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Julianne Meyer

Run, walk, and jump with the Oculus Rift using Virtuix's 360-degree treadmill | The Verge - 0 views

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    I don't know how much this might apply to any of our research, but I thought that this new leap in technology could be interesting in the future. How are we going to interact with others once things like this start being used more? Kind of reminds me of Wall-E, but still, really cool. I would definitely buy something like this. Get your cardio and gaming in all at once! 
Lydel Matthews

I Need To Be Heard! | Indiegogo - 1 views

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    A project that is placing transmedia tools in the hands of New York youth in an effort to empower.
teridelrosso

Digital music, subscription, & hard bundling - 0 views

For those interested in music studies, access, and new media. http://www.nytimes.com/2014/05/12/business/media/digital-music-service-to-pose-new-challenge-to-subscription-model.html?src=twr&smid=t...

started by teridelrosso on 13 May 14 no follow-up yet
John Fenn

MIT Press Journals - International Journal of Learning and Media - Abstract - 5 views

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    ABSTRACT: Research on the digital and online environment poses several ethical questions that are new or, at least, newly pressing, especially in relation to youth. Established ethical practices require that research have integrity, quality, transparency, and impartiality. They also stipulate that risks to the researcher, institution, data, and participants should be anticipated and addressed. But difficulties arise when applying these to an environment in which the online and offline intersect in shifting ways. This paper discusses some real-life "digital dilemmas" to identify the emerging consensus among researchers. We note the 2012 guidelines by the Association of Internet Researchers, which advocates for ethical pluralism, for minimizing harm, and for the responsibility of the researcher where codes are insufficient. As a point of contrast, we evaluate Markham's (2012) radical argument for data fabrication as an ethical practice. In reflecting on how researchers of the digital media practices of youth resolve their dilemmas in practice, we take up Markham's challenge of identifying evolving practice, including researchers' workarounds, but we eschew her solution of fabrication. Instead, we support the emerging consensus that while rich data are increasingly available for collection, they should not always be fully used or even retained in order to protect human subjects in a digital world in which future possible uses of data exceed the control of the researcher who collected them.
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    Thanks for posting this, John. Considering the ethical concerns we all have expressed in class, I am sure this article will be helpful. I will be sure to put it on my reading list.
Aylie B

WITNESS Labs | witness.org - 0 views

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    Project Witness is a video-advocacy initiative (Founded by Peter Gabriel) that seeks to provide video tools/strategies to document human rights abuses. Forrest posted a link a few weeks back to their video toolkit. I recently read about their new Labs project (a collaboration with The Guardian) in another article - particularly their Smart Cam Project which is an app that helps gather data that will support any video documentation in a court of law (who shot it, surrounding context to prove "is this for real!"). Their Obscura Cam is a way to blur the faces of people who wish to remain anonymous. Just Vision - an organization that supports communities documenting non-violent resistance (of Palestinian, Israeli, and foreign activists) of the occupation Palestinian territories - critiques Witness' evidence-based model, arguing that documenting atrocity in such a way only reinscribes and simplifies complex conflicts into perpetrator-victim narratives. That these narratives mobilize shame (and denial) rather than hope. I'm wondering what people think? I'll post another link to a relevant article here too.
anonymous

Camgirls: Celebrity and Community in the Age of Social Networks (Theresa Senft) - Acade... - 1 views

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    [Synopsis] This book is a critical and ethnographic study of camgirls: women who broadcast themselves over the web for the general public while trying to cultivate a measure of celebrity in the process. The book's over-arching question is, "What does it mean for feminists to speak about the personal as political in a networked society that encourages women to 'represent' through confession, celebrity, and sexual display, but punishes too much visibility with conservative censure and backlash?" The narrative follows that of the camgirl phenomenon, beginning with the earliest experiments in personal homecamming and ending with the newest forms of identity and community being articulated through social networking sites like Live Journal, YouTube, MySpace, and Facebook. It is grounded in interviews, performance analysis of events transpiring between camgirls and their viewers, and the author's own experiences as an ersatz camgirl while conducting the research.
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    This study (and its author) is mentioned in this week's reading 'Digital Ethnography : An Examination of the Use of New Technologies for Social Research' by Dhiraj Murthy. Dissertation Remarks and Synopsis (from Theresa Senft's website) http://www.terrisenft.net/diss/synopsis.php#remarks
Kelly Heckman

Periscopic Play: re-positioning "the field" in MMO studies - 9 views

I agree the argument has overtones of the emic/etic perspectives I believe in this instance there is a difference. When one leaves to study a culture in Cameroon, one can become "awed" by the cultu...

methods research MMO games ethnography read this week7 week8 article PDF

Maya Muñoz-Tobón

Machinima | Gameplay Videos, Game Trailers, Gaming News and Original Shows - 0 views

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    I learned about this program while reading "Confronting the Challenges of Participatory Culture:Media Education for the 21st Century" by Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology. This is an interesting program were users of video games interact and remix the games to create their own movies and story lines. This brings more platforms for individuals to create self-representations in a digital form, bringing forward the possibilities of reinterpretation of cultural objects and creative participation of digital communities
Ed Parker

Podcast, Craig Watkins: "The Digital Edge: Exploring The Digital Practices of Black and... - 0 views

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    Watkins studies young people's social and digital media behaviors. He teaches at the University of Texas, Austin, in the departments of Radio-Television-Film, Sociology, and the Center for African and African American Studies. C.
Rosalynn Rothstein

Sonic Ethnography - 5 views

http://www.anthropology-news.org/index.php/2012/05/01/sonic-ethnography-as-method-and-in-practice/ "Reflecting contemporary ethnographic research practices, sonic ethnography involves the interpret...

ethnography sonic ethnography anthropology week9

started by Rosalynn Rothstein on 15 May 12 no follow-up yet
John Fenn

Invisible Cities, a project by Christian Marc Schmidt & Liangjie Xia - 3 views

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    By revealing the social networks present within the urban environment, Invisible Cities describes a new kind of city-a city of the mind. It displays geocoded activity from online services such as Twitter and Flickr, both in real-time and in aggregate. Real-time activity is represented as individual nodes that appear whenever a message or image is posted. Aggregate activity is reflected in the underlying terrain: over time, the landscape warps as data is accrued, creating hills and valleys representing areas with high and low densities of data.
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    Might be interesting to download the software and see what comes of this multimodal effort...takes geocoded activity from social media and "maps" it to an "immersive three dimensional space." While not ethnographic in any proper/traditional sense, this tool foregrounds questions about community, public-ness, social practice, and digitally-enabled culture...
John Fenn

Sensory Ethnography Lab :: Harvard University - 4 views

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    The Sensory Ethnography Lab (SEL) at Harvard is a unique collaboration between the Department of Anthropology and the Department of Visual & Environmental Studies (VES). Harnessing perspectives drawn from the human sciences, the arts, and the humanities, the aim of SEL is to support innovative combinations of aesthetics and ethnography, with original nonfiction media practices that explore the bodily praxis and affective fabric of human existence. As such, it encourages attention to the many dimensions of social experience and subjectivity that may only with difficulty be rendered with words alone. SEL provides an academic and institutional context for the development of work which is itself constitutively visual or acoustic - that is conducted through audiovisual media rather than purely verbal sign systems - and which may thus complement the human sciences' and humanities' traditionally exclusive reliance on the written word. The instruction offered through SEL is thus distinct from other graduate visual anthropology programs in the United States in that it is practice-based, and promotes experimentation with culturally-inflected, nonfiction image-making.
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    First thought - awesome! What interesting work! Second thought - can we talk about the line between journalism and ethnography? I'm not sure how useful that distinction is, or how much I'm willing to fight about it. I'm excited by work that blurs the lines between art/ journalism/ ethnography. I would like to have a defense ready against folks who insist on discrete categories.
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    Harvard seems to have a lot going on for it... In context for what we /do/ with digital ethnography materials, I wish that more of the projects that are featured were actually available for, at the very least, preview (at odds with the program's description of conduction through audiovisual media...). I wish I knew more about Zeega (and the apparent connection based on large logo presence on the projects page), even if it is only in alpha... http://zeega.org/about.php
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    The projects at SEL provide a rich landscape for sensory/experiential exploration. This type of work really opens the mind to new perspectives and detail that is often exploited or skewed through popular media - like maintstream cinema or video games. Being a huge fan of the film "Where Eagles Dare" and the old SkyTram at Disneyland, I really enjoyed the Greunrekorder - Swiss Mountain Transport Systems sound recordings. I wonder if anyone has conducted similar research on the Portland Aerial Tram. Many of the trailers were exquisite, too. "Sweetgrass" looks to be an amazing documentary.
John Fenn

The battle for 'Trayvon Martin': Mapping a media controversy online and off-line | Grae... - 6 views

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    I think this article is really spot on in providing an important model for empirically studying and representing the spread of ideas (or controversies) between media and how participatory and professional media influence one another. The fact that this article is written as much for academics as for activists is also exciting (and scary) to me, as a means of thinking about agenda-setting and influence. How might access to these tools help activist campaigns, and how might they swing back to challenge them? How can you really measure effect? "Even when we are able to access the data we need for analysis, interpretation is complicated by the specificity of individualized media experiences, where we've each curated our own individualized lists of sources on platforms like Twitter and Facebook. This can leave us with very different understandings of the day's news. Is it possible to speak meaningfully about a media agenda when agendas are set by individuals following a combination of friends and professional sources they've chosen to meet personal preferences and needs?"
flrdorothy

Hardcore Coddling: How Eleven Madison Park Modernized Elite, Old-School Service -- Grub... - 0 views

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    An upscale restaurant that both demands rigorous formal training in dining service, and googles customers to scoop demographic data and give them a deeply personalized experience.
Jolene Fisher

anne frances wysocki * work - 2 views

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    I was looking back at this (really interesting) multimedia writing work by Anne Wysocki and noticed how many of the pieces required special players and ample download time/space - Flash Player, Shockwave Player, 1.5 MB of download space - which got me thinking about platform/storage restrictions and digital accessibility. In many instances, a researcher may need not only specific digital skills/knowledge, but also specific platforms, players, software, memory space, etc. to conduct her work. And as players, platforms, software, etc. are upgraded, older digital texts may become less accessible. On that note, I have been taking screen shots of all of the scenes in the Facebook game I'm currently studying. Why? One reason is so I can put these screen shots into a presentation, but the more pressing reason is that another game I'm really interested in looking at (Food Force, a social media game from 2005 - so ancient, right?) is no longer accessible. In its place is a Facebook page with a big bandaged thumb and a "Sorry! This page has been removed." message. An ethnography conducted in a digital space, it seems, requires just as much "recording" as one in an offline space.
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    I think it is a great question to ask where will all the digital information go once it becomes out of date> I was working with a program called Scalar last term (a very useful tool) which allows you to show information in different ways. It was built for use in the Digital Humanities. One of its fatal flaws, in my opinion, is that it relies primarily on links to information, images, and video out in cyber space. If you build a project around this, there is no guarantee that the information will be available for any length of time and then what do you do? I think this is an issue more and more as new software updates and the old information can either not be found or is no longer accessible.
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    The life and preservation of the digital world is a huge question, and one that I don't think enough people are considering. I see more and more of my friends taking all their photos with smartphones and loading them to Instagram or Facebook, or worse never moving them beyond their phones. I wonder what photos will have survived in 20 years when their children are looking to make wedding or anniversary slide shows, or simply becoming interested in their own pasts. There are no hard copies of these images, and while hard copies are vulnerable, so are digital copies for a number of reasons.
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    great points in this discussion, especially around issues of "access"...which range from having the "right" tech to get into a site to ADA regulations/requirements. Also, preservation is a complicated facet of access and one worth discussing seriously in this course as we think about digital data.
Erin Zysett

About The Film - 0 views

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    ORDINARY MIRACLES: THE PHOTO LEAGUE'S NEW YORK is a feature-length documentary film which tells the story of the rise and politically motivated fall of the Photo League, (1936-1951) which for fifteen years served as the center of the documentary movement in American photography at a time when the camera was held to be, in James Agee's words, "the central instrument of our time."
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