Studying images in social media poses specific methodological challenges, which in turn have directed scholarly attention towards the computational interpretation of visual data. When analyzing large numbers of images, both traditional content analysis as well as cultural analytics have proven valuable. However, these techniques do not take into account the circulation and contextualization of images within a socio-technical environment. As the meaning of social media images is co-created by networked publics, bound through networked practices, these visuals should be analyzed on the level of their networked contextualization. Although machine vision is increasingly adept at recognizing faces and features, its performance in grasping the meaning of social media images is limited. However, combining automated analyses of images - broken down by their compositional elements - with repurposing platform data opens up the possibility to study images in the context of their resonance within and across online discursive spaces. This paper explores the capacities of platform data - hashtag modularity and retweet counts - to complement the automated assessment of social media images; doing justice to both the visual elements of an image and the contextual elements encoded by networked publics that co-create meaning.
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This article examines the organisation of collaborative digital methods and data projects in the context of engaged research-led teaching in the humanities. Drawing on interviews, field notes, projects and practices from across eight research groups associated with the Public Data Lab (publicdatalab.org), it provides considerations for those interested in undertaking such projects, organised around four areas: composing (1) problems and questions; (2) collectives of inquiry; (3) learning devices and infrastructures; and (4) vernacular, boundary and experimental outputs.Informed by constructivist approaches to learning and pragmatist approaches to collective inquiry, these considerations aim to support teaching and learning through digital projects which surface and reflect on the questions, problems, formats, data, methods, materials and means through which they are produced.
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This paper puts forward a conceptual proposition that ties the discourses on ‘urban memory’ (Stillman and Johanson, 2009; Ringas, Christopoulou, Stefanidakis., 2011; Loughran, Fine & Hunter, 2015), sensory ethnography (Pink 2017 ), and counter-mapping (Crampton and Krygier 2018; ) with digital methods (Rogers, Sánchez-Querubín, and Kil, 2015). As an ‘interventionist’ approach, we understand co-producing counter (dynamic) maps with local stakeholders (actors), coupled with sensory and sentient data as a way of capturing the memory of urban peripheral landscapes (through intervention and participation) and thus creating archival knowledge.Urban memory is often understood as a form of collective memory that isconstituted by individual experiences within the place itself and through its historyand social environment (Ringas et al., 2011). With rapid changes in digitaltechnologies, digital and material have become “inseparate and entangled inenvironments people move and navigate their lives through'' (Pink and Fors, 2017).Memories are “evoked with material engagement with devices” which “opens up afield of sensory and affective engagement” research (ibid). While Pink and Forspropose to follow such engagement in a mundane and everyday setting, seen as anon-representational, phenomenological approach, we put forward a mixedmethods approach that connects sensory and sentient data (as agents) with the largerenvironmental context.Urban areas are often conceptualized as sites of ‘creative destruction’, in between stability and change, space (that can be developed) and place (that is lived in), often subjected to planning, regulation, and economic forces (Batty, 2007). This is especially true for urban areas that are located outside of the ‘center’ or in the cities’ periphery. These areas have experienced an endless cycle of deconstruction and reconstruction often witnessed and captured by local inhabitants, creatives, and activists. Currently, many of the peripheral areas are emancipating, bringing forward and openly communicating their complexities, values, and engaging various stakeholders in their regeneration efforts (which happens in a broader context of many European cities repositioning themselves in more polycentric and polyphonic ways, (Scott, 2015).To be able to capture the memory of ever-changing, ‘built a new’ urban places, we put forward counter (dynamic) mapping using digital methods as complemented with sensory and sentient data generated through interactions with digital technologies. Building on Crampton’s notion of maps (Crampton and Krygier, 2018), cartography is understood as existence (becoming) rather than essence (fixed ontology). Maps are therefore taken not as ‘objects’, but as performative practices. Digital methods, on the other hand, enable us to understand dynamic place-making, through ‘tracing’ the stakeholders (actors) and their relations overtime to capture the ways the urban environment gets performed.To clarify with an example, in Spinoza Imaginaries Lab & Cafe situated inAmsterdam Southeast we have been capturing the ever changing urbanenvironment in partnership with local stakeholders (actors), mapping their evolvingrelationships (and grouping) using the IssueCrawler and sentient data co-gatheredby researchers and students, with the clear understanding that to be able to capturea place, it is important to map the vernacular knowledge of that place (imaginaries,including art, movies, unrealized plans and initiatives, etc.). We propose this mixedmethods approach as an epistemological practice geared towards archiving thedynamic state of urban peripheral landscapes.
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Within the film and theater world, special effects make-up is used to adapt the appearance of actors for visual storytelling. Currently the creation of special effects makeup is a time-consuming process which creates a lot of waste that doesn’t fit in with the goals of a sustainable industry. Combine with the trend of the digitization of the movie and theater industry which require faster and more iterative workflows, the current ways of creating special effects makeup requires changing. Within this project we would like to explore if the traditional way of working can be converted to a digital production process. Our research consists of three parts. Firstly, we would like to explore if a mobile face scanning rig can be used to create digital copies of actors, and such eliminate the need to creates molds. Secondly, we would like to see if digital sculpting can replace the traditional methods of sculpting molds, casts and prosthetics. Here we would like to compare both methods in terms of creativity and time consumption. The third part of our project will be to explore the use of 3D printing for the creation of molds and prosthetics.
Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.
This PD project explores alternative approaches to audiovisual technologies in art and creative practices by reimagining and reinventing marginalized and decommodified devices through Media Archaeology, artistic experimentation, and hands-on technical reinvention. This research employs Media Archaeology to uncover “obsolete” yet artistically relevant technologies and hands-on technical reinvention to adapt these tools for contemporary creative practices. It seeks to develop experimental self-built devices that critically engage with media materiality, exploring alternative aesthetic possibilities through practice-based investigations into the cultural and historical dimensions of media technologies. These developments provide artists with new creative possibilities beyond mainstream commercial standardized tools and infrastructures. A key component of this project is collaborative innovation with artist-run analog film communities, such as Filmwerkplaats. By fostering knowledge exchange and artistic experimentation, this research ensures that reinvented tools remain relevant to both analog film communities and contemporary media art practices. The intended outcomes directly benefit two key groups: • Artist-run film labs gain sustainable methods for evolving their practices, reducing dependence on scarce, out-of-production equipment. • Digital-native artists are introduced to alternative methods for engaging with analog processes and media materiality, expanding their creative toolkit. This collaboration also strengthens art and design education by embedding alternative technological perspectives and research methodologies into curricula, providing students and practitioners with resourceful, sustainable approaches to working with technology. It advocates for a more diverse educational paradigm that incorporates media-technological history and critical reflection on the ideologies of linear technological progress. Ultimately, this research fosters critical discourse on media culture, challenges the dominance of corporate proprietary systems, and promotes innovation, redefining the relationship between creativity and technology.