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Savanna Bradley

Blogging Anthropology: Savage Minds, Zero Anthropology, and AAA Blogs - Price - 2010 - ... - 5 views

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    ABSTRACT In this review essay, the academic merits of three anthropological blogs ("Savage Minds," "Zero Anthropology" [formerly "Open Anthropology"], and the official blog of the American Anthropological Association) are considered.
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    I'd suggest we take a closer look at this article toward the end of the term (specifically week 9), as we consider the multiple opportunities for "publishing" in the digital era; blogs have begun to end up as research tools in a number of ways, and this article will push us toward larger debates about academic communication/publishing that are raging all around...
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    I know the owner of Savage Minds if we want to talk with him. Please let me know.
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    Blogging affords a saoln-like place of exploration - sure. I was underwhelmed by this piece - but the context is probably helpful. The piece is a review. In that it is treating blogging seriously by performing a review in a respectable journal, I appreciate it. However, I want to poke at the edge what tools are acceptable - blogs seem respectable here. That's great, and very professional. But when I want a tool that will help me think through something, I'd rather use something that is less polished. Also a way to engage non-anthropologists - but are academic blogs engaging? Some are - I'm interested in how to create a non-boring academic blog. The end of the review gets at this problem - the author hopes the official AAA blog will use the format to spark debate and create interesting writing; but the status of it as an official blog makes that difficult. The front page is here http://blog.aaanet.org/ I would be interested in what folks think of it in light of this piece.
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    It is interesting how this article brings in the important aspect of collaboration and peer reviews, when analyzing and ethnographic work. The participation of readers and contributors in these blogs range from professional anthropologist to just interested readers, which causes an unbalance on what traditionally has been a seen as peer review work. The multi-directional and multilevel dialogue on these blogs create that malleability of the boundaries of the uses, effects and design of the ethnographic work. This act of participatory input from "multiple voices" makes the presentation of the ethnographic/anthropological work as another "subject" to be studied and analyze, it becomes an auto-reflection of the methodological design of the ethnographic work itself. Presenting the ethnographic work in a blogging format brings more levels of analyzing the data and the interpretation of this data.
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    Here's a working academic blog, mostly on the writing process. https://lauraportwoodstacer.wordpress.com/
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    I appreciate the working academic blog. I might be interested in seeing two or three similar sites that are in dialogue with other another. Either people working on the same project or researchers in a similar field engaged in similar topics. This serves an obviously helpful role in garnering interested in your project.
John Fenn

Popcorn.js | Mozilla Popcorn - 0 views

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    Popcorn.js is an event system for HTML5 media developers. Think jQuery for video. You can leave the heavy lifting to Popcorn, and concentrate on what you do best: writing awesome code.
Mara Williams

Art/Research through online comics - 13 views

Fifth mention: http://spinweaveandcut.blogspot.com/ Nick Sousanis' blog - he is writing his dissertation about comics in comic form!

research media week8 art visualization zines presentation comics blogs week9

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.
Julianne Meyer

iAnnotate - 0 views

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    So I couldn't find this on our site so far, but I recently downloaded this app on my ipad. This program essentially allows you to mark up PDFs, articles, etc. by highlighting, taking notes, and so forth. It runs around $9.99, so I was a little hesitant at first, but this app is really valuable! I've always struggled to read articles paperless, and this app really helped by productivity levels skyrocket. You can also export your notes, so you can basically write your papers/etc. as you read. 
Staci Tucker

Writing Game Ethnographies - 1 views

http://remixinganthropology.wordpress.com/2008/03/20/writing-game-ethnographies-the-poetics-and-politics-of-interactive-narrative/

games ethnography research digital culture

started by Staci Tucker on 04 Jun 12 no follow-up yet
anonymous

Tyler Horan "Ditch the Notebook: Ethnographers' Digital Toolkit" - 4 views

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    One perspective on which digital tools are most effective (and practical) for ethnographic fieldwork.
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    Pretty convincing post about the potential for using the ubiquitous smartphone and cloud-based tools in ethnographic settings...but there are some assumptions, as well as some breaks with "tradition" (a few obvious, a few not so much...). I've been using my iPhone in a few ways that parallel the systems Horan has developed, and would be happy to explore some of these tools/apps/affordances...
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    I agree with some of his techniques, although I still find hand written field notes to be useful. You might be more inclined to write certain things down in the field rather than speak them out loud to be recorded in front of the people you are working with. I also was interested in his section on "local currency." ("Local Currency Whether we want to admit it or not, money talks. Obviously, one should adhere to the local customs regarding the proper use of money in every situation, but spending money can gain you access to areas of life that may otherwise be closed off to you. Generosity in time and money goes a long way, so remember to bring cash to gain access to people and places that you may be unfamiliar with.") This section seems to leave out the fact that spending money in a way which is not culturally appropriate can be as detrimental in certain cases, as it is helpful in other situations.
Mara Williams

Welcome | Bamboo DiRT (BETA) - 8 views

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    Explore this place! This is a searchable collection of links to tools to help researchers conceive a project, collect data, organize and analyze it (including sections on mapping and data visualization), write, and publish. It is organized into intuitive categories based on what you want to do. Within each category, you can order the results by cost, platform, etc. This would be a great place to find tools for the toolplay workshops.
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    Pretty good list! Thin annotations, but the websites for the tools tell all. Some tools I use regularly in the archives and some I've heard about but not really investigated, like Omeka. From Omeka website: "Museums need systems that allow them to engage their publics and build communities around objects." I may do a toolplay on this. Outcome: Omeka offers museums, libraries, and archives easy ways to push content to their online visitors through feeds and rotating featured items and exhibits on the homepage, while also giving visitors opportunities to contribute content to a museum's digital collections, comment on items, or share museum object data with a visitor's personal social networks.
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    Oh wow! This is a much better (and more comprehensive) list of digital tools than the one I just posted... Awesome find!
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    From their description of the project "Bamboo DiRT is the tool-centric node in what its developers hope will be a growing ecosystem of specialized directories that can achieve sustainability by combining topical focus with seamless data exchange where appropriate." I could see how this resource would be helpful if you were thinking about how far you needed to go with the data you have collected.
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    This tool seems pretty simple. It is a audio voice recorder that lets you annotate an event. But apparently, you can use it on your smartphone and it time stamps the recording. http://sourceforge.net/apps/trac/rehearsalassist/wiki
Rosalynn Rothstein

The Object Ethnography Project - 27 views

While we are talking about this project, we should probably also take a look at this project (http://significantobjects.com/). This ended in the sale of the objects. From one of the steps of the pr...

week9

John Fenn

A defense of private-sector ethnography | Technology, Society, Change - 1 views

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    Sam Ladner writes on (and practices) ethnography in non-academic settings...eg. "private sector ethnography." While there is not much "digital" in her post here (a transcript of a plenary talk) with regards to overt subject matter, much of what she says intersects with how this course approaches the intersection of "digital" and "ethnography".
David Martin

Sociology in Fantasia - Reason.com - 0 views

  • Players tend to reproduce many offline behaviors online, no matter how fantastic, imaginative, and unearthly the game world might be. Sometimes the results are pretty bleak. "Instead of an escape from the drudgeries of the physical world," Yee writes, "many online gamers describe their gameplay as an unpaid second job."
  • Some put in extensive hours at often unrewarding work ("grinding" being the well-suited in-game descriptor of choice), submitting themselves to "increasing amounts of centralized command, discipline, and obedience," Yee notes in a chapter with the sad title of "The Labor of Fun." While individual players may explore in a leisurely, ludic way, an MMO's complexity, challenges, and rewards elicit demanding practices from those who would take the game more seriously.
  • Racism is another grim import from the real world. Online gaming has seen the rise of "gold farming," whereby users rapidly play a game to a successful level in order to sell the results to other players not willing to invest the time. In short, players outsource the grinding. A skilled gold farmer can simultaneously take a game character to a very high level on one computer while churning out valuable magic items on another. Proteus Paradox doesn't dwell on the economics of gold farming, but notes that most gold farmers are Chinese-and also that other players tend to dislike them. Anti-Chinese racism surfaces in hostile in-game interactions and in YouTube rants.
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  • And then there are the ever-elusive lady gamers. Proteus outlines how male players denigrate, harass, and drive off female players.
  • But Yee offers two twists to this sadly familiar story. First, women report wanting to play for many of the same reasons men do-achievement, social interaction, and immersion-going against essentialist expectations of gender behavior difference. And second, MMOs offer a pedagogical benefit of sorts to male gamers who play under female avatars.
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    For those interesting in online communities, gaming or otherwise, you may find this article and the related book interesting.
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