Paolo Bory
Politecnico di Milano, Department of Design, Faculty Member
- Scienze della comunicazione, Gamification, Mass Communication, Journalism, Semiotics, Visual Studies, and 46 moreLiterature and cinema, New Media, Media Studies, Communication, George Herbert Mead, Media and Culture, News ethics, News Analysis, Sociology of Journalism, Advertisement, Consumption Culture, Consumer Behavior, Corporate Communication, Psychology, Social Psychology, Cultural Studies, Game Theory, Facebook, Game studies, Technologies, Media History, Digital History, Social Media, Media and Cultural Studies, Social Networks, The Internet, Internet Studies, New Media Studies, Digital Media, Virtual Worlds, Communications History, Media, Science, Technology and Society, Media theory and Research, History of Mass Media, Communication Theory, Social History, Cultural History, Film History, Media Sociology, History, Digital Humanities, Media Research, Social Communication, Information Society, and Erkki Huhtamoedit
- Assistant professor at Politecnico di Milano. Interested in social and technological imaginaries, histories of comput... moreAssistant professor at Politecnico di Milano. Interested in social and technological imaginaries, histories of computer networks, artificial intelligence, narratives of innovation, science and technologyedit
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.
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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.
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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.
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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.
Research Interests: Social Theory, Artificial Intelligence, Social Sciences, Film Studies, Media History, and 10 moreSociology of the Media, Narrative Theory, Social Imaginaries, Cornelius Castoriadis, Alan Turing, History of the Imaginary, Social imaginary, Affective Intelligence, Sociology of Culture and Media, and Super-Turing Computer
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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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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Call for papers for the 7th STSItalia conference in Padua, Italy, 14-16 June 2018
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Research Interests: Cultural Studies, Media Studies, New Media, Corporate Communication, Narrative, and 15 moreDigital Media, Media History, Media Management, Media Theory, Facebook, Narrative Theory, Multinational Corporations, Apple, Google, Organisation Studies, Determinism, Digital Marketing, Amazon, Communication and media Studies, and Corporational Determinism
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.