726 resultados para Farman, Jason
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Kirjallisuusarvostelu
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Americans are accustomed to a wide range of data collection in their lives: census, polls, surveys, user registrations, and disclosure forms. When logging onto the Internet, users’ actions are being tracked everywhere: clicking, typing, tapping, swiping, searching, and placing orders. All of this data is stored to create data-driven profiles of each user. Social network sites, furthermore, set the voluntarily sharing of personal data as the default mode of engagement. But people’s time and energy devoted to creating this massive amount of data, on paper and online, are taken for granted. Few people would consider their time and energy spent on data production as labor. Even if some people do acknowledge their labor for data, they believe it is accessory to the activities at hand. In the face of pervasive data collection and the rising time spent on screens, why do people keep ignoring their labor for data? How has labor for data been become invisible, as something that is disregarded by many users? What does invisible labor for data imply for everyday cultural practices in the United States? Invisible Labor for Data addresses these questions. I argue that three intertwined forces contribute to framing data production as being void of labor: data production institutions throughout history, the Internet’s technological infrastructure (especially with the implementation of algorithms), and the multiplication of virtual spaces. There is a common tendency in the framework of human interactions with computers to deprive data and bodies of their materiality. My Introduction and Chapter 1 offer theoretical interventions by reinstating embodied materiality and redefining labor for data as an ongoing process. The middle Chapters present case studies explaining how labor for data is pushed to the margin of the narratives about data production. I focus on a nationwide debate in the 1960s on whether the U.S. should build a databank, contemporary Big Data practices in the data broker and the Internet industries, and the group of people who are hired to produce data for other people’s avatars in the virtual games. I conclude with a discussion on how the new development of crowdsourcing projects may usher in the new chapter in exploiting invisible and discounted labor for data.
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Viral Bodies: Uncontrollable Blackness in Popular Culture and Everyday Life maps rapidly circulated performances of Blackness across visual media that collapse Black bodies into ubiquitous “things.” Throughout my dissertation, I use viral performance to describe the uncontrollable discursive circulation of bodies, their behaviors, and the ideas around them. In particular, viral performance is employed to describe the complicated ways that (mis)understandings of Black bodies spread and are often transformed into common-sense beliefs. As viral performances, Black bodies are often made more visible, while simultaneously becoming more opaque. This dissertation examines the recurrence of viral performances of Blackness in viral videos online, film, and photography/images. I argue that viral performances make products that reinscribe stereotypical notions of Blackness while also generating paths of alterity—which contradict the normalized clichés and provide desirable possibilities for Black performance. Viral Bodies forges a new dialogue between visual and aural technologies, performance, and larger historic discourses that script Black bodies as visually (and sonically) deviant subjects. I am interested in how technologies complicate the re-presentation of images, ideas, and ideologies—producing a necessity for new decipherings of performances of Blackness in popular culture and everyday life.
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In 2013, a series of posters began appearing in Washington, DC’s Metro system. Each declared “The internet: Your future depends on it” next to a photo of a middle-aged black Washingtonian, and an advertisement for the municipal government’s digital training resources. This hopeful discourse is familiar but where exactly does it come from? And how are our public institutions reorganized to approach the problem of poverty as a problem of technology? The Clinton administration’s ‘digital divide’ policy program popularized this hopeful discourse about personal computing powering social mobility, positioned internet startups as the ‘right’ side of the divide, and charged institutions of social reproduction such as schools and libraries with closing the gap and upgrading themselves in the image of internet startups. After introducing the development regime that builds this idea into the urban landscape through what I call the ‘political economy of hope’, and tracing the origin of the digital divide frame, this dissertation draws on three years of comparative ethnographic fieldwork in startups, schools, and libraries to explore how this hope is reproduced in daily life, becoming the common sense that drives our understanding of and interaction with economic inequality and reproduces that inequality in turn. I show that the hope in personal computing to power social mobility becomes a method of securing legitimacy and resources for both white émigré technologists and institutions of social reproduction struggling to understand and manage the persistent poverty of the information economy. I track the movement of this common sense between institutions, showing how the political economy of hope transforms them as part of a larger development project. This dissertation models a new, relational direction for digital divide research that grounds the politics of economic inequality with an empirical focus on technologies of poverty management. It demands a conceptual shift that sees the digital divide not as a bug within the information economy, but a feature of it.
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v.24:pt.2(1955)
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Référence bibliographique : Rol, 60281
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Référence bibliographique : Rol, 60276
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The development of digital technologies has opened up a new niche for artistic production. It began to emerge artworks that could only happen in the digital context. In this study, we investigated the syntax of defining digital poetry, recognized internationally as one of the possibilities of this new artistic practice, and how happens the meaning during the reading process. As research corpus, we chose the poem "Birds Still Warm From Flying", by american poet Jason Nelson. And we structure our analysis looking through three perspectives: the digital poem as a game; as the evolution of experimental trends of twentieth-century poetry; and as a representation of Rubik`s Cube, a famous three-dimensional puzzle from the 1970`s. Initially, we made some considerations about the construction of digital poetry as a hypermedia artwork, looking through convergence and hybridization of artistic and media languages. Then, we saw some similarities between Nelson`s poem and electronic games, based on our critical observations about the concept of interactivity. Subsequently, we wrote a historical overview about the poetic experimentation in the twentieth century, bringing examples of sound poetry and visual poetry as evidence that the birth of digital poetry is also the result of the evolution of these experiments. Finally, we use the Charles Sanders Peirce`s semiotics to analyze the signs that give references able to make us recognize the Rubik`s Cube in "Birds Still Warm From Flying"
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This study uses the global Ocean Topography Experiment (TOPEX)/Jason-1 altimeters` time series to estimate the 13-yr trend in sea surface height anomaly. These trends are estimated at each grid point by two methods: one fits a straight line to the time series and the other is based on the difference between the average height between the two halves of the time series. In both cases the trend shows large regional variability, mostly where the intense western boundary currents turn. The authors hypothesize that the regional variability of the sea surface height trends leads to changes in the local geostrophic transport. This in turn affects the instability-related processes that generate mesoscale eddies and enhances the Rossby wave signals. This hypothesis is verified by estimates of the trend of the amplitude of the filtered sea surface height anomaly that contains the spectral bands associated with Rossby waves and mesoscale eddies. The authors found predominantly positive tendency in the amplitude of Rossby waves and eddies, which suggests that, on average, these events are becoming more energetic. In some regions, the variation in amplitude over 13 yr is comparable to the standard deviation of the data and is statistically significant according to both methods employed in this study. It is plausible that in this case, the energy is transferred from the mean currents to the waves and eddies through barotropic and baroclinic instability processes that are more pronounced in the western boundary current extension regions. If these heat storage patterns and trends are confirmed on longer time series, then it will be justified to argue that the warming trend of the last century provides the energy that amplifies both Rossby waves and mesoscale eddies.
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Lo scopo della tesi è quello di sperimentare le varie possibili tecniche di coordinazione stigmergica cognitiva integrando il linguaggio ad agenti Jason con l'infrastruttura TuCSoN.
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L'informatica è al giorno d'oggi al centro di un incredibile sviluppo e tumulto innovativo; è la scienza che coniuga ogni sviluppo tecnologico, il quale inevitabilmente, d'ora in poi, verrà in qualche modo condizionato dalle innovazioni di tale disciplina. Fra gli innumerevoli nuovi trend che si sono affacciati prepotentemente negli ultimi anni sul panorama informatico, il paradigma per la programmazione ad agenti è uno dei più interessanti, in accordo con i recenti e prossimi sviluppi della tecnologia in generale. Questa tesi tratterà tale argomento partendo da un punto di vista generico ed introduttivo volutamente esaustivo, per poi concentrarsi su una specifica tecnologia implementativa, ovvero il linguaggio Jason, mostrandola infine nella pratica con la presentazione di un'applicazione nel capitolo tre.
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I sistemi software rivestono nel campo dell'informatica un ruolo di fondamentale importanza. Negli ultimi anni una caratteristica richiesta ai sistemi è la decentralizzazione del controllo, nell'ottica di un sistema visto come connessioni di parti che possono interagire, e dove ciascuna parte possiede un certo grado di autonomia nella scelta delle attività che devono essere compiute. In tale contesto si introduce il paradigma degli agenti, in quanto include sia aspetti relativi ai modelli computazionali, sia aspetti relativi ai linguaggi. Nella tesi si esplora l'applicazione del linguaggio di programmazione Jason applicato alla programmazione dei controllori di robot. In particolare, si esplora ciò che riguarda il comportamento individuale dell'agente.
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L’obiettivo principale di questo elaborato è di mostrare in un primo momento i concetti fondamentali che stanno alla base del paradigma ad agenti. Una volta introdotti, essi verranno collocati in un determinato ambiente di programmazione attraverso una piattaforma specifica chiamata Jason. Come sarà facile capire dalla lettura di questa trattazione, un sistema ad agenti è costituito dagli agenti stessi e dall’ambiente in cui sono situati. L’ambiente risulta quindi un altro tassello fondamentale ed è stato introdotto allo scopo un nuovo paradigma per la programmazione di ambienti chiamato Agent & Artifact. Nello specifico, verrà ampiamente descritto il framework di riferimento di tale paradigma: CArtAgO. Dopo aver illustrato i concetti e gli strumenti per poter agilmente programmare e progettare sistemi ad agenti, verrà infine mostrato un esempio di applicazione di tale tecnologia attraverso un case study. Il progetto del sistema in questione riguarda un reale caso aziendale e integra la tecnologia RFID con quella ad agenti per fornire la soluzione ad un problema noto come quello del controllo periodico delle scorte.
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I paradigmi di programmazione più utilizzati nella realizzazione di sistemi embedded presentano delle limitazioni, in quanto non consentono di modellare alcuni aspetti fondamentali. Il paradigma ad agenti presenta delle caratteristiche che consentono di modellare alcuni aspetti fondamenetali di un sistema embedded, oltre a fornire un livello di astrazione più elevato. All'interno di questa tesi verranno mostrati i concetti fondamentali di questo paradigma, mostrando inoltre i costrutti di base di un linguaggio ad agenti come Jason. Nella programmazione ad agenti, l'ambiente riveste un ruolo fondomentale. All'interno di questa trattazione verrà introdotto un paradigma per la programmazione di ambienti, descrivendo inoltre il framework di riferimento: CArtAgo. Dopo aver descritto i concetti e gli strumenti per applicare il paradigma ad agenti, verrà proposto un metodo per la realizzazione di sistemi embedded tramite l'applicazione di Jason sulla scheda di prototipazione Arduino.