17 research outputs found

    A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software

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    Open Source Software (OSS) development challenges traditional software engineering practices. In particular, OSS projects are managed by a large number of volunteers, working freely on the tasks they choose to undertake. OSS projects also rarely rely on explicit system-level design, or on project plans or schedules. Moreover, OSS developers work in arbitrary locations and collaborate almost exclusively over the Internet, using simple tools such as email and software code tracking databases (e.g. CVS). All the characteristics above make OSS development akin to weaving a tapestry of heterogeneous components. The OSS design process relies on various types of actors: people with prescribed roles, but also elements coming from a variety of information spaces (such as email and software code). The objective of our research is to understand the specific hybrid weaving accomplished by the actors of this distributed, collective design process. This, in turn, challenges traditional methodologies used to understand distributed software engineering: OSS development is simply too "fibrous" to lend itself well to analysis under a single methodological lens. In this paper, we describe the methodological framework we articulated to analyze collaborative design in the Open Source world. Our framework focuses on the links between the heterogeneous components of a project's hybrid network. We combine ethnography, text mining, and socio-technical network analysis and visualization to understand OSS development in its totality. This way, we are able to simultaneously consider the social, technical, and cognitive aspects of OSS development. We describe our methodology in detail, and discuss its implications for future research on distributed collective practices

    Hanging Out, Messing Around, and Geeking Out

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    The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise known as HOMAGO. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out combines in-depth descriptions of specific group dynamics with conceptual analysis. Since its original publication, digital learning labs in libraries and museums around the country have been designed around the HOMAGO mode and educators have created HOMAGO guidebooks and toolkits. This tenth-anniversary edition features a new introduction by Mizuko Ito and Heather Horst that discusses how digital youth culture evolved in the intervening decade, and looks at how HOMAGO has been put into practice. This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California

    Race and Computation: An Existential Phenomenological Inquiry Concerning Man, Mind, and the Body

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    This dissertation is concerned with two phenomena, race and computation, their emergence in modernity and their convergence today in our modern technological epoch. From the perspective of the traditional disciplines the concepts of race and computation are wholly incommensurable. Formally, race refers to a hierarchical taxonomic schema for classifying humans while computation refers to the formal mathematical logic of digital machines. I argue that race and computation share a peculiar modern conception of the body in relation to cognition. According to this schema one is more fully human if one appears toward the pole of the mind and therefore less or not human at all if one appears toward the pole of the body. It is this artificially strained relation between the body and the mind that had come to define the human in modernity and persists in our current epoch. In this way race became the measurement of the polarity between the mind and the body and as such the modern measure of humanity. The distinction that race makes is not lost in computation because it inherits this narrow model of the human as animal rationale and mechanizes it. I argue that this defining characteristic of the modern human as rational is both computational and racial and finds itself historically anchored in the normative conception of the human as Man [homo humanus ]. My chief aim in this dissertation is not to indict modern technology as racist but to show how race and computation reveal the bipolar aspects of our normative schema for human being, one that has had a long "romance with disembodiment." Could both race and modern technology share a common origin in Western modernity? Could race and computation share a fundamental philosophical ground which the sciences themselves take as a priori ? More urgently, what could race and modern computational machinery tell us about what it means to be human in our current age? Does the origin of the modern subject lay the framework for both the development of race and computation? These radically disparate objects, race and computation, are grounded on a peculiar relationship between Man, his body, and thinking. By Man, I mean what has come to be accepted as the modern norm for human-being , the autonomous rational animal. The concept of the rational animal places thinking, the sine qua non of the secular human, in opposition to the body. The basis of my argument is that the historical idea of Man, as the secular human, had been developed through the violent devolution of bodily experience, in favor of detached calculative rationality, from which computation and race have emerged. This has placed Man over and against the natural world that extends beyond the mind, especially the body and others who are constituted outside the norm of Man. It is well known that Descartes inaugurates the modern concept of Man as the thinking subject by articulating this norm as the distinction between mind as thinking substance [ res cogitans] and everything external to mind [res extensa ]. I argue that this normative distinction between mind and body finds a more radical expression in Alan M. Turing's concept of the digital computer, a founding theory of computer science and information technology. On the one hand the digital computer decouples the bodily from existence, proof of the teleological development of a technological rational humanity. On the other hand, race limits existence to the bodily, as a fundamental barrier to humanity. It can be said that modern computation is the angelic ascent from one's body, while race is the hellish descent into one's body

    Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media

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    An examination of young people\u27s everyday new media practices -- including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people\u27s use of digital technology often equates generational identity with technology identity: today\u27s teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths\u27 social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings -- at home, in after-school programs, and in online spaces. Integrating twenty-three case studies -- which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups -- in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.https://scholarcommons.scu.edu/faculty_books/1332/thumbnail.jp

    Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media

    No full text
    An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis

    Hanging Out, Messing Around, and Geeking Out

    No full text
    An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style,Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis
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