393 research outputs found
Challenging Party Hegemony: Identity Work in China’s Emerging Virreal Places
The Chinese Communist Party has chosen to base the legitimacy of its rule on its performance as leading national power. Since national identity is based on shared imaginations of and directly tied to territory – hence place, this paper analyses both heterodox models for identification on the national and potentially competing place-based collective identities on the local level. This analysis, based on communication within a number of popular communication forums and on observation of behavior in the physical reality of today’s urban China, shows that communication within the virtual and behavior in the real world are not separated realities but form a new virreal spatial continuum consisting of imagined places both online and offline. I argue that ties to place are stronger and identities constructed on shared imaginations of place are more salient the more direct the experience of place is – be the place real, virtual or virreal. Hence in China challenges to one-party rule will probably accrue from competing localized collective identities rather than from heterodox nationalism.to explore the variety and complexity of functional antagonisms in the social subsystems.China, Internet, political power, collective identity, nationalism, place, bulletin, board system, online communication, online community
Intelligence, Creativity and Fantasy
UID/HIS/04666/2019
This is the 2nd volume of PHI series, published by CRC Press, the 4th published by CRC Press and the 5th volume of PHI proceedings.The texts presented in Proportion Harmonies and Identities (PHI) - INTELLIGENCE, CREATIVITY AND FANTASY were compiled with the intent to establish a multidisciplinary platform for the presentation, interaction and dissemination of research. The aim is also to foster the awareness and discussion on the topics of Harmony and Proportion with a focus on different visions relevant to Architecture, Arts and Humanities, Design, Engineering, Social and Natural Sciences, and their importance and benefits for the sense of both individual and community identity. The idea of modernity has been a significant motor for development since the Western Early Modern Age. Its theoretical and practical foundations have become the working tools of scientists, philosophers, and artists, who seek strategies and policies to accelerate the development process in different contexts.authorsversionpublishe
Law in the present future : approaching the legal imaginary of smart cities with science (and) fiction
This doctoral research concerns smart cities, describing digital solutions and social issues related to their innovative technologies, adopted models, and major projects around the world. The many perspectives mentioned in it were identified by online tools used for the textual analysis of two databases that were built from relevant publications on the main subject by authors coming from media and academia. Expected legal elements emerged from the applied process, such as privacy, security, transparency, participation, accountability, and governance. A general review was produced on the information available about the public policies of Big Data in the two municipal cases of Rio de Janeiro and Montréal, and their regulation in the Brazilian and Canadian contexts. The combined approaches from science and literature were explored to reflect on the normative concerns represented by the global challenges and local risks brought by urban surveillance, climate change, and other neoliberal conditions. Cyberpunk Science Fiction reveals itself useful for engaging with the shared problems that need to be faced in the present time, all involving democracy. The results achieved reveal that this work was, in fact, about the complex network of practices and senses between (post)modern law and the imaginary of the future.Cette recherche doctorale centrée sur les villes intelligentes met en évidence les solutions numériques et les questionnements sociétaux qui ont trait aux technologies innovantes, ainsi qu’aux principaux modèles et projets développés autour d’elles à travers le monde. Des perspectives multiples en lien avec ces développements ont été identifiées à l’aide d’outils en ligne qui ont permis l’analyse textuelle de deux bases de données comprenant des publications scientifiques et des écrits médiatiques. De ce processus analytique ont émergé des éléments juridiques relatifs aux questions de vie privée, de sécurité, de transparence, de participation, d’imputabilité et de gouvernance. De plus, à partir de ces informations a été réalisée une revue des politiques publiques relatives aux mégadonnées dans les villes de Rio de Janeiro et de Montréal, ainsi que des réglementations nationales du Canada et du Brésil en lien avec ce sujet. Finalement, à travers l’exploration d’écrits scientifiques et fictionnels de la littérature, les principaux enjeux normatifs soulevés localement et mondialement par la surveillance urbaine, les changements climatiques et les politiques néolibérales ont pu être mis à jour. Le courant cyberpunk de la science-fiction s’est avéré particulièrement utile pour révéler les principaux problèmes politiques, en lien avec la préservation de la démocratie, auxquelles sont confrontées nos sociétés présentement. Les résultats de la recherche démontrent finalement la présence d’un réseau de pratiques et de significations entre le droit (post)moderne et les représentations imaginaires du futur
The digital feminine
This MFA is a visual art critical investigation of digital representations, manipulations, and exploitations of feminine figures in cyberspace. The particular focus of this study is centred on the work of self-titled reality artist Signe Pierce, as well as my own practical body of work: The Digital Feminine. Case studies of Pierce’s practice include Big Sister (2016), Halo (2018), American Reflexxx (2013) and Reality Hack (2016). Through these case studies I examine the nature of identity formation online as underscored by notions of performativity as well as arguments for the use of feminine aesthetics as feminist critique, specifically through the use of the ‘Venus Flytrapping’ method. Jean Baudrillard famously theorised the hyperreal and the simulacra, claiming that human experience is a simulation of reality1. My MFA thesis addresses contemporary concerns relating to issues of reality, perception, the gaze, and identity in an increasingly virtual world. The 20th century witnessed massive changes in technology, and its subsequent commercialisation marked new territories for mass media, politics, entertainment, social life, and the art world. Avant-garde modern art movements shattered previously held standards of traditional artistic production, thus ideas surrounding the ‘art object’ and the role of artists themselves were fundamentally changed. In a postmodern world where nothing is sacred and life is experienced through the simulacra of the screen, the hyperreal takes over. I investigate how real-world socio-political issues, particularly those related to gender, transcend into the digital realm of cyberspace through discussions of Donna Harraway’s ‘cyborg feminism’ and Judith Butler’s ideas of gender performativity, as well as Erving Goffman’s ideas of everyday performativity. My final body of work for the professional art practice component of this MFA is realised in the form of an immersive installation that straddles the virtual and the real. Influenced by digital and hyperreal aesthetics (such as VapourWave), this installation also explores various expressions of femininity that an individual can express both online and in real life
The Moving Page
This paper investigates transitional states of spaces between images, moving images, and the use of sketchbook/page works through a questioning and auto-ethnographic approach to research and practice. Viewing illustration as a refexive space, the investigations demonstrate exchangesbetween authorship, interaction, narrative, time, and space. Valuing the ‘in-between’ states that exist between the unfnished and fnished, the research questions notions of in-fux, moving, nebulous states. Through alternative publishing forms, the research concerns dissemination through emerging digital platforms
The Moving Page
This paper investigates transitional states of spaces between images, moving images, and the use of sketchbook/page works through a questioning and auto-ethnographic approach to research and practice. Viewing illustration as a refexive space, the investigations demonstrate exchangesbetween authorship, interaction, narrative, time, and space. Valuing the ‘in-between’ states that exist between the unfnished and fnished, the research questions notions of in-fux, moving, nebulous states. Through alternative publishing forms, the research concerns dissemination through emerging digital platforms
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Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology
This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public.
Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate.
With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. Their “playbor” colors not only the rhetoric and the focus of meetups, but also the activities, designs, and, most importantly, the financial and personal expenditures they put forth. Ultimately, play shapes the system of production by which adopters of commercial VR are introduced to the technology and, eventually, weave it into their lives. Situating play at the center of this system highlights that the assimilation of digital media is in part an embodied and irrational experience. It also suggests new models by which future innovations will spread to the public
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