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Ashwin Tripathi

I. Bray, F., 2007. Gender and technology. Annu. Rev. Anthropol., 36, pp.37-53.

The iconic womanly skill is basket-making whereas men should excel at hunting, poor women raise silkworms and boys learn to clean their fathers’ tools before they used them (Mackenzie 1991, Mellstr’’ om 2004). These are some of the many stereotypes in which gender is expressed in any society. Similarly, technical domains of expertise are divided between and within sexes, which in turn, shape masculinities and femininities. Bray states, “The modernist association of technology with masculinity translates into everyday experiences of gender, historical narratives, employment practices, the design of new technologies………across global society in which technology is seen as the driving force of progress” (2007: 38). With an overshadow of the anthropological lens, this paper discusses the “transformative role and destabilising potential of technology”(39). According to the author, this discussion remains largely unconnected and therefore, he develops a theoretical and conceptual framework in exploring gender regimes and their engagement with technology.

Interestingly, the paper also builds upon the idea of modernity and postmodernity, simultaneously, critiquing the inherently patriarchal nature of technology, and of technoscience[1]. Our class discussion on a different school of thoughts (eg. the post-modern turn) and their impact on media and representation, I believe this paper would be an apt read. Because both technology and gender are socially constructed and socially pervasive. It is difficult to understand one without understanding the other. At the same time, the paper aids in understanding the ideological and methodological contrasts between social and cultural analysis of technology and its implications on gender analysis.

 

II. Mellström, U., 2009. The intersection of gender, race and cultural boundaries, or why is computer science in Malaysia dominated by women?. Social Studies of Science, 39(6), pp.885-907.

The stereotypical nature of the field of technoscience is broken down by this empirical study from Malaysia. It is an interesting paper because it investigates how and why computer science in Malaysia is dominated by women. In addition, the paper opens up more culturally situated analyses of the ‘gendering of technology’. At the same time, undermines any notion of a globally masculine culture of science and engineering. At a broader level, this further leads to the inclusion of women in science and technology.

I have chosen this paper due to its diverse cross-cultural perspective. It reminded me of watching Sita sings the blues(2008), where foreigners try to make sense of an Indian epic. As an insider, we tend to not question the premise of Ramanaya, however, people from a different cultural background hold a different vantage point. Through an enhanced cultural clarity, this paper helps in understanding the configurations of masculinity and feminity[2]; which in turn shape the use, design and even the production of technologies and their co-production of gender and technology.

Moreover, according to Salminen-Karlsson (1999), there has been little change in the western world and even fewer women in computer science today than in 1980s. However, this reading urges us to see beyond the western world to developing countries. Thus, providing a more diversified picture and also analysis of multifaceted and divergent power dimensions in some countries. A recent report by Meg Jayanth (2014)[3], shows 54% of gamers are women but the industry doesn’t know about it. This means that we cannot just focus on gender per se, but must also investigate the complex interrelationships of gender, class, age, ethnicity, and environment in a multi-ethnic society. In my view, these factors point to the temporal and spatial variability and flexibility of techno-gender relations.

 

III. Terms and Conditions May Apply, 2013. [DVD] Cullen Hoback, USA.

A brief discussion on hacking and cyber crimes in the class nudged me to look for available resources online. In the process, I had to prove my human-ness by recognising traffic lights. Nevertheless, I agreed to agreements and terms without even reading. This led me to question why we do accept conditions which one would never accept if read.

This documentary answers some of these pertinent questions discussed above and digs deeper into the consumer paranoia about what data is being collected about people and for what purposes. It leaves no stone unturned in exploring every angle of information privacy and our online lives. With the rise of the internet and media technologies, there has been an upsurge in both digital platforms and tools. Simultaneously, bringing in the legalities of businesses that operate heavily online. Moreover, the recent WikiLeaks and the Julian Assange controversy, has taken a strong grip on the minds of common people. Lying at the intersection of personal freedoms, human rights, and individualism, this discusses all of it.

As the name suggests, Terms and Conditions May Apply focuses on the virtual agreements we sign almost every time we work on the internet. The Director elaborates on what we agree to and how it is used against us. Being curious about emerging online social environment, I have chosen this documentary. Sociologists who research on the state of the ‘Internet’, argue how these intricate tools alter our social environment. Cases like internet activism have been discussed at length. This is an important issue to be researched and discussed because the internet remains open and is constructed by the people rather than corporations or government. The movie, I believe, is successful in documenting at micro-level on a macro-subject.

 

IV. AR, VR, MR: Making Sense of Magic Leap and the Future of Reality. 2016. Peter Rubin, The Wire

Artificial, immersive, and simulated environments are the nascent fields in the domain of digital technology. Through an interactive computer-generated experience, virtual reality (VR) is successful in creating a stimulating environment. Near-to-real experience through auditory and visual feedback, this short video portrays the age of virtual reality. This immersive environment can be similar to the real world. A person in VR equipment is able to “look around” the artificial world, move around in it and interact with virtual features. It also includes transmission of vibrations and other sensations.

Similar to “A Day Made of Glass” from Corning showed an expanded vision for the future of glass technologies, which allowed us to see alterations in our probable future social environment. From a broader perspective, it shows how technology is affecting our surroundings. Also, there is a concern of negative influences of interactive VR environments towards social implications. Especially, people who engage in video games may become less sensitive and mimic their violent actions in the real world. Moreover, other issues like people turning their backs on reality and may share a sense of belongingness with the virtual world. It not only affects human societies at the technological level but also at personal levels. This new environment’s co-existence with our social environment opens up new arenas of research, however, poses a broader question of how the social structures of our society would be affected by this.

*****

Bibliography

Bray, F., 2007. Gender and technology. Annu. Rev. Anthropol., 36, pp.37-53.

Mellström, U., 2009. The intersection of gender, race and cultural boundaries, or why is computer science in Malaysia dominated by women?. Social Studies of Science, 39(6), pp.885-907.

Salminen-Karlsson, M., 1999. Bringing Women into Computer Engineering: Curriculum Reform Processes at Two Institutes of Technology. Linkoping Studies in Education and Psychology Dissertations, No. 60.

Videos

https://www.youtube.com/watch?v=A2y12s7FHxA[Accessed on 25th Feb 2019 at 7:30pm]

https://www.imdb.com/title/tt2084953/  [Accessed on 17th Feb 2019 at 2:00pm]

https://www.corning.com/in/en/innovation/a-day-made-of-glass.html[Accessed on 1st March 2019 at 8:15 pm]

News Articles/Opinion Piece

https://www.theguardian.com/commentisfree/2014/sep/18/52-percent-people-playing-games-women-industry-doesnt-know

[1]“Technoscience” refers to a continuum between science and technology, covering natural, medical, and engineering sciences; covering domains like Bio-Tech and Information and Communication Technology (ICT).

[2]Which is subjective in nature

[3]https://www.theguardian.com/commentisfree/2014/sep/18/52-percent-people-playing-games-women-industry-doesnt-know

 

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