CMS Colloquium Podcast
CMS Colloquium Series Podcast
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Podcast: Communications Forum: "The Gutenberg Parenthesis: Oral Tradition and Digital Technologies"
Is our emerging digital culture partly a return to practices ...
Is our emerging digital culture partly a return to practices and ways of thinking that were central to human societies before the advent of the printing press? This question has been posed with increasing force in recent years by anthropologists, folklorists, historians and literary scholars, among them Thomas Pettitt, who has contributed significantly to elaborating and communicating the version of this question named in the title of today's forum. The concept of a "Gutenberg Parenthesis" -- formulated by Prof. L. O. Sauerberg of the University of Southern Denmark -- offers a means of identifying and understanding the period, varying between societies and subcultures, during which the mediation of texts through time and across space was dominated by powerful permutations of letters, print, pages and books. Our current transitional experience toward a post-print media world dominated by digital technology and the internet can be usefully juxtaposed with that of the period -- Shakespeare's -- when England was making the transition into the parenthesis from a world of scribal transmission and oral performance. MIT professors Peter Donaldson and James Paradis join Thomas Pettitt in a discussion of the value of historical perspectives on our technologizing human present. Download!
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Podcast: Communications Forum: "Government Transparency and Collaborative Journalism"
Linda Fantin and Ellen Miller, with moderator Chris Csikszentmihalyi In ...
Linda Fantin and Ellen Miller, with moderator Chris Csikszentmihalyi In December, the Obama administration directed federal agencies and departments to implement "principles of transparency, participation, and collaboration," including deadlines for providing government information online. At the same time, citizens and journalists are developing new technologies to manage and analyze the exponential increase in data about our civic lives available from governmental and other sources. What new ways of gathering and presenting information are evolving from this nexus of government openness and digital connectedness? Download!
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GAMBIT staff video podcasts from GDC
The GAMBIT Game Lab is closed this week as the ...
The GAMBIT Game Lab is closed this week as the staff attends the 2010 Game Developers Conference in San Francisco--but they haven't been out of touch with MIT, as events coordinator Generoso Fierro keeps uploading great conversations by Gambit staff about the topics coming up at GDC. Download video from day 1!
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Podcast: "Robots and Media: Science Fiction, Anime, Transmedia, and Technology"
Ian Condry, Associate Director of MIT Comparative Media Studies and ...
Ian Condry, Associate Director of MIT Comparative Media Studies and Associate Professor of Foreign Languages and Literatures, will discuss the prevalence of giant robots in anime (Japanese animated films and TV shows). From the sixties to the present, robot or "mecha" anime has evolved in ways that reflect changing business models and maturing audiences, as can be seen in titles like Astro Boy, Gundam, Macross, and Evangelion. How can we better understand the emergence of anime as a global media phenomenon through the example of robot anime? What does this suggest about our transmedia future? Cynthia Breazeal, Associate Professor at the MIT Media Lab and founder/director of the Lab's Personal Robots Group, will discuss how science fiction has influenced the development of real robotic systems, both in research laboratories and corporations all over the world. She will explore of how science fiction has shaped ideas of the relationship and role of robots in human society, how the existence of such robots is feeding back into science fiction narratives, and how we might experience transmedia properties in the future using robotic technologies. Download!
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Podcast: "Code and Platform in Computational Media"
Computing plays an important role in some types of media, ...
Computing plays an important role in some types of media, such as video games, digital art, and electronic literature. It seems evident that an understanding of programming and computing systems may help us learn more about these productions and their role in culture. But few have focused on the levels of code and platform. Adding these neglected levels to digital media studies can help to advance the field, offering insights that would not be found by focusing on the levels of experience and interface by themselves. The recent project of Critical Code Studies and two book series just started by The MIT Press, Software Studies and Platform Studies, represent a new willingness to consider digital media at these levels. With reference to mass-market and more esoteric systems and works, ranging from Atari 2600 and arcade games to Talan Memmott's Self Portrait(s) [as Other(s)], this talk describes how looking at the code and platform levels can enhance our comparative media studies of computational works. Nick Montfort is associate professor of digital media at MIT and has been part of dozens of academic, editorial, and literary collaborations. Download!
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Podcast: "Old-fashioned Futures and Re-fashionable Media"
Joel Burges and Wayne Marshall, MIT's Mellon Fellows in the ...
Joel Burges and Wayne Marshall, MIT's Mellon Fellows in the Humanities (2009-11), will contribute to the rethinking of media studies at MIT by taking up the shared metaphor of fashion—the fashionable, the old-fashioned, the re-fashioned. Burges will talk about the turn away from the digital in contemporary cinema, particularly the case of Fantastic Mr. Fox, in an attempt to think about the uneven development of media over time. Marshall will discuss how popular but privatized platforms like Facebook and YouTube, pop culture fashion—and the negotiable refashionability of both—present crucial challenges to the study of media today. Joel Burges works at the intersection of literary studies, critical studies, and media studies. His first book, which is in progress, is entitled The Uses of Obsolescence; it considers the fate of historical thinking in the media of late modernity, especially literature and cinema. His second book, in its very early stages, is called Fiction after TV; it considers how a major mode of imaginative processing—fiction—is altered by the introduction of TV to post-1945 mediascapes. Wayne Marshall is an ethnomusicologist, blogger (wayneandwax.com), and DJ, specializing in the musical and cultural production of the Caribbean and the Americas, and their circulation in the wider world. Currently a Mellon Fellow at MIT, he's writing a book on music, social media, and digital youth culture. He co-edited and contributed to Reggaeton (Duke 2009) and has published in journals such as Popular Music and Callaloo while writing for popular outlets like XLR8R, The Wire, and the Boston Phoenix. Download! (Intro music "Sweet and Lovely", Ahmad Jamal Trio)
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Podcast: Comparative Media Insights: "Race, Rights, and Virtual Worlds: Digital Games as Spaces of Labor Migration"
As ICT's become available to new groups of users, notably ...
As ICT's become available to new groups of users, notably those from the global South, new social formations of virtual labor, race, nation, and gender are being born. And if virtual world users' claims to citizenship and sovereignty within them are to be taken seriously, so too must the question of "gray collar" or semi-legal virtual laborers and their social relations and cultural identity in these spaces. Just as labor migrants around the globe struggle to access a sense of belonging in alien territories, so too do virtual laborers, many of whom are East and South Asian, confront hostility and xenophobia in popular gaming worlds and virtual "workshops" such as World of Warcraft and Amazon's Mechanical Turk. Do these users have the right to have rights? This presentation considers the affective investments and cultural identities of these workers within the virtual worlds where they labor. Lisa Nakamura is the Director of the Asian American Studies Program, Professor in the Institute of Communication Research and Media Studies Program and Professor of Asian American Studies at the University of Illinois, Urbana Champaign. She is the author of Digitizing Race: Visual Cultures of the Internet (University of Minnesota Press, 2007), Cybertypes: Race, Ethnicity, and Identity on the Internet (Routledge, 2002) and a co-editor of Race in Cyberspace (Routledge, 2000). She has published articles in Critical Studies in Media Communication, PMLA, Cinema Journal, The Women's Review of Books, Camera Obscura, and the Iowa Journal of Cultural Studies. She is editing a collection with Peter Chow-White entitled Digital Race: An Anthology (Routledge, forthcoming) and is working on a new monograph on Massively Multiplayer Online Role playing games, the transnational racialized labor, and avatarial capital in a "postracial" world. Download!
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Video: Comparative Media Insights: "Western Otaku: Games Crossing Cultures"
From Nintendo's first Famicom system, Japanese consoles and videogames have ...
From Nintendo's first Famicom system, Japanese consoles and videogames have played a central role in the development and expansion of the digital game industry. Players globally have consumed and enjoyed Japanese games for many reasons, and in a variety of contexts. This study examines one particular subset of videogame players, for whom the consumption of Japanese videogames in particular is of great value, in addition to their related activities consuming anime and manga from Japan. Through in-depth interviews with such players, this study investigates how transnation fandom operates in the realm of videogame culture, and how a particular group of videogames players interprets their gameplay experience in terms of a global, if hybrid, industry. Mia Consalvo is a visiting associate professor in the Comparative Media Studies program at MIT. She is the author of Cheating: Gaining Advantage in Videogames and is co-editor of the forthcoming Blackwell Handbook of Internet Studies. Download!
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Podcast: Comparative Media Insights: "From Gamer Theory to Critical Practice"
How might the critical tradition in media studies respond to ...
How might the critical tradition in media studies respond to the wildly proliferating media phenomena of today? In this presentation, Ken Wark starts with his own experience writing Gamer Theory as a 'networked book', mediating between Plato, Wordpress, and World of Warcraft. This was an experiment in which critical media approaches were made to confront the computer game as an historically specific form, the form perhaps of our times. It was also an attempt to create online tools for a specifically critical mode of collaborative writing, at some remove from the argumentative and consensus style of the blog and wiki respectively. A third dimension to the experiment explored the relation of the gift of writing, of time, of attention, to the commodified form of the book. What can be learned from the results of this experiment? How can media studies be both in and of the emergent media forms, and yet retain a creative and critical distance from them? It is in its difference from what it studies that media studies begins to find the intellectual resources to respond adequately to the extraordinary world of media, in all its historical and anthropological depth and breadth. McKenzie Wark is chair of Culture & Media and associate dean of Eugene Lang College, and an associate professor of critical studies at the New School for Social Research. He is the author of A Hacker Manifesto (Harvard UP, 2004), Gamer Theory (Harvard UP, 2007) and various other things. Download Here!
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Podcast: Comparative Media Insights: "Art of the Impossible: Utopia, Imagination, and Critical Media Practice"
In an economy of informational abundance, does the traditional truth-revealing ...
In an economy of informational abundance, does the traditional truth-revealing role of critical media practice still have any political relevance? Or are there other, perhaps more politically potent, ways of thinking about the liberatory possibilities of media? By considering a range of examples, from Thomas More's 16th century Utopia to 21st century political art, we will explore the possibilities and pitfalls of mediated utopias as a means of revitalizing the critical practice of communications. Of particular interest are impossible utopias, "no-places" whose unrealizability is inscribed in their depiction. For it is through the encounter with their very impossibility that conditions for new critique and new imagination may be created. Stephen Duncombe is an Associate Professor at the Gallatin School of New York University where he teaches the history and politics of media. He is the author of Dream: Re-Imagining Progressive Politics in an Age of Fantasy and Notes From Underground: Zines and the Politics of Underground Culture, the editor of the Cultural Resistance Reader, and co-author of The Bobbed Haired Bandit: A True Story of Crime and Celebrity in 1920's New York. He also writes on the intersection of culture and politics for a range of scholarly and popular publications, from the cerebral, The Nation, to the prurient, Playboy. Duncombe is a life-long political activist, co-founding a community based advocacy group in the Lower East Side of Manhattan and working as an organizer for the NYC chapter of an international direct action group. Currently, he is a Research Associate at the Eyebeam Center for Art and Technology in New York City where he co-founded and organized "The College of Tactical Culture" and is engaged in an ongoing investigation into the efficacy of political art. He is currently working on a book on the art of propaganda during the New Deal. Download Here!