Skip to main content

Home/ Groups/ Media Anthropology
Holger Schulze

A Photo Student › Ways of Seeing - John Berger 1972 - 0 views

  •  
    Ways of Seeing is a 1972 BBC four-part television series of 30 minute films created chiefly by writer John Berger and producer Mike Dibb. Berger's scripts were adapted into a book of the same name. The series and book criticize traditional Western cultural aesthetics by raising questions about hidden ideologies in visual images. The series is partially a response to Kenneth Clark's Civilisation series, which represents a more traditionalist view of the Western artistic and cultural canon. The book Ways of Seeing was made by Berger and Dibb, along with Sven Blomberg, Chris Fox, and Richard Hollis. The book consists of seven numbered essays: four using words and images; and three essays using only images. The book has contributed to feminist readings of popular culture, through essays that focus particularly on depictions of women in advertisements and oil paintings. Ways of Seeing is considered to be a seminal text for current studies of visual culture and art history.
Holger Schulze

Edward Morgan Forster: The Machine Stops (1909/BBC 1966) - 0 views

  •  
    The Network Society in a Science Fiction anno 1909/1966: In "The Machine Stops" werden Technologien wie das Fernsehen ("cinematophote"), Videokonferenzen und soziale Netze beschrieben, die erst Jahrzehnte später tatsächlich erfunden wurden. Forster hebt in der Geschichte den Wert unmittelbarer Erfahrungen hervor, die durch den fast ausschließlichen Umgang in virtuellen Gemeinschaften in Frage gestellt werden. Seine Zukunftsvision war ungewöhnlich weitsichtig. In der Geschichte werden viele Nuancen des Online-Lebens beschrieben - und das mehr als 60 Jahre vor den ersten Anfängen des Internet. Erzählt wird von einer Zeit, in der fast alle Menschen unter der Oberfläche der Erde leben. Jedes Individuum lebt isoliert in einer standardisierten "Zelle". Alle körperlichen und geistigen Bedürfnisse werden durch eine allmächtige, globale Maschine erfüllt. Reisen ist zwar erlaubt, aber unbeliebt und selten notwendig. Die gesamte Bevölkerung kommuniziert durch eine Art Instant-Messaging- und Videokonferenz-System, den sogenannten "speaking apparatus". Damit gehen sie ihrer einzigen Aktivität nach, dem Austausch von Wissen und Ideen aus zweiter Hand.
Benjamin Jörissen

Gamers Rights Law » Death of an Avatar - 0 views

  •  
    Death of an Avatar
Benjamin Jörissen

Real-Life Iron Man: A Robotic Suit That Magnifies Human Strength: Scientific American - 0 views

  • CYBERDYNE was launched in June 2004 to commercialize the cybernetic work of a group of researchers headed by Yoshiyuki Sankai a professor of system and information engineering at Japan's University of Tsukuba. Its newest product: the Robot Suit Hybrid Assistive Limb (HAL) exoskeleton, which the company created to help train doctors and physical therapists, assist disabled people, allow laborers to carry heavier loads, and aid in emergency rescues. A prototype of the exoskeleton suit is designed for the small in stature, standing five feet, three inches (1.6 meters) tall. The suit weighs 50.7 pounds (23 kilograms) and is powered by a 100-volt AC battery (that lasts up to five hours, depending upon how much energy the suit exerts).
Benjamin Jörissen

Telepolis mnews: Roboter, unsere Freunde und Begleiter - 0 views

  • Ein von der EU mit 8 Millionen Euro gefördertes, vierjähriges Forschungsprojekt, an dem 10 europäische Universitäten, u.a. Psychologen von der Universität Bamberg, teilnehmen, soll die Beziehungen zwischen Menschen und Robotern untersuchen und neue Roboter mit emotionaler Intelligenz entwickeln, die als langfristige Begleitung von Menschen dienen können.
Benjamin Jörissen

Japan's cyborg research enters the skull - 0 views

  • Researchers at Osaka University are stepping up efforts to develop robotic body parts controlled by thought, by placing electrode sheets directly on the surface of the brain.
Benjamin Jörissen

Virtual child passes mental milestone - 0 views

  • A virtual child controlled by artificially intelligent software has passed a cognitive test regarded as a major milestone in human development. It could lead to smarter computer games able to predict human players' state of mind. Children typically master the "false belief test" at age 4 or 5. It tests their ability to realise that the beliefs of others can differ from their own, and from reality. The creators of the new character – which they called Eddie – say passing the test shows it can reason about the beliefs of others, using a rudimentary "theory of mind".
  • John Laird, a researcher in computer games and Artificial Intelligence (AI) at the University of Michigan in Ann Arbor, is not overly impressed. "It's not that challenging to get an AI system to do theory of mind," he says.
  • More impressive demonstration, says Laird, would be a character, initially unable to pass the test, that learned how to do so – just as humans do.
  • ...1 more annotation...
  • Eddie can pass the test thanks to a simple logical statement added to the reasoning engine: if someone sees something, they know it and if they don't see it, they don't.
    • Benjamin Jörissen
       
      That I'd call cheating. Eddie neither is able to go wrong having the algorithm applied, nor has made any kind od experience leading to the insight that enables to pass the test. The cognitive structures allowing human kids to pass the test are much more complex and "rich" than that simple algorithmic rule. They imply a whole world of (social) perspective taking.
1 - 20 of 79 Next › Last »
Showing 20 items per page