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This article discusses digitization weaknesses, biases, and malfunctions to challenge popular, almost hegemonic visions of contemporary technologies. By focusing on examples provided by recent mediated cases, controversies, and critical... more
This article discusses digitization weaknesses, biases, and malfunctions to challenge popular, almost hegemonic visions of contemporary technologies. By focusing on examples provided by recent mediated cases, controversies, and critical research about biases, we aim to propose an analysis of anything digital starting from its vulnerabilities, to look beyond polarized deterministic views, both optimistic and pessimistic. The article generates from the thematic track: "Weak Systems. Exploring bias, bugs and the vulnerability of digitization" that took place at the VIII STS Italia Conference. The panel brought together scholars from different backgrounds, including STS, history of technology, sociology of communication and critical data and media studies to discuss instances of technological weaknesses in various contexts. The article sums up some of the panel takeaways and pleas for a cooperative and interdisciplinary effort focusing on "weak systems".
The paper compares two key-events that marked the narratives around the emergence of AI in two different time frames: the game series between the Russian world champion Garry Kasparov and the IBM supercomputer Deep Blue held in New York... more
The paper compares two key-events that marked the narratives around the emergence of AI in two different time frames: the game series between the Russian world champion Garry Kasparov and the IBM supercomputer Deep Blue held in New York in 1997; and the GO game series between the South Korean champion Lee Sedol and DeepMind’s artificial intelligence AlphaGo held in Seoul in 2016. Relying on a corpus of primary and secondary sources such as newspapers and specialized magazines, biographic books, the live broadcasts and the main documentaries reporting the challenges, the paper investigates the way in which IBM and Google DeepMind used the human-machine competition to narrate the emergence of a new, deeper, form of AI. On the one hand, the Kasparov-Deep Blue match was presented by broadcasting media and IBM itself as a conflictual and competitive form of struggle between human kind and a hardware-based, obscure and humanlike player. While on the other hand, the social and symbolic message promoted by DeepMind and the media conveyed a cooperative and fruitful interaction with a new software-based, transparent and un-humanlike form of AI. The analysis of the case studies reveals how AI companies mix narrative tropes, gaming and spectacle in order to promote the newness and the main features of their products. In particular, recent narratives of AI based on human feelings and values such as beauty and trust can shape the way in which the presence of intelligent systems is accepted and integrated in everyday life.
This paper retraces the histories of two Italian networking projects of the mid-19990s: the national infrastructural plan named Socrate, launched by the monopolist Telecom Italia in 1994 and the civic network Iperbole, launched by the... more
This paper retraces the histories of two Italian networking projects of the mid-19990s: the national infrastructural plan named Socrate, launched by the monopolist Telecom Italia in 1994 and the civic network Iperbole, launched by the municipality of Bologna in 1995. Relying upon a corpus of primary sources and in-depth interviews with key-informants, the paper stresses the complex relationship between infrastructures, networks and media imaginaries in Italy at a time when the large-scale diffusion of the Internet and the World Wide Web were still in fieri. The same years of the WWW's first diffusion were in fact a period of negotiation at local, national, and international level between various actors and different ways of envisioning the upcoming digital age. The paper shows how the history of Socrate challenges the idea of the centrality of the Web and the Internet in company discourses of the mid-1990s juxtaposing a different narrative and an imaginary of networking infrastructures linked to broadcasting media. Conversely the case of Iperbole is a particular example of public service use of the Internet on the wave of a political and cultural tradition that looked at media as strategic tools, rather than theoretical models, for democratisation.
The essay investigates the evolution of the " narratives of invention " used by the founding fathers of the World Wide Web in a selected corpus of papers written by Tim Berners-Lee and colleagues from 1989 up to 1993 and later in the... more
The essay investigates the evolution of the " narratives of invention " used by the founding fathers of the World Wide Web in a selected corpus of papers written by Tim Berners-Lee and colleagues from 1989 up to 1993 and later in the books of James Gillies and Robert Cailliau and of Berners-Lee himself in 2000. Thanks to a textual analysis that cross these sources, we identify three main sets of common keywords that did not change and three couples of conflicting keywords that depict the evolution of the narratives over time. Change and continuity, intertwined with conservation and innovation, emerge as the key-strategies of the Web's founding fathers in narrating their idea.
The scream of media. Fear and terror of the birth of media in the Twentieth Century. The article aims to critically reinterpret the role of narratives regarding the birth and childhood of media and their relation with the elements of fear... more
The scream of media. Fear and terror of the birth of media in the Twentieth Century. The article aims to critically reinterpret the role of narratives regarding the birth and childhood of media and their relation with the elements of fear and terror. Through the topos of the panicking audiences, these narratives conveyed the idea of technology's disruptive force and express its potential impact on society in terms of perception of reality, as well as in the reduction and modification of the dimensions of space and time.Though, the symbolic function of the relationship between the birth of the medium and the element of fear can take on different meanings. After having listed the different tales about the birth and the childhood of the media in the Twentieth Century, the article dwells on the role of fear and power in the evolution of narratives about the internet, revealing the diverging biographical trajectory characterizing the life path and the social perception of this medium in contemporary societies.
This essay investigates the historical role of play in computer history drawing from the main studies on play conceived as an essential feature for human culture. The analysis of the relationship between ludicity and forms of interaction... more
This essay investigates the historical role of play in computer history drawing from the main studies on play conceived as an essential feature for human culture. The analysis of the relationship between ludicity and forms of interaction between humans and computers is divided in two main phases: phase 1, between the 1950 and the 1970, when computers were conceived by scientists as the main tool for the empowerment of research and as an alternative intelligence to be educated, and phase 2 between the 1970 and the 1990, when the appropriation and domestication of computers took place thanks to hacker cultures. The analysis of the historical role of playing as essential in the exploration and appropriation of computational technology is interpreted here as a crucial step to fully understand the contemporary gamification of everyday life.
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The paper aims to investigate the relationship between the artificial intelligence as narrated by science fiction movies in the late five decades and the socio-technical imaginary related to intelligent systems. The first sci-fi movies in... more
The paper aims to investigate the relationship between the artificial intelligence as narrated by science fiction movies in the late five decades and the socio-technical imaginary related to intelligent systems. The first sci-fi movies in analysis shed away from the idea of a symbiotic interaction between humans and AI as forecast during the 1960s by informatics and AI scientists. Afterwards, from the 1970s to the 1990s, AI systems played mainly the role of mirrors for the crisis of human identity: in these narratives the AI is presented as a risk, a possible enemy for human kind. Finally, during the last twenty years, a new frontier of AI seems to emerge in the imaginary. More recent stories forecast a future in which intelligent systems try to take their own place in the human social environment. All these perspectives emerge in conjunction with innovations and technical experimentations, bringing back up the relationship between " legein " and " teukein " as theorized by Cornelius Castoriadis.
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The essay investigates the role of " old " media imaginaries in Web history under two complementary perspectives: on the one hand, media imaginaries shaped and framed the narratives of invention of the World Wide Web as been recounted by... more
The essay investigates the role of " old " media imaginaries in Web history under two complementary perspectives: on the one hand, media imaginaries shaped and framed the narratives of invention of the World Wide Web as been recounted by its inventors. On the other hand, imaginaries and narratives of media played a strategic role for the actual invention and the global spread of the new medium.
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Employing a theoretical approach called “biographies of media” (Natale, 2016), which looks at how the histories of particular media are built up through recurring narrative patterns, this chapter uncovers the particular imaginary hidden... more
Employing a theoretical approach called “biographies of media” (Natale, 2016), which looks at how the histories of particular media are built up through recurring narrative patterns, this chapter uncovers the particular imaginary hidden behind the story of the emergence and development of the World Wide Web. It argues that the history of the Web has become a key context in which cultural, political, and ideological representations of the medium are constructed and negotiated within the public sphere. More broadly, the chapter aims to show that the stories we tell about technological systems such as the Web are essentially similar to the stories we tell about people – in other words, to biographies in the strictest sense of the word. Drawing on literature exploring the archetypal structure of narratives and myths, we demonstrate that both biographical writings about the Web’s inventor, Tim Berners-Lee, as well as the “biographies” of the Web follow quite closely the trajectory of the hero’s journey, as sketched by Joseph Campbell (2004). Ultimately, this narrative pattern provides a familiar framework through which the story of the emergence of the Web has come to make sense to us, contributing to the formation of particular claims and views about this medium’s role in our societies and everyday life.
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In the popular imaginary digital media have unlimited potentials: e. g. computers has been often hailed as instruments of liberation because they are able to extend the power of any other medium. Challenging this perspective, this paper... more
In the popular imaginary digital media have unlimited potentials: e. g. computers has been often hailed as instruments of liberation because they are able to extend the power of any other medium. Challenging this perspective, this paper analyzes how digital media, rather than expressing their full potential, need to be limited for two main reasons. On the one hand, limiting digital media meant opening new technologies to a wider audience, mainly defining a common set of rules and practices for users; on the other hand, the limitation of possible usages has been an essential condition for the sharing of contents and for individual expression through digital devices. Drawing on the role of different media boundaries, the paper aims to introduce a limit-based theoretical perspective focusing on different cases in digital media history such as the Apple computers, the World Wide Web, and the social network Instagram.
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We will refer to an updated version of the 5 step model of Internet history proposed by James Curran (2012)* thanks to the contribution of Balbi and Magaudda (2014). Under a geographical perspective the U.S. are the main country in which... more
We will refer to an updated version of the 5 step model of Internet history proposed by James Curran (2012)* thanks to the contribution of Balbi and Magaudda (2014). Under a geographical perspective the U.S. are the main country in which all these steps of Internet history can be recognized in different time lapses of its technological and cultural history.
Nevertheless, European countries are usually considered as the key actors of the public service stage mainly thanks to their role in the creation and dissemination of the Web. Although during the last years the field of Asian Internet has been growing (Kluver, 2003) there are still some methodological and theoretical open issues.
The experiences of some European countries as well as the history of the Internet in China provide aninteresting contribution not only for the e-westernization of Internet Studies. Indeed, they also provide an interesting contribution in the field of the rising global histography of the Internet (Consalvo & Ess, 2011).The proposed research questions for this AIOR section are: Can we apply Curran’s model to the history of the Internet in China? Under a theoretical perspective, is it possible to use this model to compare the different paths of the Internet in China, U.S. and Europe? The missing phases in national histories of the Internet are relevant? Should these missing phases be taken into account in the study of these countries?
* Curran’s model includes the following phases: military sponsorship, academic values, countercultural vision, European public service and commercialization of the Internet. Balbi and Magaudda proposed a sixth step, the social era, as a result of the Web 2.0
Call for papers for the 7th STSItalia conference in Padua, Italy, 14-16 June 2018
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Before the rise of the Web and our contemporary digital cultures, computer networks had already been imagined, tested, and used worldwide. This special issue retraces some of the technological, cultural and social paths that shaped the... more
Before the rise of the Web and our contemporary digital cultures, computer networks had already been imagined, tested, and used worldwide. This special issue retraces some of the technological, cultural and social paths that shaped the development of networks in six different areas of the world. All papers result from the two-day conference held at the Università della Svizzera italiana (USI) in Lugano on December 2017.
I media digitali sono spesso descritti come il futuro obbligato, il cui successo è dato per scontato. Ma c’è un altro lato della digitalizzazione che viene poco considerato e che una puntuale analisi storica aiuta a mostrare: anche le... more
I media digitali sono spesso descritti come il futuro obbligato, il cui successo è dato per scontato. Ma c’è un altro lato della digitalizzazione che viene poco considerato e che una puntuale analisi storica aiuta a mostrare: anche le tecnologie digitali a volte non funzionano o vengono abbandonate dagli utenti, i processi d’innovazione che sembrano inevitabili s’interrompono, alcuni mezzi che saranno nelle case di tutti domani diventano presto obsoleti. In poche parole i media digitali possono fallire. Questo è il tema di Fallimenti digitali, un libro che raccoglie contributi originali dedicati a differenti settori mediali (dalla fotografia alle reti, dalla TV alla radio, dalla stampa alla realtà virtuale, dal cinema ai videogiochi) al fine di esplorare e decostruire la categoria di fallimento nell’universo digitale. Il risultato è un lavoro “archeologico” di riscoperta e scavo nella storia recente di quelli che (spesso in maniera impropria) vengono definiti nuovi media. Un lavoro che favorisce la riemersione di varie storie d’insuccesso poco conosciute, interrotte e sacrificate sull’altare delle retoriche “vincenti” proprie del
tecno-capitalismo digitale, in cui anche il fallimento è propedeutico al successo futuro in piena logica da start up. Adatto a un lettore curioso così come agli studiosi di media e comunicazione, il libro vuole sottolineare come la digitalizzazione non costituisca un percorso scontato e lineare, ma si presenti piuttosto come un processo incerto, molto più traballante e insicuro di quanto siamo comunemente spinti a immaginare.
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Pandemia e assembramenti. Se un secolo fa le folle erano pericolose e delinquevano perché mettevano a repentaglio l'ordine e lo status quo sociale, le folle di oggi sono condannate in quanto folle e quindi non per i loro obiettivi... more
Pandemia e assembramenti. Se un secolo fa le folle erano pericolose e delinquevano perché mettevano a repentaglio l'ordine e lo status quo sociale, le folle di oggi sono condannate in quanto folle e quindi non per i loro obiettivi espliciti, ma per il loro effetto epidemiologico La movida sui navigli, lo shopping in via del Corso, i balli nelle discoteche sarde, le feste in casa dei calciatori, i tifosi radunati in piazza Duomo. Nei mesi di pandemia queste scene, che si sono peraltro ripresentate in maniera simile in vari paesi, sono state viste, commentate, condannate o difese con grande frequenza sui giornali e in TV o sui profili social di tutti noi.
This article contributes to the literature on WeChat, providing a historical perspective on the long-lasting culture of its mother company, Tencent. Through a corpus of primary and secondary sources, the article retraces four constitutive... more
This article contributes to the literature on WeChat, providing a historical perspective on the long-lasting culture of its mother company, Tencent. Through a corpus of primary and secondary sources, the article retraces four constitutive choices which characterized Tencent’s culture from 1998, when the company was founded, to 2011, when the first version of WeChat was launched. We argue that Tencent’s market strategy has always been based on four principles: mobility, media convergence, gaming/youth culture and Sinicization. The article concludes by highlighting that these constitutive choices paved the way to the creation of WeChat, thus contributing to its current success.