Configuring computer labor in film and audiovisual media:an introduction to a special issue

This text invites a critical examination of how computer labor – in all its diverse forms, modes, and manifestations – has been represented, constructed, and reflected through the formal capacities of audiovisual media from the 20th century to the present day. In a world where technological advancements constantly introduce new gadgets, software, platforms, and algorithms, our perception of information technology is in perpetual motion. Computer labor encompasses all forms of work facilitated by information technologies, whether performed by humans, machines, or through human-machine collaboration. This concept provides a lens for exploring the nuanced ways in which computing technologies represent labor: from the partial moments of the working machine, man, or both to the more general questions of the definition of (for example) productivity, value, and rest. Tracking the iconography of computer labor reveals the influence of geographical, cultural, social, and economic forces, shedding light on how technological labor is produced and understood within different contexts. Film and media studies play a crucial role in this analysis, offering valuable insights into how digital labor reshapes societal structures, work practices, and human relationships in the information age. Moreover, these disciplines allow us to uncover overlooked histories of computer adoption, forgotten fragments, and unique configurations that have remained outside the dominant global narratives and cultural memory. Through this exploration, the study highlights the transformative power of digital labor and the importance of understanding its localized expressions and historical contingencies.

Authors

Publication Details

Journal
Iluminace
Published
2024-11-08
DOI
https://doi.org/10.58193/ilu.1786
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
1.13
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article

Configuring computer labor in film and audiovisual media:an introduction to a special issue

Veronika Hanáková
1 citations
Iluminace
Digital Games and Media
1.13
article

Configuring computer labor in film and audiovisual media:an introduction to a special issue

Veronika Hanáková
article en
1 citations

Abstract

This text invites a critical examination of how computer labor – in all its diverse forms, modes, and manifestations – has been represented, constructed, and reflected through the formal capacities of audiovisual media from the 20th century to the present day. In a world where technological advancements constantly introduce new gadgets, software, platforms, and algorithms, our perception of information technology is in perpetual motion. Computer labor encompasses all forms of work facilitated by information technologies, whether performed by humans, machines, or through human-machine collaboration. This concept provides a lens for exploring the nuanced ways in which computing technologies represent labor: from the partial moments of the working machine, man, or both to the more general questions of the definition of (for example) productivity, value, and rest. Tracking the iconography of computer labor reveals the influence of geographical, cultural, social, and economic forces, shedding light on how technological labor is produced and understood within different contexts. Film and media studies play a crucial role in this analysis, offering valuable insights into how digital labor reshapes societal structures, work practices, and human relationships in the information age. Moreover, these disciplines allow us to uncover overlooked histories of computer adoption, forgotten fragments, and unique configurations that have remained outside the dominant global narratives and cultural memory. Through this exploration, the study highlights the transformative power of digital labor and the importance of understanding its localized expressions and historical contingencies.

IluminaceVol. 36(2)
Decent work and economic growth
Openalex Percentile: Top 15%
Digital Games and Media
1.13
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Configuring computer labor in film and audiovisual media:an introduction to a special issue — Veronika Hanáková · Iluminace (2024) | TGRS Research Map | TGRS