Culture in multisensory computing: dividing the body for a digital future.

This paper examines the ways in which computer science and a selection of multisensory digital devices modulate the term culture. Three self-identified, 'cultural computing' devices are examined: ZENetic, Alice's Adventures and GRIOT'S Japanese Renku. The devices variously configure relationships be...

Descripción completa

Detalles Bibliográficos
Publicado en:Journal for Cultural Research Vol. 22; no. 4; pp. 343 - 358
Autor principal: Kerruish, Erika
Formato: Artículo
Publicado: Taylor & Francis Ltd Dec2018
Materias:
Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:This paper examines the ways in which computer science and a selection of multisensory digital devices modulate the term culture. Three self-identified, 'cultural computing' devices are examined: ZENetic, Alice's Adventures and GRIOT'S Japanese Renku. The devices variously configure relationships between bodies and culture so that the body is thought to provide a window into particular cultures, as well as a universal tool of their transmission. These delineations of the term culture occur in continuity with surrounding political histories and projects, including racial and ethnic ones. Dividing the body between the extra cultural and the culturally specific works to secure the communicability as well as the exclusivity of cultural practices. It is an instance of what Merleau-Ponty terms a divergence, a gap within the body between two imbricated parts. In this way, these devices present culture as a source of innovation that combats global and abstracted computing practices.