421 research outputs found

    The Politics of Platformization: Amsterdam Dialogues on Platform Theory

    Get PDF
    What is platformization and why is it a relevant category in the contemporary political landscape? How is it related to cybernetics and the history of computation? This book tries to answer such questions by engaging in multidisciplinary dialogues about the first ten years of the emerging fields of platform studies and platform theory. It deploys a narrative and playful approach that makes use of anecdotes, personal histories, etymologies, and futurable speculations to investigate both the fragmented genealogy that led to platformization and the organizational and economic trends that guide nowadays platform sociotechnical imaginaries

    Data journeys in the sciences

    Get PDF
    This is the final version. Available from Springer via the DOI in this record. This groundbreaking, open access volume analyses and compares data practices across several fields through the analysis of specific cases of data journeys. It brings together leading scholars in the philosophy, history and social studies of science to achieve two goals: tracking the travel of data across different spaces, times and domains of research practice; and documenting how such journeys affect the use of data as evidence and the knowledge being produced. The volume captures the opportunities, challenges and concerns involved in making data move from the sites in which they are originally produced to sites where they can be integrated with other data, analysed and re-used for a variety of purposes. The in-depth study of data journeys provides the necessary ground to examine disciplinary, geographical and historical differences and similarities in data management, processing and interpretation, thus identifying the key conditions of possibility for the widespread data sharing associated with Big and Open Data. The chapters are ordered in sections that broadly correspond to different stages of the journeys of data, from their generation to the legitimisation of their use for specific purposes. Additionally, the preface to the volume provides a variety of alternative “roadmaps” aimed to serve the different interests and entry points of readers; and the introduction provides a substantive overview of what data journeys can teach about the methods and epistemology of research.European CommissionAustralian Research CouncilAlan Turing Institut

    Producing Affection : Affect and Mediated Intimacy in Pokémon

    Get PDF
    Pokémon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, Pokémon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the Pokémon characters and the audience’s relationship with them. In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein. I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon. This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon. Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.Tuotettua kiintymystä. Pokémonin affekti ja medioitu intiimiys Pokémon on globaali monimediakokonaisuus. Sen keskiössä on joukko videopelejä sekä niiden hahmoja, joita kerätään, joista opitaan ja joiden kanssa leikitään. Pokémonista on vuosikymmenten mittaan kasvanut mediatuotteiden rypäs, media mix: monista tuote- ja julkaisukanavista koostuva kokonaisuus, joka sisältää digitaalisia ja analogisia pelejä, animaatioita, sarjakuvia, leluja ja brändituotteita, joissa kaikissa korostuvat Pokémon-hahmot sekä yleisön suhde niihin. Väitöskirjassani tarkastelen, miten kiintymystä rakennetaan ja levitetään Pokémonissa. Tutkin Pokémon-hahmoihin muodostettuja suhteita medioidun intiimiyden käsitteen kautta. Tutkimuksessani suhteet näyttäytyvät kiintymyksellisten tunteiden tiivistyminä sekä läheisyytenä, jota ilmaistaan teknologian avulla ja sitä kohtaan. Näin tarkastelen, miten teknologisten sekä fantastisten kehojen toimijuus näkyy arkipäiväisten affektien muodostumisessa. Ammentamalla pelitutkimuksesta ja affektitutkimuksesta kehitän monitieteisen metodin mediatekstien pelaamiseen ja lukemiseen, ja käytän sitä Pokémonin media mixin, sen affektien ja sen piirissä muodostettujen kiintymyssuhteiden analysointiin. Keskityn erityisesti Pokémon-videopeleihin, jotka toimivat koko media mixin ydintuotteena. Tutkin, miten Pokémonin media mix on rakennettu ensisijaisesti pelilliselle ja leikilliselle pohjalle, ja ehdotan tätä tulkintamallia keskeiseksi Pokémonin medioidun intiimiyden ymmärtämiselle. Tutkimuksen tuloksena esitän Pokémonin medioidun intiimiyden muodostuvan Pokémonin media mixin leikillisistä ja teknologisista juurista, joiden perustana on alkuperäisten Pokémon-videopelien roolipelillinen rakenne sekä se, miten sen avulla pelaajat on asemoitu hahmoiksi Pokémonin maailmaan. Fiktiota ja todellisuutta sekoittavassa leikillisessä ympäristössä Pokémonin media mix ohjaa pelaajia hoivan ja huolenpidon teemojen kautta tekemään tunnetyötä tuoteperheen mediatekstien parissa ja piirtää tämän työn tulokset Pokémon-hahmojen monimediakehoille. Lisäksi väitöstutkimukseni osallistuu intiimiyden laajempaan teoretisointiin ja uudelleenmäärittelyyn tarkastelemalla elollisten ja leikillisesti elävien toimijoiden suhteita biologisena ja teknologisena yhteenliittymän

    Specialized IoT systems: Models, Structures, Algorithms, Hardware, Software Tools

    Get PDF
    Монография включает анализ проблем, модели, алгоритмы и программно- аппаратные средства специализированных сетей интернета вещей. Рассмотрены результаты проектирования и моделирования сети интернета вещей, мониторинга качества продукции, анализа звуковой информации окружающей среды, а также технология выявления заболеваний легких на базе нейронных сетей. Монография предназначена для специалистов в области инфокоммуникаций, может быть полезна студентам соответствующих специальностей, слушателям факультетов повышения квалификации, магистрантам и аспирантам

    Handbuch kommunikationswissenschaftliche Erinnerungsforschung

    Get PDF

    The challenge of three-dimensional printing : questioning established concepts in intellectual property law

    Get PDF
    Defence date: 9 January 2019Examining Board Professor Giovanni Sartor, EUI; Professor Jane Ginsburg, Columbia Law School, External Supervisor; Professor Peter Drahos, EUI; Professor Raquel Xalabarder, Universitat Oberta de Catalunya.Over the last years, academics, practitioners and policy makers have focused their attention on an emerging technology: three-dimensional printing (“3DP”). 3DP is often portrayed as a game changer, showing the potential to disrupt established socioeconomic paradigms and exert profound implications in disparate areas of law. 3DP not only is well integrated in the manufacturing industry, but also increasingly adopted at consumer level. Recent developments have made it possible for ordinary people to take an active role in the production, customization and distribution of goods, and likewise paved the way for the proliferation of new market entrants, such as 3DP online platforms. Against this background, this thesis aims to shed some light on the implications that 3DP may have for Intellectual Property Law. In particular, this work attempts to predict and grasp the consequences that the digitization of real world things may carry in the area of IP law, both from the side of protection and infringement. This contribution is intended to create general awareness about the current state of the art and likewise delineate possible future scenarios in the 3DP ecosystem. The research question at the core of the analysis is whether the current legal framework of different IPRs already offers suitable means for regulating the thin dividing line between the digital and the analogue world, or rather needs to be amended, in order to cope with such a fascinating reality. To this end, the analysis contributes insights to the best legal treatment that CAD files shall receive, in case such files embed products protected by copyright, designs, patents and trademarks. Hence, it addresses right owners’ concern that the online transmission of CAD files, combined with the ease of converting such files into the final printout, will facilitate mass-scale and worldwide infringement of all IPRs.Chapter 1, 'The magic world of three-dimensional printing becomes reality' of the PhD thesis draws upon an earlier version published as a chapter: 'Tracing the historical roots of collaborative production: emerging challenges posed by three-dimensional printing' in the proceedings of the 14th International Conference on Internet, Law and Politics, Universitat Oberta de Catalunya: "Collaborative Economy: Challenges & Opportunities". Chapter 4, 'Three-Dimensional printing and European design law' of the PhD thesis draws upon an earlier version published as an article: 'CAD files and European design law' in the journal JIPITEC. Chapter 6, 'EU trademark law and Three-Dimensional printing: opportunities and challenges' of the PhD thesis draws upon an earlier version published as a chapter: 'The transfer of Computer-Aided Design files in the era of 3D printing : trademark infringement under the current European framework' in the proceedings of the 12th International Conference on Internet, Law and Politics, Universitat Oberta de Catalunya: "Building a European digital space.

    L’Apparition - Appropriation of archival and found material in a post-digital audiovisual practice

    Get PDF
    Copy and appropriation of archival or/and found materials have long been an integral part of practices of collage, remix, and sample. Those methods are still a puzzling source of anxiety caused by copyright law. The aim of this research is to recognise that the artistic practice of copy and appropriation of visual, literary, and musical works protected by copyright requires urgent attention, evaluation, and adjustment to safeguard the contemporary, digital, and post-digital landscape in which artists live and thrive. This research is divided into two areas respectively concerned with two questions. The first question, “To what extent the use of copy and appropriation can be considered as a (moral or legal) right of an artist?” evaluated in Chapter One focuses on the meaning of authorship and its legal, moral, and philosophical implications. The second question: “How can relationships between past and present be represented and interrogated through a creative process that is informed by past methodologies and theories and determined by the possibilities offered in a post-digital age?” delineated in Chapter Two investigates the concept of artistic freedom to copy and appropriate. The practical part includes recordings of audiovisual compositions, documentation of which is available online. The collection includes the title work L’Apparition, the culmination of this theoretical and practical research. Compositional methodology is described in Chapter Three, and examples of work leading to the premiere of L’Apparition are presented in Chapter Four. This thesis proposes a remodelling of outdated perceptions of authorship and the inconsistent rule of copyright law. It also recommends a plan of action for artists and academics to pave a new way to collaborative and creative approaches based on the ethos of Open Source and Open Access materials. Finally, this research calls for the protection of artistic freedoms expressed in the form of a manifesto; its aim is to start a dialogue leading to reforms of copyright law in accordance with the reality of contemporary art

    Technologies and Applications for Big Data Value

    Get PDF
    This open access book explores cutting-edge solutions and best practices for big data and data-driven AI applications for the data-driven economy. It provides the reader with a basis for understanding how technical issues can be overcome to offer real-world solutions to major industrial areas. The book starts with an introductory chapter that provides an overview of the book by positioning the following chapters in terms of their contributions to technology frameworks which are key elements of the Big Data Value Public-Private Partnership and the upcoming Partnership on AI, Data and Robotics. The remainder of the book is then arranged in two parts. The first part “Technologies and Methods” contains horizontal contributions of technologies and methods that enable data value chains to be applied in any sector. The second part “Processes and Applications” details experience reports and lessons from using big data and data-driven approaches in processes and applications. Its chapters are co-authored with industry experts and cover domains including health, law, finance, retail, manufacturing, mobility, and smart cities. Contributions emanate from the Big Data Value Public-Private Partnership and the Big Data Value Association, which have acted as the European data community's nucleus to bring together businesses with leading researchers to harness the value of data to benefit society, business, science, and industry. The book is of interest to two primary audiences, first, undergraduate and postgraduate students and researchers in various fields, including big data, data science, data engineering, and machine learning and AI. Second, practitioners and industry experts engaged in data-driven systems, software design and deployment projects who are interested in employing these advanced methods to address real-world problems
    corecore