Difference between revisions of "Rewriting wiki"

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*Or the readme.spampoem email-adress, sending an email with a randomly generated poem derived from words filtered as spam.  
*Or the readme.spampoem email-adress, sending an email with a randomly generated poem derived from words filtered as spam.  
*For full list of Soon's creative works go to her website siusoon.net
*For full list of Soon's creative works go to her website siusoon.net
====Teaching====
----
=====Early teachings=====
Winnie Soon started teaching in digital courses such as User Interaction design, Interactive Media design all the way back to 2010 at Wuhan University, China and later in Hong Kong.
=====Current teaching position=====
Since 2014 she has been teaching at Aarhus University, Denmark (where she also finished her ph.d).
* the bachelor's degree course: “Aesthetic Programming”
*is a practice-based course requires no prior programming experience but an interest to explore the relationship between art, design, technology and culture within the context of software studies. The course introduces coding as an aesthetic and critical endeavour beyond its functional application. It explores coding as a practice of thinking with and in the world, and understanding the complex computational procedures that underwrite our experiences and realities in digital culture. Through coding practice, students are able to contextualize, conceptualize, articulate, design and write a piece of software. Emphasis is placed on the student acquiring practical skills of expression through an introduction to programming, and this course uses P5.js primarily, which serves as a foundation for further courses on Digital Design.
The course is designed to complement the parallel course in SOFTWARE STUDIES where further critical work will be developed and expanded but without losing sight of coding as critical work in itself. Examples of artists and designers will be introduced that work with coding as their expressive material.
And since 2017 has been teaching the course: Digital Culture for Master's degree students, of which the authors of this block of text are students:
*With the advancement of technologies, such as hypertext, world wide web, communication platforms, social media, search engines, wikipedia, programming, QR code, chatbots, our contemporary culture emerges with these crucial actants in processes of production and consumption that shape cultural meanings, values, structures, hierarchies, policies and social interactions. This course addresses digital culture at some sort with specific focuses on different textual forms and the materiality of code, exploring how programmable technologies profoundly affect our understanding of consumption, production, identity, cultural participation and political agency.
The course takes cultural studies and computational literary perspectives on digital culture, unfolding a range of topics to try to grasp the complexity of our times. Under current conditions, and in the light of digitisation, how we can begin to analyze, consume, design and produce cultural artifacts? We will discuss key texts and look at cultural artifacts, digital art and design examples and explore different textual practices to develop our cultural and critical awareness of digital technologies and platforms. The outcome of the course is to conceptualize, contextualize and sketch a creative work (such as browser add-ons, digital poetry, installation, bots, website, apps, etc), in the form of 5-8 pages synopsis with both written and visual formats, that examines any self-defined digital cultural issues. This synopsis is to prepare thoughts towards the assessed task in which students are asked to take an oral exam to analyse and reflect upon contemporary digital culture.


===Michaela Lintrup===
===Michaela Lintrup===

Revision as of 08:45, 12 October 2017

The idea of this activity is to look for anyone that you might have known in the IT/Digital related areas but are grossly underrepresented on Wikipedia, the largest free online encyclopedia and one of the most popular websites in the world. After identifying somebody, you are required to take action and modify this wiki page for the one you have chosen. Use the practice and power of collective writing to help presenting those who are relatively invisible.

Feel free to use this wiki as a pilot platform to familiarize yourself with wiki style of writing and start off with a draft. You are encouraged to submit the source and writing to Wikipedia.


- Digital Culture, Department of Digital Design, Aarhus University


Reference source:




Winnie Soon

Introduction


Winnie Soon is an artist-researcher who resides in Hong Kong and Denmark. She has a MA from School of Creative Media, City University of Hong Kong and a MSc from Institute of Digital Art and Technology, Plymouth University in UK, and 10 years experience as a programmer, designer, information architect and project manager in both corporate and educational settings. She has recently completed a PhD at the Center for Participatory IT (School of Communication and Culture), Aarhus University with the topic “Executing Liveness: An examination of code inter-actions in software (art) studies”. Currently, she is Assistant Professor at the Department of Digital Design and Information Studies in Aarhus University, teaching Aesthetic Programming and Digital Culture.

Informed by the cultural, social and political context of technology, Winnie’s work approach spans the fields of artistic practice and software studies, examining the materiality of computational processes that underwrite our experiences and realities in digital culture. Her projects and lectures have been presented internationally at museums, art festivals, universities and conferences, including but not limited to Transmediale2015/2017 (Berlin), ISEA2015/2016 (Vancouver, Hong Kong), V&A Museum (London), ARoS Aarhus Art Museum (Aarhus, Denmark), Si Shang Art Museum (Beijing), Pulse Art + Technology Festival (Savannah, USA), FutureEverything Art Exhibition (Manchester), The Wrong – New Digital Art Biennale, Hong Kong Microwave International Media Arts Festival, Taipei National University of Arts and The University of Hong Kong.

Research interest: Artistic Practice/Research, Machine Learning and Natural Language Processing in Art and Culture, Software Studies, Internet/Software Art, Humanistic/Exploratory/Aesthetic Programming

Creative Works


Winnie Soon has created a long range of digital creative works, both with an analog output and digital performances. Such as:

  • Her exhibited work Jsut code using QR-code technology.
  • Her exhibited work "Hello Zombies" from 2014
  • Or the readme.spampoem email-adress, sending an email with a randomly generated poem derived from words filtered as spam.
  • For full list of Soon's creative works go to her website siusoon.net

Teaching


Early teachings

Winnie Soon started teaching in digital courses such as User Interaction design, Interactive Media design all the way back to 2010 at Wuhan University, China and later in Hong Kong.

Current teaching position

Since 2014 she has been teaching at Aarhus University, Denmark (where she also finished her ph.d).

  • the bachelor's degree course: “Aesthetic Programming”
  • is a practice-based course requires no prior programming experience but an interest to explore the relationship between art, design, technology and culture within the context of software studies. The course introduces coding as an aesthetic and critical endeavour beyond its functional application. It explores coding as a practice of thinking with and in the world, and understanding the complex computational procedures that underwrite our experiences and realities in digital culture. Through coding practice, students are able to contextualize, conceptualize, articulate, design and write a piece of software. Emphasis is placed on the student acquiring practical skills of expression through an introduction to programming, and this course uses P5.js primarily, which serves as a foundation for further courses on Digital Design.

The course is designed to complement the parallel course in SOFTWARE STUDIES where further critical work will be developed and expanded but without losing sight of coding as critical work in itself. Examples of artists and designers will be introduced that work with coding as their expressive material.

And since 2017 has been teaching the course: Digital Culture for Master's degree students, of which the authors of this block of text are students:

  • With the advancement of technologies, such as hypertext, world wide web, communication platforms, social media, search engines, wikipedia, programming, QR code, chatbots, our contemporary culture emerges with these crucial actants in processes of production and consumption that shape cultural meanings, values, structures, hierarchies, policies and social interactions. This course addresses digital culture at some sort with specific focuses on different textual forms and the materiality of code, exploring how programmable technologies profoundly affect our understanding of consumption, production, identity, cultural participation and political agency.

The course takes cultural studies and computational literary perspectives on digital culture, unfolding a range of topics to try to grasp the complexity of our times. Under current conditions, and in the light of digitisation, how we can begin to analyze, consume, design and produce cultural artifacts? We will discuss key texts and look at cultural artifacts, digital art and design examples and explore different textual practices to develop our cultural and critical awareness of digital technologies and platforms. The outcome of the course is to conceptualize, contextualize and sketch a creative work (such as browser add-ons, digital poetry, installation, bots, website, apps, etc), in the form of 5-8 pages synopsis with both written and visual formats, that examines any self-defined digital cultural issues. This synopsis is to prepare thoughts towards the assessed task in which students are asked to take an oral exam to analyse and reflect upon contemporary digital culture.

Michaela Lintrup

someone C

someone D

someone E

someone F

Marie Louise Juul Søndergaard is a Ph.d fellow at Aarhus University in Denmark, Europe, World, Solarsystem, The Milky Way, the Local Supercluster, Observable Universe, Time, Void, (etc.). Søndergaard researches into gender oriented critical design. Søndergaard developed PeriodShare, which is "a speculative design proposing a wireless menstrual cup that automatically quantifies and shares menstrual data on social networks."

someone G

Jorien "Sheever" van der Heijden

Jorien "Sheever" van der Heijden is a female English speaking DotA2 commentator and content creator. She's been working on several major and minor DotA2 tournaments and also the largest DotA2 tournament in the world, The International.

Biography

Jorien van der Heijden grew up as the third child in a village in the Netherlands. She liked games from a young age, being introduced to Warcraft III and the world of Battle.net by her sister. She was a big fan of Tower Defense, and later also DotA. Sheever became serious about gaming with World of Warcraft, raiding with hardcore raiding guild 'Ascendence' for about 4 years. It was not long after quitting World of Warcraft in 2011 that she received a Dota 2 beta key. She started streaming Dota 2 on Owned.tv in early December 2011, switching to Twitch.tv in March 2012.

Sheever entered the casting world when she was asked to help out with an amateur Dota 2 tournament. She was hired as a caster at GosuGamers in April 2012, remaining with them until January 2013 when they were disbanded. Since then Sheever has been an increasingly well-known independent freelance caster, host, panelist and interviewer for Dota 2, appearing in many well-known events such as The International, Starladder, and DreamLeague.[1]

In May 2017, Sheever announced that she had been diagnosed with breast cancer and will take her leave from events for treatment.