Saturday, September 29, 2007
Future of streaming web video?
A look at the possible ways of overcoming internet congestion to offer the best quality streaming video.
Friday, September 28, 2007
Call for Papers Track on Social Networking & IS
European Conference on Information Systems 2008 Galway, Ireland
June 9th - 11th, 2008
Submission deadline: November, 15th, 2007
For information on submission procedure please visit:
Dr. Remko Helms, Department of Information and Computing Sciences, Utrecht University, Netherlands (email@example.com
Prof. Ben Light, Salford Business School, University of Salford, UK (firstname.lastname@example.org
During the last decade, knowledge has become a key consideration in our economies and it is heavily associated with innovation. Alongside this, social networks and notions of community have arguably come to play a central role. Of course, social networking has always occurred and as technologies have evolved they have become intertwined with social interactions (consider the telephone, email and early online communities such as GeoCities for example).
However, the emergence of more sophisticated information and communication technologies has seen a corresponding change in how and why social networking is undertaken. Social networking communities have been established for a diverse range purposes including: professional support networking (linkedin.com); e-dating (gaydar.com); multimedia sharing (youtube.com); friendship/blogging purposes (myspace.com); virtual gaming (worldofwarcraft.com) and the participation in virtual worlds (secondlife.com).
Successful application of social networks and social networking technologies might require changes to the way organisations are structured and managed. In sum, with the study of these developments we obtain insight into the affordances of public and private networks. This track wishes to explore issues relating to the development and use of social networking communities, how and why participants are drawn to them, what constitutes a successful network and any associated dangers. We welcome both theoretical and empirical papers that employ diverse methodologies and philosophical perspectives.
• Development/appropriation/co-production of social networking communities and technologies
• Power, politics and trust in social networks
• Issues of social inclusion and exclusion in social networking
• Diversity in social networking community characteristics – e.g. Work Organisation/ Society, Gender, Race, Disability, Sexuality, Nationality
• Internet dating
• Integration of on-line and off-line social networking activities
• Emotion and social networking
• Media choice and use in relation to community building
• Network evolution (especially longitudinal research)
• Relation between network position/network pattern and individual/organisational performance
• Effect of social network technologies on networks within and between organisations
• Communities of Practice and online communities
• Social network analysis of the Semantic Web
• Semantic web communities
• Harvesting of network information in online communities and mail messages
• Jos Benders, Tilburg University
• Harry Bouwman, University of Technology Delft
• Kathy Buckner, Napier University
• Vincent Buskens, Utrecht University
• Elaine Ferneley, University of Salford
• Norbert Gronau, Potsdam University
• Robert Hanneman, University of California
• Bettina Hoser, Karlsruhe University
• Netta Iivari, University of Oulu
• Sue Newell, Bentley College
• Harri Oinas-Kukkonen, University of Oulu
• Shan Pan, National University of Singapore
• Frantz Rowe, Université de Nantes
• Steffen Staab, University of Koblenz-Landau
• Lidwien van de Wijngaert, Utrecht University
Second Annual Graduate Student Conference in Comparative Studies
Hosted by the Department of Comparative Studies
The Ohio State University
January 17th and 18th, 2008
REPRESENTING AFFECT / AFFECTING REPRESENTATION
In Parables for the Virtual, Brian Massumi argues that "belief has waned for many, but not affect. If anything, our condition is characterized by a surfeit of it. The problem is that there is no cultural-theoretical vocabulary specific to affect." Indeed, in a time when so much experience is mediated, encountered through representation, the functioning of affect is especially complex, shaping our daily lives as citizens, consumers, and subjects. Yet without a precise language, it becomes difficult to account for the precise ways that this occurs. Shielded from scrutiny, affect begins to seem apolitical and naturalized, rather affixed to representations laden with ideological projects.
Accordingly, we are seeking graduate student papers on the interchanges between affect and representation that engage this nexus from a variety of (inter)disciplinary perspectives. We welcome projects that consider the following topics or others, as they illuminate the relationships between affect and representation:
* Biopolitics and governmentality
* History and historiography
* Nation, state, and nation-state
* Art, film, and literature
* Popular culture
* The family
* Gender and sexuality
* Terror and terrorism
* Crises and disasters
* Philosophy and ethics
* Illness, medicine, and death
* Justice and the law
* Class and capital
Please send 250-word abstracts for individual 20-minute papers (or panels of 3-4 presenters) to AffectAndRepresentation@hotmail.com. The deadline for submissions is November 10th, 2007. Accepted applicants will be notified by November 30th. In the body of the e-mail, please include the following information:
Level of graduate study:
Title of paper:
Call for papers - The global and globalizing dimensions of mobile communication: Developing or developed?
Call for papers: The global and globalizing dimensions of mobile communication: Developing or developed?
International Communication Association Pre-conference Workshop
This pre-conference has the intention of examining the global dimensions of mobile communication. Mobile communication (both via traditional mobile telephony and via other wireless systems) is being felt on a global basis. There are, for example, currently more mobile telephones in the developing world than in the traditional industrialized countries. Thus while mobile communication has become a relatively normal part of daily life in industrialized countries, it is also becoming increasingly common in the developing world.
This means that mobile communication is truly a global phenomenon. The use of mobile communication in both developing and in the industrialized countries has had dramatic impact on how we communicate and how we access to basic information. Through use of mobile communication we coordinate our everyday affairs; we used the technology to enhance entrepreneurial opportunities and we have gained a way to organize assistance when it is needed. In the industrialized world, many countries have more subscriptions than they have population and in the developing world, mobile communication is morphing into an efficient way to organize remittances between guest workers and their families back home.
The "first wave" of mobile communication research has included case studies from dozens of countries around the world. However, there has been a relative paucity of studies which use comparative methods, or try to assess and describe local/regional phenomena in light of broader international/universal themes. Because of this, we wish to welcome abstracts that focus on issues such as:
- Global/universal patterns vs. local improvisation
- Mobile communication and social and/or economic development and change
- Mobile communication and globalization
- Comparative studies of mobile communication (use patterns, political economies, media and communication systems, etc)
- Cross-cultural approaches to mobile communication
- Easy and inexpensive network access and inexpensive/used mobile phones has meant that mobile communication has become the primary way in which many persons in the developing world first experience the use of telephony.
In order to examine this question as well as other dimensions mobile communication we are issuing a call for papers for a pre-conference at the 2008 meeting of the International Communication Association. Abstracts are due by 15 October. Please send them to Richard.email@example.com The papers that are accepted will be notified by 30 October 2007. Final papers are due by May 1, 2008. The program will accommodate up to 6 panel sessions.
The pre-conference is a joint effort by the University of Michigan, Temple University & Telenor. It will be held at Le Centre Sheraton in Montreal (the conference hotel for the general ICA meeting), starting with a plenary session on Wed the 21st of May along with sessions on the 21st and the 22nd.
ICA Members: $50.00 USD
ICA Student members: $20.00 USD
Non-member price: $75.00
(Includes refreshments, lunch and reception)
Dr. Rich Ling, Telenor Research Richardfirstname.lastname@example.org
Prof. Scott Campbell, University of Michigan email@example.com
Prof. Concetta Stewart, Temple University
Thursday, September 27, 2007
The Berkshire Encyclopedia of Human-Computer Interaction is now available in full-text online-and completely free, too, for a limited time. Berkshire is running this experimental launch with their friends from UK-based Exact Editions. It seems to be the first time an academic reference publisher has done such a thing, so they're getting a lot of media coverage, and wanted to share the news-and the edition itself. Just go to http://www.exacteditions.com/berkshirepublishing and pick the Encyclopedia of Human-Computer Interaction.
There's also a great Clipping Tool that allows you to select a small section from a page and paste it into your blog or a website. You can see what this looks like at the Exact Editions blog:
So go there now, bwfore the free, limited time offer expires.
For years now, EFF has been arguing against the strongarm tactics of the Recording Industry Association of America (RIAA) and its vain attempt to stop filesharing by dragging music fans into court. At the same time, we've also been tirelessly promoting the idea of Voluntary Collective Licensing (VCL) as a solution that could give fans what they want while ensuring that musicians get paid. Lately, these formerly fringe ideas are garnering broader respect after a few mainstream stories about the RIAA lawsuits and VCL.
Take the excellent series on the RIAA lawsuits from National Public Radio (NPR)'s Marketplace. While responsibly airing perspectives from several major players, the show nevertheless presents an unflattering portrait of the music industry's tactics. RIAA lawsuit victim Tanya Anderson, EFF Senior Staff Attorney Fred Von Lohmann and RIAA CEO Mitch Bainwol are each featured in extensive interviews, and the simple facts of the story are allowed to speak for themselves. The RIAA's effort to intimidate fans by randomly targeting a few individuals is clearly futile and unnecessarily punitive.
Meanwhile, VCL schemes are beginning to attract interest from some influential music industry players. The new co-chief executive of Columbia Records, Rick Rubin, has been talking about subscription-based music services. "You would subscribe to music," Rubin told the New York Times Magazine. "You'd pay, say, $19.95 a month, and the music will come anywhere you'd like. In this new world, there will be a virtual library that will be accessible from your car, from your cellphone, from your computer, from your television. Anywhere." And Rubin isn't the only one.
Find out more in our post:
Listen to NPR's three-part Marketplace show, "Music biz's future rests on key changes":
For EFF's page "A Better Way Forward: Voluntary Collective Licensing of Music File Sharing":
IGA Worldwide CEO Justin Townsend is a former head of online at McCann-Erickson Berlin. He also has held senior positions at Meome AG and BBME Interactive and helped establish Europe’s first digital Internet radio station.
In 2004, Mr. Townsend founded IGA Worldwide, an ad network whose clients include T-Mobile, Fox Movies and Burger King. eMarketer spoke with him about the in-game advertising environment and where it is headed.
eMarketer: Double Fusion can now place ads in back-catalog games. Microsoft-owned Massive has high visibility on Xbox Live Arcade. So in-game advertising is getting plenty of buzz. How do you see the market right now?
Justin Townsend: In-game advertising is an all-encompassing phrase, yet there remains a division between consoles and PCs that limits the market.
There is no way that Microsoft will be serving advertisements on [Sony's] PlayStation 3, for instance. As a result, advertising aimed at gamers on all networked platforms [essentially PC, PS3 and Xbox 360] requires insertion orders for all three. There are inherent coordination issues with that. It’s better to have one insertion order.
Massive has an inherent advantage since it is affiliated with the Xbox Live Arcade gaming network. That precludes other in-game ad firms from using that network, but it still leaves hardcore gaming PCs and PS3s.
DoubleFusion does more static than dynamic ads.
eMarketer: There seem to be two divisions to the in-game ad space. One is between PCs and consoles. The other is between casual gamers and hardcore gamers. Are these artificial divisions?
Townsend: Core PC games and console games are actually pretty closely related, since the game experience is similar.
Casual versus core is a real division, both in audience and game production costs.
Ad types for core games are like those in the real world: billboards, radio spots and more.
Casual game ads are normally two-dimensional. These are often banner ads as opposed to an ad in the game as part of the environment. Casual ads concentrate on clicks and transactions. PC and console games do not deal with the click.
CPMs are different for casual and core games. IGA Worldwide gets $30 CPMs typically, while ads in casual games are typically in the sub-$5 range. Core game ad pricing will remain stable over time since the barrier to entry is high. In comparison, casual game ad pricing is all over the place.
eMarketer: Is there a mass-market approach for reaching all gamers?
Townsend: In-game advertising is a strategic ad channel like TV, or at least that’s the goal. The number of games which can accommodate ads is what determines whether this will go mass market. In three to four years, you’ll see 20 million consumers for PC and console ad networks. That's comparable to a midsize cable network.
Also, let’s not underestimate PC gaming. There are over 100 million PC gamers right now.
eMarketer: So when someone says they want to reach "gamers," what does that mean to you?
Townsend: Advertisers will typically name their desired audiences, and 18-to-34-year-old male core gamers don’t really match up with older female casual gamers. Core gaming is perceived as a high-value medium for advertisers and casual as low. We have casual games in our network, but the vast majority are core.
eMarketer: Which types of ads work best? Do some products work better with certain ad types?
Townsend: Each type of ad format delivers for specific ad goals.
The most common format right now is a video billboard or static print billboard. These produce high ad recall.
High recall depends on contextual relevance. So a sports game will advertise sports and food or other related goods. The media plan determines where ads are placed to ensure contextual relevance. Ads can be aged or tattered to match subways or other grimy environments. They also can be targeted by country in different languages, daypart and age [or] content appropriateness by ESRB video game ratings.
eMarketer: How do you see the in-game ad market evolving in terms of services offered?
Townsend: The holy grail would be if a game is produced for all networked platforms, so that ads could be placed across all of them. This will happen, but not for a while, especially because mobile operators all act separately.
In the battle for the living room, consoles and PCs are migrating to the living room. More families are playing games as this happens. The end effect is that gamer demographics are broadening.
The next two to three years will see big publishers release more games ready for ad placement.
eMarketer: Is there any conflict between publishers who want to make direct deals with advertisers and those who deal with game ad networks?
Townsend: Static and dynamic ads are important here. You need an aggregated network for the best reach.
Hypothetically, if Nike wanted to advertise in 15 sports games at the same time, no single publisher could manage it. Agnostic networks could. Publishers have traditionally made direct deals for static ads, but the audience is then limited to whatever the single game sells.
Dynamic delivery lets games incorporate sponsored bonuses and powerups. If a player's character needs to run quickly, he might get a Red Bull powerup. To drive faster, a racing game might let players equip their cars with Goodyear tires.
What an advertiser does depends on goals. It’s not just "advertising in games."
Personal data is a hot commodity. All sorts of businesses trade in data concerning what we buy, how much credit we have, where we live, what our interests are. This information is sold to advertisers, who then eagerly use it to more precisely target people whom they hope will be interested in their products, leading to all of those annoying catalogs that litter your doorstep, for example, or the junk emails that choke your inbox every day.
Luckily for the advertising industry, modern web users have begun voluntarily providing all of their personal details on social networking sites like Facebook and MySpace. Users of these sites happily upload all sorts of personal information about what books and music they like, where they shop, who their friends are, and where they live.
While users of these sites may imagine that they control the information on their profile pages, advertisers are salivating at the thought of all that personal data just waiting to be processed, analyzed, and turned into profit.
Recently, both Facebook and MySpace have announced plans to do just that.
Find out more here:
Amazon MP3 Offers Over 2 Million Songs From More Than 180,000 Artists and Over 20,000 Labels, Including EMI Music and Universal Music Group
For a new video on this, click here.
Here's what the press release says:
Amazon.com, Inc. (NASDAQ:AMZN) today launched a public beta of "Amazon MP3," a new digital music download store with Earth's biggest selection of a la carte DRM-free MP3 music downloads. Amazon MP3 has over 2 million songs from more than 180,000 artists represented by over 20,000 major and independent labels. Amazon MP3 complements Amazon.com's existing selection of over 1 million CDs to now offer customers more selection of physical and digital music than any other retailer.
"Amazon MP3 is an all-MP3, DRM-free catalog of a la carte music from major labels and independent labels, playable on any device, in high-quality audio, at low prices," said Bill Carr, Amazon.com Vice President for Digital Music. "This new digital music service has already been through an extensive private beta, and today we're excited to offer it to our customers as a fully functional public beta. We look forward to receiving feedback from our customers and using their input to refine the service."
Every song and album on Amazon MP3 is available exclusively in the MP3 format without digital rights management (DRM) software. This means that Amazon MP3 customers are free to enjoy their music downloads using any hardware device, including PCs, Macs(TM), iPods(TM), Zunes(TM), Zens(TM), iPhones(TM), RAZRs(TM), and BlackBerrys(TM); organize their music using any music management application such as iTunes(TM) or Windows Media Player(TM); and burn songs to CDs.
Most songs are priced from 89 cents to 99 cents, with more than 1 million of the 2 million songs priced at 89 cents. The top 100 best-selling songs are 89 cents, unless marked otherwise. Most albums are priced from $5.99 to $9.99. The top 100 best-selling albums are $8.99 or less, unless marked otherwise.
Every song on Amazon MP3 is encoded at 256 kilobits per second, which gives customers high audio quality at a manageable file size.
Buying and downloading MP3s from Amazon MP3 is easy. Customers can purchase downloads using Amazon 1-Click(TM) shopping, and with the Amazon MP3 Downloader, seamlessly add their MP3s to their iTunes or Windows Media Player libraries.
Amazon MP3 has over 2 million songs from more than 180,000 artists spanning every genre of music, including 50 Cent, Alison Krauss, Amy Winehouse, Ani DiFranco, Arcade Fire, Beastie Boys, Coldplay, Creedence Clearwater Revival, Ella Fitzgerald, Feist, John Coltrane, KT Tunstall, Keith Urban, Koko Taylor, Lily Allen, Madeleine Peyroux, Maroon 5, Marvin Gaye, Miles Davis, Morrissey, Nelly, Nickel Creek, Nirvana, Norah Jones, Paul McCartney, Philip Glass, Pink Floyd, Pixies, Radiohead, Ray Charles, Rod Stewart, Spoon, Stevie Wonder, The Chemical Brothers, The Decemberists, and The Rolling Stones.
"Well done Amazon for making so much music available to so many people," said KT Tunstall. "It's good to know, in the words of The King, you're taking care of business!"
Leading independent labels offering their catalog of music for the first time as DRM-free MP3s include Alligator Records, HighTone Records, Madacy Entertainment, Sanctuary Records, Rounder Records, Righteous Babe Records, Sugar Hill Records, and Trojan Records.
Wednesday, September 26, 2007
Nearly 200 million single music tracks and 21 million albums will be downloaded in the United Kingdom by 2011, according to Screen Digest.
Screen Digest estimates that UK digital music revenue will hit £285.6 million ($151.4 million) in 2011, up from £45 million ($23 million) in 2006.
"The rapid growth of online music constitutes an invaluable lifeline for the record industry as the decline in physical sales shows no sign of letting up," said Dan Cryan, music analyst at Screen Digest, in a statement. "So the question remains whether the growth in digital will be able to fill the revenue gap left by the fall in physical sales."
The company also projected that online TV would generate annual revenues of £181 million ($95.9 million) by 2011. Arash Amel, senior analyst at Screen Digest, said in a statement that developing the online TV market would not be easy.
"Broadcasters and pay-TV operators will come under increasing pressure from many major 'virtual networks,' such as YouTube and Joost, who will be competing for viewers' time and attention," Mr. Amel said.
Only 15% of viral campaigns get passed along, according to JupiterResearch's “Viral Marketing: Bringing the Message to the Masses” report.
JupiterResearch found that as a result of so few viral campaigns catching on, viral marketers plan to decrease their “influential” targeting by 55% over the coming year.
Emily Riley, a JupiterResearch analyst and co-author of the report, said in a BtoBMagazine article that viral marketing can still be effective at reaching new prospects. She said the problem is often poor content.
“Are you giving people a reason to be viral?" Ms. Riley asked."The biggest reason [readers pass your e-mail along] is giving readers something that their friends will get something out of. Is there value? Is there a discount? These are things that matter.”
JupiterResearch detailed other checkpoints for viral marketers, including making content easy to pass along, using the right mailing list and attaching messages to blogs or microsites.
CALL FOR PAPERS
The 2008 Battleground States Conference will explore the still contested and always over-determined term: "the body." The human body, both as a site of agency and subjectivity and as an object of knowledge, features prominently in the work of disciplines from all branches of the academy. However, rather than limit ourselves to this meaning, the Battleground States Conference will be a space in which different but interconnected meanings of "the body" (human bodies, bodies of land, bodies of work, canonical bodies, bodies politic) can be discussed, debated, and explored together. Thus this conference seeks presenters interested in exploring any and all "bodies" in a wide range of academic and activist contexts, using diverse methodologies and voices. We welcome creative interpretations of the conference theme such as, but not limited to, papers on:
The body as site of social construction, contestation, identity, & authenticity
The body, ethics, & scientific study
Bodies in and as visual texts
Bodies, borderlands, & the body politic
Consuming and producing bodies in global economies
Cyborg bodies and postmodern media technologies
Representations of disability/disease in performance
"Battleground States 2008: The Body & Culture" will take place February 22-23, 2008 on the campus of Bowling Green State University, Bowling Green, Ohio. Sponsored by Culture Club: The Cultural Studies Scholars' Association of Bowling Green State University, this conference invites proposals from graduate students, as well as artists, activists, filmmakers, educators, and everyday people whose work engages with relationships between the body and culture. Proposals for presentations will be accepted by regular mail and e-mail to the following:
Battleground States Conference
113 East Hall
Bowling Green State University
Bowling Green, OH 43403
Proposal Guidelines: Proposals of 300 words or less are due by December 15, 2008.Paper proposals should include the presenter's name, institutional affiliation (if applicable), mailing address, phone number, e-mail address, title for the proposed presentation, abstract, A-V equipment requests (see website for logistics of A-V usage), and special needs, if any. Panel proposals are also welcome and should include information and abstracts for all proposed participants and the panel as a whole.
The Document Academy Invites:
PROPOSALS FOR PAPERS
March 28-29, 2008
University of Wisconsin-Madison
School of Library and Information Studies
Madison, Wisconsin USA
DOCAM ’08 is the fifth annual meeting of the Document Academy, an international network of scholars, artists and professionals in various fields interested in the exploration of the document as a useful approach, concept and tool in Sciences, Arts, Business, and Society.
The aim of The Document Academy is to create an interdisciplinary space for experimental and critical research on documents in a wide sense, drawing on traditions and experiences around the world. It originated as a co-sponsored effort by The Program of Documentation Studies, University of Tromso, Norway and the School of Information, University of California, Berkeley. For 2008, the University of Wisconsin-Madison School of Library and Information Studies will be hosting the meeting.
The conference will run from 9 AM Friday, March 28, to 5 PM Saturday, March 29. In order to keep the open-ended discussion atmosphere of previous DOCAMs alive along with a growing number of participants, we have decided to have only plenary sessions and a relatively limited, but well-selected number of presentations.
Call for proposals:
Scholars, developers, artists and practitioners working with document research and development are invited to submit proposals for full and short papers for plenary sessions and exhibits by December 1, 2007.
Full papers (6,000-7,500 words) for plenary sessions will address these themes:
- DOCUMENT THEORY (general issues)
- DOCUMENT ANALYSIS (case-studies and methodological issues)
Short papers (2,400-3,600 words) for plenary sessions will focus on
- DOCUMENT RESEARCH (theory, methods, case-studies)
Each author or group of authors of FULL papers will have 45 minutes for their presentation, including discussion; authors or groups presenting SHORT papers will be allotted 30 minutes. The order of presentations will be arranged according to themes as much as possible.
Conference language is English. Conference organizers can provide an LCD projector; other equipment is the responsibility of the presenter.
All proposals must include:
- a short (500 words) verbal description of the work to be presented
- Explanation of how the work will be presented (verbal presentation, PowerPoint, video, performance, etc.; and any equipment needs)
*Names of all contributors,
*Addresses, including email contacts and
*Up to 5 keywords
Proposals should be submitted electronically to Catherine Arnott Smith at the School of Library and Information Studies, University of Wisconsin-Madison (firstname.lastname@example.org). Please include “DOCAM 2008” in the subject line of all correspondence, including proposal submission.
File format: RTF or PDF
Submission deadline for proposals: 11:59 PM, December 1st, 2007
Receipt will be confirmed within one week. Decisions will be announced no later than January 15, 2008.
Final deadline for accepted full papers: 11:59 PM, March 1st, 2008.
For more information contact the co-chairs of Docam 2008:
Catherine Arnott Smith, PhD
School of Library and Information Studies
University of Wisconsin-Madison
600 N. Park Street
Madison, WI 53706
fax: (608) 263-4849
Prof. Niels Windfeld Lund
University of Tromsø
NO-9037 Tromsø, Norge
Tel: +47- 776 46284
Tuesday, September 25, 2007
Call for Papers SW/TX PCA/ACA
Deadline for submission: November 15, 2007
Keynote Speaker: Joy Harjo
The 29th Annual Meeting of the
Southwest/Texas Popular and American Culture Associations
February 13–16, 2008
Hyatt Regency Albuquerque
Albuquerque, New Mexico
The SW/TX PCA/ ACA invites papers for one of its 65+ Area offerings in Literature, Film, Television, Science Fiction and Fantasy, Ethnic and Gender Studies, Ecocriticism, Southwest Culture, Western Studies, Creative Writing, Pedagogy, and many more!
Since the 1970s, the Southwest/Texas PCA/ACA has sought to foster interdisciplinary study of popular and American literary, historical, visual, and other cultural and media texts. While our offerings have grown over the years to include areas of international study, we still invite scholars and artists to share their perspectives on American life in the diverse region of the Southwest.
This year's keynote address will be given by Joy Harjo, an internationally known poet, performer, writer and musician of the Mvskoke/Creek Nation. She has published seven books of acclaimed poetry including She Had Some Horses, In Mad Love and War, The Woman Who Fell from the Sky, and her most recent How We Became Human: New and Selected Poems from W.W. Norton. Among her many awards are the Lifetime Achievement Award from the Native Writers Circle of the Americas, the Lila Wallace-Reader's Digest Award, the New Mexico Governor's Award for Excellence in the Arts, and the William Carlos Williams Award from the Poetry Society.
Information about our areas of study, conference travel, lodging, and the organization can be found on our regularly updated website:
We look forward to seeing you this winter in sunny Albuquerque where we invite you to explore Route 66, local pueblos, hiking trails, museums, the Sandia and Isleta casinos, area ski resorts, and nearby Santa Fe.
After browsing our website http://www.h-net.org/~swpca/index.html, if you still have questions contact: Sally Sanchez: pcaacaswtx_at_sbcglobal.net
CFP: The Film Archive and Cinematic Heritage
Abstract/Proposals by 1 November 2007
The 29th Annual Meeting of the SW/TX PCA/ACA
Albuquerque, NM February 13-16, 2008
Hyatt Regency Albuquerque 330 Tijeras
Albuquerque, NM 87102
Panels are being formed for presentations about the meaning of the film archive‹both past and present--, film preservation/restoration, film collecting, digital archiving and other practices of creating and maintaining cinematic history and heritage by way of archiving ³frames" of mind. We welcome the participation of archivists, film curators, graduate students, and scholars.
If your work does not focus on the film archive and cinematic heritage but fits within the broad range of areas designated for the SW/TX Popular &American Culture Association, please consider submitting a proposal to another area.
Inquiries and/or abstracts of 250 words may be sent to Janna Jones at the email or physical address below. Please include a 50-100 word bio with your abstract. Both the abstract and the bio are due by November 1, 2007.
School of Communication
PO Box 5619
Northern Arizona University
Flagstaff, AZ 86011-5619
Further details about the conference (listing of all areas, accommodations, registration etc.) can be found at http://www.h-net.org/~swpca/index.html
Research Studentship in Computer and Information Ethics
Faculty of Computing Sciences and Engineering
Centre for Computing and Social Responsibility (CCSR)
PhD student bursary covering the full tuition cost for an EEA citizen for 36 months
The CCSR is the UK's leading research centre in computer ethics and among the leading ones in Europe and the world. The Centre organises the ETHICOMP conference series and edits two international journals: the Elsevier Journal Information, Communication, Ethics and Society and the International Journal of Technology and Human Interaction.
Despite increasing pressure to undertake ethics reviews there appear to be great variations in the quality of such reviews in technical disciplines.
You will investigate the way in which ethical issues are considered in technical projects and how they are considered within the UK and elsewhere.
The focus will be on research ethics procedures and standards, such as human research ethics committees.
You will be a member of the Information Society Doctoral Programme (ISDP)
(http://www.ccsr.cse.dmu.ac.uk/ISDP/) and be able to profit from all resources available to the programme. You should be aware of discourses in computer ethics, information ethics, or technology ethics and have an interest in empirical research.
For any questions or further information contact Dr. Bernd Carsten Stahl at email@example.com
Please quote reference no: 4658
Closing date: 12 October 2007
Dr. Bernd Carsten Stahl
Call for Panel and Paper Proposals: IEEE International Professional Communication Conference 2008 (IPCC 2008)
Conference Theme: Opening the Information Economy
Conference Location: Concordia University, Montréal, Canada
Conference Dates: July 13-16, 2008
The information economy is based on the collection and the exchange of data and ideas. We all either contribute to or use materials from the information economy in most aspects of our everyday lives. As a result, the information economy exists as an environment in which we are all contributors and consumers. Within this system, effective communication is essential to success, allowing individuals to contribute ideas and information effectively and to make efficient use of the goods and services. Few of us, however, understand all of the nuances of the information economy or the communication factors that affect its operations.
This conference seeks to examine or to "open" this economic model by examining the connections between communication practices and the products, practices, and services that constitute the information economy.
The objective of such an examination will be to help attendees better understand and participate in the information economy as both contributors and consumers.
The conference will take place on the campus of Concordia University in Montréal, Canada and will consist of paper presentations and panel discussions that focus on various communication, design, social, and cultural aspects of the information economy.
POSSIBLE TOPIC AREAS
Suggested topic areas include but are not limited to the following:
• Establishing and assessing the value of knowledge work and knowledge products
• Information design, usability, and accessibility
• Virtual teams, online collaboration, and distributed models of work
• Cross-cultural communication, globalization, outsourcing, translation, and localization
• Legal policies and social issues related to the information economy
• Media selection and multimodality
• The role of and perspectives on teaching and training within the information economy
• Content management, open source software, single sourcing, and XML
PROPOSAL SUBMISSION PROCESS AND SUBMISSION DATES
Send 1-2 page (250-500 word) proposals to IPCC2008@gmail.com by
• 15 October 2007 (deadline for submissions to be considered for early acceptance)
• 15 December 2007 (deadline for regular submissions)
For conference- or proposal-related questions contact: IPCC2008@gmail.com
Australian Blogging Conference
To be held at the Queensland University of Technology in Brisbane, Queensland on 28 September 2007
Over the past decade, the internet has democratised publishing, transforming the way in which society communicates and researches. Once web page creation required a sophisticated knowledge of HTML, but user friendly tools now make it possible for anyone to create a web page. The easiest and most common web page to create is a blog, (or a weblog). These blogs take the form of an online journal or diary and can cover any topic – from the life of a high school student to complex political analysis and debate. With the proliferation of blogs over the last two years, their authors have had a significant influence on popular culture, scholarship, journalism and politics.
The growth of the Australian blogging community has mirrored the expansion of the blogosphere elsewhere in the developed world. However, there have been only a few opportunities afforded to Australian bloggers to get together and discuss their common interest. This unconference, modelled on the successful BloggerCons in the United States, aims to redress this by providing a forum that will allow Australian bloggers to gather together and talk about blogging and the Australian blogosphere. It aims to be a user-focused conference for the Australian blogging community.
This will not be a conference in the traditional sense. It will be relatively informal. Instead of lengthy presentations, people will be invited lead discussions on various topics throughout the day – some practical, such as how to build a better blog, and some theoretical on the role, influence and future of blogs.
It is hoped that this Australian Blogging Conference will be a memorable event where all participants will learn more about the social, cultural, creative and technological aspects of blogging from one another.
The Australian Blogging Conference will be hosted by the Legal and Regulatory Program of the ARC Centre of Excellence for Creative Industries and Innovation and the Queensland University of Technology on Friday 28 September in Brisbane, Australia.
If you have any questions, comments or suggestions, or wish to register to attend the Conference, contact:
(07) 3138 2734
0421 636 496
Adapted from the BloggerCon IV Format by David Winer.
This will be an unusual conference. We generally won’t have speakers, panels or an audience. We will have discussions and sessions, and each session will have a discussion leader.
The discussion leader
Think of the discussion leader as a reporter who is creating a story with quotes from the people in the room. So, instead of having a panel and an audience we just have contributors. We feel this more accurately reflects what's going on. It's not uncommon for the audience at a conference to have more expertise collectively than the people who are speaking.
The discussion leader is also the editor, so if he or she feels that a point has been made they must move on to the next point quickly. No droning, no filibusters, no repeating an idea over and over.
The discussion leader can also call on people.
Think of it as a weblog
Think of the conference as if it were a weblog. At the beginning of each session, the leader talks between five and fifteen minutes. He or she will introduce the idea and some of the people in the room.
Then he or she will facilitate the discussion among all the contributors in the room, inviting others to comment and asking questions of others. It is hoped that everyone who would like to contribute to the discussion will be able to do so in the allotted time.
We have a limited amount of time, and a group of participants whose time is valuable. The leader's job is to make sure the show stays interesting, even captivating. If it gets boring people will leave the room and schmooze, or read their email, or whatever. So the leader's job is to keep it moving. Sometimes this may mean cutting people off.
How to prepare
Since every person in a session is considered an equal participant, everyone should prepare at least a little. Think about the subject, read the comments on the Conference site. Follow weblogs from other people who are paticipating. Think about what you want to get out of the session, and what questions you wish to raise, and what information or points of view you'd like to get from the session.
Everyone is a journalist
This will be an unusual conference in that almost everyone participating writes publicly. So we assume that everyone present is a journalist.
On the record
All conversations, whether to the entire room or one-to-one, unless otherwise stated, clearly and up front, are on the record and for attribution. You do not need to ask permission to quote something you hear at the conference. Of course you may ask for permission to quote, and you may choose not to quote things you hear.
It's a user's conference
Most technology conferences are centered around the vendors. This is not like those conferences. Here, vendors are welcome, and we hope they will help by sponsoring in some way, but they participate mainly by listening.
Most of the people who will be talking are users. These are the revolutionaries. Vendors make a living by creating tools that these people use to change the world. So much attention is focused on technology. At this conference we turn it around and focus on what people are doing with the technology.
Wireless internet access will be available. Each session will also be hopefully be podcast, audio only. You are welcome to bring your own recording equipment and cameras are allowed. You are free to record it and broadcast it any way you like as long as you don't interfere with the sessions in any way.
9:00 am Welcome and Introductory Panel Discussion
Welcome: Professor Michael Lavarch and Professor Brian Fitzgerald
Chair: Peter Black
Panelists: Senator Andrew Bartlett, Duncan Riley, John Quiggin, Nicholas Gruen
* Why are blogs becoming so ubiquitous?
* What is unique about the Australian blogosphere?
10:15am Coffee Break
10:30am Breakout Rooms
Room 1: The Politics of Blogging
Sponsored by GetUp!
Discussion Leaders: Mark Bahnisch, Senator Andrew Bartlett, Brett Solomon, Graham Young
* Right, left or centre?
* Who cares?
* A politician's perspective
* Blogging the 2007 Federal Election
Room 2: Researching Blogging and Blogging Research
Discussion Leaders: Axel Bruns, Jean Burgess, Melissa Gregg
* What's there to research about blogging?
* What research methodologies can be used to research blogging?
* How do blogs support the research process?
* How do blogs contribute to disseminating research?
Room 3: Blogs, Creativity and Creative Commons
Discussion Leaders: Elliott Bledsoe, Jessica Coates
* What is Creative Commons?
* How can I use Creative Commons on my blog?
* Showcasing Creative Commons and blogging
Room 4: Legal Issues
Discussion Leaders: Professor Brian Fitzgerald, Dale Clapperton, Nic
* What can I say without defaming someone?
* What can I take from other websites and blogs?
* Encounters with the Law (or the threat of it)
Launch of Marett Leiboff’s book “Creative Practice and the Law”
1:30pm Breakout Rooms
Room 1: Citizen Journalism
Discussion Leaders: Axel Bruns, Graham Young, Rachel Cobcroft
* Grassroots vs mainstream journalism?
* Video/photo citizen journalism?
* Is there any original reporting by citizen journalists?
* Case Study: youdecide2007
Room 2: Blogs and Education
Discussion Leaders: Tama Leaver
* Why blog in education?
* Examples and reflections?
* Should academics blog?
Room 3: Business and Corporate Blogging
Sponsored by Microsoft
Discussion Leaders: Des Walsh, Nick Hodge, Joanne Jacobs
* Can businesses afford not to blog?
* How do you measure return on investment of time and money?
* Should the CEO blog?
* Blogging codes
Room 4: Building a Better Blog
Discussion Leader: Duncan Riley
* Improving content
* Improving design
* Making money
* Podcasting and vodcasting
3:30pm Coffee Break
4:00pm Final Discussions
Final Discussion 1: The future for blogging - what's next?
Sponsored by Kwoff
Discussion Leader: Dan Walsh
Final Discussion 2: The future for your blog - promoting your blog and building traffic
Discussion Leaders: Des Walsh, Yaro Starak
5:00pm End of Conference
Monday, September 24, 2007
The Great Firewall of China isn't impenetrable—it just takes a little elbow grease and high Internet traffic to squeeze a few banned terms through. Researchers at the University of California at Davis and the University of New Mexico have made new findings on the inner workings of China's firewall, designed to keep citizens "safe" from words, concepts, and events that the Chinese government does not consider to be good for its citizens. What they found showed that the firewall wasn't as sophisticated as it's cracked up to be, but it did a good job at working some social engineering magic to scare citizens into avoiding banned terms.
The group based its methods for testing the words on a 2006 University of Cambridge finding that the Chinese firewall sends a series of resets to both the source and destination when it detects a banned word, which ultimately returns a broken web page to the user. This finding allowed the UC Davis and UNM researchers to test which words were blocked by sending out carefully chosen words and seeing which ones were being sent back. The researchers chose words from the Chinese version of Wikipedia and, using latent semantic analysis in their tool called ConceptDoppler, found related words to test as well. Some of the blocked terms included information on the Falun Gong, Nazi Germany "and other historical events," and "general concepts related to democracy and political protest."
The team, led by UC Davis Computer Science grad student Earl Barr, found that China's firewall did not actually stop banned terms at the front lines all the time—in fact, many banned terms made it through several layers of routers before being "returned to sender." The firewall also accidentally let banned terms through to the end user about 28 percent of the time, which the researchers said was particularly erratic during high-traffic times.
Barr theorizes that the occasional slip encourages China's citizens to engage in self-censorship, however, like a panopticon. If they see terms that are blocked most of the time, it might remind them that their traffic is being monitored and filtered regularly. In theory, this would pressure Chinese citizens into avoiding those terms during their normal Internet travels for fear of being watched by the government, he said.
That interpretation may not be too far off, as the Beijing Municipal Public Security Bureau recently announced that it would begin putting animated police characters on all government-approved web sites in order to remind citizens to behave in cyberland.
The team plans to present its findings at the ACM Computer and Communications Security Conference in late October.
The rock star accuses YouTube, Ebay and Pirate Bay of encouraging copyright infringement.
The rock star has hired Web Sheriff, a British-based company that specializes in hunting down pirated content on the Web, to launch a legal campaign against companies that wrongfully profit from the artist's work, according to John Giacobbi, Web Sheriff's president.
Prince plans to file suit in both the United States and the U.K., and has hired a top Swedish law firm to take action against The Pirate Bay, a BitTorrent tracking site, Giacobbi said on Thursday. Prince has chosen a legal course because sites like YouTube and eBay have left him no other effective way to protect his copyright on their sites, according to Giacobbi.
Prince first hired Web Sheriff to patrol the Web for illegal uses of his material, and then to send "take-down notices" to sites when they found pirated material, Giacobbi said. But he added that sending written notices had little impact.
"In the past couple of weeks, we have removed about 2,000 infringing clips from YouTube," Giacobbi said. "We get them down and the next day, there are 100 or 200 more. Their business model is built on making money off other people's creative work."
Hani Durzy, a spokesman for eBay said the company has programs in place to help rights holders protect their property.
"The bottom line for us is that counterfeit or pirated goods are illegal and have no place on eBay," Durzy said. "We would be happy to work with Prince and his representatives to show them how they can work with us to make sure any infringing items come down."
Prince may be the first major artist to come out against Google, which acquired YouTube nearly a year ago. The move may prove a risky one for Prince. Many Internet users side with Google/YouTube on the issue of copyright. They think movie, TV and music executives are trying to put the squeeze on fans.
Prince could lose support from people who think his campaign is motivated by greed.
Call for papers: Forum, issue 6.
The Desire Issue
Desire is the very essence of man. –Spinoza
We always long for the forbidden things, and desire what is denied us. -Francois Rabelais
Timeless, universal, mysterious: A theoretical concept that has challenged thinkers in fields such as philosophy, psychoanalysis, and feminism; and a personal emotion that has inspired artists in literature, fine arts, film, and music. Yet beyond simply recognizing the various facets of desire, how does one reconcile them? How is the spectrum of desire represented?
Forum, the University of Edinburgh’s Postgraduate Journal of Culture and the Arts, invites inter-disciplinary contributions that consider such questions for its next issue, “Desire.” We especially encourage submissions that address the multi-dimensionality of desire – that is, approaching desire not only as a theoretical construct informed by various schools of thought, but also as an organic force driving aesthetic representation.
Whether emotional or erotic, fleeting or all-consuming, desire has shown its near-infinite variety in past, present, and future expressions. Can the dynamic enigma of desire ever be solved, or is such a pursuit merely wishful thinking?
We are seeking articles which engage with the concept of desire in literature, art, film, theatre, popular culture and the media. Submissions could consider, but are not limited to, any of the following:
- Hierarchies of desire – subjects and objects
- Gender, sexuality and desire
- Forbidden longings: desire, tragedy, controversy
- Performing desire: onscreen, onstage, on paper.
- Defining desire: language, theory, philosophy
- Lust for power: the drive to dominate
- Reality vs. ideality in pop culture
- Desire and duality: attraction-repulsion, physical-emotional, nature-culture.
- Appetite, production, consumption
- Speaking desire: oral traditions
The deadline for article submissions is Friday 11th January 2008.
Papers should be between 3,000 and 5,000 words and formatted in accordance with the MLA guidelines and should be submitted to: firstname.lastname@example.org.
But in a world where many groups promote themselves on MySpace and other similar social networking sites, the internet could also provide bands with new ways of booking concerts and reaching out to fans in other countries. The website Sonicbids lets bands create an online profile, which they can use to contact music promoters and get concert bookings around the world.