Margreet Riphagen

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Beyond ICT4D: New Media Research in Uganda is a collection of ethnographic reports from diverse perspectives of those living at the other end of the African ICT pyramid. Crucially, these texts refocus on the so-called “ICT4D” debate away from the standard western lens, which depicts users in the developing world as passive receivers of Western technological development, towards Ugandans whose use and production of technologies entail innovations from the ground up. It is this ‘other’ everyday point of view that is too often missing in the ICT4D debate: valuable voices that put technologies, projects and organizations into their proper context. Conducted ...
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Creative Networks explores the dawn of the Internet culture in the age of network society from the perspective of Eastern Europe. From a theoretical angle the networks are introduced and interpreted as complex socio-technical systems. The author analyzes the development of these networked self-organized formations starting off with ‘virtual communities’ of ‘creative networks’, which emerged during the early phase of the Internet, up to the phenomena of today’s online ‘social networks’. Along with the translocal case studies of Nettime, Syndicate, Faces and Xchange networks (as well as with the other important facets of the 1990s network culture in Europe), the ...
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Depletion Design suggests that ideas of exhaustion cut across cultural, environmentalist, and political idioms and offers ways to explore the emergence of new material assemblages. We, or so we are told, are running out of time, of time to develop alternatives to a new politics of emergency, as constant crisis has exhausted the means of a politics of representation too slow for the state of exception, too ignorant of the distribution of political agency, too focused on the governability of financial architectures. But new forms of individual and collective agency already emerge, as we learn to live, love, work within the ...
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“Digital publications are on the rise. In our daily lives we read more material than ever on electronic devices, while paper books – once everyday objects – are becoming collectible design objects. For publishers, visual designers and artists it can be difficult to keep up with these developments; few possess the knowledge and resources to develop a digital publishing practice of their own. For arts and design-oriented books, going electronic can be an extra challenge because form and content are deeply intertwined, while electronic book formats were not engineered with visual publications in mind. The Digital Publishing Toolkit initiative – a ...
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Is electronic book technology really the way forward for these types of publications? Or does the answer lie in some hybrid form of publication, in which both print and electronic editions of the same basic content can be published in a parallel or complementary fashion? And perhaps more importantly, what are the changes in workflow and design mentality that will need to be implemented in order to allow for such hybrid publications? This Toolkit is meant for everyone working in art and design publishing. No specific expertise of digital technology, or indeed traditional publishing technology, is required. The Toolkit provides hands- ...
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In March 2009 the Institute of Network Cultures brought 12 networks to Amsterdam for a week of getting things done. Aim of Winter Camp was to connect the virtual with the real in order to find out how distributed social networks can collaborate more effectively. The more people start working together online, the more urgent it becomes to develop sustainable network models. Do we just go online to gather ‘friends’ or do we get organized and utilize these tools to provoke real change in how we work together? How do networks deal with difference, decision making and economic issues? Together ...
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Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations.
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In this book, Rosa Menkman brings in early information theorists not usually encountered in glitch’s theoretical foundations to refine a signal and informational vocabulary appropriate to glitch’s technological moment(um) and orientations. The book makes sense of recent glitch art and culture: technically, culturally, critically, aesthetically and finally as a genre. The glitch takes on a different form in relation to noise, failure or the accident. It transitions between artifact and filter; between radical breakages and commodification processes. Menkman shows how we need to be clearer about the relationship between the technical and cultural dimensions of glitch culture. Honing in on the ...
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This reader is a collection of essays written by Turkish graduate students between 2003 and 2010 for Andreas Treske’s seminar ‘Image, Time and Motion’ at Bilkent University in Ankara, revised and actualized in 2010. Coming from a wide range of disciplines they had studied before, very rarely media or cultural studies, these students brought in their various viewpoints and methods, and tried to integrate their observations and understandings in a seminar related to cinema and new media to discuss and sometimes just to describe the influences of digital media technologies for themselves and their colleagues. Starting from the premise that ...
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If we recognize that copyright is unfeasible, and unjustifiable, what should our response be? Immediately comes to mind that copyright provides an investment protection to blockbusters, best sellers and stars. It distorts cultural markets and pushes a wide variety of cultural expressions out of sight. At the same time, cultural conglomerates controlling copyright dominate cultural markets by owning the means of production, distribution, marketing and reception of cultural expressions. From the perspective of democracy and fair competition this type of market control is not to be tolerated. Thus, let us imagine what abolishing copyright would accomplish, while we do not ...
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This PDF / Print-on-Demand issue brings together a selection of texts in which the media theoreticians and nettime founders Pit Schultz and Geert Lovink jointly formulated the main features of the network critique concept between 1995 and 1997. At that time published in German in scattered publications and largely forgotten in the meantime, they are now published for the first time collected. They provide a glimpse into the early stages of the development of the Internet and the beginning of a critical debate characterized by a particular joy in discussion and speculation. The Internet was not yet a ubiquitous reality, but its future ...
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Tactical Media employ the ‘tactics of the weak’ to operate on the terrain of strategic power by means of ‘any media necessary’. Once the rather exclusive practice of politically engaged artists and activists, the tactical appropriations of media tools and distribution infrastructures by the disenfranchised and the disgruntled have moved from the margins to centre stage. The explosive growth of mass participation in self-mediation in countless blogs, video sharing platforms, micro-blogging, social networking has created an unprecedented complexity in the info-sphere. While this frenzy of media activity has been heralded as the catalyst of the new democratisation movements in North-Africa and ...

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