Presentation Abstracts
Alzouma, Gado
The State, Media, and New Information and
Communication Technologies in Niger: An Historical
Perspective
This paper
examines the relationships between the state, media, and
new information and communication technologies in Niger
between 1960 and 2007. Two important periods are
distinguished in these relationships: the period after the
1960 independence, essentially characterized by the state
monopoly on media and framed by the ideology of
nation-construction, and the period after 1991
corresponding to the institutionalization of democracy, the
diversification of media and freedom of expression. This
second period is marked by a conflictual representation of
the role of the media in democracy. However, a new
“ideology’’ is now arising which seeks to reconcile the
media and the state around the use of new information and
communication technologies, viewed as tools for a
leapfrogging development. This new utopia is shared by
governmental agents as well as by members of the civil
society, members of the media and members of international
and national aid agencies and NGOs who all share a set of
dispositions and worldviews which are highly
technocentrist.
The aim of this paper is to show how these technocentrist
ideas are expressed in governmental policies and
international donors’ projects and programs formulations
and how they are affecting the role assigned to media in
development as compared to the past. I am arguing that
these ideas are strongly correlated with specific social
positions and interests; that they are local expressions of
global interests carried by new elite, a transnational
community that cuts across organizational, national and
continental boundaries (Uimonen, 2003).
References
Alzouma, G.
(2005), Myths of Digital Technology in Africa. Leapfrogging
Development? Global Media and Communication, Vol. 1, No. 3,
339-356.
Uimonen, P. (2003), Networking as a Way of Life: The
Transnational Movement of Internet Pioneers. In New
Technologies at Work: People, Screen, and Social
Virtuality. Garsten,C., and Wulff, H. (eds.), Oxford, New
York: Berg.
Arceneaux, Noah
Department Stores and Home Shopping, 1911-1950
Proponents of
interactive television and other new media technologies
frequently promise that the distinction between consuming
entertainment and shopping, if indeed such a distinction
still exists, will soon be annihilated. Every item shown on
the screen, from fashion to furniture, could conceivably be
purchased by the viewer/consumer with a few clicks of the
remote. In such scenarios, electronic media serves to
display goods to consumers and also makes possible the
concept of remote shopping.
This paper explores this particular method for
conceptualizing electronic media by examining ways in which
department stores originally promoted radio and television
broadcasting. Before the radio boom of the 1920s, an era
dubbed “radio’s pre-history” by Susan Douglas, department
stores experimented with wireless telegraphy and allowed
passengers on luxury liners to place orders while still at
sea. In the following decade, once the practice of
broadcasting became widespread, dozens of department stores
operated their own radio stations and sponsored programs on
others. Government regulators and industry critics frowned
upon the practice of direct advertising during radio’s
early years, preferring instead the more restrained form of
sponsorship known as indirect advertising. The stores,
however, found ways to promote themselves and their
products without alienating listeners. The department store
approach to radio led eventually to the spread of “radio
shopping shows” in the late 1920s; a female announcer would
describe the sales of the day and provide a phone number
for interested customers. When broadcasting added the
visual dimension and television arrived, stores were again
among the earliest group of adopters. They continued to
sponsor shopping programs, with the viewers’ home
television screen functioning quite literally as display
window. Admittedly, these historical precedents were not as
instantaneous as current e-commerce/home-shopping
scenarios, though their existence does indicate that
commercial interests often recognize the retail
possibilities of new technologies before the process of
mainstream diffusion has even begun.
Bermejo, Fernando
Audience Manufacture in Historical Perspective
The aim of
this paper is to examine the process of audience
manufacture in new media by contrasting it with the
commodification of the audience of previous communication
media. Since Dallas Smythe’s (1977) proposal to consider
that the commodity produced by mass media is the audience
rather than the content, the commodification of the
audience has become a fruitful entry point for the analysis
of the political economy of communication. However, few
attempts have been made at (1) contextualizing from a
historical point of view this manufacturing process and (2)
using this historical contextualization to understand the
role of advertising in the process of commercialization of
the Internet. The historical contextualization will allow
us to examine the tension between the persisting interest
of the advertising industry in trading audiences and the
need to adapt the manufacturing process to the specific
characteristics of different communication media. In
previous mass media, this tension reached over time a point
of unstable equilibrium in which different measurement
procedures were developed to account for audience attention
in terms of its exposure to content. However, this type of
equilibrium has not been reached in the manufacturing
process of online users. In spite of multiple attempts, the
adaptation of audience measurement procedures for
manufacturing Internet audiences that started in the mid
90’s has not been able to generate a consensus among the
different industry stakeholders. This lack of consensus is
manifest in the very different approaches used to measure
the exposure of online users to specific content. In
contrast with this traditional approach focused on
exposure, and starting around 2002, new procedures have
been developed—particularly by search engines, with the
leading role of Google—that aim at manufacturing online
audiences not in terms of attention/exposure but in terms
of interest/language. These new procedures, indigenous to
the Internet, circumvent all traditional forms of audience
measurement, reshape the advertising landscape, and shed
new light into the commercialization process of new media.
It is the contrast between these traditional and new
approaches to the commodification of the audience that
serves as the central thread of this paper.
Reference
Smythe, D.W.
(1977) Communications: Blindspot of Western Marxism.
Canadian Journal of
Political and Social Theory, 1(3), 1-27.
Brooks, Lonny J.
The Long Arm of the American Futurist Project:
Connecting the dots between Internet origins, future
scenarios, and new media
Situating new
media historically is a messy process especially in
assessing the multiple claims as to who invented the
principal elements of the Internet. Often missing in this
exercise are linkages between the founders of Internet
architecture and the agendas they pursue alongside their
digital creations. Paul Baran, for example, is credited
with developing the idea of packet switching, the principal
ingredient necessary for a decentralized digital network to
function. What is often overlooked is the subsequent think
tank he founded in 1968 to envision future stories where
digital technology and culture became institutionally
narrated: The Institute For the Future. By historically
investigating the inherited, performance-oriented practices
in creating future narratives (known as future scenarios)
of computing and bio-digital technologies, I follow their
circulation into corporate, public policy domains as a form
of narrative currency and social capital. Future scenarios,
created for consumption in American organizational arenas,
shape an emerging digital culture. Through a detailed
ethnographic case study of the nonprofit thinktank The
Institute For the Future (IFTF), I trace the historical
paths of organizational and individual actors in sense
making exercises imagining future digital worlds—as they
become staging platforms to distribute new media rhetoric.
Viewed as a gestalt of business fictions, future scenarios
exist within a broader American futurist project born
within the American military-industrial context of World
War II where the long arm of their narrative reach
materializes a future world as a form of anticipatory new
media advocacy. The individuals central to this process
find themselves as agents for either the closing down,
opening up, or negotiating through, the nuanced social
possibilities of new media technologies—as lobbyists for
performing in a digital future tense.
Brügger, Niels
Website History
Today no one
would dispute that the internet has been an important part
of our communicative infrastructure for some years now.
Nevertheless, internet history is a relatively blank sheet,
not to mention the sub-discipline of website history that
can be considered an emerging discipline at the
intersection between media history and internet history,
and that regards the individual website as the unifying
entity of the historical analysis.
This paper puts on the agenda some of the new and
fundamental theoretical and methodological problems within
the field of website history. The focus will be on
questions emanating from the specific being of one of the
main sources: the website itself. The discussion will take
as its starting point the research project entitled "The
History of dr.dk 1996-2006" — one of the first attempts to
write the history of an individual website (the history of
the website of Danmarks Radio, the Danish Public Service
Broadcasting Corporation; the project is funded by the
Danish Research Council for the Humanities and the Danish
Ministry of Culture).
Since websites are dynamic they must be archived in order
to create a stable object of study, but what are the
problems related to the use of archived websites compared
to other major media types such as news papers, radio or
TV? Taking this general question as a point of departure
the paper will address the following four clusters of
interrelated topics.
1) Website history: What are the possible analytical objets
of a history of a website? And what sources can be used?
2) The website: What should be understood by 'website'? How
can we conceptualize the website in terms of medium and
text?
3) The archived website: What characterizes the archived
website as document? — a question that will be addressed
both from a theoretical perspective and based on the
findings of the first international test of the appearance
of various archived versions of the same website from the
same date in different archives.
4) Website philology: Since more archived copies of a given
website are very likely to be different from one another,
and since we cannot expect to find an original in the form
of the website as it actually looked on the internet at a
given time, how should we then make use of archived
websites in historical studies?
Burns, Kelli
A Historical Examination of the Development of
Social Media and Its Application to the Public Relations
Industry
Social media
have directly impacted the processes of communication and
relationship building, not just among individuals, but also
between organizations and their publics. With communication
and relationship building often the responsibility of
public relations practitioners, these professionals have
recognized their critical role in helping organizations
succeed in this new environment as well as the need to
rethink previous approaches. Social media applications for
public relations may date back to 1997 when Steve Gibson
was hired by Ritual Entertainment to be their online public
relations director. In this capacity, he blogged for the
company and is credited with being the first hired blogger
ever.
While much has been written about the development of social
media, the relationship between social media and the public
relations industry has not been documented. This paper
tracks the development of social media and the
implementation of its various forms as public relations
tools, including blogs, podcasts and video casts, social
networking, RSS, and wikis. Also discussed is how
traditional public relations instruments, such as press
releases, have been transformed to incorporate social media
tools. Not only do practitioners employ new tools and
technologies, but the social media landscape also requires
a rethinking of strategy, research, and measurement.
Practitioners have responded to social media by seeking new
sources of influence, building trust with audiences by
being more transparent, and recognizing some loss of
control over the message. Interviews with public relations
professionals are used to illustrate the increasing
acceptance of social media in public relations as well as
changing expectations over the past ten years.
Carey, John & Martin Elton
The Other Path to the Web: The Forgotten Role of
Videotex and Other Early Online Services
Accounts about
the origins of the Web generally start with a U.S. defense
department project that began in the late 1960s,
subsequently expanded to include universities and research
laboratories, then later evolved into a service for the
public in the mid 1990s: ARPANET --- NSFnet --- The
Internet --- WWW. However, the content that eventually
populated the Web - information, shopping, communication,
games and advertising, as well as how the public learned to
interact with online content, had a long history of
development via videotex and other online services. These
are largely forgotten, except by a few scholars who have
kept the history alive. Videotex and other online services
such as information databanks, computer conferencing,
independent electronic mail services, proprietary
electronic banking, pc bulletin boards, and online services
for education groups or other non-profit organizations are
either unknown to or considered irrelevant by the netizen
community. This paper will argue that the generally
accepted history of the Web is fundamentally flawed by not
acknowledging the major contribution of these other
services to the online world we use today.
Most of the early online services failed (although there
were exceptions such as Minitel in France and later, AOL in
the US) but they contributed significantly to a knowledge
base that would help develop services on the Web such as
news, narrowcast community content, e-mail, social
networks, games, shopping, banner ads and even auctions.
Through the industry leader, AOL, they also brought
millions of users to the Web in the mid 1990s. What was
learned in the extensive research about these services is
very relevant to the current new media environment. It can
also inform us at a more theoretical level about the
diffusion of innovations and how the public learned
to interact with media. The context for the emergence
of these services is informative as well: government
policies about whether to support development; industry
investment out of fear that they might be left out; and the
technology infrastructure needed to support new services.
Chan, Melanie
A Critical Study of Representations of Embodiment
and Immersion in Virtual Reality
A Critical
study of representations of embodiment and immersion in
virtual reality
The use of the
term virtual reality has been accredited to computer
scientist and musician Jaron Lanier. To begin with Lanier
was enamored with the term because it was quirky and
contradictory. However Lanier subsequently claimed that he
found virtual reality to be problematic mainly due to the
hype and overly optimistic expectations that have become
associated with it. As Erik Davis points out the term
virtual reality acquired cultural currency during the 1980s
and 1990s ‘hitting the mass brainstem like a rush of crack,
the term rapidly took on the millennialist charge of all
pop futurisms’ (1999:190). Indeed representations of
virtual reality within Western and Westernized culture were
particularly prolific during the 1980s and 1990s and were
framed through references to wonderment and the promise
that complete sensory immersion would be made possible
through technological means.
This paper however takes a critical stance towards
representations of embodiment and immersion in virtual
reality. In doing so the paper will indicate that
particularly during the 1980s and 1990s there were
representations of virtual reality which suggested that the
body could be repressed or somehow denied. In some cases
the human body was even denigrated as ‘meat’, something
that was outmoded, obsolete which could be discarded for a
post-human existence in virtual reality environments.
Countering these claims involves examining the ways in
which embodiment can be regarded as a fundamental aspect of
human experience. Additionally embodiment will be
considered in two mutually inflecting ways. Firstly it will
be contended that the body is a constructed concept, an
abstraction, which differs from our living, breathing sense
of ‘being-in-the-world’. Secondly, this paper proposes that
embodiment is a changing state of being rather than a
fixed, material, object thus avoiding the tendency to reify
the body.
Reference
Davis, E. (1999) Techngnosis – Myth, Magic and
Mysticism in the Age of Information.
London: Serpent’s Tail.
Coleman, Stephen, David E. Morrison, & Simeon J. Yates
When Prophecy Fails and the Failure of
Understanding
The paper will
address contemporary concerns about public disengagement
from the democratic political process and examine
assumptions that the feedback paths inherent to interactive
communications technologies can create a meaningful link
between local experience and political authority thereby
diminishing public feelings of inefficacy.
Data will be presented from our Futura.Com project based on
an initial representative UK panel of 6,555 households
enquiring into media and technology usage and political
attitudes. The panel has now been running for ten years and
represents the largest study of its kind ever attempted in
Britain providing unique insight into changes in political
associations and communicative response.
The paper will also offer, as part of explaining the most
recent development of approach and methods for progressing
the study, a strident critique of the history of political
communications research. It will show how the manner in
which first radio research and then television research, by
operating with formal definitions of political activity,
imposed an understanding of what it is to act political
that has little correspondence with how individuals
themselves define political activity and by extension come
to judge themselves as political actors.
Along side this historical comparison of approaches to
understanding political communications, the paper, drawing
on recent focus group research, and a nationally
representative questionnaire survey – separate from the
Futura.com Panel – will show how various communications
channels are judged as offering avenues of political
influence and effect. The internet is seen as less
effective than the letter, and the newspaper the most
effective. Indeed, the internet, other than in the realm of
symbolic political action, is not seen as providing much,
if any, increase in political connectivity, in fact, has
lessoned such connectivity through the very failure to
achieve that which it promised.
Cornish, Sabryna
The Discursive Practices of Media Convergence: When
Old Media Meet New Media
Survival of
the human species has long been dependent upon its ability
to adapt to different situations and different
technologies. Technologies have their own patterns of
evolution that rely heavily on incorporating the beneficial
aspects of old technologies into new ones. The internet is
a prime example of a technology that has relied heavily on
the convergence of other technologies and media. But this
is not a new idea: new technologies have long been
pillaging the characteristics of previous technologies in
order to keep themselves socially viable. When radio was
introduced in the 1920s, its diffusion would not have been
possible had it not been for the groundwork laid by the
invention of the telegraph (Marvin, 1990). It wasn’t until
television became a distinct possibility, however, that we
begin to see the ingenious ways that new and old
technologies learned to adapt in order to survive.
Television borrowed the format of radio shows, despite the
fact that the two media were not sensory-compatible. The
shift from a purely auditory medium to visual (plus
auditory) medium did not seem to have a significant effect
on the format of shows. It was not until the technology
became more sophisticated that television as a technology
developed into a medium that was no longer strongly
influenced by its technological predecessor. Radio was then
forced to react to the cementing of television into society
by changing not only its format, but also its structural
and pedagogical framework. The influence of films on
television was more understandable given the similar nature
of the two technologies. But what happens when a new
technology embodies almost every aspect of previous media
technologies? How do old technologies react to a new
technology that mimics the unique characteristics they
claim to offer? Much like “big box” stores that boast that
they address every shopping need, the internet is the big
box of media. It can supply the same content of other media
and new content as well, forcing old technologies to
rethink their very existence.
The introduction of the internet into the technological
landscape posed some problems for traditional mass media.
Although the internet needed to learn how to adapt to older
technologies, older technologies needed to learn how to
adapt to the internet. While old and new media are
negotiating one another, the structural frameworks located
within media often suffer with the concept of “drag and
drop” content. Traditional media and the internet have
become strange bedfellows in this sense. Radio, television,
film and newspapers all have incorporated some aspect of
the internet. The newer technology has been enveloped into
the older ones. Historically, this is a unique occurrence.
This historical-chronological comparative analysis
incorporates content analysis of such media to argue that
although convergence of old technologies with new ones is
not a unique occurrence, the unique characteristics of the
internet have revolutionized the way technology convergence
is viewed.
Reference
Marvin, C.
(1990). When old technologies were new. New York: Oxford
University Press.
Epstein, Dmitry
Following the "Digital Divide": Historically
situating the construct in realm of
communication theories and theories of development
Throughout its
relatively short history the concept of the ‘digital
divide’ has fueled a substantial amount of research. The
phrase “digital divide” is found in almost 500 items within
the social science citation index, while Google Scholar
returns over thirty thousand results to the same query. A
thorough reading of the research, however, reveals that the
meaning of the term has changed over the years as it has
reacted to theoretical shifts, public attention, and
changes in information and communication technologies
themselves. The conceptualization of the digital divide
went from a simple definition in terms of physical access
to technology, to encompass inequalities along various
social, cultural, and political dimensions, to its
recharacterization in terms of “digital inclusion”. As a
result, it is not surprising that scholars such as van Dijk
call for more work on “conceptual elaboration and
definition.”
This paper situates the scholarly discourse about the
digital divide in the context of both communication
theories and theories of development. It illustrates how
the scholarship on the digital divide followed a similar
pattern to that of discourse on international development.
Moreover, it highlights the similar evolutionary path of
both concepts as they both are informed by both
modernization and dependency theories. Finally, the paper
suggests links between the contemporary discourse about the
conceptualization of the digital divide and broader social
and communication theories such as structuration theory
developed by Giddens. In opening up the discussion on the
academic framing of the "digital divide", this paper aims
to enrich the relevant theoretical discourse and deepen our
historical perspective on the digital divide as a pathway
for future research on this important social problem.
Erickson, Ingrid
Where Are You Now? Locating Ourselves and Others in
Mediated Communication
The last few
years have witnessed the emergence of an accessible
location-based infrastructure built on the
commercialization of the global positioning system (GPS)
and the development of location-based applications such as
Google Earth and Flickr. At the same time, ‘socio-locative’
activities (i.e., practices that meld locative metadata and
social interaction) such as social mapping, geotagging, and
mobile microblogging have appeared on the scene, both to
the delight and concern of users and pundits alike (e.g.,
Ransom November 27, 2006; Holson October 23, 2007). When
considered with a short term lens, the co-occurrence of
socio-locative practices and locative technology appears to
be an example of technological determinism (Smith and Marx
1994; Williams and Edge 1996), namely that locative
technologies are responsible for creating socio-locative
practices. A more contextualized view, however, counters
such reductionist claims by presenting data that illustrate
how location has been an elemental part of mediated social
interaction for some time.
The paper contextualizes the socio-locative practices of
today by comparing them to practices spawned by the
introduction of three previous technologies: 1) the
landline telephone, 2) the personal computer, and 3) the
mobile communication device (e.g., mobile phone,
BlackBerry). I draw a tie with today’s practices by showing
that individuals engaged in these earlier forms of mediated
communication (e.g., talking at a distance, instant
messaging, SMS texting) also represented their own
locations and accounted for the locations of their
interlocutors (Fischer 1992; Holmes 1995; Green 2002).
Simultaneously, I address the articulated motivations for
including location information in each of the three
communication practices in order to uncover synergies with
contemporary locative discourse. Thus, while it may appear
that locative technology is generative of socio-locative
practice, historical evidence suggests that location has
long played an important role in mediated social
communication.
References
Fischer, C.
S. (1992). America Calling: A Social History of the
Telephone to 1940. Berkeley, CA, University of California
Press.
Green, N. (2002). "On the Move: Technology, Mobility, and
the Mediation of Social Time and Space." Information
Society 18(4): 281-92.
Holmes, M. E. (1995). "Naming Virtual Space in
Computer-Mediated Conversation." ETC: A Review of General
Semantics 52(2): 212-221.
Holson, L. M. (October 23, 2007). Privacy Lost: These
Phones Can Find You. New York Times. New York.
Ransom, D. (November 27, 2006). Location, Location,
Location: 'Geotagging' lets Web users put all that
information in its place. Wall Street Journal. New
York: R9.
Smith, M. R. and L. Marx, Eds. (1994). Does Technology
Drive History? The Dilemma of Technological Determinism.
Cambridge, MA, MIT Press.
Williams, R. and D. Edge (1996). "The Social Shaping of
Technology." Research Policy 25(6): 865-899.
Harrison, Teresa M.
Wielding New Media: Exploring the History of
Engagement with Media and Community
Concurrent
with the introduction of each new major media technology of
the 20th and 21st centuries has been the development of
corresponding community movements aimed at using the new
medium in the service of community objectives. Such has
been the case with both radio and television, and is again
evident in the history of the last twenty years of
innovation in information and communication technologies.
Common to, and perhaps most visible in the cases of
community radio; community, public, or public access
television; and more recently community computer networking
is the idea that community engagement with new media can be
used to enhance the processes and practices of democracy.
These movements have waxed and waned over time, but the
idea of community use of media technology seems to be
reborn on a regular basis. Community use implies that
members of the community -- i.e., lay people or hobbyists
who adopt and use media technologies outside their normal
employment -- deploy these technologies to create their own
media products, serving their own particular interests,
community interests, and perhaps even larger scale
political goals to counter the growth of corporate control
of media. Indeed, the avocational use of new media to
create content seems to be flourishing yet again in the
widespread embrace of new Web 2.0 social networking or
social media web sites, which offer their users an
opportunity to construct information or media products of
their own for distribution among members of their social
networks.
In this paper, I explore what it means to take on the
avocation of community media user, and in particular what
idiosyncratic gratifications, community or political
objectives, personal talents, and/or cultivated skills are
bound up in the identities of those who engage new media in
the creation of content. I trace these characteristics
historically across the introduction of radio, television,
the Internet in its earliest forms, and more recent
innovations made possible by the Web 2.0 platform. I am
particularly interested in exploring whether the impulse to
wield new media can be said to have an historical
trajectory and whether it is heightened in novel ways by
contemporary web applications.
Hay, James
Watching Ourselves Through the New Tele-visuality
As Raymond
Williams famously pointed out, TV’s emergence was not
merely the outcome of an evolution of communication
technologies but was part of a widespread regime of
mobility and privacy–what he referred to as “mobile
privatization.” From Williams’ perspective, TV developed
and mattered not only through a particular conception and
design of house and home (the most private of spaces) but
through a home-life that assumed and required particular
forms of transport–and likewise, through forms of transport
that required a particular model of domesticity. Similar to
James Carey’s account of telegraphy and rail transport,
Williams’ thesis also rightly underscored that TV’s
emergence (or the emergence of any “medium”) can not be
explained merely as the outcome of refinements or
experiments in technologies of communication, Following
Williams and Carey, my intervention for this seminar
emphasizes that historians of communication should avoid
casting “communication” or “media” as discrete,
self-generating practices and technologies. The “long
history of new media” is just as much a history space,
transport, travel, mobility, houses, cars, trains, clothes,
and refrigerators as it is a history of communication
“media”--the usual, disciplinary, and arbitrary historical
points of references for Communication Studies.
Today, TV (or at least the video monitor) is everywhere.
"Television" no longer refers just to the home-based
TV-set, and TV's ubiquity outside the domestic sphere has
contributed to significant transformations in the physical
environment of daily life. Part of TV’s dispersion across
various spheres of activity has involved its portability
and its attachment to technologies of transport. My
intervention for the pre-conference seminar takes stock of
this current stage of tele-visuality by considering how it
is instrumental to a new (“neoliberal”) governmental
rationality–one that emphasizes the government of the fully
mobile self (or what Packer and I have described as
“auto-mobility”) and that plays out across a new
socio-spatial arrangement (a new stage of mobile
privatization) that expects citizens and consumers to
manage their lives and to conduct themselves (to “watch
themselves”) through a new regime of personalized, mobile
tele-visual technologies.
Kane, Carolyn
Decoding Color Codes: The Origins and Ideologies of
Color in Computer Art
While we
already know that each historical era can be associated
with a specific color palette, and each hue of that palette
can be quantitatively determined, the ways in which these
color palettes affect our sensibilities, psychic states,
and desires often falls beyond cognitive, scientific, and
epistemological explanations. For instance, why do the
super-saturated hues of 1980s video color, the garishness
of early Photoshop compositions, or the subtle luminosity
and transparency of today’s interfaces, speak to us just as
much about cultural desires, memories, and nostalgia, as
they do the state of the art in mathematics, physics, and
technology? A history of digital color in new media must be
gleaned archaeologically, through a genealogy of our
current psychic and sensory perceptions as they have been
molded by both the new media of the past and present.
The
introduction of the digital color palette in the early
1970s seemed to, like no other palette, offer the artist
and engineer infinite color choices. This enthusiasm is
expressed in the early computer art of Lillian Schwartz for
Bell laboratories; Edwin Land’s color experiments for
Polaroid; and continues today in the explosive colors in
the work of the Paper Rad collective. And yet, in precisely
the same gesture, the digital color palette holds the most
highly rigid and algorithmic proscriptions for the
possibilities of digital color production. This paper
demonstrates that the ambivalence of the digital color
palette holds an allegorical relationship to cultural
dreams, utopias, and desires, on the one hand, and the
ideological imperatives implicit in a history of warfare,
trauma, and violence, on the other. Thus, this archaeology
of digital color brings into focus a perspective on new
media history entirely unexplored. The paper concludes that
decoding digital color, because digital color essentially
integrates the machinic-technical and the aesthetic-psychic, is a necessary
precondition for rendering any history new media art forms
as always already embedded within social, political, and
historical matrices.
Katz-Kimchi, Merav
Historicizing Utopian Popular Discourse on the
Internet: Positions, Comparison, and Contextualization
This paper
reviews the historiography of technology to better
historicize and contextualize popular American utopian
discourse on the internet during the 1990s. This was the
decade when the internet truly became a popular medium,
after some twenty years of being used by academics, the
military and computer nerds. I explore two views on the
relationships between earlier discursive traditions about
technology and the discourse on the internet. The
“historical continuity” approach sees the utopian discourse
on the internet as a straightforward continuation of
earlier discursive traditions such as myth telling, the
religion of technology, technological utopianism, and the
relatively more recent 150-year old discourse on electronic
communication technologies. By contrast, the contextualist
position argues for a thematic similarity between these
discursive traditions and the discourse on the internet but
sets each discourse in its own context.
I then weigh the visions accompanying the rise of the
internet during the 1990s against earlier technological
utopian discourses from the turn-of-the-century
(1880s-1930s). In addition, I compare this discourse to the
utopian discourses accompanying the introduction of earlier
communication technologies into American society including
the radio, the telephone and television.
I show that both approaches are relevant for understanding
the discourse on the internet in that each has substantial
analytical value and makes a considerable contribution to
both historicizing the discourse on the internet and
contextualizing it. In this sense, the discourse on the
internet is both a continuation of earlier discursive
traditions and a unique and contemporary phenomenon, the
features of which I will briefly discuss towards the end of
my paper.
Marvin, Carolyn
How Old Technologies Became Something New
Reflecting almost three
decades later on When Old Technologies Were
New, I will offer
happily provisional thoughts about proper subjects for the
history of technology and communication, the great anecdote
debate, unresolved issues in histories of prediction, doing
history without models, weaknesses the reviewers indulged,
insights uncommunicated and stories unrecorded,
alpha-zoning in the archives, the necessity for resistance
to content analysis and reception formulae,and the perils
and rewards of tacking with or against prevailing
intellectual winds or choosing another mode of
transport.
O’Neill, Brian
DAB Eureka-147: A European Technological Imaginary
for Digital Radio
Radio is
currently struggling to maintain its identity and integrity
as a medium in an era of converging trends towards
provision of media services for mobile networking and
personalised devices. A number of different technical
approaches to digital radio exist which seek to ensure
radio’s long term future within this emerging digital
landscape. The longest established of these is Eureka-147
or DAB (Digital Audio Broadcasting) as it is widely known.
Underpinning DAB as a technology are a number of
characteristics which highlight a distinctly ‘European’
vision for new media and the future of broadcasting. This
paper will explore the tensions between the ‘technological
imaginary’ (Lister et al. 2003) of DAB and the evolving model of
convergence for the media and communications environment.
The paper will explore DAB’s origins in European R&D
policy of the 1980s and its affinity with established
European broadcasting practice. The context in which DAB
emerged was explicitly one designed to enhance European
competitiveness in advanced technologies and to provide a
foil to the dominance of the US and the Far East in ICT and
consumer electronics. DAB’s original mission was to
facilitate a combined satellite and terrestrial
transmission system which would provide a robust, global,
all-digital standard for fixed, portable and mobile radio
reception. Underpinning its technological architecture was
a vision of expanding frontiers in which nationally
Europe’s leading PSB organisations would utilize linear
broadcasting technologies to provide enhanced, and in due
course interactive,information and entertainment services
through audio, text and visual content. Social shaping of
technology and diffusion of innovations research have to
date tended to place emphasis on contextual factors
impacting on innovation (Lievrouw and Livingstone, 2005).
In this case, I argue, close attention to the inherent
assumptions underpinning technologists’ strategies,
particularly in the context of subsequent modification of
technology standards, can provide crucial insights into
emerging scenarios for new media.
References
Lister,
Martin et al (eds.) (2003) New Media: A Critical
Introduction. London: Routledge.
Lievrouw, L. and S. Livingstone (eds.) (2005)
The Handbook of New
Media. London:
Sage.
Papacharissi, Zizi
The Virtual Geographies of Social Networks: A
comparative analysis of Facebook, LinkedIn and ASmallWorld
In one of the
earlier examinations of the potential of cyberspace, Gunkel
and Gunkel (1997) argued that new worlds are invented with
principles transcribed from old worlds, and concluded that
“naming is always an exercise in power. . . The future of
cyberspace, therefore, will be determined not only through
the invention of new hardware, but also through the names
we employ to describe it’ (p. 133). The architecture of
virtual spaces, much like the architecture of physical
spaces, simultaneously suggests and enables particular
modes of interaction. The architecture of online spaces has
been connected to a breed of behavior tagged cyborg (e.g.
Haraway, 1991; Stone, 1996), viewed as liberating
expression via anonymity (e.g., Bolter, 1996), or has
simulated real life in virtual environments (e.g., Turkle,
1995;1997). The positions of these earlier works were
adapted to study how structural features of online spaces
influence self presentation and expression (e.g., Dominick,
1999; Papacharissi, 2002; 2007; Walker, 2000). This study
examines three social networks to understand how
architectural features influence iterations of community
and identity in Facebook, LinkedIn and ASmallWorld. The
analysis is situated in historical context to understand
how media create symbolic environments that may reproduce
or challenge existing cultural patterns and behaviors.
Identity and community have long presented focal concepts
of interest for new media researchers. Enabling both
identity expression and community building, SNS are
frequently structured around a niche audience, although
their appeal frequently evolves beyond that target market.
Facebook at present consists of 47,000 college, high
school, employee, and regional networks, handles 600
million searches and more than 30 billion page views a
month (www.alexa.com,
accessed 10/31/07).The online social network application
allows users to create their profiles, display a picture,
accumulate and connect to friends met online and offline,
and view each other’s profiles, and is ranked as the 7th
most popular site. Like Facebook, LinkedIn allows users to
create a profile based on their professional affiliation,
and accumulate and connect to professional contacts within
and outside their professional networks. LinkedIn is ranked
well below Facebook, as 153rd in the rank of sites
attracting the most traffic, averaging about 500 million
pages views per month (www.alexa.com,
accessed 10/31/07). Recently dubbed “A Facebook for the
Few,” by the / The New York Times, /ASmallWorld (ASW) is a
private social network which allows users to post pictures,
create profiles and connect to others. Individuals can only
join ASmallWorld if they are invited by members, and are
only allowed to invite others to join after a year of
membership. Individuals who do not have any friends who are
members yet and want to join are simply advised to be
“patient.”
ASmallWorld.net
caters to a smaller and exclusive audience, and thus is
ranked 5,343 in recent traffic and closer to size to
LinkedIn, averaging about 1% of global Internet traffic
(www.alexa.com,
accessed 10/31/07).
Social
networking web sites operate on enabling self-presentation
and connection building, but become successful when using
structural features to create symbolic codes that
facilitate communication and create what Castells (2000)
termed a culture of “real virtuality.” This comparative
analysis examines symbolic representations of everyday
communicative routines that these social networks create
for their users, so as to understand the meaning and
historical progression of virtual architecture.
References
Bolter, J.
D. (1996). Virtual reality and redefinition of self. In L.
Strate, R. Jacobson, & S. B. Gibson (Eds.),
Communication and
cyberspace: Social interaction in an electronic
environment (pp.
105-120).
Cresskill, NJ: Hampton Press.
Castells, M.
(2000). The Rise
of the Network Society. Oxford: Blackwell.
Dominick, J. (1999). Who do you think you are? Personal
home pages and self-presentation on the world wide
web. Journalism
and Mass Communication Quarterly, 76, 4, 646-658.
Gunkel, D. J., & Gunkel, A. H. (1997). Virtual
geographies: The new worlds of cyberspace.
Critical Studies in Mass
Communication, 14, 123-137.
Haraway, D. (1991). The actors are cyborg, nature is
coyote, and the geography is elsewhere: Postscript to
“Cyborgs at large.” In C. Penley & A. Ross
(Eds.), Technoculture
(pp. 21-26). Minneapolis:
University of Minnesota.
Papacharissi, Z. (2002). The presentation of self in
virtual life: Characteristics of personal home
pages. Journalism
and Mass Communication Quarterly, 79, 3, 643-660.
Papacharissi, Z. (2007). The Blogger Revolution? Audiences
as Media Producers. Blogging, Citizenship, and the Future
of Media, M.
Tremayne (Ed)., Routledge.
Turkle, S. (1995). Life on the screen: Identity in the
age of the internet. New York: Simon & Schuster.
Turkle, S. (1997). Constructions and reconstructions of
self in virtual reality: Playing in the MUDs. In S. Kiesler
(Ed.), Culture of
the Internet (pp.
143-155). Mahwah, NJ: Erlbaum.
Stone, A. R. (1996). The war of desire and technology at
the close of the mechanical age. Cambridge, MA: MIT Press.
Walker, K. (2000). “It’s difficult to hide it”: the
presentation of self on internet home pages.
Qualitative
Sociology,
23,
1, 99-120.
Rosenthal, Michele & Rivka Ribak
Writing a History of Ambivalent Use: The Case of
Alternative Communities and Old/New Media
While there is
a plethora of studies that examine the speed of diffusion
of new technologies (Rogers, 2003), far less research has
explored user resistance or ambivalence toward new
technologies. Partly this lacuna in the research can be
attributed to, what Everett M. Rogers called, “the
pro-innovation bias,” of diffusion research which suggests
“that an innovation should be diffused and adopted by all
members of a social system, that it should be diffused more
rapidly, and that the innovation should be neither
re-invented nor rejected” (2003, p. 16). This bias, claims
Rogers, has produced a field of knowledge that focuses upon
quick diffusion and adoption, rather than on slow
diffusion, rejection or discontinuance (2003, p. 111). The
focus on the social construction of technology (SCOT)
brings these processes and the role users and non-users
(Ooudshoorn and Pinch, 2003) play in the construction and
development of new technologies to the fore. Historians
Kline (2000) and Marvin (1998) have documented similar
processes in late 19th and early 20th century American contexts. Likewise,
research by Umble (1992, 1996) about the Amish and the
telephone in the early 20th century illustrates how negotiations by
users take place over time, and not just at the initial
stage of diffusion and/or adoption (see also Boczkowski,
1999). A diachronic perspective here is crucial: discursive
and practical forms of user resistance continue to change
after the initial encounter with the technology, and in the
wake of new technologies that follow.
This paper explores the technological ambivalence found
amongst “alternative” communities in Israel: advocating
reasonable use of new media such as the internet and mobile
phone for the purpose of creating and promoting an
alternative agenda, while remaining highly critical of
so-called older media such as the television. Returning to
the early arguments against television in 1950s Israel
(Katz, 1996; Oren, 2004), we compare contemporary
discourses of resistance and non-use in the current context
of media ubiquity (Weiser, 1993) and interchangeability
(Adoni and Nossek, 2001).
References
Adoni, H.,
and Nossek, H. (2001). The new media consumers: Media
convergence and the displacement effects, European Journal
of Communication Research, 26(1), 59-83.
Boczkowski, Pablo J. (1999). Mutual shaping of users and
technologies in a national virtual community. Journal of
Communication. 49:2, 86-108.
Katz, E. (1996). And deliver us from segmentation. Annals
of the American Academy of Political and Social Science
546, 22-33.
Kline, Ronald R. (2000). Consumers in the country:
Technology and social change in rural America. Baltimore,
MD: John Hopkins University press.
Marvin, Carolyn. (1988). When old technologies were new:
Thinking about electric communication in the late
nineteenth century. New York: Oxford University press.
Oren, Tasha G. (2004). Demon in the box:
Jews, Arabs, politics and culture in the making of Israeli
television. New Brunswick, NJ: Rutgers University press.
Oudshoorn, Nelly and Trevor Pinch, eds. (2003). How users
and non-users matter. In eds. Oudshoorn and Pinch, How
users matter: The co-construction of users and technology.
Cambridge, MA: MIT press, 2-25.
Rogers, Everett M. (2003). Diffusion of innovations. Fifth
Ed. New York: Free press.
Umble, Diane Zimmerman. (1992). The Amish and the
telephone: resistance and reconstruction. In Roger
Silverstone and Eric Hirsch, eds., Consuming technologies:
Media and information in domestic spaces. London:
Routledge, 183-194.
Umble, Diane Zimmerman. (1996). Holding the Line: The
Telephone in Old Order Mennonite and Amish Life. Baltimore,
MD: John Hopkins university press.
Weiser, Mark. (1993). Ubiquitous
computing. Computer. 26:10, 71-72.
Rothenbuhler, Eric W.
What Is New? What Is Not?
Newness is not
a property of objects but a claim for them or a response to
them that implies a comparative evaluation. So long as the
comparisons are implicit and the criteria of the evaluation
unspoken, though, the cultural celebration of new media and
the scholarly focus on their recognized newness are also
systematic forgetting. We need to continue to ask, as
Silverman (1999, p. 10), Gitelman & Pingree (2003, p.
xi), and others have “what’s new about new media?” We need
also to ask what is not new, what are we forgetting, to what does
this focus on newness blind us?
One mainline of celebrated progress portrays new media from
the telegraph forward as faster, cheaper, more powerful or
convenient. “New media” understood in this way are more
efficient means of accomplishing already recognized
communicative tasks and activities. What those media are
not is more aesthetically elaborated or expressively
attuned. “Newness” is, then, progress on only the
instrumental dimension of life. The scholarship of new
media should then also give attention to what the culture
of new media is systematically forgetting: that
communication is also craft and art.
There are contrary examples and complications that need to
be addressed. The phonograph, classical music radio
programming, high fidelity audio equipment, and LPs all
have been promoted as culturally ennobling. Streamlined
radios from the 1930s and the striking looks of iMacs and
iPhones today show that an aesthetics of newness is also
relevant. The ringtone and facebook show that new media can
lead to the discovery of new communicative needs. The
complications, though, will not invalidate the overall
trends.
And here is the point: If communication is not only
instrumental, but also craft and art; if beautiful worlds
are preferred to ugly ones; and if the resources of
communication are limited; then the systematic choice of
the instrumental over the beautiful, is the construction of
a less preferred world. Unless we pause to consider it, we
will find ourselves within it. As Innis said, every culture
has its own methods of suicide.
Skalski, Paul
The Parallel Development of Film and Video Games:
History and Implications
This paper
examines the parallel evolutions of film and video game
technologies. Several key dimensions of similarity in the
histories of the two mediums have been identified,
including commonalities in (1) incorporation of narrative,
(2) aesthetics, (3) authors, (4) entrepreneurial
visionaries, (5) genre emergence, (6) the relationship
between technological innovation and stylistic
transformation, and (7) adoption of ritualized use. These
are elaborated upon in the paper.
The ultimate goals of this work are twofold. First, it will
reveal how similar lessons may be learned from the
histories of film and video games, affecting the future
development of traditional and interactive entertainment
technologies. Drawing on Rogers’ (2003) six stages of
innovation generation, the paper will consider how
comparable advancements in form and content helped both
technologies meet human needs (e.g., for entertainment,
arousal, ritual experiences, etc.), resulting in
commercialization and widespread adoption. Second, the
paper will plant seeds for the creation of new
methodologies for the study of film and video games rooted
in the common language of the moving image, drawing on
Manovich’s (2001) seminal work on the language of new
media. It will explain how popular films and video games
are new, visual ways of experiencing myths and archetypes,
with common themes (chiefly fantasy) but different
articulations of narrative (e.g., linear vs. branching,
exploration). Overall, this paper will show how film and
video game scholarship can be mutually beneficial and point
to the future of moving image entertainment.
References
Manovich, L.
(2001). The
language of new media. Cambridge, MA: MIT Press.
Rogers, E. (2003). Diffusion of innovations
(5th Edition). New York, NY: Free Press.
Sterne, Jonathan
Philosophy as Historiography and Vice-Versa: Tracking the
Origins of New Media
A prominent part of the last
generation of continental philosophers grounded their more
abstract thought in an “empirical” element; Pierre Bourdieu
called his research “fieldwork in philosophy,” Michael
Foucault called himself a “new empiricist” and wrote that
he turned to the archive to solve philosophical problems;
Gilles Deleuze and Felix Guattari wrote a modern summa in
the quest to undo the poststructuralist emphasis on
language. All of these writers took practices and
institutions as objects to spur analysis of human or
metaphysical conditions. As these writers have gained
influence in Europe (notably Germany) and North America,
media histories have also turned to treating their objects
as philosophical in nature. Drawing from difficulties in my
own work on the mp3 format, I will discuss some of the
promises and limits of a poststructuralist historiography
of new media.
Suggs, L. Suzanne, Chris McIntyre, & Joan Cowdery
Health Communication and New Media: Just Another TV
Rerun?
This paper
addresses the convergence of health communication and new
media framed by the historical context of televised health
promotion campaigns. In the post World War II era, health
has emerged as one of the most important political,
economic, and social issues. A number of contemporary
health behaviors, such as poor diet and declining physical
activity, threaten to undo much of the progress achieved
during the past 60 years resulting in decreased quality of
life and destabilized health care systems. Accordingly,
governments, health professionals, and advertisers have
embraced a variety of strategies designed to promote
positive health behavior practices. A cornerstone of these
efforts has been the utilization of emerging communication
technologies.
The widespread diffusion of television presented health
communicators and organizations like the Ad Council with an
opportunity to develop and distribute health promotion
campaigns that harnessed the powerful combination of sound
and image while reaching extraordinary numbers of people.
The development of the Web and new media spawned a chorus
of optimism about health communication interventions that
echo previous predictions about the role of television as a
health communication tool.
In this paper we describe how health communication can
leverage new media such as blogs, social networking sites,
video portals, instant messaging, and other applications.
In particular, the implications for public health, the
patient-provider framework and whether new media fosters
greater collaborative health decision-making are discussed.
The analysis is framed by earlier predictions about the
impact of televised health promotion campaigns beginning in
the 1940s. This approach provides insights into the
parallels between television and new media as platforms for
health communication.
Suhr, Hiesun Cecilia
The Role of Participatory Media in Consecrating the
Arts: Underpinning the Paradoxes in the Artistic Field of
Myspace.com
With the rise
of participatory culture, social networking sites, such as
Myspace.com, provide a new outlet for the works of
independent artists, whether poets, painters, sculptors, or
musicians (Andrejevic, 2004). The operation of
participatory media is not autonomous because the
opportunity of intersection with the mainstream media
exists, hence the term “convergence culture” (Jenkins,
2006). Nonetheless, the critical question for this paper
pertains to the role of participatory media in consecrating
artworks: are independent artists using participatory media
simply to have their work viewed, or are they seeking
mainstream media exposure? Does the mere act of gaining
access to mainstream media result in the consecration of an
artwork? As Bourdieu (1993) contends, “the work of art is
an object which exists as such only by virtue of the
(collective) belief which knows and acknowledges it as a
work of art” (p. 35). To this extent, Myspace.com functions
as a platform wherein artists can gain legitimacy through
extensive networking channels. Unlike the intervention of
agencies (dealers, record executives, etc.) on myspace.com
the viewers (network) replace the role of the agencies. As
a result, Levy’s (1997) assessment is justified: “with the
disappearance of a traditional public… a new form of art
will experiment with different modalities of communication
and creation” (p. 122). Despite this assertion, I contend
that examining the overlooked tensions inherent in the
field of artistic production is vital. This paper examines
the paradoxical dimensions of participatory media in the
consecration of artworks; while the participatory media may
grant “collective intelligence” (Levy, 1997), it is
imperative to consider the notion of the field of artistic
production as a “site of struggle,” where artists’ survival
and success are inextricably linked to individuality and
the notion of “being different” (Bourdieu, 1994, p.
106).
Therrien, Carl
The History of Video Games: Teleological Illusion
and Other Methodological
Issues.
In an article detailing the
methodological problems encountered by early cinema
historians, André Gaudreault notes the partial nature of
his practice on two distinct levels. First, only part of
the early film strips is still accessible to historians
nowadays; second, it is impossible for any historian to
look back upon such a distant object in an unbiased manner.
On the surface, things might appear simpler for video games
historians: they are contemporary to their object for the
most part, and a strong community constantly feeds online
documentation resources, seeking to preserve the memory of
games. Yet in spite of these resources, and to a certain
extent because of them, the challenges in bringing the
young new medium to history books are considerable.
Although there are some exceptions (the itinerant
Videotopia exhibit), the only equivalent of film
conservation institutions in the realm of video games are
purely virtual ones. Digitized visual resources (such as
box covers and game media) of course provide invaluable
information, but acute technical details and description of
game mechanics are often contradictory from one database to
the other. As such, a proper examination requires
first-hand experience, which often can only be emulated due
to the rarity and nonfunctional condition of older hardware
and/or software. While the emulation community is generally
working towards the closest recreation of the original
experiences, performance issues, display technology
evolution and lack of specific control devices ensure these
retro experiences remain distinct from the originals. The
ongoing and rapid technological evolution responsible for
these accessibility problems also favors a teleological
view of video game history; chaotic and often contradictory
manifestations in visual design and game mechanics are
ironed out in favor of a general progression towards
verisimilitude. Drawing upon recent historical work in the
field, including the author’s own accounts of CD-ROM games
and visual design in videogames (both from the upcoming
volume The Video Game Explosion. A History from PONG to
PlayStation and Beyond edited by Mark J. P. Wolf) and his
involvement in Bernard Perron’s current funded research
project (“History and theory of early interactive cinema”)
and upcoming project on horror video games, this
contribution will expose the various methodological
problems pertaining to the elaboration of digital games
history.
Turner, Fred
Brokers, Forums and the Cultural Integration of Digital
Media
Traditionally, historians of
computing have focused on the development, marketing and
use of computing machines. Yet, at particular historical
moments, both uses and machines have been powerfully shaped
by broader cultural forces. How then, and where, should we
look to see that shaping in action? Drawing on my earlier
work on Stewart Brand and more recent research in the
Manhattan art-and-technology scene of the 1960s, this talk
will argue that artists, journalists and other cultural
brokers have played a powerful role in integrating
computers into everyday life. By showing how, it will
suggest new kinds of sites at which we might explore the
ways emerging media interact with long-term processes of
cultural change.
Zimmer, Michael
Renvois of the Past, Present, and Future:
Hyperlinks, Discourse Networks, and the Structuring of
Knowledge from the
Encyclopédie to Web 2.0
During the
Enlightenment, the encyclopedia emerged as a dominant
technology for the
collection,
organization, and retrieval of knowledge. The technological
features of the
encyclopedia – its physical organization and system of
navigation – impact both the user and the
knowledge it is meant to impart. A notable example was the
use of renvois, a system of cross references–
hyperlinks – featured prominently in Diderot’s
Encyclopédie. Rather than simply relying on a
structured and sanctioned presentation of knowledge,
Diderot’s use of renvois often shaped the presentation of
knowledge in an ideologically subversive way, weakening the
discursive authority of the encyclopedia as a final source
of knowledge by always deferring absolute meaning or
knowledge to another article, often leading to unsettling
juxtapositions, contradictions, and unexpected meanings
that forced the reader to think anew. Readers relinquished
their position as passive spectators of representation
before whom traditional
knowledge is merely presented to become an active and
integral participant in the Encyclopédie’s production of knowledge.
In a
McLuhanesque sense, the structure of the
Encyclopédie
– with is subversive
renvois
– was as important as the
message it contained, an idea that Friedrich Kittler has
developed in his theory of discourse networks. This paper
will use Kittler’s framework to help understand the impact
of the technological form of the encyclopedia and the use
of renvois on the ability to organize information
and obtain knowledge. Following the emergence of these
versions of hyperlinks in the encyclopedias of early modern
Europe, we trace the role of renvois in more recent knowledge tools, including
the Memex, the World Wide Web, and the emerging platforms
that make up the so-called Web 2.0. We will reveal how the
structure of these new knowledge tools might impact – both
positively and negatively – the ways in which information
is shaped and knowledge is attained.