2008년 6월 8일 일요일
Summary-10
Outline
-history of and surveillance today
-review of the capture model
-definition of privacy
-private versus public
-civil versus economic
-capture
-example: monitoring on the web
-example: search on the web
Surveillance
close watch kept over someone or something
from surveillance to dataveillance
dataveillance/spying
-carnavor
-echelon
-total information awareness agency
now the “terrorism information awareness” project
name change as of may 21, 2003 to mollify congress’ worries about intrusion of the privacy of u.s. citizens
-officially ended in september 2003
Capture (in comparison with surveillance)
•linguistic metaphors (e.g., grammars of action)
•instrumentation and reorganization of existing activities
•captured activity is assembled from standardized “parts” from an institutional setting
•decentralized and heterogeneous organization
•the driving aims are not necessarily political, but philosophical/market driven
Privacy: a definition
•1.
–a. the quality or state of being apart from company or observation
–b. SECLUSION: freedom from unauthorized intrusion.
•2. archaic : a place of seclusion
Privacy: a culturally specific definition
•Does the U.S. Bill of Rights define an individual’s “right to privacy”?
•Not explicitly, but...
–Inferably: e.g., Amendment IV: The right of the people to be secure in their persons, houses, papers, and effects, against unreasonable searches and seizures, shall not be violated, and no Warrants shall issue, but upon probable cause, supported by Oath or affirmation, and particularly describing the place to be searched, and the persons or things to be seized.
–Implicitly: e.g., Amendment IX: The enumeration in the Constitution, of certain rights, shall not be construed to deny or disparage others retained by the people.
Architectures of privacy
•from doors, windows and fences
•to wires, networks, wireless networks, databases and search engines
example: architecture of the web
•examples of anti- & monitoring architectural features of the web
–HTTP headers
•cookies
–encryption (anti-monitoring)
•example of searching on the web
–try “googling” yourself
Architectures and Inefficiencies
Sometimes inefficient architectures, inefficient technologies are good technologies because they allow for or facilitate resistance by the less powerful in the face of powerful individuals, corporations and governments
Summary-9
Outline in this class
Identity and cyborgs
–what is a cyborg?
a comparison of democratic, liberal politics; identity politics; biopolitics; and cyborg politics
The main topic in this class was relation between human and cyborg.
We can find cyborg on many S.F movies; the film make cyborg is like a human. And cyborg confused their identity.
biopolitics: politics carried out through the means, the techniques and technologies of health and illness, statistics, the census, epidemiology and demography, the science of race, eugenics, population, abortion, genomics, and new reproductive technologies.
Chimera: “identities” of mixtures & fusions
Definition of chimera (Oxford English Dictionary)
–Painting, Archicture: A grotesque monster formed of the parts of various animals.
–Literature: An unreal creature of the imagination
–Biology: An organism (commonly a plant) in which tissues of genetically different constitution co-exists as a result of grafting, mutation, or some other process.
This sculpture is one of the images of the mixtures.
Definition of cyborg
“A cyborg is a cybernetic organism, a hybrid machine and organism, a creature of social reality as well as a creature of fiction. ... By the late twentieth century, our time, a mythic time, we are all chimeras, theorized and fabricated hybrids of machine and organism; in short, we are cyborgs.”
a cyborg world: from one perspective
From one perspective, a cyborg world is about the final imposition of a grid of control on the planet, about the final abstraction embodied in a Star Wars apocalypse waged in the name of defense, about the final appropriation of women’s bodies in a masculinity orgy of war.
a cyborg world: from another perspective
From another perspective, a cyborg world might be about lived social and bodily realities in which people are not afraid of their joint kinship with animals and machines, not afraid of permanently partial identities and contradictory standpoints.
The “cyborg manifesto”
what is a manifesto?
–compare to the manifestos of art and politics (e.g., surrealism and marxism)
the breakdown of three dichotomies
-human/animal
-machine/organism
-physical/non-physical
“There is nothing about being “female” that naturally binds women.”
“No objects, spaces or bodies are sacred in themselves; any component can be interfaced with any other if the proper standard, the proper code, can be constructed for processing signals in a common language.”
“The cyborg is a kind of disassembled and reassembled, post-modern collective and personal self. This is the self feminists must code.”
(identity and performance / difference)
2008년 5월 24일 토요일
Summary-8
Developing the technology of computer, a part of games was changed many thing. Actually could be difficult to find someone who had played never computer game. It means a computer games are close to our human life. So, in this week, we learned about ‘games’.
computer games: how do they work?
- how do they work “behind the screen”? i.e., how do they work from the perspective of an engineer? =a simple example of pong
- how do they work “in front of the screen”? i.e., how do they work for the audience or participant? =Sherry Turkle on computer games and processes of identification
=Henry Jenkins on computer games, gender and space
What’s in a game engine?
graphics
physics
ai
...and a lot more
game “mods”
Mod (modification: fps, rpgs, real-time strategy games)
– by general public or developer
– can be entirely new games in themselves
– partial conversions (total conversions)
movies with game engines
example: tum raider (original: tomb raider). For myself, tomb raider is one of my favorite game.
programming: an example
pong in flash (original pong / mod 1 / mod 2)
– physics: what makes the ball bounce?
– AI: can an opponent be programmed to play against a human player?
what makes a good game?
play? Or story?
The game need both good play(or control) and good story. But in my opinion I like a game which a attractive story.
Ludology versus Narratology
One of the reasons I think Myst was successful was that people are used to being entertained with stories. There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that—and the other is game play —blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with. I think the mass market audience is more familiar with story. The first campfire the guys on the hunt come back with a story to tell--that is something anybody can partake in.”
Two issues to consider from film theory
1. identification:
How do people relate to the characters and action on the screen?
e.g., what do women do/think when the hero is a man versus when the hero is a woman?
What does a designer or filmmaker do to facilitate the audience’s/players’ relations with characters and actions on the screen?
e.g., filmmaking techniques: POV, suture, the 180 degree rule, etc.
2. space:
What is the space of cinema/games? what can the audience/player see or do there?
What can the designer or filmmaker do to increase, decrease, or change the space?
e.g., montage and also think about the filming and editing techniques listed above concerning identification
video games as “metaphysical machines”
...as “perfect mirrors”
...as “drugs”
...as “contests”
identification
Identification is known to psycho-analysis as the earliest expression of an emotional tie with another person. It plays a part in the early history of the Oedipus complex. A little boy will exhibit a special interest in his father; he would like to grow like him and be like him, and take his place everywhere. We may say simply that he takes his father as his ideal.
Space: what’s a boy’s space?
•is it a place where boys can...
–enjoy lurid images?
–prove themselves with stunts?
–gain mastery?
–(re)produce hierarchies?
–vent aggressive feelings?
–engage in scatological humor?
–competitively role-play?
–and bond together
space: what’s a girl’s space?
-Brenda Laurel says: “Girl space is a space of secrets and romance, a space of one’s own in a world which offers you far too little room to explore.” (quoted in the Jenkins’ article)
-Is Laurel correct?
games and gender
-what’s a girl’s game? The Sims?
-what’s a boy’s game? Counter-Strike?
Hot and cool media
–Telephone is a cool medium, or one of low definition, because the ear is given a meager amount of information. And speech is a cool medium of low definition, because so little is given and so much has to be filled in by the listener. On the other hand, hot media do not leave so much to be filled in or completed by the audience. Hot media are, therefore, low in participation, and cool media are high in participation or completion by the audience. Naturally, therefore, a hot medium ... has very different effects on the user from a cool medium...
So, are video games hot or cool media?
Summary-7
In the beginning we watched ‘Modern Times’ by Charlie Chaplin.
CSCW: computer-supported cooperative work
*Winograd and Flores
–the language/action perspective of work
–a diagram of a conversation for action
key-point in this topic was: “every digital media technology has an architecture using diagrams to compare physical architectures with digital architectures”
Agre
–the surveillance model
–architectures of surveillance
–the capture model & its relation to Winograd and Flores
CSCW
•computer-supported cooperative work (CSCW) is a field of research and design. (ex: CAD/CAM, ABB Powerwall, Drug Design)
–researchers in this field investigate how people work together in groups, and design computer-systems and networks to enable or facilitate group work.
–CSCW is considered to a part of a larger field known as CHI or HCI: human-computer interaction (HCI) design, evaluation, implementation, and study of interactive computing systems for human use.
–Practitioners include Lucy Suchman, Terry Winograd and Fernando Flores (as well as several hundred others in university and corporate research laboratories).
Winograd and Flores
•Winograd and Flores present a methodology for CSCW analysis and design. This methodology is commonly known as the “language/action” perspective.
design as conversation construction
•any organization is constituted as a network of recurrent conversations (ex: issue, topic, theme…)
•conversations are linked in regular patterns of triggering and breakdown (ex: next issues…)
•in creating tools we are designing new conversations and connections (ex: ways, methods, rules…)
•computers are a tool for conducting the network of conversations (ex: how-to, clues ….)
Winograd and Flores: model of conversation
•conversations are sequences of actions because by saying things people are understood to be doing things;
Some questions
What are our patterns of triggering and breakdown? --> linking t to t
How do we use computers and networks to conduct this network of conversations? --> creating tools
What new media technologies might be designed to create new conversations and connections? --> blogs …
Winograd & Flores’ recurrent networks of conversation
capture (in comparison with surveillance)
•linguistic metaphors instead of visual metaphors
•instrumentation and reorganization of activities rather than a non-disruptive data collection
•organization using categories of connected activities (cf. assembly lines) instead of organization by “territories” (e.g., private space versus work space)
•local storage and use of captured data versus centrally organized monitoring
•the driving aims are not necessarily political, but philosophical/market driven
five stage cycle of grammars of action
•analysis
•articulation
•imposition
•instrumentation
•elaboration
political economy of capture
•“...by imposing a mathematically precise form upon previously unformalized activities, capture standardizes those activities and their component elements and thereby prepares them for an eventual transition to market-based relationships.
2008년 4월 27일 일요일
Summary-6
Key point:
-People often interact with media technologies as though the technologies were people.
If we view objects, technologies and natural phenomenon as if they do, in fact, have goals and intentions, then we will design like an artificial intelligence researcher.
On the other hand, if we view objects, technologies and natural phenomenon as if the just look like they have goals and intentions, then we will design like a tool builder for human “users” or “operators” of our tools.
We can find HCI in the history, for example:
Vannevar Bush: memex
J.C.R. Licklider: computer networking, agents
Ivan Sutherland: sketchpad
Doug Engelbart: mouse, GUI, word processing, etc.
Ted Nelson: hypertext
Alan Kay: object-oriented programming, laptops, ...
Where does HCI meet AI?
basic design question: should the computer act like a person?
- agents versus “direct manipulation” even “direct-manipulation” interfaces are based on a “conversation” metaphor: the computer responds immediately to each action or command from the “user” but, there are (at least) two models of conversation information/intention transmission.
- hci lesson from “Sleeper”
1) Reliability
2) Personalization
3) if it isn’t broken, don’t fix it
4) intuitive UI design
A definition of ethnomethodology:
Ethnomethodology simply means the study of the ways in which people make sense of their social world. Ethnomethodology is a fairly recent sociological perspective, founded by the American sociologist Harold Garfinkel in the early 1960s. The main ideas behind it are set out in his book "Studies in Ethnomethodology" (1967). Ethnomethodology differs from other sociological perspectives in one very important respect: Ethnomethodologists assume that social order is illusory. They believe that social life merely appears to be orderly; in reality it is potentially chaotic. For them social order is constructed in the minds of social actors as society confronts the individual as a series of sense impressions and experiences which she or he must somehow organize into a coherent pattern.
2008년 4월 13일 일요일
Summary - 5
Also we have to know some information about Alan Turing. He was founder of computer science, artificial intelligence, mathematician, philosopher, codebreaker. And he invented very interesting game ‘Imitation game’. It is played with three people, a man, a woman, and an interrogator who may be of either sex. The interrogator stays in a room apart from the other two. The object of the game for the interrogator is to determine which of the other two the man is and which the woman is. It is the man's object in the game to try and cause the interrogator to make the wrong identification. The object of the game for the woman is to help the interrogator. We now ask the question, ‘What will happen when a machine takes the part of the man in this game?’ Will the interrogator decide wrongly as often when the game is played like this as he does when the game is played between a man and a woman? These questions replace our original question, “Can machines think?”
2008년 4월 6일 일요일
Summary - 4
1. New media technologies usually reinforce existing social networks or even work to isolate people.
2. (BUT) When new media technologies facilitate new social networks, they simultaneously challenge existing social, political and economic relationships.
Since their introduction, social network sites such as MySpace, Facebook, Cyworld, and Bebo have attracted millions of users, many of whom have integrated these sites into their daily practices. There are hundreds of SNSs, with various technological affordances, supporting a wide range of interests and practices. While their key technological features are fairly consistent, the cultures that emerge around SNSs are varied. Most sites support the maintenance of pre-existing social networks, but others help strangers connect based on shared interests, political views, or activities.
Social network analysis is an interdisciplinary social science, but has been of especial concern to sociologists; recently, physicists and mathematicians have made large contributions to understanding networks in general (as graphs) and thus contributed to an understanding of social networks too.
A social network is a social structure made of nodes that are tied by one or more specific types of interdependency, such as values, visions, idea, financial exchange, friends, dislike, conflict, trade, web links, sexual relations, disease transmission (epidemiology), or airline routes. The resulting structures are often very complex.
Social network analysis views social relationships in terms of nodes and ties. Nodes are the individual actors within the networks, and ties are the relationships between the actors. There can be many kinds of ties between the nodes. Research in a number of academic fields has shown that social networks operate on many levels, from families up to the level of nations, and play a critical role in determining the way problems are solved, organizations are run, and the degree to which individuals succeed in achieving their goals.