scholarly journals Sound from the cloud: Metamorphoses of technical and artistic paradigms in the social reception of sound and music

New Sound ◽  
2016 ◽  
pp. 81-96
Author(s):  
Ivana Ančić

In this paper on the example of the cloud I intend to research and analyze the changes of artistic paradigms and practices in music that occurred due to the technological development, digitalization process and implementation of new media. With the rapid growth of technology and its immersion in digital screen culture, reality has become virtual and augmented, moving our perception to a different, new perspective-the cloud perspective. Sound from the cloud represents a new category of the production, distribution, consumption and perception of sound, the new sound/cloud discourse. This is the case of sound coming from virtual space, but due to the development of new devices and mobile phones it does not require the connection of the consumer to the computer, but is already connected through the mobile and omnipresent Web. The purpose of this paper is to focus on the impacts achieved in the field of music by the system of recording and sound reproduction and digital technology, as well as to analyze some theoretical issues provoked by these changes. The special focus of the research is an innovative artistic practice which has developed parallel with technological development, digital consumption and listening habits, contrary to artistic experience. This paper should confirm that the rapid and intensive development of technology and devices is developing a new space and intimate connection between authors, prosumers and consumers. The research should also confirm the hypothesis that the cloud is an entity, an autonomous system, a live organism in constant change, dependent and in a constant process of interaction.

PERSPEKTIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Devita Rani ◽  
Effiati Juliana Hasibuan ◽  
Rehia K. Isabela Barus

<h1>Mobile   Legends   Online   Games:   Bang   Bang   is   one   manifestation   of   technological development in new media. The purpose of this study was to find out how the positive and negative impact of playing Mobile Legends: Bang Bang online games to FISIP UMA students who play games. The theory used in this study is communication, new media, positive and negative online games. The method used is a qualitative method. Where the informants fifth in FISIP UMA students. Data collection techniques are carried out by means of participatory observation, in-depth interviews and documentary evidence. The result of the study show that the impact of playing Mobile Legends is influenced by the attitude of the players, indifferent to the social environment, wasteful in terms of time and economy, can get new friends in cyberspace from other countries so as not to limit interaction, add insight and experience about technology.</h1><h1><strong> </strong></h1><h1> </h1>


Author(s):  
Seran Demiral

This paper refers to a selected fragment in an ethnographic study on children’s subjectivization processes through digital technologies concerning children’s interaction with the digital world and how their different cultural tendencies reflect virtual space. Children’s digital world experiences, and their new media preferences have become an important part of their peer culture. Studies on children’s peer cultures and on the effects of technological devices on human beings commenced in the 1990s within various disciplines, for example, Aarsand studied children’s interest in computer games, while Turkle focused on human-machine relations. During the 2000s, virtual space changed the trajectories of those studies into other fields. However, studies focusing on people’s interaction with technology have rarely been directly related to children’s agency, or the sociology of childhood. Therefore, this research presents a new approach to childhood studies by using traditional concepts with changing perspectives. The main purpose of this study is to reveal how children’s peer cultures and also individual agencies have been shaped through digital technologies including online activities. For this whole study, various techniques were used to analyse children’s interactions with the virtual world by focusing on their opinions regarding technological development in the world. The parts selected for this paper are based on several clips of interviews, the topics of which are: freedom in virtual space in a comparison with real – virtual worlds on the basis of their limit(less)ness; the possible relations between humans and machines; the possibilities of surviving on ‘internetlessness’; children’s relations with online games according to social media preferences, and interaction with virtual spaces in general.


2021 ◽  
Vol 2021 ◽  
pp. 1-8
Author(s):  
Jianling Li ◽  
Xiang Fan ◽  
Yufei Bai ◽  
Jingjing Zhang

Taking Beijing-Tianjin-Hebei as an example, it analyzes the comprehensive competitiveness of Beijing, Tianjin, and Hebei. It selects four dimensions: economic dimension, social dimension, environmental dimension, and technological dimension. From a new perspective, it explores the application of niche theory in regional synergy. Based on the analysis of the ecological niche, the coordination degree model of the composite system is further used to calculate the status quo of the coordinated development of the Beijing-Tianjin-Hebei region from 2013 to 2019. The results show that Beijing has the highest ecological niche, followed by Tianjin, and Hebei is the weakest. In 2019, the Beijing-Tianjin-Hebei region is at a good level of coordination, with the social subsystem having the highest order and the technological subsystem having the lowest order. Based on this, it is proposed that the Beijing-Tianjin-Hebei regions should be scientifically positioned, the overall need to be aligned with international trends, and the internal planning should be integrated to further enhance the level of cooperation in the Beijing-Tianjin-Hebei region.


Author(s):  
Paweł Rams

The virtual space (especially "the new media”) provides non-normative sexual and gender identities with a great chance to change the unfavorable social situation they live in. The possibilities of emancipation, which result from new communication technologies, necessitate the return to the widely understood political, and, at the same time, they force the remodeling and adjusting of the previously used methods of strategic activity to the new environment. In the essay, the author shows that personalized access to a multitude of sources of information and an inner agonism, which is typical of virtual ways of communication, remain the foundation of the political. The main idea is supported by an analysis of events that are the signs of a change that is happening in the sphere of the political. So, we have a pluralism, which enables one to shape their identity in a free way; as a result, one develops a different perception of one's gender identity and sexuality and the meanings they acquire in the social sphere. Then, thanks to the new media, there takes place a change in the representation of queerness, which, according to Ranciere, brings about a new way of conceptualization of queerness. This opens up a totally new horizon of activism for groups who want to change their image in the social imagination. However, it is important to fill the empty spaces between in the content and the visual form of the message, which can only be possible with the agonic and conflictual structure of the message. Finally, we should take into account the way the representation is aestheticized because it remains a key issue in the process of emancipation. The political understood as an area of limitless activity, aimed at changing the representation of non-normative persons, can also soften the subversive force of a message, or remodel it for its own benefit through the opportunistic practices of the mass media. What is more, pluralisation can turn out to be an excuse for those who promote hate, or race hate, speech.


Glimpse ◽  
2021 ◽  
Vol 22 (1) ◽  
pp. 87-94
Author(s):  
Dragan Prole ◽  

This article discusses fundamental contradictions regarding the social role of the new media. Avantgarde identifies the emergence of the new media with the possibilities of liberating the man and achieving true individuality, while dystopia qualifies it as the suffocation of individuality, as ballast that levels out and averages a man, as a threat to human freedom. The media technology is for the avant-garde the embodiment of the enriched self and expanded capacities of selfhood, while for dystopia, the media technology is directed against selfhood, since its effects start and end with the creation of alienation, with the distortion of selfhood directed against the fundamental attributes of humanity. On the contrary, for the avant-garde, the breach of media background awareness of the artistic expression has marked the definite parting with the age of alienated artistic practice. According to their most profound beliefs, staggering in the chains of figurative and narrative expressions, art has always served a different purpose, religion, pedagogy, politics, and ideology. Hence, the turn towards the demands and logic of the self-serving media marked the rise from the state of alienation to the state of true achievement, to the emancipation of artists and the art.


Author(s):  
Rina Arya

The transition from the real to the digital requires a shift of consciousness that can be theorised with recourse to the concept of liminality, which has multidisciplinary currency in psychology and other disciplines in the social sciences, cultural, and literary theory. In anthropology the notion of liminality was introduced by the ethnographer Arnold van Gennep in the context of the development of the rite of passage. Since van Gennep’s discussion of the concept, the term has been used in a variety of contexts and disciplines that range from psychology, religion, sociology, and latterly in new media, where it has a renewed emphasis because of the transition from the real to the virtual space of the digital interface.


First Monday ◽  
2006 ◽  
Author(s):  
Christiane Paul

Digital art has expanded, challenged, and even redefined notions of public art and supported the concept of a networked commons. The nature of agency within online, networked “systems” and “communities” is crucial to these developments. Electronic networks enable exchange and collectivist strategies that can question existing structures of power and governance. Networks are public spaces that offer enhanced possibilities of interventions into the social world and of archiving and filtering these interventions over time in an ongoing process. Networked activism and tactical response as well as artistic practice that merges physical and virtual space and augments physical sites and existing architectures are among the practices that are important to the impact of digital public art on governance.


Author(s):  
Violetta Krawczyk-Wasilewska ◽  
Andrew Ross

The article shows the social aspects of online dating and matching through avatars and how the powerful online applications and attractive social media running on the new devices encouraged people to move into a new space, known as virtual space or cyberspace.


Author(s):  
Shinyoung Kim

This article aims to explore the Japanese colonial government’s efforts to promote mass movements in Korea which rose suddenly and showed remarkable growth throughout the 1930s. It focuses on two Governor-Generals and the directors of the Education Bureau who created the Social Indoctrination movements under Governor-General Ugaki Kazushige in the early 1930s and the National Spiritual Mobilization Movement of Governor-General Minami Jirō in the late 1930s. The analysis covers their respective political motivations, ideological orientation, and organizational structure. It demonstrates that Ugaki, under the drive to integrate Korea with an economic bloc centered on Japan, adapted the traditional local practices of the colonized based on the claim of “Particularities of Korea,” whereas the second Sino-Japanese War led Minami to emphasize assimilation, utilizing the ideology of the extended-family to give colonial power more direct access to individuals as well as obscuring the unequal nature of the colonial relationship. It argues that the colonial government-led campaigns constituted a core ruling mechanism of Japanese imperialism in the 1930s.


This collection seeks to position the journey as a persistent presence across cinema, and fundamental to its position within modernity. It addresses the innovative appeal of journey narratives from pre-cinema to new media and through documentary, fiction, and the spaces between. Its examples traverse different regions and cultures, including a sub-section dedicated to Eastern Europe, to illuminate questions of belonging, diaspora, displacement, identity and memory. It considers how the journey is a formal element determining art cinema and popular genres such as sci-fi, romance and horror alike, with a special focus on rethinking the road movie. Through this variety, the collection investigates the journey as a motif for self-discovery and encounter, an emblem of artistic and social transformation, a cause of dynamism or stasis and as evidence of autonomy and progress (or their lack). The essays in it thus document epochal changes from urbanisation, migration and war to tourism and shopping, and all aim to address the diversity of cinematic journeys through developing methodological frameworks appropriate to an understanding of the journey as simultaneously a political question, contextual element and a formal property.


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