Posts from the ‘resources’ Category
The Museum of Modern Art launches post, a participatory digital platform for global research
February 20th, 2013
April Durham
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The Museum of Modern Art launches post, |
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| The Museum of Modern Art (MoMA) is pleased to announce the launch of post: notes on modern and contemporary art around the globe, an online initiative for collaborative research and artistic exchange. post grows out of C-MAP (Contemporary and Modern Art Perspectives), a cross-departmental research program begun in 2009 to facilitate a museum-wide study that reflects the multiplicity of “modernities” and histories of contemporary and modern art.
post is a site for encounters between the established and the experimental, the historical and the emerging, the local and the global, the scholarly and the artistic, the formal and the informal. Adapting the attributes of an online journal, archive, exhibition space, and social-networking platform, post uses the non-hierarchical characteristics of the Web to spark in-depth explorations of the ways in which modernism is being redefined, and to link those topics to the ways in which artists and institutions are working today. post is an open forum for sharing research and circulating works in progress, offering a platform for critical response and an instrument for increasing expertise through exposure to ideas from around the globe. It is a place for conversation and debate, for building a nuanced understanding of the histories that shape our present. As a Web platform, post provides an alternative to the model of a unified art-historical narrative. post instead allows a malleable, layered understanding of multiple notions of modernity to emerge over time, as more people from more places participate. Emerging out of research undertaken at MoMA, post develops a network of partners and users whose complementary research and concerns will shape future approaches and content. Starting with a specific thematic focus, the site regularly releases essays, interviews, reports, reflections, archival materials, and artists’ commissions, ensuring that new voices are constantly entering the discussion. The site is designed to encourage active participation; users and institutional partners are encouraged to upload their own findings and share their questions, together gaining broader exposure and expertise. In time, and depending upon the interest of the partners, post will broaden its focus. Committed to investigating artistic practices that have historically been overlooked in MoMA’s collection and exhibitions, post initially explores sites of experimental practices in regions that are the focus of C-MAP research: East Asia, Central and Eastern Europe, and Latin America and the Caribbean. Upon its launch, post will present its first case study, in partnership with Keio University Art Center, featuring the archival materials of Sogetsu Art Center, an epicenter of avant-garde artistic experiments in Tokyo in the 1960s that hosted an exciting, rapid-fire series of programs in experimental music, jazz, and cinema. The initial presentation features essays, interviews, and works by artists related to Sogetsu Art Center—Shiomi Mieko, Yokoo Tadanori, Matsumoto Toshio, andYamaguchi Katsuhiro—and artists who have been the subject of C-MAP research—Geta Brătescu, Chim↑Pom, and Jikken Kobo, among others. About C-MAP The Museum of Modern Art’s Contemporary and Modern Art Perspectives in a Global Age Initiative (C-MAP) is supported by The Andrew W. Mellon Foundation and The International Council of The Museum of Modern Art. Additional funding is provided by Patricia Phelps de Cisneros, Adriana Cisneros de Griffin, and Marlene Hess. post was designed and developed by TC Labs. Creative direction by Caleb Waldorf. |
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Debates in the Digital Humanities is now available online as an open source, and free, project of CUNY:
For those attending the CDH Rhetoric and Remix Reading Group on January 16th, the three articles from Debates in the Digital Humanities are available at the links below:
Lisa Sipro, “This is Why We Fight: Defining the Values of the Digital Humanities”
Alan Liu, “Where is the Cultural Criticism in the Digital Humanities”
Digital Labor: The Internet as Playground and Factory
Edited by Trebor Scholz
Digital Labor asks whether life on the internet is mostly work, or play. We tweet, we tag photos, we link, we review books, we comment on blogs, we remix media, and we upload video to create much of the content that makes up the web. And large corporations profit on our online activity by tracking our interests, affiliations, and habits—and then collecting and selling the data. What is the nature of this interactive ‘labor’ and the new forms of digital sociality that it brings into being? The international, interdisciplinary contributors to Digital Labor suggest that there is no longer a clear divide between ‘the personal’ and ‘work,’ as every aspect of life drives the digital economy: sexual desire, boredom, friendship—and all become fodder for speculative profit. They argue that we are living in a total labor society and the way in which we are commoditized, racialized, and engendered is profoundly and disturbingly normalized by the dominant discourse of digital culture. Digital Labor poses a series of questions about our digital present: How is the global crisis of capitalism linked to the hidden labor of the digital economy? How do we address that most online interaction, whether work or play, for profit or not, is taking place on corporate platforms? How can we acknowledge moments of exploitation while not eradicating optimism, inspiration, and the many instances of individual financial and political empowerment? In response to these questions, this collection offers new definitions of digital labor that address and challenge the complex, hybrid realities of the digital economy.
Introduction: Trebor Scholz Why Does Digital Labor Matter Now? I. The Shifting Sites of Labor Markets
1. Andrew Ross On the Digital Labor Question
2. Tiziana Terranova Free Labor
3. Sean Cubitt The Political Economy of Cosmopolis
4. McKenzie Wark Considerations on A Hacker Manifesto II. Interrogating Modes of Digital Labor
5. Ayhan Aytes Return of The Crowds: Mechanical Turk and Neoliberal States of Exception
6. Abigail De Kosnik Fandom as Free Labor
7. Patricia Clough The Digital, Labor and Measure Beyond Biopolitics
8. Jodi Dean Whatever Blogging III. The Violence of Participation
9. Mark Andrejevic Estranged Free Labor
10. Jonathan Beller Digitality and The Media of Dispossession
11. Lisa Nakamura Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft IV. Organizing Networks in an Age of Vulnerable Publics
12. Michel Bauwens Thesis on Digital Labor in an Emerging P2P Economy
13. Christian Fuchs Class and Exploitation on the Internet
14. Ned Rossitter and Soenke Zehle Acts of Translation: Organizing Networks as Algorithmic Technologies of the Common
Rather than have a standalone page for resources, I thought we could use “resources” as a post category. This will help keep the info that was previously listed (posted below), and it will allow for more dynamic content. Rather than having to edit a page, members can just add a new post using the “resources” category. I’ll also make “resources” a dropdown item under “News” in the main navigation.
Here’s the listing of initial resources:
Websites & Organizations
HASTAC (Humanities, Arts, Sciences, Technology Advances Collaboratory)
http://www.hastac.org/
ADHO (Alliance of Digital Humanities Organizations)
http://digitalhumanities.org/
Society for Cinema and Media Studies
http://www.cmstudies.org/
The American Studies Association
http://www.theasa.net/
Association of Internet Researchers
http://aoir.org/
DiGRA (Digital Games Research Association)
http://www.digra.org/
Rhizome
http://rhizome.org/
H-Net (Humanities and Social Sciences Online)
http://www.h-net.org/
TEI (Text Encoding Initiative)
http://www.tei-c.org/index.xml
ACH (Association for Computers and the Humanities)
http://www.ach.org/
A Few Journals
Covergence
http://con.sagepub.com/
Digital Humanities Quarterly (DHQ)
http://digitalhumanities.org/dhq/
Game Studies
http://gamestudies.org/1001
Games and Culture
http://gac.sagepub.com/
New Media & Society
http://nms.sagepub.com/
Vectors
http://www.vectorsjournal.org/
