, Margaret Heller, Nell Taylor
Chicago Underground Library (CUL) has developed a unique cataloging and discovery system using Drupal that we eventually hope to provide as a both a technical and theoretical template that organizations can implement in their own cities. This replicable project uses the lens of an archive to examine the creative, political and intellectual interdependencies of a region, tracing how people have worked together, who influenced whom, where ideas first developed, and how they spread from one publication to another through individuals, creating a highly visible network of primary sources. This paper will discuss the process for designing our keyword-based, community-driven cataloging system and the catalog itself. Catalogers use non-hierarchical combinations of subjects and keywords, allowing data that provides hyperlocal or alternative perspectives to compete alongside dominant historical records and reflecting the changing way that users seek information. Users may also contribute contextual comments and corrections from which our catalogers will filter relevant, verifiable information to add to each entry. Discussions remain on each record and changes to the entry itself will be tracked in the interest of transparency and conversation.

Where Do Bloggers Blog? Studying Platform Transitions within the Dutch Blogosphere, Anne Helmond, Esther Weltevrede
The blogosphere has played an instrumental role in the transition and evolution of linking technologies and practices. This research traces and maps historical transitions of the Dutch blogosphere and the glue that creates interconnections between blogs which - traditionally considered - turn the collective of blogs into a blogosphere. This paper aims to problematize the definition of the blogosphere by questioning who the actors that form the blogosphere through its interconnections are. Blogs included in the Loglijst, an early manual initiative to index the Dutch blogosphere, as well as several other expert lists, serve as starting points to be retrieved from the Internet Archive. Archives have become indispensable tools to study early web cultures. Whereas the Internet Archive’s interface, the Wayback Machine, privileges single site histories, this research aims to repurpose the Wayback Machine to trace and map transitions in linking technologies and practices in the blogosphere over time using digital methods and custom software. We are thus able to create yearly network visualizations of the historical Dutch blogosphere (1999-2009). This approach allows us to study the evolution of linking practices, which suggests that particular blogging practices can be distinguished through the distinct linking patterns of linklogs, lifelogs and platformlogs. Moreover, this approach not only allows us to study the emergence and decline of blog platforms and social media platforms within the blogosphere but it also allows us to investigate whether particular linking technologies or practices are specific to local blog cultures.

, Jennifer Holt
The iPhone represents the convergence of telecommunications, media, and computing which has been a dream come true for consumers. But, for regulatory policy, it has created a nightmare. Essentially, policy has been outpaced by technological and industrial advances, as regulators are struggling to accommodate a digital and convergent media landscape. Content and carriers no longer conform to their originally designed borders or boundaries – computers now deliver phone calls, phones now deliver information and entertainment – and that has created a regulatory crisis. In fact, the Federal Communications Commission (FCC) is partially regulating the iPhone and similar devices with policy fundamentals first written in the era of the telegraph! This chaos presents pressing economic, technological and cultural dilemmas about regulation in an era of convergence. This presentation will address these dynamics (and crises) in an era of transition, by focusing on the ways in which distribution is evolving and examining the specific role that the iPhone has played in transforming media platforms, and the pipelines that service them.

, Theo Hug, Claudia Schwarz
For a young, media savvy, radically globalized generation, television as a platform for news has lost momentum. Ironically however, in a media landscape with a variety of news providers competing for audiences and trust, television news parodies like The Daily Showwith Jon Stewart and The Colbert Report attract new audiences as they seem to fill a gap. They succeed not only in entertaining and informing (even educating) a previously “deactivated,” relatively young target audience but also in initiating activism by using old and new (social) media. How can it be that a comedy show succeeds in promoting reason and gets young people to stand up for more sanity in politics and culture? This paper examines several responses to the (more and less serious) calls for action of the two shows and discusses their delicate role as entertainers, watchdogs, and activists for reason, sanity, and what is left of ‘truth' in the media. Furthermore, implications for critical media studies are considered by questioning the claims of “education towards truth” (cf. Mitterer 1983).
Unstable Play/Unstable Labor: Play Testers and the Production of Fun, Nina B. Huntemann
Play testers play videogames that are inherently unstable; games that are unfinished, unbalanced and often riddled with broken code. Their labor is also unstable in that play testers are frequently short-term, contract-based workers, unpaid volunteers from fan communities or “family and friends” recruited by game designers. And yet, from these unstable labor and play environments, testing is “the backbone of software development” (Piaseckyj 2010). Moreover, changes in the economic structure and industrial practices of game development, namely the concentration of development houses into large publishing conglomerates, have lead to the professionalization of play testing. Based on interviews with producers and play testers, accounts from game development post-mortems, and usability research case studies, this paper considers the critical role of testing in the production of play. Specifically, the author examines how moments of instability are discovered, evaluated, and tamed through the professionalized practices and industrial logics of play testing.

Facebook and Publicness: The News Sphere, Catalina Iorga
During its f8 conference in April 2010, Facebook launched a set of personalized tools called social plugins, namely the ‘Like’ and ‘Recommend’ buttons. Any website can now effectively turn into a Facebook page by implementing a few lines of code. In this paper, I examine how the biggest social network organizes the Web into different closed environments – or spheres – by taking up the example of news websites. According to Justin Osofsky, Facebook’s Director of Media Partnerships, news platforms should “focus on content and status updates to increase engagement” (2010) through, for instance, emotional headlines, which makes their information more ‘likeable'. Plugins associated to the 'Like' and 'Recommend' buttons, such as the Friends’ Activity field present on CNN’s website, direct logged-in Facebook users to articles their friends already ‘liked’. In light of this commercial pressure on news content, exercised by Facebook through its media and journalism recommendations, and the increasing personalization of news, realized by the spread of social plugins, I discuss how a “future of the web […] filled with personalized experiences” (Zuckerberg, 2010) raises crucial questions about democracy and publicness.

Storyworld, Alex Jenkins
In my paper, I will discuss the referential structure of Felicia Day's comics prequel story for The Guild, as well as the upcoming comics extensions of that storyworld. In particular, I am interested in the ways in which contemporary comics adapt non-superhero forms that date back over 40 years, and thus serve as an implicit invitation into the medium of graphic narrative beyond Marvel and DC. Similarly, the web series serves as an implicit invitation into gaming culture for fans primarily interested in experimentations at the limit of television narrative. I will situate these 'invitations' as a fundamental liminal stage of fan-becoming, which is at the core of my interest in fan characterization. The Guild comics take on the typically masculine terrain of the predominantly male universe of MMORPGs, and tell a feminine story of authorial participation in that universe.

, Brian C. Johnsrud
This paper considers the release of the digital Abu Ghraib photographs within the context of psychoanalytic trauma theory involving repetition, memory, temporality, and narrative formation. The American response to the photographs, especially from military investigators, revealed their urgent investigative need to 'plot' and temporalize the event on an axis of idiosyncratic mistakes in judgment. The response among many Iraqis, however, was to encode the event as a repetition, a latent cultural memory in a longe durée of traumatic historical encounters between the Middle East and the 'West.' The challenge presented to the U.S. Abu Ghraib inquiry team—and also to this study—is a uniquely digital one: an over-abundance of photographs in the form of digital media encoded with metadata.

Guanxiand Mobile Social Network in China, Liu Jun, Zhao Hui
Literally meaning ‘relation’ or ‘personal connections’, Guanxi stands for the endemic interpersonal relationship and social ties among various parties that make up the network and support one another in various Chinese milieus. This paper examines the guanxi-embedded mobile social network in China. Mobile phones have become more and more popular in Chinese people’s everyday lives. Research on mobile communication for social interactions in China typically focuses on the questions of telecommunication policies, rumors and gossip under highly-controlled situations, and the political implication of satiric SMS against authorities and bureaucracies. Yet, of the many individuals experiencing the convenience of telecommunication development, of the many individuals suffering from information censorship, and of the many individuals engaging in SMS criticism, only a few talked about guanxi. How does mobile communication influence the way Chinese interact with each other, and bring further changes to interpersonal relationships and guanxi network in China? By focusing on several concrete case studies with over 80 in-depth interviews, this study observes that mobile social networks are a way that Chinese people cultivate, maintain and strengthen their guanxi networks.

, Colleen Kaman
At a time of ongoing debates about how to shore up America’s lagging broadband infrastructure, and increasing restrictions on networked communications at home and abroad, this study returns to an earlier chapter in the history of global Internet connectivity. It does so by considering one largely unexamined force that proved critical to the Internet’s global physical expansion and commercial success: the “Interop” computer-networking trade show and an affiliated “exposition.” Assembled by a core group of former Arpanetresearchers, Interop suggests that the success of the Internet as a global communications medium was not only a technical achievement, as is commonly believed, but also the result of organizational accomplishments. The period examined culminates with the Internet 1996 World Exposition. Through that event, technologist Carl Malamud drew on the rhetoric of turn-of-the-century world’s fairs to demonstrate the value of faster networks as well as argue for a conception of “the commons” that could ideally be served by the rapidly privatizing Internet.

Fair Use of Visual Images, Gary Keller
Museum owners of works in the public domain use internet technologies to both advertise their properties and to make money from licenses and permissions to use images of them. Wikipedia has launched a full-press assault on prevailing museum practice. The Wikimedia Foundation states as its official position that: 'faithful reproductions of two-dimensional public domain works of art are public domain, and claims to the contrary represent an assault on the very concept of a public domain.' This presentation reviews the current public domain copyright debates in some depth and extends the discussion from two-dimensional images to other images including three-dimensional ones and streaming video. A landmark court case, The Bridgeman Art Library v Corel Corporation (18 February 1999), is reviewed with special attention to the key concept of “slavish copying,” which is not covered by copyright: An exact reproduction of an image in the public domain does not possess creativity itself and therefore is not protected under copyright law.

Stories with Choices: Artist´s Multimedia Narratives, Raivo Kelomees
In this presentation attention is focused on so-called artist´s multimedia. The field could be defined by terms such as interactive narrative and cinema, documentary multimedia, interactive art, combinatorial art and films, database narrative etc. Examples are brought from new media art history: 'The Exquisite Mechanism of Shivers' (Bill Seaman 1991/94), 'Portrait One' (Luc Courchesne, 1990/95), and other works specifically from the Estonian art scene. Works by students are analyzed in depth, particularly documentary and fictional interactive stories with local sensibility: Ulikooli-Vanemuise-Pepleri-Vallikraavi (Gabriela Jarvet, Lauri Jarvlepp, Kaiko Lipsmae 2002) and others. I try to answer questions like: does possibility to choose narrative path give additional value to the artwork? What are the differences between artistic or fictional interactive multimedia narrative and traditional narrative forms in literature or cinema? Possibilities of breaking timeline, interfering with content, designing custom content give additional playful and open value to the narrative, but blur the authorship of the artwork. Sometimes giving away authors’ responsibility is used by artist to hide their position as an author. In other cases, interactive structure of the narrative is a distraction and disturbance for the reader and viewer and the story could be much better in non-interactive form.

, Atle Kjosen
The Internet economy has been conceptualized as a contradiction or symbiosis between commodity and gift exchange. Richard Barbrook (2005) argues that the Internet, with its reliance on non-rivalrous digital data and low cost of copying, enables the existence of a high-tech version of the gift economies that Marcell Mauss (1954) and other economic anthropologists have theorized. Similarly, Christian Fuchs argues that 'information gifts form a part of the Internet economy in which goods are distributed for free and openly accessible.' Lawrence Lessig (2008) conceptualizes the gift economy as part of read-write culture, which is inherently about sharing. Lessig counterposes “read-write” culture with a commercial “read-only” culture. Read-only objects are subject to copyright and before they can be used permission must be given, usually granted through purchase. Barbrook also recognizes that the same piece of digital code may exist as both a gift and a commodity. Similarly, Fuchs argues that the circulation of digital commodities form part of a sub-system of the Internet economy that is controlled by intellectual property rights. This paper, while agreeing with Barbrook, Fuchs and Lessig that the Internet economy is a contradiction between gifts and commodities, will argue that these theorists have focused only on appearances and have not recognized the fundamental contradiction of the Internet. Basing this argument on another iteration of Marx's argument that exchange “produces a differentiation of the commodity into two elements, commodity and money, an external opposition which expresses the opposition between use-value and value which is inherent in it” (1976:199), I will argue that gifts and commodities are the forms of appearance, or expression, of the fundamental and internal contradiction of the Internet economy. Conceiving the Internet as a real-time environment, the paper will argue that the internal contradiction is temporal: between simultaneity and immediacy.

The Amateur Press Association and the Growth of American Participatory Culture, Flourish Klink
This paper will explore one of the early instantiations of participatory culture - American amateur press associations of the late 1800s - and will trace these associations' impact on participatory culture, particularly fan culture, to the present day. It will compare 1800s amateur press associations with modern-day fan LiveJournal communities, particularly focusing on (1) organizational logic, (2) methods of publication, (3) contents and (4) methods of distribution. Drawing on the archives of the National Amateur Press Association, the Amateur Newspaper Collection of the American Antiquarian Society, the writings of H.P. Lovecraft, various fan history texts, and the personal experiences of various participants in recent fan amateur press associations and communities, it will argue that the tenor, the concerns, and the ethics of the earliest amateur press associations still affect today's media fan cultures. Thus, it will situate online fan communities and their publications within a long tradition of American middle-class participatory culture, providing a panacea against the tendency to treat online publishing as “revolutionary” or “radical.”
, Kim Knowles
Recent scholarship on new media consistently reiterates the impermanence of celluloid, in the same way that Roland Barthes described analog photography as “a living organism” that “fades, weakens, vanishes.” This is frequently contrasted with the perceived durability, stability and effortless reproducibility of digital technology which is gradually rendering celluloid obsolete. This paper examines the 'death of cinema' discourse from the perspective of experimental film, particularly in terms of the increasing relevance of materiality and indexicality within this field of practice. It argues that new theories and paradigms are required in order to more effectively understand the dialogue between old and new media and the creative impulses to which technological obsolescence gives rise. What now is the role of experimental cinema in the age of the digital? What new perspectives does celluloid practice offer on the economic, aesthetic and environmental consequences of the digital revolution?
, Melanie Kohnen
In response to a number of suicides by gay teenagers during the fall of 2010, columnist Dan Savage initiated the It Gets Better project. The project comprises YouTube videos aimed at suicide prevention; most videos are made by self-identified LGBT adults addressing at-risk teenagers and assuring them that their lives will indeed “get better.” Contributors to the project range from celebrities to young adults from around the world. I argue that the project is successful because it is easy to consume, and that the broad range of contributors depends on this easy consumability. Three factors shape this ease of consumption: the accessibility (and visibility) of YouTube as commercial video-hosting platform, the project’s familiar narrative (the phrase 'it gets better' echoes other narrative trajectories around gay/ lesbian identity), and the commercialization of queer narratives within the mainstream media.
, Stacey Koosel
Digital identities are the forms that we assume to navigate the virtual world, they are the citizens of the global village, the content of social media. With the rise of Web 2.0 platforms such as social media websites, the ability to express ourselves online in the form of building a digital identity and communicating stories about ourselves has become more prevalent than ever before. The timeless, pan-cultural idea of the story teller and the story (Brockmeier 1997) are intertwined in the expression of digital identity narratives. Social media, which is inherently interactive, acts as an open invitation for any Internent user to ‘create new user.’ The mere creation of an online self may be a work of creative fiction, experimentation or self-expression. Digital identity can be seen as the manipulation of a kaleidoscope of selves (Georgakopoulou, 2007) tailored to fit into different environments and roles that have been presented online. Discourse analyses of digital identity narratives can put the text into context, both in micro-context (the online environment and digital culture) and macro-context (what is happening in the offline world). With new technologies, how and where we tell our stories has changed – but despite the superficial change of medium, are the stories still the same? Analyzing digital identity narratives seeks to answer questions about digital culture and its effects in how we perceive and present ourselves online. Digital identity narratives can explore not only user created Internet content but also the equally interesting content created Internet user.
, Raine Koskimaa
In fiction, also time is a fictive construction. This would allow all sorts of temporal experimenting, but the convention of time flowing only in one direction, is strong also in fictions. In games, however, the situation is different. There the possibility of 'going back in time' is exerted in two ways, 1. after the game character dies, the player is taken to a previous point in the fictional world of the game; 2. often it is possible to save any given game state, and return to a previous state. Both of these ways create the experience of going back in the fictional time of the game. Some games make the manipulation of time a game mechanic. In The Braid (2008), at any point in the game, it is possible to reverse the direction of the time within the game world. The time-reversal is not fully coherent, however, and to proceed in the game, it is crucial to detect the incoherencies and use them to solve the puzzles. The frame story revolves around the possibility of undoing past deeds. I am interested in how the game play is combined with the unfolding frame story, and what effects the possibility of transforming a narrative on the fly bears to our experience of the story. The Braid foregrounds implicit notions of the flow of time, and refers to new narrative strategies opened up by the interactive digital media.
, Kelley Kreitz
This paper explores the dynamics of nineteenth-century media in transition, in order to offer a historical perspective on “the promise and peril of transition” in today’s digital age. Through an analysis of articles from the New York World and the New York Sun in the late 1880s, in addition to William Dean Howells’s 1889 novel A Hazard of New Fortunes, I investigate the interactions between the nineteenth century’s new electric media technologies and the idea of news during the period. I argue that new journalists and so-called realist novelists were all reacting to the new media technologies of their day, particularly the telegraph. As they did so, these writers experimented with new kinds of stories that could convincingly describe the present—without recognizing the boundaries that the twentieth-century journalistic and literary professions would later draw between fact and fiction, personal impressions and professional points of view, and imaginative writing and objective reporting. As today’s new media challenge the boundaries of news that were erected by the journalistic profession of the twentieth century, new genres such as blogs and hyperlocal news are reintroducing personally driven points of view in ways that echo the genres of nineteenth-century news.
Queer Interpolations and Identification’s Excesses: Faux Intimacies of the Fan Twitterscape, Anne Kustritz
The increasing use of new media applications like twitter and facebook by celebrities, public figures, and media corporations intensifies established critiques of the way that fans (mis)recognize themselves in mass media narratives. Communication between public figures and fans online promises a more direct relationship between producers and consumers, while manipulating fans’ increased sense of intimacy and reciprocity to boost sales. But, what happens when fans make demands in direct competition with industry professionals’ business models? In other words, must the new intimacies of newer media lead only to piecemeal appeasement by an entertainment industry still entrenched in cultural and economic models that privilege a narrow demographic, or might fans’ intensified affections and investments in cybermediated relationships also call into being a queer sense of entitlement to representations that do justice to all the multiple avenues of social and sexual investment opened by that undifferentiated “you”?
, Pilar Lacasa
This presentation explores how multiple discourses present in film, photography, video games and machinima may be related in specific contexts. Moreover, we will explore how conversations among gamers or producers, supported by classical films theory, can help to draw an awareness to the rules of these interactions. We present a series of reflections that include more questions than answers that have emerged from working with children and adolescents when we used video games at school and produced machinima as a tool for reflection and communication. The main goal of the project is to encourage the development of new forms of literacy within the framework of a participatory culture. Focusing on new media we follow Manovich’s (2001) ideas when he considers what would represent a convergence of two separate historical trajectories: computing and media technologies. According to him, the synthesis of these two histories represents the translation of all existing media into numerical data accessible through computers.
, Lori Landay
This 'report' on change in virtual worlds, a malleable platform in the throes of transition, examines a continuum of responses to instability ranging from the hostile reaction of many SecondLife participants to a new software interface, to artists’ use of the ephemeral as subject and medium, and the embrace of instability by “adventurers” in OpenSim, through hypergrid connection and experimentation. The paper draws on blog and forum writing, machinima, and still images to illustrate how people are coping with instability in virtual worlds. Drawing on Lev Manovich's ideas about the human-computer interface and cultural interfaces, we can see how Linden Lab and the users who rejected the new software interface perceived the viewer in opposing degrees of what Manovich terms 'representation versus control.' Another response is to self-reflexively make impermanence a focus in virtual art or building. Examples from my and others’ virtual art installations and machinima illustrate the ephemeral in style, content, and medium. The third response is to fully embrace instability as a pioneer or explorer. The presentation ends by wondering whether the impulse to replicate the physical world is in itself a response to instability in all realities.
Unstable by Design: IRC as an Ongoing Project, Guillaume Latzko-Toth
IRC (Internet Relay Chat) is an Internet application born in Finland in the late 1980s. Before ICQ, MSN Messenger, Google Talk, etc., this synchronous computer-mediated communication protocol allowed millions of Internet users to have real-time written conversations. An interesting aspect of IRC is that it is a sociotechnical device resulting from an ongoing process of co-construction. The technical infrastructure is distributed in a number of independent networks of servers. Each “IRC network” is a distinct entity with a specific sociotechnical configuration enabling some chat practices and preventing others. This configuration is negotiated between various actors interested in the device, the original IRC protocol playing the role of a boundary object. Drawing upon an in-depth case study of the creation and evolution of
the first two major IRC networks (EFnet and Undernet), this paper stems from the author’s observation of the absence of stabilization of this CMC platform through years. Instead, it had to be constantly adapted to the exponential growth of its users, to the diverging views of its actors, and to the proliferation of artificial entities (automata or “bots”) within it, causing unexpected and unpredictable consequences. But besides these factors of instability, the perpetual “state of project” that characterizes IRC can also be explained by the fact that, for some of its actors, designing the device has become the primary purpose of their engagement with it.
Digital Culture in Transition: “Open-Source Culture” and the Cult of Hatsune Miku, Alex Leavitt
How does the ability of the Web to bring together users into mass networks around creative new media practices challenge assumptions about production in the culture industry, the appropriation of online platforms, and the shaping of creative franchises? With the proliferation of amateur media on the Web, the culture industry has adopted practices that extend creative participation to relevant audiences (Jenkins 2006). But as these industries adopt the discourse of open-source communities and implement strategies of the hybrid economy (Lessig 2008), how does the facilitation of free, creative practice to networks of amateurs cultivate trends of production and sharing and feed back into these properties? This abstract presents a few case studies of “open source” culture as it relates to networked creativity. For example, in Japan, Vocaloid is a music production software that utilizes voice banks to create lyrics for songs. In 2007, Crypton Future Media released Hatsune Miku, a version of the software featuring a young female voice, complete with a popular visual character image, which circulated in Japanese communities online to create a massive popular phenomenon on media platforms like Nico Nico Douga. Vocaloid has bred a large media mix franchise, providing amateur musicians with professional contracts, producing hologramic performers for live concerts, and fostering online iterations across the Japanese art site Pixiv, as well as various doujinshi (fan-made comics) and cosupure (fan costumes) sold or displayed at the biannual Comic Market in Tokyo. The discussion will tease out issues of individualism, amateurism, and originality, in addition to cultural norms (eg., Japanese idol subculture), gender (configuring the feminine), celebrity (can one open-source popularity?), and user labor.
, Mark Leccese
In 2002, a weblog author coined the term “netroots” — a combination of the words “Internet” and “grassroots” — to describe the use of political blogs as a tool to spur political activism and political organization. This study gathered data to determine how frequently the top three progressive and the top three conservative blogs use hypertext links to direct their readers to the Web sites of political advocacy organizations. The study coded 2,087 hypertext links on these six influential political blogs for seven consecutive days in January 2008, during the presidential primaries, to determine what percentage of hypertext links took readers to advocacy organizations. Only 5.7% (n = 119) of links on these blogs directed readers to political advocacy Web sites. Although there may be a netroots phenomenon, it has manifested itself not in political blogs, but in the websites and mass e-mail and texting lists of the candidates and their campaign operations.
, Koen Leurs and Sandra Ponzanesi
Intensified patterns of migration and advanced forms of digital technology are reconfiguring the interface between the local and the global. Migrant youth are a privileged site to study these interactions as they also negotiate between different generations and national belongings while creating alternative modalities for self-expression. Our analysis will focus on how these negotiations among multiple axes of belonging and creative self positioning takes place online as the internet is considered to be a place of virtual connectivity beyond physical and political borders and of liberation from markers of otherness, such as race, ethnicity, gender, which are particularly relevant in defining the migrant condition. We will explore how migrant youth become “space invaders” (Purwar, 2004) of the digital realm. Drawing on empirical survey and interview findings from our Utrecht University research project Wired Up, we make a plea to approach conjunctures of transition of digital media and immigration from a postcolonial and intersectional perspective. A focus on intersectional socio-cultural configurations of subordination and empowerment enables us to ask ‘the other question’ (Matsuda, 1991: 1189), highlighting how various hidden axes of differentiation – such as diaspora, adolescence, gender, generation, and religion – may impact differently upon the (digitally mediated) lives and identities of immigrant youth.
, Amalia S. Levi
A host of new terms such as crowdsourcing, collective intelligence, and mass collaboration, have recently emerged to explain how new media enable the masses to collaborate in ways that transcend geographic and temporal limitations. But a brief overview of history proves that although these terms are new, the use of technology to support mass collaboration is anything but new. This paper explores historical examples of technology-mediated collaboration, where large groups of people use technology, artifacts, information, and social practices to make sense of shared experiences. This collaborative sensemaking process helps develop new knowledge, shared interpretations, and the scaffolding needed to support effective decision-making. The paper will introduce a retrospective historical analysis of collaborative sensemaking, particularly religious sensemaking, a domain that has fostered significant collaboration and occupied many of the greatest minds in history.
, Marina Levina
In the last few years, the transition in new media technology forms has ushered in multiple changes in development of platforms for practicing social and democratic change. One of such platforms is citizen bioscience – a loosely organized movement to “liberate” science from the conventional scientific and medical research structures and to place control over direction of future scientific research in the hands of everyday citizens. Citizen bioscience has been embraced by personal genomics and personal medicine industries and companies such as 23andMe, CureTogether, and PatientsLikeMe advocate for “Health 2.0” – a liberatory transition in medical and scientific research that facilitates active citizen engagement through the use of social media. This presentation investigates how narratives of empowerment – as produced by new media discourses – are used by citizen bioscience. It argues that the transitions in social media and new technologies will have wide-ranging implications for the future of scientific and medical research and for the relationship between medical establishment and its patients.
Crowdfunding and its Social and Legal Implications for the Artworld, Lorraine Lezama
As individual artists turn, increasingly to integrated donor fundraising using new internet platforms such as kickstarter.com and crowdrise.com as well as grassroots fundraising and other platforms intended to increase individual donor-stakeholding, a number of questions emerge. To what extent will donors influence the content of artwork? Can the ownership of crowd-funded art ever be contested and if so, under which scenarios? Which strategies can best help cultivate new classes of individual donors under this emerging private regime? How will conventional arts funding co-exist with this relatively new form of cultural, public and transparent patronage? I would like to present a paper which explores these questions in a setting which provides access to viewpoints and contributions from artists, creators and members of the non-profit, academic, corporate and legal communities, all of whom are essential stakeholders in this important discussion.
, Jinying Li
China, the nation with the world’s largest audience, is also the one experiencing one of the strictest film censorships. Hundreds of Chinese independent films were produced every year without governmental permits and never got into theaters. However, these underground films can still reach Chinese audience through a shadow distribution circuit--piracy. By closely examining the development of such a piracy-nurtured cinematic culture in China, what I’m trying to investigate is the possibility of emerging an alternative cinematic public sphere in the cyber age, when the platform of film consumption has increasingly transformed from public gathering in movie theaters to p2p networks on the Internet. If the shift of cinematic spectatorship, according to Miriam Hansen, often marked transformation of a public sphere, then would it be possible to imagine an alternative public sphere constructed by the viral infrastructure of a shadow spectator community on the cyber space? And in China’s case, particularly, would such an alternative public sphere be able to disturb, or even subvert, the exiting power structure and status quos in a tightly controlled socio-cultural landscape?
Xinghua Li
Two months after Microsoft’s Kinect motion controller was released, it was “hijacked” by the sex industry to produce interactive pornography. In the most disturbing example, the gamer is allowed to move his hand (detected by the infrared depth sensors) up and down the body of a computer-simulated woman who interacts both physically and vocally. As its name suggests, Kinect expresses an age-long desire to “touch” at a distance—a desire born out of the various modes of visual and aural alienation in modern media. This paper traces this desire to the 19th century debate in physics about “action at a distance:” while one school argues that action at a distance never occurs because there are always infinitesimal steps linking two objects, the other insists that absolute contact is impossible and all actions are at a distance (a basic assumption for the later quantum physics). If all actions are at a distance, then the simulated “touch” through Kinect brings into question the authenticity of an ordinary, physical touch. Resorting to psychoanalysis, I argue that a real touch does not take place at the level of physicality but at the level of desire. I analyze how Kinect uses the 3D infrared technology to redefine touch and vision and how it infuses the tactile drive and the scopic drive to produce a new type of bodily pleasure.
Transitioning to E-Shakespeare: Textual Instability and the Digital Age
Anastasia Logotheti
Electronic editions of Shakespeare’s works are transforming the study of the particular oeuvre as the technology not only allows but also promotes the juxtaposition of versions. Online access to the treasures of the British Library and of the Folger Shakespeare Library promotes novel editorial approaches to textual instability. From the scanned pages of Folio and Quarto copies of Shakespeare’s plays to the public-domain texts available through electronic libraries, such as the one at the University of Virginia, online sites satisfy sophisticated scholarly needs and encourage academic readers to engage with the textual properties of the works also as viewers. In my presentation, I will discuss the promise inherent in the uses of e-texts and digital technologies in the college classroom as a means of enabling new readings and of preparing future generations of textual scholars in Shakespeare studies to emerge.
From the Theater to the Gallery: Harry Potter Engagements within the Museum, Debora Lui
What happens when blockbuster films are translated into “blockbuster” exhibits? Ongoing debates surrounding these exhibits have typically focused on the dangers of distorting museological goals for the sake of profit and commercialism. While most of these original critiques were leveled at exhibitions focusing on ‘traditional’ museum content (including King Tut and Impressionist painting), the newest blockbuster exhibits in the United States have highlighted popular culture. What might we make of these discussions in the face of increasingly popular film and TV-based exhibits such as CSI: The Experience, or Star Wars: Where Science Meets Imagination? Does the prevalence of these exhibits further distort the position of the museum as part of the public educational trust or does it actually strength these goals? By comparing two Harry Potter-based ‘interventions’ within the museum -- a corporate-sponsored exhibition of movie artifacts and a fan-created day of related activities -- this paper illustrates how an understanding of consumer agency within mass media culture can be mapped onto similar trajectories of visitor agency in the museum. While people have often been characterized as consumer dupes (controlled by corporate interests), so too have they been posited as museum dupes (controlled by ‘elitist’ museum interests). Scholarship on fan cultures, however, has provided a new perspective on consumer practices, highlighting how fans become active shapers of their experience. How can new museum audiences - shaped through constructivist-based museum practices including interactive exhibits and inquiry-based learning - be considered within the same vein? And how can this help us arrive at a new ways of thinking of the museum’s purpose and function in the 21st century?
, Justin Mack
In this paper, I utilize Walter Benjamin's theory of the 'aura' of art objects to examine the role of special and collector's editions of media content in the contemporary cultural landscape. The idea of 'special' or 'limited' in the realm of commercial art and entertainment is one that has grown in importance in recent years and has fundamentally expanded the ways in which we consume and value media content. By focusing primarily on special edition home video releases (including DVD and Blu-ray packages, double-dips, and the 'Disney Vault'), I illustrate the pervasive commercialization of the aura on an industrial and cultural level. Through an examination of the myriad ways in which these artifacts are deliberately packaged and sold to contemporary consumers, it becomes clear that the aura of the art object has not necessarily been destroyed by mechanical reproduction, but it has certainly been commercialized. Extravagant home video releases and the increasing importance placed on mode of delivery can be identified as Hollywood's somewhat paradoxical response to awareness of its own mass reproducibility.
Facebook Influence on University Students' Media Habits,Andrea Mangiatordi, Nicola Cavalli, Elisabetta Costa, Paolo Ferri, Marina Micheli, Andrea Pozzali, Francesca Scenini, Fabio Serenelli
Facebook has significantly transformed the online habits of young Italians. Our research assesses this change through a two-year survey conducted among undergraduate students. The data we collected in 2008 (N=1088) and 2009 (N=1123) allowed us to define profiles of media use based on indicators such as time spent online, consumption or creation of content, and familiarity with digital technologies as compared to analog media. Results have also shown the quick adoption of Facebook: in 2008, half of the students were completely unfamiliar with Facebook, while in 2009 all our respondents were aware of it and 59% of them were also using it on a regular basis. To grasp the magnitude of this change, we conducted a qualitative research study based on 30 semi-structured interviews with randomly selected university students (aged 19-24). Our research questions whether the massive adoption of Facebook, both in terms of frequency and time spent online, is really producing a change in how Italian students are using the Internet, or whether it is merely reproducing old forms of media consumption. To explore this issue, we will focus on how students are appropriating Facebook - in terms of uses and meanings they attach to it - and on the transformation of the relationship between passive forms of media consumption (like television) and digital media.
Personalizing Social Media: The Bias of Ubiquitous Connectivity, Vincent Manzerolle
One of the major narratives describing our contemporary technological milieu is the rise of “social media” as a cultural, political, and economic force. Although enhanced connectivity and the ability to create and share data ubiquitously are important innovations, media have always been social. Contrary to the dominant narrative, and proceeding from insights culled from Canadian medium theorists like Harold Innis, Marshall McLuhan and others, this paper highlights and critically assesses what is arguably one of the dominant biases of ubiquitous digital media: personalization. This inversion—from social to personalized media—characterizes the zeitgeist of emerging digital media systems, which are now technically designed to facilitate both ubiquity and personalization as their defining characteristics. Indeed, digitization has enabled the convergence of all media content into a single governing structure. Rather than “extensions of man” as McLuhan famously argued, personalized media are intentional and intensive; they reflect the identity, preoccupations, prejudices, and preferences of the user through the technical abilities of filtering, targeting, and customization. These all reflect an emphasis on personalization, structuring the user as a sovereign consumer/producer (“prosumer”) of digital data. As a result, the social capacity for self-reflexivity (a major theme of Innis’ overall intellectual project) becomes increasingly more difficult to cultivate as media content can now anticipate the expectations, values, and interests of the user. This tendency towards what Gergen (2008) calls “monadic communication clusters”—that is, relatively closed communication networks—creates a kind of digital echo chamber. As this paper argues, it is these biases that will govern the near and long term evolution of related devices and networks. These biases constitute the limit points within which the 21st century media ecology will evolve.
Conserving Digital Art for the Ages, Frank Marchese
Will digital art created in the late twentieth and early twenty-first centuries be displayable 500 years in the future? The ability to exhibit such artwork in the distant future will depend upon new thinking and practices developed today by artists, conservators, and curators. This presentation will discuss how the use of software engineering methodologies can provide a means for transforming conservation practices used for traditional art into methods more appropriate for digital-based media. This presentation will show as well how software engineering processes will aid digital art scholarship by augmenting and organizing an artwork’s components in such a way as to enhance accessibility by art historians. Finally, it will discuss how digital artists who choose to adapt software engineering practices to their artistic process will be able to naturally extend the lifespan of their artwork.

, Marcienne Martin
In civil society, anthroponymy sets the social being within a group. More precisely, their patronymic or matronymic is used to position them along a genealogical line, whereas their first name is a means to identify them within the family group. So what can be said about the social being’s identity in the context of digital society? In order to join discussion forums or chat-rooms, the internet user has to choose a pseudonym, the origins of which stem from various sources – the person’s private life, cultural objects, individual traits etc. This multidimensional status of a pseudonym on the internet will be examined using various examples taken from newspapers' online editions as well as discussion forums. If a pseudonym is used for naming or protesting, is its purpose to express what cannot be said within civil society? Is this not a confusion between private and public space? And, if so, what are the reasons? Finally, does digital society not stand as an opposing force to civil society?

, Fiona A. E. McQuarrie and Leighann C. Neilson
Organizations are continually told that social media is an essential component of corporate strategic engagement with 21st century consumers and audiences. World Wrestling Entertainment (WWE) has long been an innovator in the use of new media technologies. It also claims a dedicated fanbase, a large percentage of which use social media and the Internet. This paper examines a recent WWE social media campaign to address whether or how an organization can mobilize its audiences or consumers for non-commercial purposes. In October, 2010, WWE launched “Stand Up For WWE,' a campaign that encouraged WWE fans to use Twitter, Facebook, YouTube, and Internet site visits to express their support for the company at a time when WWE CEO Linda McMahon was running to be a U.S. senator for Connecticut. While “Stand Up For WWE” was not explicitly linked to McMahon’s election campaign, it was framed as a response to alleged “attacks” on WWE during the campaign. Our analysis, drawing on research from marketing and political science, focuses on whether a group sharing a common interest in an organization can be effectively motivated to act by that organization through social media, especially for non-commercial purposes.
Knowledge Experiments: Technology and the Library, Paulina Mickiewicz
In April of 2005, the Grande Bibliothèque du Québec opened in Montreal, a library project of unprecedented scale in the city. This paper seeks to focus on the programming and technologies of the Grande Bibliothèque. One of the main reasons for the creation of the Grande Bibliothèque was to offer Montreal citizens a public library that was capable of not only hosting and managing emergent media technologies but that would provide free and equal access to these new media. In addition to being a highly digitized and networked facility, the Grande Bibliothèque is also a site that offers the most advanced methods of storage, search and retrieval of a multiplicity of collections, be they referential, digital or archival. This paper will serve to explore the so-called “technologization” of the traditional library, how this has transformed the ways in which we use and understand the library as a public space as well as what this may mean for the future of libraries, and how well equipped the Grande Bibliothèque is in adapting to the constant flow of newer and faster technologies.
Metamedia Immersive Environments: Transitions in Digital Learning, Mary Leigh Morbey
Virtual immersive technologies in teaching and learning – primary, secondary, and tertiary – are beginning a new chapter, and this book has two webpages open concurrently. Recent technological developments have brought forward the emergence of metamedia platforms: virtual environments that not only provide users with dynamic immersive experiences but also enable them to construct, produce, and archive multimedia resources, text, video, social media, and 3D artifacts. This paper focuses on the potential of metamedia to foster advanced knowledge production and transdisciplinary education in the construction and mediation of multiple complex lifeworlds, using Croquet’s Open Cobalt to illustrate engagement of the changing media environment in educational contexts; movement from educative print culture to educative digital culture. Open Cobalt is not a destination virtual world like Second Life, instead it is a free and open source platform for creating, constructing, sharing, and discovering distributed virtual world spaces that can exist anywhere on the Internet (Lombardi, 2010). By allowing the hyperlinking of individual virtual worlds through 3D portals, it allows users to form large distributed networks of interconnected collaboration spaces. These open and free virtual worlds, the metaverse-as-metamedium (Lombardi & Lombardi, 2010), can facilitate education at every level, formal institutional education as well as business, medical, and museum education, supporting a broad range of activities including assessment and analysis. Examples will include the undergraduate Croquet Arts Metaverse Project at the University of British Columbia (Canada), and the current Edusim (Greenbush, Kansas Middle School Leadership Academy) Open Cobalt conceptualization for virtual environments for six through eight grade students.
, Mary Leigh Morbey, Paul Kortenaar, Maureen Senoga, Lourdes Villamor
Web 2.0 is pressing online museum representation and education. This is becoming a desired engagement for major Western national museums and their educational offerings. In the Global South where information communication technology challenges abound, including a lack of sustainable contemporary technology and the needed expertise to employ it, museum curators and educators often find themselves lost in the virtual worlds of Facebook, Twitter, YouTube, and online learning as oral cultures embrace digital cultures. This paper will elaborate the problematics and possibilities of current conceptualization processes to develop a Museum Web 2.0 site for the Uganda National Museum in Kampala. To be elaborated are de-colonizing theories and methodologies of Mamdani (2005), Swadener and Mutua (2008), and Smith (1999), so not to superimpose Western notions over an East Africa museum. The Museum Web 2.0 project wants to offer an initial Museum 2.0 model to assist other African and Global South museums in the development of de-colonizing non-Western conceptualizations for the showcasing of artifacts and for information dissemination.
RealAnnoyingOrange: A YouTube Success Story?, Joanne Morreale
I will examine the participatory culture of youtube at the nexus of the professional and the amateur. In particular, I explore the way that user-generated content becomes professionalized by using the web series RealAnnoyingOrange as a case study. RealAnnoyingOrange, which originated in 2009, is now the eighth most subscribed channel on youtube of all time, with more than one and one half million subscribers. I consider possible reasons for its popularity: in part, it recycles the familiar, both the syncho-vox animation technology developed in the late fifties and the repetition and gleeful mayhem of the cartoons of the thirties. Like much youtube humor, it does the cultural work of mischief, in this case using its anthropomorphic animation of inanimate objects to both repeat the familiar and evoke the uncanny. At the same time, its “success” enables its creator, Dane Boedigheimer, to shift from the realm of the amateur to the professional. Boedigheimer is currently in talks to air RealAnnoyingOrange episodes on the Cartoon Network, is developing a videogame application for the iphone, is planning to license toys, and is selling AnnoyingOrange t-shirts. The case of RealAnnoyingOrange demonstrates how the bottom up participatory culture of youtube morphs into the top down culture of commercialism.

, Klaus Peter Muller
My paper will address the topic(s) of instability and transition in the contexts of history, culture, cognition, and narrative. From these fields, we get helpful hints for an adequate understanding of the dramatic changes experienced in the media today. The rapid renewal of technologies requires long-term perspectives for its appreciation and evaluation. I have always favoured the 'middle way' convincingly expressed in the book The Embodied Mind: Cognitive Science and Human Experience. My examples will come from current British TV programs on British history and the websites dealing with the same topic, put together by these TV stations or by independent sources. A key question here is: is history presented in different ways in various media or not? How stable are these platforms really? I'll briefly speak about fictional representations of British history in this context, too, in order to emphasise the areas where freedom predominates. These clearly exist, but there is not destabilising freedom only. Freedom can provide stability, too, and both culture and the cognitive sciences have presented stabilising forces that need to be taken into account more consciously in this complex period of transition.

, Michael Newman
Our convergence era has seen a reconception of television. One dimension of this has attracted little scholarly attention: the shift from 4:3 CRT sets to 16:9 flat panels. In concert with this transformation, the cultural associations of film and television—as media of differing visual and experiential status and greater and lesser cultural import, as masculinized and feminized—have opened to negotiation. The flat-panel television set functions in distinction to the old idea of TV. The replacement of the old image of the television as a boxy, low-resolution appliance with its new image as a sleek, high-definition gadget, is one central way in which television is being culturally legitimated. This paper addresses TV's legitimation by considering the terms by which the HDTV set has been introduced into the American media industry and into the home. It considers a number of discourses circulating in American popular culture over the past decade. These include the construction of the flat-panel as a design object to be integrated into sophisticated domestic spaces; the use of gendered marketing appeals to masculinize the historically feminized image of the television; and the adoption of high-definition broadcasting to promote the new sets and usher the old ones into obsolescence.

Contextualizing Consoles: Problematizing Video Game Hardware, Randall Nichols
The role of hardware in the study of video games is one that is all too often ignored. While software has been the most profitable sector in the video game industry, the hardware sector dictates the many of the capabilities of the software itself, resulting in longer production times for software that can make use of those capabilities and, as such, rising production costs. The hardware sector also offers a crucial example of the transnational nature of video game production. This paper seeks to understand the globalized process of video game hardware production and its impacts on both the producers of the technologies as well as on software publishing and distribution. It attempts to problematize the hardware sector for further study by video game scholars and to suggest the ways in which the very platforms we have come to rely on for games are, themselves, increasingly unstable.

Wikipedia as Platform for the Study of Controversy: The Case of Climate Change Skepticism, Sabine Niederer
In November 2009 hackers broke into a server from the Climatic Research Unit at East Anglia University and published thousands of their emails and documents on the Web. This scandal, which is referred to as ‘Climategate,’ has established the Web as part of the climate change controversy. Furthermore, it confirmed the idea of the Web as a data leakage channel. In this paper I explore the roles the Web may play when researching the scientific controversy around climate change. I demonstrate alternative ways to repurpose the Web in order to analyze this climate change controversy and its actors, with a special focus on the climate change skeptics. Since the first international conference for climate change skeptics in March 2008, there is an ‘organized network’ of climate change skeptics, with information online to be analyzed. A scientometric approach to this available dataset provides insight in the composition and resonance of the actors in skeptical climate change research, from the variety of disciplines active in the field to the journals which publish the skeptics’ research papers. Web research adds to the scientometric study in revealing the extent to which the skeptics are professionally committed to climate change or to skeptical research. Put differently, do the skeptics have ‘related issues’ other than climate change that they are skeptical of? An inquiry into (the ecology of) Wikipedia articles on climate change shows actor involvement and migration to related topics. And lastly, the Web (or more specifically, search engines and tools for Web research) can show which online sources pay attention to the various skeptics’ perspectives.

, Katharina Niemeyer
Trying to understand the making of history and the construction of collective memories in 2011 seems to be a difficult task considering the great number of 'events,' information and souvenirs on our everyday life screens (cell phones, laptops, television…). Based on a media philosophical framework (Bergson, Engell Halbwachs, Hoskins, Ricoeur, Volkmer), this paper discusses the importance of television in contemporary history telling and making, and also asks the question of the construction of collective memories. Two major televised events (fall of the Berlin wall, September 11) will be analyzed by pointing out important political, social and technological changes in the 1990s. The discussion of the results will lead us to the development of theoretical frameworks and useful methods that could help researchers understand how new media interfere with future historical events (in Egypt or in Tunisia, for example) and with individual and collective memories.

, Julia Noordegraaf
The proliferation of digital technologies has changed the way we perceive of and use audiovisual archives and their holdings. As Rick Prelinger, founder of the online collection archive.org recently pointed out, YouTube has become the standard of what people expect audiovisual archives to be – unlimited online access and active user participation have become crucial for an archive’s visibility and public existence. Although the institutions still function as the principal gatekeepers – if only because of copyright restrictions – the emergence of virtual archives and online portals is changing the relation between the keepers and users of audiovisual heritage, challenging the role of the archivist as principal expert on the knowledge the collection represents. In this contribution I aim to investigate the implications of these developments for the status of the (audiovisual) archive as a gatekeeper of knowledge. The archive has always been perceived as a stable repository of knowledge about the past. To what extent does the opening up of this knowledge-base change the way we validate and use archival records? I will analyze recent experiments with social tagging (such as the BBC’s tagging project Annotatable Audio and the Netherlands Institute for Sound and Vision’s video labeling game Waisda?) and ask to what extent they destabilize the existing archival platforms for validating and describing audiovisual heritage. I will argue that, even though these new forms of access change the type of knowledge associated with the archive (from authoritative to participatory knowledge), in fact digitization only exposes the archives’ inherently dynamic, performative nature.

, Olivier Nyirubugara
Wikipedia, the collaborative online encyclopaedia, has introduced a new approach to knowledge: it allows everyone who wants to contribute either by authoring a new entry or by editing someone else’s entry. Abundant discussions about Wikipedia have been conducted in the last nine years or so, but very little literature has been dedicated to the uses and misuses of Wikipedia in educational settings. In this paper, I propose to focus on the uses of Wikipedia as a prime source of information for 13-14 year-old history class pupils. A six-month ethnographic research I conducted in two history classes in the Netherlands in 2010 has shown that Wikipedia tops all other sources, either Web-based or analogue. First I want to look at what Wikipedia is use for. Secondly, I want to understand why Wikipedia has won such huge popularity. Lastly, I want to compare its uses with other Web-based sources including heritage or memory institutions, educational sites, personal sites, and others.

A General Theory of Skipping, Jamie O’Neil
This paper reports on a year of research into the phenomenon of skipping: a topic that resides in the gap-space of science and art. There are many manifestations of skipping: from the lilting gait we discover at around age three, to skipping rocks, to machine skips, skipping a class, a meeting, an anticipated period or interval of any kind. For my project, I played with the broadest meaning of the term, and discovered that skipping is a singularity. We know what it feels like to skip. It initiates a giddy emotive vector, but as a scale independent concept, skipping is no joke. It is the default malfunctive rhythm. When a machine begins to malfunction, it usually begins to skip. To skip something means to take something out. Skipping implies the missing of a beat in an anticipated interval. Two philosophers, Bergson and Deleuze examined the logic of enchainment with their idea of interval. Bergson said the brain was an interval. Deleuze extended set theory to cinema in two books about movement and time. Skipping is an erratic interval. Not quite irrational; yet not predictable either. When a skipping pattern occurs, it gets stuck in a rut, as when a DVD begins to break-up before it freezes. A theme of this conference is that we are looping in the bloatware of our brains. We need to skip to the next groove to restart our thinking. Like DJs we can create new movements out of information overload by inserting skips into the predictive playback of grooves.
, Heike Ortner
Emotions are versatile phenomena under scrutiny by a wide range of disciplines
including the social sciences and the humanities as well as the natural sciences.
The World Wide Web and similar new technological means of communication are often held responsible for considerable changes in the quantity and quality of emotion(al) talk. But is this really so? This is the point of departure for the talk at hand. Two questions are juxtaposed: First, are there changes or rather stabilities in journalistic emotion management because of emerging forms of journalism that are mediated by new platforms (blogs, for example)? More precisely, is there a difference in emotional language and in patterns of emotional discourse between established media products and “amateur” journalism? Second, online communication has bounced to a new dimension via platforms like Facebook and Twitter. Do rules and paradigms of emotional communication change because of this? The talk highlights the emotional impact of netspeak, trolls, virtual identities, and deviant interpretations of conversational maxims on the quality of emotional language. To gain intercultural results, English and German platforms are compared.
Inbound and Outbound, when Applications Invade TV and Change our Rooms, Andre Pase
After video entered Internet with streaming or download content, even with 1080p before HD TV in various countries, nowadays the network takes the opposite direction and invades the sets. New model comes with Ethernet ports and media center computers disguised as set-top boxes (such as AppleTV or Google TV) insert the app culture into the big screen with content chosen by audience from sources out of the traditional spectrum. In countries with interactivity attached to models of terrestrial high definition, such as Brazil, these alternatives not only act as workarounds where TV still only broadcast images, but changes how people choose what to watch. But in this little big environment, the tablets enter with another kind of information and acts as partners for big screen, with behind the scenes, game statistics and real-time communication. This paper discusses the app impact on TV culture, with the big screen acting as mirror from various sources. It revises attention economy in a convergence culture where you don´t only press the remote to change channel, but click with mouse or press the screen to see more.
, Eduardo Pellanda
The rise of mobile communications had started a new kind of integration between physical spaces and virtual interactions. This combination had culminated in a social space of exchange among movable people that become smarter about the tangible space (RHEINGOLD, 2003). The ubiquity of mobile devices made it possible to be online and get information about the physical space, and the built-in camera inside cellphones helps individuals to capture and share what they are watching. From this perspective, places start to change as they are more connected to information (MITTCHELL, 2003). The kind of ubiquity that mobile Internet has achieved is actually a new challenge for media producers to deal with because at the same time it is a
chance to expand possibilities and it is also a problem to cover every block or street in the city. This results in a proliferation of user generated content (UGC) (GILLMOR, 2004) that is a treat and opportunity for traditional media. This paper will use examples such as the Locast1 platform and the Foursquare2 social network system to investigate how geoinformation can transform the way that places can help to tell stories. Locast is a research project from the Mobile Experience Lab at the MIT. The Civic Media version of the experiment is a partnership with the Media Communications Department of the PUCRS, located in Porto Alegre, Brazil. Foursquare is a location-based mobile platform that is rapidly expanding and now has 6 million users.
The Wiki-fication of the Dictionary: Defining Lexicography in the Digital Age, Darrell J. Penta
The future of lexical reference books, such as the 20-volume Oxford English Dictionary (OED), is going to be determined, in part, by the emergence of free online dictionaries, such as Wiktionary and Urban Dictionary. What effect will this state of affairs have on the ways that dictionaries are compiled and used? For some, including Jill Lepore of the New Yorker magazine, online collaborative lexical references are “Maoist” resources, “cobble[d]…together” by non-experts who “pilfer” definitions (2006, p. 79). This paper rejects such a characterization and seeks, instead, to provide a description more suitable for critical inquiry. By contrasting the entry “bomb” as it appears in the OED, Wiktionary, and Urban Dictionary, and by making use of contemporary linguistic theory, the author posits that word meanings are highly constrained by popular usage; and, in providing users the flexibility to modify entries in real-time, user-generated dictionaries are uniquely practical as catalogues of the current state of language. Whereas traditional dictionaries may be the better resource for diachronic analyses of words, Wiktionary and the like may prove better for synchronic analyses. Finally, if traditional references are going to remain relevant, they may need to incorporate collaborative functionality.
The Life Cycle of the MMORPG: Champions Online and Theoretical Discourses on Preservation, Ian M. Peters
Massively multiplayer online role-playing games (MMORPGs) are an important part of the contemporary gaming market, and are becoming an important area of study within the academic community. While technological obsolescence is one of the major concerns with any act of preservation, this study explores a larger issue: how do we preserve something that has no physical “body” and a continually changing lifespan of its own? Preserving Virtual Worlds is a Library of Congress funded project that endeavors to “develop mechanisms and methods for preserving digital games and interactive fiction.” Their August 31, 2010 Final Report discusses how video games are not static entities and oftentimes exist in multiple releases for different platforms and special editions. Any institution intending to archive these digital artifacts needs to consider the implications of choosing what to preserve and why. MMORPGs, like any living entity, will eventually fade away and die. But media scholars should endeavor to find ways of recording them (to the best of our ability) for future generations. This paper argues that attempting to replicate a level of interactivity is important if these games are to be preserved in their most useful state. These records will not be representative of a game as a whole, but will still serve a purpose. However, the implication of what is chosen to be preserved and the reasoning behind that decision needs to be explored.
, Simeona Petkova
In recent scholarly works, the Web is viewed either as preserving all the available data for unlimited period of time or forgetting it all in a short-term succession. “[...] because of digital technology, society’s ability to forget has become suspended, replaced by perfect memory” (Mayer- Schonberger, 2009) while at the other extreme, the digital cultural heritage is “at risk from loss of data, knowledge or memory” (Blome and Wijers, 2010). This paper proposes to examine the dichotomy by exploring social Web platforms since digital remembering and forgetting on social platforms have a potential to “be crucial for knowledge and power distribution in the future” (Anna Maj & Daniel Riha (2009:2) and our physical journals, letters, and photographs have been substituted by 'fresh masses of life-affirming digital stuff.' The article takes upon how the Web’s ability to remember and / or forget is often approached through studying the Internet Archive, or the personal involuntarily collected histories (and their relation to privacy issues, search engine back- end politics, identity, markets, users generated content, etc.), or the ways the Web is changing the way we think and remember. It proposes to focus instead on the social platforms by asking what is the medium-specific way to study what is preserved or left behind? It proceeds with analysis of two projects carried out within the digital methods framework and maps the contribution in the ways the medium-specific analysis explicates the dynamics of both remembering and forgetting through revealing mechanisms that reconfigure and reshape memory as content (memory narratives).
, Kamilla Pietrzyk
With the emergence of the Internet and other digital, instantaneous communication media, we have witnessed an exponential increase in the speed of information transmission. While many contemporary observers, including most progressives, laud the unprecedented velocity with which it is now possible to share information across the globe, more pressing, yet generally overlooked questions lie before us concerning the related and pervasive cultural neglect of time and duration – what the Canadian communications scholar Harold Innis called the “obsession with present-mindedness.” This paper argues that in a cultural milieu wherein speed is fetishized and historical thought itself has become increasingly marginalized, one of the gravest challenges facing current efforts to preserve digital narratives proceeds not from technological limitations, but rather from capitalism's systemic imperative toward technological acceleration, and the associated cultural lack of interest in the problems of duration. In exploring this argument from a media perspective, the paper considers the theoretical contributions of Innis and other members of the “Toronto school” of communications – specifically the concept of media “bias” – in order to situate the extraordinary ephemerality of today's digital texts against the widespread cultural preoccupation with the present and with short-term concerns. In this manner, the prevailing celebratory rhetoric regarding the Internet's capacity to potentially serve as a repertoire of our shared cultural heritage is problematized.
The World’s First Virtual Strike: Indian Infoworkers and the Transformation of Labor Activism Through ICTs, Winifred Poster
The year 2007 marked what some call the world’s first virtual strike. It occurred in the online platform SecondLife. Even though considered a site for entertainment, SecondLife has many of parallel elements of “real life” – including people, countries, and firms. So when employees of multinational firm IBM were disgruntled with practices by their employer, they took to SecondLife to stage their protest. Their strike at IBM virtual headquarters included almost 2,000 avatar picketers from 30 countries. The action was so successful that global union UNI has now purchased an island on SecondLife from which to run its online operations. I’ll explore how this protest represents the new contours of labor activism by info-workers. In particular, I focus on Indian outsourcing workers who use telephones, computers, and the internet as core features of their jobs, and whose association UNITES participated in the strike.
“Chindia” and Global Communication: Two Media and Journalisms in Transition and What it Means for the Rest of Us, Shakuntala Rao
The two Asian giants, the People’s Republic of China (PRC) and the Republic of India, are home to some 2.3 billion people or two-fifths of humanity and are currently the world’s fastest growing economies. “Chindia” as global economic, military, and political powerhouses have proliferated in the academy as in popular media. As two of the world’s largest media (with highest number of newspaper readerships and cable viewers in the world) dramatically change with liberalization and deregulation, journalism practices in each of these countries have shifted. This paper compares the different journalism practices in each of these countries, especially with the increased use of new technologies (citizen journalism, blogs, and iphones) and how such practices reaffirm or weaken existing political structures and institutions.
Volatile Video: Critically Assessing the Rise of Advertising for Monetizing Web-Video, Vincent F. Rocchio
The technology of web-video has dramatically evolved over the last ten years, evidenced by the ease with which even individual content providers can stream high-definition video. Moreover, web-video seamlessly migrates between several platforms: from desktop or laptop computers, to smart-phones, or touch-pads. The success of web-video is further demonstrated by the degree that the major TV networks, cable-TV providers, and rental companies like Netflix, share the web as a video distribution network: creating dedicated streaming sites, and streaming videos on their main web-sites. For all this technological evolution, however, video-to-web is still stalled by its lack of a dominant--and successful--economic model. Thus, while the web is well on its way to becoming the dominant video distribution system of the future, its ability to support a range of content is limited by its inability to monetize content. This essay provides a critical examination of the increasing use of traditional ad spots in web-video on both commercial and non-commercial sites such as You-Tube as a fundamental means by which the vested interests of broadcast culture will seek to maintain economic disparity and hierarchy in cultural discourse. The paper will then go on to explore alternative monetizing models by examining three separate and successful web-video phenomena: Jib-Jab, Lonelygirl15, and Annoying Orange. Each of these web-video content providers took advantage of the low costs of production that digital technology enables, and used the web to distribute their content to mass audiences--developing their monetizing models only after distributing their content for free.
, Richard Rogers
The article takes up the question of the distinctiveness of the Web as site of social and cultural research. First, it seeks to situate analytical associations between the Internet and ideas of cyberspace and the virtual. It seeks to demonstrate the current conceptual opportunities available for cyberspace in security studies and the virtual in game studies. It subsequently makes a plea for a shift in focus for research away from the Internet as bracketed realm. How to employ the Internet for research into more than online culture only? Subsequently, it asks, what opportunities are available for research that takes up the Web as source? In the event there are currently competing programs that seek to introduce the Web as well as other digital media as data sets to be studied for purposes unrelated to cyberculture or similar. After a brief synopsis of the debate surrounding the Web as data set, the contribution made here is an underlying media theory that seeks to treat the Internet as a specific medium in the sense of the methods it offers. Thus instead of digitizing and bringing online existing method from the humanities and social sciences, the proposal is to follow the methods in the medium, and repurpose them for rather traditional social and cultural research purposes.
, Jon Saklofske
The continuing instability of 21st-century media platforms and the transitional state perpetuated by shifting digital systems is metaphorically akin to chemistry’s “activated complex.” An activated complex is a range of temporary, intermediary structures between reactants and products in a chemical reaction. However, to focus on the beginning and end of a reaction is to neglect the persistence of this high-energy process; for at the chemical level, especially within complex systems, stability is rare. Similarly, no media platform is stable, though some have proven more durable than others. Preoccupation with media consistency is an artificial ideal perpetuated by the kinetic persistence (or slow changes) and dynamic equilibrium associated with pre-digital, print-based technologies. The potential of our current, high-energy, unstable, activated media complexes is eclipsed by a resilient obsession with meaning-making, progressive historicization, and the preservation of mediated artifacts and subjectivities. While Mark Zuckerberg is supposed to have said that Facebook, like fashion, is never finished, Facebook is an example of emergence, and emergence remains concerned with products, not processes, by preserving the organizational outcome of complexity. A much “purer” form of transition, of an activated complex, akin to Deleuze’s “plane of immanence” is 4chan.org’s /b/ messageboard, which resists the emergent properties of social network systems via anonymity and a lack of archiving. This paper will use /b/ to explore whether media(ted) instability, mutability and mortality is part of an ongoing, natural and necessary activated complex, is a process that challenges archival anxieties and prophetic predictions with unstable possibility fields of meaningful experience.
Bitter Speech: The Press and Popular Mobilization in Caracas, Venezuela,Robert Samet
What role, if any, does the press play in the worldwide resurgence of popular movements? In a recent New Yorker article, Malcolm Gladwell argues that the answer is very little. My research on journalism in Venezuela suggests otherwise. Based on two years of participant observation alongside reporters, photojournalists, and editors in Caracas, this paper describes how an emergent journalistic form known as the denuncia creates the conditions of possibility for popular mobilizations. The most outstanding feature of Venezuelan news, the term denuncia translates as “denunciation,” “accusation,” or “complaint.” In the legal field, a denuncia is a report that plaintiffs file with the police to initiate an investigation. In journalism, the term retains its accusatory significance but takes on aspects of public performance. It is a shaming of sorts. For most Venezuelan journalists, denuncias are their professional raison d’être, part of a muckraking style that reveals the roots of crime and corruption. My research documents how these journalists use denunciasto make visible the shared discontent of otherwise disparate social sectors. I argue that the relationship that links mass mediated denunciations to popular movements in Venezuela is not unlike the pattern that links Fox News and the U.S. Tea Party or Al Jazeera and the recent uprisings in the Middle East. As popular movements return as a force on the global stage, this paper will discuss one way in which journalism and journalists are contributing to their resurgence.

, Jeremy Sarachan
Like Facebook itself, games like FarmVille, Mafia Wars, and Café World have captured the attentions of millions of users. These games, which tend to feature simplistic animations and repetitive actions, have provided hours of entertainment but in many cases have led to addictive-style behaviors. Conversely, many players have quit after finding the games to be boring or a drain on time, or following the law of diminishing returns, simply offering less personal value. A content analysis of approximately 300 Facebook users' comments was conducted. The study focused on the motivations leading to the playing of these games and the reasons why some eventually reject them. Explanations for why the Facebook games are so enticing, but ultimately unfulfilling for some, was examined. Furthermore, this paper will address the question of what makes these games so successful, while more complex, but ultimately richer, experiences like Second Life and World of Warcraft have captured smaller (although still sizable) audiences.

Haptic Narrative, Virve Sarapik
This paper examines reflective narrative in a transforming era. The focus lies in the artist’s narratives in various social media forms, such as blogs, homepages, Facebook and Twitter. It is obvious that in such channels the form of the author’s autobiographical writing is transformed (an opportunity to connect the visual, written and sound message in endless variations), but what essentially differentiates a story written on paper or in printed form from, for example, a blog? One way to compare different autobiographical writings is to examine the imaginary space constructed by them. Autobiography using a constant medium in most cases creates a clear-cut imaginary environment or narrative space based on data of various senses (e.g. a childhood home, school, travels and exhibitions, or rooms at home or in an office), where the presented places are logically linked. In the constantly changing media environment, however,it must be taken into consideration that no web page lasts forever. Although almost ‘every move’ on the Internet now leaves some sort of trace, this set of traces – both intentional and unintentional – remains fragmentary. It is seemingly accessible and close, but at the same time it is fragmentary and avoids compactness. On the basis of these qualities, this kind of perception can, to a certain extent, be characterised as haptic: no (optical) overview is created of the events and the environment, and impressions depending on other senses must be employed. What emerges is a synaesthetic, momentary impression, where fragments blend, and not knowledge and constant recollection; this impression cannot be restored afterwards.

The Digital Kitchen, Andi Sciacca
Quite a bit has changed at The Culinary Institute of America since MIT6. Then, as an adjunct instructor of food theory and research methods courses, I shared my ideas for running a digitally-enhanced, paperless classroom with a select few Chef instructors. The CIA Administration recognized that we had stumbled upon something innovative and fascinating, and I went from adjunct to Assistant Dean of Instructional Development in record time. I currently work with our faculty in culinary arts, baking & pastry, liberal arts, hospitality and business management to develop curriculum methods that best capture opportunities for integrating education and technology. In the last two years, we've been able to turn faculty members who initially avoided their own cell-phones and email accounts into folks who are employing WIX sites to present research, create PREZIs in lieu of PowerPoints, use FlipCam for lecture capture, assign blogs as journal assignments, and use GoogleDocs to collect homework and pop-quiz assignments. However, it has its challenges – a number of which are related to unstable platforms, indeed. Our flash-based course sites exceed the capabilities of our web portal. Our curriculum management system is a dying file repository, and we’re awaiting Moodle, but not until the new portal can be built. On at least three occasions, course sites have been repossessed by Google, with no further information provided to the instructor who built it – and no way to retrieve the information he/she lost. For MIT7, I want to share my experiences working as the accidental tribal leader in a place that technological time had previously forgotten – and open up the doors to our instructional kitchens in a way that might not just change the way the audience and fellow participants teach and learn – but also the way they think about what we can learn about when it comes to food.

Transmedia a la Turk, Digdem Sezen and Tonguc Sezen
Turkish TV series attract millions of viewers not only in Turkey but also in the Arab and Balkan countries and became a social and commercial phenomenon in recent years. This international success made some of the Turkish producers to think more on marketing strategies and to adopt a transmedial approach to develop their franchises. In addition to TV shows, they produced films, videogames, published books and also fake newspapers as a by-product of actual newspapers in an ARGish style and had huge numbers of fans on the Internet. Along with a number of other shows, the action oriented Valley of The Wolves (VOTW) is a distinct franchise which follows the story of an undercover Turkish agent. Unlike some other popular shows, VOTW’s puzzling script was partly based on recent affairs in the region and Turkish foreign politics, which caused a unique relation between fiction and reality; almost a reverse ARG (alternate reality game) structure. The fan base follows both the news and the series and its spin-offs as part of the same ‘reality’. Besides fan based online communities, they also gather in real world and organize actual funeral prayers for deceased characters; share similar clothing, ways of speech and a code of honor. Both the community and the producers seem to have instead of an ARGish ‘This is not a game’ approach, an alternate ‘This is not a TV Show’ approach. This paper will try to explain current transmedial strategies and ARG-like structures used by Turkish TV shows which help them to reach regional success. We will focus on the unique example of VOTW which brings together fiction and recent events in an unusual and politically questionable way and create a unique fan base.

Politics of Gender and Generation in the Labour of User-Generated Content (UGC), Tamara Shepherd
As part of a larger project, this paper extends from a framing of UGC as a kind of labour, a special case of apprenticeship that takes place between the free labour of the commodity audience and the creative industries work of new cultural intermediaries. This in-between stage of apprenticeship is contingent on the position of younger UGC creators within a relatively privileged group of internet users, at a particular age and life stage. In their early 20s, the participants in the project are preoccupied with the development of professional identities, just as they are still within the throes of identity formation more generally. Such identity-based discourses are important to highlight not only because online cultural production involves a commercialization of younger users’ labour of identity formation, but also because policymakers working in the public interest have a responsibility to protect users’ rights on commercial Web platforms.
Strategies of Instability: Police and Politics of Media Dispositifs, Samuel Sieber
The history of media is coined by moments of instability marking aesthetical, technical, and perceptual transitions. Following the concepts of the ‘dispositif’ (or ‘apparatus’) by Michel Foucault and the ‘politics of aesthetics’ by Jacques Rancière, unstable media and the processes of their transition are to be considered in their political dimensions. Conceived as ‘thoroughly heterogenous ensemble[s] consisting of discourses, institutions, […] the said as much as the unsaid’ (Foucault), media dispositifs provide ‘arrangements of the visible and the articulable’ (Deleuze) and imply a ‘distribution of the sensible’ (Rancière). The power-relations in media dispositifs are ‘simultaneously local, unstable, and diffuse’ (Deleuze), thus allowing for transitional ‘interventions in the visible and the sayable’ (Rancière). With the advent of the digital age such transitions can be observed on a regular basis. The integrating potential of modular and variable ‘new media’ (Manovich) has facilitated new media dispositifs such as the multimedia mobile phone or the computer game. The study of such media dispositifs promises insights in two different dimensions of media power: the politics of media in moments of instability and transition on the one hand and a media-based ‘police’ constantly (re-)arranging the ‘distribution of the sensible’ on the other.
, sam smiley
AstroDime Transit Authority, a think tank and media art collective that works with concepts of communication and transportation, has been in the research and development stages of an iCONic telecommunications technology: the iCAN. We have produced surveys, performances, and focus groups for this cutting edge technology. Created out of quality PVC pipe, and tin cans, the iCAN promises to be on the bleeding edge of technological change and innovation. We are in the stage of developing “apps” for our product, and seek conference attendees’ participation. AstroDime will be circulating during portions of the conference and will be collecting consumer responses to the iCAN product. Here is their call for apps:
http://astrodime.org/2011/03/ican-call-for-apps/
Beyond the Brick: Rebuilding LEGO in the Digital Age, Aaron Smith
As a cultural icon, the eight-stud red LEGO brick hasn’t changed much since it was first patented in 1958. Yet today, the physical toy represents only a small portion of the LEGO brand. With rapid technological and cultural change threatening the toy industry, The LEGO Group ventured into the entertainment economy, attaching rich story worlds to their products and expanding properties across media platforms. Maaike Lauwaert has studied the process of such transition in terms of evolving “geographies of play,” while Stig Hjarvard describes the shift from solid to immaterial toys as “mediatization.” This paper draws on these theories to examine LEGO’s licensed and original franchises. What does it mean to “play” with LEGO in the digital age? In particular, I will focus on the company’s strategies for not only promoting, but interconnecting physical, virtual, and social play.
Multiple Layers of Learning through Digital Transition: VoiceThread, Young Song with Lisa Donovan and Kristina Sansone
How can educators and media makers better incorporate strategies for the digital age? This presentation discusses the kinds of transitions from oral cultures to digital cultures that we observe through two media projects. The first project is a cultural exchange project that was conducted between a classroom at Songwon Elementary School in South Korea and a classroom at Lee School in Massachusetts, USA. As the main communication tool between the students in the two countries, this project uses VoiceThread—an audiovisual discussion tool that can serve as an ideal match for specific learning and reflection tasks. Through the arts, media, and technology elements that are embedded in this project, students in these two countries have been sharing each other’s cultures. The presenters will explore the progression of the work from multiple vantage points—through an analysis of the role of authorship in students, the power of poetry to illuminate nuance, and the opportunity that technology (VoiceThread) provides to connect students across cultures despite geographic and cultural differences. The second project is entitled “Harnessing Multiple Perspectives on Arts Based Learning through Digital Documentation” and took place at the Sumner School in MA, USA. The research team asked the following questions: How can technology support the communication of the story documentation tells of the teaching and learning that occurred? How do we investigate the various lenses through which people are looking at the work? How can we create documentation that can be valued across perspectives using technology? Presenters will discuss how VoiceThread allowed the documentation to draw out layers of learning and different perspectives on the work.
@mishacollins: Twitter and Fan/Celebrity Authorship, Louisa Stein
My provocation will investigate the use of twitter as a transmedia tool of negotiation between fans and celebrities, as both fan and celebrity use the twitter interface perform a revised fan/celebrity relationship. Focusing specifically on Supernatural side-character actor and twitter-celebrity Misha Collins and his fans, I will explore the way both star and fans deploy twitter in shifting ways to position themselves in relation to each other and to the television franchise that initially brought them together. While Misha Collins’ role in the TV series Supernatural has remained (much to his fans’ chagrin) marginal since his introduction into the series three years ago, Collins has cultivated a large fan base on twitter through his playful authoring of his own star text via twitter. Collins’ twitter followers (currently topping 117,000) proactively celebrate his centrality to their appreciation of Supernatural, often emphasizing the way in which their devotion to Collins is tied into his accessibility on and creative use of twitter. I would thus suggest that considering the multiple facets of the Misha’s twitter phenomenon offers a snapshot of transmedia authorship and engagement, as both Collins and fans experiment with the not yet fully-determined uses of twitter as social networking interface and tool for digital self-representation.
Unstable Users: Displacement and Distraction as Perils of the Transition to Digital Media, Janet Sternberg
We recognize the promise of the transition to digital media, but we must also raise questions about possible perils of this transition. Digital media give rise to problems of stability, including displacement and distraction. Displacement in space and time results from new forms of presence. We’re partially present in several places at once, yet not fully present anywhere at all. Increasingly, concepts like “here” and “now” confuse us and we’re unsure of where and with whom we are at any given moment. Distraction is promoted by new forms of attention. People multi-task more than ever, rarely doing one thing at a time, But human attention is finite, and combining direct sensory perception with indirect technologically-mediated perception, we often lose focus and concentration and the sense of knowing and controlling what we’re doing. Introduced by digital media, new forms of presence and of attention change our relationships with ourselves, with others, and with our environments, bringing unexpected problems such as displacement and distraction. Trying to understand negative as well as positive effects, what technologies undo as well as what they do, we stand a better chance of stabilizing our technological environments, decreasing the perils and increasing the promise of digital media.
, Wolfgang Sutzl
Even though the term “media activism” is often used to exclusively refer to the tactical media movement of the 1990s (Garcia & Lovink 1997), contemporary media activism has in fact an extraordinarily rich history. Although research on this subject is limited, it is possible to identify media of resistance in every epoch of media history, or indeed to approach media history principally as a history of media of resistance. In their works on the carnival culture of medieval and early modern Europe, Mikhail Bakhtin (1984), Rolf Johannsmeier (1984), and Piero Camporesi (1994) describe a wealth of forms of such media. This paper will investigate actions by groups such as ubermorgen.com, 0100101110101101.org and Les Liens Invisibles from this perspective, and, based on the findings of this media-historical approach, conclude with an exploration of recent activist attacks against platforms such as Google and Facebook (e.g. Google Will Eat Itself, Web 2.0 Suicide Machine, Seppukoo) testing the hypothesis that the carnivalesque forms described by the above authors make it possible to contribute towards a better historical understanding of activist media, and indeed towards a media history conceived of as a history of resistance.
, Jaroslav Svelch
Building on my ongoing research on social history of gaming in Czechoslovakia, this paper will investigate the role of text adventures (now called “interactive fiction”) as a specific, transitional form of popular computer culture. Even in the context of non-existent hardware or software market in the 1980’s, the text adventure (or “textovka”) emerged as a specific “national” computer game genre, enjoyed by a vibrant community of enthusiasts. In most other genres, pirate copies of British games were played, but text adventures posed a difficulty for a non-English speaking audience. Popular text adventures titles included non-licensed adaptations and fan fiction-like variations of the Indiana Jones films and fantasy literature, as well as hacking games and satirical adventures. Due to the community function of the games, there were strong intertextual ties between them. Different authors made sequels to other designers’ games (often simultaneously, but independently of each other), characters migrated between fictional worlds and even authors themselves became characters in other people’s games. The genre reached its apex just before the Velvet Revolution. In 1989, its widespread popularity was evidenced by Mesto robotu (City of the Robots), a traditional science fiction text adventure published by a branch of the Social Union of Youth, and ...a to snad ne (…what the heck), an experimental hypertext game. Both games were accompanied by nationwide contests announced by Czechoslovak national media, in which a number of players to fastest complete the game could win prizes. By this time, even the official structures of the totalitarian regime acknowledged the impact of text adventures and home computing, both of which they had previously stunted. At the same time, text adventures were used as a form of protest against the regime. One of the Indiana Jones games, for example, featured the all-American hero fighting the communist police. This paper uses methods of comparative analysis and historical research to highlight the unique formal properties and community functions of the genre that helped define a national gaming and computing culture.
Time Banking, the Business of Sharing, and Ghoulish ATMs: Personal Economics and Social Change, Lana Swartz
The current “economic crisis” has brought into focus money’s instability as a platform. In the popular imagination, money has become both central and illusory. There seems to be a growing sense that money is system of socially contingent shared meanings and practices– far from the totally rational method of exchange we have sometimes imagined it to be. This paper draws from a media analysis of and interviews with leaders of and participants in three organizations -- a timebank, a “business of sharing” start-up, and a banking protest group -- that, to some degree, forge alternatives to mainstream economic culture. How does each group put the meaning of exchange into play, infusing even traditional uses of money with new significance, undermining the taken-for-granted authority of institutions and turning personal finance into a form of civic communication?
Memory Objects, Sarah Sweeney
William J. Mitchell describes photographs as “fossilized light,” objects that preserve the lived experience of time in fixed form. It is this stability that sets them in stark contrast to what cognitive psychologists describe as autobiographical memory. In our autobiographical memory our recollection of the past becomes skewed through the introduction of confabulations, the privileging of recency and of positive events, and the transforming impact of time. While these effects render our autobiographical memories malleable, the photograph as a memory object purports to represent the same information in a stable nonselective manner. In my work the rigidity of analog biographical photographs becomes subject to the malleability of the digital environment. As each 1950’s slide becomes a digital file, that previously fixed moment becomes subject to the same instabilities and vulnerabilities that shape our autobiographical memory. In this paper I will discuss several series of my photographic work in which erasure, duplication, visual hyperbole and truncation destabilize the memory object offering a vision of past time marked by emotion, error and ambiguity.
, Cecilia Teljas
During the past decades, many analogue media have been transformed into digital services. The printed newspaper available online is an example of such a transition. For many years this transformation was merely a matter of medium, basically not affecting the content. However, during the past few years digitalization has matured and resulted in the introduction of new, additional services extending the original product content. For online newspapers this development has resulted in new features, such as article commenting, journalist blogs, Facebook-recommendations of articles. Many of these services serve as a social add-on, or are connected to popular social media platforms. Some media companies have even built their own online communities. This study aims to give a more robust understanding of the concept and empirical phenomena social media today. A theoretical examination of this concept and its use will be made. The outcome will be discussed in relation to examples of social media use in the Swedish online newspaper industry. In a more concrete part, the study will describe the uses of social media in Aftonbladet – Sweden's most visited online newspaper. The material consists of social media related content on Aftonbladet.se, the newspaper's Facebook postings, and the Aftonbladet community called Snack. Interviews will be made at Aftonbladet about its social media philosophy, strategy and experience. Additionally, focus groups studies are conducted to hear young adults' experiences and opinions of social media use in online newspapers.
Video Sites as Alternative Forms of Citizenship, Joanne Teoh
The arrival of the all-video culture has been so quick and quiet that the implications of what a screen culture may mean are just becoming part of the business, political and intellectual conversation. The need to easily and quickly create and publish all kinds of video to all of today's online touch points for a 360-degree view of urgent social issues has spawned new forms of journalism and community engagement in Asia. Video is now everywhere - a Web experience, a mobile experience, as well as an IPTV, cable and satellite experience. As audiences move online, the very nature of online channels is changing. Gone are the days of the static one-way Web site. Today's Web is interactive, participatory and video rich. It is about community, and building a two-way conversation that requires new types of video content that is both professionally produced and also citizen-generated. As we enter the age of “all video all the time,” what do these new technologies and cultural advances mean? How are participants, spectators and sense-makers empowered by spectacles of the screen to build capacity and spur collective problem solving? This presentation showcases news coverage at ground zero of the Asian tsunami (2004), cyclone Nargis (2008) Sichuan earthquake (2009) and post independent Timor Leste (2009) to reveal how oral cultures in under-represented Asian communities in crisis are being transformed by grassroots video advocacy.
Mappings by Ourselves: Towards a Media History of Geomobility, Tristan Thielmann
When reviewing the history of geomedia, it seems that we are confronted with an astonishing continuity in the application of cultural techniques. Virtual travel through pre-recorded spaces like Google StreetView can look back to at least the year 1907, when the first attempt at capturing residential streets of select routes in photographs, and making them accessible superimposed with textual and pictographical information as “photo-auto guides” took place. Furthermore, the idea of mobile augmented reality applications such as Layar or Wikitude or the idea of crowd-sourced mapping, which became popular through the platform www.openstreetmap.org, are not responding to the imperative of newness. Already in Mapping by Yourself, the first DARPA funded project of the Architecture Machine Group, these features were theoretical reflected in “a multi-media paradigm for computer based geographics.” Considering that geobrowsing applications initially were developed at MIT as trackable tablet PCs before the first stationary virtual navigable spaces such as the Aspen Movie Map were available, these observations of continuity experiences allow a rethinking of media history. So far, media were seen as something immobile and “still framing” in media history and media theory, which process immutable mobiles (data), and retain (store) it. Even the notion that today’s media practices are the apparent logical continuance of a sustained acceleration only support the assumption that an alleged deceleration would lead us back to the basis of the latent statical. Rather, the establishment of mobile media allows seeing data (software) as something given to mobilize media. This heuristics returns data to their ontological status. Even more: by not choosing the stationary (PC, TV, etc.) as the starting point of examination, but the genuine mobile (hand-held devices, paper, etc.), a new disciplinary field of software studies opens up, and media history realigns. From that perspective, the mobility of media consequently appears as an antecedent, and the stationary as a transitional stage.
, Chuck Tryon
This paper addresses the challenges of movie and television distribution associated with the transition from home video to digital distribution as the primary form of domestic movie consumption. For the last several years, the Hollywood trade press has been dominated by discussions of the decline of Blockbuster Video and the emergence of new media upstarts such as Netflix, Hulu, iTunes, and Amazon. At the same time, mobile tools, such as Netflix’s iPhone app allow virtually unlimited access to Netflix’s content. Thus, this paper uses the concept of platform mobility to examine the implications of mobile video for both the entertainment industry and for media consumers. Although the high profile acquisitions of Netflix (CBS TV content) and Hulu (Criterion DVD content) have received the most attention, this paper will address the less visible, but potentially more significant, trend of studios distributing directly to consumers. I will argue that these changes are, in fact, mere extensions of current industry practices associated with a system of discrete “windows” in which viewers are invited to purchase content, one that depends, in many cases, on temporary restrictions in access to content, challenging the “DVD anywhere” claims that are often widely promoted in the news media.
, Marc Tuters
Locative media offers to deliver information contextually, typically conceived in terms of geographic space. Locative practice had sought to playfully re-image the city. As the locative apparatus has become widespread, the novelty of this mannerist Situationism has diminished, yet it remains a useful concept for digital artists and designers to consider the prospect of every object on the planet as addressable and nature as a potential site for their compositions. Moreover, as the locative point of reference shifts from absolute (GPS) to more relational (RFID) notions of proximity, non-human things seem poised to reclaim their long forgotten status as governing assemblies.
, Paul van den Hoven
The digital revolution starts to demolish the fortress of the European continental courtroom. This indeed is a transition of promise and peril. In this presentation, I will analyze four technology-driven developments in the European legal system that intensify one another: (1) The transition of courtrooms and files into digital junctions coincides with a technological development that unveils a series of mistrials; (2) the transition of courtrooms and files into digital junctions invites multimodal texts such as videos, animated reconstructions and so on into a world of piles of paper files filled with manageable propositions; (3) immigration and globalization create a multicultural European society of people that exerts pressure on a modernist European society of one-dimensional legal institutions; and (4) social networks and digital media create individuals, loaded with information sources who expect their legal system to be informed. These four conspiring developments transform the European continental courtroom into an unstable but exciting platform.
, Lonneke van der Velden
This paper proposes a digital methods approach for studying action on Facebook, developed in a research project on Facebook Activism. Inspired by Latour, who urges researchers not to impose social categories to research objects but to observe how they order themselves, we critically assessed claims on Facebook activism that primarily depart from users’ perspectives and investigated instead what kinds of activism Facebook enables. We studied calls for action within a top selection of Facebook groups having “stance language” in the titles and accordingly visualised the relative sizes of their “action formats”. The project can relate to other studies on Facebook activism by putting into perspective the relevance of certain repertoires of action compared to others. On the theoretical level the paper contributes to studies on user-technology interaction within surveillance networks by involving Actor Network Theory (ANT) to this topic. In particular, the paper criticises case studies that describe how users repurpose technologies according to their “own” views. These studies risk importing preconfigured notions of actorship and re-establishing a two-actor paradigm. With the alternative approach presented here, that is distilling repertoires of action, actorship does not fall back into a user/technology distinction, but becomes a question of enactment.

, Piret Viires
The narrative structure of a blog is different from the way narratives are organized in mainstream novels or movies. It can be described as fragmentary, episodic, continuous, open-ended. J. Walker Rettberg argues that both diaries and earlier hypertext fiction are the antecedents of this narrative structure. Hypertext fiction, just like blogs, consists of many small pieces of narrative, which are connected by links. The aim of the present paper is to examine the cases when blogs are leaving their internet environment and are published as printed books. In such cases, the fragmentary and episodic narrative structure of a blog is transformed into mainstream literature and becomes part of it. The question that is posed in this paper, is if this fragmentary narrative structure has influenced mainstream literature also in these cases when we are not dealing with published blogs? Is the fragmentary structure of a blog as a writing style, ecriture, accepted by mainstream literature? T he paper will discuss the question of what could be the possible impact of the narrative structure of Facebook (even more shorter and fragmented texts, polyphony, simultaneous action of several agents) to the mainstream printed literature.

, Peter Walsh
This paper will expand on my 1999 paper for MiT1, 'That Withered Paradigm: The Web, the Expert, and Information Hegemony,' to look at the structural relationships between media change and the transformation of societies. Major media innovations (writing, the alphabet, the bound book, printing, the telegraph, radio, television, and now the internet) have typically been followed by breakdowns in the prevailing social consensus. These social upheavals are, in turn, often followed by increasing social division and unrest, even to the point of violence, before a new consensus can form. New media do not create social divisions. They accentuate dissent and unrest that already lies under the surface, often for generations, and bring them to the surface. This paper will look at the role of the invention of the telegraph in the American Civil War, the invention of radio in the events leading to the Second World War, and the advent of television in the American Civil Rights Movement and the breakdown of support for the Vietnam War. Finally, it will examine the current state of social consensus and division surrounding internet-based media and explore its implications.

, Amber Watts
From the earliest days of the star system, audiences have had the opportunity to read, hear, and see celebrities speak “in their own words.” Fan magazines like Photoplay regularly featured first-person celebrity stories. Since its launch in 2006, though, microblogging service Twitter has given fans a new way to interact with celebrities: an instantaneous, constantly updated feed of stars’ thoughts, often (albeit not always) written by the celebrities themselves. This essay will explore how Twitter potentially rewrites older discourses of stardom, using a 2010 “Twitter war” between Charles in Charge star Scott Baio and feminist blog Jezebel as a case study. At this point in time, celebrities can communicate with and respond to feedback from fans directly, bypassing “official” gossip and publicity channels. At the same time, though, they can show their “unpolished” sides, whether intentionally or unintentionally, with unlimited potential for either genuine candidness or PR disasters. “Traditional” stardom narratives focus on celebrities’ elevation from the general public and their concrete presence in the better half of an ordinary/ extraordinary binary, but I will argue that the instability of Twitter as a platform offers an emerging ability to unravel both stars’ “extraordinary” status and their conventional separation from the general public.

, April Wei
What changes might happen to narrative when navigable space becomes one of the key forms of new media? A larger question is: what’s the relation between navigation, narrative and mediality? In this paper I will examine a few works across different media all of which rely on navigation to construct narrative (that navigation does not appear to only serve as a technique of space presentation as in our general impression): 1) Painting of Riverside Scene at Qingming Festival, a Chinese long hand scroll painting over 1,000 years ago, also remediated as a digital installation at Shanghai Expo 2010. 2) Dream of the Red Chamber, created in 18th century, acknowledged in China as the pinnacle of its novels. The novel with a labyrinthine garden as its central story space is quite possibly the prototype of Borges’ “The Garden of Forking Paths”. 3) Film full of tracking shots such as Elephant (Gus Van Sant, 2003), or even entirely done in one continuous take such as Russian Ark (Alexander Sokurov, 2002). I try to argue that navigation as a narrative form is transcultural, transhistorical, transmedia, its distinctive features might include: a. the basic narrative unit is formed more by character’s movement and perception than by action. b. it has a narrative capacity of innumerable characters, and a potential of “network narrative” (David Bordwell). c. it is a perfect incarnation of chronotope (Bakhtin) in which time and space are interdependent and equally weighted, and it makes chronotope as its narrative subject. Last, I will discuss how navigation is shaped by particular mediality and its implication on new media.

, Courtney Lee Weida
This paper will examine the cyberspace presences and digital interplays of contemporary feminist zines in the contexts of art and art education. Although the peak of zine creations as works on paper may be traced to the 1990s, this form of feminist counterculture has evolved into cyberspace forums and expressions. Zines often include not only email addresses alongside “snail mail” addresses, but also links to pdfs and related web resources. Connecting the handmade craftsmanship and hand-drawn and written techniques of zines with the grassroots connectivity enabled by the web; blogs and other online forums relating to zines or containing zines constitute interesting liminal spaces. This paper explores the potential and problems of zines as extensions of hypertext, the dimensionality of the screen and the page, and the expression of personal identities via individual craftsmanship. The educational contexts of zines considered in this paper include college classrooms, K-12 teaching, as well as library collections.
How the Digital is Impacting Perceptions of Quality in Aesthetic Domains, Margaret Weigel
I propose discussing how digital tools and materials used for creative work – computers and the software they run, the internet – and their broader impacts are profoundly impacting how young people engage with creative processes, and how these concepts are defined and understood. 1. Postmodern taste categories:The dissolution of coherent (if hegemonic) standards of quality in a landscape thick with multiplicity leaves what constitutes ‘good work’ in the eye of the beholder and his elected affinity group more than ever, rendering creative choices more confusing now than in the past. 2. Shifts in tools and processes promote specific creative processes:Digital production encourages a ‘shoot first, and ask questions later’ approach which privileges editing and curation over preplanning. Instead, producers tend to ‘collect’ media artifacts first and then pick and choose elements to work with. 3. The perpetual work-in-progress:Computer software’s support of multiple revisions enables the production process to continue indefinitely; all pieces are now “works-in-progress”. The young producer is more reluctant to commit to a single vision, and often finds herself adrift in a sea of possibilities or marginalized by adhering to the standards of a specific affinity group. 4. The critical self gives way to aesthetic crowdsourcing:Online feedback allows young creators to outsource tough creative questions to the wisdom (or not) of the crowd; consensus takes the place of individual vision. Those who do receive comments online, however, may be subject to pointless fault-finding and episodes of cruelty, as is often the case in unmoderated commenting venues.
, Stefan Werning
The media industry is increasingly characterized by small but interrelated micro business models which, in various and shifting constellations, shape the way users experience media content. Examples include location-based services such as Foursquare, gamification services such as Badgeville, services for the increasingly granular re-selling and re-purposing of media content such as movieclips.com and services that allow for monetizing user-generated content such as kickstarter.com. On the one hand, these phenomena can be interpreted as ”sociotechnical systems” (Niederer/ van Dijck) that structure user behavior. However, with their increasing functional differentiation, these applications arguably become more and more comparable to actual media texts as well. For example, buying and investing in media content become meaningful aspects of the media experience. Moreover, these business models systematically alter the perception of the media content they manipulate or enable users to manipulate as e.g. in applications such as LoKast or Music Pets which repurpose media content as a means to an external end. The proposed paper will offer a number of ‘close readings’ of business models, leveraging the analogy of actual media texts, and identify a number of morphological elements as well as corresponding forms of ‘augmented’ media usage they encourage. For example, with regard to the concept of consumer tribes, social entities can be tentatively classified by the ‘genre’ of business model they adhere to. Finally, the increasing intermingling between these micro business models shall be conceptualized with reference to ‘software studies’ methodology, readjusting it to the study of smaller, interrelated applications.


top