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July 2024
- 100 participants
- 113 discussions
16 Jul '24
[Call for Papers] TikTok Cultures in Korea
The TikTok Cultures Research Network is calling for submissions for our 10th event ‘TikTok Cultures in Korea’, to be held online via Zoom on 09 September 2024.
In recent years the digital platform of TikTok has emerged as a transformative global phenomenon, reshaping digital media landscapes and cultural dynamics worldwide. This is particularly evident in South Korea (hereafter Korea). Renowned for its strong digital infrastructure and advanced technology, Korea has demonstrated a dynamic intersection of TikTok and its cultural landscape. Initially, TikTok was colloquially referred to as a ‘Chinese short video app’ (Piao, 2021) and faced resistance from Korean society and the government. This complicated its entry into a Korean market that proudly favored domestic goods and services. Despite these initial tensions, TikTok has since introduced a new vernacular in pop culture to stimulate the country’s digital economy (Abidin & Lee, 2023), drive technological innovations (Lee, 2023), and foster youth engagement (Cho, 2022; Shafie, 2021).
Specifically, in tandem with the country’s developed digital infrastructure, TikTok has seamlessly integrated into Korea’s digital ecosystem and expanded its influence, as seen in the sectors like music streaming services (Park et al., 2023) and e-commerce (Lee 2023; Piao 2021). Beyond Korea's borders, TikTok has facilitated the cultural export of Korean products globally, including the proliferation of K-pop and the broader Hallyu phenomenon through TikTok memes and K-pop TikTok dance challenges (Abidin & Lee, 2023; Oh, 2022). Influencers and their followers also occupy TikTok as a space for cultural exchange and hybridity, engaging with international trends while highlighting unique elements of Korean heritage. This includes showcasing culinary traditions, providing language tutorials, offering geopolitical insights, and featuring travel content that celebrates Korea's rich cultural tapestry (Vazquez-Calvo, 2023).
Moreover, TikTok resonates deeply with Korean-related youth, reflecting and shaping national, cultural, social, and economic dynamics in line with Korea's vibrant digital landscape (Baek, 2023). Beyond entertainment and trends, TikTok fosters involvement in and dissemination of news, social movements, and political discourse relevant to Korea (Coscarelli, 2020). It provides a digital arena for civic engagement, activism, and discussions on social issues, serving as a catalyst for shaping public opinion and mobilizing communities around social and political causes (Cho, 2022; Shafie, 2021). Nonetheless, on TikTok pressing issues are also witnessed, such as the commodification and fetishization of Korean cultures and the emergence of sensitive topics and growing tensions between Koreans and non-Koreans, exemplified by movements like #cancelKorea, which demands attention (Madarang, 2020).
Against this backdrop, this one-day online symposium aims to investigate the dynamic intersection of TikTok and Korea, examining the profound implications of TikTok in relation to the country’s unique positionality in today’s mediascape. It seeks to explore the multifaceted role of TikTok in Korea, as well as Korean cultures on TikTok, offering a platform for scholars to examine the platform’s diverse impacts on nation, culture, society, and economy. We are particularly interested in original case studies, frameworks, and approaches developed by junior, under-represented, and under-privileged scholars, as well as decolonial perspectives that prioritize research from and by the margins/marginalized in the Asia Pacific and Global South. By integrating these dynamics, we aim to contribute nuanced insights and foster scholarly dialogue that deepens our understanding of the evolving mediascape driven by TikTok within Korean contexts.
We invite submissions of original research, theoretical papers, case studies, and interdisciplinary perspectives in the fields of social science and humanities. Selected papers will be considered for a peer reviewed edited collection. As such, we are only able to accept original, previously-unpublished abstracts. Suggested topics include but are not limited to:
* TikTok and evolving digital media landscape in Korea (e.g. platformization, digital economies)
* Hallyu (Korean wave) and TikTok (e.g. practice, economy, culture, celebrity)
* Transnational cultural hybridity and exchange on TikTok
* Korean internet vernaculars and genres on TikTok
* Korean politics, activism, and social movements on TikTok
* Geocultural specificities of Korean TikTok and methodological notes (e.g. TikTok algorithm, meme templates, etc.)
* Challenges, issues, tensions arising from the above
Submissions comprise a 250-word abstract and 100-word bio and should be sent to TikTokCultures(a)gmail.com<mailto:TikTokCultures@gmail.com> by 1700hrs (GMT+8) 5 August 2024. Notifications will be sent on 12 August 2024.
For enquiries please contact TikTokCultures(a)gmail.com<mailto:TikTokCultures@gmail.com>. For more information visit TikTokCultures.com<http://TikTokCultures.com>.
Key Dates:
* 05 August 2024: Abstracts and biographies due
* 12 August 2024: Notifications of acceptance
* 09 September 2023: TikTok Cultures in Korea Symposium
We look forward to receiving your submissions.
Prof Crystal Abidin, Janey Umback, Faye Mercier, Dr Jin Lee
TikTok Cultures Research Network (est. 2020), housed at Curtin University
References
Abidin, C., & Lee, J. (2023). K-pop TikTok: TikTok's expansion into South Korea, TikTok Stage, and platformed glocalization. Media International Australia, 188(1), 86-111.
Baek, B-y. (2023). K-dramas, beauty, food to maintain popularity on TikTok in 2024. The Korea Times. 7 December. https://www.koreatimes.co.kr/www/tech/2024/07/129_364666.html
Cho, M. (2022). Anonymous, QAnon, Tik-tok teens, K-pop fans. NECSUS_European Journal of Media Studies, 11(1), 169-193.
Coscarelli, J. (2020). Why Obsessive K-Pop Fans Are Turning Toward Political Activism. The New York Times. 25 June. https://go.gale.com/ps/i.do?id=GALE|A627547667&sid=googleScholar&v=2.1&it=r…<https://go.gale.com/ps/i.do?id=GALE%7CA627547667&sid=googleScholar&v=2.1&it…>.
Lee, J., & Abidin, C. (2022). Oegugin Influencers and pop nationalism through government campaigns: Regulating foreign‐nationals in the South Korean YouTube ecology. Policy & Internet, 14(3), 541-557.
Lee, Y. J. (2023). Language learning affordances of Instagram and TikTok. Innovation in Language Learning and Teaching, 17(2), 408-423.
Lee, Y. K. (2023). Marketing Position Analysis of Short-Form Video Platform Through Sns Big Data Analysis: Focus on Tiktok, Shorts, and Reels in Republic of Korea. Shorts, and Reels in Republic of Korea.
Madarang<https://interaksyon.philstar.com/author/catalinamadarang/>, C. R. (2020). A deep dive into #CancelKorea trend and why it could be problematic. Interaksyon. 10 September. https://interaksyon.philstar.com/trends-spotlights/2020/09/10/176665/a-deep…
Oh, C. (2022). K-pop dance: fandoming yourself on social media. Routledge.
Park, S., Jo, H., & Kim, T. (2023). Platformization in local cultural production: Korean platform companies and the K-pop industry. International Journal of Communication, 17, 22.
Piao, Y. (2021, October). Study on the spread of Chinese short video in South Korea against the background of cross-cultural communication. In 2nd International Conference on Language, Communication and Culture Studies (ICLCCS 2021) (pp. 325-330). Atlantis Press.
Shafie, T. (2021). Beyond Slacktivism: The cases of K-pop fans and Tiktok teens. International journal of social science research, 9(2), 147.
Vazquez-Calvo, B., Duarte-Marti, S., & Zhang, L. T. (2023). Commenting on learning Korean on TikTok and YouTube. Interactive Learning Environments, 1-18.
1
0
As many of you know, Barry Wellman was my doctoral advisor, mentor, co-author, co-editor and great friend. To others he was the founder of the International Network for Social Network Analysis and brought the social network method and perspective to the study of the online interaction at a time when it was called computer-mediated communication and had yet to become Internet research. He was a keynote in the first AoIR conference, and a prolific author and contributor to internet research, studying ‘the net’ as a network and influencing so many that followed. His publication list is long and influential as can be seen on google scholar.
What you can’t see from such a list of papers is the influence on those of us who were in the right place at the right time to work and learn with him. When you look at his co-author list, you are seeing a depth of engagement, support, mentorship and friendship in the social network of Barry’s ‘academic children’ including those of us in academic careers and those in industry and government positions – and, his ‘academic grandchildren’ as we followed his example of collaboration. Barry embraced the new network of publication venues for CMC, new media, and internet research, including an early issue of the very new Journal of Computer Mediated Communication with its very new idea of open access, and journals New Media and Society, and Information, Communication and Society.
Over his life, Barry never let up on his research. His intense research collaborations included many doctoral students and fellow researchers including his wife Beverly Wellman. His network carries on but we have all lost a lot with his passing.
/Caroline
Caroline Haythornthwaite
chaythor(a)syr.edu
Professor Emerita, School of Information Studies, Syracuse University
Professor Emerita, School of Information Sciences, University of Illinois at Urbana Champaign
https://haythorn.wordpress.com/
1
0
I remember Barry well from those early AOIR days. His work on early internet community ties was important to my doctoral research on online fan communities. RIP Barry.
Rhiannon
***
Rhiannon Bury, PhD (she/her they/them)
Professor, Women's and Gender Studies
Athabasca University
1 University Drive
Athabasca, Alberta
Canada T9S 3A3
1-866-376-9802 (toll free Canada and US)
rbury(a)athabascau.ca
________________________________
From: Air-L <air-l-bounces(a)listserv.aoir.org> on behalf of air-l-request(a)listserv.aoir.org <air-l-request(a)listserv.aoir.org>
Sent: July 12, 2024 1:48 AM
To: air-l(a)listserv.aoir.org <air-l(a)listserv.aoir.org>
Subject: Air-L Digest, Vol 240, Issue 13
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Today's Topics:
1. RIP Barry Wellman (Jeremy Hunsinger)
2. Re: RIP Barry Wellman (Peter Joseph Gloviczki PhD)
3. Assange (Dr. Emma Briant)
4. Re: RIP Barry Wellman (Charles M. Ess)
5. Call for Chapters: Electronic Shaman: Nam June Paik,
Shamanism, and Emerging Media (Joonseong Lee)
6. Barry Wellman (Nicholas John)
7. Special issue CfP: Digital Transformations in Asian Politics:
Opportunities, Challenges, and Implications for Democracy
(Dechun Zhang)
8. Re: Call for Papers: Colloquium "Rethinking the digital
virtual as a regime of action, experience and relationship"
(Francesca Musiani)
----------------------------------------------------------------------
Message: 1
Date: Thu, 11 Jul 2024 18:16:02 -0400
From: Jeremy Hunsinger <jeremy(a)tmttlt.com>
To: "air-l(a)listserv.aoir.org" <air-l(a)listserv.aoir.org>
Subject: [Air-L] RIP Barry Wellman
Message-ID:
<CALCDE-L4FGHTeGTz7mypedNkoWrsAovMzw=shNbutfmJRMmnXQ(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
There is more info from other places, but Barry passed. He made many
contributions to the field and he will be missed by many.
------------------------------
Message: 2
Date: Thu, 11 Jul 2024 17:41:18 -0500
From: Peter Joseph Gloviczki PhD <pj-gloviczki(a)wiu.edu>
To: Jeremy Hunsinger <jeremy(a)tmttlt.com>
Cc: "air-l(a)listserv.aoir.org" <air-l(a)listserv.aoir.org>
Subject: Re: [Air-L] RIP Barry Wellman
Message-ID:
<CAFYqUjxo3CQDkupOqeBiABnBOJLqLmLzHj3R8pcLen_aJhWkRg(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
Thank you, Jeremy, for letting us know.
Barry was generous. He Zoomed with my Studies in New Media students at
Coker College in (about) 2014. That broad, engaging spirit is what I will
remember most about him.
Peter
[image: email graphic] <https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.wiu.ed…<http://www.wiu.edu/>>
*Peter Joseph Gloviczki, Ph.D.*Professor
Program Coordinator, Broadcasting & Journalism
School of Communication and Media
Western Illinois University
1 University Circle, Macomb, IL 61455
309-298-2623 (office)
Schedule a meeting via Calendly:
https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fcalendly.…<https://calendly.com/pj-gloviczki/30min>
On Thu, Jul 11, 2024 at 5:17?PM Jeremy Hunsinger via Air-L <
air-l(a)listserv.aoir.org> wrote:
> There is more info from other places, but Barry passed. He made many
> contributions to the field and he will be missed by many.
> _______________________________________________
> The Air-L(a)listserv.aoir.org mailing list
> is provided by the Association of Internet Researchers https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Faoir.org%2…<http://aoir.org/>
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> Join the Association of Internet Researchers:
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>
------------------------------
Message: 3
Date: Fri, 12 Jul 2024 14:38:33 +1000
From: "Dr. Emma Briant" <teflpolsoc(a)gmail.com>
To: MECCSA(a)jiscmail.ac.uk, AOIR <Air-L(a)listserv.aoir.org>
Subject: [Air-L] Assange
Message-ID:
<CABj7ASu7e2L51_a5XVnGGgNJ8MJ1ftLt4=F_NE-W1X4NKZrZvw(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
Dear Colleagues,
I have responded to a recent article
<https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.crike…<https://www.crikey.com.au/2024/06/28/julian-assange-journalist-definition-w…>>
in
Crikey 'Yes, Julian Assange is a journalist' by Johan Lidberg Head of
Journalism at Monash University with my own counter-argument:
'Reader reply: I?ve experienced state-backed hacks. Assange?s ?journalism?
is dangerous.'
https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.crike…<https://www.crikey.com.au/2024/07/11/julian-assange-journalism-state-sponso…>
I
thought you might find it interesting.
Best wishes and thanks for taking a look,
Emma
--
Dr Emma L Briant
Owner: Maven of Persuasion LLC
Associate Professor at Monash University
Fellow at Bard College, Human Rights Project
Associate at University of Cambridge, Center for Financial Reporting &
Accountability
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Change *from
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Follow me on Mastodon @emmalbriant@mastodon.online
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"I thought yesterday was the first day of the rest of my life but it turns
out today is." - Steve Martin
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hot water.? - Unknown
------------------------------
Message: 4
Date: Fri, 12 Jul 2024 08:40:14 +0200
From: "Charles M. Ess" <c.m.ess(a)media.uio.no>
To: air-l(a)listserv.aoir.org
Subject: Re: [Air-L] RIP Barry Wellman
Message-ID: <9cc22334-2017-4779-831b-fdd7f7e45943(a)media.uio.no>
Content-Type: text/plain; charset=UTF-8; format=flowed
Yes, exactly. Thanks for the notification, Jeremy.
- c.
On 12/07/2024 00:16, Jeremy Hunsinger via Air-L wrote:
> There is more info from other places, but Barry passed. He made many
> contributions to the field and he will be missed by many.
> _______________________________________________
> The Air-L(a)listserv.aoir.org mailing list
> is provided by the Association of Internet Researchers https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Faoir.org%2…<http://aoir.org/>
> Subscribe, change options or unsubscribe at: https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Flistserv.a…<http://listserv.aoir.org/listinfo.cgi/air-l-aoir.org>
>
> Join the Association of Internet Researchers:
> https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.aoir.o…<http://www.aoir.org/>
--
Professor Emeritus
University of Oslo
<https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.hf.uio…<http://www.hf.uio.no/imk/english/people/aca/charlees/index.html>>
3rd edition of Digital Media Ethics now available:
<https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fpolitybook…<http://politybooks.com/bookdetail/?isbn=9781509533428>>
------------------------------
Message: 5
Date: Thu, 11 Jul 2024 23:40:43 -0700
From: Joonseong Lee <cloudrift1008(a)gmail.com>
To: air-l(a)listserv.aoir.org
Subject: [Air-L] Call for Chapters: Electronic Shaman: Nam June Paik,
Shamanism, and Emerging Media
Message-ID:
<CAHfEm1za2Lfb2CY-kDjRX95t24a5p7+_--r0jW_8dH_4YtVs8w(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
Call for Chapters: Electronic Shaman: Nam June Paik, Shamanism, and
Emerging Media
On July 20, 1990, Korean-born video artist Nam June Paik (NJP) held a
shamanic ritual in Seoul, Korea, commemorating his close friend Joseph
Beuys, a German-born avant-garde artist. The performance was titled *Nam
June Paik + Shaman Exorcism Rite + Joseph Beuys? Memorial Service *(Jans,
2018). Through the ritual, Paik became a ?medium,? a shaman ?who connects
the past with the future through reincarnating spirits and mourning for the
other? (Cheon, 2009, p. 234). On January 29, 2007, a year after NJP?s
passing, Kim Keum-Hwa, the renowned national shaman of the time, performed
a shamanic memorial ritual for Paik in Seoul and resurrected him in spirit
(Cheon, 2009, pp. 270-278).
According to the memoir of Shigeko Kubota, NJP?s life partner, NJP took
considerable pride in Korea?s cultural heritage of shamanism. NJP?s view on
shamanism was more than performing or participating in shamanic rituals. He
believed the core of Korean shamanism to be communication, so shamans
should facilitate communication between/among or through beings. For him,
Korean shamanism was the beginning of the world, as it allows humans to
communicate with Heaven (or God). NJP?s emphasis on ?an information-age
realization that what is made is less important than how it is received?
(Zinman, 2019, p. 82) makes clear how his works and vision are based on his
belief in shamanism as communication.
There are numerous publications on NJP?s life and works, but only a few in
English on NJP?s video art works and shamanism, which is an important
aspect of NJP?s oeuvre. Mina Cheon (2009), Young-Cheol Lee (2012), Wook
Steven Heo (2018), and Mi-Jung Kang (2019) are among the authors with
published work on these themes. Jung-Jin Park?s work (2010), although
written in Korean, provides valuable and thorough insights into NJP?s world
from the perspective of Eastern philosophy.
The edited volume Electronic Shaman: Nam June Paik, Shamanism, and Emerging
Media will focus on various interrelationships among NJP?s works and
shamanism in emerging media contexts. The volume also attempts to
illuminate NJP?s works in relation to dark shamanism and neoliberalism.
Potential topics and themes might include but are not limited to the
following:
*Topics/Themes*
- NJP?s works, shamanism, new materialism
- NJP?s works, shamanism, Internet of Living Things (IoLT)
- NJP?s works, shamanism, electromagnetic spectrum
- NJP?s works, shamanism, social media
- NJP?s works, shamanism, Artificial Intelligence (AI)
- NJP?s works, dark shamanism
- NJP?s works, (dark) shamanism, neoliberalism
Please email abstracts of approximately 500 words to Joonseong Lee
jlee(a)csusm.edu as a Word document by Sept. 15, 2024. In your abstract,
please be sure to include a short bio for all authors of no more than 200
words.
*Timeline*
Sept. 15, 2024 - Chapter proposals (abstracts) due
Oct. 1, 2024 - Decisions announced
Mar. 1, 2025 - Full chapter draft due (expected full chapter length
6,000?8,000 words)
*References*
Cheon , Mina. Shamanism + Cyberspace. NY: Atropos press, 2009.
Heo, Wook Steven. ?The Influence of Shamanism on Nam June Paik's Video
Art.? Moving Image Technology Studies, vol. 28, 2018, pp. 95-113.
Jans , Rachel. ?Nam June Paik: Kinship, Collaboration, and Commemoration.?
San Francisco Museum of Modern Art, Aug. 2018,
https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.sfmom…<https://www.sfmoma.org/essay/nam-june-paik/> . Accessed July 7 2024.
Kang, Mi-Jung. ?The Sound of Shamans in the Works of Nam June Paik and
Early Korean Video Artists.? ScienceOpen.com, Aug. 2019,
https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.scien…<https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/RESOUND19.18>.
Accessed July 7 2024.
Lee , Young-Cheol. ?The Founder of Video Art Nam Jun Paik and Shamanism.? TK-21
La Revue, 2012,
https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.tk-21…<https://www.tk-21.com/TK-21-LA-REVUE-No15-24?lang=fr#The-Founder-of-Video-A…>.
Accessed July 7 2024.
Park, Jung-jin. Reading Nam June Park?s Video Art by Kut: from
Neo-shamanism to Eco-feminism, Seoul: Koreanstudies Information Service
(KIS) (in Korean), 2010.
Zinman, Gregory. "This Script is Not Final, and is Subject to Changes: Nam
June Paik between Page and Screen." We Are in Open Circuits: Writings by
Nam June Paik, edited by Hanhardt, John G, et al, The MIT Press, 2019, pp.
73-85.
Joonseong Lee, Ph.D.
Professor of Communication Department
SBSB 2128
California State University
San Marcos, CA 92096-001
Email: jlee(a)csusm.edu
Office ph: 760.750.4134
https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.csusm…<https://www.csusm.edu/profiles/index.html?u=jlee>
------------------------------
Message: 6
Date: Fri, 12 Jul 2024 10:17:12 +0300
From: Nicholas John <n.john(a)mail.huji.ac.il>
To: air-l(a)listserv.aoir.org
Subject: [Air-L] Barry Wellman
Message-ID:
<CAN=3fvrd=A5Ey-vt__XQq5oX11ag9f8Bx7yWX_CUo0XVGTcBmA(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
The Association of Internet Researchers is deeply saddened to hear of the
passing of Professor Barry Wellman
<https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fen.wikipe…<https://en.wikipedia.org/wiki/Barry_Wellman>> on July 9, 2024.
Barry was pioneering social network analysis in the late 1970s before many
people had heard of the internet, and his many contributions and
collaborations are amongst the most important foundations of Internet
Studies. Barry was a keynote speaker at AoIR?s first conference,
subsequently served on the AoIR Executive Committee, and by 2004 was
already reflecting
back <https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fjournals.…<https://journals.sagepub.com/doi/abs/10.1177/1461444804040633>> on the
formation of Internet Studies as a coherent area.
He was a keen collaborator and treasured colleague by many in the AoIR
community and academia more broadly.
AoIR extends their condolences to Barry?s partner, Bev, his family, friends
and many, many colleagues and collaborators. He will be missed; his legacy
lives on.
An online condolence book
<https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fbenjamins…<https://benjaminsparkmemorialchapel.ca/ServiceDetails?snum=139365&fg=0&fbcl…>>
is available for those wishing to leave a personal message or reflection.
____________
Nicholas John
Associate Professor
President, Association of Internet Researchers
Department of Communication and Journalism
The Hebrew University of Jerusalem
@nik@aoir.social
nicholasjohn.huji.ac.il
------------------------------
Message: 7
Date: Fri, 12 Jul 2024 07:23:03 +0000
From: Dechun Zhang <Dominic199563(a)outlook.com>
To: "'Air-L(a)listserv.aoir.org'" <air-l(a)listserv.aoir.org>
Subject: [Air-L] Special issue CfP: Digital Transformations in Asian
Politics: Opportunities, Challenges, and Implications for Democracy
Message-ID:
<CY5P223MB0515D22D5AFF4DE9546DF885B6A62(a)CY5P223MB0515.NAMP223.PROD.OUTLOOK.COM>
Content-Type: text/plain; charset="Windows-1252"
Apologies for the cross-posting! Dr. Justin Chun-ting Ho (University of Amsterdam) and Dechun Zhang (Leiden University) are organizing a special issue titled "Digital Transformations in Asian Politics: Opportunities, Challenges, and Implications for Democracy" in the Journal of Contemporary Eastern Asia. This special issue is looking for contributions on various topics related to digital politics in Asia (please see the CfP for more details: https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fdrive.goo…<https://can01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fdrive.goo…>)<https://drive.google.com/.../1RHP8c.../view>
In our modern society, digital technologies, social media platforms, and artificial intelligence (AI) tools have become integral components of our daily lives, deeply embedded in our activities, with Asia at the forefront of this evolution. China leads globally in internet usage and mobile subscriptions, and is emerging as a leader in AI. India is renowned for its IT services industry encompassing software development, outsourcing, and IT consulting. Japan has a long-standing reputation as a pioneer in science and technology, while Korea excels in technological innovation. Singapore is a leader in e-government, Taiwan dominates global microchip manufacturing, and several other Asian countries are making significant strides in technological advancements.
The transformative impact of digital technologies on digital politics is a contentious issue. Scholars argue that information communication and technologies (ICTs) can either undermine democracy through manipulation and control (Christensen, 2011; Golumbia, 2009) or enhance it by increasing access to information and facilitating idea exchange (Palmer & Perkins, 2012; Yang, 2009). Asia, with a strong potential for developing digital technology, exemplifies these debates. For example, China utilizes internet technology for political censorship and (nationalist) propaganda, while Chinese netizens employ various tactics to evade censorship and engage online. Taiwan has been lauded for employing digital tools in pandemic management, and Hong Kong protesters utilize mobile apps for organizing. Japanese political entities actively engage voters via social media, and South Korea's robust digital infrastructure shapes its political communication landscape.
In this sense, this special issue aims to contribute to our understanding of how technology shapes the political landscape in Asia. It offers insights into managing the challenges of technology while harnessing its potential for positive or counter-democratic outcomes, while also exploring how these technologies can lead to positive (or counter) democratic outcomes. The Research Topic welcomes both empirical studies using qualitative, quantitative, computational, and mixed-methods approaches (inclusive of descriptive and causal studies); and theoretical pieces that have direct applications to digitalization and political landscape.
Our special issue is interested in conceptual, methodological, and empirical studies. Potential topics include, but are not limited to, the following:
*
Digital Censorship and Resistance
*
Political Propaganda
*
Political Campaigns and Election
*
Digital Tools in Crisis Management
*
AI and misinformation
*
Digital Governance and Digital citizenship
*
Regulation of Digital Platforms
*
Mobile Technologies in Social Movements
*
Cybersecurity and Political Stability
*
Digital Divide and Political Inequality
*
Digital Literacy and Political Empowerment
*
Ethics and Privacy in digital technologies
Please submit your 500-word abstract (maximum) in English to both Dechun Zhang (d.zhang(a)hum.leidenuniv.nl<mailto:d.zhang@hum.leidenuniv.nl>) and Justin Ho (j.c.ho(a)uva.nl<mailto:j.c.ho@uva.nl>), with the subject line including "JCEA Special Issue.?
Proposed Key Dates:
*
Abstract Submission: November 12, 2024
*
Notifications about invitations to submit full papers: December 20, 2024. (Invitations to submit a full paper do not guarantee final publication, as full manuscripts will undergo the journal?s usual peer review process).
*
Submission of full paper: June 15, 2025
*
Expected publish date: December 10, 2025 (Winter issue)
If you have any question, please contact guest editor Dechun Zhang (d.zhang(a)hum.leidenuniv.nl)
------------------------------
Message: 8
Date: Fri, 12 Jul 2024 09:47:44 +0200
From: Francesca Musiani <francesca.musiani(a)gmail.com>
To: air-l <air-l(a)listserv.aoir.org>
Subject: Re: [Air-L] Call for Papers: Colloquium "Rethinking the
digital virtual as a regime of action, experience and relationship"
Message-ID:
<CAO+5PHWSewLmrZ7fHdnNRiJ9PYotVBEHCF3-kCj0fTyQ3DK9ZQ(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
Dear colleagues,
With apologies on behalf of C?line Borelle, I am sending an addendum to
yesterday's message, containing the submission guidelines, as she had not
included them in the translation of the call:
Submission conditions
This colloquium, scheduled for 28 January 2025 at the EHESS, is organized
in the framework of the "Digital detox" project led by C?line Borelle and
Elsa Forner and funded by DREES. It aims to bring together empirically
grounded contributions in one or more of these areas.
Proposals for papers should be one page in length (i.e. about 4,000
characters excluding references), include a title, and state the topic,
research methods, and main findings. They should be submitted by September
6, 2024 to the following addresses:
celine.borelle(a)orange.com
elsa.forner(a)gmail.com
annesylvie.pharabod(a)orange.com
Authors will receive a response by the end of September.
Scientific and Organizing Committee
C?line Borelle (SENSE, Orange and CEMS, EHESS-CNRS-INSERM)
Elsa Forner (CEMS, EHESS-CNRS-INSERM)
Anne-Sylvie Pharabod (SENSE, Orange)
On Thu, Jul 11, 2024 at 3:21?PM Francesca Musiani <
francesca.musiani(a)gmail.com> wrote:
> On behalf of C?line Borelle:
>
>
> Dear colleagues,
>
> As part of the DREES-funded project "Digital Detox", we are pleased to
> organize a one-day colloquium on "Rethinking the digital virtual as a
> regime of action, experience and relationship".
>
> The event will take place on January 28, 2025 at the EHESS (Paris). It
> will open with a lecture by Lisa Messeri, Professor of Anthropology at Yale
> University, on her recently published book *In the land of the unreal.
> Virtual and Other Realities in Los Angeles*.
>
> Paper proposals must be submitted by September 6, 2024.
>
> Please find below the full call and submission details.
>
> We are looking forward to hearing from you!
>
> C?line Borelle for the Scientific and Organizing Committee
>
>
> ----
>
>
>
> *Rethinking the digital virtual as a regime of experience, action, and
> relationship *
>
> C?line Borelle (SENSE, Orange et CEMS, EHESS-CNRS-INSERM)
>
> Elsa Forner (CEMS, EHESS-CNRS-INSERM)
>
> Anne-Sylvie Pharabod (SENSE, Orange)
>
>
> According to Gilles Deleuze (1995), the virtual can be defined as that
> which is entirely real but not actual, that which does not exist in a
> concrete, tangible way. A concept first developed in philosophy, it began
> to be used in the field of computer technology in the late 1980s, notably
> through the term ?virtual reality?, coined by engineer Jaron Lanier to
> describe interaction with a simulated environment (Woolley, 1992). Since
> then, it has expanded to become a means of investigating digital
> applications in general (Woolgar, 2002). In particular, the virtualization
> made possible by digital technologies has been the subject of anxious
> questioning. Digital uses have been seen by some as symptomatic of an
> attraction to the virtual that would take precedence over the real
> (Jaur?guiberry, 2000; Turkle, 2011) or at least be able to compete with it,
> including the risk of a pathological social withdrawal of the individual
> (Piotti, 2021).
>
>
> This call, on the contrary, invites us to free ourselves from any
> normative goal in order to question the process of virtualization, which is
> constantly fed by technological developments and oriented towards the
> extension of the ?immersive web paradigm? in its perceptual, narrative and
> social dimensions (Boullier, 2008). More specifically, it proposes an
> empirically grounded study of forms of digital virtualization, i.e. the
> dematerialized situations produced by the use of digital technologies. The
> aim is to explore the ways in which these virtual situations engage people
> and contexts, opening up possibilities of simulation, anonymity and
> distance.
>
> Without adopting a technical determinist perspective, since ?the virtual
> does not depend on a technical apparatus to exist? (Proulx and Latzko-Toth,
> 2000, p. 103)1, this call aims to take a fresh look at the forms of
> virtualization made possible by digital technologies: from the
> mediatization of interpersonal exchanges on the Internet to acting in
> environments that are at least partially simulated thanks to what are now
> called "immersive" technologies (virtual reality, augmented reality, mixed
> reality), not to mention interactions with technical devices equipped with
> artificial intelligence (social robots, chatbots, online avatars).
>
>
> Human-machine interaction is a distinct field of research at the
> intersection of engineering, cognitive science, psychology, and ergonomics.
> Several social science traditions can also be mobilized to think about the
> simulation of human interactions with artificial beings (Borelle, 2018).
> This call therefore proposes to focus more specifically on activities
> performed by humans in virtual environments, drawing attention to
> situations in which bodily involvement is not obvious and can be
> questioned. This choice stems from the desire to work on the notion of the
> virtual by taking seriously the specificities of the system of engagement
> it authorizes.
>
> While the ?material turn? in the social sciences has enabled digital
> infrastructures to be brought to light, the thrust of this appeal is to
> argue that digital technologies have also opened up the possibility of
> engaging with dematerialized situations. The salutary questioning of the
> idea that the digital world proceeds from a suspension of physical and
> social constraints has led to the abandonment of the notion of the virtual
> in most social science research. Our hypothesis is that this abandonment
> has been too radical, and that this notion can usefully characterize
> registers of action, orders of experience, and relational dynamics
> specific to the digital context.
>
>
> Therefore, this call proposes to reopen this notion by unfolding it as a
> regime of experience, action, and relation.
>
> Based on the synthesis proposed by Marcus Doel and David Clarke (1999),
> Serge Proulx and Guillaume Latzko-Toth (2000) distinguish three approaches
> to the relationship between the real and the virtual. In the first two
> approaches, which are based on normative thinking, the virtual is opposed
> to the real. On the optimistic side, the virtual is seen as a way of
> "solving" the imperfections of the real. It allows a wealth of
> possibilities to be explored. On the pessimistic side, the virtual is
> subordinated to the real in a logic of 'representation'. It is seen as a
> degraded copy of reality. Putting these two normative approaches in
> historical perspective, it seems that we have moved, in the words of Serge
> Proulx, from the "sublime" to the "ersatz". The currently dominant
> narrative of the history of digitization is characterized by this dynamic
> of disenchantment, from a founding techno-enthusiasm to a resurgence of
> critique (Bellon, 2019; Alexandre et al., 2022).
>
>
> The sociology of uses has developed by abandoning the normative
> perspective in favor of a descriptive approach, which aims to understand
> the virtual in its hybridization with the actual. This is the third
> approach identified by Serge Proulx and Guillaume Latzko-Toth (2000).
> Numerous studies have sought to challenge the opposition between the
> virtual and the real, to emphasize that digital experiences are framed by
> the same social mechanisms as experiences of co-presence, and to show the
> interactions between the deployment of online and offline activities. The
> topic of ?virtual communities?, for example, has generated a wealth of
> literature along these lines, from the work of Howard Rheingold (1995) to
> work on the revitalization of a leisure activity such as knitting through
> its online sharing (Zabban, 2016).
>
>
> Sociology and anthropology have taken an interest in forms of online
> sociability, particularly in comparing the rules of online and offline
> interaction. Several studies have examined interactions in simulated
> virtual reality environments (Schroeder, 2002), in online forums
> (Beaudouin, 2016), in persistent games (Bainbridge, 2010), or in relation
> to an ?imagined audience? on social networks (boyd and Ellison, 2007).
> These studies highlight the reconfiguration of forms of collaboration and
> conventions, between netiquette (Hambridge, 1995) and playful
> experimentation (Pharabod, 2021). The sociology of use has also focused on
> investigating forms of ?online visibility? (Cardon, 2008), the ways in
> which we present ourselves on personal pages (Licoppe and Beaudouin, 2002),
> blogs (Paldacci, 2006), social networks (Georges, 2009), and online games
> (Auray, 2004), in particular by looking at the issue of the digital double.
>
>
>
> This work has thus invested the digital world as a new medium for
> constructing the social, the collective and the self. In doing so, the
> focus on the entanglement between online and offline activities has led
> sociology to gradually abandon the notion of the virtual. The normative
> disqualification of the virtual was compounded by the deconstruction of its
> analytical scope. In the end, sociology has done little to study the
> digital virtual as such, not only as a new medium but also as a new
> territory, a perspective outlined by geographical approaches to the spatial
> dimension of online phenomena (Perrat, 2020). The few works that have set
> out to study ?the virtual for its own sake? (Boellstorff, 2008, on Second
> Life) focus on persistent games, ?modes of inhabiting virtual worlds?
> (Lucas, 2018), the experience of a ?techno-trance? (Triclot, 2016), or the
> virtual funeral as a ?lived spiritual event? in World of Warcraft (Servais,
> 2012).
>
>
> The field left open has been taken over by other disciplines that have
> mobilized this notion of the virtual and taken on the task of studying it
> as such. Psychoanalysis has taken an interest in the metamorphoses of the
> ego in the virtual age (Godart, 2016; Alcon Andrades and Tordo, 2023).
> Experimental psychology has dealt with the assessment of cognitive skills,
> such as the ability to drive, using virtual simulation (Milleville-Pennel
> et al., 2010), or with the way people invest in their avatar, in particular
> by measuring the "Proteus effect", which refers to the fact that an
> individual's behavior in virtual worlds is modified by the characteristics
> of his or her avatar (Szolin et al., 2022). From a multidisciplinary
> perspective, a number of studies in the information and communication
> sciences extend this line of inquiry to the embodiment of avatars (Amato
> and Per?ny, 2013; Beaufils and Berland, 2022) and, more broadly, to the
> determinants of immersive experience in the use of digital devices (Bonfils
> and Durampart, 2013). Design has also taken an interest in the changes in
> perception under virtual conditions (Vial, 2013).
>
>
> The aim of this call is to take a sociological look at the digital virtual
> as a mode of action, experience, and relationship. The aim is to take a
> fresh look at the relationship between the real and the virtual, as well as
> other pairs of terms that are often embedded in the analysis of their
> articulation: real/false, simulated/authentic, fictitious/effective. The
> results of sociological studies that have documented and analyzed
> arrangements with reality through forms of fiction, trickery or even lies
> (see, for example, Hennion and Vidal-Naquet, 2012, on the ethics of care)
> could usefully be put to the test in an investigation of virtual
> situations. This call for papers aims to bring together contributions that
> investigate the design, engagement, and regulation of virtual situations.
> As other disciplines place great emphasis on the perceptual dimension of
> engagement, especially in immersive situations, we propose to explore other
> dimensions as well: spatiality, temporality issues, modulations of social
> sanctions, contextual plasticity, and reduction of material costs.
>
>
> This call for proposals is structured around three axes, organized around
> different modalities of articulation between the real and the virtual.
>
> 1. Virtual training
>
> This axis concerns situations in which people train to act, to make a
> gesture, to forge or perfect a way of doing things, in virtual
> environments. These situations are characterized by challenging the
> boundary between the real and the virtual by focusing on the transposition
> of the virtual to the non-virtual. Here, virtual simulation is set up as a
> means, with the horizon of action located outside the virtual. The
> challenge is to consider the specificities of ?technical repetition? in the
> Goffmanian sense (Goffman, 1991) in a digital environment. Virtual training
> involves suspending the test of action in a physical environment, often a
> collective one. We can think of the design of virtual reality exposure
> therapy (TERV) to treat military post-traumatic stress syndrome (Brandt,
> 2013), and the uses of TERV to treat phobias (Klein and Borelle, 2019;
> Forner , 2020) and addictions (Borelle and Forner, 2024); the use of
> virtual reality to acquire soft skills in the context of training (the art
> of the pitch, for example, see Faustin Barbe's thesis in progress) or job
> search (see the interview training tool used by P?le emploi); learning
> technical gestures in the medical context (the use of augmented reality in
> surgery), in the fields of design and architecture (modeling spaces in
> virtual reality), or even in the military (the use of simulators to train
> fighter pilots, Dubey and Moricot, 2016); raising awareness of personal
> attacks through experiences from different points of view, in the justice
> system (use of virtual reality in cases of domestic violence) and in the
> fight against gender discrimination, ordinary sexism and sexual harassment
> (see the start-up Reverto, specialized in VR tools dedicated to human
> rights).
>
> 2. Experimenting the virtual
>
> This axis brings together situations in which the virtual is the horizon
> for action. The virtual is invested for its own sake, as an end in itself.
> The challenge is to analyze the way in which people play with the
> boundaries between the virtual and the real, maintaining the vagueness in
> order to experience its richness. In the field of beliefs, we can think of
> digital religious practices (Campbell and Evolvi, 2019) or the reception of
> online clairvoyance (Gilliotte and Guittet, 2023). In terms of affective
> and sexual relationships, we can think of the consumption of online
> pornography (Pailler and V?ros, 2017) or camsex (B?liard et al., 2021)
> and pairing with avatars (Giard, 2021). In the realm of cultural and
> leisure practices, we can think of online museum visits (Bernon, 2023),
> virtual tourism, the experience of a symphony concert in augmented reality
> (Laurent, 2023), and the use of the Pokemon Go application (Berry and
> Vansyngel, 2021). In the world of consumption, we can think of visiting an
> apartment in virtual reality (Ivanov and Rejeb, 2017) or the shopping
> experience in virtual reality (Bettaieb, 2018). In terms of the
> relationships that the living have with the dead, we can think of online
> spiritualism (Georges, 2013), practices that consist of keeping the
> deceased virtually alive (Julliard and Quemener, 2018), and the digital
> experience of mourning one's child through "mamanges" and "papanges"
> (Ruchon, 2015). In the field of mental health, we can think of therapy
> experiments with avatars or online chatbots (the first ELIZA chatbot,
> created by Joseph Weizenbaum in 1966, was designed to simulate a Rogerian
> psychotherapist).
>
> 3. Framing the virtual
>
> This axis covers the activities involved in framing the virtual, from its
> design to its institutional regulation. We can look at how designers think
> about virtual situations, how their practices have changed with
> technological developments (see, for example, the history of virtual
> reality headsets outlined by Michaud, 2017), how they envisage the
> transposition of the real to the virtual and vice versa, how they
> concretely deal with issues such as imitation2, realism and
> verisimilitude (Suchman, 2016), or immersion, incarnation and digital
> doubling (Messeri, 2024), and how these practices give rise to debates. We
> can also interrogate the activities involved in regulating the boundaries
> between the virtual and the real, and in framing engagement in virtual
> activities and relationships, especially in situations where the
> consequences of the virtual on the real are the subject of both a
> problematization and a construction of modes of reparation. We might think
> of the pathologization of cyber-addiction (see Valentin Rio's dissertation
> in progress), the proliferation of devices to control the amount of time
> spent on screens, or the emergence of expertise on the damage done to
> children by screens. We could also think of the treatment of virtual
> attacks, the judicialization of cases of virtual rape and the development
> of psychological expertise to support this process, the characterization of
> "grazing" (Adou, 2022), the police, judicial and therapeutic management of
> cyberbullying (Blaya, 2011), or the regulation of online hate speech
> (Castex et al., 2021).
>
>
> *References *
>
> Adou Ettien Franck-St?phane, 2022, ? Les *brouteurs *d?Abidjan ?, *RESET *[En
> ligne], vol. 11. URL : https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fjournals.o…<http://journals.openedition.org/reset/4038>
>
> Alcon Andrades Barbara et Tordo Fr?d?ric, 2023, ? Jeu de r?le en ligne :
> un espace de narrativit? inscrit dans la mise en sc?ne de soi et de la
> famille ?, *L'?volution Psychiatrique, *vol. 88, n?3, p. 443-457.
>
> Amato Etienne Armand et Per?ny Etienne, 2013, *Les avatars jouables des
> mondes num?riques. Th?ories, terrains et t?moignages de pratiques
> interactives*, Paris, Herm?s Science Publishing.
>
> Alexandre Olivier, Jean-Samuel Beuscart et S?bastien Broca, 2022, ? Une
> sociohistoire des critiques num?riques ?, *R?seaux*, vol. 231, n?1, p.
> 9-37.
>
> Auray Nicolas, 2004, ? Sosie et avatars dans les jeux ?lectroniques ?,
> Colloque Ic?ne-Image ? L?image sosie : l?original et son double ?.
>
> Bainbridge Williams S., 2010, *Online Worlds: Convergence of the Real and
> the Virtual*, Springer.
>
> Beaudouin Val?rie, 2016, ? Forums en ligne : des espaces de co-production
> de la connaissance et du lien social ?, In Martin O. (dir.), *L'ordinaire
> d'internet. Le web dans nos pratiques et relations sociales*, Paris,
> Armand Colin, p. 203-225.
>
> Beaufils Kevin et Berland Alexis, 2022, ? L?incarnation avatariale : de la
> repr?sentation cognitive de soi ? l?appropriation corporelle num?rique ?, *Hybrid
> *[En ligne], vol. 9. URL : https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fjournals.o…<http://journals.openedition.org/hybrid/2643>
>
> Becker Joffrey, 2020, ? Concevoir des machines anthropomorphes :
> Ethnographie des pratiques de conception en robotique sociale ?, *R?seaux,
> *vol. 220-221, n?2-3, p. 223-251
>
> Bernon Marie-Laure, 2023, ? Les publics de mus?es sur internet : une
> typologie de visiteurs par leurs profils et usages des expositions en ligne
> ?, *Revue fran?aise des sciences de l?information et de la communication *[En
> ligne], vol. 27. URL : https://can01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fjournals.o…<http://journals.openedition.org/rfsic/1477>
>
> Bettaieb Ghada, 2018, ? Importance des facteurs d'acc?s dans l'exp?rience
> d'immersion et de pr?sence dans un nouvel environnement commercial en ligne
> ?, Th?se en sciences de gestion, Universit? de Lille.
>
> Blaya Catherine, 2011, ? Cyberviolence et cyberharc?lement : approches
> sociologiques ?, *La nouvelle revue de l'adaptation et de la
> scolarisation*, vol. 53, n?1, p. 47-65.
>
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>
>
>
>
--
Francesca Musiani, Ph.D.
Charg?e de recherche HDR | Associate Research Professor, CNRS
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Hi-
I'm up to participate.
Thanks
Karyn
Karyn Hollis, PhD
Director, Cultural Studies Program
Villanova University
Villanova, PA 19085
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Today's Topics:
1. Trust Games - Annotation Tasks (Shulman, Stu)
2. Call for Papers: Colloquium "Rethinking the digital virtual
as a regime of action, experience and relationship"
(Francesca Musiani)
3. Re: Trust Games - Annotation Tasks (F vandenboom)
4. Re: Trust Games - Annotation Tasks (H?seyin ?z??nar)
5. Re: Trust Games - Annotation Tasks (Ruth Tsuria)
----------------------------------------------------------------------
Message: 1
Date: Thu, 11 Jul 2024 08:38:18 -0400
From: "Shulman, Stu" <stu(a)texifter.com>
To: AoIR mailing list <air-l-aoir.org(a)listserv.aoir.org>
Subject: [Air-L] Trust Games - Annotation Tasks
Message-ID:
<CAAtQ8JRJovGiA2J4gSO0-bu6a3TLMtZP-zy2053q52-GSqf=iw(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
Trust Games
I am looking for collaborators to help prepare a free educational online
game suitable for secondary and collegiate classrooms focused on whether
content is trustworthy or not. Please contact me if you want to be a part
of this effort. It might operate something like the "Which Face is Real"
application, but might be used instead for identifying and discussing
untrustworthy accounts on Twitter as a gamified learning module for classes
this fall. I have most of the pieces ready, but I am not an expert in
games. I'd like to form an ad hoc team and have this operational for
September and October of 2024. My goal is to offer an IRB-compliant game
platform that generates usable research results and better informed student
discussions in advance of the U.S. election in November.
Annotation Tasks
I have a new set of annotation tasks related to planning for the game
development. I need motivated undergraduates willing to label batches of
Tweets under conditions that test core features of gamification in
labeling, starting with speed and accuracy. In addition to getting paid
more for being the fastest/most accurate labelers, students will see some
remarkable datasets that have historical significance. If you know Jr. or
Sr. undergraduates in the US or Canada with a >3.9 GPA, tell them to send
me a resume.
Thanks AoIR!
--
Dr. Stuart W. Shulman
Founder and CEO, Texifter
Editor Emeritus, *Journal of Information Technology & Politics*
------------------------------
Message: 2
Date: Thu, 11 Jul 2024 15:21:20 +0200
From: Francesca Musiani <francesca.musiani(a)gmail.com>
To: air-l <air-l(a)listserv.aoir.org>
Subject: [Air-L] Call for Papers: Colloquium "Rethinking the digital
virtual as a regime of action, experience and relationship"
Message-ID:
<CAO+5PHUC_jLOfZCC=4m4Y7nLFzsc+g3+dt1zAE5pjymR1eeJng(a)mail.gmail.com>
Content-Type: text/plain; charset="UTF-8"
On behalf of C?line Borelle:
Dear colleagues,
As part of the DREES-funded project "Digital Detox", we are pleased to
organize a one-day colloquium on "Rethinking the digital virtual as a
regime of action, experience and relationship".
The event will take place on January 28, 2025 at the EHESS (Paris). It will
open with a lecture by Lisa Messeri, Professor of Anthropology at Yale
University, on her recently published book *In the land of the unreal.
Virtual and Other Realities in Los Angeles*.
Paper proposals must be submitted by September 6, 2024.
Please find below the full call and submission details.
We are looking forward to hearing from you!
C?line Borelle for the Scientific and Organizing Committee
----
*Rethinking the digital virtual as a regime of experience, action, and
relationship *
C?line Borelle (SENSE, Orange et CEMS, EHESS-CNRS-INSERM)
Elsa Forner (CEMS, EHESS-CNRS-INSERM)
Anne-Sylvie Pharabod (SENSE, Orange)
According to Gilles Deleuze (1995), the virtual can be defined as that
which is entirely real but not actual, that which does not exist in a
concrete, tangible way. A concept first developed in philosophy, it began
to be used in the field of computer technology in the late 1980s, notably
through the term ?virtual reality?, coined by engineer Jaron Lanier to
describe interaction with a simulated environment (Woolley, 1992). Since
then, it has expanded to become a means of investigating digital
applications in general (Woolgar, 2002). In particular, the virtualization
made possible by digital technologies has been the subject of anxious
questioning. Digital uses have been seen by some as symptomatic of an
attraction to the virtual that would take precedence over the real
(Jaur?guiberry, 2000; Turkle, 2011) or at least be able to compete with it,
including the risk of a pathological social withdrawal of the individual
(Piotti, 2021).
This call, on the contrary, invites us to free ourselves from any normative
goal in order to question the process of virtualization, which is
constantly fed by technological developments and oriented towards the
extension of the ?immersive web paradigm? in its perceptual, narrative and
social dimensions (Boullier, 2008). More specifically, it proposes an
empirically grounded study of forms of digital virtualization, i.e. the
dematerialized situations produced by the use of digital technologies. The
aim is to explore the ways in which these virtual situations engage people
and contexts, opening up possibilities of simulation, anonymity and
distance.
Without adopting a technical determinist perspective, since ?the virtual
does not depend on a technical apparatus to exist? (Proulx and Latzko-Toth,
2000, p. 103)1, this call aims to take a fresh look at the forms of
virtualization made possible by digital technologies: from the
mediatization of interpersonal exchanges on the Internet to acting in
environments that are at least partially simulated thanks to what are now
called "immersive" technologies (virtual reality, augmented reality, mixed
reality), not to mention interactions with technical devices equipped with
artificial intelligence (social robots, chatbots, online avatars).
Human-machine interaction is a distinct field of research at the
intersection of engineering, cognitive science, psychology, and ergonomics.
Several social science traditions can also be mobilized to think about the
simulation of human interactions with artificial beings (Borelle, 2018).
This call therefore proposes to focus more specifically on activities
performed by humans in virtual environments, drawing attention to
situations in which bodily involvement is not obvious and can be
questioned. This choice stems from the desire to work on the notion of the
virtual by taking seriously the specificities of the system of engagement
it authorizes.
While the ?material turn? in the social sciences has enabled digital
infrastructures to be brought to light, the thrust of this appeal is to
argue that digital technologies have also opened up the possibility of
engaging with dematerialized situations. The salutary questioning of the
idea that the digital world proceeds from a suspension of physical and
social constraints has led to the abandonment of the notion of the virtual
in most social science research. Our hypothesis is that this abandonment
has been too radical, and that this notion can usefully characterize
registers of action, orders of experience, and relational dynamics specific
to the digital context.
Therefore, this call proposes to reopen this notion by unfolding it as a
regime of experience, action, and relation.
Based on the synthesis proposed by Marcus Doel and David Clarke (1999),
Serge Proulx and Guillaume Latzko-Toth (2000) distinguish three approaches
to the relationship between the real and the virtual. In the first two
approaches, which are based on normative thinking, the virtual is opposed
to the real. On the optimistic side, the virtual is seen as a way of
"solving" the imperfections of the real. It allows a wealth of
possibilities to be explored. On the pessimistic side, the virtual is
subordinated to the real in a logic of 'representation'. It is seen as a
degraded copy of reality. Putting these two normative approaches in
historical perspective, it seems that we have moved, in the words of Serge
Proulx, from the "sublime" to the "ersatz". The currently dominant
narrative of the history of digitization is characterized by this dynamic
of disenchantment, from a founding techno-enthusiasm to a resurgence of
critique (Bellon, 2019; Alexandre et al., 2022).
The sociology of uses has developed by abandoning the normative perspective
in favor of a descriptive approach, which aims to understand the virtual in
its hybridization with the actual. This is the third approach identified by
Serge Proulx and Guillaume Latzko-Toth (2000). Numerous studies have sought
to challenge the opposition between the virtual and the real, to emphasize
that digital experiences are framed by the same social mechanisms as
experiences of co-presence, and to show the interactions between the
deployment of online and offline activities. The topic of ?virtual
communities?, for example, has generated a wealth of literature along these
lines, from the work of Howard Rheingold (1995) to work on the
revitalization of a leisure activity such as knitting through its online
sharing (Zabban, 2016).
Sociology and anthropology have taken an interest in forms of online
sociability, particularly in comparing the rules of online and offline
interaction. Several studies have examined interactions in simulated
virtual reality environments (Schroeder, 2002), in online forums
(Beaudouin, 2016), in persistent games (Bainbridge, 2010), or in relation
to an ?imagined audience? on social networks (boyd and Ellison, 2007).
These studies highlight the reconfiguration of forms of collaboration and
conventions, between netiquette (Hambridge, 1995) and playful
experimentation (Pharabod, 2021). The sociology of use has also focused on
investigating forms of ?online visibility? (Cardon, 2008), the ways in
which we present ourselves on personal pages (Licoppe and Beaudouin, 2002),
blogs (Paldacci, 2006), social networks (Georges, 2009), and online games
(Auray, 2004), in particular by looking at the issue of the digital double.
This work has thus invested the digital world as a new medium for
constructing the social, the collective and the self. In doing so, the
focus on the entanglement between online and offline activities has led
sociology to gradually abandon the notion of the virtual. The normative
disqualification of the virtual was compounded by the deconstruction of its
analytical scope. In the end, sociology has done little to study the
digital virtual as such, not only as a new medium but also as a new
territory, a perspective outlined by geographical approaches to the spatial
dimension of online phenomena (Perrat, 2020). The few works that have set
out to study ?the virtual for its own sake? (Boellstorff, 2008, on Second
Life) focus on persistent games, ?modes of inhabiting virtual worlds?
(Lucas, 2018), the experience of a ?techno-trance? (Triclot, 2016), or the
virtual funeral as a ?lived spiritual event? in World of Warcraft (Servais,
2012).
The field left open has been taken over by other disciplines that have
mobilized this notion of the virtual and taken on the task of studying it
as such. Psychoanalysis has taken an interest in the metamorphoses of the
ego in the virtual age (Godart, 2016; Alcon Andrades and Tordo, 2023).
Experimental psychology has dealt with the assessment of cognitive skills,
such as the ability to drive, using virtual simulation (Milleville-Pennel
et al., 2010), or with the way people invest in their avatar, in particular
by measuring the "Proteus effect", which refers to the fact that an
individual's behavior in virtual worlds is modified by the characteristics
of his or her avatar (Szolin et al., 2022). From a multidisciplinary
perspective, a number of studies in the information and communication
sciences extend this line of inquiry to the embodiment of avatars (Amato
and Per?ny, 2013; Beaufils and Berland, 2022) and, more broadly, to the
determinants of immersive experience in the use of digital devices (Bonfils
and Durampart, 2013). Design has also taken an interest in the changes in
perception under virtual conditions (Vial, 2013).
The aim of this call is to take a sociological look at the digital virtual
as a mode of action, experience, and relationship. The aim is to take a
fresh look at the relationship between the real and the virtual, as well as
other pairs of terms that are often embedded in the analysis of their
articulation: real/false, simulated/authentic, fictitious/effective. The
results of sociological studies that have documented and analyzed
arrangements with reality through forms of fiction, trickery or even lies
(see, for example, Hennion and Vidal-Naquet, 2012, on the ethics of care)
could usefully be put to the test in an investigation of virtual
situations. This call for papers aims to bring together contributions that
investigate the design, engagement, and regulation of virtual situations.
As other disciplines place great emphasis on the perceptual dimension of
engagement, especially in immersive situations, we propose to explore other
dimensions as well: spatiality, temporality issues, modulations of social
sanctions, contextual plasticity, and reduction of material costs.
This call for proposals is structured around three axes, organized around
different modalities of articulation between the real and the virtual.
1. Virtual training
This axis concerns situations in which people train to act, to make a
gesture, to forge or perfect a way of doing things, in virtual
environments. These situations are characterized by challenging the
boundary between the real and the virtual by focusing on the transposition
of the virtual to the non-virtual. Here, virtual simulation is set up as a
means, with the horizon of action located outside the virtual. The
challenge is to consider the specificities of ?technical repetition? in the
Goffmanian sense (Goffman, 1991) in a digital environment. Virtual training
involves suspending the test of action in a physical environment, often a
collective one. We can think of the design of virtual reality exposure
therapy (TERV) to treat military post-traumatic stress syndrome (Brandt,
2013), and the uses of TERV to treat phobias (Klein and Borelle, 2019;
Forner , 2020) and addictions (Borelle and Forner, 2024); the use of
virtual reality to acquire soft skills in the context of training (the art
of the pitch, for example, see Faustin Barbe's thesis in progress) or job
search (see the interview training tool used by P?le emploi); learning
technical gestures in the medical context (the use of augmented reality in
surgery), in the fields of design and architecture (modeling spaces in
virtual reality), or even in the military (the use of simulators to train
fighter pilots, Dubey and Moricot, 2016); raising awareness of personal
attacks through experiences from different points of view, in the justice
system (use of virtual reality in cases of domestic violence) and in the
fight against gender discrimination, ordinary sexism and sexual harassment
(see the start-up Reverto, specialized in VR tools dedicated to human
rights).
2. Experimenting the virtual
This axis brings together situations in which the virtual is the horizon
for action. The virtual is invested for its own sake, as an end in itself.
The challenge is to analyze the way in which people play with the
boundaries between the virtual and the real, maintaining the vagueness in
order to experience its richness. In the field of beliefs, we can think of
digital religious practices (Campbell and Evolvi, 2019) or the reception of
online clairvoyance (Gilliotte and Guittet, 2023). In terms of affective
and sexual relationships, we can think of the consumption of online
pornography (Pailler and V?ros, 2017) or camsex (B?liard et al., 2021) and
pairing with avatars (Giard, 2021). In the realm of cultural and leisure
practices, we can think of online museum visits (Bernon, 2023), virtual
tourism, the experience of a symphony concert in augmented reality
(Laurent, 2023), and the use of the Pokemon Go application (Berry and
Vansyngel, 2021). In the world of consumption, we can think of visiting an
apartment in virtual reality (Ivanov and Rejeb, 2017) or the shopping
experience in virtual reality (Bettaieb, 2018). In terms of the
relationships that the living have with the dead, we can think of online
spiritualism (Georges, 2013), practices that consist of keeping the
deceased virtually alive (Julliard and Quemener, 2018), and the digital
experience of mourning one's child through "mamanges" and "papanges"
(Ruchon, 2015). In the field of mental health, we can think of therapy
experiments with avatars or online chatbots (the first ELIZA chatbot,
created by Joseph Weizenbaum in 1966, was designed to simulate a Rogerian
psychotherapist).
3. Framing the virtual
This axis covers the activities involved in framing the virtual, from its
design to its institutional regulation. We can look at how designers think
about virtual situations, how their practices have changed with
technological developments (see, for example, the history of virtual
reality headsets outlined by Michaud, 2017), how they envisage the
transposition of the real to the virtual and vice versa, how they
concretely deal with issues such as imitation2, realism and verisimilitude
(Suchman, 2016), or immersion, incarnation and digital doubling (Messeri,
2024), and how these practices give rise to debates. We can also
interrogate the activities involved in regulating the boundaries between
the virtual and the real, and in framing engagement in virtual activities
and relationships, especially in situations where the consequences of the
virtual on the real are the subject of both a problematization and a
construction of modes of reparation. We might think of the pathologization
of cyber-addiction (see Valentin Rio's dissertation in progress), the
proliferation of devices to control the amount of time spent on screens, or
the emergence of expertise on the damage done to children by screens. We
could also think of the treatment of virtual attacks, the judicialization
of cases of virtual rape and the development of psychological expertise to
support this process, the characterization of "grazing" (Adou, 2022), the
police, judicial and therapeutic management of cyberbullying (Blaya, 2011),
or the regulation of online hate speech (Castex et al., 2021).
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------------------------------
Message: 3
Date: Thu, 11 Jul 2024 15:07:23 +0000
From: F vandenboom <f.vandenboom(a)hotmail.com>
To: "Shulman, Stu" <stu(a)texifter.com>, AoIR mailing list
<air-l-aoir.org(a)listserv.aoir.org>
Subject: Re: [Air-L] Trust Games - Annotation Tasks
Message-ID:
<AM9P193MB195342BC3846897CFCE7FEF39EA52(a)AM9P193MB1953.EURP193.PROD.OUTLOOK.COM>
Content-Type: text/plain; charset="us-ascii"
Hi Stu
Count me in ! I use and am also developing several cardbased games on ai as part of my practice based research on anticipatory ai governance so would love to collaborate
Best Freyja
Sent from Outlook for Android<https://nam04.safelinks.protection.outlook.com/?url=https%3A%2F%2Faka.ms%2F…<https://aka.ms/AAb9ysg>>
________________________________
From: Air-L <air-l-bounces(a)listserv.aoir.org> on behalf of Shulman, Stu via Air-L <air-l(a)listserv.aoir.org>
Sent: Thursday, July 11, 2024 9:38:18 PM
To: AoIR mailing list <air-l-aoir.org(a)listserv.aoir.org>
Subject: [Air-L] Trust Games - Annotation Tasks
Trust Games
I am looking for collaborators to help prepare a free educational online
game suitable for secondary and collegiate classrooms focused on whether
content is trustworthy or not. Please contact me if you want to be a part
of this effort. It might operate something like the "Which Face is Real"
application, but might be used instead for identifying and discussing
untrustworthy accounts on Twitter as a gamified learning module for classes
this fall. I have most of the pieces ready, but I am not an expert in
games. I'd like to form an ad hoc team and have this operational for
September and October of 2024. My goal is to offer an IRB-compliant game
platform that generates usable research results and better informed student
discussions in advance of the U.S. election in November.
Annotation Tasks
I have a new set of annotation tasks related to planning for the game
development. I need motivated undergraduates willing to label batches of
Tweets under conditions that test core features of gamification in
labeling, starting with speed and accuracy. In addition to getting paid
more for being the fastest/most accurate labelers, students will see some
remarkable datasets that have historical significance. If you know Jr. or
Sr. undergraduates in the US or Canada with a >3.9 GPA, tell them to send
me a resume.
Thanks AoIR!
--
Dr. Stuart W. Shulman
Founder and CEO, Texifter
Editor Emeritus, *Journal of Information Technology & Politics*
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Message: 4
Date: Thu, 11 Jul 2024 19:05:41 +0200
From: H?seyin ?z??nar <huseyinozcinar(a)gmail.com>
To: F vandenboom <f.vandenboom(a)hotmail.com>
Cc: AoIR mailing list <air-l-aoir.org(a)listserv.aoir.org>, "Shulman,
Stu" <stu(a)texifter.com>
Subject: Re: [Air-L] Trust Games - Annotation Tasks
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<CAHui0KsRD-LLFGYKFTu6=4fmH-iFepi05Ka9f9M6ts2+k5JJWA(a)mail.gmail.com>
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The topic is also of interest to me and I will be very happy to cooperate.
H?seyin ?z??nar
Pamukkale University
Denizli/Turkey
11 Tem 2024 Per, saat 17:17 tarihinde F vandenboom via Air-L <
air-l(a)listserv.aoir.org> ?unu yazd?:
> Hi Stu
> Count me in ! I use and am also developing several cardbased games on ai
> as part of my practice based research on anticipatory ai governance so
> would love to collaborate
>
> Best Freyja
>
> Sent from Outlook for Android<https://nam04.safelinks.protection.outlook.com/?url=https%3A%2F%2Faka.ms%2F…<https://aka.ms/AAb9ysg>>
> ________________________________
> From: Air-L <air-l-bounces(a)listserv.aoir.org> on behalf of Shulman, Stu
> via Air-L <air-l(a)listserv.aoir.org>
> Sent: Thursday, July 11, 2024 9:38:18 PM
> To: AoIR mailing list <air-l-aoir.org(a)listserv.aoir.org>
> Subject: [Air-L] Trust Games - Annotation Tasks
>
> Trust Games
>
> I am looking for collaborators to help prepare a free educational online
> game suitable for secondary and collegiate classrooms focused on whether
> content is trustworthy or not. Please contact me if you want to be a part
> of this effort. It might operate something like the "Which Face is Real"
> application, but might be used instead for identifying and discussing
> untrustworthy accounts on Twitter as a gamified learning module for classes
> this fall. I have most of the pieces ready, but I am not an expert in
> games. I'd like to form an ad hoc team and have this operational for
> September and October of 2024. My goal is to offer an IRB-compliant game
> platform that generates usable research results and better informed student
> discussions in advance of the U.S. election in November.
>
> Annotation Tasks
>
> I have a new set of annotation tasks related to planning for the game
> development. I need motivated undergraduates willing to label batches of
> Tweets under conditions that test core features of gamification in
> labeling, starting with speed and accuracy. In addition to getting paid
> more for being the fastest/most accurate labelers, students will see some
> remarkable datasets that have historical significance. If you know Jr. or
> Sr. undergraduates in the US or Canada with a >3.9 GPA, tell them to send
> me a resume.
>
> Thanks AoIR!
>
> --
> Dr. Stuart W. Shulman
> Founder and CEO, Texifter
> Editor Emeritus, *Journal of Information Technology & Politics*
> _______________________________________________
> The Air-L(a)listserv.aoir.org mailing list
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Message: 5
Date: Thu, 11 Jul 2024 17:49:40 +0000
From: Ruth Tsuria <ruth.tsuria(a)shu.edu>
To: H?seyin ?z??nar <huseyinozcinar(a)gmail.com>, F vandenboom
<f.vandenboom(a)hotmail.com>
Cc: AoIR mailing list <air-l-aoir.org(a)listserv.aoir.org>
Subject: Re: [Air-L] Trust Games - Annotation Tasks
Message-ID:
<BL0PR01MB4962F26B51866FC5BB60E42DF3A52(a)BL0PR01MB4962.prod.exchangelabs.com>
Content-Type: text/plain; charset="iso-8859-9"
I'd love to join as well!
Associate Professor and Director of Graduate Studies, Department of Communication, Media, and the Arts
College of Human Development, Culture, Media
Seton Hall University, NJ, USA
Keeping Women in Their Digital Place (2024, Penn State University Press)
Editor-in-Chief, Journal of Religion, Media and Digital Culture (Brill)
For more publications: https://nam04.safelinks.protection.outlook.com/?url=https%3A%2F%2Fworks.bep…<https://works.bepress.com/ruth-tsuria/>
-----Original Message-----
From: Air-L <air-l-bounces(a)listserv.aoir.org> On Behalf Of H?seyin ?z?inar via Air-L
Sent: Thursday, July 11, 2024 1:06 PM
To: F vandenboom <f.vandenboom(a)hotmail.com>
Cc: AoIR mailing list <air-l-aoir.org(a)listserv.aoir.org>
Subject: Re: [Air-L] Trust Games - Annotation Tasks
The topic is also of interest to me and I will be very happy to cooperate.
H?seyin ?z??nar
Pamukkale University
Denizli/Turkey
11 Tem 2024 Per, saat 17:17 tarihinde F vandenboom via Air-L < air-l(a)listserv.aoir.org> ?unu yazd?:
> Hi Stu
> Count me in ! I use and am also developing several cardbased games on
> ai as part of my practice based research on anticipatory ai governance
> so would love to collaborate
>
> Best Freyja
>
> Sent from Outlook for
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> ________________________________
> From: Air-L <air-l-bounces(a)listserv.aoir.org> on behalf of Shulman,
> Stu via Air-L <air-l(a)listserv.aoir.org>
> Sent: Thursday, July 11, 2024 9:38:18 PM
> To: AoIR mailing list <air-l-aoir.org(a)listserv.aoir.org>
> Subject: [Air-L] Trust Games - Annotation Tasks
>
> Trust Games
>
> I am looking for collaborators to help prepare a free educational
> online game suitable for secondary and collegiate classrooms focused
> on whether content is trustworthy or not. Please contact me if you
> want to be a part of this effort. It might operate something like the "Which Face is Real"
> application, but might be used instead for identifying and discussing
> untrustworthy accounts on Twitter as a gamified learning module for
> classes this fall. I have most of the pieces ready, but I am not an
> expert in games. I'd like to form an ad hoc team and have this
> operational for September and October of 2024. My goal is to offer an
> IRB-compliant game platform that generates usable research results and
> better informed student discussions in advance of the U.S. election in November.
>
> Annotation Tasks
>
> I have a new set of annotation tasks related to planning for the game
> development. I need motivated undergraduates willing to label batches
> of Tweets under conditions that test core features of gamification in
> labeling, starting with speed and accuracy. In addition to getting
> paid more for being the fastest/most accurate labelers, students will
> see some remarkable datasets that have historical significance. If you
> know Jr. or Sr. undergraduates in the US or Canada with a >3.9 GPA,
> tell them to send me a resume.
>
> Thanks AoIR!
>
> --
> Dr. Stuart W. Shulman
> Founder and CEO, Texifter
> Editor Emeritus, *Journal of Information Technology & Politics*
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Subject: Digest Footer
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End of Air-L Digest, Vol 240, Issue 12
**************************************
1
0
CALL FOR PAPERS
First Workshop on "Data Analytics in Biomedicine"
(held in conjunction with IEEE DDP2024)
Fourth International Conference on Digital Data Processing
Yeshiva University.
New York, US
30 September – 01 October 2024
https://socio.org.uk/ddp/workshop/
CALL FOR PAPERS
The exponential growth of data generated from various textual sources presents both a challenge and a huge opportunity. A key challenge lies in effectively managing and extracting valuable insights from this vast amount of unstructured and heterogeneous data. To address this issue, advanced data analytics techniques, ranging from data and text mining to semantic network analysis and recent advancements in large language models (LLMs), have become indispensable tools for researchers and practitioners.
This is particularly relevant in the realm of biomedicine, where text mining has shown the ability to enable researchers to uncover hidden patterns, trends, and associations that would otherwise remain buried in the vast amount of health-related textual data, for instance, research articles, clinical reports, and electronic health records (EHRs).
On the other hand, semantic network analysis, which focuses on understanding the structure and dynamics of networks formed by entities and their interconnections derived from text mining processes, can facilitate a deeper understanding of the complex interrelationships within biomedical data. By analyzing properties like centrality, modularity, and community structures, researchers can identify key nodes and critical pathways in biological networks, predict disease associations, and explore the functional organization of biological systems.
The integration of text mining, semantic network analysis, and large language models offers a powerful approach to enhancing the ability to generate new hypotheses and insights and supporting the development of more effective diagnostics, treatments, and interventions.
The workshop represents an opportunity to explore the latest advancements in data analytics and text mining in biomedicine. Attendees will gain insights into developing more interpretable models, handling large-scale biomedical datasets, and implementing scalable solutions for real-world healthcare applications.
Moreover, the workshop is highly relevant because it has the potential to significantly improve the safety, effectiveness, and efficiency of biomedical interventions through advanced data analytics.
TOPIC OF INTEREST
We invite submissions on a wide range of topics, including but not limited to:
Novel techniques and measures for assessing textual data quality and handling data integration.
Advanced text mining techniques for biomedical data
Construction and analysis of semantic networks in biomedicine
Case studies on integrated text mining and semantic network analysis
Applications of LLMs in biomedicine
Data analytics in precision medicine
Text-driven approaches to drug discovery
Interpretable or scalable data analytics approaches
Application of Data Analytics and network science in Narrative Medicine
Computational methods for disease modeling and prediction
Ethical considerations in biomedical data analytics
Multimodal biomedical data analytics
Future trends and challenges in biomedical data analytics
PROGRAM
The workshop will take place on (To Be Announced). The program has yet to be made available. The Venue is Yeshiva University, New York.
PAPER SUBMISSION, REGISTRATION AND PUBLICATION
The submissions should follow the IEEE template.
Please refer to socio.org.uk/ddp/paper-submission/
IMPORTANT DATES
Submission of Papers: July 31, 2024
Notification of Acceptance/Rejection: August 25, 2024
Camera-ready: September 25, 2024
Registration: September 25, 2024
Conference Dates: September 30- October 01, 2024
Post-Conference Proceedings Release: November 15, 2024
WORKSHOP ORGANIZERS
Chiara Zucco, University Magna Graecia of Catanzaro, Italy
Mario Cannataro, University Magna Graecia of Catanzaro, Italy
Marianna Milano, University Magna Graecia of Catanzaro, Italy
PROGRAM COMMITTEE (TO BE CONFIRMED)
Marzia Settino, University of Calabria, Italy
Mario Cannataro, University Magna Graecia of Catanzaro, Italy
Maria Chiara Martinis, University Magna Graecia of Catanzaro, Italy
Giuseppe Agapito, University Magna Graecia of Catanzaro, Italy
Pietro Cinaglia, University Magna Graecia of Catanzaro, Italy
Ilaria Lazzaro, University Magna Graecia of Catanzaro, Italy
-----------
1
0
Call for Papers: Colloquium "Rethinking the digital virtual as a regime of action, experience and relationship"
by Francesca Musiani 12 Jul '24
by Francesca Musiani 12 Jul '24
12 Jul '24
On behalf of Céline Borelle:
Dear colleagues,
As part of the DREES-funded project "Digital Detox", we are pleased to
organize a one-day colloquium on "Rethinking the digital virtual as a
regime of action, experience and relationship".
The event will take place on January 28, 2025 at the EHESS (Paris). It will
open with a lecture by Lisa Messeri, Professor of Anthropology at Yale
University, on her recently published book *In the land of the unreal.
Virtual and Other Realities in Los Angeles*.
Paper proposals must be submitted by September 6, 2024.
Please find below the full call and submission details.
We are looking forward to hearing from you!
Céline Borelle for the Scientific and Organizing Committee
----
*Rethinking the digital virtual as a regime of experience, action, and
relationship *
Céline Borelle (SENSE, Orange et CEMS, EHESS-CNRS-INSERM)
Elsa Forner (CEMS, EHESS-CNRS-INSERM)
Anne-Sylvie Pharabod (SENSE, Orange)
According to Gilles Deleuze (1995), the virtual can be defined as that
which is entirely real but not actual, that which does not exist in a
concrete, tangible way. A concept first developed in philosophy, it began
to be used in the field of computer technology in the late 1980s, notably
through the term “virtual reality”, coined by engineer Jaron Lanier to
describe interaction with a simulated environment (Woolley, 1992). Since
then, it has expanded to become a means of investigating digital
applications in general (Woolgar, 2002). In particular, the virtualization
made possible by digital technologies has been the subject of anxious
questioning. Digital uses have been seen by some as symptomatic of an
attraction to the virtual that would take precedence over the real
(Jauréguiberry, 2000; Turkle, 2011) or at least be able to compete with it,
including the risk of a pathological social withdrawal of the individual
(Piotti, 2021).
This call, on the contrary, invites us to free ourselves from any normative
goal in order to question the process of virtualization, which is
constantly fed by technological developments and oriented towards the
extension of the “immersive web paradigm” in its perceptual, narrative and
social dimensions (Boullier, 2008). More specifically, it proposes an
empirically grounded study of forms of digital virtualization, i.e. the
dematerialized situations produced by the use of digital technologies. The
aim is to explore the ways in which these virtual situations engage people
and contexts, opening up possibilities of simulation, anonymity and
distance.
Without adopting a technical determinist perspective, since “the virtual
does not depend on a technical apparatus to exist” (Proulx and Latzko-Toth,
2000, p. 103)1, this call aims to take a fresh look at the forms of
virtualization made possible by digital technologies: from the
mediatization of interpersonal exchanges on the Internet to acting in
environments that are at least partially simulated thanks to what are now
called "immersive" technologies (virtual reality, augmented reality, mixed
reality), not to mention interactions with technical devices equipped with
artificial intelligence (social robots, chatbots, online avatars).
Human-machine interaction is a distinct field of research at the
intersection of engineering, cognitive science, psychology, and ergonomics.
Several social science traditions can also be mobilized to think about the
simulation of human interactions with artificial beings (Borelle, 2018).
This call therefore proposes to focus more specifically on activities
performed by humans in virtual environments, drawing attention to
situations in which bodily involvement is not obvious and can be
questioned. This choice stems from the desire to work on the notion of the
virtual by taking seriously the specificities of the system of engagement
it authorizes.
While the “material turn” in the social sciences has enabled digital
infrastructures to be brought to light, the thrust of this appeal is to
argue that digital technologies have also opened up the possibility of
engaging with dematerialized situations. The salutary questioning of the
idea that the digital world proceeds from a suspension of physical and
social constraints has led to the abandonment of the notion of the virtual
in most social science research. Our hypothesis is that this abandonment
has been too radical, and that this notion can usefully characterize
registers of action, orders of experience, and relational dynamics specific
to the digital context.
Therefore, this call proposes to reopen this notion by unfolding it as a
regime of experience, action, and relation.
Based on the synthesis proposed by Marcus Doel and David Clarke (1999),
Serge Proulx and Guillaume Latzko-Toth (2000) distinguish three approaches
to the relationship between the real and the virtual. In the first two
approaches, which are based on normative thinking, the virtual is opposed
to the real. On the optimistic side, the virtual is seen as a way of
"solving" the imperfections of the real. It allows a wealth of
possibilities to be explored. On the pessimistic side, the virtual is
subordinated to the real in a logic of 'representation'. It is seen as a
degraded copy of reality. Putting these two normative approaches in
historical perspective, it seems that we have moved, in the words of Serge
Proulx, from the "sublime" to the "ersatz". The currently dominant
narrative of the history of digitization is characterized by this dynamic
of disenchantment, from a founding techno-enthusiasm to a resurgence of
critique (Bellon, 2019; Alexandre et al., 2022).
The sociology of uses has developed by abandoning the normative perspective
in favor of a descriptive approach, which aims to understand the virtual in
its hybridization with the actual. This is the third approach identified by
Serge Proulx and Guillaume Latzko-Toth (2000). Numerous studies have sought
to challenge the opposition between the virtual and the real, to emphasize
that digital experiences are framed by the same social mechanisms as
experiences of co-presence, and to show the interactions between the
deployment of online and offline activities. The topic of “virtual
communities”, for example, has generated a wealth of literature along these
lines, from the work of Howard Rheingold (1995) to work on the
revitalization of a leisure activity such as knitting through its online
sharing (Zabban, 2016).
Sociology and anthropology have taken an interest in forms of online
sociability, particularly in comparing the rules of online and offline
interaction. Several studies have examined interactions in simulated
virtual reality environments (Schroeder, 2002), in online forums
(Beaudouin, 2016), in persistent games (Bainbridge, 2010), or in relation
to an “imagined audience” on social networks (boyd and Ellison, 2007).
These studies highlight the reconfiguration of forms of collaboration and
conventions, between netiquette (Hambridge, 1995) and playful
experimentation (Pharabod, 2021). The sociology of use has also focused on
investigating forms of “online visibility” (Cardon, 2008), the ways in
which we present ourselves on personal pages (Licoppe and Beaudouin, 2002),
blogs (Paldacci, 2006), social networks (Georges, 2009), and online games
(Auray, 2004), in particular by looking at the issue of the digital double.
This work has thus invested the digital world as a new medium for
constructing the social, the collective and the self. In doing so, the
focus on the entanglement between online and offline activities has led
sociology to gradually abandon the notion of the virtual. The normative
disqualification of the virtual was compounded by the deconstruction of its
analytical scope. In the end, sociology has done little to study the
digital virtual as such, not only as a new medium but also as a new
territory, a perspective outlined by geographical approaches to the spatial
dimension of online phenomena (Perrat, 2020). The few works that have set
out to study “the virtual for its own sake” (Boellstorff, 2008, on Second
Life) focus on persistent games, “modes of inhabiting virtual worlds”
(Lucas, 2018), the experience of a “techno-trance” (Triclot, 2016), or the
virtual funeral as a “lived spiritual event” in World of Warcraft (Servais,
2012).
The field left open has been taken over by other disciplines that have
mobilized this notion of the virtual and taken on the task of studying it
as such. Psychoanalysis has taken an interest in the metamorphoses of the
ego in the virtual age (Godart, 2016; Alcon Andrades and Tordo, 2023).
Experimental psychology has dealt with the assessment of cognitive skills,
such as the ability to drive, using virtual simulation (Milleville-Pennel
et al., 2010), or with the way people invest in their avatar, in particular
by measuring the "Proteus effect", which refers to the fact that an
individual's behavior in virtual worlds is modified by the characteristics
of his or her avatar (Szolin et al., 2022). From a multidisciplinary
perspective, a number of studies in the information and communication
sciences extend this line of inquiry to the embodiment of avatars (Amato
and Perény, 2013; Beaufils and Berland, 2022) and, more broadly, to the
determinants of immersive experience in the use of digital devices (Bonfils
and Durampart, 2013). Design has also taken an interest in the changes in
perception under virtual conditions (Vial, 2013).
The aim of this call is to take a sociological look at the digital virtual
as a mode of action, experience, and relationship. The aim is to take a
fresh look at the relationship between the real and the virtual, as well as
other pairs of terms that are often embedded in the analysis of their
articulation: real/false, simulated/authentic, fictitious/effective. The
results of sociological studies that have documented and analyzed
arrangements with reality through forms of fiction, trickery or even lies
(see, for example, Hennion and Vidal-Naquet, 2012, on the ethics of care)
could usefully be put to the test in an investigation of virtual
situations. This call for papers aims to bring together contributions that
investigate the design, engagement, and regulation of virtual situations.
As other disciplines place great emphasis on the perceptual dimension of
engagement, especially in immersive situations, we propose to explore other
dimensions as well: spatiality, temporality issues, modulations of social
sanctions, contextual plasticity, and reduction of material costs.
This call for proposals is structured around three axes, organized around
different modalities of articulation between the real and the virtual.
1. Virtual training
This axis concerns situations in which people train to act, to make a
gesture, to forge or perfect a way of doing things, in virtual
environments. These situations are characterized by challenging the
boundary between the real and the virtual by focusing on the transposition
of the virtual to the non-virtual. Here, virtual simulation is set up as a
means, with the horizon of action located outside the virtual. The
challenge is to consider the specificities of “technical repetition” in the
Goffmanian sense (Goffman, 1991) in a digital environment. Virtual training
involves suspending the test of action in a physical environment, often a
collective one. We can think of the design of virtual reality exposure
therapy (TERV) to treat military post-traumatic stress syndrome (Brandt,
2013), and the uses of TERV to treat phobias (Klein and Borelle, 2019;
Forner , 2020) and addictions (Borelle and Forner, 2024); the use of
virtual reality to acquire soft skills in the context of training (the art
of the pitch, for example, see Faustin Barbe's thesis in progress) or job
search (see the interview training tool used by Pôle emploi); learning
technical gestures in the medical context (the use of augmented reality in
surgery), in the fields of design and architecture (modeling spaces in
virtual reality), or even in the military (the use of simulators to train
fighter pilots, Dubey and Moricot, 2016); raising awareness of personal
attacks through experiences from different points of view, in the justice
system (use of virtual reality in cases of domestic violence) and in the
fight against gender discrimination, ordinary sexism and sexual harassment
(see the start-up Reverto, specialized in VR tools dedicated to human
rights).
2. Experimenting the virtual
This axis brings together situations in which the virtual is the horizon
for action. The virtual is invested for its own sake, as an end in itself.
The challenge is to analyze the way in which people play with the
boundaries between the virtual and the real, maintaining the vagueness in
order to experience its richness. In the field of beliefs, we can think of
digital religious practices (Campbell and Evolvi, 2019) or the reception of
online clairvoyance (Gilliotte and Guittet, 2023). In terms of affective
and sexual relationships, we can think of the consumption of online
pornography (Pailler and Vöros, 2017) or camsex (Béliard et al., 2021) and
pairing with avatars (Giard, 2021). In the realm of cultural and leisure
practices, we can think of online museum visits (Bernon, 2023), virtual
tourism, the experience of a symphony concert in augmented reality
(Laurent, 2023), and the use of the Pokemon Go application (Berry and
Vansyngel, 2021). In the world of consumption, we can think of visiting an
apartment in virtual reality (Ivanov and Rejeb, 2017) or the shopping
experience in virtual reality (Bettaieb, 2018). In terms of the
relationships that the living have with the dead, we can think of online
spiritualism (Georges, 2013), practices that consist of keeping the
deceased virtually alive (Julliard and Quemener, 2018), and the digital
experience of mourning one's child through "mamanges" and "papanges"
(Ruchon, 2015). In the field of mental health, we can think of therapy
experiments with avatars or online chatbots (the first ELIZA chatbot,
created by Joseph Weizenbaum in 1966, was designed to simulate a Rogerian
psychotherapist).
3. Framing the virtual
This axis covers the activities involved in framing the virtual, from its
design to its institutional regulation. We can look at how designers think
about virtual situations, how their practices have changed with
technological developments (see, for example, the history of virtual
reality headsets outlined by Michaud, 2017), how they envisage the
transposition of the real to the virtual and vice versa, how they
concretely deal with issues such as imitation2, realism and verisimilitude
(Suchman, 2016), or immersion, incarnation and digital doubling (Messeri,
2024), and how these practices give rise to debates. We can also
interrogate the activities involved in regulating the boundaries between
the virtual and the real, and in framing engagement in virtual activities
and relationships, especially in situations where the consequences of the
virtual on the real are the subject of both a problematization and a
construction of modes of reparation. We might think of the pathologization
of cyber-addiction (see Valentin Rio's dissertation in progress), the
proliferation of devices to control the amount of time spent on screens, or
the emergence of expertise on the damage done to children by screens. We
could also think of the treatment of virtual attacks, the judicialization
of cases of virtual rape and the development of psychological expertise to
support this process, the characterization of "grazing" (Adou, 2022), the
police, judicial and therapeutic management of cyberbullying (Blaya, 2011),
or the regulation of online hate speech (Castex et al., 2021).
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Special issue CfP: Digital Transformations in Asian Politics: Opportunities, Challenges, and Implications for Democracy
by Dechun Zhang 12 Jul '24
by Dechun Zhang 12 Jul '24
12 Jul '24
Apologies for the cross-posting! Dr. Justin Chun-ting Ho (University of Amsterdam) and Dechun Zhang (Leiden University) are organizing a special issue titled "Digital Transformations in Asian Politics: Opportunities, Challenges, and Implications for Democracy" in the Journal of Contemporary Eastern Asia. This special issue is looking for contributions on various topics related to digital politics in Asia (please see the CfP for more details: https://drive.google.com/.../1RHP8c.../view<https://drive.google.com/file/d/1RHP8c-nvszAgAiKTxEVw9KOBBa8UjYkK/view?fbcl…>)
In our modern society, digital technologies, social media platforms, and artificial intelligence (AI) tools have become integral components of our daily lives, deeply embedded in our activities, with Asia at the forefront of this evolution. China leads globally in internet usage and mobile subscriptions, and is emerging as a leader in AI. India is renowned for its IT services industry encompassing software development, outsourcing, and IT consulting. Japan has a long-standing reputation as a pioneer in science and technology, while Korea excels in technological innovation. Singapore is a leader in e-government, Taiwan dominates global microchip manufacturing, and several other Asian countries are making significant strides in technological advancements.
The transformative impact of digital technologies on digital politics is a contentious issue. Scholars argue that information communication and technologies (ICTs) can either undermine democracy through manipulation and control (Christensen, 2011; Golumbia, 2009) or enhance it by increasing access to information and facilitating idea exchange (Palmer & Perkins, 2012; Yang, 2009). Asia, with a strong potential for developing digital technology, exemplifies these debates. For example, China utilizes internet technology for political censorship and (nationalist) propaganda, while Chinese netizens employ various tactics to evade censorship and engage online. Taiwan has been lauded for employing digital tools in pandemic management, and Hong Kong protesters utilize mobile apps for organizing. Japanese political entities actively engage voters via social media, and South Korea's robust digital infrastructure shapes its political communication landscape.
In this sense, this special issue aims to contribute to our understanding of how technology shapes the political landscape in Asia. It offers insights into managing the challenges of technology while harnessing its potential for positive or counter-democratic outcomes, while also exploring how these technologies can lead to positive (or counter) democratic outcomes. The Research Topic welcomes both empirical studies using qualitative, quantitative, computational, and mixed-methods approaches (inclusive of descriptive and causal studies); and theoretical pieces that have direct applications to digitalization and political landscape.
Our special issue is interested in conceptual, methodological, and empirical studies. Potential topics include, but are not limited to, the following:
*
Digital Censorship and Resistance
*
Political Propaganda
*
Political Campaigns and Election
*
Digital Tools in Crisis Management
*
AI and misinformation
*
Digital Governance and Digital citizenship
*
Regulation of Digital Platforms
*
Mobile Technologies in Social Movements
*
Cybersecurity and Political Stability
*
Digital Divide and Political Inequality
*
Digital Literacy and Political Empowerment
*
Ethics and Privacy in digital technologies
Please submit your 500-word abstract (maximum) in English to both Dechun Zhang (d.zhang(a)hum.leidenuniv.nl<mailto:d.zhang@hum.leidenuniv.nl>) and Justin Ho (j.c.ho(a)uva.nl<mailto:j.c.ho@uva.nl>), with the subject line including "JCEA Special Issue.”
Proposed Key Dates:
*
Abstract Submission: November 12, 2024
*
Notifications about invitations to submit full papers: December 20, 2024. (Invitations to submit a full paper do not guarantee final publication, as full manuscripts will undergo the journal’s usual peer review process).
*
Submission of full paper: June 15, 2025
*
Expected publish date: December 10, 2025 (Winter issue)
If you have any question, please contact guest editor Dechun Zhang (d.zhang(a)hum.leidenuniv.nl)
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Call for Chapters: Electronic Shaman: Nam June Paik, Shamanism, and Emerging Media
by Joonseong Lee 12 Jul '24
by Joonseong Lee 12 Jul '24
12 Jul '24
Call for Chapters: Electronic Shaman: Nam June Paik, Shamanism, and
Emerging Media
On July 20, 1990, Korean-born video artist Nam June Paik (NJP) held a
shamanic ritual in Seoul, Korea, commemorating his close friend Joseph
Beuys, a German-born avant-garde artist. The performance was titled *Nam
June Paik + Shaman Exorcism Rite + Joseph Beuys’ Memorial Service *(Jans,
2018). Through the ritual, Paik became a “medium,” a shaman “who connects
the past with the future through reincarnating spirits and mourning for the
other” (Cheon, 2009, p. 234). On January 29, 2007, a year after NJP’s
passing, Kim Keum-Hwa, the renowned national shaman of the time, performed
a shamanic memorial ritual for Paik in Seoul and resurrected him in spirit
(Cheon, 2009, pp. 270-278).
According to the memoir of Shigeko Kubota, NJP’s life partner, NJP took
considerable pride in Korea’s cultural heritage of shamanism. NJP’s view on
shamanism was more than performing or participating in shamanic rituals. He
believed the core of Korean shamanism to be communication, so shamans
should facilitate communication between/among or through beings. For him,
Korean shamanism was the beginning of the world, as it allows humans to
communicate with Heaven (or God). NJP’s emphasis on “an information-age
realization that what is made is less important than how it is received”
(Zinman, 2019, p. 82) makes clear how his works and vision are based on his
belief in shamanism as communication.
There are numerous publications on NJP’s life and works, but only a few in
English on NJP’s video art works and shamanism, which is an important
aspect of NJP’s oeuvre. Mina Cheon (2009), Young-Cheol Lee (2012), Wook
Steven Heo (2018), and Mi-Jung Kang (2019) are among the authors with
published work on these themes. Jung-Jin Park’s work (2010), although
written in Korean, provides valuable and thorough insights into NJP’s world
from the perspective of Eastern philosophy.
The edited volume Electronic Shaman: Nam June Paik, Shamanism, and Emerging
Media will focus on various interrelationships among NJP’s works and
shamanism in emerging media contexts. The volume also attempts to
illuminate NJP’s works in relation to dark shamanism and neoliberalism.
Potential topics and themes might include but are not limited to the
following:
*Topics/Themes*
- NJP’s works, shamanism, new materialism
- NJP’s works, shamanism, Internet of Living Things (IoLT)
- NJP’s works, shamanism, electromagnetic spectrum
- NJP’s works, shamanism, social media
- NJP’s works, shamanism, Artificial Intelligence (AI)
- NJP’s works, dark shamanism
- NJP’s works, (dark) shamanism, neoliberalism
Please email abstracts of approximately 500 words to Joonseong Lee
jlee(a)csusm.edu as a Word document by Sept. 15, 2024. In your abstract,
please be sure to include a short bio for all authors of no more than 200
words.
*Timeline*
Sept. 15, 2024 - Chapter proposals (abstracts) due
Oct. 1, 2024 - Decisions announced
Mar. 1, 2025 - Full chapter draft due (expected full chapter length
6,000—8,000 words)
*References*
Cheon , Mina. Shamanism + Cyberspace. NY: Atropos press, 2009.
Heo, Wook Steven. “The Influence of Shamanism on Nam June Paik's Video
Art.” Moving Image Technology Studies, vol. 28, 2018, pp. 95-113.
Jans , Rachel. “Nam June Paik: Kinship, Collaboration, and Commemoration.”
San Francisco Museum of Modern Art, Aug. 2018,
https://www.sfmoma.org/essay/nam-june-paik/ . Accessed July 7 2024.
Kang, Mi-Jung. “The Sound of Shamans in the Works of Nam June Paik and
Early Korean Video Artists.” ScienceOpen.com, Aug. 2019,
https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/RESOUND19.18.
Accessed July 7 2024.
Lee , Young-Cheol. “The Founder of Video Art Nam Jun Paik and Shamanism.” TK-21
La Revue, 2012,
https://www.tk-21.com/TK-21-LA-REVUE-No15-24?lang=fr#The-Founder-of-Video-A….
Accessed July 7 2024.
Park, Jung-jin. Reading Nam June Park’s Video Art by Kut: from
Neo-shamanism to Eco-feminism, Seoul: Koreanstudies Information Service
(KIS) (in Korean), 2010.
Zinman, Gregory. "This Script is Not Final, and is Subject to Changes: Nam
June Paik between Page and Screen." We Are in Open Circuits: Writings by
Nam June Paik, edited by Hanhardt, John G, et al, The MIT Press, 2019, pp.
73-85.
Joonseong Lee, Ph.D.
Professor of Communication Department
SBSB 2128
California State University
San Marcos, CA 92096-001
Email: jlee(a)csusm.edu
Office ph: 760.750.4134
https://www.csusm.edu/profiles/index.html?u=jlee
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There is more info from other places, but Barry passed. He made many
contributions to the field and he will be missed by many.
3
2
11 Jul '24
Dear AoIR Members,
We are conducting a very brief survey on the perception of AI via science
fiction, and real-world applications. Your participation matters and we are
very grateful for your time and we value your opinion and experience. If you
have a few minutes available in your busy lives, please take the survey
here:
####################
https://bit.ly/ai-sf-survey
####################
Note: If you don't have the time to take the survey, it'd be similarly
awesome if you could snowball it via your networks. See the attached
invitation/recruitment poster and feel free to use it. Whether you decide to
take the survey or share it with others, I want to thank you for helping us
out!
Best
Phil
___________________
Phil Jordan, Ph.D. (PI)
https://luddy.indiana.edu/contact/profile/index.html?Phil_Jordan
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