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The Digital Classroom in the Time of Wikipedia
https://cis-india.org/raw/digital-humanities/blogs/digital-classroom/digital-classroom-in-time-of-wikipedia
<b>The digital turn in education comes across a wide range of initiatives and processes. The Wikipedia which is the largest user generated content website stands as a figurehead of such a digital turn, writes Nishant Shah.</b>
<h2>Context</h2>
<p>The digital turn in education has been described across a wide range of initiatives and processes. These include the introduction of digital tools and gadgets as a part of the learning environment, building digital archives and repositories of learning and curriculum building, facilitating remote access to education through information and communications technologies infrastructure, improving quality of access to education and learning resources, building diverse and customised syllabi to accommodate for alternative and contesting perspectives, building peer knowledge communities of information and knowledge production, and including non-canonical material and experiences into formal institutions of education. Different locations, contexts, geo-political circumstances, socio-economic factors, and cultural differences influence the spread, rise and integration of digital technologies in mainstream education. Much academic, policy and implementation attention has been given to these processes and several models of new learning environments and infrastructure have been postulated over the last two decades. The democratising promise of internet technologies has been largely if not exclusively about education, learning, literacy and production of knowledge from different parts of the world.</p>
Wikipedia, one of the first and possibly the largest user generated content websites, that aims to put together the ‘sum total of all human knowledge’ in an open encyclopaedia, stands as the figurehead of such a digital turn. It questions and subverts the traditional analogue forms of knowledge production and relationships. The much discussed experiment conducted by Nature (Giles, 2005 and Orlowski, 2006) that established Wikipedia as an almost equal (if not more) reliable source of information to the fountainhead of print-based knowledge <em>Encyclopaedia Britannica</em>, has become the touchstone by which digital collaborative knowledge structures seek their validity within mainstream classroom pedagogy and learning.
Wikipedia itself has emerged as an object of deep scrutiny and contestation, with warring factions going strong about its strengths and weaknesses. The supporters look at how this collaborative peer-to-peer structure has changed knowledge relationships that defined consumers, producers and mediators of knowledge. They see in the rise of Wikipedia, and other such wiki-based structures and user generated content sites that remix, reuse and share knowledge within the digital realm, the potentials and possibilities of changing the futures of knowledge ecologies and economies. The detractors of Wikipedia make a strong case for specialised and expert curatorial practices of knowledge, without which the information explosion of the digital world would collapse all distinctions between speculative writing and rigorous accountable research.
<h2>Concerns</h2>
<p>In the seemingly unbridgeable differences of these two contesting positions, there is however, a set of common presumptions which remained unquestioned and unchallenged. The example of Wikipedia accordingly serves to throw in sharp relief these more general questions regarding digitally produced knowledge and digitally enabled learning practices.</p>
<h3><strong>Design of Trust</strong></h3>
<h3></h3>
<p>The first among them is the concern around Authority and Authorship (Liang, 2010). Increasingly, as Wikipedia becomes a de facto global reference site available in different languages, there is a growing dependence on the authority of information available on Wikipedia. Given that the number of users of Wikipedia is exponentially higher than the number of editors on Wikipedia, there are many users who never confront the structures of participation, processes of editing, and questioning the source of information (Harouni, 2009, Broughton, 2002) found on the site. This is not a problem exclusive to Wikipedia. Given the explosion of user generated sites which often gloss over the problems of authority and authorship, misdirected or misguided information, there is a need for digital criticality which can help people sift through different kinds of information and develop the capacity for effective critical judgment regarding both truth or falsity and rhetorical persuasiveness or manipulation. Especially within the context of scholarly and academic research and learning, classroom teaching and pedagogy, there is a need to define new parameters by which information introduced in the classroom or learning environment needs to stand deeper scrutiny regarding reliability (over authority).</p>
<h3>Flattened Politics</h3>
<p>The second concern has to do with the depoliticized perception of participation, collaboration and knowledge production on Wikipedia (Graham, 2010). Not only are geographical counters, experiential knowledges and non-standard forms of citation (Prabhala, 2010) ignored on Wikipedia, but they are also rendered redundant under the guise of objectivity. The essentially viral nature of information online and conditions of easy replicability that allow for copy and paste cultures often means that the information gets de-contextualised and de-politicized from its original intentions and circuits of production/distribution.</p>
<p>In many ways, Wikipedia’s adherence to an encyclopaedic model, promotes the idea that there is universal, objective knowledge which can be produced and understood without engaging with the politics of context, language, translation, evidence, etc. This adoption of an older model of aggregating knowledge becomes problematic in the light of new perspectives and theories of reading and writing, which establish knowledge as a contested terrain rather than the benign site that can be mediated through protocols, bots and procedures (Miller, 2007 and Rosenzweig, 2006). In classrooms, students and teachers are both faced with problems when they encounter the simultaneously authoritative and collaborative, definite and tentative nature of information on Wikipedia. The flattened structure of information further complicates our engagement with the larger contexts it refers to and often hinders the learner’s ability to go beyond the self contained universe of Wikipedia, unable to engage with that which has been omitted or left-out and only concentrating on that what has been written and represented.</p>
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<h3>Technology as Tool</h3>
<p>The third concern marks a larger anxiety with the Web 2.0 technologies
and their integration with formal structures of education and learning.
It has to do with new configurations of power, recalibrated hierarchies
of learning and teaching, and distributed communities of learning which
might not often be cohesive and concurrent. With the unqualified
emphasis on digital gadgets – OLPC, Smart Boards, iPads – and ubiquitous
connectivity, there is often a danger to reducing these structures to
sheer functionality. There have been experiments where pedagogues have
merely introduced user generated sites as reference material and ways of
accessing information without actually looking at how they posit
questions to existing education systems. The larger trend of distrusting
non-academic spaces continues.</p>
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<td><img src="https://cis-india.org/home-images/DC.jpg/image_preview" title="Digital Technology" height="270" width="363" alt="Digital Technology" class="image-inline image-inline" /></td>
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<p>A lecture on the problems of Wikipedia
is immediately followed by a ban on or “policing” of the use of
Wikipedia as a reliable resource, trying to create a false and divisive
distinction between offline and online learning tools (Davidson, 2007).
With the increased focus on ‘Digital Natives’ within education policy
and everyday classroom pedagogy, there is a call for changing the
existing classroom and replacing it with a digital classroom – a classroom that challenges the teacher-student relationships, the
authority of the prescribed curricula, and the form of learning and
teaching within college and university structures. The Digital Classroom
is often mistaken to be a virtualisation of the contemporary classroom,
where virtual presences and cloud-based resources of learning structure
the syllabi and the methods of learning. However, the larger anxieties
are about rendering the physical classroom digital by establishing new
relationships and structures at the levels of curricula design,
teaching, learning and evaluation. The need is to look beyond the social
media as a tool, and start unpacking the transparency of the digital
interface and the perceived non-hierarchical nature of information
filtering (Geiger, 2010) on Wikipedia and other such user generated
content portals.</p>
<h3>Quality of Access</h3>
<p>The fourth concern draws from digital internet rhetoric of Do It Yourself. There is a heavy promotion of howthe only thing that stops a student (or anybody who is a learner) from being an intelligent and engaged student is lack of resources. This rhetoric finds bolstering in other political movements like FLOSS and A2K (Willinsky, 2006). There is a presumption that the teacher is merely a proxy for the paucity of resources and that once the students have unlimited access to the ‘sum total of all human knowledge’, they will be able to Learn everything on their own. The DIY University models, the proposition of phasing out teachers and investing in digital infrastructure instead, the idea that the digital native student has instinctive abilities to navigate through knowledge systems (like a fish does to water), all obfuscate not only the traditional learning processes but also reduce all learning to Access.</p>
<p>There is no debate about the quality of access. Even when factual errors are spotted, it is celebrated as an opportunity to improve so that information on Wikipedia is by definition flawed and always potentially in the process of being improved. There is little theorisation of both the role of a teacher in a classroom and the relationship with information access and learning. The presumption that the only gating factor to better education is lack of resources glosses over questions of social and economic disadvantage, political contexts, age, language, race, gender, sexuality, social support, etc., that come into play when designing inclusive education systems. Instead, there is a promotion of fact-based skill-oriented learning that fits the larger neo-liberal agenda of producing workforces who necessarily should not have to be critical in their everyday labours (Achterman, 2005). Universities and colleges are finding increasing pressure to produce students who work within such flat knowledge horizons towards market expansion and promotion of information capitalism rather than a critical learner who is able to deploy lessons learned from education in order to question and change the reality of the conditions within which s/he lives.</p>
<h2>Rationale<br /></h2>
<p>Given these dramatic measures and accelerated changes happening in academia and within the university systems across the worlds, it is necessary to dwell on what a digital college classroom and learning environment looks like in the time of Wikipedia. A synthesis of perspectives from different stakeholders in varied disciplines, engaging with knowledge production, consumption, distribution and access is necessary to understand what the futures and contours of the university system and classroom pedagogy are. The ambition is to look at Wikipedia as a symptom of our times rather than a site of analyses.</p>
<h2>Call for Proposals</h2>
<p>This is a call for proposals towards a special Reader, from people who are interested in producing historical and contemporary accounts of relationships between education, technology, learning, and pedagogy in order to map existing crises and questions of our present times. We take the classroom as the unit where different processes and flows of the education system meet. In this context, we invite researchers, academic practitioners, students, artists, new media theorists, education policy actors and historians of knowledge to look at the <em>Digital Classroom in the Time of Wikipedia</em> as an opportunity to question global trends in education and ways by which Wikipedia (and other such structures) can be fruitfully integrated in formal education towards better learning. Proposals can be for producing theoretical accounts, critical analyses, case-studies from one’s practice, review of information and knowledge, narratives of art and activist interventions, regional and local snap-shots, and other innovative forms by which the diverse and complex questions can be elaborated.</p>
<h2>Key Questions</h2>
<p>Proposals can be inspired by but not limited to some of the questions listed below that we identify as beginning points for engaging with the area:</p>
<ol><li>What does a digital classroom look like? If we had to think beyond just integration of digital tools into the classroom, what are the new models and structures of classrooms (physical, pedagogical, or otherwise) that we are looking at?</li><li>What are the new relationships that we are mapping in the time of Wikipedia – student-teacher, teacher-curriculum, student-classroom, student-student, technology-education, pedagogy-learning? How do we account for the shifts and map the transitions?</li><li>How do we understand the changing nature and function of the university and education with the rise of the internet? What are the policy and practice visions of the University of the Future?</li><li>What does the integration of Wikipedia and similar structures in everyday classroom practice lead to? What does it change and for whom?</li><li>What is the role of the teacher in the age of ubiquitous information access? How do we restructure our ideas of pedagogy, learning and evaluation?</li><li>What are the historical tensions between technology and education that are being replayed with the rise of the digital?</li><li>What does the rise of Wikipedia mean for our traditional understandings of data repositories? What are the politics and implications of Wikimedia’s other projects on Alternative Citation, Wikipictures, GLAM, etc. on the larger knowledge ecology and industry?</li></ol>
<hr />
<p><strong>References</strong>:</p>
<ol><li>Achterman, D. (2005). “Surviving Wikipedia: Improving student search habits through information literacy and teacher collaboration”, <em>Knowledge Quest</em>, 33(5), 38−40.</li><li>Davidson, C. (2007). “We can’t ignore the influence of digital technologies”,<em> Education Digest</em>, 73(1), 15−18.</li><li>Geiger, S. (2011). “The Lives of Bots”, <em>Critical Point of View A Wikipedia Reader</em> (Eds.) Geert Lovink and Nathaniel Tkacz. Institute of Network Cultures : Amsterdam.</li><li>Giles, J. (2005). “Internet encyclopedias go head to head”, <em>Nature</em>, 438(7070), 900−901.</li><li>Graham, M. (2011). “Wiki Space: Palimpsests and the Politics of Exclusion”, <em>Critical Point of View A Wikipedia Reader</em> (Eds.) Geert Lovink and Nathaniel Tkacz. Institute of Network Cultures : Amsterdam.</li><li>Harouni, H. (2009). “High School Research and Critical Literacy: Social Studies with and Despite Wikipedia”, <em>Harvard Educational Review</em>, 79 (3), 473-494.</li><li>Liang, L. (2011). “A brief History of the Internet from the 15th to the 18th Century”, <em>Critical Point of View A Wikipedia Reader</em> (Eds.) Geert Lovink and Nathaniel Tkacz. Institute of Network Cultures : Amsterdam.</li><li>Miller, N. (2007). “Wikipedia revisited” <em>ETC: A Review of General Semantics</em>, 64(2), 147−150.</li><li>Orlowski, A. (2006, March 26). Nature mag cooked Wikipedia study, <em>The Register</em>. Retrieved December 17, 2011, from <a class="external-link" href="http://www.theregister.co.uk/2005/10/18/wikipedia_quality_problem/">http://www.theregister.co.uk/2005/10/18/wikipedia_quality_problem/</a></li><li>Prabhala, A. (2011). <em>People Are Knowledge</em>. Documentary retrieved from December 17, 2011 from <a class="external-link" href="http://vimeo.com/26469276">http://vimeo.com/26469276</a>.</li><li>Rosenzweig, R. (2006). “Can history be open source? Wikipedia and the future of the past” <em>Journal of American History</em>, 93(1), 117–146.</li><li>Willinsky, J. (2006). <em>The Access Principle: The Case for Open Access to Research and Scholarship</em>. MIT Press :Massachusetts.
<hr /><strong>Collaborators</strong>: Dr. David Theo Goldberg, <em>University of California
Humanities Research Institute</em> and Claudia Sullivan, <em>Digital Media and
Learning Initiative, HASTAC</em>.<br /><strong>Photo source</strong>: <a class="external-link" href="http://www.flickr.com/search/?q=digital+classrooms&l=1">Flickr</a> (Creative Commons-licensed content for noncommercial use requiring attribution and share alike distribution).<br /></li></ol>
<p>
For more details visit <a href='https://cis-india.org/raw/digital-humanities/blogs/digital-classroom/digital-classroom-in-time-of-wikipedia'>https://cis-india.org/raw/digital-humanities/blogs/digital-classroom/digital-classroom-in-time-of-wikipedia</a>
</p>
No publishernishantWikipediaResearchers at WorkLearningDigital Classroom in the Time of Wikipedia2015-10-05T14:53:30ZBlog EntryWe Have the Answer for You. So, what's the Question?
https://cis-india.org/digital-natives/answer-for-you-what-is-the-question
<b>The Everyday Digital Native Video Contest invited everyone to send in videos that answered the question: who's the everyday digital native? Participants from all parts of the globe now have the answers. </b>
<p><a href="https://cis-india.org/digital-natives/vote-for-digital-natives/video-contest" class="external-link">Click here</a> to view the videos and vote for your favorite! Voting ends March 31, 2012.</p>
<h2>Video<br /></h2>
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<iframe src="http://blip.tv/play/AYLwvSQA.html?p=1" frameborder="0" height="270" width="320"></iframe><embed style="display:none" src="http://a.blip.tv/api.swf#AYLwvSQA" type="application/x-shockwave-flash"></embed>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/answer-for-you-what-is-the-question'>https://cis-india.org/digital-natives/answer-for-you-what-is-the-question</a>
</p>
No publisherpraskrishnaResearchers at WorkDigital Natives2015-05-08T12:30:51ZBlog EntryVote for the Everyday Digital Native Video Contest!
https://cis-india.org/digital-natives/vote-for-digital-natives
<b>The Centre for Internet & Society and Hivos are super excited to present the final videos in the Everyday Digital Native Video Contest. We invite readers to vote for the TOP 5 Videos. The finalists will each win EUR500! Voting closes March 31, 2012</b>
<h2>Who’s the Everyday Digital Native? This global video contest has the answer</h2>
<p><em>They effect social change through social media, place their
communities on the global map, and share a spiritual connection with the
digital world - Meet the Everyday Digital Native</em></p>
<p>The Everyday Digital Native video contest has got its pulse on what
makes youths from diverse socio-cultural backgrounds connect with one
another in the global community – it’s an affinity for digital
technologies and Web 2.0-mediated platforms coupled with a drive to
spearhead social change. The contest invited people from around the
world to make a video that would answer the question, ‘Who is the
Everyday Digital Native?’. Following a jury-based selection process, the
final videos are now online and open for public voting.</p>
<p>Run by the Bangalore-based Centre for Internet & Society (CIS)
with the support of Dutch NGO HIVOS, the contest will see the top five
videos with the most votes declared winners on April 1, 2012. The 12
finalists in the video, who come from different parts of the globe, are
each vying for the top prize of USD 500 and a chance to have their
shorts screened in a film screening and panel discussion hosted by CIS. <br /><br />Referring
to the theme of the contest, Dr Nishant Shah, Director of Research and
Co-founder of the Centre, says that the contest aims at highlighting the
alternative users of digital technologies. These are people who are
often not accounted for either in mainstream discourses of changemakers
or in academic biopics on digital natives. “The 12 video proposals show
that the everyday digital native does not wake up in the morning and
think, ‘hmmm today I will change the world’. And yet, in their everyday
lives, when they see the possibility of producing a change in their
immediate environments, they turn to the digital to find networks that
can start a change”, says Shah. <br /><br />Apart from the top five public
selections, the jury members will be instrumental in picking their two
favorites among the finalists. Talking about the range of ideas that
participants sent in jury member Leon Tan, a media-art historian,
cultural theorist and psychoanalyst based in Gothenburg, Sweden, says,
“The contest is an exciting project as it has the potential to portray
the lives of digital natives from different corners of the world. The
generosity of the contestants in creating video proposals is commendable
as is the range of ideas suggested. The ideas address both the
opportunities and risks of what we might call digital life.” <br /><br />Adds
Shashwati Talukdar, a filmmaker and jury member from India, “It was
really interesting to see how different all the proposals were. Some of
them were taking the notion of digital native as a personal one and some
were very clearly political and sought an intervention in the real
world. Dutch digital media artist and jury member Jeroen van Loon refers
to a proposal from the USA where the participant wanted to explore the
possibility of unplugging from his digital life. “It’s very interesting
how digital natives question their own world. The proposals are good
examples of how technology and culture constantly change each other. We
can learn a lot from the global digital natives.” </p>
<p><a href="https://cis-india.org/digital-natives/video-contest" class="external-link">Profiles of the finalists and their videos can be viewed here</a>.</p>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/vote-for-digital-natives'>https://cis-india.org/digital-natives/vote-for-digital-natives</a>
</p>
No publisherpraskrishnaVideoFeaturedResearchers at WorkDigital Natives2015-05-08T12:32:00ZBlog EntryPinning the Badge
https://cis-india.org/digital-natives/pathways/pinning-the-badge
<b>In a world of competition, badging provides a holistic way of grading and learning, where individual talents are realised and the knowledge of the group is used.</b>
<p><a class="external-link" href="http://www.indianexpress.com/news/pinning-the-badge/925167/0">The article by Nishant Shah was published in the Indian Express on March 18, 2012</a>.</p>
<p>I write this column fresh out of being a judge at the Digital Media and Learning contest on “Badging for Life-long Learning” in San Francisco. While the contest focused largely on the American education system and its future, the idea of badging that each person brings a set of skills to a study or workplace is useful to think about, in connection with India. We have now spent some time, in India, hearing about how education in the country has been ruined. There is a constant narrative of the university in shambles, where we seem to lack competent teachers, engaged students, and the resources to build efficient infrastructure for learning. This argument also positions employment as the only aim of education, reducing our humanist and social sciences legacies to skill-based information transmission.</p>
<p>Digital technologies emerge as a cure for the problems that contemporary education seems to be facing. The availability of resources at affordable costs for anybody online, has been one of the biggest promises of the internet, and it hopes to build a better learning environment and better learners. The condition of being connected to a much larger network of educators and learners, also offers us the possibilities of producing better and innovative knowledge structures. There is also an inherent ambition that the introduction of new digital competencies and skills will encourage both students and teachers to integrate their learning and pedagogy with their lived reality, producing responsible people and citizens. However, in all these expectations around the role of the digital technology in transforming learning, the idea of grading and evaluation remains unquestioned.</p>
<p>Even in the most radical restructuring of education systems, grades remain an absolute form of quantifying and measuring skills that the student is supposed to demonstrate. Grading might take up different forms — numbers, letters, percentile, etc — or it might take up different methods — continuous grading, take-home exams — but it eventually becomes the only badge that the student takes into the “real world”.</p>
<p>The idea of a badge as an alternative to this particular kind of quantification oriented learning that sees the grade as a final evaluation and in some ways, a termination of the learning process, opens up huge possibilities for how we understand learning. The badge is not imagined as yet another kind of grading, but instead it is recognition of certain skills and competences that we bring to and build in classrooms with our peers. A badge allows the students to recognise their own investment in the learning process, enabling them to realise their particular skills on the way to learning. In any learning environment, students play many roles. Some are good as connectors, some serve as conduits of information, some are good in specific areas and need help with others, some are mentors, some are translators of knowledge, some help in creating new forms of knowledge. Unfortunately, most of our grading patterns refuse to acknowledge and credit these skills which are crucial for surviving the academic world. The ability of the students to badge themselves, and others in their peer groups, acknowledging their contributions to their collective learning, might be the motivation and encouragement that we are looking for.</p>
<p>A peer-2-peer system of badging, which enables learners to be critically aware not only of their own interaction with knowledge, but also recognises the ways in which larger communities of knowledge — including the peers and teachers — opens up an extraordinary way of thinking about education. It disrupts the competitive modes of cut-throat modes of education systems we are building and allows us to re-think the function of education and the role of learners in educational environments. The digital systems of social networking and reputation management, already perform some of these tasks, which is why, a student who might not do well in class might be a YouTube sensation, finding thousands of followers worldwide. Or a student who might not show research aptitude in class might be editing complex Wikipedia entries on subjects that high-level researchers are engaging with. All these digital systems acknowledge the roles that people play in learning and knowledge production, and in that reward of recognition, provide incentives for learners to re-examine their role within knowledge systems.</p>
<p>Such a system of badging, that exceeds the static classroom, allows for students to become stakeholders in their own education, building connected communities of learning. It hints at what the future of education is going to look like. More importantly, it offers a new way of thinking about technology and its role in redesigning education, which is not merely about introducing technologies into classrooms and continuing with the traditional modes of learning through new technology skills. Instead, we have a model for what learning means, how we interact with conditions of knowledge consumption and production, and how, we can form global communities of learning which might find an anchor in the classrooms but also transcend the brick-and-mortar institutions of learning as we understand them.</p>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/pathways/pinning-the-badge'>https://cis-india.org/digital-natives/pathways/pinning-the-badge</a>
</p>
No publishernishantHigher EducationResearchers at Workdigital pluralismDigital Natives2015-05-08T12:34:23ZBlog EntryDigital Natives Video Contest
https://cis-india.org/digital-natives/video-contest/digital-natives-contest
<b>The Everyday Digital Native Video Contest has its top five winners through public voting.</b>
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<p style="text-align: justify;"><strong>A Day in the Life of a Digital Native: </strong>Story scripted, shot and edited by Leandra (Cole) Flor. The video is an extension of Cole's photo essay "Mirror Exercises" conceptualized for 'Digital AlterNatives with a Cause' Book 1 <em>To Be</em>. <a href="https://cis-india.org/digital-natives/blog/dnbook1/at_download/file">Download the book.</a></p>
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<th><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/MarieJudeBendiolaWinner.jpg" alt="null" title="" width="103" height="142" /></th>
<th><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/TJKMwinner.jpg" alt="null" title="" width="103" height="142" /></th>
<th><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/TJBurkswinner.jpg" alt="null" title="" width="103" height="142" /></th>
<th><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/JohnMusilaKiberawinner.jpg" alt="null" title="" width="103" height="142" /></th>
<th><img src="https://cis-india.org/home-images/mj.png/@@images/f52feb88-f69d-4482-b019-881fdf8af7c3.png" title="mj" height="138" width="102" alt="null" class="image-inline" /><br /></th>
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<p style="text-align: justify;">Top 5 winners of the Digital Native video contest selected through public votes. From left to right: Marie Jude Bendiola, T.J. KM, Thomas Burks, John Musila and MJ.</p>
<p><strong> </strong></p>
<hr />
<p style="text-align: justify;"><strong>The Jury Prize for Two Best Videos goes to John Musila (Kenya) and Marie Jude Bendiola (Singapore)! Congratulations to all winners. The Top 5 winners win the grand prize of EUR 500 each!</strong></p>
<h3><strong>Our Top 10 contestants: Click on their profile to watch their videos<br /></strong></h3>
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<td align="center"><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/MarieJudeBendiolaWinner.jpg" alt="null" title="" width="103" height="142" /><br /></td>
<td style="text-align: justify;"><strong>Marie Jude Bendiola</strong><br />I come from a third world country where technology seemed to be hard to reach back in the 90s; especially by the not-so-privileged. As we progressed, technology has not only become ubiquitous (in malls, various institutions and technological hubs) but also, it has come to be used by the common man. My video will answer how technology bridges the gap between dreams and reality. It will be a fusion of documentary and re-enactment of real life events and dramas.<br /><a href="https://cis-india.org/digital-natives/video-contest/entries/connecting-souls-bridging-dreams" class="external-link">Read More</a><br /></td>
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<td align="center"><img src="https://cis-india.org/home-images/cijoaj2003.jpg/image_preview" title="Cijo" height="142" width="103" alt="Cijo" class="image-inline image-inline" /></td>
<td style="text-align: justify;"><strong>Cijo Abraham Mani</strong><br />The power of digital media will be presented to audience with the help of showing tweet-a-thon panel discussions, blood aid tweets getting spread, etc. <br /><a href="https://cis-india.org/digital-natives/video-contest/entries/digital-media-dance" class="external-link">Read More</a><br /></td>
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<td align="center"><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/TJKMwinner.jpg" title="" height="142" width="103" alt="null" class="image-inline" /><br /></td>
<td style="text-align: justify;"><strong>TJ K.M.</strong><br />My video explores the spiritual aspect of digital technology and how rather than getting in the way of our spiritual expression, it is actually bringing us face to face with it, if only we choose to look. The video will be a mixture of live action and stop motion animation/puppetry where digital devices take on a transcendent character similar to nature spirits in various cultures. I plan to investigate the tendency to exclude digital devices and technology from being categorized alongside nature as if it is somehow exempt from or superior to this category. Using symbolism and motifs from various cultures such as the Native American Hopi, Balinese Hinduism and Japanese Shintoism, my video will create a world where the technology we use daily is viewed not just as a means for socio-cultural exchange and communication but is available for the nurturing of our souls if we so choose.<br /><a href="https://cis-india.org/digital-natives/video-contest/entries/with-no-distinction" class="external-link">Read More</a><br /></td>
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<td align="center"><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/TJBurkswinner.jpg" title="" height="142" width="103" alt="null" class="image-inline" /><br /></td>
<td style="text-align: justify;"><strong>Thomas Burks<br /></strong>We have a small production company in Birmingham, Alabama. I was hired on a year ago to do film and commercials for them as they expand into advertising and video coverage of events. We only have about 3 employees including myself, working out of our homes. We recently acquired a space to open a studio and retail location downtown where we live. We use Facebook, blogs, and viral marketing all the time to get our name out there. Our account executive is constantly monitoring our Facebook for client orders and bookings. We are beginning to use twitter to provide information more fluidly to people. We believe this might be a year of growth for our small company, as we are becoming able to provide much higher quality content. We're fully digital; constantly updating our websites and blogs, and I believe we would be able to tell a great digital story. We submit numerous small films and skits; we cover awesome concerts, and rely so heavily on the digital world to show our content. That will be the gist of our video.<a href="https://cis-india.org/digital-natives/video-contest/entries/alternate-visions-accessing-leisure-through-interfaces" class="external-link"></a><br /><a href="https://cis-india.org/digital-natives/video-contest/digital-natives-video-contest/entries/digital-coverage-in-a-digital-world" class="external-link">Read More</a><br /></td>
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<td align="center"><img src="https://cis-india.org/digital-natives/video-contest/winners-pictures/JohnMusilaKiberawinner.jpg" title="" height="142" width="103" alt="null" class="image-inline" /><br /></td>
<td style="text-align: justify;"><strong>John Musila<br /></strong>Map Kibera Trust is an organization based in Kenya’s Kibera slums. Using digital gadgets and technology, they have transformed the community by placing it on the map as it was only seen as forest when viewed on a map. They also film stories around the community and share them with the world on their YouTube channel and other social networks like Facebook and Twitter. Through this they have been able to highlight and raise awareness about the challenges the community faces. Our video would show Kibera’s role in bringing about change.<a href="https://cis-india.org/author/kiberanewsnetwork" class="external-link"></a><br /><a href="https://cis-india.org/digital-natives/video-contest/entries/from-the-wild-into-the-digital-world" class="external-link">Read More</a><br /></td>
</tr>
<tr>
<td align="center"><img src="https://cis-india.org/home-images/Andres.jpg/image_preview" title="Andres" height="142" width="103" alt="Andres" class="image-inline image-inline" /></td>
<td style="text-align: justify;"><strong>Andrés Felipe Arias Palma<br /></strong>I think many people are digital natives unknowingly. Being a digital native is a relationship with activism and society, not as they initially thought. It was a condition of being born in specific times and external factors. In the video, I will interview people about who and what is a digital native? How to use the Internet? What are the advantages and disadvantages for society where everything is run with the power of the Internet?<br /><a href="https://cis-india.org/digital-natives/video-contest/entries/who-is-a-digital-native" class="external-link">Read More</a><br /></td>
</tr>
<tr>
<td align="center"><img src="https://cis-india.org/home-images/martingpotter.jpg/image_preview" title="Martin" height="142" width="103" alt="Martin" class="image-inline image-inline" /></td>
<td style="text-align: justify;"><strong>Martin Potter<br /></strong>Over a period of nearly four years, moving across small towns in Australia and South East Asia, I have seen the most extraordinary innovations at a local community level. My video will focus on these local stories with global impact. I am pursuing a PhD in participatory media and this will lend a uniquely academic perspective on the concept of collaboration, community life and innovation.<br /><a href="https://cis-india.org/digital-natives/video-contest/entries/big-stories-small-towns" class="external-link">Read More</a><br /></td>
</tr>
<tr>
<td align="center"><img src="https://cis-india.org/home-images/rajasekaran.jpg/image_preview" title="Rajasekaran" height="142" width="103" alt="Rajasekaran" class="image-inline image-inline" /></td>
<td style="text-align: justify;"><strong>E. James Rajasekaran</strong><br />I live in the temple town of Madurai in the south Indian state of Tamil Nadu. I am a social worker and the plight of people living in slims is something that my NGO is closely associated with. My video will bring out the efforts of the people who live in the slums of Madurai.<br /><a href="https://cis-india.org/digital-natives/video-contest/entries/life-in-the-city-slums" class="external-link">Read More</a><br /></td>
</tr>
<tr>
<td align="center"><img src="https://cis-india.org/home-images/anan.jpg/image_preview" title="Anand" height="142" width="103" alt="Anand" class="image-inline image-inline" /></td>
<td style="text-align: justify;"><strong>Anand Jha<br /></strong>Bangalore is home to a lot of technology start-ups. A lot of geeks, who find it limiting to work for corporations, are driving a very open source-oriented, frugally-built and extremely demanding culture. While their products are standing at the bleeding edge of technology, their personal lives too are constantly driven on the edge, every launch being a make or break day for them. The project would aim at capturing their stories, their frustration and motivation, looking at the possibilities of Indian software scene moving beyond the services and back-end office culture into a more risk prone but more passionate business of technology.<br /><a href="https://cis-india.org/digital-natives/video-contest/entries/deployed" class="external-link">Read More</a><br /></td>
</tr>
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<td align="center"><img src="https://cis-india.org/home-images/mj.png/@@images/f52feb88-f69d-4482-b019-881fdf8af7c3.png" title="mj" height="138" width="102" alt="null" class="image-inline" /></td>
<td>
<dl>
<p style="text-align: justify;"><strong>MJ</strong><br />As a digital native living in a developing country, I have carried out a series of both online and offline projects, which have always striven to benefit Zimbabweans in a number of ways since 2000. These projects have greatly increased my interactions with computers. I might say, I got married to a computer in 2000 when I bought my first PC; in a way, my relationship with my computer is intimate. Even though this computer I bought is an old 386 machine made obsolete by the faster Pentium III models, this did not change my love for the computer. My video will focus on a dream-like moment of my digital life.</p>
<p><a href="https://cis-india.org/digital-natives/video-contest/entries/i-am-a-ghetto-digital-native" class="internal-link">Read more</a></p>
</dl>
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</tbody>
</table>
<h3>Jury Members</h3>
<table class="listing">
<tbody>
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<td style="text-align: justify;"><strong>Shashwati Talukdar</strong><br /> Shashwati Talukdar grew up in India where her engagement with theatre and sculpture led to filmmaking, and a Masters degree from the AJ Kidwai Mass Communication Research Center in Jamia Millia Islamia, New Delhi. She developed an interest in American Avant-Garde film and eventually got an MFA in Film and Media Arts from Temple University, Philadelphia (1999). Her work covers a wide range of forms, including documentary, narrative and experimental. Her work has shown at venues including the Margaret Mead Festival, Berlin, Institute of Contemporary Art in Philadelphia, Kiasma Museum of Art and the Whitney Biennial. She has been supported by entities including the Asian Cine Fund in Busan, the Jerome Foundation, New York State Council on the Arts among others.</td>
<td><img src="https://cis-india.org/home-images/ShashwatiTalukdar.jpg/image_preview" style="float: right;" title="Shashwati" height="115" width="98" alt="Shashwati" class="image-inline image-inline" /></td>
</tr>
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<td style="text-align: justify;"><strong>Leon Tan</strong><br /> Leon Tan, PhD, is a media-art historian, cultural theorist and psychoanalyst based in Gothenburg, Sweden. He has written on art, media, globalization and copyright in journals such as CTheory and Ephemera, and curated media-art projects and art symposia in international sites such as KHOJ International Artists’ Association (New Delhi, 2011), ISEA (Singapore, 2008) and Digital Arts Week (Zurich, 2007). He is currently researching media-art practices in India, and networked museums as an expanded field of cultural memory making.</td>
<td><img src="https://cis-india.org/home-images/LeonTan.jpg/image_preview" style="float: right;" title="Leon Tan" height="142" width="103" alt="Leon Tan" class="image-inline image-inline" /></td>
</tr>
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<td style="text-align: justify;"><strong>Jeroen van Loon</strong><br /> Jeroen, digital media artist, investigates the (non-) impact of digital technology on our lives. For two months he went analogue, refrained from connecting to the World Wide Web, and communicated through his Analogue Blog. He is currently working on Life Needs Internet in which he travels around the world and collects people's personal handwritten internet stories.</td>
<td><img src="https://cis-india.org/home-images/JeroenvanLoon.jpg/image_preview" style="float: right;" title="Jeroen" height="128" width="106" alt="Jeroen" class="image-inline image-inline" /></td>
</tr>
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<td style="text-align: justify;"><strong>Becky Band Jain</strong><br /> Becky Band Jain is a non-profit communications specialist and blogs on everything from technology to psychology and culture. She spent the last five years living in India and she’s now based in New York. She’s a dedicated yoga and meditation practitioner and is passionate about ICTD and new media.</td>
<td><img src="https://cis-india.org/home-images/BeckyBandJain.jpg/image_preview" style="float: right;" title="Becky" height="134" width="107" alt="Becky" class="image-inline image-inline" /></td>
</tr>
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<td style="text-align: justify;"><strong>Namita A. Malhotra</strong><br /> Namita A. Malhotra is a legal researcher and media practitioner and a core member of Alternative Law Forum in Bangalore, India. Her areas of interest are image, technology, media and law, and her work takes the form of interdisciplinary research, video and film making and exploring possibilities of recombining material, practice and discipline. She is also a founder member of Pad.ma (Public Access Digital Media Archive) which is a densely annotated online video archive.</td>
<td><img src="https://cis-india.org/home-images/NamitaMalhotra.jpg/image_preview" style="float: right;" title="Namita" height="156" width="104" alt="null" /></td>
</tr>
</tbody>
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<p>
For more details visit <a href='https://cis-india.org/digital-natives/video-contest/digital-natives-contest'>https://cis-india.org/digital-natives/video-contest/digital-natives-contest</a>
</p>
No publisherpraskrishnaVideoFeaturedResearchers at WorkDigital Natives2015-05-08T12:35:27ZBlog EntryThe Digital Classroom: Social Justice and Pedagogy
https://cis-india.org/digital-natives/pathways/facultyworkshop
<b>What happens when we look at the classroom as a space of social justice? What are the ways in which students can be engaged in learning beyond rote memorisation? What innovative methods can be evolved to make students stakeholders in their learning process? These were some of the questions that were thrown up and discussed at the 2 day Faculty Training workshop for participant from colleges included in the Pathways to Higher Education programme, supported by Ford Foundation and collaboratively executed by the Higher Education Innovation and Research Application and the Centre for Internet and Society, Bangalore.</b>
<p></p>
<p>The workshop focused on 3 chief challenges in contemporary
pedagogy and teaching in higher education in India as identified by <a class="external-link" href="http://heira.in/">HEIRA</a>: The need for innovative
curricula, challenges to social justice in education, and possibilities offered
by the intersection of digital and internet technologies with classroom
teaching and evaluation. In the open discussions, the participating faculty
members used their multidisciplinary skills and teaching experience to look at possibilities that we might implement in our classrooms to create a more
inclusive and participatory environment. The conversations were varied, and
through 3 blog entries I want to capture the focus points of the workshop. In
this first post, I focus specifically on the changing nature of student
engagement with education and innovative ways by which we can learn from the
digital platforms of learning and knowledge production and implement certain
innovations in pedagogy that might better help create inclusive and just learning
environments in the undergraduate classroom in India.</p>
<p><strong>Peer 2 Peer:</strong> One of the observations that was made
unanimously by all the faculty members was that students respond better, learn
faster, engage more deeply with their syllabus when the instructor has a
personal rapport with them. Traditionally, the teachers who have established
human contact which goes beyond the call of duty are also the teachers that
have become catalysts and inspirations for the students. Especially with the
digital aesthetics of non-hierarchical information interaction, this has become
the call of the day.</p>
<p>Establishing the teacher as a peer within the classroom,
rather than the fountainhead of information flow, is an experiment worth
conducting. Like on other digital platforms, can we think of the classroom as a
space where the interlocutors each bring their life experience and learning to
start an information exchange and dialogue that would make them stakeholders in
the process of learning? This would mean that the teacher would be a <em>facilitator</em> who builds conditions of
knowledge production and dissemination, thus also changing his/her relationship
with the idea of curriculum and teaching.</p>
<p><strong>Reciprocal evaluation</strong>: It was pointed out that the grade
oriented academic system often leads to students disengaging with innovative
and meaningful learning practices. With the pressure of completing the
curriculum, the students’ instrumental relationship with their classroom
learning and the highly conservative structures of higher education that do not
offer enough space to experiment with the teaching methods, it often becomes
difficult to initiate innovative pedagogic practices. Learning from the
differently hierarchised digital spaces, it was suggested that one of the ways
by which this could be countered is by introducing reciprocal evaluation
patterns which might not directly be associated with the grades but would
recognise and appreciate the skills that students bring to their learning.</p>
<p>Inspired by the Badges contest at <a class="external-link" href="http://hastac.org/tag/badges">HASTAC</a>,
it was suggested that evaluation has to take into account, more than grades.
Different students bring different skills, experiences, personalities and
behaviours to bear upon the syllabus. They work individually and in clusters to
understand and analyse the curriculum. Recognising these skills and the roles
that they play in their learning environments is essential. Getting students to
offer different badges to each other as well as to the teachers involved, helps
them understand their own learning process and engages them in new ways of
learning.</p>
<p><strong>Role based learning: </strong>Within the Web 2.0 there is a peculiar
condition where individuals are recognised simultaneously as experts and
novices. They bring certain knowledges and experiences to the table which make
them credible sources of information and analysis in those areas. At the same
time, they are often beginner learners in certain other areas and they harness
the power of the web to learn. Such a distributed imagination of a student as
not equally proficient in all areas, but diversely equipped to deal with
different disciplines is missing from our understanding of the higher education
classroom.</p>
<p>We discussed the possibility of making the student responsible not
only for his/her own learning but also the learning of the peers in the
classroom. Making the student aware of what s/he is good at and where s/he is
lacking allows them to gain confidence and also realise that everybody has
differential strengths and aptitudes. Such a classroom might look different
because the students don’t have to be pitched in stressful competition with
each other but instead work collaboratively to learn, research and produce
knowledge in a nurturing and supportive learning environment.</p>
<p>These initial discussions look at the possibility of
innovative classroom teaching that can accommodate for the skills and
differences of the students in higher education in India. The conversations
opened up the idea that the classroom can be reshaped so that it becomes a more
inclusive space where the quality of students’ access to education can be
improved. It also ties in with the larger imagination of classrooms as spaces
where principles of social justice can be invoked so that students who are
disadvantaged in language, learning skills, socio-economic backgrounds, are not
just looked at as either ‘beyond help’ or ‘victims of a system’. Instead, it
encourages to look at the students as differential learners who need to be made
stakeholders in their own processes of learning and education.</p>
<p> </p>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/pathways/facultyworkshop'>https://cis-india.org/digital-natives/pathways/facultyworkshop</a>
</p>
No publishernishantHigher EducationAccess to KnowledgeDigital NativesFeaturedNew PedagogiesResearchers at WorkDigital Pluralism2015-05-08T12:36:29ZBlog EntryThe Digital Other
https://cis-india.org/digital-natives/the-digital-other
<b>Based on my research on young people in the Global South, I want to explore new ways of thinking about the Digital Native. One of the binaries posited as the Digital ‘Other’ -- ie, a non-Digital Native -- is that of a Digital Immigrant or Settler.</b>
<p>I am not comfortable with these terms and they probably need heavy unpacking if not complete abandonment. Standard caricatures of Digital Others show them as awkward in their new digital ecologies, unable to navigate through this brave new world on their own. They may actually have helped produce digital technology and tools but they are not ‘born digital’ and hence are presumed to always have an outsider’s perspective on the digital world order.</p>
<p>As I’ve interacted with young people in the Global South, one thing suddenly started emerging in dramatic fashion -- that many of the youth working extensively with digital technologies in emerging ICT contexts often shared characteristics of the Digital Other. In countries like India, where the digital realm became accessible and affordable to certain sections of the society as late as 2003, there is a learning curve among youth that does not necessarily match the global thinking on Digital Natives. Even though these young people might be considered Digital Natives, because they are at the center of the digital revolution in their own countries, there is no doubt they are also Digital Others relative to Global North and West conceptions of young people in digital networks.<br /><br />There is a very popular tweet that was making the rounds recently, which suggested that Digital Natives don’t have an account of the digital just like fish don’t have a theory of water -- they take to the digital as fish take to water. In this analogy lies a very important distinction between Digital Others and Digital Natives. Out of necessity, Digital Others have a relationship of production, control and design with the technologies they work with. They have a critical engagement with technology, as they code, hack, design, and create protocols and digital environments to suit their needs and resources. Digital Natives, on the other hand, have a purely consumption based interaction with the technology they use.<br /><br />I want to repeat that. The Digital Natives I’ve observed have a purely consumption based interaction with the technologies they use. I know this sounds weird in the face of widespread perceptions that Digital Natives have participatory, engaged, intuitive relationships with technology. We are supposed to be living in prosumer times, where the user on the Infobahn is a consumer and producer of information. But Web 2.0 entities like Facebook have created a business where the user is not just consuming but indeed the user is the consumed. While Facebook and Twitter revolutions are interesting in how users have been able to ‘abuse’ information censorship and create new communities of political protest, we still have to remember that the technologies that supported these revolutions were closed, proprietary, and coercive -- often even putting users in danger.<br /><br />From my perspective and my research, we have conflated access to information with access to technology, and we have misread this increased access as a sign of intimate relationship with digital technology and the Internet. However, for many youth, media production and information sharing are actually merely forms of consumption.<br /><br />What is most alarming to me is that the individual’s relationship with original production and design of technology is on the decline. More and more, technology platforms and apps that Digital Natives interact with are closed hardware and software systems. Private corporations produce and shape the tools of interaction, producing seductive interfaces and information engagement choices that make opaque the actual working of the technologies we use. I am concerned that, increasingly, Digital Natives are acting as pure consumers of technology and gadgets, and seem willing to do so.</p>
<p>Banner image credit: World Bank Photo Collection <a class="external-link" href="http://www.flickr.com/photos/worldbank/3492673512/">http://www.flickr.com/photos/worldbank/3492673512/</a></p>
<p>Nishant wrote the original blog post in DML Central. Read it <a class="external-link" href="http://dmlcentral.net/blog/nishant-shah/digital-other">here</a></p>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/the-digital-other'>https://cis-india.org/digital-natives/the-digital-other</a>
</p>
No publishernishantDigital subjectivitiesResearchers at WorkDigital Natives2015-05-14T12:07:42ZBlog EntryThe Last Cultural Mile
https://cis-india.org/raw/histories-of-the-internet/blogs/the-last-cultural-mile/the-last-cultural-mile-blog-old
<b>Ashish’s monograph follows the career of a priori contradiction, one that only mandates a state mechanism to perform an act of delivery, and then disqualifies the state from performing that very act effectively. This contradiction which he names as the Last Mile problem is a conceptual hurdle, not a physical one and when put one way, the Last Mile is unbridgeable, when put another, it is being bridged all the time.</b>
<p>This monograph provides a set of four case studies of the Indian State. The case studies address four technologies, television, telecommunications, networked higher education and the Unique Identity project. It also looks at Wireless-in-Local Loop (or WLL) technology that constituted the first revolution in telecommunications in the early 1990s, the arrival of satellite television also in the 1990s, the low-end IT ‘device’ with which the Ministry of HRD plans to use digitized distance education to increase enrolment of Indian students by five per cent of the overall population, and the celebrated Aadhaar.</p>
<p><strong>Download the Monograph <a href="https://cis-india.org/raw/histories-of-the-internet/last-cultural-mile.pdf" class="internal-link"><span class="external-link"><span class="external-link">here</span></span></a></strong></p>
<div><br /> <br />
<blockquote class="pullquote"></blockquote>
</div>
<p>
For more details visit <a href='https://cis-india.org/raw/histories-of-the-internet/blogs/the-last-cultural-mile/the-last-cultural-mile-blog-old'>https://cis-india.org/raw/histories-of-the-internet/blogs/the-last-cultural-mile/the-last-cultural-mile-blog-old</a>
</p>
No publisherkaeruDigital GovernanceInternet HistoriesHistories of InternetResearchers at WorkPublications2015-04-03T10:59:23ZCollection (Old)Technology, Social Justice and Higher Education
https://cis-india.org/digital-natives/pathways/blog/higher-education
<b>Since the last two years, we at the Centre for Internet and Society, have been working with the Higher Education Innovation and Research Applications at the Centre for the Study of Culture and Society, on a project called Pathways to Higher Education, supported by the Ford Foundation. </b>
<p>The main aim of the project is to research the state of social diversity and justice in undergraduate colleges in India and encourage students to articulate the axes of discrimination and exclusion which might keep them from interacting and engaging with educational resources and systems in their college environments.</p>
<h3>Peer-to-Peer Technologies<br /></h3>
<p>The entry point into these debates was digital technologies, where
through an introduction to peer-to-peer technologies, digital story
telling through various web based platforms, and a collaborative thought
environment mediated by internet and digital technologies, we
facilitated the students to identify, articulate and address questions
of discrimination, change and the possibility of engaging with these
critically in order to build a better learning environment for
themselves (and their peers) in their own colleges.</p>
<table class="plain">
<tbody>
<tr class="even">
<td><img src="https://cis-india.org/home-images/sies.jpg/image_preview" title="sies " height="266" width="400" alt="sies " class="image-inline image-inline" /></td>
<td>
<div align="left">Each workshop was designed not only to be sensitive to
the specificities of the locations of the colleges, but also to
accommodate for the needs, desires and aspirations of the students
involved. The participants looked at their own personal, family and
community histories, their everyday experiences, their affective modes
of aspiration and desire, and their own circumstances which often
circumscribe them, in order to come up with certain themes that they
thought were relevant and crucial in their own contexts.</div>
<br />
<div align="left"> </div>
</td>
</tr>
</tbody>
</table>
<p>As a follow-up on the workshops, the students developed specific
projects and activities that will help them strengthen their hypotheses
by looking beyond the personal and finding ways by which they can engage
with the larger communities, spreading awareness, building histories
and acquiring skills to successfully bolster their classroom interaction
and learning.</p>
<p><em>The following is a bird’s eye view of the key themes that have emerged in the workshops:</em></p>
<h3>The Costs of Belonging</h3>
<p>Almost unanimously, though articulating it in different ways, the
students looked at different costs of belonging to a space. Sometimes it
was the space of the web, sometimes of the larger educational
institution, sometimes to distinct language groups which do not treat
English as the lingua franca, and sometimes to communities and friend
circles within the college environment.</p>
<p> </p>
<p align="center"><img src="https://cis-india.org/home-images/problem.jpg/image_preview" title="problems" height="365" width="548" alt="problems" class="image-inline image-inline" /></p>
<div align="left">It was particularly insightful for us to understand
that granting access, providing infrastructure or equipping
‘underprivileged’ students with skills is not enough. In fact, it became
apparent that there is a certain policy driven, post-Mandal affirmative
action that has already bridged the infrastructural and access gap in
the educational institutions. The easy availability of computers,
internet access, the ubiquitous cell phone, were all indicators that for
most of the students, it wasn’t a question of affording access. Even
when we were dealing with economically disadvantaged students, there
were a plethora of technology devices they had access to and familiarity
with. Shared resources, public access to digital technologies, and
institutional support towards promoting digital familiarity all played a
significant role in demystifying the digital for them. In many ways,
these students were digital natives if defined through access, because
they had Facebook accounts and browsed Google to find everything they
wanted. Their phone was an extension of their selves and they used it in
creative ways to communicate and connect with their peers.<br /><br />Based
on this, the students are now prepared to work on documenting,
exploring and raising awareness about these questions, to see what the
gating factors are that disallow people with access to still feel
excluded from the power of the digital.<br /><br /></div>
<h3>The Need for Diversity<br /></h3>
<div align="left"><br />
<table class="plain">
<tbody>
<tr>
<td><img src="https://cis-india.org/home-images/others.jpg/image_preview" alt="others" class="image-inline image-inline" title="others" /></td>
<td>It is a telling sign about the state of the Internet in India that every
student presumed that the only way to be really fluent with the digital
web is to be fluent in English. The equation of English being
synonymous with being online was both fascinating and troubling to us.
Of course, a lot of it has to do with India’s own preoccupations, marked
by a postcolonial subjectivity, with English as the language of
modernity and privilege. But it also has to do with the fact that almost
all things digital in India, lack localisation. The digital
technologies and platforms remain almost exclusively in English,
fostered by the fact that input devices (keyboards, for example) and
display interfaces favour English as the language of computing.<br /><br /><br /></td>
</tr>
</tbody>
</table>
</div>
<p>Such an idea might also help in
reducing the distance between those who can fluently navigate the web
through its own language, and those who, through various reasons, find
themselves tentative and intimidated online.</p>
<p>The breakthrough that the
participants had, when they realised that they don’t have to be ‘proper
in English’ while being online – the ability to find local language
resources, fonts, translation machines, and the possibility of
transliterating their local language in the Roman script was a learning
lesson for us.</p>
<h3>Peer-to-Peer (P2P) Learning</h3>
<div align="left">As a part of their orientation to the world of the
digital, especially with the methodologies of the workshops, the
students literally had an overnight epiphany where they could see the
possibilities and potentials of P2P learning. The recognition that they
are not merely recipients of knowledge but also bearers of experience
and contexts which are rich and replete with knowledge, gave them new
insights on how to approach learning and education. Through digital
storytelling, the workshops demonstrated how, in our own stories and
accounts of life, there are many indicators and factors which can help
us engage with the realities of exclusion and injustice.<br /><br />Working
together in groups, not only to excavate knowledge from the outside, as
it were, but also to unearth the knowledge, experience, stories,
emotions that we all carry with ourselves and can serve as valuable
tools to bring to the classroom, is a lesson that all the groups
learned. The idea of a peer also led them to question the established
hierarchies within formal education. What was particularly interesting
was that they did not – as is often the case – translate P2P into DIY
education. They recognised that there are certain knowledge and skill
gaps that they would like experts to address and have incorporated
special trainings with different experts in areas of language,
communication, ethnography, interviews, film making, etc. However, the
methods for these trainings are going to emphasise a more P2P structure
that is different from the regular classroom learning.<br /><br />What would
happen if a teacher is looked at as a peer rather than a superior? How
would they navigate curricula if the scope of their learning was greater
than the curricula? How could they work together to learn from each
other, different ways of learning and understanding? These are some of
the questions that get reflected in their proposed campus activities,
where they are trying to now produce knowledge about their communities,
cities, families, groups and experiences, by conducting surveys,
ethnographies, historical archive work, etc. The digital helps them in
not only disseminating the information they are collecting but also in
re-establishing their relationship with learning and knowledge.<br /><br /><img src="https://cis-india.org/home-images/workshop.jpg/image_preview" title="classroom" height="337" width="509" alt="classroom" class="image-inline image-inline" /><br />
<div align="center"><br />
<div align="left">Ideas like open space dialogues, collaborative
story-telling, mobilising resources for knowledge production, creating
awareness campaigns and interacting with a larger audience through the
digital platforms are now a part of their proposals and promise to show
some creative, innovative and interesting uses of these technologies.
How the teachers would react to such an imagination of the students as
peers within the formal education system, remains to be seen as we
organise a faculty training workshop later in December. <br /><br />These
three large themes find different articulations, interpretations and
executions in different locations. However, they seem to be emerging as
the new forms of social exclusion that we need to take into account. It
is apparent that the role of technologies – both at the level of usage
and of imagination – is crucial in shaping these forms of social
inequities. But the technologies can also facilitate negotiations and
engagements with these concerns by providing new forms of knowledge
production and pedagogy, which can help the students in developing
better learning environments and processes. The Pathways to Higher
Education remains committed to not only documenting these learnings but
also to see how they might be upscaled and integrated into mainstream
learning within higher education in India.</div>
</div>
</div>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/pathways/blog/higher-education'>https://cis-india.org/digital-natives/pathways/blog/higher-education</a>
</p>
No publisherpraskrishnaFeaturedHigher EducationResearchers at WorkDigital Knowledge2015-03-30T14:54:21ZBlog EntryLearn it Yourself
https://cis-india.org/digital-natives/pathways/blog/learn-it
<b>The peer-to-peer world of online learning encourages conversations and reciprocal learning, writes Nishant Shah in an article published in the Indian Express on 30 October 2011. </b>
<p>Technologies and learning have always had a close link. In the past,
distance learning programmes of higher education through the postal
service, remote education programmes using satellite TV and interactive
learning projects using information and communication infrastructure,
have all been deployed with varied results in promoting literacy and
higher education. In the last two decades, the internet has also joined
this technology ecology in trying to provide quality and affordable
education to remotely located areas through “citizen service centres”
envisioned to reach 6,40,000 Indian villages in the future.</p>
<p>These technology-based information outreach programmes expand the
ability of traditional formal learning centres like universities, to
cater to the needs of those who might not have access to learning
resources. This vision of networked education relies on existing systems
of centralised syllabus making, teacher-to-student information
transfer, grade-based evaluation and accreditation systems, and a
degree-centred approach to learning.</p>
<p>I was in New York last week, at an international summit on the future
of learning, Mobility Shifts, organised by the New School, where more
than 260 speakers from 21 countries discussed the possibility of
learning beyond the bounds of the school and university system. Many
discussions were around the declining public education system (with huge
disinvestment moves from the government), privatisation of education,
increasing tuition and fees, and the non-relevance of current education.
However, along with this digital expansion of the traditional education
system is an emerging trend that challenges the ways in which we
understand education and learning – DIY Learning or Do It Yourself
Learning.</p>
<p>DIY Learning is a product of the networked condition. It recognises
that as more people get onto digital information networks, there is a
possibility of producing peer-to-peer learning conditions, which do not
have to follow our accepted models of learning and education.</p>
<p>We have seen the rise of various decentralised and democratised
knowledge repositories like Wikipedia. The search based algorithms of
search engines also take into consideration the idea that knowledge is
personal. User generated content sites like eHow.com show that the
individual learner is not merely a recipient of information and
knowledge. Information seeking spaces like Quora have shown that
knowledge-sharing communities can incite new conditions of learning. Our
contexts, experiences, everyday practices, aspirations etc. equip us
with valuable information, which not only shape how we learn but also
what we find relevant to learn for ourselves. DIY Learning picks up on
the idea that the infrastructure of education is not necessarily
designed towards learning. Learning often happens outside the
classrooms, in informal conversations.</p>
<p>Thus DIY Learning offers a new model of learning. It destabilises the
established hierarchy of knowledge production and pedagogy and creates
an each-one-teach-one model with a twist. Instead of a centralised board
of curriculum designer who shape syllabi for the “average” student, you
have the possibility of customised, highly individual, interest-based
learning curricula where the student is a part of deciding what s/he
wants to learn. DIY Learning doesn’t recognise the distinctions between
teachers and students, but recognises them as “peers” within a network,
encouraging conversations and reciprocal learning rather than
information transfer based classroom models. Instead of mass-produced
education that caters only to an imagined average, the DIY Learning
model recognises that within the same student group, there are different
rates and scales of learning, thus offering environments suited to the
aptitude of the students.</p>
<p>Within the DIY Learning model, aspects of education, from the design
of curriculum and learning methods, to grading and evaluation are geared
towards individual preferences and aspirations.</p>
<p>Many people think of DIY Learning as an alternative to mainstream
learning processes and structures. However, it is perhaps more fruitful
to think of DIY Learning as a way of figuring out the problems that
beset our traditional educational system. It allows us to rethink the
relationships between learning, education, teaching and technologies. It
recalibrates the space of the classroom and reconfigures the role of
the teacher and the student.</p>
<p>DIY Learning emphasises that merely building schools and universities
is not enough to assure that learning happens. Learning happens through
experiences, practice, conversations, internalisations and through
making mistakes. DIY Learning offers these possibilities in an education
universe that is constantly refusing to take risks, innovate and adapt
to the needs of the present. By itself it might not be able to take on
the roles and functions of the existing education systems. But it does
warn us that we are preparing our students for our pasts rather than
their futures. And the time to change is now.</p>
<p>The original story was published in the Indian Express, it can be read <a class="external-link" href="http://www.indianexpress.com/news/learn-it-yourself/867069/">here</a></p>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/pathways/blog/learn-it'>https://cis-india.org/digital-natives/pathways/blog/learn-it</a>
</p>
No publishernishantHigher EducationResearchers at WorkDigital Knowledge2015-05-14T12:08:32ZBlog EntryIn Search of the Other: Decoding Digital Natives
https://cis-india.org/digital-natives/in-search-of-the-other-decoding-digital-natives
<b>This is the first post of a research inquiry that questions the ways in which we have understood the Youth-Technology-Change relationship in the contemporary digital world, especially through the identity of ‘Digital Native’. Drawing from three years of research and current engagements in the field, the post begins a critique of how we need to look at the outliers, the people on the fringes in order to unravel the otherwise celebratory nature of discourse about how the digital is changing the world.</b>
<p>In this first post, I chart the trajectories of our research at the Centre for Internet and Society (Bangalore, India) and Hivos (The Hague, The Netherlands) to see how alternative models of understanding these relationships can be built.</p>
<p>The Digital Native has many different imaginations. From the short hand understanding of ‘anybody who is born after the 1980s’ (Prensky, 2001) to more nuanced definitions of populations who are ‘born digital’ (Palfrey & Gasser, 2008), the digital native has firmly been ensconced in our visions of technology futures. From DIY decentralized learning environments to viral and networked forms of engagements that span from the Arab Spring to Occupy Together, the Digital Native – somebody who has grown up with digital technologies (and the skills to negotiate with them) as the default mode of being – has become central to how we see usage and proliferation of new digital tools and technologies.</p>
<p>Three years ago, when the identity Digital Native was already in currency but before the overwhelming examples that are now so easily available in the post MENA (Middle East-North Africa) world, we asked ourselves the question: “What does a Digital Native look like?” When we started sifting through the literature (published and grey), practice-based discourse and policy, we started spotting certain patterns: Digital Natives were almost always young, white, (largely male) middle class, affluent, English speaking populations who could afford education and were located in developed Information and Communication Technologies (ICT) contexts of ubiquitous connectivity. These users of technology were treated as the proto-type around which digital natives in the ‘rest of the world’ were imagined. The ‘rest of the world’ was not necessarily an exotic geography elsewhere, but often was a person whose relationships with the digital were impeded by class, education, gender, sexuality, literacy etc.</p>
<p>Moreover, we found that the accounts of Digital Natives that were being discussed across the board were accounts of super stars. They either heralded the digital native as the young messiah who is drastically changing the world, overthrowing governments and building collaborative and participatory structures of openness. Or they feared the digital native as an unthinking, self contained, dysfunctional person who pirates and plagiarizes and needs to be rehabilitated into becoming a civic individual. Very little was said about Everyday Digital Natives – users who, through the presence of digital technologies, were changing their lives on an everyday basis.</p>
<h3>Other Digital Natives</h3>
<p>Based on this, we began the quest for the Other Digital Natives – people who did not necessarily fit the existing models of being digital but who often had to strive to ‘Become Digital’ and in the process produce possibilities and potentials for social change and political participation in their immediate environments. This was the first step to discover what being a digital native would be in emerging ICT contexts, where connectivity, access, usage, affordability, geo-political regulation, and questions of the biological and of living would give us new understandings of what a digital native is. This quest for the Other inspired us to work across Asia, Africa and Latin America, to talk to some of the most strident voices in the region who claimed to be digital natives, expressed discomfort with being called digital natives, refused to be called digital natives, and sought to provide critique of the existing expectations of digital nativity. The proceedings from these conversations in the Global South have been consolidated in the book Digital AlterNatives With a Cause? available for free download.</p>
<p>For this post, I want to look at some of the presumptions in existing understanding of Digital Natives and how we can contest them to build Digital AlterNative identities.</p>
<h3>Presumption 1: Digital Natives are always young</h3>
<p>Even if we go by Mark Prensky’s problematic definition that everybody born after the 1980s is a digital native, we must realize that there is a large chunk of digital native users who are now in their thirties. They are in universities, work forces, governments and offices. They have not only grown older with technologies but they have also radically changed the technologies and tech platforms that they inhabit.</p>
<p>It is time to let go of the Peter-Pan imagination of a Digital Native as always perpetually young. Moreover, we must realize that digital natives existed even before the name ‘Digital Native’ came into existence. There were people who built internets, who might not have been young but were still native to the digital environments that they were a part of.</p>
<p>Instead of looking at a youth-centric, age-based exclusive definition of a digital native, it is more fruitful to say that people who natively interact with digital technologies – people who are able to inhabit the remix, reuse, share cultures that digitality produces, might be marked as digital AlterNatives.</p>
<h3>Presumption 2: Digital Natives are born digital</h3>
<p>It does sound nice – the idea that there were people who were born as preconfigured cyborgs, interacting with interfaces from the minute they were born. And yet, we know that people are taught to interact with technologies. True, technologies often define our own conceptions of who we are and how we perceive the world around us, but there is still a learning curve that is endemic to human technology relationships.</p>
<p>Because of the ubiquitous and pervasive nature of certain kinds of technology mediated interaction, it is sometimes difficult to look at our habits of technology as learned interactions. Recognizing that there is a thrust, an effort and an incentive produced for people to Become Digital, is also to recognize that there are different actors, players, promoters and teachers who help young people enter into relationships with technologies, which can often be greater than the first interactions.</p>
<h3>Presumption 3: Digital Natives live digital lives</h3>
<p>This is a concern voiced by many people who talk about digital natives. They are posited as slacktivists – removed from their material realities and apathetic to the physical world around them. They are painted as dysfunctional screenagers who are unable to sustain the fabric of social interaction and community formation outside of social networking systems. They are discussed as a teenage mutant nightmare that unfolds almost entirely in the domains of the digital.</p>
<p>But these kinds of imaginations forget that a digital native is not primarily a digital native, or at least, not exclusively digital. Being a digital native is one of many identities these users appropriate. The digital often serves as a lens that informs all their other socio-cultural and political interactions, but it is not an all-containing system. The bodies that click on ‘Like’ buttons on Facebook are also often the bodies that fill up the streets to fight for their rights. The division between Physical Reality and Virtual Reality needs to be dismissed to build more comprehensive accounts of digital native practices.</p>
<h3>Presumption 4: Connectivity is digitality</h3>
<p>This is often an easy conflation. It is presumed that once one has constant connectivity, one will automatically become a digital native. Especially in policy and development based approaches, connectivity and access have become the buzzwords by which the digital divide can be breached. However, we have now learned that this one-size, fits-all solution actually fits nobody. Being connected – by building infrastructure and affording gadgets – does not make somebody a digital native.</p>
<p>The digital native identity needs to be more than mere access to the digital. It involves agency, choice, critical literacy and fluency with the digital media that we live with. So instead of thinking of anybody who is connected as a digital native, we are looking at people who are strategically able to harness the powers of the digital to produce a change in their immediate environments. These changes can range from making personal collections of media to mobilising large numbers of people for political protests. To be digital is to be intimately connected with the technologies so that they can augment and amplify the ways in which we respond to the world around us.</p>
<p>I offer these as the building blocks of looking at the ‘Other’ of the Digital Natives as we have discursively produced them. From hereon, in my subsequent posts, I hope to drill deeper to locate nuances and differences, concepts and frameworks that we need to map in order to build a digital native model that is inclusive, differential and context based.</p>
<p>Banner image credit: AFSC Photos <a class="external-link" href="http://www.flickr.com/photos/afscphotos/6266795673/">http://www.flickr.com/photos/afscphotos/6266795673/</a></p>
<p>This blog post by Nishant Shah was published in <a class="external-link" href="http://dmlcentral.net/blog/nishant-shah/search-other-decoding-digital-natives">DML central on 24 October 2011</a>.</p>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/in-search-of-the-other-decoding-digital-natives'>https://cis-india.org/digital-natives/in-search-of-the-other-decoding-digital-natives</a>
</p>
No publishernishantDigital subjectivitiesResearchers at WorkDigital Natives2015-05-14T12:12:24ZBlog EntryMobility Shifts 2011 — An International Future of Learning Summit
https://cis-india.org/digital-natives/pathways/blog/mobility-shifts-2011
<b>The summit was organised by the New School and sponsored by MacArthur Foundation and Mozilla. It was held from October 10 to October 16, 2011 at the New School, New York City.
</b>
<p>Nishant Shah participated in the summit and spoke on Digital
Outcasts: Social Justice, Technology and Learning in India. The video of
the event is online.</p>
<p><a href="https://cis-india.org/digital-natives/pathways/blog/mobility-shifts.pdf" class="external-link"><img alt="" />Agenda and Program details</a> PDF document, 1611 kb</p>
<p><strong>VIDEO</strong></p>
<iframe src="http://player.vimeo.com/video/32528893?title=0&byline=0&portrait=0" frameborder="0"></iframe>
<p><a href="http://vimeo.com/32528893">Mobility Shifts 2011, Nishant Shah</a> from <a href="http://vimeo.com/mobilityshifts">The Politics of Digital Culture</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>
For more details visit <a href='https://cis-india.org/digital-natives/pathways/blog/mobility-shifts-2011'>https://cis-india.org/digital-natives/pathways/blog/mobility-shifts-2011</a>
</p>
No publisherpraskrishnaResearchers at WorkDigital Knowledge2015-03-30T14:55:16ZBlog EntryMaterial Cyborgs; Asserted Boundaries: Formulating the Cyborg as a Translator
https://cis-india.org/raw/material-cyborgs-asserted-boundaries-formulating-the-cyborg-as-a-translator
<b>In this peer reviewed article, Nishant Shah explores the possibility of formulating the cyborg as an author or translator who is able to navigate between the different binaries of ‘meat–machine’, ‘digital–physical’, and ‘body–self’, using the abilities and the capabilities learnt in one system in an efficient and effective understanding of the other. The article was published in the European Journal of English Studies, Volume 12, Issue 2, 2008. [1]</b>
<p> </p>
<p><em>Download the paper <a href="https://cis-india.org/publications-automated/cis/nishant/material%20cyborgs%20ejes.pdf/at_download/file" class="external-link">here</a></em>.</p>
<p><em>Read the original paper published by Taylor & Francis <a class="external-link" href="http://www.tandfonline.com/doi/abs/10.1080/13825570802151504">here</a></em>.</p>
<hr />
<h2>I, the cyborg</h2>
<p>The cyborg, a combination of hardware, software and wetware, stands as one of the most visible figures of the cybernetic age. A portmanteau of two words: cybernetic and organism, the term cyborg refers to a biological being with a kinetic state that can be transferred with ease from one environment to another, able to adapt to changing environments through technological augmentation. The first living Cyborg to find its way into the human family tree was a rat. Manfred Clynes and Nathan Kline – two astrophysicists, in 1960, thought of a ‘hybrid-organism’ system (a rat with an osmotic pump) that provided biological stability to an organism in response to its constantly changing environment. In their paper in Astronautics they wrote:</p>
<blockquote>For the exogenously extended organizational complex ... we propose the term ‘cyborg’. The Cyborg deliberately incorporates exogenous components extending the self-regulating control function of the organism in order to adapt it to new environments. (Clynes and Kline, 1960: 1)</blockquote>
<p>Notwithstanding this, the cyborg is most commonly thought of in a futuristic vein, escaping the confines of the physical body and recreated through various digital forms like databases, networks and archives.</p>
<p>With the emergence of the WorldWide Web, the cyborg has strategically evolved in our imaginations as a metaphor of our times.We are already in the age where the ‘first living cyborg’ (Warwick, 2000: 15) has announced his arrival. In his autobiography I, Cyborg, Stephen Warwick, a professor of cybernetics and robotics, unveils how he became the first human cyborg through a series of path-breaking experiments. He begins his narrative by saying, ‘I was born human. But this was an accident of fate – a condition of time and place. I believe it’s something we have the power to change’ (Warwick, 2000: 5). Cybercultures theorist David Bell, on the other hand, especially with the proliferation of new digital technologies, in his preface to The Cybercultures Reader, locates the cyborg in ‘the crucial mechanics of urban survival’ (Bell, 2000: xxi) that produce everyday cyborgs through digital transactions and technologically augmented practices. Sherry Turkle, looking at the experiments in genetic engineering and reproductive practices, traces the processes of ‘cyborgification’ in the production of ‘techno-tots’ (Turkle, 1992: 154) – a new generation of designer babies who have been augmented by technology to have the perfect genetic composition.</p>
<p>In this paper, I seek to explore the possibility of formulating the cyborg as an author or translator, who is able to navigate between the different binaries of ‘meat– machine’, ‘digital–physical’, ‘body–self’, using the abilities and the capabilities learnt in one system in an efficient and effective understanding of the other. What does the cyborg as a translator add to our understanding of the processes of translation? If we were to examine the formation of a cyborg identity embedded in the digital circuits of the World Wide Web, what is the text of translation? What are the translated objects? Who performs these translations? Is the user the omnipotent translator who brings to this site, her special knowledge of distinct systems to make meaning? When inflected by technology, does the process of translation, performed by the cyborg, enter into realms of incomprehensibility which get translated as illegality? How does the figure of the translating cyborg enable an analysis of the cyborg as materially bound and geographically contained, rather than the earlier ideas of the cyborg as residing in a state of ‘universal placelessness’ (Sorkin, 1992: 217)?</p>
<h2>Configuring the cyborg as a translator</h2>
<p>The cyborg, as fashioned by science fiction narratives, cinema and cartoons, conjures images of human–machine hybrids and the physical merging of flesh and electronic circuitry. Different representations of the cyborg abound in science fiction narratives in print, film, animation and games, from reengineered human bodies showcasing fin de millennia nostalgia for large robotic machines of power and strength to sleek and suave microchip-implanted silicon-integrated human beings who work in their artificially mutated enhancements. The cyborg has covered a wide imaginative range from looking at a happy human–machine synthesis to a degenerate human body made grotesque by machinistic implants to a rise of a potent cyborg community that threatens to overcome the human world of biological certainty and mortality. Some of the most famous instances of cyborgs in popular narratives illustrate this wide spectrum; from Maria the robot in Metropolis (Fritz Lang, 1927) to Lara Croft in the The Tomb Raider series (Toby Gard, 1996); from Case in William Gibson’s Neuromancer (1984) to Mr Anderson a.k.a. Neo in The Matrix Trilogy (The Wachowski Brothers, 1999–2003); from Johnny Quest (Hannah-Barbara Cartoons, 1996–7) in the eponymous animated series to avatars created on social networking sites and MMORPGs <a name="fr2" href="#fn2">[2]</a> like Second Life.</p>
<p>However, with the popularization and democratization of new digital technologies of information and communication (ICTs), we see a certain evolutionary production of the cyborg as an increasing number of people interact with digital spaces and sites and adopt mobile gadgets of computation and information dissemination as an extension of their bodies. The cyborg, as imagined within the digital realms of cyberspace, is imagined differently from the more hyper-real, hypervisible constructs within the fictional narratives.</p>
<p>Arjun Appadurai (1996), in his formulation of post-electronic modernity, explores how electronic media offer new everyday resources and disciplines for the imagination of the self and the world. He argues that the individual body and its ownership are wedded to the logic of capitalism and the notion of ownership that characterized most of the twentieth century. Appadurai suggests that the body becomes a site of critical inquiry and contestation because a capitalist state grants the individual the rights to his/her body and the choice to fashion that body through consumption patterns. When talking of Technoscapes <a name="fr3" href="#fn3">[3]</a>, Appadurai posits the idea of a technologically enhanced sphere of activities and identity formation that defy the processes of capitalism and produce new instabilities in the creation of subjectivities.</p>
<p>Cyberspace has become such a site where the individual body, marked in its being (genetically, biologically, socially and culturally) and circumscribed by the (physical, reluctant and cumbersome) space, can free itself from the relentless materiality of a capitalist set of reference points, to create a truly global self and a universally accessible space. Katie Hafner and Matthew Lyon, in their comprehensive history of the origins of the web, mention how in 1968 Joseph Carl Robnett Licklider and Robert Taylor, who were research directors of the United States of America’s Department of Defense’s Advanced Research Projects Agency (ARPA) and who also set in place the first online community (ARPANET), prophesied that online interactive communities ‘will consist of geographically separated members, sometimes grouped in small clusters and sometimes working individually. They will be communities not of common location but of common interest’ (Hafner and Mathew, 1996: 44). This prophesy was realised by the end of the twentieth century, as scholars announce the construction of the ‘discontinuous, global agoras’ (Mitchell, 1996: 27) and the arrival of the new commons shaped within the technoscapes of the internet. The imagination of the internet as the new public sphere of communication, interaction and collaboration also brought into focus the skills that a cyborg requires in order to materially exist on the intersections of various domains. Donna Haraway, in her seminal essay ‘A cyborg manifesto’ (1991), posited one of the most influential imaginations of the cyborg as residing in the ‘optical illusion between social reality and science fiction’ (Haraway, 1991: 151) Haraway’s cyborg hints at the possibility of imagining the cyborg as a translator:</p>
<blockquote>The cyborg is resolutely committed to partiality, irony, intimacy, and perversity. It is oppositional, utopian and completely without innocence. No longer structured by the polarity of public and private, the cyborg defines a technological polis based partly on a revolution of social relations in the oikos, the household.<br />(Haraway, 1991: xxii)</blockquote>
<p>This cyborg, in the blurring of the public and the private, in the diffusion of the physical and the virtual, and in the yoking together of economic practices and social identities, becomes an agential subjectivity that translates one system into another, using the referents of meaning making and processes of knowledge production in one system for deciphering and navigating through the other system. Haraway’s cyborg is a willing and conscious extension; an illustration of what Judith Butler, in Bodies That Matter (1993) calls the ‘performative’, thus infusing the figure of the cyborg with the ability to negotiate with its immediate environment and shape it through the material practices it engages with. The cyborg as a translator, thus has an interesting role as a mediator between the two systems. The cyborg no longer makes the distinction between an original and a translated text – the two systems occupy equal and often contesting zones of reality and authenticity for the cyborg.</p>
<p>Sandy Stone, in her anthropological study on technosociality – the technologised social order that emerges with ICTs and the social order of the technologised communities – emphasizes this very critical role of the cyborg:</p>
<blockquote>In technosociality, the social world of virtual culture, technics is nature. When exploration, rationalisation, remaking, and control mean the same thing, then nature, technics, and the structure of meaning have become indistinguishable. The technosocial subject is able successfully to navigate through this treacherous new world. S/he is constituted as part of the evolution of communication and technology and of the human organism, in a time in which technology and organism are collapsing, imploding, into each other.<br />(Stone, 1991: 81)</blockquote>
<p>Stone’s idea of the cyborg as collapsing the binary between the organism and technology is indicative of how the cyborg, in its processes of translation, reproduces both the worlds, and in fact allows for a dual process of translation between the two so that systems implode to form a complex set of references that determine the meanings of the text. This dual process of translation produces a critical episteme to revisit the notion of translation where the skills of the translator and the figure of the translator are generally looked upon as residing in a nuanced and close reading of the original text and the interpretative techniques by which it is reproduced in the ‘new’ or translated text, making sure that the original gets suffused with the meaning and ironies of the other language. Stone also adds to Haraway’s conception of the cyborg as she recognizes another distinction that the cyborg as a translator blurs in its being – the distinction between technique and the structure of meaning.</p>
<p>The cyborg as a translator, because it produces its identities through the same techniques that it produces the translated texts, internalizes the very techniques of translation. However, this process of internalization, instead of making the techniques invisible, foregrounds them as essential to the comprehension and understanding of the meanings which have been produced in this dual process of translation. The next section of this paper does a close reading of an instance of particular cyberspatial form – the social networking systems – to illustrate the dual processes of translation and the textuality of the texts involved.</p>
<h2>Lost in translation</h2>
<p>Both Haraway and Stone imagine the cyborg in a process of self-authorship through the interaction with the digital technologies. However, both of them only deal with the conceptual category of the cyborg and do not really examine the specific practices that this cyborg produces. Within cyberspaces, social networking systems, blogs, MMORPGs, multiple user dungeons (MUD), discussion boards, media sharing platforms, p2p networks <a name="fr4" href="#fn4">[4]</a>, etc., all create different conditions within which the physical users, through their digital avatars, interact with each other and form complex models of social networking and personal narratives. In this section I look at the notion of this self-authoring cyborg, embedded in the social networking system of ‘Orkut’, to illustrate and examine the discussions in the preceding section.</p>
<p>Orkut, a Google project, is one of the most thriving social networking systems that allows people to reacquaint themselves with people they have known in the past – friends, colleagues, acquaintances, family – who might be distributed across geography and lifestyles. Orkut also enables people with similar interests to form communities and interact, network and form new relationships with strangers in an unprecedented fashion. Orkut follows the AmWay <a name="fr5" href="#fn5">[5]</a> Economic model for its social networking, whereby an individual person inherits the friends of friends, thus often connecting themselves down more than 50 levels of friendship. Such a connection, such possibilities of networking, and the overall feeling of belonging to a dynamic, ever-growing network, gives the users a heady rush of emotions, using Orkut for various personal and professional reasons – from dating to holding meetings, from public performances to professional networking.</p>
<p>Most users within Orkut find themselves members of communities which are created around themes, hobbies, issues, ideas, movies, heroes, idols, books, religions, universities and schools, organizations, institutions, subjects, disciplines and music. One of the pre-requisites for using the various services on Orkut to their full potential is the creation of a profile. The profile, unlike a personal ad, is a concentrated effort at translating the ‘physical’ self of the person into ‘digital’ avatars that refer to the ‘original’ user behind the profile. Because of the pseudonymous nature of cyberspatial interactions, there is also an extra effort at making these avatars more verifiable, more real and more trustworthy. As an increasing number of users use social networking systems to find friends, to connect with partners and form communities that often translate back into the physical world, they spend a lot of effort on their profiles, trying to simulate (or translate) their personal identities and ideas into the digital world.</p>
<p>Most users put pictures of their face, along with populating their own virtual photo album with pictures of their pets, partners, friends, family and places they have visited. Profiles often change, adding ‘new pictures uploaded’ as a caption, to invite friends to visit their space and find out what is new about their virtual lives. Users can also keep track of all the changes that the people in their networks are making to their profiles, thus giving the sense of a fluid and a changing persona rather than a static description. Applications which allow the users to track birthdays, special dates, online calendars and the important events in their friends’ lives, add to the nature of communication and interaction. Most profiles have a fairly detailed narrative, using poetic imagery, exaggerated style, witticisms and pop philosophy to translate the person behind the screen. The profiles are also filled with their favourite activities, TV shows, music and books. This process of mapping a virtual body and producing texts of the physical body is the first level of translation that the users perform. The model of cyborgs that Haraway and Stone posit look upon the possibility of role playing, of fantasy, of adaptation and of authoring the self, in this process of cyborgification, as extremely liberating and subversive.</p>
<p>The social networking system and the related profiles also draw our attention to the dynamic interactions of the translated self within the digital domains. Through a metonymic process, the digital profile – the translated self – comes to stand in for the bodies of the users who not only create the translated self but also mark it with desires and aspirations. The translated self is largely under the control of the physical body. And yet, there are several ways in which the translated self does not allow for the physical body to emerge as the original, the authentic or the primary self within the dynamics of this site. On the one hand, it is the physical body of the user that authors the digital self, and hence it should be looked upon as the primary or the authentic text. On the other hand, the interactions that happen within the social networking system are interactions of the authored/translated self. The responses that the profile receives, the way in which the self is represented, the techniques used to engage with more people or invite strangers to communicate, are all the practices of the digital self.</p>
<p>Within Orkut, the profile of the person is bound to the physical body of the user behind the profile. While it is of course necessary to invoke a virtual avatar, because of the nature of social networking with people one already knows or has known, there is a certain disinvestment of fantasy within Orkut. Several users select pseudonyms which allow them to remain totally anonymous, but most of them have a visible face which tries to approximate their real-life persona online. Unlike the circuits of blogging or role playing games, Orkut emphasizes the need to be a ‘real’ person, thus validating its unique feature of ‘scrapping’. By employing it, users are encouraged to publicly perform their intimacies and relationships, which can be easily documented and tracked by others outside the one-to-one interaction. Thus, there seems to be a specific need to narrativize the self though the profile and the various functionalities available on Orkut. Members of the Orkut community are encouraged to think of themselves as part of a larger database – transmutable, transferable sets of data which they have authored for themselves – and can mobilize their virtual self across different networks to enhance their sense of social interaction and networking.</p>
<p>Also, the digital self is not translated solely by the physical user. Orkut has a feature of testimonials where the people in the networks of the translated self, also author opinions, observations and endorsements for the profile. Moreover, the public nature of communication and the archiving of this, add to the meaning and the functioning of this translated self. This production of the meta-data introjects the translated self into a circuit of meaning making and producing narratives that is beyond the scope of the physical body. Thus, there is a strange tension between the physical body of the user and the translated self that the user produces, which leads to the emergence of a cyborg identity. The cyborg is neither the physical body nor the translated digital self. It resides in the interface between the two, each constantly referring to the other, creating an interminable loop of dependence. The cyborg, because it is produced by the very technologies of the two systems that it is straddling, makes these techniques or the technologisation of the self synonymous with the processes of producing the narratives or making meaning.</p>
<p>This production of narratives of the self through different multimedia environments is not simply a process of writing biography or making self-representations. The users on Orkut (as well as other social networking sites like MySpace or blogging communities like Livejournal) are authoring avatars or substitute selves which are intricately and extensively a part of who they are. These translated selves do not live independent lives, but are firmly entrenched in the physical body and practices of the users. While there is a certain flexibility in the scripting of the avatar, the projections are more often than not premised upon the possibility of a Real. The avatars are also scripted as engaging in extremely mundane and daily activities to create verisimilitude and to map the physical body on to the avatar. To leave status messages like ‘stepped out for lunch’ or ‘Working really hard’ or ‘I am bored, entertain me’ is common practice for the users. As increasingly more users stay connected but are not always present on these digital platforms, they also let the avatars ‘sleep’ or ‘eat’ or ‘go away for some time’, synchronizing the avatar’s actions with their own.</p>
<p>A look at many other similar sites like blogging communities on ‘Livejournal’, or dating communities like ‘Friendster’, can give us an idea that the first stage in authoring a cyborg rests in creating these profiles, or avatars. Users spend an incredible amount of time trying to create for themselves the best avatars, which will be continued projections of the self. These tend to rely mainly on the visual component, as in games like ‘Second Life’ and chatting platforms like ‘Yahoo!’, but they can also rely on a combination of visual and verbal elements. Thus, the cyborg starts a process of translation whereby both the physical body and the translated self are distilled into data sets that get distributed across different practices and platforms, changing continuously and feeding into each other. Thus, just the first step of translation – the translation of the physical body into the digital avatar – is already a complex state, where we it is not as if the cyborg exists ex-nihilo and then translates from one system to the other but that the cyborg is produced in this very process of translation. Moreover, the translated text is not simply the sole authorship of the cyborg but has other players, who are a part of either of the systems, adding meanings and layers to the text.</p>
<p>The second step in this process is a reverse translation. Even within role playing games, where the alienation of the avatar from the body reaches its highest levels, there is an invested effort on the part of the gamer to provide physical and material contexts to the imagined bodies which they have created. Mizuki Ito (1992), in her work about online gamers, looks at how, with an increased investment in the digital lives, users tend to shape their own physical selves around their projected avatars. Many chronic users of cyberspaces have their language, their social interaction and even the way they dress and behave affected by their practices online. Sherry Turkle, in her analysis of the MUD world in Life on the Screen (1996), points out that an increasing number of users start looking upon their screen lives as a constitutive part of their reality rather than an escape from it.</p>
<blockquote>A computer’s ‘windows’ have become a potent metaphor for thinking about the self as a multiple and distributed system. The hypertext links have become a metaphor for a multiplicity of perspectives. On the internet, people who participate in virtual communities may be ‘logged on’ to several of them (open as several open-screen windows) as they pursue other activities. In this way, they may come to experience their lives as a ‘cycling through’ screen worlds in which they may be expressing different aspects of self.<br />(Turkle, 1996: 43)</blockquote>
<p>In another essay, titled ‘Playblog: Pornography, Performance and Cyberspace’ (Shah, 2005), I illustrate how the process of ‘reverse embodiment’ takes place in the lifecycle of bloggers. This process entails a mapping of the translated avatar on to the physical body of the users. This process of reverse translation often leads to the users abandoning their avatars, cutting down on their public presence or sometimes actually committing ‘digital suicides’, killing their own selves to start new identities and networks. Julian Dibbell, in his celebrated essay, ‘A Rape Happened in Cyberspace’ (1994) looks at the dynamics of this reverse mapping or inverted translation as well. Dibbell was witness to one of the most popular cases of ‘digital violence’ in the late 1990s, when in an MUD, a particular user called Dr Bungle, devised a ‘voodoo doll’ on the Lambda MOO MUD, which gained control over two of the other users, making them enter into a series of involuntary sexual acts of deviousness and perversion, in a public ‘room’ where all the other users could see them. What might be looked upon as a simple gaming aesthetic of a more powerful player taking over the avatars of two players with lesser power became a topic of huge discussion as the physical users behind the translated avatars complained of feeling violated and ‘raped’. This claim had very serious consequences because it no longer allowed for a linear notion of the physical body being translated into a digital avatar but insisted that the translated avatar is always, because of the users’ emotional involvement but also because of the practices that the avatar initiates, mapped back on to the body of the physical user. This is a process of reverse embodiment where the presumed ‘original’ is now re-shaped and re-configured to suit the translated object. Such a phenomenon is perhaps possible only in the domains of the cyberspace. Also, the cyborg, generally presumed as residing in the physical body, is now relocated in this two-way process, at the borders where it not only facilitates meaning but also realizes itself in the process of facilitation.</p>
<p>The digital transactions in which the users within such spaces engage have huge social, economic and cultural purport. The authoring of these selves, of these digital avatars, leads to the idea of the cyborg as not simply a synthesis – a site upon which the synthesis happens – but as a dynamic situation in which all subjects participate, producing and supporting its own identity. The cyborg exists in the interstices of the different oppositions of the real and the virtual, the physical and the digital, the temporal and the spatial, the biological and the technological. Moreover, the cyborg does not reside simply within the digital domains but becomes and embodied technosocial being, with a material body that enters into other realms of authorship and subjectification. It is necessary to recognize that the cyborg is not simply a self authored identity but is also subject to various other realms of governance. These material cyborgs, then, assert the need for the body as central to their imagination.</p>
<p>This bounded cyborg is also subject to the territories that it resides within. The last section of the paper looks at the State as a critical part of the production of these material cyborg identities and analyses how the incomprehensibility of this particular identity reproduces it in a condition of illegality, rescuing it from the boundless universal imagination and reasserting the geographical and the territorial boundaries that the cyborg exists within. In this particular analysis, because of my own familiarity with the context and also because new digital technologies are still emerging and unfolding into new forms in India, I shall speak specifically of the Indian State but hope that the particular case that I analyse shall have resonances for other geo-cultural and socio-political contexts as well.</p>
<h2>The state of the cyborg</h2>
<p>The cyborg, thus residing on the interstices of so many different paradigms, can no longer be limited to aesthetized representations and narratives, but is becoming a part of everyday practices of global urbanism. The range of human–machine relationships is diverse and increasingly varied. We might not be complete cyborgs but we do deal with ‘intimate machines’ (Turkle, 1996: 142) and live in ‘cyborg societies’ (Haraway, 1991: 179). The cities where we we live constantly remind us of the machinations we are dependent on; sometimes they blind us of our dependence on the technology, sometimes they make it starkly visible. Different organizations like the Military, Space Studies, Medicine, Human Research and Education are using new forms of organism–technology interactions in the increasingly urbanised world. Just like the interactions of the translated avatara and the physical users, David Bell and Barbara Kennedy, in their introduction to The Cybercultures Reader, look at the interactions with various different technologies of communication and transport, and posit the notion of an ‘Everyday Cyborg’ that gets produced in everyday practices:</p>
<blockquote>Taking Viagra, or [using] a pacemaker, or riding a bike, or withdrawing cash from an ATM, or acting out [our] fantasies as Lara Croft in the latest Tomb Raider game or as a Nato bomber pilot blitzing Kosovo, or anyone watching footage from Kosovo live on the late-night news.<br />(Bell, 2000: ix)</blockquote>
<p>In their list, the authors are more interested in looking at human–machine interaction and making historical continuities to the production of a technosocial identity or a cyborg self. This ‘naturalized’ cyborg robs the cyborg of its criticality or importance. It seems to posit the cyborg as simply a coupling of organism and machine, and hence a benign cultural formulation which can now be decontextualized and analysed in the digital domains. The cyborg as a translator – initiating a complex and intricate set of relationships between the different systems of meaning making that it</p>
<p>straddles – questions this trvialization of the cyborg and instead helps produce the cyborg identity as an epistemological category which needs to be analysed to see the processes that produce it and the crises it produces in the pre-digital understanding of text and textuality.</p>
<p>It is with these questions that I begin the analysis of what has popularly been dubbed as the ‘Lucknow Gay Scandal’ in India. In India, under the Section 377 of the Indian Penal Code, as a part of larger ‘Unnatural Sex Acts’, homosexual activity is a punishable offence <a name="fr6" href="#fn6">[6]</a>. However, the reading of this particular act has always been invoked in dealing with the act of same-sex sexual behaviour and not to punish a particular identity. However, when the queer rights and gay collectives started gaining momentum because of the rise of digital technologies (Singh, 2007), the production of the queer cyborg produced an anxiety about the fantasies, the digital avatars and the material practices of the users behind the avatars. In January 2006, policemen in the city of Lucknow, masquerading as gay men, registered with a popular queer dating website called ‘Guys4men’. Explicitly a gay dating site, it allows users to create their profiles, add pictures and text, translate their personal data in a scripted space, exchange messages and chat. Like the earlier discussed social networking sites, Guys4men also allows users to search and befriend each other, encouraging public discussions and arranging for physical encounters at a personal or a collective level.</p>
<p>These policemen created profiles and listed themselves as gay men, to start interacting with the members of the site. They solicited sex and meetings and finally invited five men to come and meet them in a public garden in Lucknow. When four of the five men turned up for the rendezvous, they were arrested on charges of obscenity, of soliciting sex in public and engaging in homosexual fantasies. The media reported this as ‘Gay Club Running on the Net Unearthed’ (The Times of India, 5 January 2006). The website was looked upon as a physical space where people indulged in ‘unnatural sex acts’.</p>
<p>The four men were punished, not for anything that they did in public or in the physical world but for their projected fantasies online. They were publicly humiliated, exhibited to the media as a ‘homosexual coup’ and put under arrest by the police. While a large part of the political society in India erupted in fury at the gross violation of the human rights and the punishment of fantasies, leading to a raging court case which still has not found resolution, what this paper hopes to glean from this particular case are four interesting points. Firstly, three of the four men, in their physical existence, were married and had children. They were not suspected to have homosexual inclinations by their family or friends, to whom this came as a huge shock. The evidence of the material practices of their physical bodies was not looked upon as strong enough to acquit them. Secondly, the policemen who were luring these men towards a homosexual encounter were themselves projecting similar fantasies. However, as theirs were sanctioned by some high authority, they gained validity and were not to be punished. It was almost as if the fantasies and the avatars that the policemen had were legitimate, sanctified translations of their selves, which made them different. Thirdly, while the men were caught in the physical meeting space, the charges against them were all based on their online activities. What was being produced was not even the act of translating their physical bodies into digital avatars. What was at stake in the particular case was the fact that, in the processes of translation, a reverse translation was also set into place, where the digital avatars and the circuits of consumption and interaction that these avatars entered into were mapped on to the physical bodies, reconfiguring them and marking them as queer. The men were punished not because they claimed a queer identity or because they had fantasies online which did not subscribe to the State’s directive. These men were being punished for the production of a cyborg self – a self which on the one hand was contained by the physical bodies of the users, thus subject to the processes of governance and administration applicable in the geography that they are located in, and on the other hand produced by the imagined selves – the translated avatars which reside outside of the geo-territorial regimes. It is this production of the queer cyborg, residing on the boundaries of sexuality, of nationality and subjectivity that was sought to be punished in this particular case.</p>
<p>On the whole, this case seems to prove that there is a very definite move, on the part of the State, towards the recognition of online avatars as not only extensions of the self but as more powerful identities than the physical self. The State imagines the users of cyberspace as ‘real’ cyborgs and conceives their online activities, fantasies and role-plays as punishable offences. The State also recognizes their translated selves – their datasets that they authored – as verifiable proof of their existence and actions online. The story of the Lucknow incident brings to the fore the possibility that there might also be reluctant cyborgs. The notion of the translator is always somebody who is in a conscious condition of deploying knowledge in order to bridge the gap between different paradigms. However, as the digital world becomes more democratic and becomes a part of our daily transactions, an increasing number of users enter into conditions of translation which they might not recognize as translation. It is also imaginable that a large number of users might resort to the cyberspace to reach a particular aim, without wishing to produce any elaborate narratives of themselves. They might be completely unaware of the processes of reverse translation which follow. However, because of the State’s investment in digital technologies and its infrastructures, individuals get authored as cyborgs, having to take responsibility for their actions and fantasies online, against their will and outside of their knowledge.</p>
<p>The implication of the State or other State-like bodies in the production of these cyborg identities and texts makes us aware of the fact that processes of translation are not simply about the intention and the effort of the translator, but are also severely embedded in the techniques used for translation and the contexts within which the translator and the translated identities are produced. In earlier discussions of testimonials and scraps on Orkut or commentating and editing on blogging platforms, we had already looked upon how the translated text, even when it is a self-narrative, on the digital interfaces, is already a product of multiple authorships and can no longer be attributed to a single individual translator. Similarly, the cyborg identity that is produced in the processes of translation – the cyborg as a translator – is also not a product of individual desire or intention but is often brought into being through the various other players within the internet as well as within the physical contexts of the users.</p>
<h2>Why cyborg?</h2>
<p>The everyday embodied cyberspace cyborg thus becomes subject to the state as well as the technology. People who enter the digital matrices are made accountable for their actions and travels in cyberspaces. There is an increased anxiety around monitoring these processes of translation, of reverse translation and production of translated cyborg identities that are becoming such an integral part of cyberspatial platforms.</p>
<p>The virtual avatars are re-mapped onto the body of the user, thus reconfiguring the notion of the self and the body. The state, through its efforts, becomes a major player in the authoring of the cyberspace cyborg. Other surveillance technologies like Close Circuit Television (CCTV) for instance, also produce unwilling or unwitting technologized narratives of the users caught under the camera. It is possible to use CCTV in public spaces and capture users in different actions which they can be held responsible for later. However, the cyberspace cyborg differs significantly from this model because the users of cyberspace are willing participants of the spaces which they occupy.</p>
<p>The positing of the cyborg as a translator and as an identity that emerges out of translation practices defines a clearer role for translation and a larger definition for translation as it gets inflected by digital technologies. Instead of the universal hyperreal agent, the cyborg as a translator emphasizes one of the fundamental principles of understanding translation – the context of the translator, the agential negotiations of the translator with the original text, the processes by which the self of the translator get produced and the importance of the technologies within which the translation occurs. The collaborative nature of digital technologies and cyberspatial forms illustrates how the process of translation is not singular and that the relationship between the presumed original and the translated text also need to be re-visited. However, more that anything else, the cyborg as a translator makes it clear that the translated text is not produced in isolation or by a single author. There are various contributions that emerge from the networks within which the cyborg translator operates and from the different technologies of governance that the cyborg translators as well as the translated texts are subject to. On the other hand, to the body of cybercultures which has sustained interest in the production and imagination of the cyborg, the cyborg as a translator offers a different way of locating the cyborg identity – not as an identity produced through cyberspaces, but as an embodied cyborg that emerges as an epistemological category to explain the processes of collaboration, sharing, collective authoring and possession of the new digital spaces.</p>
<h2>Notes</h2>
<p>[<a name="fn1" href="#fr1">1</a>] This paper owes huge intellectual and emotional debt to Rita Kothari who first invited me to contribute to this issue, helping me formulate the germ of the idea and to Elena Di Giovanni who has been an extremely patient editor, guiding me through the many drafts that gave shape to this final version.</p>
<p>[<a name="fn2" href="#fr2">2</a>] MMORPG – Massively Multiple Online Role – playing game is a genre of gaming in which a large number of players interact with one another in a virtual world. The MUDs that Sherry Turkle studied can be looked upon as the direct antecedents to MMORPGs like Second Life and War of Warcraft – two of the most popular gaming platforms in current times.</p>
<p>[<a name="fn3" href="#fr3">3</a>] Technoscapes are the landscapes of technology. They refer to technology as both high and low, informational and mechanical, and the speed at which it travels between previously impassible boundaries. Appadurai uses the idea of Technoscape to imagine a fluid and transmittable topography of technology, where the different transactions and the identities formed online have material consequences in economic flows and societal formations. The cyborg thus produced actively chooses and negotiates its identity. Identities are no longer solid, but become fractured, in that we no longer have to choose the identities or accept the ideas of the local community. We are actively choosing our programming based on that which is available to us. While the cyborg may choose to act in a manner most appropriate or relative to the cultures and geographies it is embedded within, that is no longer the only programming option available to it and many are choosing to look beyond their own cultural arenas.</p>
<p>[<a name="fn4" href="#fr4">4</a>] P2P networks – peer-to-peer networks – inherit the cyberspatial aesthetics of decentralized networks; of nodes being distributed across the circuits of the internet and talking to each other, collaborating in projects, sharing information and exchanging digital material. The p2p networks have been under severe focus because they allow for unmonitored piracy and exchange of information</p>
<p>[<a name="fn5" href="#fr5">5</a>] AmWay emerged in the 1960s as the first of its kind of multi-level marketing company where the individuals inherit each other’s customers and profits through a simple system of multi-directional networking.</p>
<p>[<a name="fn6" href="#fr6">6</a>] The Wikipedia entry for IPC Section 377 reads: ‘Homosexual relations are technically still a crime in India under an old British era statute dating from 1860 called Section 377 of the Indian Penal Code which criminalises ‘‘carnal intercourse against the order of nature.’’ Since this is deliberately vague in the past it has been used against oral sex (heterosexual and homosexual), sodomy, bestiality, etc. The punishment ranges from ten years to lifelong imprisonment’. The relevant section reads: ‘Whoever voluntarily has carnal intercourse against the order of nature with any man, woman or animal, shall be punished with imprisonment for life, or with imprisonment of either description for a term which may extend to ten years, and shall also be liable to fine’.</p>
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For more details visit <a href='https://cis-india.org/raw/material-cyborgs-asserted-boundaries-formulating-the-cyborg-as-a-translator'>https://cis-india.org/raw/material-cyborgs-asserted-boundaries-formulating-the-cyborg-as-a-translator</a>
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No publishernishantBodyResearchCyborgsNet CulturesPublicationsResearchers at Work2015-10-25T05:57:08ZBlog EntryOn Fooling Around: Digital Natives and Politics in Asia
https://cis-india.org/digital-natives/blog/digital-natives-and-politics-in-asia
<b>Youths are not only actively participating in the politics of its times but also changing the way in which we understand the political processes of mobilisation, participation and transformation, writes Nishant Shah. The paper was presented at the Digital Cultures in Asia, 2009, at the Academia Sinica, Taipei, Taiwan.</b>
<h3><strong>Abstract</strong></h3>
<p>As an increasing population in Asia experiences a lifestyle mediated by digital technologies, there is also a correlated concern about the young Digital Natives constructing their identities and expressions through a world of incessant consumption, while remaining apathetic to the immediate political and social needs of their times. Governments, educators, civil society theorists and practitioners, have all expressed alarm at how the Digital Natives across emerging information societies are so entrenched in the rhetoric, vocabulary and practice of consumption, that they have a disconnect with the larger external reality and are often contained within digital deliriums. They discard the emergent communication and expression trends, mobilization and participation platforms, and processes of cultural production, as trivial or often unimportant. Such a perspective is embedded in a non-changing view of the political landscape and do not take into account that the youth's consumption of globalised ideas and usage of digital technologies, has led to a new kind of political revolution, which might not subscribe to earlier notions of change but nevertheless offer possibilities for great social transformation.</p>
<h3>Context: Techno-Social Identities</h3>
<div>It was the beginning of the 1990’s that ushered in the digital globalisation in Asia and emerging information societies were experiencing a moment of significant socio-political and econo-cultural transition. Many countries in South and East Asia restructured their developmental agenda to accommodate the neo-liberal paradigm that opened their economic and cultural capital to the globalised world markets (Roy; 2005). Unlike in the West, especially in the United States of North America and North-Western Europe, where the internet technologies developed in hallowed spaces of academic and government research, conceptualised in an idealised ethos of open source cultures, free speech and shared knowledges (Himanen; 2001), the emergence of digital ICTs were signifiers of a certain economic mobility, globalised aesthetic of incessant consumption, availability of lifestyle-choices and a reconfiguring of the State-Citizen relationship.</div>
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<div>As different countries in Asia invested in the physical infrastructure of ICTs and widespread access to cyberspatial technologies, they also posited the figure of a techno-social citizen-subject who was caught in a double bind: On the one hand, these new subjects were the wealth of the nations, providing a base for outsourcing and back-processing industries, using their skills with digital technologies to aid the State’s aspirations of economic progress and development. With the digital technologies appearing as the panacea for the various problems of illiteracy, population explosion and ethnic/regional conflicts that have marked many Asian countries in the second half of the Twentieth Century, these new subjects were looked upon as the pall-bearers who would usher in the much desired economic development and socio-cultural reform in these emerging information societies. On the other hand, the ability of these techno-social subjects to transcend their local, to circumvent State authority and regulation, and adapt to a new era of economic and cultural consumption, posited a huge problem for these States that strove to contain the spills of an economic decision into the domains of the social, cultural and the political (Bagga, et al; 2005).</div>
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<div>Among the populations who were actively (or, as is often the case, unwittingly) embodying these changes, were the Digital Natives – younger children and youth who have embraced digital technologies and tools as central to their every-day lives and sense of the self – who used (and abused) these technologised spaces in unpredictable and creative ways beyond, and often against, the authority of the State (Shah; 2007) . This particular identity has raised a lot of concern from different authorities like the government, the educators, the legislators and policy makers, and even civil society practitioners and theorists. Most governments had their initial responses to these Digital Native identities as rooted in paranoia and pathologisation. The cyberspatial matrices are looked at with suspicion as creating a world of the forbidden, the dirty and the dangerous. Public debates over pornography, obscenity, need to control and censor the unabashed fantasies that the cyberspaces were catering to, and a call to govern, administer and contain these spaces (and consequently, the people occupying them), have riddled through information societies around the globe.</div>
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<div>The many anxieties that have surfaced from parents, teachers, interventionists and policy makers, have led to a global industry that is aimed at keeping the children and youth safe from the ‘ill-effects’ of being online. The responses have been varied and diverse: Radical measures from heavy censorship and regulation of all information accessed through the digital spaces to opening up de-addiction and rehabilitation centres; Strong anti-piracy and pornography drives to forming strict legislation on digital crimes; Extraordinary steps to educate the young people about the perils and pit-falls of internet usage to actual policies dissuade internet usage by regulating the physical spaces of access and the promise of dire punishments for ‘abuse’.</div>
<div><br />Providing a litany of these anxieties – each made unique by the differential and contextual experience of digital technologies across regions and societies – can be a daunting and eventually a futile exercise because the landscape of digital technologies and spaces is extremely varied and fluid and each new crisis leads to the emergence of a new set of problems. However, there are certain common tensions and uncontested assumptions that run through these anxieties, which need to be understood and examined. It is the intention of this paper to extrapolate these less visible anxieties with a particular focus on the techno-social identity more popularly referred to as Digital Natives.</div>
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<h3>Misunderstood & Misrepresented</h3>
<div>The term ‘Digital Natives’ (Prensky, 2001) is slowly becoming ubiquitous in its usage amongst scholars and activists working in the youth-technology paradigm, especially in emerging Information Societies. The phrase is used to differentiate a particular generation – generally agreed upon as a generation that was born after 1980 – who has an unprecedented (and often inexplicable) relationship with the information technology gadgets. It is a phrase used to make us aware of the fact that these people are everywhere: On the roads taking pictures on their mobile phones and uploading them on their blogs and photo-streams; In public transport, in their own individually created islands where they listen to music and furiously typing text message their friends; In schools and universities, multitasking, preparing a classroom presentation while chatting with friends and keeping track of their online gaming avatars; In offices, glued in with equal passion on to dating and social networking sites as the geek mailing list that they moderate; In homes and bedrooms, uploading the most private and intimate details of their lives (or becoming subjects to other peoples’ online activities) on live cam feeds and audio and video podcasts; In our imaginations, sometimes cracking into our machines, at others, helping us remove that malware, and at yet others, appearing as flesh-and-body familiar strangers just a click away.</div>
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<div>All of these are the common sense characteristics attributed to Digital Natives. These are all people born into globalised markets and liberal economies; into accelerated communication and digital representations. And they have skills (and choices) to navigate through the increasingly mediated and digitised technosocial<a name="fr1" href="#fn1">[1]</a> environments that we live in. Most of the stories around these Digital Natives, take on the expected tones of euphoria and paranoia. On the one hand, are the unabashed celebrations of this new digital identity and the possibilities and potentials it offers, and on the other are concerns and alarms about the lack of structures which can make meaning or shape these identities in meaningful and constructive ways which can contribute to a certain vision of democracy, equality, community building and freedom. Both these accounts often contain the Digital Native in geo-political (North-Western, developed countries) and socio-cultural (Educated, affluent, empowered), and do not provide much insight into the incipient potentials of social transformation and political participation with the rise of the Digital Native identity.</div>
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<div>There are strident voices that knell the toll of parting day when it comes to Digital Natives. There is a general outcry from scholars that the typical Digital Native is basically dumb. Mark Bauerlein (2008) calls them ‘The Dumbest Generation’ that is jeopardising our future. He paints them as being in a state of constant distraction made of multi-tasking and gadgets that demand their attention. Psychiatrist Edward Hallowell suggests that they exhibit, because of their scattered engagement with technology, symptoms that look like attention deficit disorders. The educators in class lament about how this is a copy + paste culture that refuses to read and write or even think on their own (Bennett et al, 2008) as Digital natives increasingly depend on machines and networks to do their work for them.</div>
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<div class="pullquote">In 2008, China recorded its 100 millionth internet user and also witnessed the death of a 13-year-old Digital Native, who, after two days of non-stop gaming, jumped off an elevator to ‘meet another character from his game’ (China Times; 2008) – the gaming environment leading him to a state of hypnosis where he could not make a distinction between his physical reality and his digital fantasy. Immediately following this, China started its first internet rehabilitation clinics, identifying internet addiction disorder (IAD) as significantly affecting young people’s mental growth as well as their social and interpersonal skills. Dan Tapscott has announced the birth of the “Screenagers” who are unable to look beyond their need for entertainment and personal gratification, all at their fingertips as they live their lives on the Infobahn.</div>
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<div>It is in the nature of the design of trust online (Nevejan, 2008) that the Digital Native in his/her transactions becomes the centre of his/her own universe. The recent explosion of news feeds on sites like Facebook, or the use of Twitter to create social networks, or blogging which is often contained in echo-chambers (as demonstrated by Howard Dean’s political campaign in the USA, 2004), often gives the young Digital Native an inflated sense of the self. The tools that the Digital Natives have for finding people who think exactly like them lead to a sense of intense self gratification (Shah, 2005) and also provide a dangerous outlet for violence to themselves and others, as they find validation for their actions within that group without facing any protest or conflict – what Loren Coleman (2007) calls the ‘copycat effect’. The phenomenon of younger users seeking internet celebrity status by engaging in dangerous activities like confessionals, recording and sharing of sexual escapades, bullying and exposing themselves in ridiculous situations to get attention and limelight, have raised concern among parents and educators (Gasser and Palfrey; 2007).</div>
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<div>This list is by no means exhaustive but gives a clear indication of how the Digital Natives are contained in the matrices of the internet in their representations and are painted as irresponsible and irreverent individuals who appear as pranksters, jesters, and clowns, carrying with them, also the darker sides of cruel humour, dark deeds and sinister pranks which need to be regulated and censored – to save the society from this growing menace, and indeed, to save them from themselves.</div>
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<h3>Pranksters, Jesters and Clowns?</h3>
<div>It is easy, from such perspectives, to not only demonise (thus enabling regulation and control) of Digital Native identities but also ignoring their new aesthetics, politics and mechanisms of participation and change as trivial or ‘merely cultural’. There have been many instances, over the years, where each new technology and technologised space of cultural production has been treated as frivolous, infantile or faddy. Let me take this discussion through three case-studies where Digital Native spaces, engagements and activities have been perceived as juvenile or foolish to examine this particular presumption of trivialness that is often pegged on the Digital Natives and their activities. Each Case-Study has been structured in two parts: the first gives a short understanding of the technologised phenomenon and space, the second provides a brief summary of the event.</div>
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<h3><strong>Flash (Mob) in a Pan from India</strong></h3>
<div><strong>Flash-mobs</strong>: Organise, congregate, act, disperse – that is the anatomy of a flash mob. Howard Rheingold, in his book titled Smart Mobs, suggests that the people who make up smart mobs co-operate in ways never before possible because they carry devices that possess both communication and computing capabilities. Their mobile devices connect them with other information devices in the environment as well as with other people's telephones. Dirt-cheap microprocessors embedded in everything from box tops to shoes are beginning to permeate furniture, buildings, neighbourhoods, products with invisible intercommunicating smartifacts. When they connect the tangible objects and places of our daily lives with cyberspace, handheld communication media mutate into wearable remote control devices for the physical world (Rheingold, 2001). The flash-mobs, along with the now ubiquitous terms like viral-networking and crowd-sourcing are the most significant examples of the ways in which the digital networks can mobilise people towards a common cause within the digital matrices as well as in the physical world.</div>
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<div><strong>The story</strong>: India’s first recorded flash-mob started with a website asking for volunteers who wanted to ‘have some serious fun’. On the 3rd of October, when several cell phones rang and email inboxes found an email that briefly chalked out the time and space for a venue – a Flash site. Text messages were sent to all the members who had volunteered by anonymous agencies. And then at 5:00 p.m., the next day, about a 100 participants assembled at a mall called Crossroads.</div>
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<div>At the Crossroads Flash-Mob, the mobsters screamed at the top of their voices and sold imaginary shares. They danced. They all froze still in the middle of their actions. And then without as much as a word, after two minutes of historic histrionics, they opened their umbrellas and dispersed, leaving behind them a trail of bewilderment and confusion. This was India’s first recorded flash-mob. People who never knew each other, did not have any largely political purpose in mind and did not really intend to extend relationships, got together to perform a set of ridiculous actions at Crossroads. This first flash mob sparked off many different flash mobs all around the nation – most of them marking out spaces like multiplexes, shopping malls, gaming parlours, body shops, large commercial roads and shopping complexes as their flash sites.</div>
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<div>One of the most celebrated accounts of the flash-mob was by Bijoy Venugopal, a serious blogger and writer (Venugopal; October 2003), who also reiterated the fact that the intention of participation was to have some ‘serious fun.’ Subsequent experience-sharing by other members of the flash-mobs also endorsed the idea that the flash-mob was like an extension of online gaming or the tenuous digital communities which are a part of the lifestyle choices and social networking for an increasing number of people in the large urban wi-fi centres of India. The Flash-mob seemed to carry with it all the elements that digital cyberspaces have to offer – a sense of tentative belonging, a grouping of people who seek to network with each other based on similar interests, a growing sense of a need to ‘enchant’ the otherwise quickly mechanised world around us, and an exciting space of novel experiences and unmonitored, pseudonymous (except for the physical presence) fun.</div>
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<div>The flash-mob gained huge media coverage and local buzz and was talked about and debated upon quite furiously in popular media. The organisers of the flash-mobs became instant celebrities and were questioned repeatedly about the reasons for organising the flash-mob. The answer was always unwavering – the organisers insisted that the flash-mobs were a way for them to instil fun and novelty in the very hurried life in Mumbai. On the website, Rohit Tikmany, one of the original organisers, very passionately argues:</div>
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<div>We are not making any statement here - we are not protesting anything - we are not a revolution, a movement or an agitation. Our purpose (if any) is solely to have fun… None of us is here for anything except fun. We will not have any sponsors (covert or overt) and we will never respond to any commercial/political/religious influences. (Tikmany, 2003)</div>
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<div>There was a particular and specific disavowal of the ‘political’. The organisers went out of their way to convince that they do not have any political cause that they endorse, that they are not affiliated with any socio-political organisations or parties in the city, and that their actions were guided only by the desire to have some fun and games. The popular media painted it as a fad that made its point about internet mobilisation but was nothing more than a flash in a pan. Initial responses to the flash-mobsters painted them as clowns – a bunch of young people having a bit of fun. It came as a particular shock, in the face of this celebratory mode of looking at flash-mobs and the composition of the crowd (largely upper class, English speaking, Educated, and implicated in the digital circuits of globalised consumption), when the flash-mobs came to be banned in Mumbai and then around the country, as ‘a serious threat the safety and security of the public’ and offering ‘unfavourable conditions of danger’ in the city.</div>
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<div>Flash-mobs have been recorded around the globe, for different reasons and to fulfil varied socio-political ambitions. However, most of them have been explicitly for fun. Tapio Makela at the Tempare University, Finland, suggests that flash-mobs are indeed the first real-time digital gaming experience that the internet can provide us with. And yet, flash-mobs are being regulated in almost all emerging Information Societies. While the political rhetoric of unsupervised mobilisation can be understood easily, what lies beneath it is a much more interesting story. For emerging information societies in the world, the digital technologies have a much more significant role to play in economic development and creation of global infrastructure. Most governments have invested highly in the creation of techno-social skill based identities and have a clear idea of the ‘correct’ usage of technology. The flash-mobs present a situation where the ‘ideal’ citizens who should be engaging with these technologies to enhance the labour markets and augment the nation’s efforts at restructuring in global times, are engaging in apparently frivolous activities which are aimed at self gratification and fun. Flash-mobs, through their aesthetic of irreverence and fun, also present a space for criticism and political negotiation to the Digital Natives, who, while they might not be equipped to engage with traditional channels of politics, are now finding ways by which to make their opinions and expressions heard.</div>
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<div>The Flash-mob in Mumbai, for example, builds upon a much richer contextual local history of politics and access. Crossroads, the flash-site, was also the first American Super-Mall in India. In 2001, when the mall opened, it was restrictive in its access, where it demanded the curious onlooker to either pay an entry fee of 50 Indian Rupees or be in possession of a Platinum Credit Card or a Cell phone to enter the mall. The idea was that only a certain kind of citizenship was welcome in this consumerist heaven. It was presumed that people who do not come from a class that can afford to purchase things in the mall might not know how to behave in the mall. A public interest litigation suit against the mall soon revoked these conditions of access and announced the mall as a public space of consumption. However, the lineage of the restrictive conditions that the mall opened with, resonates through the local knowledge systems. The first flash-mob at Crossroads, even though it was ‘fun’, managed to provide a critique of the new class based urban society that global India is building. Ironically, the people who constituted that flash-mob and managed to turn the mall into a place of total chaos for the brief performance were the ‘desirable’ people for the mall. Such a critique, while it might not be overtly articulated for different reasons, still manages to surface once the contextual histories of these events are produced.</div>
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<h3><strong>10 Legendary Obscene Beasts from China</strong></h3>
<div><strong>User Generated Knowledge sites</strong>: The world of knowledge production was never as shaken as it was with the emergence of the Wikipedia – a user generated knowledge production system, where anybody who has any knowledge, on almost anything in the world, can contribute to share it with countless users around the world. The camps around Wikipedia are fairly well divided: there are those who swear by it, and there are those who swear against it. There are scholars, activists and lobbyists who celebrate the democratisation of knowledge production as the next logical evolutionary step to the democratic access to knowledge. They appreciate the wisdom of crowds and revel in the joy that in the much discussed Nature magazine experiment, the number of errors in Wikipedia and its biggest opponent, Encyclopaedia Britannica, were almost the same. And then there are those who think of the Wikipedia and other such peer knowledge production and sharing systems as erroneous, unreliable and a direct result of collapsing standards that the vulgarisation of knowledge has succumbed to in the age where information has become currency. Add to this the hue and cry from academics around the globe who lament falling research standards as the copy+paste generations (Vaidhyanathan; 2008) in classrooms skim over subjects in Wikipedia rather than analysing and studying them in detail from those hallowed treasuries of knowledge – reference books.</div>
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<div>As can be expected, the questions about the veracity, verifiability, trustworthiness and integrity of Wikipedia and other such user generated knowledge sharing sites (including YouTube, Flickr, etc.) are carried on in sombre tones by zealots who are devoted to their beliefs. However, the one question that remains unasked, in the discussion of these sites, is the question of what purpose it might serve beyond the obvious knowledge production exercise.</div>
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<div><strong>The Story</strong>: In China, where the government exerts great control over regulating online information, Wikipedia had a different set of debates which would not feature in the more liberal countries – the debates were around what would be made accessible to a Wikipedia user from China and what information would be blanked out to fit China’s policy of making information that is ‘seditious ‘and disrespectful’, invisible. After the skirmishes with Google, where the search engine company gave in to China’s demands and offered a more censored search engine that filtered away results based on sensitive key-words and issues, Wikipedia was the next in line to offer a controlled internet knowledge base to users in China.</div>
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<div>However, another user-generated knowledge site, more popular locally and with more stringent self-regulating rules than Wikipedia, became the space for political commentary, satire, protest and demonstration against the draconian censorship regimes that China is trying to impose on its young users. The website Baidu Baike (pinyin for Baidu Encyclopaedia), became popular in 2005 and was offered by the Chinese internet search company Baidu. With more than 1.5 million Chinese language articles, Baidu has become a space for much debate and discussion with the Digital Natives in China. Offered as a home-grown response to Wikipedia, Baidu implements heavy ‘self-censorship to avoid displeasing the Chinese Government’ (BBC; 2006) and remains dedicated to removing ‘offensive’ material (with a special emphasis on pornographic and political events) from its shared space.</div>
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<div>It is in this restrictive regime of information sharing and knowledge production, that the Digital Natives in China, introduced the “10 legendary obscene beasts” meme which became extremely popular on Baidu. Manipulating the Baidu Baike’s potential for users to share their knowledge, protestor’s of China’s censorship policy and Baidu’s compliance to it, vandalised contributions by creating humorous pages describing fictitious creatures, with names vaguely referring to Chinese profanities, with homophones and characters using different tones.</div>
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<div>The most famous of these creations was Cao Ni Ma (Chinese: 草泥马), literally "Grass Mud Horse", which uses the same consonants and vowels with different tones for the Chinese language profanity which translates into “Fuck Your Mother” cào nǐ mā (肏你妈) . This mythical animal belonging to the Alpaca race had dire enemies called héxiè (河蟹), literally translated as “river crabs”, very close to the word héxié (和谐) meaning harmony, referring to the government’s declared ambition of creating a “harmonious society” through censorship. The Cao Ni Ma, has now become a popular icon appearing in videos distributed on YouTube, in fake documentaries, in popular Chinese internet productions, and even in themed toys and plushies which all serve as mobilising points against censorship and control that the Chinese government is trying to control.</div>
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<div>However, the reaction from those who do not understand the entire context is, predictably, bordering on the incredulous. Most respondents on different blogs and meme sites, think of these as mere puns and word-plays and juvenile acts of vandalism. The Chinese monitoring agencies themselves failed to recognise the profane and the political intent of these productions and hence they survived on Baidupedia, to become inspiring and iconic symbols of the slow and steady protest against censorship and the right to information act in China. Following these brave acts, Baidu’s user base also experimented very successfully with well-formed parodies and satires, opening up the first spaces in modern Chinese history, for political criticism and negotiation.<a name="fr2" href="#fn1">[2]</a> What is discarded or overlooked as jest or harmless pranks, are actually symptomatic of a new generation using digital tools and spaces to revisit what it means to be politically active and engaged. The 10 obscene legendary creatures, like the flash-mobs, can be easily read as juvenile fun and the actions of a youth that is quickly losing its connection with the immediate contemporary questions. However, a contextual reading combined with a dismantling of the “Digital Native in a bubble” syndrome, can lead to a better understanding of the new aesthetic of social transformation and political participation – one which is embedded in the growing aesthetic of fun, irreverence, and playfulness.</div>
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<h3><strong>A 32 Year Old Dancing Global Nomad</strong></h3>
<div>Context: The aesthetic of irreverence, of playfulness and of exuberant joy is perhaps the best demonstrated by the third case-study which deals with user generated content and sharing sites like YouTube and Blip TV or social networking sites like Facebook and Livejournal. With the easy availability of digital technologies of production – portable laptops and digital cameras, PDAs enabled with phones and multi-media services, webcams and microphones – and tools to share and exchange these productions, there has been an unprecedented amount of digital cultural production which has propelled what we now call the Web 2.0 explosion. There has been much criticism about how we are building a junkyard of digital information. Videos of cats and hamsters dancing, inane audio and video podcasts documenting personal anecdotes and opinions, blogs that publish everything from favourite recipes to sexual escapades, and social networking sites that map rising networks, all add to the immense amount of data that dwells in cyberspace. Questions of data mining, of data redundancy are coupled with alarms of the ‘infantile’ uses of technology have emerged in recent debates around this user generated content. Governments are also battling with problems of piracy, hate-speech, bullying and fundamentalism that have found pervasive channels through these platforms and networks.</div>
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<div><strong>The Story</strong>: In the middle of celebrity hamsters (Hampster the Hamster), popular dancing babies, and parodies of pop stars, there was one particular internet celebrity who is famous, because nobody knows where he is going to dance next. “Where the Hell is Matt?” is a viral video which shot to fame first in 2006, which features Matt Harding, a video game designer from America, who performs a singularly identifiable dance routine in front of various popular destinations in different countries around the world. It started off as a friend recording Matt Harding doing a peculiar dance in Vietnam became popular on the internet and became one of the most popular videos on cyberspace, with his second video released in 2008, viewed 19,860,041 times on YouTube as on 31st March 2009.</div>
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<div>Harding has now become a celebrity, featuring on TV talk shows, guest lecturing at universities, and is brand ambassador to a couple of global brands. He is now, also featured dancing on NASA’s Astronomy Picture of the Day website under the title “Happy People Dancing on Planet Earth”, claiming that it shows humans worldwide sharing a joy of dancing. Unlike the flash-mobs and the Baidupedia instances, Where The Hell is Matt? does not have any overt political position or agenda. It has not entered into a condition of strife or struggle with any authoritative regimes or systems of conflict. And yet, what Harding has managed, through his ‘pranks’ , is to create a series of videos which have now come to embody values of cultural diversity, tolerance and universal joy. Instead of making serious speeches, petitions or demonstrations, through his prankster image, Matt Harding has become the unofficial ambassador of peace and harmony around the globe, being discussed avidly by anybody who sees him, with a smile.</div>
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<div>One can either ignore this viral video as a short-lived meme that will soon be forgotten by the next dancing sensation. Even if it might be true, the impact that the “Where the Hell is Matt?” videos have created is significant. When Matt sarcastically said at Entertainment Gathering, that his videos were a hoax, that he was an actor and the videos were an exercise in animatronic puppets and video editing, he had everybody from fans on blogs to new reporters on television responding to it – some often with outrage at being ‘fooled’ by such morphing. Harding revealed his ‘hoax about a hoax’ at the Macworld convention to great amusement. While Matt’s dancing pranks might indeed be forgotten by the next big thing, it is still a fruitful exercise to read it as symptomatic of a much larger redefinition of notions of political participation and social transformation that the Digital Natives and their technology-mediated environments are bringing about.</div>
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<h3>Digital Natives: Causes, Pauses</h3>
<div>Running common, through all these three stories, in popular discourse as well as in academic scholarship, is the presumption of frivolity and non-seriousness that misses out on the much larger contexts of socio-political change. The youth have always been at the forefront of social transformation and political participation. The youth, traditionally, has also had an intimate relationship with new technologies of cultural production, producing influential aesthetics through experimentation and innovation. A brief look at the socio-political history of technologies, shows us that the young who grow up with certain technologies as central to their mechanics of life and living, have led to a reconfiguring of their role and function in the society. The emergence of the print culture, for example, led to the energising of the public spheres in Europe, where young people with access to education and books, could participate and restructure their immediate socio-political environments. Cinematic realism has had its heyday as the tool for political mobilisation through representing the voice of the underprivileged communities. The expansion of the tele-communication networks have led to the rise and fall of governments while changing the face of socio-political and economic activities.</div>
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<div>It is not as if these technologies were without their own concerns, questions and doubts. However, most of these anxieties have been successfully resolved through experience, experiment and analysis. Such practices and communities have Moreover, the promise and the potential of this youth-technology engagement have always surpassed the ensuing anxiety.</div>
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<div>With the Digital Natives, as a small percentage of the world’s population engages with technologies and tools that are quickly gaining currency and popularity, there seems to be a cacophony of alarms and anxieties which seem to have no scope for resolution or respite. And this alarm seems to be louder and more anxious than ever before because it marks a disconnect of the Digital Natives from the role that youth-technology relationships has borne through history – that the Digital Natives are in a state of apathy when it comes to engaging in processes of social transformation and political mobilisation and prefer to stay in isolated bubbles of consumerism and entertainment. This particular accusation that is levelled at the Digital Natives, if true, is not only alarming but also bodes dire fortunes for the whole world as a new generation refuses to engage with questions of politics, governance and transformation outside of the realm of the economic and the personal. This particular disconnect amplifies the other anxieties – moral anxieties around pornography and sexuality, ethical anxieties about plagiarism and piracy, intellectual anxieties about knowledge production and research – because the re-assurance that the Digital Natives will augment the processes of positive social transformation and fruitful political participation, is perceived as lost.</div>
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<div>Moreover, unlike earlier technologies, the youth is not being guided into the use of digital technologies but are actually spearheading the development, consumption and rise of these technologies. There is a strong reversal of the power structure, where the digital migrants and settlers have to depend upon the Digital Natives to traverse the terrain of the digital environments. The Digital Natives are in a uniquely singular position where, due to the economic and global restructuring of the world, their world-view and ideas are gaining more currency and visibility than those belonging to previous generations. However, the adults who enter the world of the Digital Natives, insist on viewing them through certain misapplied prisms:</div>
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<div><strong>Difference without change</strong>: These stories or anecdotal data almost always gives us a sense of marked difference of identity in an unchanging world. The Digital Native remains a category or identity which remains to be understood in its difference to integrate it into a world vision that precedes them. The difference is invoked only to emphasise the need for continuity from one generation to another; and thus making a call to ‘rehabilitate’ this new generation into earlier moulds of being.</div>
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<div><strong>The social construction of loss</strong>: A common intention of these stories is to mourn a loss. Each new technology has always been accompanied by a nostalgia industry that immediately recreates a pre-technologised, innocent world that was simpler, better, fairer, and easier to live in. Similarly, the Digital Native identity is premised on multiple losses<a name="fr3" href="#fn3">[3]</a> : loss of childhood, loss of innocence, loss of control, loss of privacy etc. Predicated on this list, is the specific loss of political participation and social transformation; a loss of the youth as the political capital of our digital futures.</div>
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<div><strong>Trivialising the realm of the Cultural</strong>: The third is that these anecdotes of celebration and fear, mark the Digital Native’s actions and practices as confined to some “My bubble, My space” personal/cultural private world of consumption which, when they do connect to larger socio-political phenomena, is accidental. Moreover, they concentrate on the activities and the immediate usage/abuse of technology rather than concentrating on the potentials that these tools and interactions have for the future. They paint the Digital Native as without agency, solipsistic, and in the ‘pointless pursuit of pleasure’, thus dismissing their cultural interactions and processes as trivial and residing in indulgent consumption and personal gratification.</div>
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<div>Such perspectives and analytical impulses are a result of the pertinent and influential research methods and disciplinary baggage within contemporary cybercultures studies. Much of the imagination of the Digital Natives carries the baggage of false dichotomies and binaries of discourse around technologically mediated identities. Within cybercultures studies, as well as in earlier interdisciplinary work on digital internets, there has been an explicit and now an implied division of the physical and the virtual. The virtual seems to be a world only loosely anchored in the material and physical reality, and almost seems to be at logger heads with the real in producing its own hyper-visual reality. These distinctions, though not often invoked, are present in different imaginations of the Digital Natives. They seem to reside in virtual worlds producing a ‘disconnect’ from their everyday reality. The alternative public spheres of speech and expression created by the rise of the blogosphere and peer-to-peer networking sites seem to reside only within the digital domain. The frenzied cultural production and consumption on sites like YouTube and Second Life are contained within digital deliriums. Similarly, when attention is paid to Digital Natives and their activities, it is confined to what they do, inhabit, consume and produce online, often forgetting their embodied presence circumscribed by different contexts.</div>
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<div>The notion of contexts, as it is relevant and important to understand techno-social identities, is even more crucial when talking about Digital Natives. Contextualised understanding of their environments, histories, and engagement help us to realise that Digital Native is not a universal identity. Even though the technologies that they use are often global in nature, and the tools and gadgets they employ are shared across borders, the way a digital native identity is constructed and experienced is different with different contexts. As we see, in the case of the flash-mobs and the Baidupedia, the digital native, especially when it comes to social transformation and political participation, is a fiercely local and context based identity and community. It is because of this, that Ethan Zuckerman’s Cute Cat Theory (2005) actually makes sense – that the Digital Natives, when they do utilise digital tools for social transformation or mobilisation, will not go in search for new tools. Instead, they will use the existing platforms and spaces that they are already using to share pictures of cute cats across the globe. The idea of a context based Digital Native identity also leads me to suggest two things to conclude this paper: The first, that Digital Natives are not merely people who are using new tools and technologies to augment the ideas of change and participation that an earlier, development-centric generation has grown up with. By introducing and experimenting with their aesthetic of fun, playfulness and irreverence, they are re-visiting the terrain of what it means to be political and often embedding their politics into seemingly inane or fruitless cultural productions, which create sustainable conditions of change. The second, that the Digital Natives, while they seem to be a different generation and having a unique technology-human relationship, are not really different when it comes to envisioning the role of youth-technology paradigm in the society. What is really different, with this young generation of active, interested and engaged people, is that their local movements and actions are globally shared and accessed, thus forging, perhaps in unprecedented ways, international and cross-cultural communities of support, help and interest. Moreover, these communities subscribe to a new paradigm and vocabulary of socio-political change which is often tied to their every-day actions of entertainment, leisure, networking and cultural production, which provide the potential for the next big change that the Digital Natives set themselves to.</div>
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<p><br />[<a name="fn1" href="#fr1">1</a>]. The term ‘techno-social’, coined by Arturo Escobar, refers to a social identity mediated by technology. It puts special emphasis that the digital and physical environments need to be seen in segue with each other rather than disconnected as is often the case in cybercultures and technology studies.</p>
<p>[<a name="fn2" href="#fr2">2</a>].A more serious political satire that moves beyond just punning and avoiding censorship was found in the now-deleted entry for revolutionary hero Wei Guangzheng (伟光正, taken from 伟大, 光荣, 正确, "great, glorious, correct"). An excerpt from it is included here for sampling.</p>
<p class="discreet"><strong>Wei Guangzheng<br /></strong>Comrade Wei Guangzheng is a superior product of natural selection. In the course of competition for survival, because of certain unmatched qualities of his genetic makeup, he has a great ability to survive and reproduce, and hence Wei Guangzheng represents the most advanced state of species evolution. Here is the evolution of Wei Guangzheng's thinking: Since the day of his birth, comrade Wei Guangzheng established a guiding ideology for the people's benefit, and in the course of connecting it with the real circumstances of his beloved Sun Kingdom, a process of repeated comparisons that involved the twists and turns of campaigns of encirclement and suppression, his ideology finally realized a historic leap forward and generated two major theoretic achievements. The first great theoretic leap was the idea of leading a handful of people to take up arms to cause trouble, rebellion, and revolution in order to build a brave new world, and to successfully seize power. This was the "spear ideology." The second great theoretic leap was a theory, with Sun Kingdom characteristics, in which Wei Guangzheng was unswervingly upheld as leader and the people were forever prevented from standing up. This was the "shield theory." Under the guidance of these two great theoretic achievements, comrade Wei Guangzheng won victory after victory. Practice has proven, "Without Wei Guangzheng, there would be no Sun Kingdom." Following the road of comrade Wei Guangzheng was the choice of the people of the Sun Kingdom and an inevitable trend of historical development.</p>
<p>[<a name="fn3" href="#fr3">3</a>]Indeed, as Chris Jenks notes in his work on the construction of youth, through history, it is the function of civilisation to construct youth as not only an innocent category which needs to be saved but also a demonic identity which needs to be trained and taught into the roles and functions of civilisation. Each emergent technology of cultural production, in its turn, has been examined as potentially contributing to the notions of the youth and their role and function in the society.</p>
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<h3>References</h3>
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<ol>
<li>Bagga, R.K, Kenneth Keniston and Rohit Raj Mathur (Eds). (2005) The State, IT and Development. New Delhi: Sage.</li>
<li>Bauerlein, Mark. (2008). <em>The Dumbest Generation : How the Digital Age Stupefies Young Americans and Jeopardizes Our Future, or Don't Trust Anyone Under 30</em>. New York : Tarcher/Penguin Books.</li>
<li>BBC News. (2006). "Site Launches: Chinese Wikipedia". Available at <a class="external-link" href="http://news.bbc.co.uk/2/hi/asia-pacific/4761301.stm">http://news.bbc.co.uk/2/hi/asia-pacific/4761301.stm</a>.</li>
<li>Bennett, Sue, Karl Maton and Lisa Kervin. 2008. “The ‘Digital Natives’ Report - A Critical Review of the Evidence”, Melbourne. Available at <a class="external-link" href="http://www.cheeps.com/karlmaton/pdf/bjet.pdf">http://www.cheeps.com/karlmaton/pdf/bjet.pdf</a></li>
<li>China Times, The. (2008). “Internet de-addiction centres in China”. Article available at <a class="external-link" href="http://news.bbc.co.uk/2/hi/asia-pacific/4327258.stm">http://news.bbc.co.uk/2/hi/asia-pacific/4327258.stm</a></li>
<li>Coleman, Loren. (2007). <em>The Copycat Effect: How the Media and Popular Culture Trigger the Mayhem in Tomorrow's Headlines</em>. Simon & Schushter.</li>
<li>Escobar, Arturo. (1994). “Welcome to Cyberia: Notes on the Anthropology of Cyberculture.” The Cybercultures Reader. Eds. David Bell and Barbara Kennedy. NY:Routledge.</li>
<li>Himanen, Pekka. (2001). <em>The Hacker Ethic</em>. New York: Random house Trade Paperbacks.</li>
<li>Navejan, Caroline. (2008). <em>The Design of Trust</em>. Utrecht University. (Forthcoming).</li>
<li>Palfrey, John and Urs Gasser. (2008). Born Digital. New York: Basic Books.</li>
<li>Prensky, Marc. (2001). Digital Natives, Digital Immigrants, available at <a href="https://cis-india.org/digital-natives/blog/Prensky, Marc. 2001. Digital Natives, Digital Immigrants, available at http:/www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf Retrieved January 2009." class="external-link">http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf</a>, retrieved January 2009.</li>
<li>Rheingold, Howard. (2001). Smart Mobs: the next social revolution . New York: Perseus Publishing.</li>
<li>Roy, Sumit. (2005). <em>Globalisation, ICT and Developing Nations</em>. New Delhi: Sage.</li>
<li>Shah, Nishant. (2005). “Playblog: Pornography, Performance and Cyberspace”. Available at <a class="external-link" href="http://www.cut-up.com/news/detail.php?sid=413">http://www.cut-up.com/news/detail.php?sid=413 </a></li>
<li>Shah, Nishant. (2007). “Subject to Technology” Inter Asia Cultural Studies Journal. Available at <a href="https://cis-india.org/publications/cis-publications/nishant-shahs-publications" class="external-link">http://cis-india.org/publications/cis-publications/nishant-shahs-publications</a></li>
<li>Tapscott, John. (2008). Grown-Up Digital: How the Net Generation is Changing your World. New York: Vintage Books.</li>
<li>Tikmany, Rohit. (2003). <a href="https://cis-india.org/digital-natives/blog/Tikmany, Rohit. 2003. http:/www.mumbaiorgs.com 3rd March, 2004, 11:15 a.m. IST" class="external-link">http://www.mumbaiorgs.com</a> 3rd March, 2004, 11:15 a.m. IST.</li>
<li>Vaidhyanathan, Siva. (2008). Available at Chronicle of Higher Education, September 19, 2008. <a class="external-link" href="http://chronicle.com/free/v55/i04/04b00701.htm">http://chronicle.com/free/v55/i04/04b00701.htm</a>.</li>
<li>Venugopal, Bijoy. (2003). <a class="external-link" href="http://www.rediff.com/netguide/2003/oct/05flash.htm">http://www.rediff.com/netguide/2003/oct/05flash.htm</a>. 20th December, 2003, 12:23 p.m. IST.</li>
<li>Zuckerman, Ethan. (2008). "The Cute Cat Theory Talk at ETech". Available at <a class="external-link" href="http://www.ethanzuckerman.com/blog/2008/03/08/the-cute-cat-theory-talk-at-etech/">http://www.ethanzuckerman.com/blog/2008/03/08/the-cute-cat-theory-talk-at-etech/</a></li></ol>
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<p>This research paper was published in Academia.edu. It can be downloaded <a class="external-link" href="http://cis-india.academia.edu/NishantShah/Papers">here</a></p>
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For more details visit <a href='https://cis-india.org/digital-natives/blog/digital-natives-and-politics-in-asia'>https://cis-india.org/digital-natives/blog/digital-natives-and-politics-in-asia</a>
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No publishernishantDigital ActivismWeb PoliticsResearchers at WorkDigital Natives2015-05-14T12:11:33ZBlog EntryPorn: Law, Video, Technology
https://cis-india.org/raw/histories-of-the-internet/porn-law-video-technology
<b>Namita Malhotra’s monograph on Pornography and Pleasure is possibly the first Indian reflection and review of its kind. It draws aside the purdah that pornography has become – the forbidden object as well as the thing that prevents you from looking at it – and fingers its constituent threads and textures. </b>
<p>This monograph is not so much about a cultural product called porn as it is a meditation on visuality and seeing, the construction and experience of gazing, technology and bodies in the law, modern myths, the interactions between human and filmic bodies. And technology not necessarily as objects and devices that make pornography possible (but that too), but as history and evolution, process and method, and what this brings to understanding what pornography is.</p>
<p>Namita’s approach brings film studies, technology studies, critical theory, philosophy, literature and legal studies into a document that reads as part literature review, part analysis, going deep, as a monograph should. Reading through this I was struck by the ways of seeing and writing, that a subject like pornography demands – and allows for. I found the structure of the entire piece well conceived, akin to 3D models of spirals rather than linear, much like the experience of watching itself, perhaps. Personally, I know I’m going to keep going back to this monograph for its rich references as much as for how Malhotra examines visual (con)texts across multiple disciplines. And, far from being a distant academic paper, I see how Namita has worked in and been informed by her own fond appreciation of diverse texts with useful and unusual departures into literature and philosophy.</p>
<p>The emphasis on amateur pornography is critical considering the pandemic of hysterical blindness that afflicts public conversations in India around this phenomenon in particular, and the Obscene more generally. A line from the monograph ‘pornography does ideological work’ stands out for me, as Namita shows how it (the monograph, amateur porn, pornography) effectively slices through the careful fabrications called Nation, Culture and Justice in particular; and also in terms of how porn constitutes particular kinds of knowing, speech and experience that reflect on the status quo of politics and of seeing/visuality. The deep engagement with the Mysore Mallige movie/case is an interesting and tender one, perhaps one of the first such in-depth analyses, and a great example of how amateur porn works and what it means.</p>
<p>Considering the appalling lack of insight in responding to the Obscene and the Pornographic, the messy rhetoric and outrage that result when the Pornographic is made public, when the law acts on the visual, on technology, Namita’s analysis is a sharp lens that provides much-needed rejoinders. The sections dealing with these kinds of past events – the moment of public outrage around the revelation of a piece of porn, it’s journey of creation and circulation, the public and institutional esponses to it, are really excellent analyses of a particular kind of moment in contemporary Indian society that have become (to my mind) increasingly difficult to talk about.</p>
<p>There can only be more sharing of this document, perhaps re-purposed, in parts, to become more accessible to communities engaged with commenting, acting and responding to the Obscene, the Visual and the Law (I say this from a perspective of utility and instrumentality that “activism” necessarily deploys, but within what is possible for cannibalisation. Also, because people don’t read) because there just isn’t enough thoughtful work on pornography in the current climate.</p>
<p>The monograph moves to examining the ‘being’ of the pornographic artifact as a digital image and how and why it, especially “video pornography provides a new model for relating to the mass-produced, one in which the body’s susceptibility constitutes both a yielding and a resistance to the hypnotic seduction of the image.”</p>
<p>I find this quote tantalising for it offers a critical perspective on pornography as a challenging politics rather than as ‘merely’ text, which is what this monograph attempts to do. To take this further and to explore the response between the visual and the human, the “something that takes place between the text and the person watching”, could be to move towards reception studies and studies of the experiencing of porn either as star/creator, fan or audience. There are fascinating possibilities here for inventive methodologies and formats in which this could be done, montage-ing academic text with visual ethnographies, online aggregation and collation of visual data and experiences, and so on. This next stage could be exciting in how it could really engage with the body of porn and its people.</p>
<p><strong>Introduction by Maya Ganesh</strong></p>
<div>Download the monograph <a href="https://cis-india.org/raw/histories-of-the-internet/porn-law.pdf" class="internal-link" title="Porn: Law, Video, Technology">here</a> [PDF, 3.73 MB]</div>
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For more details visit <a href='https://cis-india.org/raw/histories-of-the-internet/porn-law-video-technology'>https://cis-india.org/raw/histories-of-the-internet/porn-law-video-technology</a>
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No publisherNamita A MalhotraResearchers at WorkHistories of InternetRAW PublicationsPublications2015-04-14T12:43:14ZBlog Entry