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It's online, it's news: appropriation of viral narratives by the digital press 这是在线的,这是新闻:数字媒体对病毒式叙事的挪用
IF 0.2 Q2 Arts and Humanities Pub Date : 2019-09-10 DOI: 10.7559/citarj.v11i1.597
Ana Filipa Martins, O. Fernández, Ignacio Aguaded, M. Tavares
At the border between information and entertainment, memes and newsgames aresome of the news formats that, made viral in social networks, complement the informational experience and compete with the traditional news media in constructing alternative readings of the real. If in the light of Bakhtine (apud Ponte, 2004) journalism can be understood as a secondary discursive genre that feeds on primary genres, how to understand the circulation of these discourses produced from journalistic events in social networks? On the other hand, how are these narratives appropriated by the media? What functions do they play in media discourse? In this article we present some examples of products created from events of political impact for than register, by the analysis of a set of news stories, how the digital press, in the Iberian context, make use of them. The purpose of this article is to contribute to the reflection on how the information media relate to these new narratives. 
在信息和娱乐的边界上,模因和新闻游戏是一些在社交网络中传播的新闻形式,它们补充了信息体验,并与传统新闻媒体竞争,构建了对现实的另类解读。如果根据Bakhtine (apud Ponte, 2004)的观点,新闻可以被理解为一种以主要类型为食的次要话语类型,那么如何理解这些由新闻事件产生的话语在社交网络中的流通?另一方面,这些叙事是如何被媒体挪用的?它们在媒介话语中起着怎样的作用?在本文中,我们通过对一系列新闻故事的分析,展示了一些从具有政治影响的事件中创造出来的产品的例子,以及在伊比利亚的背景下,数字媒体如何利用它们。本文的目的是帮助人们反思信息媒体是如何与这些新的叙事联系起来的。
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引用次数: 0
Editorial 编辑
IF 0.2 Q2 Arts and Humanities Pub Date : 2019-09-10 DOI: 10.7559/citarj.v11i1.660
Sandra Boto, Maria Guilhermina Castro, Ana Soares
This issue of CITAR (Journal of Arts Science and Technology) is especially devoted to what we designated as Marginalized Narratives. It is a special issue that collects studies published upon the 5th Colloquium on Narrative, Medium and Cognition, held at the University of Algarve in November 2018, and which was focused on that topic.
这一期的《艺术科学与技术杂志》特别致力于我们所称的边缘化叙事。这是一个特刊,收集了2018年11月在阿尔加维大学举行的第五届叙事、媒介和认知学术研讨会上发表的研究成果,并以该主题为重点。
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引用次数: 0
Looking for the Spaceless Book, an E-publishing Archaeology 寻找无空间的书,一个电子出版考古学
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-12-18 DOI: 10.7559/CITARJ.V10I3.570
A. Ludovico
In the reformulation of the ‘publication’ concept after the electric and then electronic revolution, there is a consequent reformulation of the ‘space of publication’ which finally transcends the page and the binding as the insurmountable limits.Here the history of this process is tracked through the first optical attempts to compress the content in order to overcome those limits, conceptually preparing for a more radical technological shift. Foreseen in early science fiction visions, this shift determined by digital and the networked technologies, is dramatically collapsing the publication space towards a dimension close to the infinite, where the published object disappears in the reading machine, in what becomes a mere but sophisticated ‘container’.
在电力革命和电子革命之后对“出版”概念的重新表述中,随之而来的是对“出版空间”的重新表述,最终超越了作为不可逾越的限制的页面和装订。这里追溯了这个过程的历史,通过第一次光学尝试来压缩内容,以克服这些限制,在概念上为更激进的技术转变做准备。早期的科幻小说预见到,这种由数字和网络技术决定的转变,正在戏剧性地将出版空间推向一个接近无限的维度,在那里,出版的对象消失在阅读机器中,成为一个纯粹但复杂的“容器”。
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引用次数: 0
On Design Thinking, Bullshit, and Innovation 关于设计思维、胡扯和创新
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-12-18 DOI: 10.7559/CITARJ.V10I3.555
Rodrigo Hernández-Ramírez
Design thinking (DT) has been widely promoted as a powerful approach for systematically achieving innovation, particularly in the world of management. Recently, however, some critical voices from design and science & technology studies have called bullshit on DT, accusing it instead of distorting and trivialising design methods and processes to serve purely commercial goals. Through an analysis of the recent history of design research and an overview of some (philosophical) accounts on the concept of “bullshit”, this paper shows that at least some of the criticism holds. However, it argues that a truly fruitful critique of DT needs to go beyond simple derision. Ultimately, this paper suggests that perhaps we should steer away from the idea that there is a designerly way of thinking, and focus instead on showing how designers, being “doers”, create maker’s knowledge. Designers, educators, managers, and anyone interested in understanding why design goes beyond a simple methodology perhaps might be interested in this account.
设计思维(DT)作为一种系统地实现创新的有力方法被广泛推广,特别是在管理领域。然而,最近,一些来自设计和科技研究的批评声音称DT是胡说八道,指责它没有扭曲和轻视设计方法和流程,只为纯粹的商业目标服务。通过对近期设计研究历史的分析和对“胡扯”概念的一些(哲学)解释的概述,本文表明至少有一些批评是成立的。然而,它认为,一个真正富有成效的批判DT需要超越简单的嘲笑。最后,本文建议,也许我们应该避开设计师思维方式的想法,而将重点放在展示作为“实干家”的设计师如何创造创造者的知识上。设计师、教育工作者、管理人员以及任何对理解为什么设计不仅仅是一种简单的方法感兴趣的人都可能对这本书感兴趣。
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引用次数: 10
Someone Is Always Already There In Front Of You Even Though You May Not Like It 有人总是在你面前,即使你可能不喜欢它
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-12-18 DOI: 10.7559/CITARJ.V10I3.569
F. Nake
In many ways, humans in modern societies seem to be occupied to a considerable amount by a longing to establish whatever they do as if it were the first time any human has ever done it. The arts are full of this myth of originality and firstness. However, at closer inspection, there often appear events or activities by someone else that were at least foreshadowing what later appeared as totally new and the first time. The article takes up a few cases of this kind related to digital art.
在许多方面,现代社会中的人类似乎在很大程度上被一种渴望所占据,即建立他们所做的一切,就好像这是人类第一次这样做一样。艺术充满了这种独创性和第一性的神话。然而,仔细观察,经常会出现其他人的事件或活动,这些事件或活动至少预示着后来出现的全新的、首次出现的事情。这篇文章列举了一些与数字艺术相关的案例。
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引用次数: 0
Application of Incremental Technologies in Considerations of Transhumanist Aesthetics – Project "Who nose" 增量技术在跨人文美学思考中的应用——《谁的鼻子》项目
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-12-18 DOI: 10.7559/CITARJ.V10I3.568
Marta Flisykowska
Transhumanist speculations have been present in intellectual circles since the 1960s. The term "transhumanism" was coined in 1957 by biologist Julian Huxley, who defined it as "man remaining man, but transcending himself by realizing new possibilities of and for his human nature". Will the boundaries of aesthetics remain untouched in face of new achievements, both in medicine and those coming from the need to explore space? In 2017, NASA published the results of the Human Research Program. The aim was to find out more about the impact of long stays in space on the hu-man body, like manned trips to Mars. The human body will have to face new physical conditions on the Red Planet, such as lower temperatures, a less dense atmosphere, significantly higher radiation and many more. The impact of such conditions is visible and highly variable also in other organisms, including mammals that have the best sense of smell. 3D printing technology is developing continuously and already today we are able to print an ear that can be used for transplants. If this is the case, does it have to look the same? Based on the research regarding the impact of climatic conditions on the shape of noses as well as state of the art regarding such areas as mountaineering, biomimetics, plastic surgery and taking into account mental factors, the article presents original nose designs, aesthetic speculations and interpreting the above visual and formal data.
自20世纪60年代以来,跨人文主义的推测一直存在于知识界。“超人类主义”一词由生物学家朱利安·赫胥黎于1957年创造,他将其定义为“人仍然是人,但通过实现人性的新可能性来超越自己”。面对医学和探索太空的新成就,美学的界限会保持不变吗?2017年,美国国家航空航天局公布了人类研究计划的结果。其目的是了解更多关于长期呆在太空对胡人身体的影响,比如载人火星之旅。在这颗红色星球上,人体将不得不面对新的物理条件,比如更低的温度、更低的密度、更高的辐射等等。这种条件的影响在其他生物中也是可见的,并且高度可变,包括嗅觉最好的哺乳动物。3D打印技术正在不断发展,今天我们已经能够打印出可用于移植的耳朵。如果是这样的话,它看起来必须一样吗?本文在研究气候条件对鼻子形状的影响以及登山、仿生学、整形外科等领域的最新技术的基础上,考虑到心理因素,提出了原创的鼻子设计、美学推测,并对上述视觉和形式数据进行了解释。
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引用次数: 0
Absences within and surrounding light-to-sound translations 光-声翻译内部和周围的缺失
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-12-18 DOI: 10.7559/CITARJ.V10I3.565
Graziele Lautenschlaeger
Within the material-immaterial dichotomy structuring the creation of media artworks and its inherent informational aesthetic, one may observe fractures or continuities. Considering media artworks through the notion of translation of materialities, the aim of this paper is to analyse some of the multiple roles that absence play within and surround this sort of aesthetic experimentation. The discussion is unfolded through the articulation of Vilem Flusser’s media theory – namely considering the zero-dimensionality of electronic and digital media and the concept of Mediumsprunge. These concepts are exemplified through historical and contemporary media devices and artworks technically based on light-to-sound translations. The discussed examples were partially selected from references and methodological tools used in a cross-disciplinary practice-based PhD research on photosensitivity in relation to media history and media art history conducted between 2014 and 2018. The methodology combines a historical and analytical approach, through new materialism, media archaeology, cultural techniques and second-order cybernetics. The significance of the discussion is exposing both the artistic freedom (or emancipation) and the arbitrariness (and responsibility) implied in bridging the gaps involved in media artworks.
在构成媒介艺术创作及其固有的信息美学的物质-非物质二分法中,人们可以观察到断裂或连续性。通过物质性翻译的概念来考虑媒体艺术,本文的目的是分析缺席在这种审美实验中所扮演的多重角色。讨论是通过阐述Vilem Flusser的媒介理论展开的,即考虑到电子和数字媒体的零维度以及媒介泡沫的概念。这些概念是通过历史和当代的媒体设备和艺术作品来体现的,技术上基于光到声的翻译。所讨论的例子部分选自2014年至2018年期间一项基于跨学科实践的博士研究中使用的参考文献和方法工具,该研究涉及媒体史和媒体艺术史的光敏性。该方法结合了历史和分析方法,通过新唯物主义,媒体考古学,文化技术和二阶控制论。讨论的意义在于揭示艺术自由(或解放)和随意性(和责任)所隐含的弥合媒体艺术所涉及的差距。
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引用次数: 1
Conversing with Personal Digital Assistants: on Gender and Artificial Intelligence 与个人数字助理交谈:关于性别和人工智能
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-12-18 DOI: 10.7559/CITARJ.V10I3.563
Pedro Carvalho Ferreira da Costa
This paper aims to explore the relationship between gender and artificial intelligence, seeking to understand how and why chatbots and digital assistants appear to be mostly female. To this end, it begins by addressing artificial intelligence and the questions that emerge with its evolution and integration in our daily lives. It then approaches the concept of gender in light of a binary framework, focusing on femininity. These topics are then related, in order to shed some light on how chatbots and digital assistants tend to display feminine attributes. In an attempt to observe these aspects, an analysis of Alexa, Cortana and Siri is developed, focusing on their anthropomorphization, the tasks they perform and their interactions. Complementing this discussion, the project Conversations with ELIZA is presented as an exploration of femininity in AI, through the development of four chatbots integrated into a web-based platform, each performing specific tasks and simulating particular personalities, with the purpose of emphasizing feminine roles and stereotypes. In this manner, this study aims to understand and explore how gender relates to AI, why femininity seems to be often present in AI and which gender roles or stereotypes are reinforced in this process.
本文旨在探索性别与人工智能之间的关系,试图了解聊天机器人和数字助理是如何以及为什么大多是女性的。为此,它首先解决了人工智能及其在我们日常生活中的进化和整合所带来的问题。然后,它根据二元框架来处理性别概念,重点关注女性气质。然后将这些主题联系起来,以揭示聊天机器人和数字助理如何显示女性特征。为了观察这些方面,对Alexa、Cortana和Siri进行了分析,重点关注他们的拟人化、他们执行的任务以及他们的互动。作为对这一讨论的补充,与ELIZA的对话项目是对人工智能中女性气质的探索,通过将四个聊天机器人集成到一个基于网络的平台中,每个聊天机器人都执行特定的任务并模拟特定的个性,目的是强调女性角色和刻板印象。通过这种方式,本研究旨在了解和探索性别与人工智能的关系,为什么女性气质似乎经常出现在人工智能中,以及在这个过程中哪些性别角色或刻板印象得到了强化。
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引用次数: 20
Videogame Agency as a Bio-costs Contract 电子游戏代理作为生物成本合同
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-12-13 DOI: 10.7559/CITARJ.V10I1.524
Pedro Neves, Leonel Morgado, Nelson Zagalo
This paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works. Research specifically to do with agency has called for agency to no longer be confused with freedom of action, for an integrated perspective of the player and the system, and for that relationship to be viewed as a conversation. The transactional model in this paper achieves this by proposing a nested hierarchy of levels of communication that operate as an implicit contract, negotiated between the system and the player, where the object of the transaction is bio-costs, effected through the signalling of the attainability of understandings. The paper describes research antecedents, a research agenda, the basis for the model, the model itself, examples of how the model can be used to describe videogame designs, and future research.
本文提出了一种新的描述模型,将电子游戏中的代理作为通信。与包括电子游戏在内的互动作品相关的文献已经确定了在此类作品中克服二元交流视角的必要性。专门与代理有关的研究呼吁,不再将代理与行动自由混为一谈,从整体角度看待玩家和系统,并将这种关系视为一种对话。本文中的交易模型通过提出一个嵌套的沟通层次来实现这一点,该层次作为系统和玩家之间协商的隐含合同来运作,其中交易的对象是生物成本,通过发出理解可实现性的信号来实现。本文描述了研究的前因、研究议程、模型的基础、模型本身、如何使用模型描述视频游戏设计的示例以及未来的研究。
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引用次数: 2
End-to-End Listening Agent for Audiovisual Emotional and Naturalistic Interactions 用于视听情感和自然主义互动的端到端听代理
IF 0.2 Q2 Arts and Humanities Pub Date : 2018-11-08 DOI: 10.7559/CITARJ.V10I2.424
Kevin El Haddad, Yara Rizk, Louise Heron, Nadine Hajj, Yong Zhao, Jaebok Kim, Trung Ngo Trong, Minha Lee, Marwan Doumit, Payton Lin, Yelin Kim, Hüseyin Çakmak
In this work, we established the foundations of a framework with the goal to build an end-to-end naturalistic expressive listening agent. The project was split into modules for recognition of the user’s paralinguistic and nonverbal expressions, prediction of the agent’s reactions, synthesis of the agent’s expressions and data recordings of nonverbal conversation expressions. First, a multimodal multitask deep learning-based emotion classification system was built along with a rule-based visual expression detection system. Then several sequence prediction systems for nonverbal expressions were implemented and compared. Also, an audiovisual concatenation-based synthesis system was implemented. Finally, a naturalistic, dyadic emotional conversation database was collected. We report here the work made for each of these modules and our planned future improvements.
在这项工作中,我们建立了一个框架的基础,目标是构建一个端到端自然表达的倾听代理。该项目分为识别用户的副语言和非语言表达、预测代理的反应、合成代理的表达和非语言会话表达的数据记录等模块。首先,构建了基于多模态多任务深度学习的情感分类系统和基于规则的视觉表情检测系统。然后对几种非语言表达序列预测系统进行了实现和比较。同时,实现了一个基于视听拼接的合成系统。最后,收集了一个自然的、二元的情感会话数据库。我们在这里报告了为每个模块所做的工作以及我们计划的未来改进。
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引用次数: 3
期刊
Journal of Science and Technology of the Arts
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