Pub Date : 2021-12-19DOI: 10.1080/14626268.2021.2013898
Jiwoo Hong, Woohun Lee
ABSTRACT This study focuses on the use of everyday objects as new media for enriching digital storytelling experiences, especially as they pertain to viewing television narratives in living room environments. Through a design ideation workshop, we develop a strategy for augmenting television narratives using interactive home appliances. The ideas obtained through the workshop revealed that interactive home appliances connected to television systems can serve as both input and output channels capable of delivering narrative elements as additional output and can support active viewer engagement in narrative manipulation. Another strategy involved mirroring the environments of television narratives with the physical world to enable spatial immersion into such narratives. Based on the strategies, we discuss the criteria valued by the designers when it comes to designating interactions between home appliances and television narratives and the critical aspects that should be considered in further configurations and applications of such strategies.
{"title":"Augmenting television narratives using interactive home appliances","authors":"Jiwoo Hong, Woohun Lee","doi":"10.1080/14626268.2021.2013898","DOIUrl":"https://doi.org/10.1080/14626268.2021.2013898","url":null,"abstract":"ABSTRACT This study focuses on the use of everyday objects as new media for enriching digital storytelling experiences, especially as they pertain to viewing television narratives in living room environments. Through a design ideation workshop, we develop a strategy for augmenting television narratives using interactive home appliances. The ideas obtained through the workshop revealed that interactive home appliances connected to television systems can serve as both input and output channels capable of delivering narrative elements as additional output and can support active viewer engagement in narrative manipulation. Another strategy involved mirroring the environments of television narratives with the physical world to enable spatial immersion into such narratives. Based on the strategies, we discuss the criteria valued by the designers when it comes to designating interactions between home appliances and television narratives and the critical aspects that should be considered in further configurations and applications of such strategies.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"33 1","pages":"35 - 48"},"PeriodicalIF":1.1,"publicationDate":"2021-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45509185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-02DOI: 10.1080/14626268.2021.1998130
Je-ho Oh, Chungkon Shi
ABSTRACT This study aimed to propose a framework that promotes immersion, artistic experience, and artistic value in the production of cultural heritage-based interactive artwork. Previous cultural heritage-based artworks failed to adopt symbolic narratives. This study adopts a framework based on a narrative structure to apply symbolism to interactive artwork effectively. It proposed the following five narrative structures to create the abovementioned framework: symbol, mission, activity, change, and artistic embodiment. Two prototypes were created for experimental evaluation to test the effectiveness of the proposed framework in immersion, artistic experience, and artistic value. A comparative experiment of the two prototypes with 80 audience members revealed the framework’s significant effect in terms of artistic value. This study has implications for artists and researchers, as applying the proposed framework will improve the artistic value of their artwork.
{"title":"A framework for interactive artwork based on cultural heritage: focused on the evaluation of artistic value in the artwork ‘deBallution’ prototypes","authors":"Je-ho Oh, Chungkon Shi","doi":"10.1080/14626268.2021.1998130","DOIUrl":"https://doi.org/10.1080/14626268.2021.1998130","url":null,"abstract":"ABSTRACT This study aimed to propose a framework that promotes immersion, artistic experience, and artistic value in the production of cultural heritage-based interactive artwork. Previous cultural heritage-based artworks failed to adopt symbolic narratives. This study adopts a framework based on a narrative structure to apply symbolism to interactive artwork effectively. It proposed the following five narrative structures to create the abovementioned framework: symbol, mission, activity, change, and artistic embodiment. Two prototypes were created for experimental evaluation to test the effectiveness of the proposed framework in immersion, artistic experience, and artistic value. A comparative experiment of the two prototypes with 80 audience members revealed the framework’s significant effect in terms of artistic value. This study has implications for artists and researchers, as applying the proposed framework will improve the artistic value of their artwork.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"275 - 292"},"PeriodicalIF":1.1,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41590362","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-02DOI: 10.1080/14626268.2021.2002913
Denis Trček
ABSTRACT Two main types of human perception are seeing and hearing. They play a central role in everyday life, scientific research, and also fine arts. Especially in the visual arts, linking the auditory and the visual realms is not uncommon. However, when it comes to linking the visual domain with the audio domain, the possibilities there are less addressed. Therefore, in this paper, we conceptualize the so-called cruxes for sonification of the visual domain. These are hierarchically structured transformations of the main elements in both domains, starting at the physics level, then extending to the physiological level, and finally to the artistic level. They offer a strong basis for creative sonification efforts and are intended for computer-based (generative) art production. In brief, this paper shows that sonification has a strong potential for artistic sonic creations, where scientific basis can play an important role, when linking the visual, acoustic, and physiological domains.
{"title":"Cruxes for visual domain sonification in digital arts","authors":"Denis Trček","doi":"10.1080/14626268.2021.2002913","DOIUrl":"https://doi.org/10.1080/14626268.2021.2002913","url":null,"abstract":"ABSTRACT Two main types of human perception are seeing and hearing. They play a central role in everyday life, scientific research, and also fine arts. Especially in the visual arts, linking the auditory and the visual realms is not uncommon. However, when it comes to linking the visual domain with the audio domain, the possibilities there are less addressed. Therefore, in this paper, we conceptualize the so-called cruxes for sonification of the visual domain. These are hierarchically structured transformations of the main elements in both domains, starting at the physics level, then extending to the physiological level, and finally to the artistic level. They offer a strong basis for creative sonification efforts and are intended for computer-based (generative) art production. In brief, this paper shows that sonification has a strong potential for artistic sonic creations, where scientific basis can play an important role, when linking the visual, acoustic, and physiological domains.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"293 - 306"},"PeriodicalIF":1.1,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49028892","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-02DOI: 10.1080/14626268.2021.2001538
Xiaoxin Zhao, Kali Marnane, Kelly Greenop
ABSTRACT UNESCO’s 2011 recommendation on Historic Urban Landscapes (HUL) advocated for an integrated, holistic approach to heritage places, in terms of how they are conceptualised and how they are recorded and managed in practical terms. Digital technologies offer increased capacity for recording places of all kinds, especially in terms of the physical environment and increasingly within heritage settings. Diverse case studies from China and India representing challenges in historic environments aim to test how a combination of the latest technologies and their current deployment better work toward goals within the HUL imperative. Further, we investigate where HUL approaches cannot be met by current technologies or analysis of digital data, providing a clear set of goals for future technologies or data interpretation that can work towards a more holistic capturing of place. This study analyses the interpretation of digital data in two different cultural settings between 2017 and 2018 – a historic water town in China and an informal settlement in India. Both cases employed digital technologies, including 3D laser scanning, photogrammetry, digital photography, video and audio recording to capture both the physical attributes of human settlements and how those places were used, reflecting residents’ values and cultural practices. Findings suggest that digital technologies are useful tools to illustrate layers of value beyond the built environment by connecting physical, social and cultural landscapes and associated place attachment. The combined use of various digital technologies helps to reveal interconnected place values and support better solutions for more sustainable and equitable development.
{"title":"The role of digital technologies in recording values of human settlements: testing a practical Historic Urban Landscape approach in China and India","authors":"Xiaoxin Zhao, Kali Marnane, Kelly Greenop","doi":"10.1080/14626268.2021.2001538","DOIUrl":"https://doi.org/10.1080/14626268.2021.2001538","url":null,"abstract":"ABSTRACT UNESCO’s 2011 recommendation on Historic Urban Landscapes (HUL) advocated for an integrated, holistic approach to heritage places, in terms of how they are conceptualised and how they are recorded and managed in practical terms. Digital technologies offer increased capacity for recording places of all kinds, especially in terms of the physical environment and increasingly within heritage settings. Diverse case studies from China and India representing challenges in historic environments aim to test how a combination of the latest technologies and their current deployment better work toward goals within the HUL imperative. Further, we investigate where HUL approaches cannot be met by current technologies or analysis of digital data, providing a clear set of goals for future technologies or data interpretation that can work towards a more holistic capturing of place. This study analyses the interpretation of digital data in two different cultural settings between 2017 and 2018 – a historic water town in China and an informal settlement in India. Both cases employed digital technologies, including 3D laser scanning, photogrammetry, digital photography, video and audio recording to capture both the physical attributes of human settlements and how those places were used, reflecting residents’ values and cultural practices. Findings suggest that digital technologies are useful tools to illustrate layers of value beyond the built environment by connecting physical, social and cultural landscapes and associated place attachment. The combined use of various digital technologies helps to reveal interconnected place values and support better solutions for more sustainable and equitable development.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"253 - 274"},"PeriodicalIF":1.1,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46100898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-02DOI: 10.1080/14626268.2021.1993928
Son Bui Hoai, Binh Hoang Thi, Phuong Nguyen Lan, Trung Tran
ABSTRACT The development and main characteristics of global research related to cultural and creative industries from 1995 to 2020 have been investigated using bibliographic data derived from the Scopus database. We identified 746 single-authored documents among a total of 1099 documents indexed in the Scopus database during this period, with an annual growth rate of 18%. English-speaking countries such as the UK, the USA, Australia and Canada were the most important contributors to this research field, participated in more than 50% of documents of the collection. The most productive scholars and institutions were all located in Australia and the UK. Quality of the publication collection was good, as nine over ten most popular journals who published a quarter of the collection, were classified into the first quartile of the SCImago Journal & Country Rank. Cultural policy and creative economy were the most important research directions of the collection.
{"title":"A bibliometric analysis of cultural and creative industries in the field of arts and humanities","authors":"Son Bui Hoai, Binh Hoang Thi, Phuong Nguyen Lan, Trung Tran","doi":"10.1080/14626268.2021.1993928","DOIUrl":"https://doi.org/10.1080/14626268.2021.1993928","url":null,"abstract":"ABSTRACT The development and main characteristics of global research related to cultural and creative industries from 1995 to 2020 have been investigated using bibliographic data derived from the Scopus database. We identified 746 single-authored documents among a total of 1099 documents indexed in the Scopus database during this period, with an annual growth rate of 18%. English-speaking countries such as the UK, the USA, Australia and Canada were the most important contributors to this research field, participated in more than 50% of documents of the collection. The most productive scholars and institutions were all located in Australia and the UK. Quality of the publication collection was good, as nine over ten most popular journals who published a quarter of the collection, were classified into the first quartile of the SCImago Journal & Country Rank. Cultural policy and creative economy were the most important research directions of the collection.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"307 - 322"},"PeriodicalIF":1.1,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43904018","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1964539
Tara Chittenden
ABSTRACT Artists’ adoption of CNC devices and related technologies is making possible novel printmaking processes and variations on techniques. Such changes suggest a need to broaden our understanding of what constitutes a print under contemporary technological conditions. This article looks at the human-machine relationship and the state of creative cognition in the act of woodblock printmaking. Connections between the printmaker’s and programmer’s notions of creating lines indicate different ways of thinking-drawing space and position the resulting 2D print not just as the transfer of ink from block to paper but also existing as lines of code and as a 3D space. By drawing parallels between the embodied yet distributed act of traditional Japanese woodblock printmaking and the experience of CNC computerized carving in the work of Mike Lyon, I explore how woodblock printmaking might facilitate a productive collaboration with digital carving technologies.
{"title":"A digital distraction? The role of digital tools and distributed intelligence in woodblock printmaking practice","authors":"Tara Chittenden","doi":"10.1080/14626268.2021.1964539","DOIUrl":"https://doi.org/10.1080/14626268.2021.1964539","url":null,"abstract":"ABSTRACT Artists’ adoption of CNC devices and related technologies is making possible novel printmaking processes and variations on techniques. Such changes suggest a need to broaden our understanding of what constitutes a print under contemporary technological conditions. This article looks at the human-machine relationship and the state of creative cognition in the act of woodblock printmaking. Connections between the printmaker’s and programmer’s notions of creating lines indicate different ways of thinking-drawing space and position the resulting 2D print not just as the transfer of ink from block to paper but also existing as lines of code and as a 3D space. By drawing parallels between the embodied yet distributed act of traditional Japanese woodblock printmaking and the experience of CNC computerized carving in the work of Mike Lyon, I explore how woodblock printmaking might facilitate a productive collaboration with digital carving technologies.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"165 - 187"},"PeriodicalIF":1.1,"publicationDate":"2021-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47567514","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1961808
Sunny Yoon
ABSTRACT Digital games propagate mythical stories and revitalize medieval legends. Amplification of gothic elements in contemporary media and in digital games reflects an ideological and aesthetic transformation of cultural products in contemporary society. This essay discusses distinctiveness in game narratives by citing diverse theories, including semiotics and theories of psychoanalysis, as well as mythology and theology. Game narratives tend to deconstruct the conventional timeframes of chronological order seen in the narratives of traditional literature. Contrary to the formulaic structure of mythology described by Joseph Campbell, digital games introduce a new dimension of time in narratives akin to biblical apocalypse. Digital games deploy synchronic time, exclusively in the form of the present tense, which Tillich identifies as relating to kairos contingent on Heidegger’s notion of time. At their forefront, digital games visualize elements of literary stories as a result of deploying synchronic time in reimagined narratives. While digital games attract users via this new concept of transformative time and their visual embellishment of mysticism, innovative narratives in digital games function as a new means of ideology, resonating with the social psychology of users under the challenges of the contemporary world.
{"title":"Mythical narratives in digital games and the digital apocalypse","authors":"Sunny Yoon","doi":"10.1080/14626268.2021.1961808","DOIUrl":"https://doi.org/10.1080/14626268.2021.1961808","url":null,"abstract":"ABSTRACT Digital games propagate mythical stories and revitalize medieval legends. Amplification of gothic elements in contemporary media and in digital games reflects an ideological and aesthetic transformation of cultural products in contemporary society. This essay discusses distinctiveness in game narratives by citing diverse theories, including semiotics and theories of psychoanalysis, as well as mythology and theology. Game narratives tend to deconstruct the conventional timeframes of chronological order seen in the narratives of traditional literature. Contrary to the formulaic structure of mythology described by Joseph Campbell, digital games introduce a new dimension of time in narratives akin to biblical apocalypse. Digital games deploy synchronic time, exclusively in the form of the present tense, which Tillich identifies as relating to kairos contingent on Heidegger’s notion of time. At their forefront, digital games visualize elements of literary stories as a result of deploying synchronic time in reimagined narratives. While digital games attract users via this new concept of transformative time and their visual embellishment of mysticism, innovative narratives in digital games function as a new means of ideology, resonating with the social psychology of users under the challenges of the contemporary world.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"234 - 249"},"PeriodicalIF":1.1,"publicationDate":"2021-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46951083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1962914
Yanai Toister
ABSTRACT This article focuses on a series of selfies taken by a Celebes Crested Macaque monkey who seized a camera from a human photographer and absconded with it. The monkey's smiling self-portraits appeared in the international press, sparking legal and public controversy around issues of copyright, royalties and fair use of the images. Arguably, the very fact of the debate is indicative of the breakdown of the traditional dichotomies that separate the human from the animal, the natural from the technological. It further calls for a reassessment of photography as a unique act that combines all these aspects and yields surprising definitions of agency and creativity. To this end, the article draws on the Vilém Flusser’s philosophy (particularly the concepts of ‘apparatus’ and ‘program’) and develops these to examine the ways in which the automation of photography has changed our perceptions of intention, memory and agency to the point that we are all ‘monkey photographers.’
{"title":"Renegade Monkeys","authors":"Yanai Toister","doi":"10.1080/14626268.2021.1962914","DOIUrl":"https://doi.org/10.1080/14626268.2021.1962914","url":null,"abstract":"ABSTRACT This article focuses on a series of selfies taken by a Celebes Crested Macaque monkey who seized a camera from a human photographer and absconded with it. The monkey's smiling self-portraits appeared in the international press, sparking legal and public controversy around issues of copyright, royalties and fair use of the images. Arguably, the very fact of the debate is indicative of the breakdown of the traditional dichotomies that separate the human from the animal, the natural from the technological. It further calls for a reassessment of photography as a unique act that combines all these aspects and yields surprising definitions of agency and creativity. To this end, the article draws on the Vilém Flusser’s philosophy (particularly the concepts of ‘apparatus’ and ‘program’) and develops these to examine the ways in which the automation of photography has changed our perceptions of intention, memory and agency to the point that we are all ‘monkey photographers.’","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"208 - 214"},"PeriodicalIF":1.1,"publicationDate":"2021-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42518106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1967406
Z. Li
ABSTRACT The COVID-19 pandemic has caused major disruptions to every sector, including education. Virtual space during the pandemic has enabled a range of creative events, such as streaming performances, cyber tours, and online activities. Within confined spaces, performing artists have quickly become digital experts in pushing boundaries. This paper examines how tertiary dance teachers and students have coped with the sudden change caused by the COVID-19 pandemic. A total of 120+ university/college dance teachers and students from different continents participated in this study. The study finds that some technologies work better than others, virtual platforms are congruent with current students’ learning preferences, and restrictions in space boost creativity and empathy. This paper shares timely lessons and insights on tools, pedagogies, and strategies for online teaching and learning. It aims to foster further discussions and interrogations of how far we can push practice-based subjects in education by creatively engaging digital technology.
{"title":"Creativity and opportunity: how COVID-19 fosters digital dance education","authors":"Z. Li","doi":"10.1080/14626268.2021.1967406","DOIUrl":"https://doi.org/10.1080/14626268.2021.1967406","url":null,"abstract":"ABSTRACT The COVID-19 pandemic has caused major disruptions to every sector, including education. Virtual space during the pandemic has enabled a range of creative events, such as streaming performances, cyber tours, and online activities. Within confined spaces, performing artists have quickly become digital experts in pushing boundaries. This paper examines how tertiary dance teachers and students have coped with the sudden change caused by the COVID-19 pandemic. A total of 120+ university/college dance teachers and students from different continents participated in this study. The study finds that some technologies work better than others, virtual platforms are congruent with current students’ learning preferences, and restrictions in space boost creativity and empathy. This paper shares timely lessons and insights on tools, pedagogies, and strategies for online teaching and learning. It aims to foster further discussions and interrogations of how far we can push practice-based subjects in education by creatively engaging digital technology.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"188 - 207"},"PeriodicalIF":1.1,"publicationDate":"2021-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45480790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1967573
H. Mainsah, Emma L. Slade, Dag Slettemeås, D. Southerton, A. Storm-Mathisen
The past few years have seen a rapid increase in the number and variety of technologies embedded in and passing through home environments. Researchers increasingly recognize the distinct nature of the home as a site of research. The past four decades have seen a significant shift in the technology environment from the ‘media home’ (Spigel 2001) to the ‘smart home’ (Woods 2021). We have seen significant additions to the abundant digital ecology of the home, increasing the number of digital access-points and available services, and intensifying the data-circulation in connected homes. The home is a site of mundane, private, usually hidden but highly significant everyday practices (Pink et al. 2017). Yet it is also increasingly becoming a part of national healthcare infrastructures through the deployment of welfare technologies, and energy policy through smart meters. During the ‘global lockdown’ caused by the Coronavirus Disease-19 (COVID-19) pandemic, technologies took a prominent role as the home transformed itself into a site in which activities such as learning, parenting, work, entertainment, and remote medical care intermingled. The increasing complexity of the digital infrastructures and the experiences, spaces, visions of the home in a current era of connected homes and connected living pose particular challenges for conducting research in such an environment. This also calls for methodological innovations that shape how we see the home as a research site and how we engage with it. For this special issue, we invite contributions that make a strong methodological contribution by highlighting the innovations and challenges of conducting research on technology in home environments. Papers could, for example:
在过去几年中,嵌入和通过家庭环境的技术的数量和种类迅速增加。研究人员越来越认识到家作为研究场所的独特性质。在过去的四十年里,技术环境发生了重大转变,从“媒体之家”(Spigel 2001)到“智能家居”(Woods 2021)。我们已经看到了丰富的家庭数字生态的显著增加,增加了数字接入点和可用服务的数量,并加强了互联家庭中的数据流通。家是一个平凡的、私人的、通常隐藏的、但非常重要的日常实践场所(Pink et al. 2017)。然而,通过福利技术的部署,它也日益成为国家医疗基础设施的一部分,并通过智能电表成为能源政策的一部分。在2019冠状病毒病(COVID-19)大流行导致的“全球封锁”期间,技术发挥了突出作用,将家庭转变为学习、育儿、工作、娱乐和远程医疗等活动交织在一起的场所。在当今互联家庭和互联生活时代,数字基础设施和家庭体验、空间、愿景日益复杂,这对在这样的环境中进行研究提出了特殊的挑战。这也需要方法论上的创新,塑造我们如何将家视为一个研究场所,以及我们如何参与其中。在本期特刊中,我们邀请通过强调在家庭环境中进行技术研究的创新和挑战,在方法上做出强大贡献的投稿。例如,论文可以:
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