69 research outputs found

    The Structure of Citizen Bystander Offering Behaviors Immediately After the Boston Marathon Bombing

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    In April of 2013, two pressure cooker bombs detonated near the finish line of the Boston Marathon. The resulting crowdsourced criminal investigation has been subject to intense scrutiny. What has not been discussed are the offering behaviors of Twitter users immediately following the detonations. The hashtag #BostonHelp offers a case study of what emergent, computer-mediated groups offer victims of a crisis event. Through creative appropriation of at-hand technologies (CAAT), this emergent group organized online offering and information about tangible resources on the ground. In this case, #BostonHelp participants harnessed blogs, social media, Google Forms, and pre-existing services to organize help for those in need. The resulting structure stabilized and became a symbol of the response itself. This case study offers an analysis of the structure created by computer-mediated crowds. We conclude with a discussion of trying to design, or even detect these behaviors at the start of a crisis response

    From DotA to MOBA: The emergence and crisis of playful co-creativity in multiplayer online battle arena games

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    The Multiplayer Online Battle Arena (MOBA) genre represents one of the most popular, dynamic and influential spaces of digital play. Since the genres first commercial release in 2009 with the title League of Legends (2009 – present, Riot Games), MOBAs have played an integral role in pioneering ‘fair’ models of free-to-play, live streaming as a ubiquitous spectator activity and e-sports as an increasingly recognised mainstream industry. This thesis posits each of these trends as connected to the influence of MOBAs as a genre with a rich history in grassroots spaces of non-commercial play and participation. Adopting an online ethnographic approach, the thesis describes how the transition of the genre away from its non-commercial and collectivised origins has introduced an influential model of hybrid power relations characteristic of the affective economics that underpin many wider digital platforms. Central to this thesis is the introduction of playful co-creativity as a conception for describing the productive role that play and closely related participatory activities exert in the vibrant activities of MOBAs. Through framing play as a co-creative practice that informs design, spurs participation, creates professions and sustains vast sums of affective value, the thesis asks how the political economy of playful co-creativity in MOBAs can be critically approached. The research mobilises approaches from game, fan and Internet studies to approach the complex set of relations encompassed by MOBAs. The online ethnography of this research comprises observations, personal experiences, in-depth case studies and player responses from online open discussions on Reddit. In particular, the research focuses on three influential examples of MOBAs in the original Warcraft III (Blizzard Entertainment, 2003) custom game DotA, League of Legends and Dota 2 (Valve Corporation, 2013 – present). Through grasping the differing modes of governance in each of these games, the aim of this thesis is to exemplify how MOBAs are a genre imbricated with affective forms of playful interaction that both sustain and at times threaten the hybrid power dynamics of this heterogeneous genre

    The Proceedings of the European Conference on Social Media ECSM 2014 University of Brighton

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    Brave New Wireless World: Mapping the Rise of Ubiquitous Connectivity from Myth to Market

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    This dissertation offers a critical and historical analysis of the myth of ubiquitous connectivity—a myth widely associated with the technological capabilities offered by “always on” Internet-enabled mobile devices like smartphones and tablets. This myth proclaims that work and social life are optimized, made more flexible, manageable, and productive, through the use of these devices and their related services. The prevalence of this myth—whether articulated as commercial strategy, organizational goal, or mode of social mediation—offers repeated claims that the experience and organization of daily life has passed a technological threshold. Its proponents champion the virtues of the invisible “last mile” tethering individuals (through their devices) primarily to commercial networks. The purpose of this dissertation is to uncover the interaction between the proliferation of media artifacts and the political economic forces and relations occluded by this myth. To do this, herein the development of the BlackBerry, as a specific brand of devices and services, is shown to be intimately interrelated with the myth of ubiquitous connectivity. It demonstrates that the BlackBerry is a technical artifact whose history sheds light on key characteristics of our media environment and the political economic dynamics shaping the development of other technologies, workforce composition and management, and more general consumption proclivities. By pointing to the analytic significance of the BlackBerry, this work does not intend to simply praise its creators for their technical and commercial achievements. Instead, it aims to show how these achievements express a synthesis that represents the motivations of economic actors and prevailing modes of thought most particularly as they are drawn together in and through the myth of ubiquitous connectivity. The narrative arc of this dissertation is anchored by moments of harmonization among political economic interests as these shape (and are shaped by) prevailing modes of producing and relating through ubiquitous connectivity

    Digital Platforms and Algorithmic Subjectivities

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    Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms

    Experiential Perspectives on Sound and Music for Virtual Reality Technologies

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    This thesis examines the intersection of sound, music, and virtuality within current and next-generation virtual reality technologies, with a specific focus on exploring the experiential perspectives of users and participants within virtual experiences. The first half of the thesis constructs a new theoretical model for examining intersections of sound and virtual experience. In Chapter 1, a new framework for virtual experience is constructed consisting of three key elements: virtual hardware (e.g., displays, speakers); virtual software (e.g., rules and systems of interaction); and virtual externalities (i.e., physical spaces used for engaging in virtual experiences). Through using and applying this new model, methodical examinations of complex virtual experiences are possible. Chapter 2 examines the second axis of the thesis through constructing an understanding of how sound is designed, implemented, and received within virtual reality. The concept of soundscapes is explored in the context of experiential perspectives, serving as a useful approach for describing received auditory phenomena. Auditory environments are proposed as a new model for exploring how auditory phenomena can be broadcast to audiences. Chapter 3 explores how inauthenticity within sound can impact users in virtual experience and uses authenticity to critically examine challenges surrounding sound in virtual reality. Constructions of authenticity in music performance are used to illustrate how authenticity is constructed within virtual experience. Chapter 4 integrates music into the understanding of auditory phenomena constructed throughout the thesis: music is rarely part of the created world in a virtual experience. Rather, it is typically something which only the audience – as external observers of the created world – can hear. Therefore, music within immersive virtual reality may be challenging as the audience is placed within the created world.The second half of this thesis uses this theoretical model to consider contemporary and future approaches to virtual experiences. Chapter 5 constructs a series of case studies to demonstrate the use of the framework as a trans-medial and intra/inter-contextual tool of analysis. Through use of the framework, varying approaches to implementation of sound and music in virtual reality technologies are considered, which reveals trans-medial commonalities of immersion and engagement with virtual experiences through sound. Chapter 6 examines near-future technologies, including brain-computer interfaces and other full-immersion technologies, to identify key issues in the design and implementation of future virtual experiences and suggest how interdisciplinary collaboration may help to develop solutions to these issues. Chapter 7 considers how the proposed model for virtuality might allow for methodical examination of similar issues within other fields, such as acoustics and architecture, and examines the ethical considerations that may become relevant as virtual technology develops within the 21st Century.This research explores and rationalises theoretical models of virtuality and sound. This permits designers and developers to improve the implementation of sound and music in virtual experiences for the purpose of improving user outcomes.<br/

    The Spatial Turn in History: Implications for Curriculum in Higher Education

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    The emergence of visualization and spatialization technologies, such as digital maps, Geographic Information Systems (GIS), and data visualization is generating new ways of knowing within academic disciplines. This epistemological shift, or “spatial turn,” like the Quantitative or Cultural Turns before it, impacts the ways in which knowledge is created, consumed, and communicated. New jobs that require spatial skills are coming into being. It is reasonable to expect, therefore, that education in general, and curricula in particular, would respond to this shift. This thesis explores the curricular responses to spatial ways of knowing in higher education, using the case of one academic discipline–History. The dissertation investigates through a case study, five inter-related aspects of the spatial turn in History: The creation and communication of History knowledge through spatial means, work and employment of History graduates with spatial skills, teaching and learning in higher education with respect to spatial ways of knowing, tools and technologies that drive the spatial turn, and the perspectives of History professors and students with respect to spatial ways of knowing. I explore each aspect separately and use them to triangulate my findings, before synthesizing them into conclusions. The findings indicate spatial ways of knowing are still a niche area in History as far as creating History knowledge is concerned. In addition, spatial History is decidedly interdisciplinary, and scholars and the professional community take a variety of approaches to navigate this interdisciplinarity. Several career opportunities exist both within and outside academia for the spatially oriented Historian, but this is not a factor that traditional History departments consider when determining curricula. However, a wide range of online learning resources are available with respect to spatial ways of knowing, should students wish to pursue this line of learning in addition to their regular History education. Geo-spatial and visual-spatial tools present their own set of challenges to Historians, and I analyze how they contribute to the complexity of teaching spatial ways of knowing. I conclude that although spatial ways of knowing offer History some unique possibilities for generating knowledge, the curricular response to them is mixed. I offer some recommendations for possible ways in which History higher education curricula may respond to the spatial turn
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