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- Institut für Kultur und Ästhetik Digitaler Medien (ICAM) (18) (entfernen)
Die in dieser Sammlung zusammengetragenen Texte reicht der Autor als kumulative Habilitationsleistung bei der Fakultät »Umwelt und Technik« der Leuphana Universität Lüneburg zum Zwecke des Erwerbs der Lehrbefugnis für die Fachrichtung »Informatik/Digitale Medien« ein. Die Texte sind alle in den letzten zehn Jahren veröffentlicht worden, meist im Druck, einige online. Als Einzelveröffentlichungen behandeln sie jeweils separate Themen, deshalb werden ihr Ursprung, der Gesamtzusammenhang und die daraus entwickelbaren Perspektiven für Forschung und Lehre an der Leuphana Universität Lüneburg im Folgenden umrissen.
Machinima sind aus einer partizipatorischen Medienkultur der Zweckentfremdung, Aneignung und Adaption von Medientechnologie hervorgegangen und haben sich als ein maßgeblicher ökonomischer, sozialer und kultureller Faktor der Unterhaltungsindustrie etabliert. Das Ziel der vorliegenden Doktorarbeit besteht darin, die emergente Entstehung von Quake Movies und deren Stabilisierung als Machinima, d. h. als Akteur-Netzwerke menschlicher und nichtmenschlicher Akteure zu beschreiben, die Intermedialität des Mediums über Bildanalysen zu identifizieren und Akteur-Netzwerke und mediale Formen in einen Zusammenhang mit medialer Ästhetik zu setzen. Die Gesamtentwicklung reflektierend, werden diese Zusammenhänge wiederholt analysiert und gemäß den unterschiedlichen Entwicklungsphasen der Invention, Innovation und Diffusion interpretiert. Das Ergebnis dieser Analysemethode ist die Konstruktion eines Entwicklungsnarrativs, das am Werk empirisch nachvollziehbar ist und bis dato eine Forschungslücke bzgl. der Erschließung der Geschichte und Theorie von Machinima schließt. Es werden des Weiteren Kernfragen der Medien und Bildgeschichte, der Medientheorie sowie der Technikforschung und Innovationsforschung behandelt.
Batterien und Akkus als Medien des Digitalen Zeitalters
Als Medien der Speicherung, Miniaturisierung und Mobilisierung gehören elektrochemische Zellen historisch betrachtet zu den Möglichkeitsbedingungen des Digitalen Zeitalters. Vom Smartphone über den elektrischen Rollstuhl bis hin zum Elektroauto versprechen Batterien und Akkus eine nachhaltigere und fortschrittlichere digitale Zukunft. Doch diese Entwicklung hat ihren Preis: Unter dem Begriff »Reichweitenangst« befassen sich die Beiträger*innen des Bandes mit unserer alltäglichen Sorge, dass der Akku nicht mehr bis zur nächsten Ladestation reicht und wir auf halber Strecke liegen bleiben. Darüber hinaus wird die Frage diskutiert, wie weitreichend die individuellen, kollektiven und ökologischen Auswirkungen unseres steigenden Verbrauchs an Batterien sind.
Rethinking Gamification
(2014)
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!
The ethical apparatus: The material-discursive shaping of ethics, autonomy, and the driverless car
(2023)
This research argues that the emergent driverless car, as a kind of autonomous vehicle, is a Foucault-ian "ethical apparatus", working as an epistemic device to materially embody and enable discursive power by generating notions of "autonomy" and "ethical decision-making". The ethical implications of AI, algorithmic, and autonomous technologies are topics of current regulatory and academic concern. This concern relates to the lack of meaningful oversight of black boxes inside AI systems, liabilities for manufacturers, and inadequate frameworks to hold AI-based socio-technical systems to account. One recent artefact, the driverless car, has taken on these concerns quite literally in the shaping of a niche discourse of the "ethics of autonomous driving". Ambitions to produce a fully autonomous vehicle based on AI technologies are constrained by speculative concerns that its decision-making in unexpected accident situations cannot be assumed to protect humans. "The ethics of autonomous driving" evaluates proposals to build "ethical machines" by examining the relationship between structures of human values and moral decision-making, and how they comport to computational architectures for decision-making. This is the first case this work takes up, chiefly organised around an analysis of a thought experiment, the Trolley Problem, and the online game, Moral Machine, that crowdsourced values to suggest approaches to an "ethics of autonomous driving". Rather than evaluate the feasibility or appropriateness of these two approaches, this work attends to the more critical issue that ethics is being proposed in terms of technologies turning on the logics of risk, speculation, and probabilistic correlations that are fundamental to how machine learning makes decisions. The concern in this work is less a normative framework or approach for a better or more appropriate ethics of autonomous driving. Rather, this work argues that what we understand as "the ethical" is being transformed when architected by, through, and for Artificial Intelligence / autonomous technologies to become their own regulators. Hence the production of autonomous driving necessitates computational infrastructures that are creating a world legible to and for the navigation of a driverless car. The author argues that this is fostering computational governance that has implications for human bodies and social relations, chiefly that conventional approaches to regulation and accountability attend to human values and decision-making rather than computational ones. A second case that this research examines is that of driverless car crashes, to examine how "autonomous" driving requires substantial embodied human knowledge and micro-work. Taken together, these two cases make an argument for how myriad practices of knowledge-production are translating the human world into something legible to the navigational needs of the car, producing changes in the human world through the actions of the car on that basis, and advancing notions of "autonomy". This work concludes with arguments for a critical reconceptualisation of ethics and ethical decision-making in AI / autonomous systems.
In 1999 David Elstein delivered a lecture series examining the evolvement of UK broadcasting policy from 1949 to 1999. His sharp analysis is a valuable contribution to the post-war devel-opment of the British broadcasting system and unfolds many topical issues in current media policy debates.
New media and digital technologies open up numerous possibilities to document different versions of reality, which makes it essential to examine how they transform the logic behind the creation and production of documentaries in digital cultures. The goal of this study is to investigate the integration between the traditional documentary and new media: the interactive documentary, in the context of the different sociocultural and technological environments of China and the West. Accordingly, a comparative study on the evolution and integration of these two fields was carried out. The documentary genre brings with it a method of classification and various modes of representing reality, while new media provide new approaches to interactivity as well as the production and distribution of interactive documentaries. In this context, the study examines the differences and characteristics of interactive documentaries in China and the West. Interactive documentaries grow and change as a continuously evolving system, engaging the roles of the author and the user, such that their roles are mixed for better co-expression and the reshaping of their shared environment. In addition, an analytical approach based on the types of interactivity was adopted to explore this new form of documentary both to deduce how the stories about our shared world can be told and to understand the impact of interactive documentaries on the construction of our versions of the reality as well as our role in it.
Der Begriff des Musikinstruments wird mit den technologischen Entwicklungen des 20. und 21. Jahrhunderts fortwährend in Frage gestellt. Elektronische und digitale Musikinstrumente lassen die begrifflichen Grenzen zwischen Instrumenten und Nicht-Instrumenten zunehmend verschwimmen. Der Band stellt sich der ebenso grundlegenden wie vielschichtigen Frage nach einem zeitgenössischen Instrumentenbegriff im Kontext medien-instrumentaler Praktiken. Dabei führt die Autorin Diskurse aus verschiedenen instrumentenbezogenen Fachgebieten zusammen und erweitert so den Begriff des Musikinstruments um kulturelle und mediale Aspekte. Mit dem Konzept der ›Instrumentalität‹ wird es schließlich ermöglicht, Musikinstrumente noch einmal ganz neu zu denken.