Suzanne Black
Dados Biográficos
| ID | 3683756 |
|---|---|
| NOME | Suzanne Black |
| PRENOMES | Suzanne |
| SOBRENOME | Black |
| ASSINATURA | BLACK S |
| AFILIAÇÕES | University of Edinburgh |
| ORCID | 0000-0001-5479-0528 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 10 |
| TOTAL DE CITAÇÕES | 1 |
| TOTAL COMO AUTOR | 10 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2005 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 1 |
Supporting innovation in the creative industries through data reporting
Despite the economic and social significance of the Creative Industries (CI) in the UK, the mechanisms of innovation and research and development (R&D) within the CI remain poorly understood. Using innovation studies as a framework and undertaking a case study of the £56m Creative Industries Clusters Programme (CICP) (2018–2023) as part of the UK's Industrial Strategy Challenge Fund (ISCF), this article evaluates reporting and data collection act…
Evaluating events data for cultural analytics
The effects of the Covid-19 pandemic on the Creative and Cultural Industries can be difficult to quantify. Metadata about events (theatre productions, music and comedy gigs, sporting fixtures, days out, and more) are an untapped resource for cultural analytics that can be used as a proxy metric for financial and social impact. This article uses a sample of large-scale cultural events data from UK industry providers Data Thistle to ask: how can ev…
Fans and AI
AI, and especially generative AI, has intersected with fandom in specific ways as fans adopt new practices, scholars have access to additional research methods, and AI tech companies challenge existing concepts of open data, privacy, ownership, fairness, and exploitation. We identify potential areas of disruption to contemporary fandom and fan studies arising from the various uses of AI and suggest what the consequences might be for our understan…
Setting the record ‘straight’
Many of the largest and furthest-reaching media franchises today, such as the Marvel Cinematic Universe (MCU), opt not to represent a range of queer identities and relationships but instead perpetuate heteronormativity. Alternatively, an extensive site of queer historical recovery can be found in the fanfiction that is written in response to these popular media franchises. This article explores how fanfiction set in museums challenges the version…
Cultural analytics in the UK
This article investigates the potential for novel research utilising data generated by the Creative and Cultural Industries (CCI) in the UK, focussing on the long tail of metadata associated with the UK's rich cultural events landscape. We conducted semistructured interviews with 29 researchers and related domain experts to ascertain: (1) How cultural data is valued; (2) The landscape of cultural data; (3) How UK research can make better use of c…
AI and Fandom
The republic of games
Review of Elyse Graham, The republic of games: Textual culture between old books and new media. Montreal: McGill-Queens University Press, 2018, paperback, $24.95 (176p), ISBN 9780773553392
What if academic publishing worked like fan publishing? Imagining the Fantasy Research Archive of Our Own
Researchers, universities, and academic libraries develop a range of tools and platforms to make scholarship more accessible. What could these scholarly communications and open access projects learn from examples set by fandom and fan activists, for example, the fan works platform Archive of Our Own (AO3)? This conceptual paper, the result of a brainstorming session by scholars and librarians, proposes that a Fantasy Research Archive of Our Own s…
Adding a digital dimension to fan studies methodologies
Digital fan fiction challenges the sovereignty of the literary object and necessitates a reevaluation of textuality. Fan fiction may be taken as a form of networked digital narrative that exists electronically and shares features with the printed book. With a focus on the paratext as a site of transaction between fan fiction writers and readers, it is possible to attend to a negotiation between work and text. By using computational methods—word f…
Domesticating the Crystal
Domesticating the Crystal:Sir Lawrence Bragg and the Aesthetics of "X-ray Analysis" Suzanne Black (bio) James Elkins has identified a "tempting" historical coincidence, that X-ray crystallography originated in the same year that Picasso painted the cubist works Ma Jolie and the Aficionado.1 Less cautiously, Bettyann Kevles asserts: "The cafés were abuzz in 1912 with news about X-ray crystallography."2 It is understandable that Elkins and Kevles w…
Cultural analytics in the UK
This article investigates the potential for novel research utilising data generated by the Creative and Cultural Industries (CCI) in the UK, focussing on the long tail of metadata associated with the UK's rich cultural events landscape. We conducted semistructured interviews with 29 researchers and related domain experts to ascertain: (1) How cultural data is valued; (2) The landscape of cultural data; (3) How UK research can make better use of c…
Domesticating the Crystal
Domesticating the Crystal:Sir Lawrence Bragg and the Aesthetics of "X-ray Analysis" Suzanne Black (bio) James Elkins has identified a "tempting" historical coincidence, that X-ray crystallography originated in the same year that Picasso painted the cubist works Ma Jolie and the Aficionado.1 Less cautiously, Bettyann Kevles asserts: "The cafés were abuzz in 1912 with news about X-ray crystallography."2 It is understandable that Elkins and Kevles w…
Adding a digital dimension to fan studies methodologies
Digital fan fiction challenges the sovereignty of the literary object and necessitates a reevaluation of textuality. Fan fiction may be taken as a form of networked digital narrative that exists electronically and shares features with the printed book. With a focus on the paratext as a site of transaction between fan fiction writers and readers, it is possible to attend to a negotiation between work and text. By using computational methods—word f…
The republic of games
Review of Elyse Graham, The republic of games: Textual culture between old books and new media. Montreal: McGill-Queens University Press, 2018, paperback, $24.95 (176p), ISBN 9780773553392
What if academic publishing worked like fan publishing? Imagining the Fantasy Research Archive of Our Own
Researchers, universities, and academic libraries develop a range of tools and platforms to make scholarship more accessible. What could these scholarly communications and open access projects learn from examples set by fandom and fan activists, for example, the fan works platform Archive of Our Own (AO3)? This conceptual paper, the result of a brainstorming session by scholars and librarians, proposes that a Fantasy Research Archive of Our Own s…
Setting the record ‘straight’
Many of the largest and furthest-reaching media franchises today, such as the Marvel Cinematic Universe (MCU), opt not to represent a range of queer identities and relationships but instead perpetuate heteronormativity. Alternatively, an extensive site of queer historical recovery can be found in the fanfiction that is written in response to these popular media franchises. This article explores how fanfiction set in museums challenges the version…
Cultural analytics in the UK
This article investigates the potential for novel research utilising data generated by the Creative and Cultural Industries (CCI) in the UK, focussing on the long tail of metadata associated with the UK's rich cultural events landscape. We conducted semistructured interviews with 29 researchers and related domain experts to ascertain: (1) How cultural data is valued; (2) The landscape of cultural data; (3) How UK research can make better use of c…
AI and Fandom
Fans and AI
AI, and especially generative AI, has intersected with fandom in specific ways as fans adopt new practices, scholars have access to additional research methods, and AI tech companies challenge existing concepts of open data, privacy, ownership, fairness, and exploitation. We identify potential areas of disruption to contemporary fandom and fan studies arising from the various uses of AI and suggest what the consequences might be for our understan…
Supporting innovation in the creative industries through data reporting
Despite the economic and social significance of the Creative Industries (CI) in the UK, the mechanisms of innovation and research and development (R&D) within the CI remain poorly understood. Using innovation studies as a framework and undertaking a case study of the £56m Creative Industries Clusters Programme (CICP) (2018–2023) as part of the UK's Industrial Strategy Challenge Fund (ISCF), this article evaluates reporting and data collection act…
Evaluating events data for cultural analytics
The effects of the Covid-19 pandemic on the Creative and Cultural Industries can be difficult to quantify. Metadata about events (theatre productions, music and comedy gigs, sporting fixtures, days out, and more) are an untapped resource for cultural analytics that can be used as a proxy metric for financial and social impact. This article uses a sample of large-scale cultural events data from UK industry providers Data Thistle to ask: how can ev…
Art (6 obras) · Sociology (6 obras) · Digital Games and Media (5 obras) · Computer Science (4 obras) · Media studies (4 obras) · Cultural Industries and Urban Development (3 obras) · Digital Humanities and Scholarship (3 obras) · Fandom (3 obras) · History (3 obras) · Literature (3 obras)