Tag: mobile media

Towards a Queer Art of Surveillance in South Korea

When is a face not a face? With the launch of the iPhone X that boasts facial recognition capabilities, the individual markers of one’s face tie one’s identity to the security of their phone. Yet it also makes the face complicit in forms of self-surveillance, as it requires definitive facial proof to access one’s phone. It produces the face as evidence of one’s identity that supposedly cannot be forged. In this instance, one continuously uses one’s phone to surveil one’s own identity—with the face becoming a safeguard against potential security breaches. Small-scale, yes, but surveillance need not always be connected to sprawling security apparatuses and institutions. So we ask again: when is a face not a face? When it is used to distinguish a body as a body rather than as an individuated person? With this post, we seek to explore possible answers to this question in the context of South Korea, by focusing on the role of self-surveillance in the politics of queer student activist organizations. (read more...)

Personal Computing and Personhood in Design and Disability

Editor’s Note: This is the third post in the series on Disabling Technologies When I try to explain augmentative and alternative communication (AAC) devices to those unfamiliar, I usually start with physicist Stephen Hawking, who has amyotrophic lateral sclerosis (ALS). Hawking speaks using a high-tech computerized AAC device with synthetic speech output (Mialet, 2012). The electronic voice communicates to others the text that Hawking selects from a cursor moving across the computer screen mounted to his wheelchair using his cheek movement as input. These sorts of ‘tools for talking’ are also used by those with other disabilities and medical conditions that potentially impair oral speech such as autism, cerebral palsy, or a stroke. AAC devices are mobile by definition, as they ought to move with a person as they move through the world (Reno, 2012). They are becoming more “mobile” in another sense too. Individuals increasingly have the option of using AAC devices that take the material form of ordinary smartphones, tablet computers, and mobile apps that simulate software on specialized computers dedicated to AAC (Alper, 2015). (read more...)

Pokémon GO and the visibility of digital infrastructure

This blog post is about the popular augmented reality game, Pokémon GO. If you are unfamiliar and/or want a brief overview of it and its cultural history, this is a useful resource. As a virtual world anthropologist and a Pokémon nerd, I have become immersed in Pokémon GO. As the game continues to gain traction and I wander around meeting strangers and friends who are also playing the game, I have taken note of numerous issues of anthropological concern, like new forms of social interaction and the re-mapping and flattening of cityscapes. Colleagues and I have even speculated about whether Pokémon GO is a virtual world—by which I mean a computer-simulated, persistent, and shared environment online—and, if it is such a world, how it represents one that is visible even to non-players. Participating in and observing the Pokémon GO phenomenon, I’ve found that players have been confronted by another recurring topic related to visibility: the visibility of game servers. I recently attended a large gathering of about 1000 Pokémon GO players in downtown Riverside, CA. We all walked around together, yet apart, huddled among small groups of friends with phones in hand, capturing virtual pets. Servers are the typically invisible and distant machines that allow such an event to happen. They connect people to the game world and to one another by receiving and returning signals to and from our mobile devices. They are an integral part of the ecology of media that enables the shared experience of being in a virtual space overlaid upon the actual world—and, curiously, players have a vague understanding of this. Pokémon GO servers have become very visible. If you ask any Pokémon GO player, servers are to blame for some of the greatest downfalls of the game, like faulty connections, glitches, outages, and lag. Developers have repeatedly mentioned servers as the root of many issues with the game, and, as a result, many players continue to point fingers at servers. So why have servers, things we can’t see or even explain, become the targets of so much anger and frustration? How can we characterize the very visible role servers play in the social worlds of Pokémon GO? (read more...)