我们在岩石和(女权主义)代码上建设这座城市:破解未来城市的企业计算设计

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2023-04-03 DOI:10.1080/14626268.2023.2205406
Maja-Lee Voigt
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引用次数: 0

摘要

长久以来,城市已经成为一个空间,被物质世界和虚拟世界所纠缠。然而,随着城市自动化的进步,城市变得越来越“智能”,日常流程往往受到硬编码到技术中的压迫性标准的控制。作为“客观”的公开中立,公司拥有的算法架构现在起着城市守门人的作用。它们决定了社会参与、线上和线下空间占用的可能性,以及(社会)基础设施的使用。在对2021年讲德语的网络女权主义团体的黑客攻击和其他技术实践进行了五个月的定性研究之后,我的论文描绘了他们对黑盒、有利可图和有偏见的分类技术的拒绝。我认为女权主义的黑客空间是未来数字化城市重要的城市共同创造者。他们提供基础设施,通过分享他们的技术知识和工具来增加对接口、(网络)空间和决策过程的访问。他们的行动表明,(城市)黑客攻击是打破非民主控制的数字化进程的关键做法,有利于建设一个人人共享的城市。
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We build this city on rocks and (feminist) code: hacking corporate computational designs of cities to come
ABSTRACT Cities have long become interspaces, entangled in materialities and virtual worlds. However, as urban automation advances in cities increasingly made ‘smarter’, everyday processes are often controlled by oppressive standards hardcoded into technologies. Publicly neutralized as ‘objective’, corporately owned algorithmic architectures now function as urban gatekeepers. They determine social participation, possibilities of space appropriation on- and offline, and access to (social) infrastructures. Following five months of qualitative research on hacking and other tech-practices by German-speaking cyberfeminist collectives in 2021, my paper portrays their refusal of black-boxed, profitable, and biased technologies of classification. I argue that feminist hackspaces are important urban co-creators in digitized cities to come. They offer infrastructures to increase access to interfaces, (cyber-)spaces, and decision-making processes by sharing their tech-knowledge and tools. Their activism demonstrates how (urban) hacking is a crucial practice to break with non-democratically controlled digitalization processes: in favour of a city for all.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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