Ranjodh Singh Dhaliwal
Biographic Data
| ID | 341565 |
|---|---|
| NAME | Ranjodh Singh Dhaliwal |
| GIVEN NAMES | Ranjodh Singh |
| FAMILY NAME | Dhaliwal |
| SIGNATURE | DHALIWAL R S |
| AFFILIATIONS | University of Basel |
| ORCID | 0000-0002-9826-0614 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 9 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Two Years “in the Wild”
Neural Networks
Technics
The Key Debates series was launched in 2010 with the aim of revisiting "the central issues that continue to animate thinking about film and audiovisual media," which we have now done across ten volumes.All of these have followed a pattern of reexamining foundational texts and issues, while also investigating new lines of transmission and interpretation.Our book series' dual interest in foundations and novel lines of inquiry is demonstrated by the…
Join the Fold
This article explores the value of science fiction narratives in games for citizen science. Focusing on the protein-folding game Foldit, it describes the process of modifying and redesigning the game to feature a framing narrative and other alterations to the main tutorial campaign. The campaign narrative, Foldit: First Contact, situates the practices of citizen science in an expanded context of meanings and ethical implications, promoting critic…
Playing at SLSA
This retrospective essay weaves together the reflections of 12 diverse voices on the inclusion of game studies at the Society for Literature, Science, and the Arts (SLSA) annual meetings. The first game studies stream was organized in 2011 and brought together a series of interdisciplinary scholars, presentations, and panels on video games, virtual worlds, art, storytelling, war, time, platform, and identity. The stream was then and continues now…
What Do We Critique When We Critique Technology
Thinking about the state of technology today necessarily means thinking about a number of interrelated but distinct entities. Considering the nuts and bolts of a news story in which, say, some corporate machine vision technology was found to be racially discriminatory can often mean having to study business practices, data sciences, specific suites of tools that can lay a claim to the moniker of AI, assemblages of hardware and software, platform …
The Cyber-Homunculus
By culling through a history of computing technologies and racial capitalism from the last 150 years, this paper identifies a trans-historical figuration at work. Following, as case studies, the metaphorical lives and afterlives of the Mechanical Turk—a chess-playing automaton from the nineteenth century—and Maxwell’s Demon—a scientific thought experiment first conceived in 1867— in technical and cultural discourses, it traces the figure of a cyb…
On Addressability, or What Even Is Computation
This article argues against the conflation of digital and computational that ails contemporary critical discourse. Searching for a common logic among the three modes of computing (namely analog, digital, and quantum), it ends up finding an answer in the individuating backbone that runs through histories of postal, civic, and technological addresses. Borrowing the concept of addressability from computer science and adapting it to explain procedure…
On Addressability, or What Even Is Computation
This article argues against the conflation of digital and computational that ails contemporary critical discourse. Searching for a common logic among the three modes of computing (namely analog, digital, and quantum), it ends up finding an answer in the individuating backbone that runs through histories of postal, civic, and technological addresses. Borrowing the concept of addressability from computer science and adapting it to explain procedure…
The Cyber-Homunculus
By culling through a history of computing technologies and racial capitalism from the last 150 years, this paper identifies a trans-historical figuration at work. Following, as case studies, the metaphorical lives and afterlives of the Mechanical Turk—a chess-playing automaton from the nineteenth century—and Maxwell’s Demon—a scientific thought experiment first conceived in 1867— in technical and cultural discourses, it traces the figure of a cyb…
What Do We Critique When We Critique Technology
Thinking about the state of technology today necessarily means thinking about a number of interrelated but distinct entities. Considering the nuts and bolts of a news story in which, say, some corporate machine vision technology was found to be racially discriminatory can often mean having to study business practices, data sciences, specific suites of tools that can lay a claim to the moniker of AI, assemblages of hardware and software, platform …
The Cyber-Homunculus
By culling through a history of computing technologies and racial capitalism from the last 150 years, this paper identifies a trans-historical figuration at work. Following, as case studies, the metaphorical lives and afterlives of the Mechanical Turk—a chess-playing automaton from the nineteenth century—and Maxwell’s Demon—a scientific thought experiment first conceived in 1867— in technical and cultural discourses, it traces the figure of a cyb…
On Addressability, or What Even Is Computation
This article argues against the conflation of digital and computational that ails contemporary critical discourse. Searching for a common logic among the three modes of computing (namely analog, digital, and quantum), it ends up finding an answer in the individuating backbone that runs through histories of postal, civic, and technological addresses. Borrowing the concept of addressability from computer science and adapting it to explain procedure…
Join the Fold
This article explores the value of science fiction narratives in games for citizen science. Focusing on the protein-folding game Foldit, it describes the process of modifying and redesigning the game to feature a framing narrative and other alterations to the main tutorial campaign. The campaign narrative, Foldit: First Contact, situates the practices of citizen science in an expanded context of meanings and ethical implications, promoting critic…
Playing at SLSA
This retrospective essay weaves together the reflections of 12 diverse voices on the inclusion of game studies at the Society for Literature, Science, and the Arts (SLSA) annual meetings. The first game studies stream was organized in 2011 and brought together a series of interdisciplinary scholars, presentations, and panels on video games, virtual worlds, art, storytelling, war, time, platform, and identity. The stream was then and continues now…
What Do We Critique When We Critique Technology
Thinking about the state of technology today necessarily means thinking about a number of interrelated but distinct entities. Considering the nuts and bolts of a news story in which, say, some corporate machine vision technology was found to be racially discriminatory can often mean having to study business practices, data sciences, specific suites of tools that can lay a claim to the moniker of AI, assemblages of hardware and software, platform …
Neural Networks
Technics
The Key Debates series was launched in 2010 with the aim of revisiting "the central issues that continue to animate thinking about film and audiovisual media," which we have now done across ten volumes.All of these have followed a pattern of reexamining foundational texts and issues, while also investigating new lines of transmission and interpretation.Our book series' dual interest in foundations and novel lines of inquiry is demonstrated by the…
Two Years “in the Wild”
Sociology (5 works) · Computer Science (4 works) · Epistemology (4 works) · Aesthetics (3 works) · Art (3 works) · Cybernetics and Technology in Society (2 works) · Educational Games and Gamification (2 works) · Law (2 works) · Literature (2 works) · Media studies (2 works)