Critical Code Studies
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Critical Code Studies
Critical code studies (CCS) is an emerging academic subfield, related to software studies, digital humanities, cultural studies, computer science, human–computer interface, and the do-it-yourself maker culture. Its primary focus is on the cultural significance of computer code, without excluding or focusing solely upon the code's functional purpose. According to Mark C. Marino, it As introduced by Marino, critical code studies was initially a method by which scholars "can read and explicate code the way we might explicate a work of literature", but the concept also draws upon Espen Aarseth's conception of a cybertext as a "mechanical device for the production and consumption of verbal signs", arguing that in order to understand a digital artifact we must also understand the constraints and capabilities of the authoring tools used by the creator of the artifact, as well as the memory storage and interface required for the user to experience the digital artifact. Evidence that c ...
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Software Studies
Software studies is an emerging interdisciplinary research field, which studies software systems and their social and cultural effects. The implementation and use of software has been studied in recent fields such as cyberculture, Internet studies, new media studies, and digital culture, yet prior to software studies, software was rarely ever addressed as a distinct object of study. To study software as an artifact, software studies draws upon methods and theory from the digital humanities and from computational perspectives on software. Methodologically, software studies usually differs from the approaches of computer science and software engineering, which concern themselves primarily with software in information theory and in practical application; however, these fields all share an emphasis on computer literacy, particularly in the areas of programming and source code. This emphasis on analysing software sources and processes (rather than interfaces) often distinguishes soft ...
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Digital Humanities
Digital humanities (DH) is an area of scholarly activity at the intersection of computing or Information technology, digital technologies and the disciplines of the humanities. It includes the systematic use of digital resources in the humanities, as well as the analysis of their application. DH can be defined as new ways of doing scholarship that involve collaborative, transdisciplinary, and computationally engaged research, teaching, and publishing. It brings digital tools and methods to the study of the humanities with the recognition that the printed word is no longer the main medium for knowledge production and distribution. By producing and using new applications and techniques, DH makes new kinds of teaching possible, while at the same time studying and critiquing how these impact cultural heritage and digital culture. DH is also applied in research. Thus, a distinctive feature of DH is its cultivation of a two-way relationship between the humanities and the digital: the ...
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Cultural Studies
Cultural studies is an interdisciplinary field that examines the political dynamics of contemporary culture (including popular culture) and its historical foundations. Cultural studies researchers generally investigate how cultural practices relate to wider systems of power associated with, or operating through, social phenomena. These include ideology, class structures, national formations, ethnicity, sexual orientation, gender, and generation. Employing cultural analysis, cultural studies views cultures not as fixed, bounded, stable, and discrete entities, but rather as constantly interacting and changing sets of practices and processes. The field of cultural studies encompasses a range of theoretical and methodological perspectives and practices. Although distinct from the discipline of cultural anthropology and the interdisciplinary field of ethnic studies, cultural studies draws upon and has contributed to each of these fields. Cultural studies was initially developed by B ...
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Computer Science
Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical disciplines (including the design and implementation of Computer architecture, hardware and Computer programming, software). Computer science is generally considered an area of research, academic research and distinct from computer programming. Algorithms and data structures are central to computer science. The theory of computation concerns abstract models of computation and general classes of computational problem, problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and for preventing Vulnerability (computing), security vulnerabilities. Computer graphics (computer science), Computer graphics and computational geometry address the generation of images. Progr ...
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Do-it-yourself
"Do it yourself" ("DIY") is the method of building, modifying, or repairing things by oneself without the direct aid of professionals or certified experts. Academic research has described DIY as behaviors where "individuals use raw and semi-raw materials and parts to produce, transform, or reconstruct material possessions, including those drawn from the natural environment (e.g., landscaping)". DIY behavior can be triggered by various motivations previously categorized as marketplace motivations (economic benefits, lack of product availability, lack of product quality, need for customization), and identity enhancement (craftsmanship, empowerment, community seeking, uniqueness). The term "do-it-yourself" has been associated with consumers since at least 1912 primarily in the domain of home improvement and maintenance activities. The phrase "do it yourself" had come into common usage (in standard English) by the 1950s, in reference to the emergence of a trend of people undert ...
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Maker Culture
The maker culture is a contemporary subculture representing a technology-based extension of DIY culture that intersects with hardware-oriented parts of hacker culture and revels in the creation of new devices as well as tinkering with existing ones. The maker culture in general supports open-source hardware. Typical interests enjoyed by the maker culture include engineering-oriented pursuits such as electronics, robotics, 3-D printing, and the use of computer numeric control tools, as well as more traditional activities such as metalworking, woodworking, and, mainly, its predecessor, traditional arts and crafts. The subculture stresses a cut-and-paste approach to standardized hobbyist technologies, and encourages cookbook re-use of designs published on websites and maker-oriented publications. There is a strong focus on using and learning practical skills and applying them to reference designs. There is also growing work on equity and the maker culture. Philosophical emphasis ...
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Computer Code
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which links bil ...
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Espen Aarseth
Espen J. Aarseth (born 1965) is a Norwegian academic specializing in the fields of video game studies and electronic literature. Aarseth completed his doctorate at the University of Bergen. He co-founded the Department of Humanistic Informatics at the University of Bergen, and worked there until 2003, at which time he was a full professor. He is currently a full professor and Head of the Center for Computer Games Research at the IT University of Copenhagen, and principal investigator of a €2 million ERC Advanced grant for the project Making Sense of Games. Aarseth is also the Editor in Chief of Game Studies,http://gamestudies.org/1103/ed_board Editorial Board for the Game Studies journal the oldest peer reviewed journal in the field of game studies, and member of the Advisory Board of G, A, M, E,http://www.gamejournal.it/about/editorial-board/ Editorial Board for the G, A, M, E journal a journal of comparative videogame analysis. ''Cybertext'' Aarseth's works include groundbreak ...
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The Chronicle Of Higher Education
''The Chronicle of Higher Education'' is a newspaper and website that presents news, information, and jobs for college and university faculty and student affairs professionals (staff members and administrators). A subscription is required to read some articles. ''The Chronicle'', based in Washington, D.C., is a major news service in United States academic affairs. It is published every weekday online and appears weekly in print except for every other week in May, June, July, and August and the last three weeks in December. In print, ''The Chronicle'' is published in two sections: section A with news, section B with job listings, and ''The Chronicle Review,'' a magazine of arts and ideas. It also publishes ''The Chronicle of Philanthropy'', a newspaper for the nonprofit world; ''The Chronicle Guide to Grants'', an electronic database of corporate and foundation grants; and the web portal Arts & Letters Daily. History Corbin Gwaltney was the founder and had been the editor of t ...
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Modern Language Association
The Modern Language Association of America, often referred to as the Modern Language Association (MLA), is widely considered the principal professional association in the United States for scholars of language and literature. The MLA aims to "strengthen the study and teaching of language and literature".About the MLA"
''mla.org'', Modern Language Association, 9 July 2008, Web, 25 April 2009.
The organization includes over 25,000 members in 100 countries, primarily academic scholars, s, and s who study or teach lan ...
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Critical Legal Studies
Critical legal studies (CLS) is a school of critical theory that developed in the United States during the 1970s.Alan Hunt, "The Theory of Critical Legal Studies," Oxford Journal of Legal Studies, Vol. 6, No. 1 (1986): 1-45, esp. 1, 5. Se DOI, 10.1093/ojls/6.1.1. CLS adherents claim that laws are devised to maintain the status quo of society and thereby codify its biases against marginalized groups. Despite wide variation in the opinions of critical legal scholars around the world, there is general consensus regarding the key goals of Critical Legal Studies: * to demonstrate the ambiguity and possible preferential outcomes of supposedly impartial and rigid legal doctrines. * to publicize historical, social, economic and psychological results of legal decisions * to demystify legal analysis and legal culture in order to impose transparency on legal processes so that they earn the general support of socially responsible citizens The abbreviations "CLS" and "Crit" are sometimes us ...
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