41,143 research outputs found

    Practicing at Home: Computers, Pianos, and Cultural Capital

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    Part of the Volume on Digital Young, Innovation, and the Unexpected Bourdieu focused attention on the role of education and the influence of status distinctions on the selection and valorization of particular forms of cultural capital. Although Bourdieu did not write about digital media, he was a keen observer of status distinctions in education and how these translate into job markets. Through an extended analogy between learning the piano and learning the computer, I demonstrate Bourdieu's relevance for an expanded vision of digital literacy -- one that would forefront the material and social inequalities in U.S. domestic Internet access and in public education. High Tech High School, supported by the Gates Foundation, provides a case of why it is important to examine current digital pedagogy in terms of unarticulated and implicit models of entrepreneurial labor, both because these set up unrealistic expectations and because they can express corporate norms rather than critical pedagogy

    RoboJam: A Musical Mixture Density Network for Collaborative Touchscreen Interaction

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    RoboJam is a machine-learning system for generating music that assists users of a touchscreen music app by performing responses to their short improvisations. This system uses a recurrent artificial neural network to generate sequences of touchscreen interactions and absolute timings, rather than high-level musical notes. To accomplish this, RoboJam's network uses a mixture density layer to predict appropriate touch interaction locations in space and time. In this paper, we describe the design and implementation of RoboJam's network and how it has been integrated into a touchscreen music app. A preliminary evaluation analyses the system in terms of training, musical generation and user interaction

    Telecommunications Regulation: An Introduction

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    This paper examines the justifications, history, and practice of regulation in the US telecommunications sector. We examine the impact of technological and regulatory change on market structure and business strategy. Among others, we discuss the emergence and decline of the telecom bubble, the impact on pricing of digitization and the emergence of Internet telephony (VOIP). We also examine the impact of the 1996 Telecommunications Act on market structure and strategy in conjunction with the history of regulation and antitrust intervention in the telecommunications sector. After discussing the impact of wireless technologies, we conclude by venturing into some short term predictions. We express concern about the derailment of the implementation of the 1996 Act by the aggressive legal tactics of the entrenched monopolists (the local exchange carriers), and we point to the real danger that the intent of Congress in passing the 1996 Act to promote competition in telecommunications will never be realized in local telecommunications in the fashion that the 1996 prescribed. The decision of AT&T to stop marketing both long distance and local services to residential customers is a direct result of the derailing of the 1996 Act that has allowed the local service monopolists (1) to enter long distance while the local market was still monopolized; and (2) to leverage their monopoly power in the local market to the long distance market. We also discuss the wave of mergers in the Telecommunications and cable industries, the telecom meltdown of 2000-2003, and issues that arose from the triennial review by the FCC of implementation of the 1996 Act.

    Smartphone chronic gaming consumption and positive coping practice

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    Purpose: Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. This study explores how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach: Underpinned by cognitive framing theory, empirical insights from eleven focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings: The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between individuals and collectives. Consumption narratives of smartphone games, even when play is limited, lead to the identification of three cognitive frames through which positive coping processes operate: (a) the market generated frame, (b) the social being frame, and (c) the citizen frame. Research limitations/implications: This paper adds to previous research by providing an understanding of positive coping practice in the smartphone chronic gaming consumption. Originality/value: In smartphone chronic gaming consumption, cognitive frames enable positive coping by fostering appraisal capacities in which individuals confront, hegemony, culture and alterity-morality concerns

    Bottom-up radio: creating a new media format using living lab research

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    This study resulted in the creation of a new media format for urban youth, adopting a living lab-approach, as current studies have shown that this group is currently not reached with the contemporary media offer. Living lab research is a state-of-the art methodology that aims at involving end-users in the innovation process over a longer time span, combining both quantitative and qualitative research techniques and tools. In a first phase, a panel of urban youngsters was created using an intake survey (N=290). These data were analyzed resulting in three distinct types of urban youngsters. In a second phase, a qualitative research trajectory was organized in order to refine the three profiles and get an insight in their media use, digital skills, media preferences and needs with regards to the current media offer. Research methods during this phase included diary studies, participatory observation during workshops and probe research. In a third phase, co-creation sessions were organized with youngsters from the urban panel in order to get feedback on a concept that was iteratively developed during the first two phases of the project. Results show that mobile devices and social media are important for these urban youngsters and that most of these youngsters have quite some creative skills. Radio seems to be a less popular medium, although they spend a significant amount of time listening to music. Further, results show that these youngsters are in need of a platform which stimulates community building and offers a space to express their creativity. A third requirement for the development of a new media format that would meet the needs of these youngers is a format that provides space for local elements and niche markets. This all resulted in the launch of Chase, an urban, crowdsourced radio station
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