280,028 research outputs found

    "Narratives of Technological Globalization and Outsourced Call Centers in India: Droids, Mimic Machines, Automatons, and Bad 'Borgs"

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    Taking as a premise that contemporary communication and information technology-aided globalization is a world-making practice that relies on narratives to construct and transmit global imaginaries and relational identities, this project evaluates narrative discourses of Indian call centers serving clients and customers in the United States in order to analyze evolving hegemonic narratives of the "global" of late capitalism. In this project, I argue that constellations of local, national, and transnational hegemonies map outsourced Indian call centers into a position in capitalist geography at which vectors of the production of national, corporate, and racial identities converge in the technological production of power. Specifically, I look at assemblages of narratives corresponding to four tropes that metaphorize Indian tech workers as machines--the oriental droid, the mimic machine, the productive automaton, and the bad 'borg--how each metaphor is reinforced by labor processes in the call center, and how these are assimilated into new forms of subjugation to further extend and entrench participation in zero-sum economics across the globe

    Digital Storytelling and History Lines: Community Engagement in a Master-Planned Development

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    The introduction of new media and information and communication technology enables a greater variety of formats and content beyond conventional texts in the application and discourse of public history projects. Multimedia and personalised content requires public historians and cultural community developers to grasp new skills and methods to make representations of and contributions to a collective community memory visible. This paper explores the challenge of broadening and reinvigorating the traditional role of the public historian working with communities via the facilitation, curation and mediation of digital content in order to foster creative expression in a residential urban development. It seeks to better understand the role of locally produced and locally relevant content, such as personal and community images and narratives, in the establishment of meaningful social networks of urban residents. The paper discusses the use of digital storytelling and outlines the development of a new community engagement application we call History Lines

    The challenges of participatory research with 'tech-savvy' youth

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    This paper focuses on participatory research and how it can be understood and employed when researching children and youth. The aim of this paper is to provide a theoretically and empirically grounded discussion of participatory research methodologies with respect to investigating the dynamic and evolving phenomenon of young people growing up in networked societies. Initially, we review the nature of participatory research and how other researchers have endeavoured to involve young people (children and youth) in their research projects. Our review of these approaches aims to elucidate what we see as recurring and emerging issues with respect to the methodological design of involving young people as co-researchers. In the light of these issues and in keeping with our aim, we offer a case study of our own research project that seeks to understand the ways in which high school students use new media and network ICT systems (Internet, mobile phone applications, social networking sites) to construct identities, form social relations, and engage in creative practices as part of their everyday lives. The article concludes by offering an assessment of our tripartite model of participatory research that may benefit other researchers who share a similar interest in youth and new media

    From audiences to publics : convergence culture and the Harry Potter phenomenon

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    In the mid-nineties, changing business and communication models influenced the way in which cultural industries operated. The spheres of public and private, production and distribution, ownership and access had to be reconsidered and were characterised by convergence culture, a commercial and creative environment based on active participation that offers support for creating and sharing interpretations and original works. Convergence culture has relatively low barriers to artistic expression and civic participation and fosters a sense of community growing around people’s common interests and ideologies. It is also a product of the relationship between communication technologies, the cultural communities that grow around them, and the activities they support.peer-reviewe

    The Cosmos Project: a journey to the stars

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    There seems to be some agreement that ‘science for all’ does not necessarily mean ‘one size fits all’ (Lynch, 2001). Teaching scientific disciplines in schools has been traditionally concerned with delivering science as a product with a main focus on its conceptual structure. In our research we propose to concentrate on science as a process, putting it in the societal context. We introduce the Cosmos project that aims to explore the use of narrative and performative languages, as well as new media technologies in relation to delivering complex scientific topics to pre-school children aged three to six. We created a theatrical piece and developed a set of new interactive preschool activities that enabled young learners to participate and contribute to their learning through physical engagement enhanced by modern technologies. This paper presents a critical discussion about the recent tendencies in teaching science to young learners; the rationale for the Cosmos project and its main research objectives. It will conclude with evaluation of the pre- and postperformance educational activities

    Roadmaps to Utopia: Tales of the Smart City

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    Notions of the Smart City are pervasive in urban development discourses. Various frameworks for the development of smart cities, often conceptualized as roadmaps, make a number of implicit claims about how smart city projects proceed but the legitimacy of those claims is unclear. This paper begins to address this gap in knowledge. We explore the development of a smart transport application, MotionMap, in the context of a ÂŁ16M smart city programme taking place in Milton Keynes, UK. We examine how the idealized smart city narrative was locally inflected, and discuss the differences between the narrative and the processes and outcomes observed in Milton Keynes. The research shows that the vision of data-driven efficiency outlined in the roadmaps is not universally compelling, and that different approaches to the sensing and optimization of urban flows have potential for empowering or disempowering different actors. Roadmaps tend to emphasize the importance of delivering quick practical results. However, the benefits observed in Milton Keynes did not come from quick technical fixes but from a smart city narrative that reinforced existing city branding, mobilizing a growing network of actors towards the development of a smart region. Further research is needed to investigate this and other smart city developments, the significance of different smart city narratives, and how power relationships are reinforced and constructed through them

    Telling timber tales in higher education: a reflection on my journey with digital storytelling

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    The challenges of the Higher Education landscape are the result of massification and globalisation. The general lack of preparedness in students and lack of academic literacy means that plagiarism is increasingly a challenge in written assignments. In the South African context, this is amplified, as students may be studying in their third or fourth language. Relying on students' affinity for visual learning, digital storytelling was first used as an alternative assessment method (to a written assignment) in 2011. This paper is a reflection on a lecturer's journey with digital storytelling, beginning with the first project in the Industrial Design programme at a University of Technology in South Africa. The short movie clips, known as digital stories, were created with off-the-shelf equipment and techniques, and any open source software available to the students. By evaluating the project using the lens of Authentic Learning, some of the benefits and challenges of using this alternative means of assessment could be identified. The authentic learning, the polished end products, the engagement of students with the material, the decidedly independent learning, and the collaborative practice were recognised as key benefits. The students also saw the visual orientation of the project, the digital literacy-building, and freedom of creative expression as benefits, and revealed their resourcefulness during the student-led project. This paper also acknowledges the two models of digital storytelling, the growth of communities of practice and the possibilities for further research into this growing area of learning in Higher Education

    Choosing friends carefully: allies for critical computing

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    In this paper, we argue firstly that researchers in critical computing should address the specific information and communication technology (ICT) needs and activities of those agencies concerned with emancipatory issues. Secondly, we argue that a critical perspective, explicitly foregrounding empowerment and emancipatory concerns, forms a basis for emphasising the practice of individuals, groups and organsations , rather than purely focusing on organisational form in social action. We discuss this context of social action, identifying some relevant ICT-related challenges. We identify three themes that highlight factors that differentiate ICT support for social action groups from the setting of conventional business and service organisations: Free / Libre Open- Source Software, techniques and technologies for engagement through storytelling, and learning and evaluation in social action.</p

    Dialectical Polyptych: an interactive movie installation

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    Most of the known video games developed by important software companies usually establish an approach to the cinematic language in an attempt to create a perfect combination of narrative, visual technique and interaction. Unlike most video games, interactive film narratives normally involve an interruption in time whenever the spectator has to make choices. “Dialectical Polyptych” is an interactive movie included in a project called “Characters looking for a spectactor”, which aims to give the spectator on-the-fly control over film editing, thus exploiting the role of the spectator as an active subject in the presented narrative. This paper presents an installation based on a mobile device, which allows seamless real-time interactivity with the movie. Different finger touches in the screen allow the spectator to alternate between two parallel narratives, both producing a complementary narrative, and change the angle or shot within each narrative.info:eu-repo/semantics/publishedVersio

    Intellectual Property and Americana, or Why IP Gets the Blues

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