Malign Neglect
Labels: interactivity, Los Angeles Times
A blog about digital rhetoric that asks the burning questions about electronic bureaucracy and institutional subversion on the Internet.
Labels: interactivity, Los Angeles Times
Labels: digital parenting, social networking, ubiquitous computing
Yesterday the Los Angeles Times reported that, as of the 19th of next month, "Time of day calling it quits at AT&T." Of course, as a child, one of the first numbers I memorized was 853-1212, the local Southern California number for time. I just called the number and thought that the voice was definitely different from the voice of my childhood. As the article points out, the ubiquitous availability of self-synchronizing cellular telephones has made the time service largely obsolete.Labels: feminism, ubiquitous computing
Labels: feminism, global villages, information aesthetics, youtube rhetoric
Labels: close reading, e-mail etiquette, global villages
This notice was included in my child's middle school registration packet, along with the medical releases and the earthquake supply packets. (Click to enlarge.) What I find interesting is how the age-inappropriate and the factually incorrect are combined as categories for purposes of potentially litigious parents.Labels: digital parenting
Labels: Google, higher education
Regular readers of this blog know that I am fascinated with official apologies on the websites of lawmakers, government agencies, or universities. Of course, sometimes the web page of an office-holder just disappears when a scandal breaks, but often a certain amount of rhetorically interesting digital ephemera is generated by an crisis of confidence.Labels: close reading, government websites, institutional rhetoric, virtualpolitik
Today, PETA, People for the Ethical Treatment of Animals, is in the news again for their successful mobilization in opposition to Atlanta Falcons' football player Michael Vick, who has plead guilty to involvement in a brutal dogfighting ring. Of course, I thought the big story today should have been the resignation of the U.S. Attorney General, who liberalized torture practices and secret detentions throughout the world. Nonetheless, most of the past twenty-four hours in the past twenty-four-hour news cycle has been taken up with Vick's offenses and well-publicized remorse. It's worth pointing out that Vick's official fan site has exceeded its bandwidth today, while PETA TV is running spots with other athletes condemning his behavior.Labels: consumerism, copyright, game politics, serious games
Labels: China, global villages, ubiquitous computing, virtualpolitik
Labels: China, copyright, economics, global villages, virtual worlds
Labels: blogging, Iraq war, public diplomacy
Labels: feminism, game politics, interactivity, movie reviews, participatory culture, sports
Labels: hoaxes, social marketing, youtube rhetoric
Labels: blogging, Los Angeles Times, participatory culture, print media, risk communication
Labels: copyright, elections, youtube rhetoric
Labels: security, social networking
Labels: consumerism, digital parenting, environment, interactivity
That's not to say that these displays in print were always gender neutral. When I look at pages like the one below, in which I appear in my nightie in a tasteless item that I wrote about necrophilia (and which -- in fact -- caused the magazine to lose several of its advertisers), I don't recognize many of the features of the public persona that I maintain today. Indeed, if anything, college print publications have gotten worse in this particular area. Witness the sleazy Harvard H-Bomb as an example. Ironically, given fears about the Internet and exhibitionism, part of its cachet was that its titilating pictures and stories existed only on glossy traditional pages rather than seemingly more ephemeral bits on a URL.
So what's the alternative to "modesty" if a teen is supposed to avoid excessively individualistic exhibitionism? Perhaps it's the anonymous manufacture of code, texts, or artifacts as part of a collective endeavor. But unless we expect young people to spend their time selflessly tinkering with open source or editing Wikipedia entries without recognition, the times may have passed this anti-exhibitionistic lifestyle by. In other words, from a broader historical perspective, tell-all or show-all exhibitionism has a long history, and in many ways it is a phenomenon of the Enlightenment, from which many of our current ideas about information culture come.Labels: digital parenting, feminism, online communities, print media
Labels: big media, network neutrality
Labels: copyright, economics, Google, search engines
Labels: information literacy, serious games, wikis
Labels: blogging, Google, Los Angeles Times, print media
I spend a lot of time on this blog discussing the general awfulness of the information design of government websites, particularly those with confusing interfaces or needless fun 'n' games kiddie pages. So it's nice to report that the official website of the Federal Reserve actually isn't too bad, despite the Fed's longstanding reputation for tight-lipped responses or cryptic communications with the press. Labels: economics, government websites
Labels: Los Angeles Times, print media, social networking, UC Irvine
Labels: elections, global villages, virtualpolitik
Labels: Harvard, justice system, virtual worlds
Labels: elections, youtube rhetoric
Although I was able to visit a number of facilities on the island -- including a conference center with space age furnishings and a variety of indoor and outdoor classrooms -- and could stop by a virtual kiosk for the SL Browser developed by UCI faculty member Crista Lopes, I did find myself shut out from a large parcel, which I assume has been alloted to the freshman game development class. The territory that was off-limits appeared to be part glassed-in research park and part boy scout camp with flags and pup tents.
As someone who has represented the School of Humanities on the university's work group on classroom facilities and instructional technology, I was especially interested to see the "Holodeck" that could be reconfigured with the push of a virtual button on the wall. The space was capable of shape shifting into a seminar room, library, and traditional classroom, along with something called menacingly "Room 101." It also had more exotic spatial representations that included "moonscape" and "shogun."
Perhaps the strangest classroom configurations were the ones that seemed most wildly inappropriate for a university concerned about decorum, appropriate conduct particularly between teachers and students, and the risks of sexual harassment. Most hilarious were the really incongruous holodeck choices for an academic setting: "dinner for two" (which featured a sky of shooting stars, a candlit intimate table, and hearts everywhere imaginable), "bedroom" (which seemed straight out of the Playboy mansion), and "club 360" (which I have reproduced above)
Of course, as someone fascinated with twenty-first-century classrooms, I couldn't help but wonder why they showed classes with uncomfortable chairs in learner-unfriendly rows, particularly ones in which -- from a practical point -- there would be nowhere for me to sit as a facilitator. At least elsewhere there were some cushions under palm trees and a semi-circle of hovering seating platforms, but I left feeling mystified as to why they would orient so many of their virtual learning spaces in ways that only reinforced existing hierarchies of power and emphasized passive reception of material coming from a screen.Labels: higher education, UC Irvine, virtual worlds
Labels: consumerism, economics, personal life, ubiquitous computing
Labels: Microsoft, personal life

Labels: China, security, ubiquitous computing
Labels: religion, technology
Labels: elections, justice system, social networking, youtube rhetoric
Labels: big media, game politics, institutional rhetoric, interactivity, participatory culture
Labels: human rights, Iraq war, remix culture
Labels: interactivity, participatory culture, personal life, religion, technology
Labels: economics, Microsoft, technology, ubiquitous computing
Labels: interactivity, participatory culture, virtual worlds