School of Culture and Communication - Research Publications

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    Robot death care: A study of funerary practice
    Gould, H ; Arnold, M ; Kohn, T ; Nansen, B ; Gibbs, M (SAGE PUBLICATIONS INC, 2021-07)
    Across the globe, human experiences of death, dying, and grief are now shaped by digital technologies and, increasingly, by robotic technologies. This article explores how practices of care for the dead are transformed by the participation of non-human, mechanised agents. We ask what makes a particular robot engagement with death a breach or an affirmation of care for the dead by examining recent entanglements between humans, death, and robotics. In particular, we consider telepresence robots for remote attendance of funerals; semi-humanoid robots officiating in a religious capacity at memorial services; and the conduct of memorial services by robots, for robots. Using the activities of robots to ground our discussion, this article speaks to broader cultural anxieties emerging in an era of high-tech life and high-tech death, which involve tensions between human affect and technological effect, machinic work and artisanal work, humans and non-humans, and subjects and objects.
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    Cybernetic Funeral Systems
    Arnold, M ; Gould, H ; Kohn, T ; Nansen, B ; Allison, F ; Love, H ; Adamson, G ; Gopal, TV (IEEE, 2021)
    Using Postphenomenology (one of many methods informed by Wiener's cybernetics) as an analytical approach, this paper examines three examples of robot participation in, and mediation of, funerals. The analysis of robot mediation of funerals challenges the idea that death rituals are exclusively human performances and experiences, and instead repositions them as cybernetic systems of entanglement and impact. The paper begins with an introduction to the relevance of postphenomenological theory, then moves to the case of CARL, a robot that enables remote participation in funeral ceremonies. We argue that the [Human-Robot-Funeral] relation and its variants are both engaging and alienating, through revealing-concealing, magnification-reduction and a more generalised enabling-constraining. Technological mediation is also evident in the case of Pepper, a robot that has officiated at funerals as a Buddhist monk. We describe similarities and differences in the way CARL and Pepper manifest the [Human-Robot-Funeral] relation. The final example is AIBO, a companion robot that becomes the locus of a funeral ritual. This offers a radical case that directly challenges humans' self-proclaimed exceptional ontology.
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    ‘Don’t mess with my algorithm’: Exploring the relationship between listeners and automated curation and recommendation on music streaming services
    Freeman, S ; Gibbs, M ; Nansen, B (University of Illinois Libraries, 2022-01-01)
    Given access to huge online collections of music on streaming platforms such as Spotify or Apple Music, users have become increasingly reliant on algorithmic recommender systems and automated curation and discovery features to find and curate music. Based on participant observation and semi-structured interviews with 15 active users of music streaming services, this article critically examines the user experience of music recommendation and streaming, seeking to understand how listeners interact with and experience these systems, and asking how recommendation and curation features define their use in a new and changing landscape of music consumption and discovery. This paper argues that through daily interactions with algorithmic features and curation, listeners build complex socio-technical relationships with these algorithmic systems, involving human-like factors such as trust, betrayal and intimacy. This article is significant as it positions music recommender systems as active agents in shaping music listening habits and the individual tastes of users.
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    Synchronizing multi-perspectival data of children's digital play at home
    Mavoa, J ; Nansen, B ; Carter, M ; Gibbs, M (ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD, 2022-07-03)
    Studying digitally mediated play presents challenges in terms of how to view and record both the on-screen action and player’s bodies in physical space. Carrying out this research in a socially and technologically diverse range of family households poses further challenges, common to ethnographic media research in general. In this paper, we describe a method for generating richly detailed views of 6–8 year old children’s digital play with the game Minecraft, on a range of devices and in a range of household configurations. We explain the process undertaken in our own research, highlighting the need for flexibility and a collaborative approach between participants and researchers. We argue that collecting multi-perspectival recordings of digital play provides data that has the potential to greatly aid understanding of digital playworlds.
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    Young children's haptic media habitus
    Nansen, B ; Green, L ; Holloway, D ; Stevenson, K ; Leaver, T ; Haddon, L (Routledge - Taylor & Francis, 2020-10-28)
    Young children’s engagement with digital media centres on their embodied relations, shaped with and through the interfaces, materiality, and mobility of tablets and smartphones. This chapter draws on ethnographic observation of young children’s mobile media practices in family homes to explore the embodied dimensions of digital media interfaces, while engaging with user interface and mobile app developer literature, and phenomenologically informed cultural theory. It reveals the emergence of a ‘haptic habitus’: the cultivation of embodied dispositions for touchscreen conduct and competence. Configured by both cultural and commercial operations, this habitus involves context, user interface studies, and the design of gestural input.
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    The postdigital playground: Children’s public play spaces in the smart city
    Nansen, B ; APPERLEY, T ; Leorke, D (Routledge, 2020)
    This chapter examines the integration of children’s public play spaces into the infrastructures of the smart city. While prior research has focused on personal mobile devices, this chapter examines deliberate design interventions that digitally augment children’s play spaces. Drawing on perspectives from children’s geography and game studies to conceptualise childhood play in the smart city, the chapter highlights the sometimes-contradictory relations that emerge. These contradictions arise in the smart city through the digital augmentation of spaces historically and culturally designated as play spaces. We introduce the notion of the postdigital to emphasise the blurring of boundaries of digital and nondigital play in children’s playgrounds and conceptualise the integration of playgrounds into digital infrastructures in relation to the broader impact that the smart city has on the uses of public space. This chapter explores this ongoing integration of playgrounds into the smart city through two recent examples of interactive play designs that digitally augment public playgrounds and parks: HybridPlay and Disney Fairy Trail. These examples of postdigital play in public playgrounds are analysed in terms of their functionality, representation and online reception. Operating along a broader trajectory of smart city infrastructures characterised by the blurring of discrete spaces of sociality, these examples of postdigital play highlight tensions associated with the cultural sensibilities and historical meanings attached to public play spaces, digital technologies and childhood.
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    Senses and Sensors of Sleep: Digital Mediation and Disconnection in Sleep Architectures
    Nansen, B ; Mannell, K ; O’Neill, C ; Jansson, A (Oxford University Press, 2021-01-01)

    This chapter analyzes sleep technology products designed to mediate and modulate patterns of sleep. Products analyzed include sleep-tracking applications and wearable devices for customizing personal phases of sleep architecture, and “smart” bedroom systems that use sensors and Internet connectivity to monitor and automate sensory environments to optimize the architectural spaces of sleep. Drawing on theories of digital disconnection, this chapter highlights how historical and theoretical notions of sleep as a site of subjective, social, and technological disconnection are reworked by contemporary media technologies. The now ubiquitous use of smartphones in bed reflects ongoing demands for digital participation and productivity. Yet such arrangements are unevenly distributed, with disconnective sleep technologies operating as a form of privilege and distinction for those who have the resources to reshape the architectures of personal sleep rhythms and spaces.

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    Automating Digital Afterlives
    Fordyce, R ; Nansen, B ; Arnold, M ; Kohn, T ; Gibbs, M ; Jansson, A ; Adams, PC (Oxford University Press, 2021-08-26)
    The question of how the dead “live on” by maintaining a presence and connecting to the living within social networks has garnered the attention of users, entrepreneurs, platforms, and researchers alike. In this chapter we investigate the increasingly ambiguous terrain of posthumous connection and disconnection by focusing on a diverse set of practices implemented by users and offered by commercial services to plan for and manage social media communication, connection, and presence after life. Drawing on theories of self-presentation (Goffman) and technological forms of life (Lash), we argue that moderated and automated performances of posthumous digital presence cannot be understood as a continuation of personal identity or self-presentation. Rather, as forms of mediated human (after)life, posthumous social media presence materializes ambiguities of connection/disconnection and self/identity.
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    Visual tactility: 'Oddly satisfying' videos, sensory genres and ambiguities in children's YouTube
    Nansen, B ; Balanzategui, J (SAGE PUBLICATIONS INC, 2022-12)
    This article contributes to research on children’s YouTube, online video genres and media consumption practices by focusing on genres that take shape at the intersection of digital media content and embodied sensation and in particular ‘oddly satisfying’ (OS) videos. This type of content has become popular on YouTube, where examples of satisfying and OS content include the manipulation or movement of a range of colourful or tactile materials such as slime, kinetic sand or icing a cake. To document the evolution and key characteristics of this genre, we analyse YouTube videos using content analysis methods. Our findings show the characteristics of this sensory genre can be understood through the concept of visual tactility, which highlights the synaesthetic feel of watching these videos. Further, we identify and examine how OS videos demonstrate ambiguities in children’s YouTube content, audiences and regulation by overlapping with other sensory genres and more adult content, such as ASMR. This analysis thus situates this sensory genre in relation to the developing study of children’s YouTube entertainment industries and media regulation.