Category: Series

There’s Something in the Water

This essay is a collage of images and writing from an ongoing project “Reading the River: Yemayá and Oshun.” I am approaching it as an experimental documentary that looks at the relationship between Blackness and the Mississippi River as a collision of ideas, cultural practices, political geographies, and intimacies. This manner of working emerges out of a Black feminist practice of unsettling how we think and know place. —Tia-Simone Gardner (read more...)

Rocket Scientists and Their Games: A Little-Known Slice of History

In the 21st century, game companies are expanding what can be done with 3D interactive tools and virtual spaces. Companies like Epic Games are increasing blurring the lines between industries as diverse as simulation, film production, and a wide range of XR experiences (virtual reality, mixed reality, and augmented reality). In a recent example, an estimated 10.7 million people simultaneously logged on to Epic’s Fortnite for a live, in-game music experience(1). Over 30 years ago, the game industry was in its infancy, the Apple II personal computer had been introduced with little available software, and motivated people wrote their own programs. In 1986, a small Los Angeles game publisher called Electric Transit, Inc. released one of the first 3D games designed for a personal computer. Wilderness: A Survival Adventure, was a first-person, simulation/resource management game that could run under DOS or on an Apple II. (read more...)

Dark Patterns, or Shades of Grey?

Auto-playing videos. Bottomless social media newsfeeds. Accentuated “I consent” buttons. The internet may appear as a Choose Your Own Adventure, but some pathways and actions are more enticing than others. Persuasion has become part of the online furniture and is largely by design; central to the architecture of user experience (UX) is the use of behavioral and social psychology to make particular aspects of digital products or services engaging and easy to use. (read more...)

Portending the Posthuman on YouTube

During this most spooky time of year, it is apropos to explore our transmogrification into posthumanity—a concept that instills fear in the hearts of many scholars, including many anthropologists, who are especially afraid that exploring this terrain precipitates the end of their discipline. For humanities studies scholar Rosi Braidotti (2013: 5), there is an “undeniably gloomy connotation to the posthuman condition, especially in relation to genealogies of critical thought.” In her view, our lack of theorization of posthuman subjectivity has brought us into a “zombified landscape of repetition without difference and lingering melancholia” (Braidotti 2013: 5). To be honest, I share numerous concerns about posthumanist claims and their implications. However, whether widespread posthuman-phobia is warranted remains to be explored. (read more...)

Platypus Celebrates National Disability Employment Awareness Month

In support of National Disability Employment Awareness Month, please enjoy some of our favorite posts engaging with understandings of disability! (read more...)

“India’s Gig-work Economy” Roundtable

This roundtable discussion marks the end of our series on India’s Gig-work Economy. In this discussion, we reflect on methods, challenges, inter-subjectivities and possible future directions for research on the topic. Here are some highlights from the discussion. Listen to the audio track below or read the transcript for the full discussion Anushree (researcher, taxi-driving in Mumbai): “Something that came out during field work was the flow of workers from traditional services to app-based services which kind of happened in phases and all these platforms have played a different function in the history of this. While the radio taxis were more important in teaching workers to become professionals in the service economy the new platforms have given them a larger customer base and hired access to audience.” (read more...)

Negotiating Ethical Technology Use: Trust and Care in End-of-Life Conversations

The headline on the local news station’s website was sensational: “Bereaved Family Upset Kaiser Used Robot to Tell Father He Would Die”. Evoking some sort of post-modern dystopia, the article explains that the family “was taken by surprise when a robot rolled into the room” to deliver the news that an elder family member’s illness had progressed past the physician’s ability to treat it. While the robot actually was a remote physician using teleconferencing software to communicate with the patient and his family, the monitor projecting an image of the physician’s head and shoulders sat atop a tall, narrow metal unit reminiscent of a body. The “robot doctor” story was picked up by national news outlets, like the New York Times, and medical ethicists weighed in on the ethics of communicating “sensitive” topics remotely. The news stories problematized the impersonal, almost routinized, care as it was perceived by the family. In one, a representative from the American Medical Association commented, “We should all remember the power of touch – simple human contact – can communicate caring better than words.” (read more...)

Hetero-Comfortable Avatars

Content warning from author: This post will have instances of sexism, transphobia, and sexual violence. I noticed a masculine voice near me say: “wow Wow WOW!” I turned my body to see a couple of masculine avatars looking at me, or rather looking at my breasts. I said nothing, afraid I might be “found out” — that my voice wouldn’t quite match what the body of my avatar “should” have. As my avatar stood there, blinking in silence, one of the masculine avatars got closer and began to rub my body, taking particular interest in my breasts. I looked down and shared eye contact with him, and he said “Don’t worry. It’s ok, it’s VRChat. This is what happens. You won’t really feel anything anyway.” The others did the same. (read more...)