scholarly journals Towards reproducible software studies with MAO and Renku

SoftwareX ◽  
2022 ◽  
Vol 17 ◽  
pp. 100947
Author(s):  
Josef Spillner ◽  
Panagiotis Gkikopoulos ◽  
Pamela Delgado ◽  
Christine Choirat
Keyword(s):  
2019 ◽  
Vol 2019 ◽  
Author(s):  
Sy Taffel

Decision making machines are today ‘trusted’ to perform or assist with a rapidly expanding array of tasks. Indeed, many contemporary industries could not now function without them. Nevertheless, this trust in and reliance upon digital automation is far from unproblematic. This paper combines insights drawn from qualitative research with creative industries professionals, with approaches derived from software studies and media archaeology to critically interrogate three ways that digital automation is currently employed and accompanying questions that relate to trust. Firstly, digital automation is examined as a way of saving time and/or reducing human labor, such as when programmers use automated build tools or graphical user interfaces. Secondly, automation enables new types of behavior by operating at more-than-human speeds, as exemplified by high-frequency trading algorithms. Finally, the mode of digital automation associated with machine learning attempts to both predict and influence human behaviors, as epitomized by personalization algorithms within social media and search engines. While creative machines are increasingly trusted to underpin industries, culture and society, we should at least query the desirability of increasing dependence on these technologies as they are currently employed. These for-profit, corporate-controlled tools performatively reproduce a neoliberal worldview. Discussing misplaced trust in digital automation frequently conjures an imagined binary opposition between humans and machines, however, this reductive fantasy conceals the far more concrete conflict between differing technocultural assemblages composed of humans and machines. Across the examples explored in this talk, what emerges are numerous ways in which creative machines are used to perpetuate social inequalities.  


2021 ◽  
Vol 4 ◽  
pp. 51-69
Author(s):  
J. D. Swerzenski

Working from the crossroads of critical pedagogy and software studies, this study analyzes the means by which teaching technologies—in particular the popular learning management systems (LMS) Blackboard, Moodle, and Canvas—support a transmission model of education at the expense of critical learning goals. I assess the effect of LMSs on critical aims via four key critical pedagogy concepts: the banking system, student/teacher contradiction, dialogue, and problem-posing. From software studies, I employ the notion of affordances—what program functions are and are not made available to users—to observe how LMSs naturalize the transmission model. Rather than present a deterministic look at teaching technology, this study calls for closer examination of these tools in order to rework teaching technologies toward critical ends.


2015 ◽  
Vol 1 (1) ◽  
pp. 55-72 ◽  
Author(s):  
Stefan Werning

Abstract Since the release of iconic devices like the Nintendo DS (2004) and particularly the first iPhone (2007), touchscreen interfaces have become almost omnipresent and arguably shaped a “touchscreen generation”. But how do touchscreen experiences operate as complex assemblages of material contingencies, electronics, algorithms and user interaction? And how do they function in actual software applications? In order to address these questions, the paper outlines a comparative software studies perspective, which comprises four consecutive steps. The introduction draws on cultural studies research on touchscreen interfaces to establish a theoretical framework for understanding the shifting epistemic status of the screen and the complex relationship between technical affordances and cognitive processes. Second, the paper explores aesthetic implications of the materiality of touchscreens, including the shift from vertical to horizontal navigational logic and the focus on physical contiguity in user experience design. Third, a series of short, interconnected case studies serves to illustrate the more specific implications on practices of media use and cultural production in a variety of applications. For example, apps like Vine evoke the ‘tangibility’ of digital material by allowing users to start and stop recording video by touching and releasing the screen respectively. Other, even more iconic examples include the swipe mechanic employed in Tinder and particularly the ‘swipe to unlock’ gesture used in the Android operating system. Finally, the previous findings are contextualised by briefly investigating the cultural imaginary of the touchscreen, which manifests itself in the form of haptic feedback as well as curved and even wearable touch-sensitive surfaces.


Pramana ◽  
2007 ◽  
Vol 69 (6) ◽  
pp. 1057-1061 ◽  
Author(s):  
H. Matsunaga
Keyword(s):  

2019 ◽  
Author(s):  
Edward Summers

This paper explores the art and science of deciding what web archives collect by reviewing the literature of archival appraisal through the theoretical lens of Science and Technology Studies. I suggest that our anxieties around what web archives remember and forget, get embodied in dreams (and nightmares) of Big Data and The Cloud. These notions are best understood by attending to the specific material practices of people working with memory and machines. The disciplinary perspective of software studies can provide insight into how these material practices of appraisal operate in response to, and outside of traditional conceptions of the archive, and also as an instrument of governmentality.


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