Search Results for: scale

The Temporal Politics of Ethnography, Heritability, and Contagion in Tanzania During Covid-19

Editor’s note: This post is the fourth in our five-part series “COVID-19: Views from the Field.” Click here to read an introduction written by series organizer Rebekah Ciribassi. I have been living in Tanzania since March of 2018, conducting ethnographic fieldwork with Tanzanian families that have a genetically-inherited blood disorder called sickle cell disease. My interest in studying the socio-political life of this particular diagnosis in this particular place started in 2012, when I learned of a Pan-African bioscience movement, sited partly in Tanzania, to prioritize sickle cell disease research and care across the continent. I became curious about what it might mean anthropologically to shift the timescales of global health intervention from the immediacy of more traditionally-prioritized communicable diseases like HIV and malaria, toward the intergenerational transmission of a genetic condition. Almost two years of interviews and observation with families, activists, and healthcare providers had me thinking about the (read more...)

Platypus Celebrates AAPI Heritage Month

In celebration and recognition of Asian American and Pacific Islander Heritage Month, take a look back at some of our favorite past posts from and about the region. (read more...)

Getting Online / Becoming Misaligned in the American Midwest

“Data Threshers” is a simulation portrait that experiments with the representation of metabolic conflicts in multiple scales of time, space, and perspective. Formally, the video takes its cue from Grant Wood’s 1934 painting Dinner for Threshers. The piece seeks to stage an encounter for the viewer with the strange new rhythms of data mining, logging, and farming that are emerging along historical patterns of development in America’s heartland. (read more...)

Architecture as a Justice-Accessing Technology in Postwar Guatemala

Editor’s note: This is the first post in an ongoing series called “The Spectrum of Research and Practice in Guatemalan Science Studies.” On an early January morning in 2015 a group of lawyers from the Guatemalan NGO Mujeres Transformando el Mundo (Women Transforming the World), social workers, and human rights activists drove me and Megan Eardley (both of us PhD Candidates in Architecture History and Theory at Princeton University) through the department of Alta Vera Paz to reach the small village of Sepur Zarco. We were invited as architecture specialists after training under Eyal Weizman, who was a Global Scholar at Princeton University at that time. Weizman is the founder of Forensic Architecture, a research agency that uses the tools of architecture to conduct advanced spatial and media investigations in human rights violation cases. Traveling through what we thought would be a jungle, we encountered a landscape that was incredibly uniform, with vast cash crop fields of African Palm dominating our path. Although this image has become preponderant in the Global South, flex crops are just the last iteration of a long history of indigenous land dispossession and, in the case of Sepur, crimes against humanity by military forces. It is precisely in noting these changes in the landscape that altered forest patterns and absent villages can become tangible evidence of coordinated war interventions. (read more...)

Mine Detection Dog ‘Unit’: More Than Humans in the Humanitarian World

How to “clean” and “liberate” contaminated territories occupied by remnants of war? How to perceive and remove explosive devices specifically designed to evade detection? How to remedy and undo the suspicion deeply sown in rural landscapes? In the political context of peace negotiation and post-agreement in Colombia, land decontamination and (partial) recovery has not been an exclusively “human” humanitarian affair. On the contrary, other species and nonhuman actors have been indispensable in the work of detection and in the slow but essential effort to regain trust, not only among former enemies, but also between rural communities and territories. In the case of Colombia, mine-sniffing dogs have been the best co-laborers (de la Cadena 2015, 12). (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...)

Meet Our 2020 Contributing Editors!

As we begin another exciting year here at Platypus, we’d like to introduce you to our new group of Contributing Editors. Contributing Editors are responsible both for producing and seeking out content for the blog. If you are interested in contributing something to the blog but aren’t sure how, reach out to the contributing editor who most closely relates to your proposed topic! (read more...)

The Server Souvenir: Taking Home Remnants of Virtual Worlds

“It’s amazing to think those little circuits that we can carry around were an entire world to us.” –Diana*, interviewee “We might say that this capacity of objects to serve as traces of authentic experience is, in fact, exemplified by the souvenir.” –Susan Stewart, On Longing: Narratives of the miniature, the gigantic, the souvenir, the collection (1984) In 2011, just seven years after the birth of World of Warcraft (WoW), the game’s development company decided to implement some major changes to their server architecture. Rather than disposing of the decommissioned server hardware that had helped run the game world since the beginning, they auctioned it off for charity. For long-time players of WoW, these pieces of server hardware hold value because they are pieces of the virtual game world that hold spatial memory. WoW players have historically viewed servers as persistent and discrete places, places where players played together, formed relationships, and faced challenges. In this short post, I will outline how owners of commemorative WoW server hardware treat these objects as mementos of their time in the world of WoW.** (read more...)