Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Social and Behavioral Sciences (31)
- Library and Information Science (24)
- Education (13)
- Art and Design (7)
- Physical Sciences and Mathematics (7)
-
- Scholarly Communication (7)
- Communication (5)
- Computer Sciences (5)
- Creative Writing (5)
- Film and Media Studies (5)
- Interactive Arts (5)
- Interdisciplinary Arts and Media (4)
- Art Practice (3)
- Communication Technology and New Media (3)
- Educational Assessment, Evaluation, and Research (3)
- Educational Technology (3)
- English Language and Literature (3)
- Philosophy (3)
- Visual Studies (3)
- Comparative Literature (2)
- Databases and Information Systems (2)
- Educational Methods (2)
- Feminist, Gender, and Sexuality Studies (2)
- Higher Education (2)
- Information Literacy (2)
- Mathematics (2)
- Nonfiction (2)
- Online and Distance Education (2)
- Keyword
-
- Digital Humanities (8)
- ASIS&T (6)
- Association for Information Science and Technology (6)
- Information Science (6)
- Information Technology (6)
-
- Library Science (6)
- Data visualization (5)
- Digital humanities (5)
- Artificial life (3)
- English and Comparative Literature (3)
- Interactive exhibits (3)
- Open educational resources (3)
- Perception (3)
- Research funding (3)
- Altmetrics (2)
- Art and Capitalism (2)
- Art and Politics (2)
- Cal state (2)
- Capitalism (2)
- Corporations (2)
- Culture (2)
- Data (2)
- Digital Archive (2)
- Digital Public Library of America (2)
- Digital literacy (2)
- Digital pedagogy (2)
- Domains (2)
- EResearch (2)
- Education (2)
- Etoy.com (2)
- Publication Year
- Publication
- Publication Type
Articles 61 - 76 of 76
Full-Text Articles in Digital Humanities
Online Game Communities Are Social In Nature., Cindy Ahuna
Online Game Communities Are Social In Nature., Cindy Ahuna
SWITCH
In this article, the author discusses about how can an online game form a community as essential as real life and how the community of online gaming has developed through their own platform. The author refers to artist/curator Anne-Marie Schleiner, as he describes social developments in gaming. Sometimes, the social bonds developed in these groups extend beyond the game into friendship. Players will offer each other moral support through personal hardship and help each other find jobs. Although similar to the real life, however, when communities form through an online game platform, a semantic world of sharing knowledge, solving problems, …
Interview With Etoy - Part 2, Geri Wittig
Interview With Etoy - Part 2, Geri Wittig
SWITCH
In part two of an interview conducted by Gerri Wittig with a speaker from Etoy, they descibed the 1999 legal battle of etoy, a European art collective, versus eToys, an American toy retailer. Etoy was sued by eToys over having a similar website domain. The subsequent interview with a representative speaker from etoy discusses etoy’s financial status in how they are handling the lawsuit, etoy’s personal motives behind the lawsuit, and the future of etoy as an art collective.
Interview With Etoy - Part 1, Geri Wittig
Interview With Etoy - Part 1, Geri Wittig
SWITCH
In part one of two of an interview with a representative speaker from Etoy, conducted by Geri Wittig, details information about Etoy's legal battle, their outlook on the art world’s relationship with big corporations, and the values they hold as an art collective. Etoy, a European digital art collective formed in Switzerland, found themselves in a lawsuit against eToys, an American toy corporation, over the name of their website domain.
Live From Bangalore, Beryl Graham
Live From Bangalore, Beryl Graham
SWITCH
In this article, the author, Beryl Graham, discusses her experience traveling in India while writing an article for a US magazine. She wrote this article while on a train traveling between Bangalore and Mumbai on a research trip to Delhi in December 2000. The article was then emailed to the editors from the Cyberia web cafe in Bangalore. The author uses three countries, United Kingdom, United States, and India, to compare the use of new media and the fact that they share divisions within their basic socio-economic structures which leads to similar access to ideas and facilities. However, the author …
"Runaways": Designing An Alternative Game For Teens: Runaways, Marsha Kinder
"Runaways": Designing An Alternative Game For Teens: Runaways, Marsha Kinder
SWITCH
The article reveals how control can mitigate the boredom in traditional linear media consumed in days' past, how new interactive media can grant children more agency, and in turn make them feel more empowered. It discusses how childrens' media culture, specifically the trope of "instantaneous physical transformation,'' encourages viewers to have fluid identities and asks if this power can provide a platform for social change. With the help of the "The Changelings Project," a research initiative at the Annenberg Center for Communication at the University of Southern California, Kinder was able to combine these two ideas of agency and fluid …
Interview With Manuel Delanda, Switch Staffs
Interview With Manuel Delanda, Switch Staffs
SWITCH
An interview with philosopher Manuel De Landa and SJSU CADRE students, Brett Stalbaum, Matt Hoessli, Geri Wittig, Kristin Cully, Geoffrey Bruce, Anne-Marie Schleiner. De Landa's work focuses on the use of networks as a medium of expression. The discussion traces networking technology, including machine intelligence or artificial intelligence’s evolution from military to civilian contexts. They discuss, "One Thousand Years of Nonlinear History", De Landa's most recent book at that time that shows the history of the world from a non-anthropocentric view to make the worldview more inclusive as a self-organized and dynamical system that is unaffected by the hierarchical perspective …
The Construction Of Art On The Internet And The Mediating Influence Of The Search Engine, Brett Stalbaum
The Construction Of Art On The Internet And The Mediating Influence Of The Search Engine, Brett Stalbaum
SWITCH
This article examines how the nature of different search engines affect the visibility of artwork in the internet age. It defines three types of search engines: one of them based broadly on keywords and customer tailored experiences, one akin to a curated library of specified interests, and the last focused keenly on the catalogs of subcultures. It concludes that in order for art to gain traction with these search engines, the artist must be keenly aware of what their work is, and what they want it to represent. The author states that it is necessary for the contemporary artist to …
Conjuring Post-Worthlessness: Contemporary Web Art And The Postmodern Context: Part 1, Brett Stalbaum
Conjuring Post-Worthlessness: Contemporary Web Art And The Postmodern Context: Part 1, Brett Stalbaum
SWITCH
This article is part one of two of an analysis of the Jean Baudrillard's essay, "A Conjuration of Imbeciles". This essay compares the idea of art as a metaphor for French politics and the “uselessness” of contemporary art. A sense of postmodernism is drawn from that comparison and relates to contemporary art shared on the World Wide Web. Inevitable messages and meaning found in art will change, but economics and distribution continues to ground the economy on a global scale. Therefore, contemporary art represented on the web actively dates the practice of art, and the value of the practice is …
The Emergence Of Alife, P.D. Quick
The Emergence Of Alife, P.D. Quick
SWITCH
Interview with Kenneth E. Rinaldo, an artist who is on the Board of Directors of YLEM. Within this interview, many topics are covered, including artificial life, simulations, the meaning of art, spirituality, and television. The interview also goes into the personal work and life of Rinaldo, whose focus includes many of these subjects. Some of the more specific subjects include intelligence without consciousness, the combination of science and art, and Ken Rinaldo’s The Flock, an interactive A-Life sculpture.
The Quest For The Gnarl, Rudy Rucker
The Quest For The Gnarl, Rudy Rucker
SWITCH
The article describes some of the author’s own image-generating computer programs that he describes as “gnarly”. He began writing a simple spirograph program based off simple sine wave function called Spiro. Later transitioned into writing with C and better programs using more nonlinear feedback. Where Spiro is based on a simple sine wave function, Vine uses a nested sine function: the sine of the sine. The need for a more complicated computational approach lead to iteration and parallelism. Julgnarl uses Iteration and Calife uses parallelism. Calife shows one-dimensional cellular automata: spaces in which virtual computers are lined up like beads …
Editor's Spot, Switch Staffs
Editor's Spot, Switch Staffs
SWITCH
In this article the Switch staff goes in to detail on the redesign of the journal's website for an issue on on artificial life . The new design xperiments with the way Switch looks and how a user can navigate throughout the articles. Lorretta Lange is introduced as the new editor. The authors answer questions about the differences between artificial life and artificial intelligence, highlighting how artificial life can consist of small modulating algorithms. For more on this topic, the article links to Rudy Rucker's related article.
12 Monkeys, Collette Sweeney
12 Monkeys, Collette Sweeney
SWITCH
The article depicts the visual and conceptual significance of the film “12 Monkeys”, directed by Terry Gilliam and starring Bruce Willis and Brad Pitt. In this film, movie genres and tropes are called into question. Terry Gilliam presents a visions of the future, but relies on the conventions of the American Western Formula. Gilliam tales a distinct approach to typical characters, allowing his proragonists to become onlookers to the foreboding issue at play. What Gilliam achieves in his 12 Monkeys is making the viewers “entertain” that the future depicted in the movie may be seen as a warning.
How I Got Gnarly, Rudy Rucker
How I Got Gnarly, Rudy Rucker
SWITCH
The article describes how Rudy Rucker’s curious interest in celluar automata led to his career in mathematical computer science at San José State University. After conducting interviews on the theory of cellular automata as a freelance writer, he felt compelled to be involved in this great intellectual revolution in computer-aided experimental mathematics. Committed to reinventing himself, Rucker's interactions with mathematicians inspired him to write “Mind Tools”, a book that surveys mathematics from the standpoint that is information. After publishing his book, in 1987, he was eventually offered a position at SJSU in the Mathematics and Computer Science department. With assistance …
Gnarled Defined, Rudy Rucker
Gnarled Defined, Rudy Rucker
SWITCH
The article is a reflection of the author’s conception of the term ‘gnarly’, extending the term’s meaning from its origins in California surfer slang. 'Gnarly' is often used in a colloquial context, however, the author believes that the term is able to be used in an academic field as it pertains to outcomes and results of equations. Discussions towards the application of the term 'gnarly' showcase how it can be used in a scientific, mathematical, and artistic context through seemingly random patterns. In order to be gnarly, things must lie and exist between the realm of orderly and chaotic often …
Vr Projects, P.D. Quick
Vr Projects, P.D. Quick
SWITCH
A description of three three projects having to do with virtual reality. The first is the Nanomanipulator, developed at the University of North Carolina Chapel Hill Department of Computer Science in conjunction with the UCLA Department of Chemistry in 1991. It is a machine that allows the user to interact with microscopic particles previously only visible in 2D from an electron microscope. The second project, The Augmented Reality Project, also developed at the Chapel Hill Department of Computer Science. This device used ultrasound images to be placed over a body allowing the user to see inside of it. The final …
Interview: Joel Slayton, Christine Laffer
Interview: Joel Slayton, Christine Laffer
SWITCH
Interview with Joel Slayton, Professor of Computers in Fine Art at San José State University, and Director of the CADRE Institute. Slayton discusses the history of the Cadre Institute and details his views on the relationship between art and new technology. Slayton describes the role of artists in exploring the possibilities and ethical implications of emerging technologies such as genetic engineering, nano-techology, robotics, and artificial life. He describes installations and in-progress work focused on ubiquitous video surveillance. The interview concludes with a discussion of Slayton’s use of the DoWhatDo model for artistic collaboration and of his piece "Conduits," presented in …