53,264 research outputs found

    Creating a new iconicity: an interview with Catherine Opie

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    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: I’d 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

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    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

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    In October 2014, Berlin’s Hebbel am Ufer (HAU)—one of Germany’s most influential performance venues, programming and often co-producing work by artists such as Rimini Protokoll, Jérôme Bel, Meg Stuart and Gob Squad—opened 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 ‘in curating intimacy in public’ (Walsh 2014: 57; Read 2008), the renegotiation of theatre’s 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, ‘the status of the private in the public sphere’ (den Status des Privaten in der öffentlichen Sphäre) and to find out whether ‘intimacy’ (Intimität)—equated with an authentic ‘communication between people’ (Kommunikation zwischen Menschen)—was still possible ‘in an age where the public space has been entirely pervaded by market conformity’ (im Zeitalter der totalen Durchdringung des öffentlichen Raumes durch das Marktförmige) (Vanackere 2014: 2).

    Playing in a virtual bedroom: youth leisure in the Facebook generation

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    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

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    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

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    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 – wikis, in particular – 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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