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2021 ◽  
Vol 1 (2) ◽  
pp. 5-32
Author(s):  
Florian Hadler ◽  
Daniel Irrgang

This paper addresses three paradigms in epistemological structures that could serve as preliminary classifications enabling a systematic approach to past and current media phenomena such as hypertext, diagrams and ubiquitous computing. Nonlinearity is discussed by Vilém Flusser in the context of "technical images." In his own approach to go beyond linear text, Flusser and his publisher created a digital version of his book Die Schrift on a floppy disk (1987), enabling the reader to jump between chapters or to rewrite the text. Multilinearity is a concept that is revived within the diagrammatology discourse, transcending linearity through topographical ways of reading. Current examples can be found in arts and narratives such as Chris Ware's comics, who uses diagrammatics to blur the lines between the reader and the author. Simultaneity as a technological attribute is essential to current ubiquitous and pervasive technologies and services and draws heavily on Heideggerian concepts such as readiness-to-hand and background. In this epistemological shift, the information is instantaneously organized according to the user's needs. Each of these epistemological structures offers a different idea about receiving and creating knowledge, information and communication, paving the way for narrative and media strategies that are more and more determined by a 'reader' becoming a 'user' and a 'text' becoming a 'service.' Image Credit: Chris Ware’s Diagram on the interior of the dust-jacket from Jimmy Corrigan, The Smartest Kid on Earth.


2021 ◽  
pp. 155541202110203
Author(s):  
Dany Guay-Bélanger

Video games, while a digital art, live on physical media. Whether cartridge, magnetic tape or floppy disk, they degrade. Without care and study, they disappear and cannot be played again. While it might be possible to preserve play using emulation or video captures, scholars need to consider every option at their disposal to preserve video games for future study. This includes securing original versions of games and ephemera, recording play, interviewing game creators, and players, and much more. This article develops a new approach to conceptualise video games as material and cultural heritage, and proposes a methodology for their study, especially those for which there is no original version left.


Author(s):  
Miki Sunakawa Et.al

With the development of computer software and applications, various types of recording media have emerged and evolved. This is a result of the rapid increase in the amount of data created by computers and the constant demand for large-capacity storage media. As large-capacity recording media have become available at low prices, the number of content production without being aware of the data capacity is increasing. Rather, content production often contains unnecessary features and effects for personal use. In this research, we will examine the feasibility of a practical system by carefully selecting the functions required for general use without excessive modification of effects. A floppy disk is used as the recording medium to limit the data size of the system.


2020 ◽  
pp. 450-459
Author(s):  
Hitesh Raviya ◽  
Parth Dave ◽  
Garima Tiwari

In the 21st century, traditional Indian Classrooms have transformed over two decades: from overhead projectors and floppy disk to virtual reality (VR) and Augmented Reality (AR). Technological advancements and awareness have created a new avenue and vistas for language teaching and learning. The use of technology has been widely accepted as a pedagogical tool. However, academic scrutiny would highlight that even though ICT has been accepted as a pedagogical tool, very little attention has been paid to the holistic integration of ICT in the Curriculum Design, Content Development and Evaluation Methodology at the institutional level. This paper aims to provide an overview of ICT tools and platforms essential for student-centric, learning-centric classrooms and enable and empower students and teachers to blend technology in teaching in an immediate classroom environment and outside the classroom. The paper is a culmination of the researcher’s two decades of experience and expertise as a researcher and teacher of English Language Teaching in higher education at various Higher Education institutions in the state of Gujarat.


2020 ◽  
pp. 159-179
Author(s):  
Albena Yaneva

This chapter distinguishes between the digitization of existing archives and born-digital archives, which can be shown through the Canadian Centre of Architecture's (CCA) varying approaches to them. It explains that digitization is the process of converting information into a computer-readable digital format, in which the outcome is the digital representation of objects, documents, and images. It also mentions Mirko Zardini, who explains that CCA curators and conservators do not consider it reasonable to digitize an entire archive. The chapter shows different challenges for born-digital archives and their preservation that sets new obstacles. It discusses the encounter between the computer, the new design and communication tools it affords, and architectural practice that resulted in a significant change.


2020 ◽  
Vol 5 (3) ◽  
pp. 86-87
Author(s):  
Margaret A. Helgeson
Keyword(s):  

Author(s):  
Gavin Robinson

In the words of the chair of the drafting committee behind the Council of Europe Convention on Cybercrime (Budapest Convention; CCC), cybercrime ‘is a term of ‘hype’ and not a legal definition’. For Clough, there are ‘almost as many terms to describe cybercrime as there are cybercrimes’. The ‘cyber’ element is, of course, a first crucial characteristic; as Walden recalls, much of the illicit activity which qualifies as cybercrime is a (novel) subset of computer crime. Infect a computer with a virus through a floppy disk or CD, for example, and this would lack the cyber element. Some attempts at defining the phenomenon have hitched developments in cybercrime to the development of the internet itself—​as is the case for ‘e-​crime 1.0’ and ‘e-​crime 2.0’. Alternatively, a focus on the victim or target is used: crimes against computers; crimes against property; illicit content; and (comparatively new—​take cyber-​harassment, for instance) offences against the person with a cyber element.


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