23,085 research outputs found

    A fragmentising interface to a large corpus of digitized text: (Post)humanism and non-consumptive reading via features

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    While the idea of distant reading does not rule out the possibility of close reading of the individual components of the corpus of digitized text that is being distant-read, this ceases to be the case when parts of the corpus are, for reasons relating to intellectual property, not accessible for consumption through downloading followed by close reading. Copyright restrictions on material in collections of digitized text such as the HathiTrust Digital Library (HTDL) necessitates providing facilities for non-consumptive reading, one of the approaches to which consists of providing users with features from the text in the form of small fragments of text, instead of the text itself. We argue that, contrary to expectation, the fragmentary quality of the features generated by the reading interface does not necessarily imply that the mode of reading enabled and mediated by these features points in an anti-humanist direction. We pose the fragmentariness of the features as paradigmatic of the fragmentation with which digital techniques tend, more generally, to trouble the humanities. We then generalize our argument to put our work on feature-based non-consumptive reading in dialogue with contemporary debates that are currently taking place in philosophy and in cultural theory and criticism about posthumanism and agency. While the locus of agency in such a non-consumptive practice of reading does not coincide with the customary figure of the singular human subject as reader, it is possible to accommodate this fragmentising practice within the terms of an ampler notion of agency imagined as dispersed across an entire technosocial ensemble. When grasped in this way, such a practice of reading may be considered posthumanist but not necessarily antihumanist.Ope

    Applying the Open Source Development Model to Knowledge Work

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    This paper introduces a distinction between two different types of information goods in order to analyse the processes governing the review and integration of multi-authored contributions to information goods such as those produced through collaborations using the Internet as well as modular information goods such as open source software. It is argued that these distinctions are important because they suggest different organisational arrangements for producing such information goods. This method of analysing the nature of the information goods is employed to examine different organisational arrangements using the analogy of collaboration for traditional publication to identify actors and processes. The analysis of 'contributors' is extended from authorship to collectors and researchers. The paper examines a small survey of the governance procedures employed in projects that employ open source methods for collecting various types of information. We noted the prime role of the recruitment process in the relative success of the examples that we examined (ODP, Wikipedia, Nupedia, MathLearning, VRoma, and Web of Life). For these 'collection' efforts, the role of hierarchy in editing and review of project submissions appears to be important than in open source communities and may be an impediment to recruitment and project development. A number of directions for further research are identified.open source software, collaboration, hierarchies, trust, teams, co-operation

    Against the Virtual: Kleinherenbrink’s Externality Thesis and Deleuze’s Machine Ontology

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    Drawing from Arjen Kleinherenbrink's recent book, Against Continuity: Gilles Deleuze's Speculative Realism (2019), this paper undertakes a detailed review of Kleinherenbrink's fourfold "externality thesis" vis-Ă -vis Deleuze's machine ontology. Reading Deleuze as a philosopher of the actual, this paper renders Deleuzean syntheses as passive contemplations, pulling other (passive) entities into an (active) experience and designating relations as expressed through contraction. In addition to reviewing Kleinherenbrink's book (which argues that the machine ontology is a guiding current that emerges in Deleuze's work after Difference and Repetition) alongside much of Deleuze's oeuvre, we relate and juxtapose Deleuze's machine ontology to positions concerning externality held by a host of speculative realists. Arguing that the machine ontology has its own account of interaction, change, and novelty, we ultimately set to prove that positing an ontological "cut" on behalf of the virtual realm is unwarranted because, unlike the realm of actualities, it is extraneous to the structure of becoming-that is, because it cannot be homogenous, any theory of change vis-Ă -vis the virtual makes it impossible to explain how and why qualitatively different actualities are produced

    Desire Lines: Open Educational Collections, Memory and the Social Machine

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    This paper delineates the initial ideas around the development of the Co-Curate North East project. The idea of computerised machines which have a social use and impact was central to the development of the project. The project was designed with and for schools and communities as a digital platform which would collect and aggregate ‘memory’ resources and collections around local area studies and social identity. It was a co-curation process supported by museums and curators which was about the ‘meshwork’ between ‘official’ and ‘unofficial’ archives and collections and the ways in which materials generated from within the schools and community groups could themselves be re-narrated and exhibited online as part of self-organised learning experiences. This paper looks at initial ideas of social machines and the ways in machines can be used in identity and memory studies. It examines ideas of navigation and visualisation of data and concludes with some initial findings from the early stages of the project about the potential for machines and educational work

    Design Thinking as Heterogeneous Engineering: Emerging Design Methods in Meme Warfare

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    The shift of production of material artefacts to digital and online making has been greatly disruptive to material culture. Design has typically concerned itself with studying material cultures in order to develop a better understanding of the ways people go about shaping the world around them. This thesis contributes to this space by looking at an emerging form of artefact generation in digital and online making, namely, visual communication design in online information warfare. Developing understanding of participation in this space reveals possible trajectory of working with material culture as it increasingly becomes digital and online. Marshall McLuhan wrote in 1970 that “World War 3 is a guerrilla information war with no division between military and civilian participation” (p. 66), anticipating ubiquitous symmetrical capacity of users as both producers and consumers of information through communication technology. This space has emerged as our digital and online environment, and prominent in this environment are images with characteristics of visual communication design. It appears that the trajectory of visual communication design from the late 19t h century is moving toward ubiquitous making and exchanging of visual communication, as anyone with a smartphone can make an internet meme with worldwide reach and influence

    Digital Drugs: an anatomy of new medicines

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    Medicines are digitalized as aspects of their regulation and use are embodied in or draw from interlinked computerized systems and databases. This paper considers how this development changes the delivery of health care, the pharma industry, and regulatory and professional structures, as it reconfigures the material character of drugs themselves. It draws on the concept of assemblage in presenting a theory-based analysis that explores digital drugs’ ontological status including how they embody benefit and value. The paper addresses three interconnected domains – that of use of drugs (practice), of research (epistemology) and of regulation (structures)

    An assembly oriented design framework for product structure engineering and assembly sequence planning

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    The paper describes a novel framework for an assembly-oriented design (AOD) approach as a new functional product lifecycle management (PLM) strategy, by considering product design and assembly sequence planning phases concurrently. Integration issues of product life cycle into the product development process have received much attention over the last two decades, especially at the detailed design stage. The main objective of the research is to define assembly sequence into preliminary design stages by introducing and applying assembly process knowledge in order to provide an assembly context knowledge to support life-oriented product development process, particularly for product structuring. The proposed framework highlights a novel algorithm based on a mathematical model integrating boundary conditions related to DFA rules, engineering decisions for assembly sequence and the product structure definition. This framework has been implemented in a new system called PEGASUS considered as an AOD module for a PLM system. A case study of applying the framework to a catalytic-converter and diesel particulate filter sub-system, belonging to an exhaust system from an industrial automotive supplier, is introduced to illustrate the efficiency of the proposed AOD methodology
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