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#katherine hayles
imtoopure · 1 year
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There’s an antonym for deep reading, and that is “hyper reading”. The idea was introduced by a communication professor, James Sosnoski, in the late 1990s to characterize what life online was doing to the way we read. Sosnoski defined hyper reading as “reader-directed, screen-based, computer-assisted reading” that entails “searching, skimming, hyperlinking, and extracting fragments from longer texts.” Sort of a brew of skimming and scanning on steroids. Literature professor Katherine Hayles popularized the notion in her discussions of hyper attention and hyper reading. Her definition of hyper reading: “A strategic response to an information-intensive environment, aiming to conserve attention by quickly identifying relevant information, so that only relatively few portions of a given text are actually read.” Again, a version of skimming and scanning, but now with a twist: motivation. If you only read bits and pieces, you can conserve mental energy. In principle, you might apply this approach when reading either in print or onscreen. (With audio, you’re locked into playing each word unless you fast-forward.) But in practice, it’s digital technology that is most strongly driving the hyper reading train. The word “hyper” reminds us of another dichotomy that’s particularly relevant to digital reading, namely linear reading versus following hyperlinks. Those links can be a blessing or curse, in part depending on the type of reader. For accomplished readers with high levels of prior knowledge about the topic, links can unlock pathways to new ideas and understanding, while for struggling readers or those with lower familiarity with the subject, links may lead to mental mazes that stunt comprehension.
-Naomi Baron, How We Read Now
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marcogiovenale · 1 year
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art, technology and philosophy symposium (II): cybernetics for the 21st Century
art, technology and philosophy symposium (II): cybernetics for the 21st Century
Cybernetics for the 21st Century Symposium __ https://medialab.timesmuseum.org/en/lectures January 10, 8-10pm (GMT+8)Theme: Locality and EpistemologyGuests: Andrew Pickering, Slava Gerovitch, David Maulén de los Reyes, Michal KrzykawskiHost and Discussant: Yuk HuiSymposia will be livestreamed with simultaneous translation.Registration:…
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moviesandmania · 8 months
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WEREWOLF SANTA (2023) Reviews of British comedy horror and release date
‘Season’s eatings’ Werewolf Santa is a 2023 British comedy horror film in which the titular monster wreaks havoc in a small seaside town on Christmas Eve. Written, directed and co-produced by Airell Anthony Hayle (Satan’s Grotto; Midnight Peepshow; They’re Outside). Also produced by Dovile Kirvelaityte. The Haunted Cinema production stars Mark Arnold, John Bloom aka Joe Bob Briggs, Emily Booth,…
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straysdevour · 4 months
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My Mother Was a Computer, N. Katherine Hayles. Poly Styrene, Ebet Roberts. Plastic Bag, X-Ray Spex.
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subtheory · 1 year
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“If my nightmare is a culture inhabited by posthumans who regard their bodies as fashion accessories rather than the ground of being, my dream is a version of the posthuman that embraces the possibilities of information technologies without being seduced by fantasies of unlimited power and disembodied immortality, that recognizes and celebrates finitude as a condition of human being, and that understands human life is embedded in a material world of great complexity, one on which we depend for our continued survival.”
—extract from How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics by N. Katherine Hayles.
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Feminist posthumanism?
definition of Human
Cartesian dualism
Philosophy guiding “disenchantment of nature” and colonialism, scientific racism
definition of post-Human (past Enlightenment strictures of thought)
cite some scholars like N Katherine Hayles, Cadigan, Braidotti, Alaimo, Haraway
Why important to solarpunk?
Transhumanist versions/posthuman
not new - cyberpunk had bodiless human - cadigan specifically called out in fiction, many other authors
important to know which version is being talked about - both come with a lot of philosophical/historical baggage
admit idk much about transhumanist baggage other than that most of its proponents are wealthy, mostly white, cis men who adhere to the mind/body split doctrind
solarpunk posthuman more like Haraway’s cyborg, innocent of origins
philosophical post-Human work has been done in gender studies so reality of solarpunk cyborg won’t have to think about it
solarpunk about embodied reality, rather than disembodied (extremely expensive) fictions?
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perzysprumia · 10 months
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𝐏𝐄𝐑𝐙𝐘𝐒𝐏𝐑𝐔𝐌𝐈𝐀 ; independent & private, low activity, mutuals only multimuse blog. with characters featured in: a song of ice and fire & the vampire diaries universe, as well as american horror story, original characters & original lore. written by ganon. 21+ they/them.
RULES. MEMES. IMPORTANT PSA'S.
blogroll: @sanguinelupus, @invitisalvatore, @fvckingmourn
affiliates: godmona, hiveruled, tricursed, traumapyre, insanislupus, dvggered.
muse list under the cut. bios & canon divergencies for each will be linked.
FREE PALESTINE.
updated: 13 mar. 2024
A SONG OF ICE AND FIRE ; show based with book influences
GAME OF THRONES:
cersei lannister ; primary & highly canon divergent
tyrion lannister ; secondary & low canon divergence
daenerys targaryen ; exclusive & highly canon divergent
jon snow / aegon targaryen vi ; tertiary & canon divergent
arya stark ; tertiary & canon divergent
HOUSE OF THE DRAGON:
rhaenyra targaryen ; secondary & canon divergent
THE VAMPIRE DIARIES UNIVERSE ; show based, zero book influences
TVD:
elena gilbert ; primary & canon divergent
stefan salvatore ; selective & canon divergent
katherine pierce ; secondary & canon divergent
henry wains ; selective & original character
THE ORIGINALS:
cersei lannister ; secondary & alternate universe portrayal
tendai goldsmith ; primary & original character
hayle marshall ; primary & highly canon divergent
elijah mikaelson ; exclusive & canon divergent
marcel gerard ; exclusive & low canon divergence
sunstra saetan ; tertiary & original character
hope mikaelson ; secondary & extremely canon divergent
LEGACIES:
ursa mikaelson ; secondary & original character
ase mikaelson ; tertiary & original character
ORIGINAL STORY/LORE ; characters from a novel series i'm writing
ethena ugochi ; primary & witch
terran delphin ; secondary & earth elemental
ryujin zhou ; tertiary & water elemental
hakan ; secondary & fire elemental
AMERICAN HORROR STORY ; currently only ahs: cult muses.
jon stark ; selective & alternate universe portrayal
winter anderson ; secondary & canon divergent
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fundgruber · 1 year
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Is it necessary to insist, once again, that embodiment is not an option but a necessity in order for life to exist? The account elides the complex structures that have evolved through millennia in coadaptive processes that have fitted us as organisms to our environment. Compared to the complexity and depth of this adaptation, the VR body-suit is a wrinkle in the fabric of human life, hardly to be mistaken as an alternative form of embodiment. Knowing the history of cybernetics can be helpful in maintaining a sense of scale, for the move of mapping complex assumptions onto relatively simple artifacts has occurred before, usually in the service of eliding the immense differences between the complexities of the human organism and the comparatively simple architectures of the machines.
Hayles, N. Katherine. “Boundary Disputes: Homeostasis, Reflexivity, and the Foundations of Cybernetics.” Configurations 2, no. 3 (1994): 441-467, 466.
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undttype · 2 years
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N. Katherine Hayles A Computer’s Worldview Royal College of Art 26 May 2018 Talk, Poster and Pearl Typeface by Marcus Leis Allion
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enactivewebs · 2 months
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15.4
Kōrero with ChatGPT on relevance of hypermedia and 360 degree storytelling:
Is hypermedia still a field of research and thought in the 2020s?\
ChatGPT
Yes, hypermedia is still a field of research and thought in the 2020s, although its focus and applications have evolved alongside advancements in technology. Hypermedia refers to the extension of hypertext to include multimedia elements such as images, audio, video, and interactive elements. In the modern context, hypermedia is often associated with the World Wide Web and the integration of various media types into web-based content.
Researchers and practitioners in fields such as information science, computer science, digital media, and human-computer interaction continue to explore the design, implementation, and impact of hypermedia systems. This includes topics such as multimedia authoring, user interface design, content management, information retrieval, and the development of interactive and immersive experiences. Hypermedia remains relevant as digital technologies continue to shape how we create, consume, and interact with multimedia content on the web and other digital platforms.
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Any contemporary theorists and practitioners you'd recommend in this space?
ChatGPT
Certainly! Here are a few contemporary theorists and practitioners who are influential in the field of hypermedia and related areas:
Lev Manovich: A media theorist and professor known for his work on digital culture, new media, and software studies. His book "The Language of New Media" is a seminal text in the field.
Janet Murray: An interaction designer, educator, and author known for her work on digital storytelling and interactive narrative. Her book "Hamlet on the Holodeck: The Future of Narrative in Cyberspace" is a landmark work in the field of digital media.
Johanna Drucker: A scholar, author, and artist known for her work on digital humanities, visual and graphic design, and the history of the book. Her book "Graphesis: Visual Forms of Knowledge Production" explores the role of visualizations in knowledge creation.
N. Katherine Hayles: A scholar known for her work on literature, science, and technology. Her book "How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics" examines the impact of digital technologies on human identity.
Mark Bernstein: A computer scientist and entrepreneur known for his work on hypertext and web design. He is the co-founder of Eastgate Systems, a company that produces hypertext software and literature.
These theorists and practitioners offer valuable insights into the theory and practice of hypermedia, digital storytelling, and interactive narrative, among other related topics. Their work continues to influence how we understand and engage with digital media in the 21st century.
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Does hypermedia go by a different name nowadays?
ChatGPT
Hypermedia, as a concept, is still relevant today, especially in the context of the World Wide Web and multimedia content. However, the term itself might not be as commonly used in everyday language or in academic discourse as it once was. Instead, concepts related to hypermedia are often discussed within broader contexts such as digital media, interactive media, multimedia, or new media.
For example, when discussing interactive websites that combine text, images, videos, and other multimedia elements, people might refer to them simply as "multimedia websites" or "interactive websites," rather than specifically using the term "hypermedia." Similarly, in academic settings, researchers might use terms like "interactive narrative," "digital storytelling," or "multimedia storytelling" to describe the intersection of narrative with multimedia elements, which are key aspects of hypermedia.
In summary, while the term "hypermedia" is still relevant and understood, it is often used in conjunction with or subsumed under broader terms that encompass various forms of multimedia and interactive digital content.
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Why hasn't 360 video storytelling taken off as a medium?
ChatGPT
There are several reasons why 360 video storytelling may not have taken off as a mainstream medium:
Technical Challenges: Creating high-quality 360 videos requires specialized equipment and technical expertise. This can be a barrier for many content creators, especially those with limited resources or experience.
Production Complexity: Compared to traditional video production, 360 video production is more complex and time-consuming. It requires careful planning of camera placement, lighting, and audio capture to ensure a seamless viewing experience.
Limited Accessibility: While 360 videos can provide immersive experiences, they require specific viewing devices such as VR headsets or smartphones with gyroscopic sensors. This limits the audience who can access and experience 360 video content.
Storytelling Challenges: Crafting compelling narratives in 360 videos can be challenging. Traditional storytelling techniques may not translate well to a 360-degree environment, requiring content creators to experiment with new storytelling approaches.
Audience Engagement: Despite the immersive nature of 360 videos, some viewers may find them disorienting or distracting. Maintaining audience engagement throughout a 360 video experience can be a challenge.
Content Discovery: Discovering 360 video content can be difficult, as it often requires users to actively seek out specific platforms or channels that offer such content. This can limit the exposure and reach of 360 video storytelling.
While these challenges exist, 360 video storytelling continues to evolve, and advancements in technology and storytelling techniques may help address some of these barriers in the future.
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How has the focus and application of hypermedia evolved in the 2020s?
ChatGPT
In the 2020s, the focus and application of hypermedia have continued to evolve, driven by advancements in technology and changing user expectations. Some key trends and developments include:
Immersive Experiences: Hypermedia is increasingly used to create immersive experiences, such as virtual reality (VR) and augmented reality (AR) applications. These technologies enable users to interact with multimedia content in a more immersive and engaging way.
Personalization: Hypermedia is being used to create more personalized and targeted content experiences. This includes personalized recommendations, adaptive content delivery based on user preferences, and interactive storytelling experiences that adapt to user choices.
Interactive Storytelling: Hypermedia is being used to create interactive storytelling experiences that allow users to explore narratives in non-linear ways. This includes branching narratives, interactive documentaries, and multimedia storytelling experiences that combine text, images, videos, and audio in dynamic ways.
Cross-platform Integration: Hypermedia is being used to create seamless experiences across different platforms and devices. This includes content that adapts to different screen sizes and resolutions, as well as content that can be easily shared and accessed across multiple devices.
Accessibility: There is a growing emphasis on making hypermedia content more accessible to a wider audience. This includes ensuring that content is accessible to people with disabilities, as well as making content available in multiple languages and formats.
Data-driven Experiences: Hypermedia is increasingly being used to create data-driven experiences that use real-time data to personalize content and provide more relevant information to users. This includes interactive data visualizations, immersive data storytelling, and interactive educational experiences.
Overall, the focus of hypermedia in the 2020s has been on creating more immersive, personalized, and interactive experiences that leverage advancements in technology to create more engaging content experiences.
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How has the theoretical focus shifted since the 90s to today?
ChatGPT
Since the 1990s, the theoretical focus in hypermedia has shifted in several ways:
From Hypertext to Hypermedia: In the 1990s, much of the focus was on hypertext, which primarily involved text-based linking. Today, the focus has expanded to include hypermedia, which encompasses a wider range of media types, such as images, videos, audio, and interactive elements.
Interdisciplinary Approach: There is now a greater emphasis on interdisciplinary approaches to hypermedia research, drawing on fields such as computer science, communication studies, psychology, and design. This interdisciplinary approach has led to a more holistic understanding of hypermedia as a complex socio-technical system.
User-Centered Design: There is a greater emphasis on user-centered design principles in hypermedia research, focusing on understanding user needs, preferences, and behaviors. This has led to the development of more user-friendly and intuitive hypermedia systems.
Narrative and Storytelling: There is now a greater focus on narrative and storytelling in hypermedia research, exploring how hypermedia can be used to create compelling and engaging narratives. This includes interactive storytelling, transmedia storytelling, and immersive storytelling experiences.
Social and Cultural Impact: There is a greater awareness of the social and cultural impact of hypermedia, including issues related to privacy, security, accessibility, and diversity. Researchers are now exploring how hypermedia can be used to promote social change, cultural understanding, and civic engagement.
Technological Advancements: Advances in technology, such as the proliferation of mobile devices, the growth of the internet, and the rise of social media, have influenced the theoretical focus of hypermedia research. Researchers are now exploring how these technologies can be leveraged to create more dynamic and interactive hypermedia experiences.
Overall, the theoretical focus in hypermedia has shifted from a primarily text-based and technology-centric approach in the 1990s to a more interdisciplinary, user-centered, and culturally aware approach in the present day.
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Some key theoretical ideas related to the above?
ChatGPT
Certainly! Here are some key theoretical ideas related to the shift in focus in hypermedia research:
User-Centered Design (UCD): UCD is a design approach that focuses on understanding the needs, preferences, and behaviors of users. In the context of hypermedia, UCD emphasizes the importance of designing systems and interfaces that are intuitive, user-friendly, and responsive to user input.
Narratology and Storytelling: Narratology is the study of narrative structures and storytelling techniques. In hypermedia research, scholars draw on narratological theories to understand how narratives can be constructed and experienced in non-linear and interactive formats.
Transmedia Storytelling: Transmedia storytelling refers to the practice of telling a single story across multiple media platforms, such as books, films, games, and websites. This approach has been used in hypermedia research to create cohesive and immersive narrative experiences.
Cultural Studies: Cultural studies is an interdisciplinary field that examines cultural phenomena in their social, historical, and political contexts. In hypermedia research, scholars draw on cultural studies theories to explore how hypermedia can reflect and shape cultural values, identities, and practices.
Human-Computer Interaction (HCI): HCI is a field that focuses on the design and evaluation of interactive computer systems. In hypermedia research, HCI theories and methods are used to understand how users interact with hypermedia systems and how these systems can be designed to enhance user experience.
Critical Theory: Critical theory is a philosophical approach that examines society and culture through a critical lens, with a focus on power dynamics, inequality, and social change. In hypermedia research, critical theory is used to analyze how hypermedia can perpetuate or challenge existing power structures and cultural norms.
These theoretical ideas provide frameworks for understanding the complex interplay between technology, culture, and society in the context of hypermedia research. They help researchers and practitioners design and evaluate hypermedia systems that are not only technically sophisticated but also socially and culturally meaningful.
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gbhbl · 6 months
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Horror Movie Review: Werewolf Santa (2023)
Written and directed by Airell Anthony Hayles, Werewolf Santa is a found-footage horror as silly as it sounds, yet it lacks in both the fun and over the top departments.
Written and directed by Airell Anthony Hayles, Werewolf Santa is a found-footage horror as silly as it sounds, yet it lacks in both the fun and over the top departments. It stars Katherine Rodden, Charlie Preston, Mark Arnold, and Emily Booth. Lucy and Dustin are YouTubers who like to roam the countryside of the UK looking for fabled monsters. They film their exploits for their show ‘Monster…
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jhavelikes · 8 months
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What do we learn about the world, while we are learning to live with AI? For the 2023 edition of the symposium “The Only Lasting Truth is Change”, BEK employs the notions of hallucinating, computing and collapsing as entry points for the inquiry. With contributions from: Wendy Hui Kyong Chun, N. Katherine Hayles, Jennifer Gabrys, Haig Aivazian, Jenna Sutela, Damien Roach, patten, Ibiye Camp, Ramon Amaro, Tung-Hui Hu, Suzanne Kite, Bahar Noorizadeh, Nora Al-Badri, Lesia Vasylchenko, Magnhild Øen Nordahl and Critical Craft Collective, with others to be announced. The symposium will take place in Bergen, Norway on 16-19 November 2023, with satellite workshops and reading sessions throughout the Fall. We take as our starting point the multiple readings of “hallucination” – from terminology of a glitch within large language models to a mutual miscomprehension between Indigenous and Western epistemologies. We will look for the various intersections between the artificial and the real – between large scale statistics and local knowledge. Can complex communities and more-than-human entities become datasets? How do forests perform computational functions? We will examine how data can be decolonized, algorithmic systems overthrown, and how to push back standardising forces. Scrutinizing power asymmetries and biases inherent in AI, and the extractivist nature and environmental impacts behind it, we want to learn – whose hallucination are we living within?
The Only Lasting Truth is Change: Hallucinating, Computing, Collapsing - Bergen senter for elektronisk kunst – BEK
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sjukvarld · 9 months
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I have started reading How We Became Posthuman by N. Katherine Hayles and I just gotta say my head is spinning in the best most positive way
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ossamantha · 1 year
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References
Jonze, Spike 2013. Her, video recording and DVD, Warner Brothers.
 Jonze, Spike. Her, Script Slug, 2013, https://assets.scriptslug.com/live/pdf/scripts/her-2013.pdf 
Haraway, D. (2000) in A cyborg manifesto. Routledge, pp. 291–324. https://warwick.ac.uk/fac/arts/english/currentstudents/undergraduate/modules/fulllist/special/transnational/haraway-cyborgmanifesto-1.pdf 
Dow, S & Wright C 2010, 'Introduction: Towards a Psychoanalytic Reading of the Posthuman', Paragraph, vol 33, no. 3, pp. 299-31. 
Bell, J 2014 ‘Computer Love’, Sight and Sound, January, vol 24, no. 1, pp. 20-25 
Hayles, K N 2010 ‘How We Became Posthuman. Ten Years On: An Interview with N. Katherine Hayles’, Paragraph, vol 33, no. 3, pp. 318-330.
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‘‘In this issue we present four articles. We also present 'Posthumanism, Technogenesis, and Digital Technologies', an interview by Holger Potzsch with one of the most important scholars of contemporary media and technology, N. Katherine Hayles. She discusses the entire arc of her research, including her recent research on nonconscious cognition. In the first of the articles, 'Do objects dream of an internet of things?', Teodor Mitew discusses what he calls 'heteroclite sociable objects in the context of the emerging internet of things' as a way of understanding the new kinds of sociality formed by the new networks of objects, in 'Mapping Moving-Image Culture: Topographical Interface and YouTube', Stephen Monteiro discusses the 'cartographic and topographical aesthetics of digital interface and network navigation' of YouTube's post-Cosmic Panda redesign. In 'Challenging Hate Speech With Facebook Flarf: The Role of User Practices in Regulating Hate Speech on Facebook' Benjamin Abraham discusses a wonderfully clever and idiosyncratic example of resistance to hate speech. It is revealing of wider trends and possibilities with regard to this increasingly vexing problem. Finally, in 'Expectations denied: Fan and industry conflict around the localisation of the Japanese video game Yakuza 3', Craig Norris addresses the complex issues that arise when fans who feel they own a game are disappointed with its translation from one cultural context to another.’‘
https://archive.org/details/FC23FullIssue/page/n7/mode/2up
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buriedinabookgirl · 1 year
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Bits From Books - Wed, April 5
Hayles, N. Katherine. “Combining Close and Distant Reading: Jonathan Safran Foer’s ‘Tree of Codes’ and the Aesthetic of Bookishness.” PMLA, vol. 128, no. 1, 2013, pp. 226–31. JSTOR, http://www.jstor.org/stable/23489282.
“A reader-response theory that takes the mind-body fully into account is still in its infancy.” (Hayles, 231)
I don’t necessarily have a question here, but this quote really got me thinking as to what that might look like:
• Reaction to feel of page • Toll of staring at a screen for too long • Reaction to light from a screen • Toll of staring at a page for too long • Reaction to the feel of a device • Posture when reading a book or a screen
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