Posts Tagged ‘culture’

Cultivating Creative China: Making and Remaking Cities, Citizens, Work and Innovation - August 28th, 2012

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to Dr. Silvia Lindtner on defending her thesis this afternoon, “Cultivating Creative China: Making and Remaking Cities, Citizens, Work and Innovation”

“What is the role of creativity in contemporary visions of change and as an aspect of innovation in economies reorienting towards knowledge production such as that of China? Chinese politicians and countercultural technology “makers” seem to agree that creativity is central to China’s development, but do they have the same in mind? How is the notion of creativity simultaneously woven into the governance of everyday urban space, ideas of selfhood and citizenship, and stories of personal and corporate innovation?
This dissertation examines what goes into making narratives of creativity across a range of domains in contemporary China, including central government investments in the so-called creative industry, regional efforts in urban renewal, and grass-roots efforts to promote open source and related forms of commons production. Based on ethnographic fieldwork, it traces how creativity is invoked and cultivated across the areas of hacking, DIY (do it yourself) making and coworking, policy and political narrative. By making, this dissertation takes serious the material and semiotic co-productions that come out of the desire to promote creativity as the way of the future, including the making of spaces, ideas of selfhood and citizenship, and stories of innovation. The lens of making allows us to see that narratives and the material manifestations of cultivating creative China are made through transnational collaborations and visions of global change rather than constituting their outcome. Approaching narratives of creativity through the lens of making challenges dichotomies such as official culture and counterculture, or netizen and citizen. It suggests pay attention to the ways in which people continuously make and remake their social position. A focus on making includes a reorientation from studying making in retrospect towards studying the moments-of-making narratives and things. This is a move from studying the ways in which people people re-imagine the world towards studying how they in so doing also make new worlds. ”

Committee:

  • Paul Dourish (Chair)
  • Melissa Mazmanian
  • Tom Boellstorff
  • Mimi Ito
  • Jeffrey Wasserstrom
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Posted: 8/28/12 11:07 pm UTC by Make the First Comment
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Playing with Genre: User-Generated Game Design in LittleBigPlanet 2 - August 28th, 2012

Moleskins and Pens

Photo courtesy of paulworthington

A new tech report has been posted to the LUCI tech report repository:

Playing with Genre: UserGenerated Game Design in LittleBigPlanet 2
by Joel Ross, Oliver Holmes, Bill Tomlinson

“Although computer and video games are traditionally understood as interactive experiences designed by professional developers, the increasingly social nature of these interactions means that players often become involved in the design process as well. In particular, games that include developer kits and level editors enable a form of participatory culture in which players directly perform usergenerated game design—creating their own game rules and challenges for other players—by means of “modding” or other design activities. We explore how players perform user-generated game design by analyzing player-designed levels in the popular game LittleBigPlanet 2, using game analysis to consider the design of selected levels and how those levels are presented to and viewed by other players. We describe how players create levels that build on the game’s existing genre, but also manipulate this genre to emphasize their own interpretations of what it means to play a video game. This study contributes an initial exploration of a form of end-user design that is of growing importance in video games, with potential implications for the design of future games and other participatory systems.”

Find Tech Reports here: http://luci.ics.uci.edu/#techreports

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Posted: 8/28/12 3:00 pm UTC by Make the First Comment
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The Promise of Play: A New Approach to Productive Play - July 18th, 2011

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to Informatics graduate student Silvia Lindtner and Informatics faculty Paul Dourish on having their paper,
‘The Promise of Play: A New Approach to Productive Play’ accepted to Games and Culture Journal.

Abstract: Games are woven into webs of cultural meaning, social connection, politics, and economic change. This article builds on previous work in cultural, new media, and game studies to introduce a new approach to productive play, the promise of play. This approach analyzes games as sites of cultural production in times of increased transnational mediation and speaks to the formation of identity across places. The authors ground their explorations in findings from ethnographic research on gaming in urban China. The spread of Internet access and increasing popularity of digital entertainment in China has been used as an indicator of social change and economic progress shaped by global flows. It has also been described as being limited by local forces such as tight information control. As such, gaming technologies in China are ideal to ask broader questions about digital media as sites of production at the intersection of local contingencies and transnational developments.

Get a copy of this paper here: http://gac.sagepub.com/content/early/2011/04/21/1555412011402678

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Posted: 7/18/11 6:36 pm UTC by Make the First Comment
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LUCI is doing: Cultures and Politics of Science Cyberinfrastructure - May 11th, 2011

Cultures and Politics of Science Cyberinfrastructure

Cultures and Politics of Science Cyberinfrastructure

What has LUCI been up to recently?

Cultures & Politics of Science Cyberinfrastructure

In large-scale collaborations, we find ourselves among computational systems that work together, produce conflicts, or which sit side by side provoking comparison. This project seeks to analyze how actors navigate cyberinfrastructure as a plural, changing, interconnected set of relations in order to understand the politics of large-scale social-computational systems. Computational technologies comprise not only specific tools but also ways of accounting for work, institutions, and forms of participation. Through ethnographic study of a distributed planetary science mission, we are studying how people make sense of myriad computational systems, and manage a shifting socio-technical landscape through both personal and institutional practices of encoding, scripting, and narrating software legacies.

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Posted: 5/11/11 10:10 am UTC by Make the First Comment
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Japan does not heart the iPhone - February 27th, 2009

shibuya
Photo courtesy of kojihachisu

“The cellular weapon of choice in Japan would be the Panasonic P905i, a fancy cellphone that doubles as a 3-inch TV and features 3-G, GPS, a 5.1-megapixel camera, and motion sensors for Wii-style games. ‘When I show this to visitors from the US, they’re amazed,’ according to journalist Nobi Hayashi, who adds, ‘Carrying around an iPhone in Japan would make you look pretty lame.

Read more at Slashdot

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Posted: 2/27/09 8:36 am UTC by Add Your Comment
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Digital Youth Research - November 20th, 2008

Youth with cell phones

Photo courtesy of flickr:kalebdf 303875647

BoingBoing covered the release of Mimi Ito’s report called “Digital Youth Research”. For those who don’t know, Mimi recently moved into the department of Informatics here at UCI (perhaps soon to be an adjunct faculty member?). She may be eligible (individual circumstances vary), although perhaps not available, to serve on graduate student committees. (The most qualified blog post in history)

Digital Youth Project: If you care about kids and want to understand how they use technology and why, this is a must-read – Boing Boing

“The Digital Youth Project, a MacArthur-funded three year, 22 case study, $3.3 million ethnographic study of what kids are doing online, has wound up and published its results. The project was undertaken by the eminent sociologist Mimi Ito and her talented colleagues (including the incomparable danah boyd) and is the largest and most comprehensive study of young peoples’ internet use ever undertaken in the US.
The conclusions are sane, compassionate, and compelling: in a nutshell, the “serious” stuff we all hope kids will do online (researching papers and so on) are only possible within a framework of “hanging out, messing around and geeking out.” That is to say, all the “time-wasting” social stuff kids do online are key to their explorations and education online. “

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Posted: 11/20/08 7:45 am UTC by Make the First Comment
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A Hybrid Cultural Ecology: World of Warcraft in China - July 29th, 2008

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to Informatics graduate student Sylvia Lindtner and faculty member Bonnie Nardi on getting a paper published in CSCW 2008:
Lindtner, S., Nardi, B., Wang, Y., Mainwaring, S., Jing, H., Liang, W., “A Hybrid Cultural Ecology: World of Warcraft in China”, to appear in Proc. of CSCW 08.

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Posted: 7/29/08 8:33 am UTC by Make the First Comment
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Finding Community Through Information and Communication Technology During Disaster Events - July 20th, 2008

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to Informatics post-doc Irina Shklovski on getting a paper published in CSCW 2008:

Shklovski, I., Palen, L. & Sutton, J. Finding Community Through Information and Communication Technology During Disaster Events.
. Proceedings of Computer Supported Cooperative Work, San Diego, CA, 2008.

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Posted: 7/20/08 3:53 pm UTC by Make the First Comment
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Storied Spaces: Cultural Accounts of Mobility, Technology, and Environmental Knowing - April 17th, 2008

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to graduate student Johanna Brewer and professor Paul Dourish on having a paper accepted to the International Journal of Human-Computer Studies, entitled Storied Spaces: Cultural Accounts of Mobility, Technology, and Environmental Knowing.

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Posted: 4/17/08 2:05 pm UTC by Make the First Comment
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Cultures of Virtual Worlds - March 7th, 2008


“With astonishing rapidity, virtual worlds have moved from a niche market to an important modality of culture.
This means, in theory, that virtual worlds can be amenable to research drawing upon methods from across the
social sciences and humanities, and beyond. This conference brings together scholars, developers, and residents
to ask after the character of emerging cultures of a range of virtual worlds. Of key interest is building conversations concerning the theoretical and methodological frameworks that need to be developed and transformed to understand the cultures of virtual worlds. Research in virtual worlds is at a preliminary stage where muchof the most important work involves crafting new kinds of questions rather than providing definitive answers. ”

This is a small workshop/conference that will be held at CALIT2. Click on the image on the left for the conference poster and more info. Notably sponsored by Intel. Think about that for a little while…..

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Posted: 3/7/08 8:04 am UTC by Make the First Comment
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