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Nele Noppe

The Visual Linguist: Equivalences for "Language" - 0 views

  • However, this is not the take that most comparisons of the verbals and visual forms take. Rather, they often try to make direct superficial analogies between specific types of structures. For example, "such and such" is the equivalent of a "word" or "sentence." This is often why many want to claim that single images have "grammar" — because a single image has lots of information in it, like a "sentence" and unlike a "word" — even though composition within single images behaves nothing like a grammar. (...nor should we expect it to given the differences between sound and light!)A similar endeavor has tried to find "minimal units" of the structure of the forms, following the school of Structuralism (most popular in American linguistics from around 1920-1960ish). However, again, just knowing minimal units doesn't tell you about the broader structure, and units larger than minimal units might also be useful and insightful. It also gives no beneficial comparison other than that "minimal units" exist in both domains.All of this is an argument for looking beyond the superficial understandings of "language" and to look for comparisons in deeper, more fundamental aspects of structuring.
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    "All of this is an argument for looking beyond the superficial understandings of "language" and to look for comparisons in deeper, more fundamental aspects of structuring." -> take broad view
Nele Noppe

Painting Words and Worlds - 0 views

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    is study explores wordplay in the works of CLAMP, a popular Japanese mangaka (comic artist) group. Specically, it examines CLAMP's use of ateji, the pairing of kanji (Chinese characters) and furigana (a reading gloss) with dierent meanings. is allows two dierent words to become one, cre- ating meanings that transcend words' literal denitions. Original research on ateji in six dierent manga zasshi (comic magazines) and three of CLAMP's works-Cardcaptor Sakura, Tsubasa: RESERVoir CHRoNiCLE, and Clover-identies ve distinct ateji techniques. is study focuses on the way these techniques are employed by CLAMP to express complex ideas, develop plot, and portray characters. As a technique embedded within the Japanese language, the implications of ateji use in manga extend beyond the medium of comics, pointing to shifting trends in the language as a whole.
Nele Noppe

Culture is Anti-Rivalrous | Techdirt - 0 views

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    Culture is anti-rivalrous. The more people know and sing a song, the more cultural value it has. The more people watch my film Sita Sings the Blues, or read my comic strip Mimi & Eunice, the happier I'll be, so please go do that now and then come back and read the rest of this paragraph. The more people know a movie or TV show, the more cultural value it has. Monty Python references attest to the cultural value of Monty Python - we even use the word "spam" because of it. Shakespeare's works are culturally valuable, and phrases from them live on in the language even apart from the plays ("I think she doth protest to much," etc.). The more people refer to Monty Python and Shakespeare, the more you just gotta see em, amiright? Or not, it doesn't matter whether you see them, you're already speaking them. That all culture is a kind of language, I'll leave for another discussion. Cultural works increase in value the more people use them. That's not rivalrous, or non-rivalrous; that's anti-rivalrous.
Nele Noppe

Semantic Shifts: where 'The Tudors' resembles OEL manga « A Face Made for Rad... - 0 views

  • clothes are as loaded with meaning as language. Visual semantics matter too.
  • In Tudor homes, where bedrooms were often pathways to other rooms or shared by several people, where there was no heating except open fires and fuel was scarce, well-to-do people usually dressed for bed in a nightgown, a nightcap and stockings. Even with a fire burning in  the hearth, glass or horn in the windows, and heavy bed-curtains, Tudor bedrooms could be chilly places. The modern viewer doesn’t take all this into account and expects to see near-total nudity in sex scenes.
  • Calling this historical drama, its clothes historical costumes, is like calling comics made by non-Japanese people in their own countries ‘manga’.
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  • The name raises the expectation that there will be some relationship to the genuine article,
  • Maybe I’ll find it less annoying if I re-label it titillation, or visual chocolate: it certainly isn’t history
  • Maybe I’ll find it less annoying if I re-label it titillation, or visual chocolate: it certainly isn’t history
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    "clothes are as loaded with meaning as language. Visual semantics matter too."
Nele Noppe

Creativity in amateur multimedia: Popular culture, critical theory, and HCI - 0 views

  • Today, especially in academic circles, this pop culture phenomenon is little recognized and even less understood.
  • These analyses reveal relationships among emerging amateur multimedia aesthetics, common software authoring tools, and the three theorizations of creativity discussed
    • Nele Noppe
       
      VERBAND FANWERK - OPEN SOURCE
  • This paper explores the enabling factors, especially the role of multimedia authoring tools, in the recent explosion of amateur multimedia.
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  • Yet control over popular culture by mass media is clearly eroding
  • HCI practitioners have explored how software interfaces can enhance and support users in general and creativity in particular. Its analytical tools for examining the relationships between tools and a concrete group of users vis-à-vis a well-defined explication of tasks both solve and create problems. The ability to specify these relationships explicitly greatly facilitates the design of systems; yet that same explicit specificity also defines creativity a priori in cybernetic terms more friendly to computers than to the culturally diverse and rich practice of creativity
  • Critical theory—an umbrella term that encompasses literary theory, continental philosophy, and communication theory, among others—offers sophisticated theoretical resources for the study of cultural artifacts and their use in the communities that create them. Many of these theories ground themselves in the materiality of the cultural artifacts they study; yet the material layer for which these theories were once developed were largely textual. The movement of cultural artifacts from the physical to digital poses a deep challenge (and some risk) for critics studying digital media with these theories
  • this paper investigates three relevant traditions of theory that address these overlaps: HCI, poststructuralism, and theories of technological determinism, especially in media.
  • Creativity—its nature, conditions of possibility, inputs and outputs, and processes—plays a major role in virtually all academic, professional, and artistic domains. As a result, it is heavily, and heterogeneously, theorized.
  • Genealogically, HCI developed alongside cognitive science and computer science, and was most often put in service of professional productivity software.
  • HCI often characterizes creativity in rationalistic, intentional, and scientific ways. For example, Schneiderman (2002, 2003) proposes a creativity framework for, in his words, “generating excellence” with four parts: collect, relate, create, and donate. With it, he hopes to capture the social, iterative, associational, and distributional characteristics of creativity, especially as described by cognitive science. Evident in this perspective is an effort to model creativity, which is seen as a social activity, with certain structural features that take place in environments conducive to creativity.
  • All of this is in service of what Schneiderman calls “evolutionary creativity,” which he illustrates as follows:“doctors making cancer diagnoses, lawyers preparing briefs, or photo editors producing magazine stories”(2002, p. 238). Here, Page 17 Creativity in Amateur Multimedia 15 and pervasive throughout the essay, Schneiderman’s notion of creativity appears to be paraphrasable as professional innovation: His interest is not artistic self-expression and, as we shall see, he is not alone in understanding creativity in terms of professional discourses
  • Again, creativity is understood as it relates to professional discourses, in this case the discourse of art history and its pedagogical presentation to museum-goers. Even analyses of group creativity in HCI contexts that seek to go beyond rationalist- individualist notions of creativity nonetheless operate in a rationalist mode.
  • The notion of creativity that emerges from these mainstream HCI essays places its agency primarily in the intentional activity of the individual (though the individual is presumably a member of relevant groups). It sees the ecology of creativity as a community of expert practice comprising research, dialogue, and artifact exchange, facilitated by social and computer environments that forgivingly compel an iterative and basically scientific (correctness, discrete information, classification, hypothesis) approach toward truth.
  • The role of the author-function is, among other things, to control the polyvalence intrinsic to texts, such that the author, rather than performing the creative role of bringing the text into the world, performs the role of constraining the meaning of the text within a society.
  • (Foucault, 1969/2000, p. 206). Therefore, writing is a destabilizing force that threatens to transform the discourse in which it operates and to swallow up its own author. It is important to remember that Foucault is not limiting his analysis to literary texts; he explicitly includes scientific and academic writing,
  • In this conceptualization of writing, creativity occurs at the level of discursive rule- transgressing. The role of the historical human in this process is greatly diminished, not because humans are not involved in textual production, but because the individual is at the wrong level of granularity for analysis. A given historical individual authoring discourse does so within complex interactions involving several selves and the clash of languages
  • Related, but not identical, to Foucault’s notion of authorship are theories of “intertextuality” put forward by Julia Kristeva and Roland Barthes. Intertextuality is the notion Page 19 Creativity in Amateur Multimedia 17 that a text is a “tissue” of (mis) quotations from other texts, considered to be more than mere collages, but transformative, of the sign systems from which they are derived (McAfee, 2004)
  • Creativity’s agency lies in the juxtaposition of sign systems (in which authorial identities are implicated), which occurs in the context of play, and results in artifacts that are significant not for what they say, but for the ways they materially contribute to the generative capacity of the discursive rule-set from which they operate.
  • Perhaps the foremost theorist of technological determinism is Jacques Ellul (1964/2003, 1980/2003), who argues that individuals, science, and government are all “conditioned” by technology.
  • Like Schneiderman (2002, 2003) and Foucault (1969/2000), Ellul (1964/2003, 1980/2003), too, is making claims about the origins and generation of knowledge in scientific discourses, but he situates the agency in the fierce pressures of technology as it overwhelms and often replaces the comparatively meek procedures of science and governance
  • As a result, according to Benjamin, our cognitive experience of the art also changes; whereas painting allows spectators to control their own stream of consciousness and reflect on what they see, cinema’s moving images disrupt association and contemplation, dominating viewers’ thoughts.
  • Benjamin’s (1936/1968) arguments are developed further by self-described technological determinist Marshall McLuhan, whose claim that “the medium is the message”(1964/2003) characterizes media as “extensions of ourselves” that “alter sense ratios or patterns of perception steadily and without any resistance”(p. 31).
  • For Manovich, the emergence of new visual languages is enabled not by an iterative, rational approach to innovation, as cognitive science might suggest; neither does it emerge from an evolutionary history of discursive transgression, as a poststructuralist approach might suggest 10. Rather, it is made possible by certain forms of productive convenience built into authoring tools that unleash visual languages and cultural logics that exceed any human intention, whether at the level of the individual or the group of experts.
  • To answer this question, it is useful to consider what the three traditions share in common. All consider creativity in the context of professionalism and knowledge production. Creativity is not simply about painting a pretty new picture or expressing a personal emotion; it contributes to discourses about the world and our place in it. All three traditions also understand creativity as situated within systems—networks of software-supported experts, discursive sign systems, or systems of production and consumption. All of these implicitly reject romantic notions of the individual creative genius and pure self-expression; implied in this is a rejection or at least dilution of individual intention as the prime mover of creativity
  • Questions one might ask include the following: What are the social and technical conditions or structures necessary for the generation of these artifacts? What is the discourse of amateur multimedia? What is the minimal unit of meaning? In what ways does its production establish relationships between authors, viewers, technologies, meaning, and ideology?
  • A key first step is to understand how creativity is implemented in multimedia authoring software. Each program has ways it encourages authors to work. For example, Photoshop greatly rewards users who take advantage of layers, opening up avenues of possibility for compositing, nondestructive experimentation, and long-term editability. This in turn makes certain meanings (especially meanings created by the juxtapositions of spatial compositing) more easily realized than others. To what extent do contemporary authoring platforms encourage in the same ways (constituting and compelling a notion of digital creativity), or do different applications suggest different notions of digital creativity?
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    "1"
Nele Noppe

Fanfic Symposium: Cross Fertilization of Fan and Professional Writing - 0 views

  • The prevalence of such curious language use led me to think that fan-writers must have influenced one another’s diction because they read so much of one another’s writing, with the result that they incorporated the idiosyncratic as the norm.
  • These are only surface manifestations.  There are deeper phenomena.  The foremost is that the world inhabited by the characters in some fan fiction reflects the limited experiences of the writers. 
  • There is nothing wrong with this if the characters are from the American middle class.  Unfortunately, many popular shows feature people not acculturated in such a milieu—Methos, Duncan MacCleod of the Clan MacCleod, Benton Fraser, Harry Potter, Snape, Tom Paris, Chakotay, Obi-Wan, Qui-Gon. . . .  Consequently, the specter of these characters spouting psychobabble is disconcerting, to say the very least.
Nele Noppe

Rebecca Tushnet's 43(B)log: Is copying theft? - 0 views

  • Jonathan M. Barnett, What’s So Bad About Stealing? The paper skips straight to the proposition that any kind of unauthorized copying (including copying of ideas and expression, but also and of more present interest mechanical reproduction) is theft, then concludes that “Some positive level of tolerated theft is an essential component of any transaction structure that maximizes the social wealth generated by creative production.” I don’t quite understand how you can call copying theft without first establishing that the copied thing is owned.
  • What really struck me here about the language of theft (second-comer side), rather than the more apparently neutral language of property (first-comer side), was the ways in which it highlights that intellectual property isn’t about theft.
  • This paper is also another datum for my theory that copyright restrictionists like to talk about “readers” and maximalists like “users.” Or anyway, they like to use that name for them.
Nele Noppe

Electronic Literature: What is it? - 0 views

  • the practices, texts, procedures, and processual nature of electronic literature require new critical models and new ways of playing and interpreting the works.
  • "literature" has always been a contested category.
  • To see electronic literature only through the lens of print is, in a significant sense, not to see it at all.
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  • Electronic literature, generally considered to exclude print literature that has been digitized, is by contrast "digital born," a first-generation digital object created on a computer and (usually) meant to be read on a computer
  • At the same time, because electronic literature is normally created and performed within a context of networked and programmable media, it is also informed by the powerhouses of contemporary culture, particularly computer games, films, animations, digital arts, graphic design, and electronic visual culture
  • Digital technologies are now so thoroughly integrated with commercial printing processes that print is more properly considered a particular output form of electronic text than an entirely separate medium. Nevertheless, electronic text remains distinct from print in that it literally cannot be accessed until it is performed by properly executed code
  • immediacy of code to the text's performance is fundamental to understanding electronic literature, especially to appreciating its specificity as a literary and technical production
  • How to maintain such conventional narrative devices as rising tension, conflict, and denouement in interactive forms where the user determines sequence continues to pose formidable problems for writers of electronic literature, especially narrative fiction.
  • . "Giving the audience access to the raw materials of creation runs the risk of undermining the narrative experience," she writes, while still acknowledging that "calling attention to the process of creation can also enhance the narrative involvement by inviting readers/viewers to imagine themselves in the place of the creator.
  • Hypertext fiction, network fiction, interactive fiction, locative narratives, installation pieces, "codework," generative art and the Flash poem are by no means an exhaustive inventory of the forms of electronic literature, but they are sufficient to illustrate the diversity of the field, the complex relations that emerge between print and electronic literature, and the wide spectrum of aesthetic strategies that digital literature employs
  • . Such close critical attention requires new modes of analysis and new ways of teaching, interpreting, and playing. Most crucial, perhaps, is the necessity to "think digital," that is, to attend to the specificity of networked and programmable media while still drawing on the rich traditions of print literature and criticism.
  • One problem with identifying the hyperlink as electronic literature's distinguishing characteristic was that print texts had long also employed analogous technology in such apparati as footnotes, endnotes, cross-reference, and so on, undermining the claim that the technology was completely novel. Perhaps a more serious problem, however, was the association of the hyperlink with the empowerment of the reader/user. As a number of critics have pointed out, notably Espen J. Aarseth, the reader/user can only follow the links that the author has already scripted.
  • ergodic literature
  • The shortcomings of importing theoretical assumptions developed in the context of print into analyses of electronic media were vividly brought to light by Espen J. Aarseth's important book Cybertext: Explorations of Ergodic Literature.
  • ," texts in which "nontrivial effort is required to allow the reader to traverse the text"
  • The deepest and most provocative for electronic literature is the fifth principle of "transcoding," by which Manovich means the importation of ideas, artifacts, and presuppositions from the "cultural layer" to the "computer layer" (46).
  • arguing that print texts also use markup language, for example, paragraphing, italics, indentation, line breaks and so forth.
  • Complementing studies focusing on the materiality of digital media are analyses that consider the embodied cultural, social, and ideological contexts in which computation takes place.
  • electronic literature can be seen as a cultural force helping to shape subjectivity in an era when networked and programmable media are catalyzing cultural, political, and economic changes with unprecedented speed.
  • Liu urges a coalition between the "cool" — designers, graphic artists, programmers, and other workers within the knowledge industry — and the traditional humanities, suggesting that both camps possess assets essential to cope with the complexities of the commercial interests that currently determine many aspects of how people live their everyday lives in developed societies.
  • The Laws of Cool: Knowledge Work and the Culture of Information
  • Realizing this broader possibility requires that we understand electronic literature not only as an artistic practice (though it is that, of course), but also as a site for negotiations between diverse constituencies and different kinds of expertise.
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    Hayles
Nele Noppe

Confessions of an Aca/Fan: Archives: From a Cyberspace of Their Own to Television 2.0: ... - 1 views

  • I haven't a clue why so little is written about humor. Having a background in sociolinguistics, I have a particular interest in language practices and in how things get said, not just in what gets said. Humor plays such an important role in the community making process, cutting across fan interactions and practices, including romantic and erotic talk.
  • As I argued in Cyberspaces, humor is bound up with class, gender and by extension race and ethnicity and nationality.
  • Due South with its American fan base was part of what Chris Barker calls reverse flow. In his 1999 book, Television, Globalization and Cultural Identities, he challenged the notion that the one-way flow of American programming to the rest of the world would lead to the homogenization of culture and the erasure of local and national identities. The more likely outcomes, he argued, were fragmentation and hybridization.
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  • Of course not all fans responded this way but even the well-meaning comments made in defense of David's actions served to erase his identity as a gay man. I described these fans as textual gamekeepers. Unlike the slash fiction writers who poach by queering the characters that have been written by the producers as straight, these fans "straightened out" the gay storylines. I bet there's a whole lot more textual gamekeeping going on in fandom that has yet to be uncovered.
Nele Noppe

Crowdsourcing - Wikipedia, the free encyclopedia - 0 views

  • Some possible pitfalls of crowdsourcing include the following: Added costs to bring a project to an acceptable conclusion. Increased likelihood that a crowdsourced project will fail due to lack of monetary motivation, too few participants, lower quality of work, lack of personal interest in the project, global language barriers, or difficulty managing a large-scale, crowdsourced project. Below-market wages[20] or no wages at all. Barter agreements are often associated with crowdsourcing. No written contracts, non-disclosure agreements, or employee agreements or agreeable terms with crowdsourced employees. Difficulties maintaining a working relationship with crowdsourced workers throughout the duration of a project. Susceptibility to faulty results caused by targeted, malicious work efforts. Though some critics believe crowdsourcing exploits or abuses individuals for their labor, studies into the motivations of crowds have not yet shown that crowds feel exploited. On the contrary, many individuals in the crowd experience significant benefits from their participation in crowdsourcing applications.[21][22][23][24] Further authors discuss both risks and rewards of using crowdsourcing as a means of balancing global inequalities.[25]
  • The term has become popular with businesses, authors, and journalists as shorthand for the trend of leveraging the mass collaboration enabled by Web 2.0 technologies to achieve business goals. However, both the term and its underlying business models have attracted controversy and criticisms.
Nele Noppe

Why Heather can write - 0 views

  • Teachers sometimes complain that popular culture competes for the attention of their students, a claim that starts from the assumption that what kids learn from media is less valuable than what schools teach. Here, however, much of what is being mastered are things that schools try-and too often fail-to teach their students. (It has been said that if schools taught sex education the same way they taught writing, the human race would die out in a generation.)
  • such informal teaching occurs across a range of other online communities.
  • we could talk about young anime fans who are teaching each other Japanese language and culture in order to do underground subtitling of their favorite shows.
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  • What difference will it make, over time, if a growing percentage of young writers begin publishing and getting feedback on their work while they are still in high school? And what happens when those young writers compare notes, becoming critics, editors, and mentors? Will they develop their craft more quickly-and develop a critical vocabulary for thinking about storytelling?
  • And writing about Harry offers them something else, too: an audience with a built-in interest in the stories-an interest that would be difficult to match with stories involving original fictional characters. The power of popular culture to command attention is being harnessed at a grassroots level to find a readership for these emerging storytellers.
  • themes that could not be discussed so openly in a school assignment and that might be too embarrassing to address through personal narratives or original characters.
  • Fandom is providing a rich haven to support the development of bright young minds that might otherwise get chewed up by the system, and offering mentorship to help less gifted students to achieve their full expressive potential. Either way, these teens are finding something online that schools are not providing them.
Nele Noppe

Pokémon and international politics? - 0 views

  • She identifies Pokémon as a media form that has defined the current framework, laying the groundwork for peer-to-peer communication and creation of media. While the current generation has outgrown Pokémon, the game franchise shaped how global youth think about culture and gaming. It linked analog and digital media, she proposes, by creating an electronic game that later manifested as a collectible card game, manga, anime, toys and other media. It put portability at the center of the media mix, and helped establish Japanese media content as a transnational source of cultural capital
  • She sees a generation of kids engaging in a set of cultural practices - cutting, pasting, linking and forwarding in spaces like MySpace
  • Individual identity is no longer consumer or producer - there’s a middle ground that includes connoisseur and amateur.
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  • Networks are no longer mass media or purely personal communication - there are community networks that allow communication about niche interests to a large population
  • The work done by the fan community is of impressively high quality and speed - fan substitles are usually distributed to new episodes within 24 hours of their release,
  • Media companies aren’t unaware of this obsessive fandom - their release cycles and their localization of content into different languages often reflects producers watching fan behavior.
  • The Matrix itself is something of a remix, an American film that borrows heavily from the cliches of Japanese and Chinese action films
  • Mimi sees three trends taking place: - a ping-pong back and forth between US and Japanese culture, informing the mass communication aesthetic - a mainstreaming of the otaku aesthetic, a fondness for arcane, complex, richly detailed worlds (think of the popularity of the absurdly detailed universe of Harry Potter, for instance) - remix as a method of localizing and “talking back” to mainstream media.
    • Nele Noppe
       
      a fondness for arcane, complex, richly detailed worlds -love this line!!
  • So here’s a question - does participation in these international joint projects turn into a more generalized form of xenophilia? Do American fans of anime develop a generalized fascination with Japan, which somehow expands from watching Naruto to watching global politics?
Nele Noppe

Snapedom - October Challenge: Severus and the Marauders - 0 views

  • Linguistic violence is never so manifest as in all the corrections, momentary or long-lasting, to which dominated speakers, in a desperate effort towards correction, consciously or unconsciously subject the stigmatized aspects of their pronunciation, their vocabulary (with all the forms of euphemism) and their syntax; or in the confusion which makes them `lose their means', rendering them incapable of `finding their words', as if they had been suddenly dispossessed of their own language.(bolding mine)This is exactly what happens to Snape.
  • According to Bourdieu (from the same source as the quote above):Quote:Symbolic domination really begins when the misrecognition (méconnaissance) implied by recognition (reconnaissance) leads those who are dominated to apply the dominant criteria of evaluation to their own practices(bolding mine)Snape succumbs.
Nele Noppe

Exactly which 'academics' are getting which fandom riled up? - 0 views

  • As far as one can make out from the current squabble in other fandoms, it is not academics as such who are disregarded or disdained by other fen.  It is, almost exclusively, the Faculty of English Language and Literature who have made themselves unwelcome.  This seems to me significant.  It seems to me more significant still that it is, so far as I can determine, primarily American dons of Frenchified theoretical leanings who are making themselves unpopular with the mass of fandom.  I mean, if the academic fen in question were, say, Womersley of St Catz, Shrimpton of LMH, or Turner of Jesus, let alone Jenkyns of LMH, I shouldn’t expect the same quarrel to have arisen. My primary point is simply that this seems not to be a case in other fandoms of something I’ve never seen and don’t anticipate seeing in mine: of ‘the revolting peasants rising against their intellectual superiors’ or of ‘all academics sucking the soul out of fandom like so many Dementors’, which appear to be the two rallying cries here.  One simply doesn’t observe this sort of anger’s attaching to historians or those who read Law at university or even to wild-eyed, Balliol-Wadham-and-Grauniadista sociologists and anthropologists, at least not in my fandom.  Therefore, I submit that it is misleading and contrary to resolution of the quarrel to cast it in terms of all fen in all fandoms against all academics of all schools of thought.
Nele Noppe

Social semiotics - Wikipedia, the free encyclopedia - 0 views

  • Social semiotics is a branch of the field of semiotics which investigates human signifying practices in specific social and cultural circumstances, and which tries to explain meaning-making as a social practice.
  • The crucial implication here is that meanings and semiotic systems are shaped by relations of power, and that as power shifts in society, our languages and other systems of socially accepted meanings can and do change.
  • This altered focus shows how individual creativity, changing historical circumstances, and new social identities and projects can all change patterns of usage and design
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