digital platforms

By Daniel Johanne…, 17 June, 2021
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9780190889760
Pages
226
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Abstract (in English)

Individuals all over the world can use Airbnb to rent an apartment in a foreign city, check Coursera to find a course on statistics, join PatientsLikeMe to exchange information about one’s disease, hail a cab using Uber, or read the news through Facebook’s Instant Articles. In The Platform Society, Van Dijck, Poell, and De Waal offer a comprehensive analysis of a connective world where platforms have penetrated the heart of societies—disrupting markets and labor relations, transforming social and civic practices, and affecting democratic processes. The Platform Society analyzes intense struggles between competing ideological systems and contesting societal actors—market, government, and civil society—asking who is or should be responsible for anchoring public values and the common good in a platform society. Public values include, of course, privacy, accuracy, safety, and security; but they also pertain to broader societal effects, such as fairness, accessibility, democratic control, and accountability. Such values are the very stakes in the struggle over the platformization of societies around the globe. The Platform Society highlights how these struggles play out in four private and public sectors: news, urban transport, health, and education. Some of these conflicts highlight local dimensions, for instance, fights over regulation between individual platforms and city councils, while others address the geopolitical level where power clashes between global markets and (supra-)national governments take place.

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By Daniel Johanne…, 13 June, 2021
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44-54
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5.1.
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Abstract (in English)

How has the Internet transformed Chinese poetry today? How has the democratization of publishing poetry online challenged the traditional gatekeepers, and how has this affected the quality of modern poetry? Heather Inwood explores these questions and reveals how such tectonic shifts have reinforced the status of poetry as a social form of culture, one that possesses great symbolic importance for China no matter who is doing the writing or critiquing.

By Daniel Johanne…, 2 June, 2021
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This paper outlines public archives of electronic literature authoring tools and technologies via git version control as a platform for decentralized organization, with a specific focus on current and proposed future uses of the GitHub platforms. How are the source code and tooling for creating electronic literature maintained currently preserved through public open source, and how might ELO initiatives and community best practices engage with them in the future?Throughout its history electronic literature has been been widely varied and proliferated in many ways: varied in forms or artifacts that are experimental or avant-garde in themselves, varied in modes of distribution across various platforms (including popular and experimental forms), and varied in the authoring tools and techniques used to create it. This proliferation and continual engagement with the *now* of rapid technological change is by its nature usually attached to relatively ephemeral software and hardware forms, whether StorySpace, Flash, the Nintendo DS, et cetera. As most electronic literary works are therefor by default ephemera, a long-held core mission of electronic literature communities of practice has been the preservation, archiving, and dissemination of electronic literature works. A survey briefly considers the context of many existing initiatives to catalog and archive such works -- in particular, the examples of the ELMCIP Electronic Literature Knowledge Base (https://elmcip.net/), the CELL Search Engine (https://cellproject.net/), and IFDB: the Interactive Fiction Database (https://ifdb.tads.org/). As the CELL project describes it: "To the degree that inclusion in a database is now the publishing event and the life of a literary work is defined through a trail of linked commentaries and active responses, the gathering and identification of works becomes itself a creative and scholarly activity." Currently these database catalogs tend to be primarily artifact-centric -- focused primarily on preserving a "work" -- rather than tool-centric or platform-centric, focused on preserving a practice, craft, or creative mode.By contrast, several electronic literature authoring communities of practice are organized around particular genres or platforms -- for example, hypertext authors using Twine, IF authors using Inform, or bot authors using Tracery -- make extensive use of open source repositories and hosts such as GitHub in order to develop and disseminate authoring tools, platforms, libraries, and plugins et cetera for electronic literature authoring. These tend to be decentralized, supported by small numbers of self-hosting developers who are addressing to specific active communities of practice in their own terms. One practical consequence of this is tagging: umbrella terms such as "electronic literature" or "elit" are almost unknown in GitHub repository tags.The paper concludes by putting forward a model for a public open source archive for electronic literature tool and platform source code, based on cataloging and mirroring a collection of forks of existing code bases drawn from across multiple electronic literature authoring communities. It is modeled on a related project in the area of creative computing, the Archive for Processing initiative (https://github.com/archive-for-processing/archive-for-processing).

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Platform referenced
By Daniel Johanne…, 2 June, 2021
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Abstract (in English)

This research will attempt to define a new cultural and socio-economic movement we will tentatively call ‘Platformism.’ We will define Platformism as a contemporary overarching meta-narrative driven by the networked communities and economies made possible by software apps which can be considered at once discrete platforms, and forming part of broader ecosystems affecting almost every sphere of human experience. By delineating and mapping Platformism as an evolving system of complex and disputed territories, our purpose is to explore how creative practices including writing and literature can function in, through and against the platform.Beginning with the 2020 Covid emergency travel and movement restrictions, there has been a dramatic acceleration of the already significant mass-migration toward digital platforms. Networked platforms have multiplied in form and function, and (according to the hyperbole of some companies offering these services) cater to almost every aspect of human being. Many of these platforms have been proposed as alternatives to traditional spaces for social and professional activities. Individuals, groups and communities have experienced a kind of ‘forced experiment’ during this period as they adopted services made possible by online and networked technologies, through computer and mobile telephony, often for the first time.Contemporary writers and other creative practitioners are no exception to this digital mass-migration. Not surprisingly, many artists have embraced Platformism; its promise of new feelings through innovative software; its claims of ‘exposure’ through access to massive user-bases; its non-stop attention/affirmation cycles through ubiquitous always-on technologies. We will argue against accepting the platform as a neutral, arbitrary and isolated substrate passively awaiting inscription by the user/artist. From this perspective, an understanding of Platformism can be useful for observing and developing art and literature in, through, and against the platform.We will present a speculative Platformist ‘manifesto’, algorithmically generated through the statistical analysis of a large number of ‘terms of service’ documents taken from existing software and hardware platforms. This Platformist Manifesto resignifies the legal agreements of social media sites (such as Twitter, Facebook, and Instagram) with hardware platforms (such as Apple, Google, Microsoft, Playstation, and Nintendo) into a general declaration which can reveal underlying intentions, motives and beliefs.This generative manifesto will also reveal the metanarratives of Platformism, allowing the reader to form a mental mindscape. These topographies may suggest the limits of the Platform, or at least offer pathways to navigate its boundaries. Our purpose in mapping this territory is to cultivate opportunities for commoning our struggles and priorities, to forge artistic and social positions within these topographies. To return writing to the edge.

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By Lene Tøftestuen, 26 May, 2021
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Abstract (in English)

While Covid-19 may have fractured our public, private, and professional narratives of normalcy, out of this slow-moving and surreal catastrophe, new images of the future imaginary began to emerge, as well as new creative practices for collaborative (re)imagining. The Digital Literacy Centre is a collective of researcher/academic/artists at the University of British Columbia who are interested in exploring innovative approaches to literacy, digital media research, and experimental methodologies for technologically enriched meaning-making practices and collaboration. Like everyone in the world, each of us in the DLC experienced the pandemic individually as a diffracted and intensely intimate encounter and yet also collectively, as a shared story, one that we were narrating together in real time, however virtually. We decided to take up this evolving pandemic moment as a technological and creative research challenge to engage with the innovative digital platforms at our disposal towards collaborative futures imagining during a time of crisis. Skunk Tales is the result— a multimodal, collaborative futures fiction that we wrote/composed/sonified/and performed in chapters that map an imagined future of human interactions with literate technologies.In this paper, we describe a collaborative, technologically-mediated storying methodology that enacts “the diffraction patterns that arise when specific aural experiences are rubbed against specific narrations of human-technological coupling” (Cecchetto, 2013, p. 3). During our storying sessions, we simultaneously sonified the emergent narrative data using Singling, a Text-to-MIDI (Musial Instrument Digital Interface) linguistic data sonification software. We developed Singling for the sonification and visceralization of textual data in qualitative research and analysis. Capable of sounding discrete characters, symbols, and punctuation, as well as word forms in lexicogrammatical categories of English language texts, Singling transforms text into user-determined soundscapes. As we wrote Skunk Tales, we invited the emergent soundings to permeate the futures imagining and become entangled with the movements of the narrative. As Cecchetto (2013) argued, “It is precisely the forceful quality of sound that makes it an agent of modulation that can help to amplify certain elements of narratives of human-technological coupling, making them audible” (p. 4). This paper maps our creative futures research generation that is informed by technological posthumanism and how “different technologies of text production suggest different models of signification… initiat[ing] new experience of embodiment; and embodied experience interacts with codes of representation to generate new kinds of textual worlds” (Hayles, 1993, p. 69). Sound permeates the methodology and the resulting diffracted narratives, both theoretically, materially, and thematically.We first began the narrative face to face, in the early days of the pandemic, and then diffracted outwards into social isolation and virtual jam sessions; we extended the narrative beyond the limits of our collective and into a storying performance at the 2020 Artful Inquiry Research Group virtual conference, during which we wrote and sonified a chapter live in virtual space. As such, Skunk Tales is a pandemic tale, sounding the evolution of a future now receding into the past, while simultaneously signifying new possibilities for dynamic arts-based conversations between subjectivities, technologies, sounds, and meanings.

(Source: authors' own abstract)

Creative Works referenced
By Carlota Salvad…, 24 May, 2021
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Abstract (in English)

The forced confinement due to the Covid-19 pandemic has been framed as a condition from which to reassess modern life's habits and values, and build upon such reassessment in order to reimagine a more sustainable and equitable future. A ubiquitous feature of such confinement has been the transition from physical/presential modes of expression and interaction to virtual ones, typically supported through electronic platforms. In the current conditions of physical distancing and confinement, electronic-platform culture presents a tension between two opposite but coexisting aspects – isolation and connectedness – both of which it seems to amplify: the former through its implication of physical distance, the latter through its global reach. My poster will offer a reflection on today's recourse to electronic platforms under conditions of physical confinement in light of physiological evidence and philosophical ideas, in particular the work of ancient Chinese thinker Zhuang Zhou's (369-286 BC) emphasis on contemplation as vehicle for the achievement of virtue and wisdom.

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Description (in English)

The project explores the politics of erasure and the temporality of voices within the context of digital authoritarianism. Unerasable Characters II presents the sheer scale of unheard voices by technically examining and culturally reflecting the endlessness, and its wider consequences, of censorship that is implemented through technological platforms and infrastructure.

The project collects unheard voices in the form of censored/erased (permission denied status via the official API) text, including emojis, symbols, English and Chinese characters, which is based on one of the biggest social media platform in China called Weibo. A daily scraping script is used to fetch those text via Weiboscope, a data collection and visualization project, developed by Dr. Fu King Wa from The University of Hong Kong, in which the system has been regularly sampling timelines of a set of selected Chinese microbloggers who have more than 1,000 followers or whose posts are frequently censored.

Consisting of a custom-software (written in Python and p5.js) that scrapes the erased “tweets” from Weiboscope on a daily basis, the project presents the archives in a grid format. Each tweet is deconstructed into a character-by-character display that occupies a flashing unit for a limited period. The duration of each ‘tweet’ is computed from the actual visible time on Weibo, and the visual will transform from a busy canvas to an empty one with all disappearance of text. The program will then fetch a new set of archives and the cycle will repeat endlessly. It takes an average of 4 hours per cycle to empty the screen.

Unerasable Characters II raises questions regarding not only data capture from a corporational perspective, but also the matters of who might be the readers in digital platforms like Weibo, and even the wider influential audio and web conference platform like Zoom, where online events were being censored globally. The project further points to the operations of censorship that requires different levels of collaboration between corporations, states, human labours, the intelligence of machines and algorithms, but more importantly is to examine the contested notions of "violation of policies" (rule of law) as the seemingly common argument of corporations, as well as wider issues of censorship and the threats to free speech and academic freedom.

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By Hannah Ackermans, 29 October, 2015
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Abstract (in English)

This workshop invites participants to consider the possibilities for their work of emerging forms of digital scholarship. Participants will consider how digital platforms permit them to create media-rich and interactive publications that bring scholarly analysis and visual media together in lively and engaging ways. At the heart of the workshop is a hands-on introduction to the digital authoring platform, Scalar (http://scalar.usc.edu), a project funded by the Mellon Foundation as part of the Alliance for Networking Visual Culture.

(source: ELO 2015 catalog)