Category: Research

Analogue video processing (proposal for afternoon project)

Here follows a short proposal for my afternoon project at the 2017 edition of the Media Archaeology Summer School (in the context of my research). I am a PhD candidate at the Department of Media Studies at Stockholm University. I hold a BA and an MA in Cinema Studies (Stockholm University). My research interests revolve around the relation between aesthetics, media technologies, and the theoretical discourses that emerge at their intersection. I am specifically interested in analogue video as an aesthetic media technology and an archaeological artefact. My PhD project Electronic Labyrinths: Tracking Intersections of Video and Film (2013-2018) draws on media archaeology in general, and the archaeology of imaginary media in particular, in order to study the images and...

/ May 16, 2017

Four times (of) media archaeology (reading reflection/basis for discussion)

Here follows a reading reflection/basis for discussion for the first session of the 2017 Media Archaeology Summer School. It will be introduced by a short presentation where I will summarise the main issues raised in this short text, and (if there is time) show some of the material I am connecting it to (an excerpt from Kung Fury by David Sandberg, 2015). In her anthology chapter “Media Archaeology: Where Film History, Media Art, and New Media (Can) Meet”, Wanda Strauven maps the field of media archaeology as it divides into three branches, which are nevertheless connected by four common interests: the relation between history and theory; the relation between research and art; the archive; and a rethinking of temporalities (64-68). I will...

/ May 16, 2017

Google’s Forgotten Platforms

In our discussion of the Kirschenbaum reading, we looked at the materiality of digital storage; how the material trace is inscribed into an environment “engineered to model ideal conditions of immateriality” (Kirschenbaum 71). In keeping with that analysis of the material infrastructure of communications technology, we discussed the history of network exchanges in relation to Tung-Hui Hu’s A Prehistory of the the cloud. I was reminded of Andrew Blum’s work on the creation of internet exchange points in Tubes: A Journey to the Center of the Internet. Despite the titular “Center”, Blum’s work challenges (in the same vein as Hu) the notion of the internet as an universally connected plane. He traces the origins of modern internet exchanges back to the codification...

/ November 9, 2016

Boxes and the Work of Articulation

On the limits of "hard" media archaeology

/ November 5, 2016

Virtual Boy to the Vive: VR and the Rhetoric of Immesion

For this blog entry I was interested in doing a material investigation the virtual boy and exploring the cultural linkages between the virtual boy and contemporary virtual reality. One of the first forays into contemporary VR was the Sword of Damocles , the first fully integrated head-mounted-display (HMD). “The system itself consisted of six subsystems: a clipping divider, matrix multiplier, vector generator, headset, head position sensor, and a general-purpose computer—which would make these the components of the first virtual reality machine as we know them today”  (Wikipedia). For me, this project connects the discourse around teleprescence to modern attempts at virtual reality. One such attempt was Nintendo’s Virtual Boy. It was designed by Gunpei Yokoi. Professor LeMieux mentioned Yokoi’s notion of...

/ November 1, 2016

Politics of the Archive: Through Plugs, Publications and the History of Electric Labor

by Jaime Kirtz At the beginning of the week I began with the question: what are the politics of the archival space? This was driven by my recent work helping with renovations at the Media Archaeology Lab and the frustrations that came with redesigning the space, as well as my exposure and work with the tensions of cultural studies and political economy over the past two years. As I move from my coursework to comprehensive exams and my dissertation, I have questioned my methods, object of study and academic spaces (both physical and intangible), thus having a week to dissect these areas via various methods, discussions and practices, helped immensely. Ultimately I see the work I conducted during the course...

Interventions in Machine to Machine Writing

by Kyle Bickoff Hi all— I really tried to bring my hands-on work and some of the theory I’ve been interested in all together here. I’ll first talk about the additional research I did before speaking, and then I’ll go into what I believe this can help me understand. In particular, I’m concerned with, perhaps, illuminating the moment of human intervention in machine-to-machine writing, a moment clearly marked when we ‘codebent’ Super Mario Bros. So, after talking yesterday in class, and after Patrick’s suggestion, I looked most closely into Footnote 6 in Chapter 1 of Kirschenbaum’s Mechanisms. Kirschenbaum here discusses a great many of the origins surrounding inscription, particularly in relation to the divide between the terms communication and signification....

Textual Communities and Gameplay

by Becky Anderson This past week, my research has circulated around transmedia, storytelling, & sub-creation with a specific focus on the way in which a secondary world is mapped. The two lines of inquiry precipitated by these three concepts that I’ve been thinking about this week are first, Mapping & Player Experience of Space; and second, Proprioception & Experience of Place. Specifically, I’ve been particularly interested in a game’s topographic transfer of a Secondary World into the chosen medium and how the adapted layout of that world into the game impacts player experience. I’ve been equally interested in exploring how space influences and interacts with the social within the gameworld of a particular secondary world. With LOTRO, I’ve been thinking...

From Goombas to Gluskabe: Coding Culture into Super Mario Bros.

By Ashlee Bird Gitelman’s concept of the frivolity of dissecting the content of a medium without first examining the abilities and limitations of the medium itself has been present in almost every aspect of this week for me. However, as I began to think more about this ideology, I’ve realized that NAS actually tends to be skewed more towards the cultural/content end of the spectrum, probably to a fault. We discuss changes in education systems, but often ignore the fact that a large majority of Native students go to public high schools not on the reservation, and some of the changes that are seen as necessary are simply not achievable within that structure. So, the general suggestion is complete separation...

Exploring “home” in early home computing

by Bailey Kelley In various ways, I’ve been interested in domesticity as a constellation of expectations, practices, technologies, and affects that can provide access to all kinds of questions about labor, gender/race/class, and materiality. This week I’ve been asking: What does it mean to have a computer in the home, and if women have traditionally been the creators and managers of homes, what is their relationship to this technology? Keeping in mind Gittelman’s definition of media as both technology and context, this project has two pieces. The actual hardware and software of early home computing intended to assist with various housekeeping tasks and the physical experience of using them; and their various paratexts, including advertisements, packaging, user manuals, and popular...