'network' Tag

  • The Work of Sustaining Order in Wikipedia: The Banning of a Vandal

    October 28, 2009

    With the help of my advisor, Dr. David Ribes, I recently got a chapter of my master’s thesis accepted to the ACM conference on Computer Supported Cooperative Work, to be held in February 2010 in Savannah, Georgia. It is titled “The Work of Sustaining Order in Wikipedia: The Banning of a Vandal” and focuses on [...]

  • Memetic Inkblots

    June 3, 2008

    I explore the memetic inkblot, which refers to units of cultural information that have effectively no singular semiotic value and therefore serve as a psychosocial indicator. In other words, they are so vague and open to interpretation that you can learn a lot about someone by asking someone to give a simple definition of them.

  • The Wikipedian Discourse: A Foucauldian Archaeology

    December 20, 2007

    This paper is a Foucauldian account of power relations as expressed through discourse in the on-line encyclopedia Wikipedia.

  • Response: Neuromancer by William Gibson

    March 23, 2007

    William Gibson’s novel Neuromancer tells the story of a team of radically different technologically-savvy individuals who are recruited by a young artificial intelligence named Wintermute, who desires to bypass the limitations placed on it by its owners and the authorities.

  • Response: Me++: The Cyborg Self and the Networked City by William Mitchell

    January 29, 2007

    In his book Me++: The Cyborg Self and the Networked City, William Mitchell describes how information technology – specifically digital, wireless networks which are accessed primarily through portable devices – fundamentally changes how we interact with others. More than anything else, “[c]onnectivity had become the defining characteristic of our twenty-first-century urban condition” (11). For Mitchell, [...]

  • Notions of Identity Liberation in Virtual Gaming Communities

    May 5, 2006

    The vast worlds of MMORPGs seem close to postmodern theories of identity, as a player is able to radically constitute their on-line self at will. Despite this, these virtual gaming communities should not be seen as safe spaces in which a subject can realize their true (or ideal) self.

 
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