Unearthing Techno-Ecology

2015 ◽  
Vol 1 (1) ◽  
pp. 21-38
Author(s):  
Tim Barker ◽  
Conor McKeown

Abstract Studies of media and ecology are often reduced to questions of representation: understanding the cultural mediation of nature means looking to screen based content. However, given recent work in materialist media studies from Doug Kahn, Lisa Parks and Eugene Thacker in particular, a new possibility comes into view. We now know that before nature is mediated through culture, it is often passed through layers of technology. With that in mind, this paper offers a radical rethinking of the technological mediation of the ecological. Through a study of the technical apparatus as an active system of knowledge, two different sections of the paper will illustrate the ‘tool-kit’ that makes possible a technical study of ecology. The first looks to historical developments of hardware such as the telegraph, radio, and satellites to pinpoint examples where media technology has been used to pick up signals from the natural world. Framed by the philosophy of Peter Sloterdijk, it explores the way nature has been given form through its transduction into communication systems. The second section of this paper, addressing ecology on a different register, looks past the surface of digital media to the manner in which ecologies are mediated via computer code. In this section, by conducting a reverse-engineering of the software based eco-media videogame Mountain (O’Reilly, 2014), we encounter the ecological structure of code systems which could be applied to other data visualisation systems. These two methods of analysis suggest the possibilities of a technologically focused study of eco-media: in coming to grips with both global and internal ecologies through what Sloterdijk terms ‘air conditioning’ systems - the material processes that provide the atmosphere of everyday life - we investigate the possibilities for innovative, post-human, approaches to a natural world entwined with media and technology.

Lumina ◽  
2020 ◽  
Vol 14 (1) ◽  
pp. 125-138
Author(s):  
Jing Yang

Desktop film or computer screen film is a film subgenre with all events and actions taking place on a screen of a computer and using the protagonist’s first-person perspective, exemplified by The Den (2013), Open Windows(2014), Unfriended (2014), Unfriended: Dark Web (2018), Profile (2018) and Searching(2018). This paper mainly focuses on the desktop films with the theoretical framework of “Media Ecology”, aiming to investigate how the desktop film evolves and interacts with new media, digital technology, while influencing communication and spectatorship. Firstly, this paper discusses the evolution of cinema, which evolves through the interaction, co-existence and convergence with other media, as well as corresponds to the anthropotropic trend. Secondly, this paper investigates the digital media and technology in desktop films. “Desktop films” create cyberspaces and reproduce people’s virtual lives, revealing the influences of media technology, which is considered as a double-edged sword. Thirdly, this paper analyzes how desktop film exerts impacts on cinematic communication, while reshaping the spectatorship and audience’s viewing mechanism. “Desktop films” are suitable to be watched on computer, thus making audiences become active and have more autonomy.


2021 ◽  
Author(s):  
Samuel Legros

This project investigates the development process of accessible digital media technologies using Pear Square, a web platform aimed at assisting post-secondary students with their academic accommodations, as the research basis. Current development processes are contextualized by identifying relating concepts and resources that demonstrate approaches in creating accessible systems. The research process consists of technical analysis of several accessibility tools and their influence on the development processes of websites, such as colour and contrast or screen reader functionality for people with low or no vision. The development of the Pear Square platform consists of identifying key user-case scenarios and ensuring the developed features accommodate current accessibility standards. Through the analysis of the development process of Pear Square, the objective of this research is to assess current development technologies and propose future solutions that enable efficient accessible development processes.


2021 ◽  
pp. 54-61
Author(s):  
Yu Lu

The animation construction of forest scene is a virtual stand scene visualization framework which uses the related technologies of virtual forest modeling and stand scene visualization, and uses the scene graph technology to manage. This paper studies the influence of digital media technology on the animation design of forest scene. In this paper, the model of virtual stand scene is mainly completed by Creator modeling software of MultiGen company. In order to reduce the number of scene patches and ensure realism, the tree model is designed with OpenFlight tree hierarchy. At the same time, the key technologies of Creator modeling and model optimization are analyzed. The virtual stand scene visualization framework uses the open source graphics rendering engine OpenSceneGraph (OSG) as the scene driver to realize the stand scene visualization. This paper provides a variety of roaming control methods. The experimental results show that the virtual forest scene visualization framework can better simulate the forest scene and has a strong sense of reality.


Sign in / Sign up

Export Citation Format

Share Document