133 research outputs found

    Exploring Research through Design in Animal-Computer Interaction

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    This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development

    Playing with the future: social irrealism and the politics of aesthetics

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    In this paper we wish to explore the political possibilities of video games. Numerous scholars now take seriously the place of popular culture in the remaking of our geographies, but video games still lag behind. For us, this tendency reflects a general response to them as imaginary spaces that are separate from everyday life and 'real' politics. It is this disconnect between abstraction and lived experience that we complicate by defining play as an event of what Brian Massumi calls lived abstraction. We wish to short-circuit the barriers that prevent the aesthetic resonating with the political and argue that through their enactment, video games can animate fantastical futures that require the player to make, and reflect upon, profound ethical decisions that can be antagonistic to prevailing political imaginations. We refer to this as social irrealism to demonstrate that reality can be understood through the impossible and the imagined

    “The end of The Dreyfus affair”: (Post)Heideggerian meditations on man, machine and meaning

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    In this paper, the possibility of developing a Heideggerian solution to the Schizophrenia Problem associated with cognitive technologies is investigated. This problem arises as a result of the computer bracketing emotion from cognition during human-computer interaction and results in human psychic self-amputation. It is argued that in order to solve the Schizophrenia Problem, it is necessary to first solve the 'hard problem' of consciousness since emotion is at least partially experiential. Heidegger's thought, particularly as interpreted by Hubert Dreyfus, appears relevant in this regard since it ostensibly provides the basis for solving the 'hard problem' via the construction of artificial systems capable of the emergent generation of conscious experience. However, it will be shown that Heidegger's commitment to a non-experiential conception of nature renders this whole approach problematic, thereby necessitating consideration of alternative, post-Heideggerian approaches to solving the Schizophrenia Problem

    STS in management education: connecting theory and practice

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    This paper explores the value of science and technology studies (STS) to management education. The work draws on an ethnographic study of second year management undergraduates studying decision making. The nature and delivery of the decision making module is outlined and the value of STS is demonstrated in terms of both teaching method and module content. Three particular STS contributions are identified and described: the social construction of technological systems; actor network theory; and ontological politics. Affordances and sensibilities are identified for each contribution and a discussion is developed that illustrates how these versions of STS are put to use in management education. It is concluded that STS has a pivotal role to play in critical management (education) and in the process offers opportunities for new forms of managin

    Animals, veterinarians and the sociology of diagnosis

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    While sociologists of medicine have focused their efforts on understanding human health, illness, and medicine, veterinary medical practice has not yet caught their attention in any sustained way. In this critical review paper, we use insights from the sociology of diagnosis literature to explore veterinary practice, and aim to demonstrate the importance of animals to sociological understandings of health, illness and disease. As in human medicine, our analysis shows the importance of diagnosis in creating and maintaining the power and authority of the veterinary professional. However, we then explore how diagnosis operates as a kind of dance, where professional authority can be challenged, particularly in light of the complex ethical responsibilities and clinical interactions that result from the triad of professional/owner/animal patient. Finally, we consider diagnosis via the precept of entanglement, and raise the intriguing possibility of interspecies health relations, whereby decision-making in human healthcare may be influenced by experiences in animal healthcare, and vice-versa. In our conclusion we argue that this analysis provides opportunities to scholars researching diagnosis in human healthcare, particularly around the impact of commercial drivers; has implications for veterinary and public health practitioners; and should help animate the emerging sociology of veterinary medicine

    What's new pussycat? A genealogy of animal celebrity

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    Animal celebrity is a human creation informing us about our socially constructed natural world. It is relational, expressive of cultural proclivities, political power plays and the quotidian everyday, as well as serious philosophical reflections on the meaning of being human. This article attempts to outline some key contours in the genealogy of animal celebrity, showing how popular culture, including fairground attractions, public relations, Hollywood movies, documentary films, zoo attractions, commercial sport and mediatised moral panics - particularly those accompanying scientific developments such as cloning - help to order, categorise and license aspects of human understanding and feelings. The nature of [animal] charisma and celebrity are explored with assistance from Jumbo the Elephant, Guy the Gorilla, Paul the clairvoyant octopus, Uggie the film star, NĂ©nette the orang-utan and Dolly the sheep. It argues that the issue of what it is to be human lies beneath the celebritised surface or, as Donna Haraway noted, the issue 'of having to face oneself'

    The first cyborg and First World War bodies as anti-war propaganda

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    This article discusses a play published in The Strand Magazine during the First World War which features a cyborg presenting anti-war and pacifist messages, used by The Strand to create anti-German propaganda. The article draws on theories of disability, cyborgs and the posthuman, and from new research on wartime fiction magazines. The importance of the cyborg character, Soldier 241, for the literary history of science fiction is explored by focusing on the relations between the mechanical and the impaired body, and on the First World War as a nexus for technological, surgical and military development. As a cyborg, this character reflects politicized desires that the wartime authorities did not acknowledge: a longing for the end of war, and refusal to countenance a society that rejected the impaired body
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