Garnet Hertz - conceptlab. Emerging Sites of HCI Innovation: Hackerspaces, Hardware Startups & Incubators (2. Silvia Lindtner, Garnet Hertz & Paul Dourish, CHI 2. In this paper, we discuss how a flourishing scene of . Drawing on long- term multi- sited ethnographic research and active participation in DIY maker practice, we will provide insights into the social, material, and economic processes that undergird this transition from prototypes to products. The contribution of this paper is three- fold. The Miniature Guide to Critical Thinking for Children is a small booklet that introduces young (K-6) children to the basic concepts of critical thinking. Using three generalized characterizations of kinds of thinkers, the. ITP 721 Broadway, 4th Floor New York, NY 10003 Phone: 212.998.1880 Fax: 212.998.1898 [email protected]. To join our mailing list, send a blank message to: [email protected]. First, we will show how DIY maker practice is illustrative of a broader . This has implications for HCI research that. Second, we shed light. We argue that we have to take seriously. Finally, we end with. HCI researchers and designers as. DIY making emerges as a site of HCI innovation. We argue. that HCI is positioned to provide critical reflection, paired. We approach this phenomenon under the umbrella term of media archaeology and aim to extend the media archaeological interest of knowledge into an art methodology. Hence, media archaeology becomes not only a method for excavation of the repressed, the forgotten, the past, but extends itself into an artistic method close to Do- It- Yourself (DIY) culture, circuit bending, hardware hacking, and other exercises that are closely related to the political economy of information technology, as well as the environment. Media embodies memory, but not only human memory; memory of things, of objects, of chemicals, and circuits that are returned to nature, so to speak, after their cycle. But these can be resurrected. This embodiment of memory in things is what relates media archaeology to an ecosophic enterprise as well.(Download the paper: Zombie Media: Circuit Bending Media Archaeology into an Art Method, Leonardo 4. MB PDF, 2. 01. 2)Five Principles of Zombie Media (2. Garnet Hertz & Jussi Parikka)Zombie media addresses the living deads of media culture. As such, it is clearly related. And yet, we want to. Introduction The combination of critical thinking and physical education as a theory might have paradox in terms, but previous studies on this subject have indicated that the physical education background is preferably. Brooke Moore is a professor of philosophy at California State University, Chico, where he serves as Coordinator of the Critical Thinking Program. A former chair of the Philosophy and History departments, Moore was the. A discarded piece of media technology is never just discarded. Asia, markets in Nigeria, and so forth - a whole global political. Media kills nature as they remain as living deads.(Download the exhibition catalog essay: Five Principles of Zombie Media 3. K PDF - or the entire exhibition catalog. De. Funct/Re. Funct Exhibition Catalogue, South Dublin Arts Centre, RUA RED, 1. MB PDF, 2. 01. 1)Arduino Microcontrollers and The Queen's Hamlet: Utilitarian and Hedonized DIY Practices in Contemporary Electronic Culture (2. ACADIA 2. 01. 1)In this talk, I pull together concepts of utility- driven do- it- yourself (DIY) culture and pleasure- oriented DIY practice to investigate a significant trend in contemporary computing culture, the maker movement, typified by an interest in building personalized and handmade electronic devices with sensors, motors and lights, usually controlled by microcontrollers like the Arduino.
My argument is that maker culture has been co- opted by consumer hobby culture, but this is not necessarily detrimental because it provides an important outlet for personal exploration, increases an understanding of how electronic media actually works and assists individuals to be actors in a culture that is increasingly complex, technological and digitized.(Download the paper: Arduino Microcontrollers and The Queen's Hamlet: Utilitarian and Hedonized DIY Practices in Contemporary Electronic Culture, 6. KB PDF, 2. 01. 1)Out. Run: Building the Un- Simulation of a Driving Video Game (2. A description of building the Out. Run project in Make Magazine for the electronic DIY community.(Download the article: Out. Run: Building the Un- Simulation of a Driving Video Game, 9. KB PDF, 2. 01. 1)The Seamful and Perversive Roles of Artwork in. Interdisciplinary Research (2. Garnet Hertz launches a discussion into the role of artwork. This work will be discussed within. In this project the user, or player, maneuvers the car- shaped arcade cabinet through actual physical space using a screen as a navigational guide which renders the real world in the style of an 8- bit video game. This case study is presented as a . Methodologies include the exploration of the. These themes are presented as useful tools to construct a. This paper begins to tackle this archive, and reveals how The Dead Media Project, as a conceptual theme and distributed research initiative, fits alongside and against contemporary work in media theory and history. This is partially done to look at the disciplines of Art History, Cultural Anthropology, and Film & Media Studies by trying to get inside of the language and methodologies of each. Hopefully this shows some links to the vintage C6. I conclude the document by trying to figure out what this all means, launching a short critique toward . Katherine Hayles re- addresses the topic of embodiment within . Katherine Hayles proposes the term flickering signifier to refer to the linguistic and psychodynamic experience of the human confronting the posthuman; the point at which the individual confronts the concept that humanity is no longer the most important figure of the universe - that information, technology and machines are the reference point to which humanity now views its reflection. Hayles' concepts, however, do not delve deeply into the psychodynamic mechanics of the moment of encountering the posthuman, and are significantly influenced by the heritage of the . Seeks to clarify the dynamics of the exact point of confrontation of the human with the posthuman 2. Strives to articulate this confrontation beyond the heritage of virtuality, and 3. Begins to develop a framework in which this confrontation experience can be viewed within the larger contexts of consciousness and meaning. The Animal- Machine: Biorobotics, War and Animalized Technologies (2. MP3 Audio Recording. Animals inspire the development of technological systems by providing clever solutions to embodied, complex environments. Biomimetic systems - technologies that mimic biology - are exploited in the context of war because they augment military force with animal- machine instinct, durability, and controllability without the risk of losing . The 2. 0th Century has embraced the animal- machine within the context of war, with current American biorobotics research funded by DARPA continuing and expanding this trend. This presentation will provide a visual survey of 2. Century animal- machine systems, focusing on mechanical- computational weapons that have been developed as animal- like entities. Critical and theoretical questions will be raised toward the basis of bioinspired technological development within this context: between war and the media of animal- machine hybrids.(Slides from related lecture: Animals/Machines: Explorations in Control and Communication, 2. Chess, Violence and Embodiment: Pervasive Computing and DARPA's Dream of the Cyborg Soldier (2. This paper explores a super- human ideal: a fighting machine whose undesired cognitive and embodied traits have been replaced via technological abstractions of cognition, embodiment and violence. This mechanized cyborgian soldier indicates a larger thread in western society: mind and body are not only split, but the mind is managed and the body is technologized. In this paper, we will examine currently established models for ethical review of scientific research as they would apply to interdisciplinary fields. Using the Canadian system as a basis for discussion, a practical overview of its guiding principles, conducts, application processes, terms of approval and liabilities will be presented. Issues covered will include tissue culture, animal use, genetic modification and transgenics. Relevant highlights will be presented from the Interagency Advisory Panel on Research Ethics (PRE), the Canadian Institutes of Health Research (CIHR), the Natural Sciences and Engineering Research Council of Canada (NSERC), the Canada Council of Animal Care (CCAC) and the Social Sciences and Humanities Research Council of Canada (SSHRC). Examples of contemporary artworks will be explored as specific case studies in relation to the ethics review process. Proper navigation of these processes may offer guidance to artists and institutions that engage controversial subjects, use scientific facilities, or attempt to access funding traditionally oriented to scientific research. This project consisted of interviewing Adam Zaretsky, Eduardo Kac, Stephen Wilson, and Natlie Jeremijenko on the topic of institutional research ethics boards within the context of contemporary arts practice.
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