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X-ORIGINAL-URL:https://cms.mit.edu
X-WR-CALDESC:Events for MIT Graduate Program in Comparative Media Studies
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UID:21268-1173373200-1173380400@cms.mit.edu
SUMMARY:Many Eyes: A Site for Social Data Analysis
DESCRIPTION:While visualization is traditionally viewed as an efficient way of transferring a large amount of information from a database into an individual’s head\, we believe that visualizations become far more powerful when multiple people access them for collaborative sense-making. To test this hypothesis\, IBM’s Visual Communication Lab recently launched Many Eyes\, a website devoted to a new social style of data analysis and visualization. Fernanda Viegas and Martin Wattenberg will discuss the design goals behind the site and provide a preliminary report on the usage patterns we have seen.  Viegas is a research scientist in IBM&apos;s Visual Communication Lab where her work focuses on social and collaborative aspects of data visualization. Previous projects explored e-mail archives\, newsgroup conversations\, chat-room interactions\, and the editing history of wiki pages. Her visualization-based artwork has been exhibited in galleries in New York\, Los Angeles\, and Boston. Wattenberg\, also a research scientist in IBM&apos;s Visual Communication Lab\, focuses on information visualization and its application to collaborative computing\, journalism\, and art. Wattenberg’s visualization artwork has been exhibited in venues ranging from Ars Electronica to the Whitney Museum of American Art.
URL:https://cms.mit.edu/event/many-eyes-site-for-social-data-analysis/
LOCATION:MIT Building 2\, Room 105\, 182 Memorial Drive\, Cambridge\, MA\, 02139\, United States
CATEGORIES:Colloquium
ATTACH;FMTTYPE=image/png:https://cms.mit.edu/wp/wp-content/uploads/2014/08/Many-Eyes.png
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DTSTART;TZID=America/New_York:20070313T170000
DTEND;TZID=America/New_York:20070313T170000
DTSTAMP:20260729T040916
CREATED:20150106T202112Z
LAST-MODIFIED:20150625T134329Z
UID:21276-1173805200-1173805200@cms.mit.edu
SUMMARY:Girls-Games-Japan: Why it is different to be a female gamer in Japan and how we can make a change in the West.
DESCRIPTION:Barbara Lippe\nWomen’s culture has existed for centuries in Japan. Today\, it extensively shapes Japan’s popular culture – even its game industry. Gender-blending\, androgyny and the challenging of gender roles lie at the core of specific game genres produced by and for females in Japan. Whereas in the West most professional attempts to address a larger number of female gamers and to engage a greater female workforce in the game industry have failed\, Avaloop – an independent game development studio in Austria – is about to change this profoundly. By taking the global de-disneyfication into account and employing female creative leads\, its game Papermint has not only already gained a large fanbase of non-traditional gamers but even manages to blend games with the notion of bourgeois “high culture”. Papermint’s success is based on its practical realisation of Barbara’s research on Japanese gaming and girl culture\, as well as the game’s wholly original artistic concept created by a diverse team. \nAbout the Speaker\nDr. Barbara Lippe is the lead artist at the Vienna-based game development studio Avaloop Ltd\, currently working on Austria&apos;s first virtual world. Barbara previously worked as a character artist at the Tokyo-based design company FuriFuri Co. Her unique characters were published in the character design encyclopedia Pictoplasma by Die Gestalten Verlag. Her art has been exhibited in London\, Damascus\, Budapest\, Seoul\, Singapore and San Francisco. She was a juror for the Golden Nica Award of the Ars Electronica Festival in 2002 and a columnist for CONSOL.AT\, the leading Austrian video game magazine. Recently\, she has been elected into the organising committee of the Nordic Game\, the largest game developers&apos; conference in Scandinavia. Barbara holds a Master’s degree in multimedia art and a PhD in cultural studies with a doctoral dissertation on girls\, video games and Japan titled "Game Boys for Play Girls!". She hosts discussions and workshops in Austria\, Sweden\, Denmark\, the Netherlands and the UK. Her academic and job-related interests include virtual characters\, fan cultures\, user-generated content\, global youth scenes\, leisure behaviour and gender\, as well as game scenes and markets in Asia.
URL:https://cms.mit.edu/event/barbara-lippe-girls-games-japan/
LOCATION:MIT Building 14E\, Room 304\, 160 Memorial Drive\, Cambridge\, MA\, 02139\, United States
ATTACH;FMTTYPE=image/jpeg:https://cms.mit.edu/wp/wp-content/uploads/2015/01/Barbara-Lippe.jpg
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DTSTART;TZID=America/New_York:20070315T170000
DTEND;TZID=America/New_York:20070315T170000
DTSTAMP:20260729T040916
CREATED:20150327T135222Z
LAST-MODIFIED:20170224T181805Z
UID:21269-1173978000-1173978000@cms.mit.edu
SUMMARY:Old World\, New World: How Communities\, Culture\, Connectivity\, and Commerce are Changing How We Create Culture\, Media\, Education and Politics
DESCRIPTION:Alan Moore\nAlan Moore\, CEO of engagement marketing company SMLXL and co-author of Communities Dominate Brands\, believes that community-based engagement initiatives and the enabling of peer-to-peer flows of communication within organizations\, and those that engage with them\, will replace the traditional media orthodoxies of government\, management\, business\, media distribution and marketing.
URL:https://cms.mit.edu/event/alan-moore-changing-how-we-create-culture-media-education-politics/
LOCATION:MIT Building 2\, Room 105\, 182 Memorial Drive\, Cambridge\, MA\, 02139\, United States
CATEGORIES:Colloquium
ATTACH;FMTTYPE=image/jpeg:https://cms.mit.edu/wp/wp-content/uploads/2015/03/Alan-Moore.jpg
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BEGIN:VEVENT
DTSTART;TZID=America/New_York:20070322T170000
DTEND;TZID=America/New_York:20070322T190000
DTSTAMP:20260729T040916
CREATED:20140730T144517Z
LAST-MODIFIED:20200928T175002Z
UID:21270-1174582800-1174590000@cms.mit.edu
SUMMARY:"This One's Gonna Be a Slobberknocker": A Q&A with WWE's "Good Ol' J.R." Jim Ross
DESCRIPTION:“Good Ol’ J.R.” Jim Ross\nJim Ross\, the longtime voice of World Wrestling Entertainment\, joins CMS graduate student Sam Ford to discuss the unique blend of reality and fiction in the world of American professional wrestling. Ross will talk about how WWE’s distribution across multiple media platforms creates an interesting storytelling atmosphere\, and he will share experiences from his many years in the television industry as wrestling has moved from broadcast to cable and pay-per-view and now to DVD distribution\, on-demand\, and the Web. See Ross’s Web site at www.jrsbarbq.com. \nNOTE: This is the first of two colloquia about American professional wrestling being organized this term by Sam Ford ’07. Ford is teaching a spring class on the pro wrestling industry and is a researcher for the Convergence Culture Consortium. He is a weekly columnist for the Ohio County Times-News in Hartford\, Ky.\, and performs in pro wrestling events on occasion.  A third colloquium on April 26 with Sharon Mazer will also examine aspects of wrestling.
URL:https://cms.mit.edu/event/jim-ross-wwe-q-and-a/
LOCATION:MIT Building 4\, Room 370\, 182 Memorial Drive (Rear)\, Cambridge\, MA\, 02139\, United States
CATEGORIES:Colloquium
ATTACH;FMTTYPE=image/jpeg:https://cms.mit.edu/wp/wp-content/uploads/2007/06/Jim+Ross.jpg
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