ORCID Profile
0000-0001-9377-4512
Current Organisation
University of Sydney
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Multimedia | Computer-Human Interaction | Cultural Policy Studies | Film, Television and Digital Media
Telecommunications | Arts and leisure not elsewhere classified |
Publisher: SAGE Publications
Date: 06-1997
DOI: 10.1177/135485659700300209
Abstract: How do databases change policing? Police work is simultaneously heavily physical and highly bound by abstraction. Police exercise coercive power with the mandate of abstractions of law, regulations and record-keeping. In making an arrest, an officer acts physically, but also in language: transforming the subject into one in a state of being under arrest. This paper specifically examines the recently implemented Computerised Operational Policing System (COPS) to explore how computers affect the interplay of the abstractions of law and regulations with bodies in space.
Publisher: SAGE Publications
Date: 13-08-2023
DOI: 10.1177/1329878X231193252
Abstract: In mid-2022, AI systems automatically translating text into evocative original images became an internet sensation. People compared it to magic: invoking an uncannily competent artist–magician. We call it ‘autolography’ from the Greek ‘automatos + logos + graphos’ (self + word + drawing). Following a discourse analysis of online publications comparing autolography to magic, we analyse its enthusiastic reception from some and critique from others. We identify historical parallels and ergences between the reception of contemporary autolography and early photography: the reduction or transformation of creative labour, negotiations over intellectual property, the alleged democratisation of visual cultural production, and the association with the Western magical imagination. Both photography and autolography prompted renegotiations of artistic practices, professional identities and intellectual property laws. However, rather than being a mechanical eye on the world, autolography undermines faith in images by invoking digitally uncanny materialisations of floating signifiers from AI models.
Publisher: Informa UK Limited
Date: 28-10-2022
Publisher: SAGE Publications
Date: 03-05-2019
Abstract: Robots are increasingly prominent in the popular imagination, partly through people playing with toys and using social media. This article examines a selection of user-created YouTube videos in different genres that reveal how people experiment with toy robots such as the Furby. These devices have features that support different styles of play, which producers of YouTube clips explore in short narratives. They reveal how the intersubjective conventions for relating to robots are currently being developed. YouTube stars produce vlogs (video blogs) telling stories about their search for Furbys, unboxing them, and experimenting with the toy’s playful and uncanny features. Set-piece video producers experiment with how Furbys interact with others, such as trying to communicate, confronting family pets or being destroyed with weapons. Being ‘almost alive’, toy robots are harbingers of autonomous technologies that have social agency.
Publisher: IGI Global
Date: 2018
DOI: 10.4018/978-1-5225-2973-6.CH005
Abstract: This chapter examines the emergence of educational robotics, drawing on the philosophy of technology of Gilbert Simondon. In the 1950s, Simondon argued that the dominant understandings of technology are personified in the popular imaginings of the robot. These attitudes are polarised between simple instrumentalism, and dystopian anxiety about technology overcoming humankind. To improve the conceptualisation of technics he took an approach called mechanology, developing a suite of concepts that grasped technology in new ways: technological genesis the margin of indetermination lineages of abstract and concrete technologies and the associated milieu. These concepts are useful in understanding the tradition of educational robotics starting in the 1970s, with Seymour Papert's ‘turtle' robot serving as a resource for learning mathematics. Since the 1980s, LEGO's Mindstorms kits have introduced learners and consumers to robotics concepts. Since the 1990s, theorists of embodied cognition in the 2000s have made use of Mindstorms to draw attention to the limits of symbolic intelligence.
Publisher: SAGE Publications
Date: 11-2011
Publisher: Springer Netherlands
Date: 10-10-2020
Publisher: Routledge
Date: 23-04-2012
Publisher: ACM
Date: 17-12-2009
Publisher: Springer International Publishing
Date: 2016
Publisher: SAGE Publications
Date: 10-07-2012
Abstract: Digital media increasingly mediate everyday spatial and navigational practices. From in-car satellite navigation (sat navs) to computer games, overpowered gadgets are combining multiple sources of abstract information to give users spatial guidance and experiences of movement. For ex le, open world computer games such as Grand Theft Auto IV render rich fictional spaces, and include intricate maps and indicators that allow players to navigate large gamespaces. Sat navs such as the TomTom Navigator follow similar practices of automated navigation in helping to guide cars through actual spaces. Their calculated routes display on personalized maps, including live data and visualizations that complement, or even override, what the driver sees through the windscreen. Games and sat navs are harbingers of historical shifts in technosocial space, suggesting that Henri Lefebvre’s (1991) influential critical analysis of space deserves to be revised. Digital spatial media open up abstract relationships to space, but not from the distance that Lefebvre associates with ‘conceived’ spaces. Instead, they work in ‘lived space’, which is becoming dominant. They calculate space in real time, and open up new political and aesthetic questions. The article examines three characteristics of navigation with digital spatial media: (1) they reify routes as persuasive data and procedures (2) their maps become subjective and privatized and (3) they offer an array of spatial information that become incorporated into the user’s ‘perceived’ space. These ex les show that critical understandings of social space need increasingly to incorporate readings of digitally mediated spatiality.
Publisher: Universidade de Sao Paulo, Agencia USP de Gestao da Informacao Academica (AGUIA)
Date: 11-02-2023
DOI: 10.11606/ISSN.2238-7714.NO.2022.205337
Abstract: Although computers are rationalist, they recall the occult in answering users’ invocations with evocations. Invocations call non-humans for signs during crises. Outputs are evocative signs with affective impact and meaning. While legacy media are evocative, transporting or broadcasting signs, invocational media creates networked cybernetic relations in a lively quasi-magical communication. This article evaluates the evocative intensity of two invocational works that recall the mystical heritages of technology: Silent Hill, a horror video game series, and Ai-Da, a robot artist.
Publisher: SAGE Publications
Date: 22-05-2021
Abstract: Smart voice assistants have become popular thanks largely to their default naturalistic female voices and helpful personae. In this article, we trace changes in robot voices in popular culture and explain how this history influenced the voice design of smart voice assistants. Our research draws on cultural analysis of Hollywood and international films, television and literature, and observations from our personal experiences with voice assistants. We argue that designers of devices like the Google Home and Amazon Echo inherited a cultural imaginary of alien and dangerous robots with artificial voices and personalities. Manufacturers leveraged techniques of modality, personae and invocation and pre-existing social connotations of the voice to create positive associations of these devices in the home. We conclude by arguing that smart voice assistants are new media innovations prepared for consumers through pre-domestication and represent an emerging regime of power and influence based on technologised voice interaction.
Publisher: Elsevier BV
Date: 2023
Publisher: Routledge
Date: 23-09-2019
Publisher: SAGE Publications
Date: 10-2021
DOI: 10.1177/13548565211030073
Abstract: Smart home, media and security systems intervene in the territory and boundaries of the home in a variety of ways. Among these are the capacity to watch the home from afar, and to record these observations over time, as well as using the home as a site of performance for those on the outside. In this paper, we map the meanings of the smart home and explore the tensions between security and visibility, adopting a cultural history and cultural analysis methodological approach. We make a contribution to the literature on the smart home, highlighting its connection to longer trajectories of media and cultural change, and to understanding the contemporary formations of technologised surveillance, with attention to practices that emerged in response to COVID-19. We focus on two aspects of our model of domestic smartification: Ludics (devices and systems for play or entertainment) and exteriorities (security and communication interfaces that remotely monitor and expose the home). We focus on these aspects relating them to ideas of haunting and the uncanny to explore the implications of making what was previously hidden visible and manipulable to others.
Publisher: Informa UK Limited
Date: 14-03-2022
Publisher: Routledge
Date: 19-11-2015
Publisher: Springer Science and Business Media LLC
Date: 04-06-2021
Publisher: Springer Science and Business Media LLC
Date: 05-03-2021
Publisher: Informa UK Limited
Date: 08-05-2007
Publisher: Intellect Books
Date: 21-01-2022
Start Date: 2004
End Date: 12-2004
Amount: $10,000.00
Funder: Australian Research Council
View Funded Activity