53,264 research outputs found
Creating a new iconicity: an interview with Catherine Opie
A few days ago I got in touch with Regen Projects, gallery and agent of the famous California-based photographer, Catherine Opie, in order to obtain an interview with her. A long and rather casual chat ensued: Juliette MĂ©lia: Iâd like to start with apologies for having first tried to contact you directly via Facebook, I realize now it was not really appropriate. Is it a sign of the times, that the boundaries between public and private are more blurred than before, is it the idea behind your s..
Teens & Online Video
Presents survey findings about teens' likelihood of recording and uploading video, streaming video live, and using video chat applications by gender, age, race/ethnicity, household income, parents' education, and community type
Wanna Play? Dries Verhoeven and the Limits of Non-Professional Performance
In October 2014, Berlinâs Hebbel am Ufer (HAU)âone of Germanyâs most influential performance venues, programming and often co-producing work by artists such as Rimini Protokoll, JeÌroÌme Bel, Meg Stuart and Gob Squadâopened its new season with a festival called Treffpunkte (meeting points).1 Conceptually, the month-long festival was located at the intersection of some of the major trends in contemporary Western theatre and performance, particularly the interest âin curating intimacy in publicâ (Walsh 2014: 57; Read 2008), the renegotiation of theatreâs place in the public sphere (Balme 2014; Haedicke 2013) and the relation of socially engaged performance, in the broadest sense, to late global capitalism (Jackson 2011; Harvie 2013). Its explicit aim was to explore, through the means of performance, âthe status of the private in the public sphereâ (den Status des Privaten in der oÌffentlichen SphaÌre) and to find out whether âintimacyâ (IntimitaÌt)âequated with an authentic âcommunication between peopleâ (Kommunikation zwischen Menschen)âwas still possible âin an age where the public space has been entirely pervaded by market conformityâ (im Zeitalter der totalen Durchdringung des oÌffentlichen Raumes durch das MarktfoÌrmige) (Vanackere 2014: 2).
Playing in a virtual bedroom: youth leisure in the Facebook generation
The rapidly changing uses of online social networking sites (SNS) have led to moral panics, most notably framed in terms of 'stranger danger'. However, the risks to young people from access to un-mediated content available via SNS, and most particularly to user-generated content is not generally seen as being dangerous. However, adults would not generally consider many of the activities engaged in via SNS as safe were they conducted in the real world. This paper explores the ways in which young people use SNS to mediate complex issues of social identity in a virtual environment
Contracting the Facebook API
In recent years, there has been an explosive growth in the popularity of
online social networks such as Facebook. In a new twist, third party developers
are now able to create their own web applications which plug into Facebook and
work with Facebook's "social" data, enabling the entire Facebook user base of
more than 400 million active users to use such applications. These client
applications can contain subtle errors that can be hard to debug if they misuse
the Facebook API. In this paper we present an experience report on applying
Microsoft's new code contract system for the .NET framework to the Facebook
API.We wrote contracts for several classes in the Facebook API wrapper which
allows Microsoft .NET developers to implement Facebook applications. We
evaluated the usefulness of these contracts during implementation of a new
Facebook application. Our experience indicates that having code contracts
provides a better and quicker software development experience.Comment: In Proceedings TAV-WEB 2010, arXiv:1009.330
Learning through collaboration: video game wikis
The wiki, wherein community-spirited players meticulously document their gaming experiences for the benefit of others, from simple guides to complex theories and strategies, has become the de facto online reference medium for video game players. This study sought to examine how players learn from one another about the systems that underpin their favourite games and how they engaged with social media â wikis, in particular â to facilitate this collaborative learning. It is argued that in collating, synthesizing and disseminating the often complex behaviours observed in a modern video game, the wiki author is displaying academic proficiency in a non-academic field. Drawing on a series of interviews with gaming wiki contributors and users, the practices of those engaged in using gaming wikis are discussed, together with an account of the research methods used. In undertaking such research, a number of challenges and concerns were encountered: these, too, are described
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