing” pain, and argue the importance of considering what embodiment people with chronic pain already have in videogames instead. Ultimately, I argue for the necessity to complicate current design practices in human centered design (HCD) and game design. To do so, I highlight the lived experience of Othered identities to combat misguided notions of “universal” intent. In this, I analyze the inherent connections between videogames and disability, in this case chronic pain, through embodiment and lived experience. I center in on how my experience of chronic pain has impacted the way in which I engage and think about with videogames, and further, how my experiences align with that of the chronic pain community

    An exploration of what secondary school age girls who play video games think about the relationship between their video gaming and related activities and their wellbeing: An IPA study

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    Video gaming is popular among children and young people. Once seen as a mainly male hobby, there has been an increase in female gaming, including in the secondary school age population. Much of the literature which explores gaming is male-focused and there has been a tendency to situate gaming within the context of addiction. However, research has shown that girls who game may face different situations to boys which might suggest differences in their wellbeing. Furthermore, there are current concerns about the wellbeing of adolescent girls more broadly. The aim of the current study is to add to the literature in this area by exploring what girls who play video games think about the relationship between their gaming, related activities (for example, watching YouTube videos) and their wellbeing. Six girls were interviewed about their gaming, related activities, and wellbeing, using semi-structured interviews and a visual method. Transcripts were analysed using interpretative phenomenological analysis (IPA). Four superordinate themes (gaming as a way to connect, levelling up: improvement and achievement, what gaming brings to my life, and making sense of identities in the gaming world) along with nine related subordinate themes were identified. These were linked to wellbeing as a spectrum within domains of Ross et al.’s (2020) framework for adolescent wellbeing. It is hoped that the findings of this study can support those working with secondary school age girls who play video games (and engage in related activities) to gain a more holistic understanding of their wellbeing, and to enable more nuanced understandings and conversations around gaming

    Grounds for a Third Place : The Starbucks Experience, Sirens, and Space

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    My goal in this dissertation is to help demystify or “filter” the “Starbucks Experience” for a post-pandemic world, taking stock of how a multi-national company has long outgrown its humble beginnings as a wholesale coffee bean supplier to become a digitally-integrated and hypermodern café. I look at the role Starbucks plays within the larger cultural history of the coffee house and also consider how Starbucks has been idyllically described in corporate discourse as a comfortable and discursive “third place” for informal gathering, a term that also prescribes its own radical ethos as a globally recognized customer service platform. Attempting to square Starbucks’ iconography and rhetoric with a new critical methodology, in a series of interdisciplinary case studies, I examine the role Starbucks’ “third place” philosophy plays within larger conversations about urban space and commodity culture, analyze Starbucks advertising, architecture and art, and trace the mythical rise of the Starbucks Siren (and the reiterations and re-imaginings of the Starbucks Siren in art and media). While in corporate rhetoric Starbucks’ “third place” is depicted as an enthralling adventure, full of play, discovery, authenticity, or “romance,” I draw on critical theory to discuss how it operates today as a space of distraction, isolation, and loss

    Drones, Signals, and the Techno-Colonisation of Landscape

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    This research project is a cross-disciplinary, creative practice-led investigation that interrogates increasing military interest in the electromagnetic spectrum (EMS). The project’s central argument is that painted visualisations of normally invisible aspects of contemporary EMS-enabled warfare can reveal useful, novel, and speculative but informed perspectives that contribute to debates about war and technology. It pays particular attention to how visualising normally invisible signals reveals an insidious techno-colonisation of our extended environment from Earth to orbiting satellites
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