Software Studies
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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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Interdisciplinary
Interdisciplinarity or interdisciplinary studies involves the combination of multiple academic disciplines into one activity (e.g., a research project). It draws knowledge from several other fields like sociology, anthropology, psychology, economics, etc. It is about creating something by thinking across boundaries. It is related to an ''interdiscipline'' or an ''interdisciplinary field,'' which is an organizational unit that crosses traditional boundaries between academic disciplines or schools of thought, as new needs and professions emerge. Large engineering teams are usually interdisciplinary, as a power station or mobile phone or other project requires the melding of several specialties. However, the term "interdisciplinary" is sometimes confined to academic settings. The term ''interdisciplinary'' is applied within education and training pedagogies to describe studies that use methods and insights of several established disciplines or traditional fields of study. Interd ...
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Matthew Fuller (author)
Matthew Fuller is an author and Professor of Cultural Studies at the Department of Media and Communications, Goldsmiths, University of London. He is known for his writings in media theory, software studies, critical theory and cultural studies, and contemporary fiction. Work His book ''Media Ecologies'' examines the interactions of complex media systems in current art practices. Drawing on the theories of Marshall McLuhan, Félix Guattari, and William Burroughs, Fuller explores unorthodox and non-traditional uses of media. The book analyzes interventionist art projects by BIT (Bureau of Inverse Technology), Irational.org, pirate radio projects, surveillance video projects, and the work of conceptual artist John Hilliard. According to WorldCat, this book is in 890 libraries In ''Evil Media'', Fuller and co-author Andrew Goffey examine media power in the form of information systems, addressing, as the book states, "the gray zones in which media exist as corporate work systems, alg ...
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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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Computing Culture
Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both hardware and software. Computing has scientific, engineering, mathematical, technological and social aspects. Major computing disciplines include computer engineering, computer science, cybersecurity, data science, information systems, information technology and software engineering. The term "computing" is also synonymous with counting and calculating. In earlier times, it was used in reference to the action performed by mechanical computing machines, and before that, to human computers. History The history of computing is longer than the history of computing hardware and includes the history of methods intended for pen and paper (or for chalk and slate) with or without the aid of tables. Computing is intimately tied to the representation of numbers, though mathematical concepts ...
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Digital Sociology
The sociology of the Internet involves the application of sociological theory and method to the Internet as a source of information and communication. The overlapping field of digital sociology focuses on understanding the use of digital media as part of everyday life, and how these various technologies contribute to patterns of human behavior, social relationships, and concepts of the self. Sociologists are concerned with the social implications of the technology; new social networks, virtual communities and ways of interaction that have arisen, as well as issues related to cyber crime. The Internet— the newest in a series of major information breakthroughs—is of interest for sociologists in various ways: as a tool for research, for example, in using online questionnaires instead of paper ones, as a discussion platform, and as a research topic. The sociology of the Internet in the stricter sense concerns the analysis of online communities (e.g. as found in newsgroups), vir ...
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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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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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Noah Wardrip-Fruin
Noah Wardrip-Fruin is a professor in the Computational Media department of the University of California, Santa Cruz, and is an advisor for the Expressive Intelligence Studio. He is an alumnus of the Literary Arts MFA program and Special Graduate Study PhD program at Brown University. In addition to his research in digital media, computer games, and software studies, he served for 10 years as a member of the Board of Directors of the Electronic Literature Organization. Career Wardrip-Fruin's twinned research track -- arts and humanities on the one hand and computer science on the other—is reflected in the table of the contents of ''The New Media Reader,'' which he co-edited with Nick Montfort. He has also co-edited a series of new media textbooks and anthologies with Pat Harrigan: ''First Person: New Media as Story, Performance, and Game'' (2004) as well as ''Second Person: Role-Playing and Story in Games and Playable Media'' (2007), ''Third Person: Authoring and Exploring Vast Na ...
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Benjamin H
Benjamin ( he, ''Bīnyāmīn''; "Son of (the) right") blue letter bible: https://www.blueletterbible.org/lexicon/h3225/kjv/wlc/0-1/ H3225 - yāmîn - Strong's Hebrew Lexicon (kjv) was the last of the two sons of Jacob and Rachel (Jacob's thirteenth child and twelfth and youngest son) in Jewish, Christian and Islamic tradition. He was also the progenitor of the Israelite Tribe of Benjamin. Unlike Rachel's first son, Joseph, Benjamin was born in Canaan according to biblical narrative. In the Samaritan Pentateuch, Benjamin's name appears as "Binyamēm" (Samaritan Hebrew: , "son of days"). In the Quran, Benjamin is referred to as a righteous young child, who remained with Jacob when the older brothers plotted against Joseph. Later rabbinic traditions name him as one of four ancient Israelites who died without sin, the other three being Chileab, Jesse and Amram. Name The name is first mentioned in letters from King Sîn-kāšid of Uruk (1801–1771 BC), who called himself “King ...
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MIT Press
The MIT Press is a university press affiliated with the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts (United States). It was established in 1962. History The MIT Press traces its origins back to 1926 when MIT published under its own name a lecture series entitled ''Problems of Atomic Dynamics'' given by the visiting German physicist and later Nobel Prize winner, Max Born. Six years later, MIT's publishing operations were first formally instituted by the creation of an imprint called Technology Press in 1932. This imprint was founded by James R. Killian, Jr., at the time editor of MIT's alumni magazine and later to become MIT president. Technology Press published eight titles independently, then in 1937 entered into an arrangement with John Wiley & Sons in which Wiley took over marketing and editorial responsibilities. In 1962 the association with Wiley came to an end after a further 125 titles had been published. The press acquired its modern name af ...
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Computer-aided Design
Computer-aided design (CAD) is the use of computers (or ) to aid in the creation, modification, analysis, or optimization of a design. This software is used to increase the productivity of the designer, improve the quality of design, improve communications through documentation, and to create a database for manufacturing. Designs made through CAD software are helpful in protecting products and inventions when used in patent applications. CAD output is often in the form of electronic files for print, machining, or other manufacturing operations. The terms computer-aided drafting (CAD) and computer aided design and drafting (CADD) are also used. Its use in designing electronic systems is known as '' electronic design automation'' (''EDA''). In mechanical design it is known as ''mechanical design automation'' (''MDA''), which includes the process of creating a technical drawing with the use of computer software. CAD software for mechanical design uses either vector-based graphics ...
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Motion Graphics
Motion graphics (sometimes mograph) are pieces of animation or digital footage which create the illusion of motion or rotation, and are usually combined with audio for use in multimedia projects. Motion graphics are usually displayed via electronic media technology, but may also be displayed via manual powered technology (e.g. thaumatrope, phenakistoscope, stroboscope, zoetrope, praxinoscope, flip book). The term distinguishes static graphics from those with a transforming appearance over time, without over-specifying the form. While any form of experimental or abstract animation can be called motion graphics, the term typically more explicitly refers to the commercial application of animation and effects to video, film, TV, and interactive applications. History of the term Since there is no universally accepted definition of motion graphics, the official beginning of the art form is disputed. There have been presentations that could be classified as motion graphics as early a ...
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