This paper aims to understand interactions at creative hubs, and how this understanding can be used to inform the design of virtual creative hubs Ð i.e., social-technical infrastructures that support hub-like interactions amongst people who arenÕt spatially or temporally co-located. We present findings from a qualitative field study in UK creative hubs, in which we conducted seventeen observations and ten interviews in three sites. Our findings reveal a range of key themes that define interactions within creative hubs: smallness of teams; neutrality of the hubs; value of the infrastructure; activities and events; experience sharing; and community values and rules. These interactions together form a network and elements that influence one another to make a creative hub more than just physical space. We employ the concept of Assemblage introduced by Deleuze and Guattari to explore this network of interactions and, in doing so, reveal implications for the design of virtual creative hubs that seek to replicate them.
The emergence of COVID-19 has led many countries to take strong border control measures. In Hong Kong, in reaction to government reluctance to close the border, more than 9000 medical workers went on strike. The strike lasted for five days only, yet it provoked a moral dilemma for healthcare occupations – when workers strike, citizens’ medical needs may be sacrificed. This article presents Jenna, a medical worker who went on strike, and her evaluation of the moral dilemma. Her account shows the ways in which different narratives shape power and politics and lend legitimacy to striking. Her example reveals the contested framing of professionalism – the struggle between job duties, workplace safety and a commitment to the public interest (public health). This contribution highlights how the moral dilemma of medical strikes can be resolved, and how the politicization of strikes can be legitimized by medical workers.
AI algorithms today generate creative decisions, such as on note, word or paint placement, out of processing a dataset it receives and, most significantly, in ways not entirely understandable to humans. Where we can thus say AI is being ‘creative’, how, then, may we understand so critical a touchstone of humanness when its creativity seemingly manifests with opacity and unintelligibility? This chapter draws from rationalisations of media to propose a framework of de-familiarisation for the paradoxical task of rationalising technology on its own terms, rather than in comparisons against human abilities. This framework will be analogised out of theorisations of the marionette by Herbert von Kleist (1810) and of the camera via Russian filmmaker Dziga Vertov’s (1923) writings on cinema. It will then be applied to re-think creative AI via the case study of AlphaGo, which made history in 2015 by becoming the first computer programme to beat a human professional player at the game Go. This alternative approach to understanding algorithms thus suggests a different dimension to understanding AI – not one made on human terms, but as a paradoxically impossible approach of the algorithmic being humanly intelligible on its own terms.
We have recently seen the emergence of new platforms that aim to provide remotely located entrepreneurs and startup companies with support analogous to that found within traditional incubation or acceleration spaces. This paper ofers an understanding of these 'virtual hubs', and the inherently socio-technical interactions that occur between their members. Our study analyzes a sample of existing virtual hubs in two stages. First, we contribute broader insight into the current landscape of virtual hubs by documenting and categorizing 25 hubs regarding their form, support ofered and a selection of further qualities. Second, we contribute detailed insight into the operation and experience of such hubs, from an analysis of 10 semi-structured interviews with organizers and participants of virtual hubs. We conclude by analyzing our indings in terms of relational aspects of non-virtual hubs from the literature and remediation theory, and propose opportunities for advancing the design of such platforms. CCS CONCEPTS • Human-centered computing → Empirical studies in HCI; Empirical studies in collaborative and social computing.
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