Tag: technology

Indian Food Delivery Networks During the COVID-19 Pandemic

Over the past decade, the concept of the gig economy has gained momentum in academic discourse. Often linked to temporary employment created by multinational technological corporations through digital platforms, the gig economy has transformed conventional discourses of labor and economy. It brought to the fore the increased precarity in employment, transformed modes of mobilization, fueled workers’ unionizing efforts, and produced new vocabularies (Vallas and Schor 2020; Khreiche 2018). In India’s dynamic economic landscape, these changes are particularly visible. One can argue that the use of digital technologies has reached a new peak in the ongoing global pandemic–as we have observed the changes in techno-bio-political regimes associated with COVID-19-tracking and increased reliance on mobile applications (Battin 2020; Segata 2020). In this light, focusing on India in the times of the COVID-19 pandemic becomes especially useful considering the narratives of hegemony and precarity often associated with gig labor within this geographical context, (read more...)

‘Dynamic Totalities’: Data Surveillance as a Paradigm

In the zeitgeist of academia, surveillance has clearly an ominous connotation. However, is surveillance not fundamentally a way of looking? More formally, a way of looking at totalities. Whatever is studied, observed, or measured is part of a definitive totality. A virus is part of a sample. Families are part of a community. Workers are part of the factory. A scientist is part of a laboratory. One reason we are cautious about speaking of totalities is because we are scared of being reductive. But what if we could dynamically measure parameters defining the totalities which concern us. What if we could define our totalities at will and observe phenomena within its boundaries, track phenomena flowing out of it, or ingressing it? If this sounds like an uncanny  ‘intelligent’ camera or rather a poetic job re-description of the individual in the CCTV room, then it is meant to be so. Data surveillance can offer perhaps a fresh paradigm for observation and analysis irrespective of the actual use of computers that enable it. (read more...)

Technologies of Representation: Possibilities of Social Media in Tarlabaşı, Istanbul

“Every week somebody comes here to take photos of our laundry and put it up on the internet. Today, I took one and put it up right here. It’s not our laundry, but it’s a bear. This might be a dump, but this is my dump, and I care about what goes on the internet about it.” (read more...)

Art, Algorithms, and the Physicality of the Virtual

Star Wars’ legion of fans were rewarded in rewarded in December 2019 with the long-awaited release of Star Wars, The Rise of Skywalker, filled with state-of-the-art computer graphics. 42 years earlier, George Lucas presented the first film in the series, Star Wars Episode IV—A New Hope. For the most part, Lucas’ 1977 work was a traditionally-produced film, which filmed painstakingly hand-crafted physical models of miniature spacecraft and terrain to create an alternate universe. But the film also featured several examples of the earliest computer graphics to appear in a feature-length production.(1) In the intervening 42 years, filmmakers embraced and evolved complex computer-generated visual effects into a sophisticated blend of art and technology which has transformed 21st century filmmaking and image culture more generally. (read more...)

Innocent images? The ethics of sharing your children’s photos online

There are collections of embarrassing childhood photos stashed in most parents’ homes. Everyone remembers an instance when those photos unexpectedly appeared in ways that were awkward or humiliating, such as in a graduation slideshow or the stereotyped first-date-meets-the-parents scenario. For previous generations, those images were hard-copy, faded, dog-eared, and easy to hide under your bed. They also came in limited supply, due to the costs of cameras, film, and film processing. For today’s children (and parents), things are different. We create more images thanks to the cameras on mobile phones, share them more widely through the internet, and have no idea how to destroy them. In this evolving sociotechnical reality, what should parents do? Should we succumb to the social pressure to share online photos of our children’s most adorable and incriminating moments, thereby “sharenting”? (And even make money from it, as social media influencers?) Or should we respect our children’s right to privacy and control over images of themselves? (read more...)

Neolithic Plumbing: The Landscape is a Machine

Water is, among its many attributes, fluid. Left to its own devices it runs, spills, flows, leaks, crashes, and splashes. Holding H2O still is nearly impossible above 0°C. An ambitious enough goal in water management is containment and, if lucky, control. Mastery over the whims of water is of paramount concern today across a number of socio-environmental spheres—coasts flood, deserts desiccate, Flint contaminates, and California incinerates. The various infrastructural and political hydrology problems posed by Anthropocene conditions have inspired a number of technocratic and neoliberal solutions (e.g., the $118 billion storm surge gates in New York or monetization of dehydration in Africa). A brief look at archaic relationships between water and society, however, suggests conceptual alternatives to such high-energy and high-cost survival designs. Two such examples are examined below: the gravitational plumbing at the Neolithic* site of Smerquoy in the Orkney Islands and the Persian yakhchāl, a pre-Alexandrian ‘icebox’. These (read more...)

Video Games, Mental Health, and the Complicated Nature of Playing

He melted into the shadows, pressing the ‘E’ key on his keyboard, activating his stealth skill, allowing his form to vanish into the grass around him and making him invisible to his prey. A short distance away, in the dense forest tree line, a group of adventurers waited for the established sign: a flare! That flare marked that the cloaked figure had achieved his task of poisoning the nearby camp’s healing pool, a vital resource in this war against their enemy.  For many of these participants, video games are mechanisms that bring them together digitally, often forming a bond that lasts for many years. The scene above is familiar to many, including myself. In fact, the spirit of gaming is something I have lived since I was young. Perhaps it was my early involvement in video games that guided me to consider them as a professional. As a mental health professional with a background in anthropology, I have long been interested in the intersection of video games and mental health. Over the past 15 years, my interest has been framed by my clinical experiences as a therapist. As part of my wider conversation about video games and mental health, I hold a weekly online forum about mental health depictions in video games and then mental health among gamers. While games are often demonized for their association with addiction and violence, I find that some of the things that help link video games to negative associations also have the opportunity to help address some people’s social and mental health concerns. (read more...)

Archiving for the Anthropocene: Notes from the Field Campus

Editors’s note: Click here to read the author’s MA thesis expanding on this topic. On a chilly Sunday afternoon in March, our Field Campus group walked through downtown Granite City, Illinois. Located just 6 miles north of St. Louis, the downtown was a markedly post-industrial landscape. Many of the red brick buildings were vacant and showed signs of lasting decay. Weedy patches of open land occasionally provided views of a large nearby factory. It was hard to tell if coffee and sandwich shops were closed forever. The factory, a U.S. Steel Corps manufacturing plant called Granite City Works was founded by two German immigrants in 1896, along with the city itself. In 2009, the National Air Toxics Assessment (NATA) ranked neighborhoods in Granite City at the second highest risk for cancer in the country, highlighting the plant’s coke ovens as a likely source (McGuire 2009). Coke oven emissions include benzene, arsenic, and lead (Earthjustice 2019) – that people breathe, and soils absorb. Another source of toxic air pollution has been the NL Industries/Taracorp lead smelter. Before its closure in 1983, the smelter contaminated over 1,600 households in Granite City and beyond, eventually turning into an EPA superfund cleanup site (Singer, n.d.). The US EPA recognized that the highest concentrations of lead in the air are around smelters. Lead in the air means lead in the soil. Tearing down houses in “blighted” sections of the city exacerbates the problem since demolitions release the lead in the paint of older buildings (Blythe 2019). Granite City is certainly a hot spot. As we walked through Granite City, we were guided by our local collaborator and artist Chris Carl, whose work with the urban renewal group New American Gardening “explores garden making on vacant lots and post industrial land.” Chris led us to the particular plot, pointing to a number of concrete blocks scattered around the ground. One of the blocks featured a warning symbol etched into its top, the other had the letters ‘Pb’ scrawled upon it – which, as he informed us, is the chemical abbreviation for lead. The blocks were Chris’s “DIY version of a lead remediation,” an intervention he began after a project by the College of Agricultural, Consumer, and Environmental Sciences and a visit by EPA officials who confirmed low levels of lead all over the area after conducting the requisite soil testing. The levels on the site we were standing on, however, had proven to be “off the charts.” Notably, both Madison County and the U.S. Steel Trust had provided funding for this pilot plot. (read more...)