Notes on: Convergence Culture by Henry Jenkins

January 7th, 2010 by admin

The story of Dino Ignacio a Filipino-American high school student who photoshop-ed Sesame Street’s Bert interacting with Osama Bin Laden as part of a series of ‘Bert is Evil’ images,  is a classic example of convergence causing cultural unrest (Jenkins, 2006, p.1)

‘Convergence does not occur through media appliances, however sophisticated they become. Convergence occurs within the brains of individual consumers and through their social interactions with others.’

(Jenkins, 2006, p.2)

‘Collective intelligence can be seen as an alternative source of media power. We are learning how to use that power through our day-to-day interactions within convergence culture. Right now, we are mostly using this collective power through our recreational life, but soon we will be deploying those skills for more “serious” purposes.’

(Jenkins, 2006, p.4)

Nicholas Negroponte predicted in his 1990 Being Digital drew a sharp contrast between passive old media and interactive new media and predicted a collapse of broadcasting networks in favour of narrowcasting and niche media on demand.

‘The monolithic empires of mass media are dissolving into an array of cottage industries… Media barons of today will be grasping to hold onto their centralized empires tomorrow…The combined  forces of technology and human nature will ultimately take a stronger hand in plurality than any laws Congress can invent.’

(Negroponte, 1995, p.54)

Freedom is fostered when the means of communication are dispersed, decentralized, and easily available, as are printing presses or microcomputers. Central control is more likely when the means of communication are concentrated, monopolized, and scarce, as are great networks.”

(de Sola Pool,1983, p.5)

Black box fallacy, old media won’t die but delivery technologies will come and go.

Visit to TAIK, Helsinki

December 18th, 2009 by admin

At the University of Art & Design, Helsinki I met Dean Teemu Leinonen and Professor Philip Dean of Media Lab. Media Lab is a School in its own right, specialising in Masters Level study and PhD supervision.

Teemu and Philip talked me through the programme structures and philosophy of their 2 New Media programmes and also explained their potential future developments which are likely to be variants on New Media; they already have New Media & Sound are currently validating a New Media/Games Design route. The routes have developed out of a concern that whilst students are free select from an extensive range of modules and workshop, they don’t necessarily choose a holistic mix.

Their MAs are 2 years long although their average completion length is 3.5 years as many students find work during study. Student numbers total 28 per year but there are a great number ‘on the books’. The programme/s have an impressive near 100% success rate in placing graduates in industry with a significant number starting their own businesses.

Outside the teaching Media Lab, has a number of research groups undertaking both publicly funded and privately sponsored research. Philip, pointed out that their research  had started from modest beginnings with no experienced research staff or culture to speak of, but slowly research experience and subject expertise built on the success of postgraduate interests to a point now where the research culture is self-perpetuating and internationally successful.

Other notably features:

1. Demo Days every semester, students get 5 minutes to present their completed work – could benefit from Q&A incorporated too.

2. A healthy exchange programme keeps ideas and new views filter into the School.

3. Great care and attention paid to completed work. Demo days are webcast and all PhDs are beautifully designed and readied for sale…

4. SSR is unbelievable, 5 lecturers and 3 professors for 50 students. Although this is great, I don’t see so much difference between the standards of TAIK and NU students; it must really benefit research.

The Alloy works with KTN

November 16th, 2009 by admin

 

Leading design consultancy TheAlloy today announced

that it is working with the Creative Industries Knowledge Transfer Network to help the creative industries* share information and shape a future vision of how customers will experience content and how content will be distributed in the future digital marketplace.

See full article

http://www.thealloy.com/news-views/files/091019-CIKTN-survey-launch/Alloy_CIKTN-201009-approved.pdf

 

 

Protected: Interview: Darren Richardson, Gardiner-Richardson

October 28th, 2009 by admin

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International Conference on Information Society

October 12th, 2009 by admin

International Conference on Information Society (i-Society 2010),
Technically Co-Sponsored by IEEE UK/RI Computer Chapter
28-30 June, 2010, London, UK
www.i-society.eu

The International Conference on Information Society (i-Society 2010)
is Technically Co-Sponsored by IEEE UK/RI Computer Chapter.
The i-Society is a global knowledge-enriched collaborative effort
that has its roots from both academia and industry. The conference
covers a wide spectrum of topics that relate to information society,
which includes technical and non-technical research areas.

The mission of i-Society 2010 conference is to provide opportunities
for collaboration of professionals and researchers to share existing
and generate new knowledge in the field of information society.
The conference encapsulates the concept of interdisciplinary science
that studies the societal and technological dimensions of knowledge
evolution in digital society. The i-Society bridges the gap
between academia and industry with regards to research collaboration
and awareness of current development in secure information management
in the digital society.

The topics in i-Society 2010 include but are not confined to the
following areas:

*New enabling technologies
- Internet technologies
- Wireless applications
- Mobile Applications
- Multimedia Applications
- Protocols and Standards
- Ubiquitous Computing
- Virtual Reality
- Human Computer Interaction
- Geographic information systems
- e-Manufacturing

*Intelligent data management
- Intelligent Agents
- Intelligent Systems
- Intelligent Organisations
- Content Development
- Data Mining
- e-Publishing and Digital Libraries
- Information Search and Retrieval
- Knowledge Management
- e-Intelligence
- Knowledge networks

*Secure Technologies
- Internet security
- Web services and performance
- Secure transactions
- Cryptography
- Payment systems
- Secure Protocols
- e-Privacy
- e-Trust
- e-Risk
- Cyber law
- Forensics
- Information assurance
- Mobile social networks
- Peer-to-peer social networks
- Sensor networks and social sensing

*e-Learning
- Collaborative Learning
- Curriculum Content Design and Development
- Delivery Systems and Environments
- Educational Systems Design
- e-Learning Organisational Issues
- Evaluation and Assessment
- Virtual Learning Environments and Issues
- Web-based Learning Communities
- e-Learning Tools
- e-Education

*e-Society
- Global Trends
- Social Inclusion
- Intellectual Property Rights
- Social Infonomics
- Computer-Mediated Communication
- Social and Organisational Aspects
- Globalisation and developmental IT
- Social Software

*e-Health
- Data Security Issues
- e-Health Policy and Practice
- e-Healthcare Strategies and Provision
- Medical Research Ethics
- Patient Privacy and Confidentiality
- e-Medicine

*e-Governance
- Democracy and the Citizen
- e-Administration
- Policy Issues
- Virtual Communities

*e-Business
- Digital Economies
- Knowledge economy
- eProcurement
- National and International Economies
- e-Business Ontologies and Models
- Digital Goods and Services
- e-Commerce Application Fields
- e-Commerce Economics
- e-Commerce Services
- Electronic Service Delivery
- e-Marketing
- Online Auctions and Technologies
- Virtual Organisations
- Teleworking
- Applied e-Business
- Electronic Data Interchange (EDI)

*e-Art
- Legal Issues
- Patents
- Enabling technologies and tools

*e-Science
- Natural sciences in digital society
- Biometrics
- Bioinformatics
- Collaborative research

*Industrial developments
- Trends in learning
- Applied research
- Cutting-edge technologies

* Research in progress
- Ongoing research from undergraduates, graduates/postgraduates and professionals

Important Dates:
Paper Submission Date: January 31, 2010
Notification of Paper Acceptance /Rejection: February 28, 2010
Camera Ready Paper Due: March 15, 2010
Early Bird Attendee registration: January 01, 2010
Late Bird Attendee registration: February 28, 2010
Conference Dates: June 28-30, 2010

For more details, please visit www.i-society.eu

HEA Funding Proposals

October 11th, 2009 by admin

ADM-HEA is pleased to invite funding proposals for projects of 12 months duration, which will run from March 2010 to March 2011.

Applicants will need to demonstrate that their project aims broadly align with the primary purpose of ADM-HEA: to enhance the student learning experience across the HE art, design and media sector with the objectives of developing and supporting learning and teaching. ADM-HEA also encourages and supports the development of new networks and partnerships. There are three key themes for applications this year, which align with ADM-HEA’s current strategy:
Education for sustainable development

This strand aims to assist the development of curricula and pedagogy that will provide students with the necessary skills and knowledge to live and work sustainably.

Student engagement

Relates to ways in which the sector involves learners in all aspects of their higher education experience at course, department and institutional level. These activities range from student involvement in curriculum design and assessment, through to contributions to departmental and institutional policy through membership of faculty boards, engagement in institutional quality processes and involvement in university and college governing bodies.

Quality enhancement and student assessment

In our disciplinary area, this strand may relate, in particular, to issues emerging from and responses to, the National Student Survey (NSS) data. Equally, it could examine ways that courses, departments and institutions collect information on the student learning experience and use this to effect change and enhance quality. We are also keen to encourage work that explores student assessment in art, design and media and the feedback available to students to enhance their learning experiences.

For full details see the ADM-HEA website

Lecture: The Comfort of Hybridity…

September 24th, 2009 by admin

An image from Sian's collection for 'Britain in Pictures' BBC
An image from Sian’s collection for ‘Britain in Pictures’ BBC

 

Lecture: The Comfort of Hybridity: Safety first in the new Dark Age

By Sian Bonnell, University College Falmouth, Image 2.0 Conference, 11/9/9

Sian talked about the practical challenges of working in digital media in reference to her own work.

  • On a commercial level, Fine Art Galleries still wouldn’t pay for digital images due to the ease of replication and lack of physical ownership…
  • Digital is relatively easy and potentially makes everyone an expert photographer or moreover gives one the ability to take good shots. Therefore reducing the skill/value of the professional. Sian talked about her partipation in Digital Picture Britain for BBC4
  • However, digital does give new creative possibilities…

The lecture raised questions for me:

  1. Are we now inadvertently (or openly) celebrating the challenge of technology?
  2. Do we value the skill of capturing the perfect picture over realising the best idea? 

Lecture: Sex and Videogames

September 24th, 2009 by admin

Lecture: Sex and Videogames

By Tanya Krzywinska, Brunuel University, Images 2.0 Conference

An entertaining lecture that explored some of the myths that surround sex and videogames or moreover why there is little sex in videogames:

  • 18 Cert would dramatically cut game sales
  • Why bother? There is plenty on the internet
  • Most games rely on both hands being in play ;o))
  • It could and can happen through user-generated content e.g. in Little Big Planet
  • However, its difficult to sensor games that rely on user control
  • Sex could really only be included in ‘Cut Scenes’
  • Games are all about doing e.g. fighting rather than more sensitive acts

Sex as a game mechanic

  • Playboy Mansion – focuses on the business and management of relationships
  • 7 Sins is also a management games where you have to keep your sins in balance

Looking Closer: Sex as a multiplier

  • Viva Pinata
  • World of Warcraft 3 – ‘Making People’
  • Spore – evolution but no sex?
  • Assassin’s Creed Mashup – sensitve and sensual?
  • Mash-up:  an audio or video genre that consists entirely of parts of other songs or videos, edited to appear as one.

Lecture: 1001 Nights; generative cinema and new film technologies’

September 24th, 2009 by admin

Lecture: 1001 Nights; generative cinema and new film technologies

By Steve Hawley, Manchester Metropolitan University, Image 2.0 Conference 10/9/9

Steve’s engaging talk explored automated generative cinema and storytelling using many examples in film and literature:

  • Afternoon, a story by Michael Joyce (Hypertext Novel)
  • Talespin by Klein and Meehan
  • Steve referred to George Polti’s 36 dramatic situations which showed that computers can write but not read…
  • Mission to Earth by Lev Manovich
  • www.three-thirty.com
  • Steve suggests that Mike Figgis’s Timecode was an ambitious mainstream film in this genre

Lecture: Digital Ethics: Photojournalism and the Public Sphere…Is

September 24th, 2009 by admin

Lecture: Digital Ethics: Photojournalism and the Public Sphere in the age of citizen journalism and the camera phone

By Miriam O’Connor, Image 2.0 Conference, 10/9/9

Miriam gave a very thought provoking lecture on the rise of citizen journalism and its implication for news media and reporting.

  • Is it really citizen journalism or a media enhanced eye witness account?
  • CNN’s I-Report and BBC’s Have Your Say are examples of how reputable news agencies are using citizen journalism.
  • The speed or race to publish could have serious implications: accuracy, danger, exacerabate issues.

Conclusions

  • Its liberating in sensored societies e.g. using Flickr and Twitter
  • Anonymity problematic and could be subverted by authorities
  • Its decentralised and can’t be regulated, however, the fear of being exposed for false reporting may encourage self-regulation.