Wednesday, November 17, 6:00PM
Yale Law School, faculty lounge on
the second floor
New Haven, CT
RSVP to Bryan Choi (bryan.choi at post.harvard.edu)
Announcement at Yale ISP
The "Harvard-MIT-Yale Cyberscholar Working Group" is a forum for fellows and affiliates of the Comparative Media Studies Program at MIT, Yale Law School Information Society Project, and the Berkman Center for Internet & Society at Harvard University to discuss their ongoing research.
This month's presenters will include:
Japanese Youths, Mobile Phones, and Social Media
Toshie Takahashi, Faculty Fellow, Berkman Center for Internet & Society, Harvard University
Young people of today have been described as ‘digital natives’. The
term has been criticised for being essentialist, technologically
deterministic or western-centric. I will touch on some of the general
criticisms on the digital natives discourse before turning to how the
notion has been taken up and debated in the social context of Japan.
By way of a background, I will offer an account of the historical and
current trends of mobile internet use among Japanese youth. I will
then delve into a number of issues concerning Japanese youths and
mobile media in everyday life, using data from my on-going ethnographic
research, which I started in 2000 and had continued to do periodically
since. I shall frame the discussion in terms of the related notions of
freedom and control, opportunities and risks, and de-traditionalisation
and reflexive traditionalisation. Finally, I examine the implications
for young people and digital media in today’s mobile-saturated
society.
Toshie Takahashi is a faculty fellow at the Berkman Center for
Internet & Society at Harvard University. She is also Associate
Professor in the Department of Communication and Media Studies, Rikkyo
University, in Tokyo, Japan. Before joining the Berkman Center, she was
appointed visiting research fellow at the Department of Education at
the University of Oxford.
Textual Tunnel-Hops and Narrative Chutes-and-Ladders: The HTML Link as an Uncertain Object of Journalistic Evidence
C.W. Anderson, Visiting Fellow at the Information Society Project, Yale Law School
To date, communications research has incorporated science and
technology studies ("STS") primarily as a way of providing a nuanced
perspective on how new technologies impact newsroom innovation and
media management. The larger contributions of science and technology as
a field, however, lie in the ways that it has helped us rethink the
roles played by both communities and material objects in the
ratification of scientific evidence. Through a preliminary case study
of the hyperlink -- why, after nearly 20 years, do so few traditional
news outlets link out to other news outlets -- I bring this ontological
perspective to bear on questions about journalism and media practice
more generally. I argue first for an "object oriented" approach to
understanding journalism (one that supplements traditional scholar
concerns with objectivity) before turning to a more in-depth overview
of the literature on hyperlinks. I conclude by suggesting some ways in
which this "object-oriented" approach to journalistic practice can be
broadened and used to study other media phenomena. The paper draws on
three years of ethnographic research in newsrooms across Philadelphia,
Pennsylvania, as well as on current work on news aggregation in New
York City.
C.W. Anderson (Ph.D. Columbia) is a Visiting Fellow at the Information
Society Project, Yale Law School, as well as an Assistant Professor at
College of Staten Island (CUNY). His research interests lie at the
intersection of journalistic practices, new media technologies, and
social and communications theory.
http://www.library.csi.cuny.edu/mediaculture/faculty/anderson.html
Recursive Learning in Computer Games. Game Design & Learning Theories
Konstantin Mitgutsch, Max Kade visiting researcher at the Education
Arcade of the Comparative Media Studies Program of the MIT
Are computer games a constructive tool to foster learning? In this talk
a novel concept of experience-based recursive learning through playing
computer games will be outlined. By relating to investigations into the
process of experiencing by philosophers like Aristotle, Francis Bacon,
Hans-Georg Gadamer, Edmund Husserl and Gregory Bateson and by combining
these insights with results of learning and cognitive sciences the
elemental patterns of learning in games will be discussed. In
particular the key role of patterns such as anticipations,
confrontation and refutation will be highlighted and illustrated by a
case study. In the summer of 2010 the game "Afterland" was developed at
the Singapore-MIT GAMBIT Game Lab. The game is based on the theory of
recursive learning and is used as research tool to observe learning
patterns in games.
Konstantin Mitgutsch is a Max Kade visiting researcher at the
Education Arcade of the Comparative Media Studies Program of the MIT.
He studied Media Education and Philosophy of Education at the
University of Vienna and the Humboldt University Berlin and earned a
M.A. in Education Science, Sociology, Media Studies and Philosophy
(2003) and a PhD in 2009. He is participating as an expert member for
the Austrian Federal Office for the Positive Assessment of Computer and
Console Games and is on the expert council of the Pan European Game
Information (PEGI).
Last updated March 23, 2011