Kanderske, Max
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Publication Access status: Open Access , „The Amazon for Drone Warfare“: Zur Plattformisierung der Drohnenkriegsführung im Russisch-Ukrainischen Krieg(2026); Russia’s war in Ukraine has been marked by both parties’ extensive use of drones. While the early phases of the war saw the development of what we have called Consumer Drone Warfare, that is, the use of off-the-shelf or ready-to-fly drones provided by large manufacturers like DJI or Autel, there has been a notable shift towards locally assembled First-Person-View or FPV Drones in recent times. We argue that this development is made possible by – and in turn fuels – the platformization of warfare by the Ukrainian military. In this article, we trace three distinct but interwoven sites of platformization: 1) the modular FPV drone itself, understood as a military platform for sensor and weapon systems; 2) the Delta System, an ecosystem of applications for planning and cooperatively executing drone strikes; 3) and the Brave1 Market, a logistics platform connecting military units to equipment and weapon manufacturers which has been dubbed “the Amazon for Drone Warfare.” In doing so, we will show that platformized drone warfare reshapes and economizes processes of military organization and procurement according to the logics of markets and gamification. As they render the chain of operations from drone development to battlefield deployment (ac)countable, Delta and Brave1 are designed to facilitate quality control and self-organization vis-a-vis an increasing number of military tech start-ups and heterogenous hardware parts. We posit that the infrastructures for drone development and data collection established by platformized FPV drone warfare act as stepping stones towards (semi-)autonomous forms of drone warfare powered by machine learning and AI systems.Source Type:BookSeries:Working paper series / SFB 1187 Medien der KooperationVolume number:3912 12 - Some of the metrics are blocked by yourconsent settings
Publication Access status: Metadata only , Counter-practices: Understanding sensor datafication through subversive action(2024); Sensors have become embedded in all kinds of environments. Their ubiquity has prompted a boom in scholarly engagement centered around the effects of digitally interconnected sensor media and the data traces they ceaselessly produce. This research generally focuses either on theoretical or philosophical macro-perspectives—approaching the topic “from above,” so to speak—or it is ethnographic, “from below,” analyzing the practices of sensory (self-)surveillance, for example in the context of the quantified self-movement. In this article, we propose a situated, praxeological approach that combines both foci: expanding on the epistemically productive concepts of glitches and breakdowns, we follow three strands of what we call “counter-practices”—hiding in plain sight, dis/simulation, and the exploitation of sensor logics—through which we explore the inherent operations of technological sensing and sensemaking. We trace these counter-practices through historic and recent contexts, considering the interrelation of bodies, media and environments, and extrapolating epistemological conclusions that are meaningful for critiquing the codes, logics, and logistics of recent sensor-media societies. Asking how certain practices elude and subvert intended processes of sensor datafication provides a methodological blueprint for media studies and cultural theory that are faced with an algorithmic and technological situation that has rendered itself largely unobservable.Source Type:Article3 - Some of the metrics are blocked by yourconsent settings
Publication Access status: Open Access , NavigierenNavigation is no longer unique to the context of professional seafaring, but has become an integral part of networked digital everyday life enabled through smartphones and web browsers. Indeed, finding one’s way through online and offline spaces increasingly presupposes and produces specific forms of media competence one could call »navigational«. In this, a ›media cultural studies‹ perspective on the situated and ›technologized‹ media practices of navigation becomes imperative to understanding the contemporary media landscape. Issue 1/22 of Navigationen answers this call by presenting polyperspectival approaches to »navigating«. The contributions discuss the bodily, cultural, and media-technical facets of navigation, as well as its historical forms, the work on and in the data produced by and with navigational media, and the theorization of post-digital ›sensor media cultures‹. In doing so, the issue acknowledges that not only do data, things, and bodies need to be ›navigated‹ in the context of logistics, but that the increasingly autonomous wayfinding processes of non-human actors change the notion of navigation itself. As (German language) media cultural studies has so far lacked a convincing compilation of heterogeneous approaches to studying navigation, this issue provides an overview of the field, its researchers and questions. Despite the spatial turn in the humanities and a recent surge in geomedia studies, an approach towards the media and practices of navigation that combines historical, ethnographic, technical and theoretical perspectives, has remained a desideratum until now. The issue fills this gap.Source Type:Periodical PartJournal:Navigationen - Zeitschrift für Medien- und KulturwissenschaftenVolume number:22,16 6 - Some of the metrics are blocked by yourconsent settings
Publication Access status: Open Access , Spiel|MaterialSpiele finden weder im luftleeren Raum einer als immateriell angenommenen Virtualität statt, noch innerhalb von Zauberkreisen, die klar von den sie umgebenden Produktions- und Lebensverhältnissen zu trennen sind. Wie aber sehen die materiellen Bedingungen aus, unter denen sie hergestellt, genutzt und in weitere Professionalisierungs- und Verwertungskontexte integriert werden? Um diese Frage zu beantworten, bündelt die von der Siegener GamesCoop konzipierte Ausgabe Spiel|Material aktuelle Arbeiten aus der deutschsprachigen Spielforschung, die das komplexe Verhältnis von Spiel und Material aus verschiedensten Perspektiven beleuchten. Sie schafft so Anschluss an den im angloamerikanischen Raum ausgerufenen ‚Material Turn‘ der Game Studies, berücksichtigt dabei aber explizit auch analoges Spielgerät. Mit den versammelten Beiträgen setzt der Band Schwerpunkte in den Bereichen Design und Fanproduktion, Interfaceforschung, Verwertung von Spiel- und Datenmaterial, Medienpädagogik und Kunstgeschichte. Dabei werden die Verhältnisse von Material, Form und Regelwerk sowie von Arbeit und Spiel diskutiert.Source Type:Periodical PartJournal:Navigationen - Zeitschrift für Medien- und KulturwissenschaftenVolume number:20,112 25
