1,447 research outputs found

    Learning by gaming:ANT and critical making

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    Relationships among theory, gaming, learning and socio-technical design are explored in the two contributions which compose the section. The theory in question is ANT, re-interpreted through critical making - an umbrella term for various distinctive practices that link traditional scholarship in the humanities and social sciences to forms of material engagement. Sergio Minniti describes an ongoing project called Game of ANT, which draws upon the critical making approach to design an interactive technology and a workshop experience through which scholars and students can conceptually-materially engage with ANT, hence exploring and approaching it from novel points of view. Game of ANT adopts the Latourian vision of technoscience as war and physically embodies this idea by proposing a sort of war game during which participants play the roles of human or non-human actors engaging with the competitive dynamics of socio-technical life. The commentary by Stefano De Paoli proposes new directions to develop the project, by deepening the concept of game and its value for design and learning processes.</p

    Papers, Please as Critical Making: A Review

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    This article examines Lucas Pope’s independent game Papers, Please as an instantiation of critical making within the discipline of the digital humanities. By confronting the player with moral decisions in their capacity as an immigration officer allowing or denying entry to immigrants within a totalitarian state, the game introduces an expressive form of game design in which conceptual practices are used to examine political and social realities. This type of critical media practice introduces a political ethic to the digital humanities that is arguably scarce within the discipline

    Intersections Between Social Knowledge Creation and Critical Making

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    This article outlines the practices of digital scholarly communication (moving research production and dissemination online), critical making (producing theoretical insights by transforming digitized heritage materials), and social knowledge creation (collaborating in online environments to produce shared knowledge products). In addition to exploring these practices and their principles, this article argues for a combination of these activities in order to engender knowledge production chains that connect multiple institutions and communities. Highlighting the relevance of critical making theory for scholarly communication practice, this article provides examples of theoretical research that offer tangible products for expanding and enriching scholarly production

    Rhode Island School of Design, Providence : critical making

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    RISD in Providence, USA, is one of the oldest and most respected art schools of the country. Still following its 19the Century mission statement the school focuses on the idea of “critical making” and supports skills based education from day one, while at the same time acknowledging and fostering the idea that it is creativity which shapes problem solving in our society today and tomorrow. This paper traces the notion of critical making in a theoretical framework and investigates how it manifests itself within the history of the art school in Providence as well as in its current vision and practice. This article is part of the themed issue of the German art publication “Kunstforum” (Volume 245, March/April 2017. It is titled: Kunst lernen? Kunstakademien heute. It asks how art academies educate today across the world and uses 8 academies as case studies for the investigation into the relationship between making as a “craft” versus concept based ideology. It asks how students and tutors today explore creativity. Based on interviews and conversations as well as visits with students, teachers, artists and curators, the focus lies on the central question of the relationship between workshop and studio practice and the idea of making in relation to concepts, ideas and reflection. The individual articles, read together, open up a debate – convergences and differences in different places - about material skills and notions of creativity today

    Critical making with web2.0: on the material geographies in/of followthethings.com

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    Recent reviews of new media scholarship have criticised it for paying little attention to the social and environmental (in)justices in its technical infrastructure. At the same time, scholars of social and environmental (in)justice are experimenting with web2.0, using wikis, blogs, twitter and other social media to conduct and disseminate their research. These strands have collided in the making of a website called followthethings.com which simultaneously critiques the injustices embedded in everyday things, whilst also being made and maintained using everyday things, most notably a laptop, its software and the technical infrastructure of web2.0. Drawing on an emerging literature on critical making, this paper explains what has been learned about the material geographies of web2.0 and commodity activism through this making process

    Hearing the Voices of the Deserters: Activist Critical Making in Electronic Literature

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    Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. The author analyzes the making process of her own activist Twine game The Deserters and embeds the project within digital humanities discourses on activism and social justice, hypertext, electronic literature, critical making, and hacker culture. The Deserters is a text-based digital game based on the experiences of the author\u27s family as refugees from East Germany. The player\u27s objective in the game is to research a family\u27s history by searching the game-world for authentic documents, including biographical writings, journal entries, photographs, and records, thereby retracing historical events through personal experience. The Deserters aims at inspiring a compassionate and empathetic stance towards immigrants and refugees today. The author reflects on the ethical, narrative, aesthetic, and technical choices she made throughout the creation process of The Deserters to create a critical activist game. The results of the analysis demonstrate that Twine offers a unique environment for composing politically impactful personal narratives. From the project, the author derives best practices for activist critical making, which emphasize the importance for makers to imagine the needs and perspectives of their audience. The work expands digital humanities\u27 theoretical and practical toolkit for critical making

    Towards sound refactoring in erlang

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    Erlang is an actor-based programming language used extensively for building concurrent, reactive systems that are highly available and suff er minimum downtime. Such systems are often mission critical, making system correctness vital. Refactoring is code restructuring that improves the code but does not change behaviour. While using automated refactoring tools is less error-prone than performing refactorings manually, automated refactoring tools still cannot guarantee that the refactoring is correct, i.e., program behaviour is preserved. This leads to lack of trust in automated refactoring tools. We rst survey solutions to this problem proposed in the literature. Erlang refactoring tools as commonly use approximation techniques which do not guarantee behaviour while some other works propose the use of formal methodologies. In this work we aim to develop a formal methodology for refactoring Erlang code. We study behavioural preorders, with a special focus on the testing preorder as it seems most suited to our purpose.peer-reviewe

    Patterns of Violence: Critical Making and the She/Her/Hers of Early Modern Poetry

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    Short paper presented for MLA 2019 Session 417 - "Critical Computation: What's Next?

    Book review: DIY citizenship: critical making and social media, edited by Matt Ratto and Megan Boler

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    Contributors to this volume examine DIY activism, describing new modes of civic engagement that include Harry Potter fan activism and the activities of the Yes Men. They consider DIY making in learning, culture, hacking, and the arts, including do-it-yourself media production and collaborative documentary making. Brian D. Loader is impressed by this exciting and innovative read
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