/Producties

Recent schreef ik voor Customer First (web en print) een artikel over de staat van chatbots in Nederland en deed ik een interview met het Amsterdamse Embot.ai. Op Marketingfacts schreef ik bijvoorbeeld over de machtspositie van Apple en Google, waarom bots op Facebook geen succes zijn, wat dark social is en hoe Demy de Zeeuw als ondernemer succesvol is geworden. Verder schreef ik over mensen, robots en creativiteit voor DOTS Magazine, over het internet of things voor Cisco, over brain controlled drones voor TEDxAmsterdam, over het gevaar van DATA DRIVEN DECISION-MAKING voor Data-Samenleving (een initiatief Virtueel Platform en Rathenau Instituut) en over de nieuwe gereedschapskist op Computable.

Schrijven over tech deed ik al langer. Ik recenseerde alles van Spotify tot netneutraliteit in mijn overleden dodebomenrubriek in Havana: hier op blz.30, hier op blz. 30 en hier op blz. 22. Ook schreef ik een 6-pagina’s tellend artikel over Jobs en de apprevolutie voor Folia.

Commerciële opdrachtgevers zijn o.a. Achmea en Ziggo (via Adfactor) en Emark. Opdrachten bestaan uit het schrijven van branded content en sponsored artikelen.

Onderzoeksrapporten waar ik aan meeschreef

Zelf aan het woord

Academische papers

  • Gamification: Emphasizing or commodifying media’s playability?
    Is gamification making the default playfulness of new media more explicit or does it fit within a more recent shift that can be described as the commodification of play? The thesis is in Dutch, a summary (also in Dutch) and download can be found here. Want more info in English, please contact me.
  • Browsing the Dutch Augmented Reality Landscape: a critical exploration
    The aim of this paper is two-folded. First this paper explores augmented reality as an information technology by (1) providing a working definition of augmented reality and briefly discussing how the concept of augmented reality evolved over time, (2) discussing in what forms today’s augmented reality applications are presented, (3) what expectations regarding augmented reality can be traced in popular discourse and Layar’s own rhetorics. Second this paper sets out to critically explore the Dutch augmented reality landscape through a case study of the Dutch augmented reality browser Layar.
  • An Archeology of the Window Metaphor – from Renaissance art to Augmented Reality
    In this archaeology of the window metaphor I trace back this dominant cultural metaphor of the window to the beginning of the fifteenth century and I will show how it reappears over and over again in media discourse history. I will explore the metaphor of the window in academic and popular discourse alongside different screen types and investigate how the metaphor is used to describe the mediating role of the screen between spaces.In this historical approach three types of screens will help distinguish the use of the metaphor in a specific media context. First the classical screen is explored and then the early years of the dynamic screen and finally the screen of the computer. My goal is to place the metaphor within a wider social and cultural frame of reference.
  • The Urban Playground: playful practice of navigating with(in) information
    This group journal is a special issue for the academic journal The Spaces of (New)Media: Spatiality in Digital Audiovisual Cultures, part of the Master programme New Media & Digital Culture (NMDC) at the University of Utrecht. This journal contains 7 articles that dive into the ludification of culture and what this means for dealing with information and the practice of navigating in city spaces. My article argues that the urban playground (city spaces) facilitates a playful construction of information that constantly changes the social construction of space. Mobile tagging will be presented as an important driver to this playful construction.