Auswahl der wissenschaftlichen Literatur zum Thema „Coded Merkle Tree“

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Zajac, Pavol. „Ephemeral Keys Authenticated with Merkle Trees and Their Use in IoT Applications“. Sensors 21, Nr. 6 (13.03.2021): 2036. http://dx.doi.org/10.3390/s21062036.

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Public key algorithms based on quasi-cyclic binary moderate-density parity-check codes (QC-MDPCs) and QC low-density parity-check codes (QC-LDPCs) codes for key encapsulation and encryption submitted to the NIST post-quantum competition (Bit Flipping Key Encapsulation (BIKE), QC-MDPC KEM, LEDA) are vulnerable against reaction attacks based on decoding failures. To protect algorithms, authors propose to limit the key usage, in the extreme (BIKE) to only use ephemeral public keys. In some authenticated protocols, we need to combine each key with a signature, which can lead to increased traffic overhead, especially given the large signature sizes of some of the proposed post-quantum signature schemes. We propose to combine ephemeral public keys with a simple Merkle tree to obtain a server authenticated key encapsulation/transport suitable for TLS-like handshake protocols. This allows a very simple public key verification on the client, leading to efficient protocols suitable for Internet of Things applications.
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„Secure The Data In Multi Cloud Using Erasure Code And Merkle Hash Tree Algorithm“. International Journal of Recent Trends in Engineering and Research 4, Nr. 4 (06.04.2018): 31–37. http://dx.doi.org/10.23883/ijrter.2018.4198.w12zv.

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Tarasov, Sergei, Istvan Miko, Matthew Yoder und Josef Uyeda. „Exploring and Reconstructing Ancestral Anatomies using Ontology-Informed Approaches“. Biodiversity Information Science and Standards 3 (13.06.2019). http://dx.doi.org/10.3897/biss.3.37038.

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Ancestral character state reconstruction has been long used to gain insight into the evolution of individual traits in organisms. However, organismal anatomies (= entire phenotypes) are not merely ensembles of individual traits, rather they are complex systems where traits interact with each other due to anatomical dependencies (when one trait depends on the presence of another trait) and developmental constraints. Comparative phylogenetics has been largely lacking a method for reconstructing the evolution of entire organismal anatomies or organismal body regions. Herein, we present a new approach named PARAMO (Phylogenetic Ancestral Reconstruction of Anatomy by Mapping Ontologies, Tarasov and Uyeda 2019) that takes into account anatomical dependencies and uses stochastic maps (i.e., phylogenetic trees with an instance of mapped evolutionary history of characters, Huelsenbeck et al. 2003) along with anatomy ontologies to reconstruct organismal anatomies. Our approach treats the entire phenotype or its component body regions as single complex characters and allows exploring and comparing phenotypic evolution at different levels of anatomical hierarchy. These complex characters are constructed by ontology-informed amalgamation of elementary characters (i.e., those coded in character matrix) using stochastic maps. In our approach, characters are linked with the terms from an anatomy ontology, which allows viewing them not just as an ensemble of character state tokens but as entities that have their own biological meaning provided by the ontology. This ontology-informed framework provides new opportunities for tracking phenotypic radiations and anatomical evolution of organisms, which we explore using a large dataset for the insect order Hymenoptera (sawflies, wasps, ants and bees).
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Barker, Timothy Scott. „Information and Atmospheres: Exploring the Relationship between the Natural Environment and Information Aesthetics“. M/C Journal 15, Nr. 3 (03.05.2012). http://dx.doi.org/10.5204/mcj.482.

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Our culture abhors the world.Yet Quicksand is swallowing the duellists; the river is threatening the fighter: earth, waters and climate, the mute world, the voiceless things once placed as a decor surrounding the usual spectacles, all those things that never interested anyone, from now on thrust themselves brutally and without warning into our schemes and manoeuvres (Michel Serres, The Natural Contract, p 3). When Michel Serres describes culture's abhorrence of the world in the opening pages of The Natural Contract he draws our attention to the sidelining of nature in histories and theories that have sought to describe Western culture. As Serres argues, cultural histories are quite often built on the debates and struggles of humanity, which are largely held apart from their natural surroundings, as if on a stage, "purified of things" (3). But, as he is at pains to point out, human activity and conflict always take place within a natural milieu, a space of quicksand, swelling rivers, shifting earth, and atmospheric turbulence. Recently, via the potential for vast environmental change, what was once thought of as a staid “nature” has reasserted itself within culture. In this paper I explore how Serres’s positioning of nature can be understood amid new communication systems, which, via the apparent dematerialization of messages, seems to have further removed culture from nature. From here, I focus on a set of artworks that work against this division, reformulating the connection between information, a topic usually considered in relation to media and anthropic communication (and something about which Serres too has a great deal to say), and nature, an entity commonly considered beyond human contrivance. In particular, I explore how information visualisation and sonification has been used to give a new sense of materiality to the atmosphere, repotentialising the air as a natural and informational entity. The Natural Contract argues for the legal legitimacy of nature, a natural contract similar in standing to Rousseau’s social contract. Serres’ss book explores the history and notion of a “legal person”, arguing for a linking of the scientific view of the world and the legal visions of social life, where inert objects and living beings are considered within the same legal framework. As such The Natural Contract does not deal with ecology per-se, but instead focuses on an argument for the inclusion of nature within law (Serres, “A Return” 131). In a drastic reconfiguring of the subject/object relationship, Serres explains how the space that once existed as a backdrop for human endeavour now seems to thrust itself directly into history. "They (natural events) burst in on our culture, which had never formed anything but a local, vague, and cosmetic idea of them: nature" (Serres, The Natural Contract 3). In this movement, nature does not simply take on the role of a new object to be included within a world still dominated by human subjects. Instead, human beings are understood as intertwined with a global system of turbulence that is both manipulated by them and manipulates them. Taking my lead from Serres’s book, in this paper I begin to explore the disconnections and reconnections that have been established between information and the natural environment. While I acknowledge that there is nothing natural about the term “nature” (Harman 251), I use the term to designate an environment constituted by the systematic processes of the collection of entities that are neither human beings nor human crafted artefacts. As the formation of cultural systems becomes demarcated from these natural objects, the scene is set for the development of culturally mediated concepts such as “nature” and “wilderness,” as entities untouched and unspoilt by cultural process (Morton). On one side of the divide the complex of communication systems is situated, on the other is situated “nature”. The restructuring of information flows due to developments in electronic communication has ostensibly removed messages from the medium of nature. Media is now considered within its own ecology (see Fuller; Strate) quite separate from nature, except when it is developed as media content (see Cubitt; Murray; Heumann). A separation between the structures of media ecologies and the structures of natural ecologies has emerged over the history of electronic communication. For instance, since the synoptic media theory of McLuhan it has been generally acknowledged that the shift from script to print, from stone to parchment, and from the printing press to more recent developments such as the radio, telephone, television, and Web2.0, have fundamentally altered the structure and effects of human relationships. However, these developments – “the extensions of man” (McLuhan)— also changed the relationship between society and nature. Changes in communications technology have allowed people to remain dispersed, as ideas, in the form of electric currents or pulses of light travel vast distances and in diverse directions, with communication no longer requiring human movement across geographic space. Technologies such as the telegraph and the radio, with their ability to seemingly dematerialize the media of messages, reformulated the concept of communication into a “quasi-physical connection” across the obstacles of time and space (Clarke, “Communication” 132). Prior to this, the natural world itself was the medium through which information was passed. Rather than messages transmitted via wires, communication was associated with the transport of messages through the world via human movement, with the materiality of the medium measured in the time it took to cover geographic space. The flow of messages followed trade flows (Briggs and Burke 20). Messages moved along trails, on rail, over bridges, down canals, and along shipping channels, arriving at their destination as information. More recently however, information, due to its instantaneous distribution and multiplication across space, seems to have no need for nature as a medium. Nature has become merely a topic for information, as media content, rather than as something that takes part within the information system itself. The above example illustrates a separation between information exchange and the natural environment brought about by a set of technological developments. As Serres points out, the word “media” is etymologically related to the word “milieu”. Hence, a theory of media should be always related to an understanding of the environment (Crocker). But humans no longer need to physically move through the natural world to communicate, ideas can move freely from region to region, from air-conditioned room to air-conditioned room, relatively unimpeded by natural forces or geographic distance. For a long time now, information exchange has not necessitated human movement through the natural environment and this has consequences for how the formation of culture and its location in (or dislocation from) the natural world is viewed. A number of artists have begun questioning the separation between media and nature, particularly concerning the materiality of air, and using information to provide new points of contact between media and the atmosphere (for a discussion of the history of ecoart see Wallen). In Eclipse (2009) (fig. 1) for instance, an internet based work undertaken by the collective EcoArtTech, environmental sensing technology and online media is used experimentally to visualize air pollution. EcoArtTech is made up of the artist duo Cary Peppermint and Leila Nadir and since 2005 they have been inquiring into the relationship between digital technology and the natural environment, particularly regarding concepts such as “wilderness”. In Eclipse, EcoArtTech garner photographs of American national parks from social media and photo sharing sites. Air quality data gathered from the nearest capital city is then inputted into an algorithm that visibly distorts the image based on the levels of particle pollution detected in the atmosphere. The photographs that circulate on photo sharing sites such as Flickr—photographs that are usually rather banal in their adherence to a history of wilderness photography—are augmented by the environmental pollution circulating in nearby capital cities. Figure 1: EcoArtTech, Eclipse (detail of screenshot), 2009 (Internet-based work available at:http://turbulence.org/Works/eclipse/) The digital is often associated with the clean transmission of information, as packets of data move from a server, over fibre optic cables, to be unpacked and re-presented on a computer's screen. Likewise, the photographs displayed in Eclipse are quite often of an unspoilt nature, containing no errors in their exposure or focus (most probably because these wilderness photographs were taken with digital cameras). As the photographs are overlaid with information garnered from air quality levels, the “unspoilt” photograph is directly related to pollution in the natural environment. In Eclipse the background noise of “wilderness,” the pollution in the air, is reframed as foreground. “We breathe background noise…Background noise is the ground of our perception, absolutely uninterrupted, it is our perennial sustenance, the element of the software of all our logic” (Serres, Genesis 7). Noise is activated in Eclipse in a similar way to Serres’s description, as an indication of the wider milieu in which communication takes place (Crocker). Noise links the photograph and its transmission not only to the medium of the internet and the glitches that arise as information is circulated, but also to the air in the originally photographed location. In addition to noise, there are parallels between the original photographs of nature gleaned from photo sharing sites and Serres’s concept of a history that somehow stands itself apart from the effects of ongoing environmental processes. By compartmentalising the natural and cultural worlds, both the historiography that Serres argues against and the wilderness photograph produces a concept of nature that is somehow outside, behind, or above human activities and the associated matter of noise. Eclipse, by altering photographs using real-time data, puts the still image into contact with the processes and informational outputs of nature. Air quality sensors detect pollution in the atmosphere and code these atmospheric processes into computer readable information. The photograph is no longer static but is now open to continual recreation and degeneration, dependent on the coded value of the atmosphere in a given location. A similar materiality is given to air in a public work undertaken by Preemptive Media, titled Areas Immediate Reading (AIR) (fig. 2). In this project, Preemptive Media, made up of Beatriz da Costa, Jamie Schulte and Brooke Singer, equip participants with instruments for measuring air quality as they walked around New York City. The devices monitor the carbon monoxide (CO), nitrogen oxides (NOx) or ground level ozone (O3) levels that are being breathed in by the carrier. As Michael Dieter has pointed out in his reading of the work, the application of sensing technology by Preemptive Media is in distinct contrast to the conventional application of air quality monitoring, which usually takes the form of extremely high resolution located devices spread over great distances. These larger air monitoring networks tend to present the value garnered from a large expanse of the atmosphere that covers individual cities or states. The AIR project, in contrast, by using small mobile sensors, attempts to put people in informational contact with the air that they are breathing in their local and immediate time and place, and allows them to monitor the small parcels of atmosphere that surround other users in other locations (Dieter). It thus presents many small and mobile spheres of atmosphere, inhabited by individuals as they move through the city. In AIR we see the experimental application of an already developed technology in order to put people on the street in contact with the atmospheres that they are moving through. It gives a new informational form to the “vast but invisible ocean of air that surrounds us and permeates us” (Ihde 3), which in this case is given voice by a technological apparatus that converts the air into information. The atmosphere as information becomes less of a vague background and more of a measurable entity that ingresses into the lives and movements of human users. The air is conditioned by information; the turbulent and noisy atmosphere has been converted via technology into readable information (Connor 186-88). Figure 2: Preemptive Media, Areas Immediate Reading (AIR) (close up of device), 2011 Throughout his career Serres has developed a philosophy of information and communication that may help us to reframe the relationship between the natural and cultural worlds (see Brown). Conventionally, the natural world is understood as made up of energy and matter, with exchanges of energy and the flows of biomass through food webs binding ecosystems together (DeLanda 120-1). However, the tendencies and structures of natural systems, like cultural systems, are also dependent on the communication of information. It is here that Serres provides us with a way to view natural and cultural systems as connected by a flow of energy and information. He points out that in the wake of Claude Shannon’s famous Mathematical Theory of Communication it has been possible to consider the relationship between information and thermodynamics, at least in Shannon’s explanation of noise as entropy (Serres, Hermes74). For Serres, an ecosystem can be conceptualised as an informational and energetic system: “it receives, stores, exchanges, and gives off both energy and information in all forms, from the light of the sun to the flow of matter which passes through it (food, oxygen, heat, signals)” (Serres, Hermes 74). Just as we are related to the natural world based on flows of energy— as sunlight is converted into energy by plants, which we in turn convert into food— we are also bound together by flows of information. The task is to find new ways to sense this information, to actualise the information, and imagine nature as more than a welter of data and the air as more than background. If we think of information in broad ranging terms as “coded values of the output of a process” (Losee 254), then we see that information and the environment—as a setting that is produced by continual and energetic processes—are in constant contact. After all, humans sense information from the environment all the time; we constantly decode the coded values of environmental processes transmitted via the atmosphere. I smell a flower, I hear bird songs, and I see the red glow of a sunset. The process of the singing bird is coded as vibrations of air particles that knock against my ear drum. The flower is coded as molecules in the atmosphere enter my nose and bind to cilia. The red glow is coded as wavelengths from the sun are dispersed in the Earth’s atmosphere and arrive at my eye. Information, of course, does not actually exist as information until some observing system constructs it (Clarke, “Information” 157-159). This observing system as we see the sunset, hear the birds, or smell the flower involves the atmosphere as a medium, along with our sense organs and cognitive and non-cognitive processes. The molecules in the atmosphere exist independently of our sense of them, but they do not actualise as information until they are operationalised by the observational system. Prior to this, information can be thought of as noise circulating within the atmosphere. Heinz Von Foester, one of the key figures of cybernetics, states “The environment contains no information. The environment is as it is” (Von Foester in Clarke, “Information” 157). Information, in this model, actualises only when something in the world causes a change to the observational system, as a difference that makes a difference (Bateson 448-466). Air expelled from a bird’s lungs and out its beak causes air molecules to vibrate, introducing difference into the atmosphere, which is then picked up by my ear and registered as sound, informing me that a bird is nearby. One bird song is picked up as information amid the swirling noise of nature and a difference in the air makes a difference to the observational system. It may be useful to think of the purpose of information as to control action and that this is necessary “whenever the people concerned, controllers as well as controlled, belong to an organised social group whose collective purpose is to survive and prosper” (Scarrott 262). Information in this sense operates the organisation of groups. Using this definition rooted in cybernetics, we see that information allows groups, which are dependent on certain control structures based on the sending and receiving of messages through media, to thrive and defines the boundaries of these groups. We see this in a flock of birds, for instance, which forms based on the information that one bird garners from the movements of the other birds in proximity. Extrapolating from this, if we are to live included in an ecological system capable of survival, the transmission of information is vital. But the form of the information is also important. To communicate, for example, one entity first needs to recognise that the other is speaking and differentiate this information from the noise in the air. Following Clarke and Von Foester, an observing system needs to be operational. An art project that gives aesthetic form to environmental processes in this vein—and one that is particularly concerned with the co-agentive relation between humans and nature—is Reiko Goto and Tim Collin’s Plein Air (2010) (fig. 3), an element in their ongoing Eden 3 project. In this work a technological apparatus is wired to a tree. This apparatus, which references the box easels most famously used by the Impressionists to paint ‘en plein air’, uses sensing technology to detect the tree’s responses to the varying CO2 levels in the atmosphere. An algorithm then translates this into real time piano compositions. The tree’s biological processes are coded into the voice of a piano and sensed by listeners as aesthetic information. What is at stake in this work is a new understanding of atmospheres as a site for the exchange of information, and an attempt to resituate the interdependence of human and non-human entities within an experimental aesthetic system. As we breathe out carbon dioxide—both through our physiological process of breathing and our cultural processes of polluting—trees breath it in. By translating these biological processes into a musical form, Collins and Gotto’s work signals a movement from a process of atmospheric exchange to a digital process of sensing and coding, the output of which is then transmitted through the atmosphere as sound. It must be mentioned that within this movement from atmospheric gas to atmospheric music we are not listening to the tree alone. We are listening to a much more complex polyphony involving the components of the digital sensing technology, the tree, the gases in the atmosphere, and the biological (breathing) and cultural processes (cars, factories and coal fired power stations) that produce these gases. Figure 3: Reiko Goto and Tim Collins, Plein Air, 2010 As both Don Ihde and Steven Connor have pointed out, the air that we breathe is not neutral. It is, on the contrary, given its significance in technology, sound, and voice. Taking this further, we might understand sensing technology as conditioning the air with information. This type of air conditioning—as information alters the condition of air—occurs as technology picks up, detects, and makes sensible phenomena in the atmosphere. While communication media such as the telegraph and other electronic information distribution systems may have distanced information from nature, the sensing technology experimentally applied by EcoArtTech, Preeemptive Media, and Goto and Collins, may remind us of the materiality of air. These technologies allow us to connect to the atmosphere; they reformulate it, converting it to information, giving new form to the coded processes in nature.AcknowledgmentAll images reproduced with the kind permission of the artists. References Bateson, Gregory. Steps to an Ecology of Mind. Chicago: University of Chicago Press, 1972. Briggs, Asa, and Peter Burke. A Social History of the Media: From Gutenberg to the Internet. Maden: Polity Press, 2009. Brown, Steve. “Michel Serres: Science, Translation and the Logic of the Parasite.” Theory, Culture and Society 19.1 (2002): 1-27. Clarke, Bruce. “Communication.” Critical Terms for Media Studies. Eds. Mark B. N. Hansen and W. J. T. Mitchell. Chicago: University of Chicago Press, 2010. 131-45 -----. “Information.” Critical Terms for Media Studies. Eds. Mark B. N. Hansen and W. J. T. Mitchell. Chicago: University of Chicago Press, 2010. 157-71 Crocker, Stephen. “Noise and Exceptions: Pure Mediality in Serres and Agamben.” CTheory: 1000 Days of Theory. (2007). 7 June 2012 ‹http://www.ctheory.net/articles.aspx?id=574› Connor, Stephen. The Matter of Air: Science and the Art of the Etheral. London: Reaktion, 2010. Cubitt, Sean. EcoMedia. Amsterdam and New York: Rodopi, 2005 Deiter, Michael. “Processes, Issues, AIR: Toward Reticular Politics.” Australian Humanities Review 46 (2009). 9 June 2012 ‹http://www.australianhumanitiesreview.org/archive/Issue-May-2009/dieter.htm› DeLanda, Manuel. Intensive Science and Virtual Philosophy. London and New York: Continuum, 2002. Fuller, Matthew. Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, MA: MIT Press, 2005 Harman, Graham. Guerilla Metaphysics. Illinois: Open Court, 2005. Ihde, Don. Listening and Voice: Phenomenologies of Sound. Albany: State University of New York, 2007. Innis, Harold. Empire and Communication. Toronto: Voyageur Classics, 1950/2007. Losee, Robert M. “A Discipline Independent Definition of Information.” Journal of the American Society for Information Science 48.3 (1997): 254–69. McLuhan, Marshall. Understanding Media: The Extensions of Man. London: Sphere Books, 1964/1967. Morton, Timothy. Ecology Without Nature: Rethinking Environmental Aesthetics. Cambridge: Harvard University Press, 2007. Murray, Robin, and Heumann, Joseph. Ecology and Popular Film: Cinema on the Edge. Albany: State University of New York, 2009 Scarrott, G.C. “The Nature of Information.” The Computer Journal 32.3 (1989): 261-66 Serres, Michel. Hermes: Literature, Science Philosophy. Baltimore: The John Hopkins Press, 1982. -----. The Natural Contract. Trans. Elizabeth MacArthur and William Paulson. Ann Arbor: The University of Michigan Press, 1992/1995. -----. Genesis. Trans. Genevieve James and James Nielson. Ann Arbor: The University of Michigan Press, 1982/1995. -----. “A Return to the Natural Contract.” Making Peace with the Earth. Ed. Jerome Binde. Oxford: UNESCO and Berghahn Books, 2007. Strate, Lance. Echoes and Reflections: On Media Ecology as a Field of Study. New York: Hampton Press, 2006 Wallen, Ruth. “Ecological Art: A Call for Intervention in a Time of Crisis.” Leonardo 45.3 (2012): 234-42.
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Franks, Rachel. „A True Crime Tale: Re-imagining Governor Arthur’s Proclamation to the Aborigines“. M/C Journal 18, Nr. 6 (07.03.2016). http://dx.doi.org/10.5204/mcj.1036.

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Special Care Notice This paper discusses trauma and violence inflicted upon the Indigenous peoples of Tasmania through the process of colonisation. Content within this paper may be distressing to some readers. Introduction The decimation of the First Peoples of Van Diemen’s Land (now Tasmania) was systematic and swift. First Contact was an emotionally, intellectually, physically, and spiritually confronting series of encounters for the Indigenous inhabitants. There were, according to some early records, a few examples of peaceful interactions (Morris 84). Yet, the inevitable competition over resources, and the intensity with which colonists pursued their “claims” for food, land, and water, quickly transformed amicable relationships into hostile rivalries. Jennifer Gall has written that, as “European settlement expanded in the late 1820s, violent exchanges between settlers and Aboriginal people were frequent, brutal and unchecked” (58). Indeed, the near-annihilation of the original custodians of the land was, if viewed through the lens of time, a process that could be described as one that was especially efficient. As John Morris notes: in 1803, when the first settlers arrived in Van Diemen’s Land, the Aborigines had already inhabited the island for some 25,000 years and the population has been estimated at 4,000. Seventy-three years later, Truganinni, [often cited as] the last Tasmanian of full Aboriginal descent, was dead. (84) Against a backdrop of extreme violence, often referred to as the Black War (Clements 1), there were some, admittedly dubious, efforts to contain the bloodshed. One such effort, in the late 1820s, was the production, and subsequent distribution, of a set of Proclamation Boards. Approximately 100 Proclamation Boards (the Board) were introduced by the Lieutenant Governor of the day, George Arthur (after whom Port Arthur on the Tasman Peninsula is named). The purpose of these Boards was to communicate, via a four-strip pictogram, to the Indigenous peoples of the island colony that all people—black and white—were considered equal under the law. “British Justice would protect” everyone (Morris 84). This is reflected in the narrative of the Boards. The first image presents Indigenous peoples and colonists living peacefully together. The second, and central, image shows “a conciliatory handshake between the British governor and an Aboriginal ‘chief’, highly reminiscent of images found in North America on treaty medals and anti-slavery tokens” (Darian-Smith and Edmonds 4). The third and fourth images depict the repercussions for committing murder, with an Indigenous man hanged for spearing a colonist and a European man also hanged for shooting an Aborigine. Both men executed under “gubernatorial supervision” (Turnbull 53). Image 1: Governor Davey's [sic - actually Governor Arthur's] Proclamation to the Aborigines, 1816 [sic - actually c. 1828-30]. Image Credit: Mitchell Library, State Library of NSW (Call Number: SAFE / R 247). The Board is an interesting re-imagining of one of the traditional methods of communication for Indigenous peoples; the leaving of images on the bark of trees. Such trees, often referred to as scarred trees, are rare in modern-day Tasmania as “the expansion of settlements, and the impact of bush fires and other environmental factors” resulted in many of these trees being destroyed (Aboriginal Heritage Tasmania online). Similarly, only a few of the Boards, inspired by these trees, survive today. The Proclamation Board was, in the 1860s, re-imagined as the output of a different Governor: Lieutenant Governor Davey (after whom Port Davey, on the south-west coast of Tasmania is named). This re-imagining of the Board’s creator was so effective that the Board, today, is popularly known as Governor Davey’s Proclamation to the Aborigines. This paper outlines several other re-imaginings of this Board. In addition, this paper offers another, new, re-imagining of the Board, positing that this is an early “pamphlet” on crime, justice and punishment which actually presents as a pre-cursor to the modern Australian true crime tale. In doing so this work connects the Proclamation Board to the larger genre of crime fiction. One Proclamation Board: Two Governors Labelled Van Diemen’s Land and settled as a colony of New South Wales in 1803, this island state would secede from the administration of mainland Australia in 1825. Another change would follow in 1856 when Van Diemen’s Land was, in another process of re-imagining, officially re-named Tasmania. This change in nomenclature was an initiative to, symbolically at least, separate the contemporary state from a criminal and violent past (Newman online). Tasmania’s violent history was, perhaps, inevitable. The island was claimed by Philip Gidley King, the Governor of New South Wales, in the name of His Majesty, not for the purpose of building a community, but to “prevent the French from gaining a footing on the east side of that island” and also to procure “timber and other natural products, as well as to raise grain and to promote the seal industry” (Clark 36). Another rationale for this land claim was to “divide the convicts” (Clark 36) which re-fashioned the island into a gaol. It was this penal element of the British colonisation of Australia that saw the worst of the British Empire forced upon the Aboriginal peoples. As historian Clive Turnbull explains: the brutish state of England was reproduced in the English colonies, and that in many ways its brutishness was increased, for now there came to Australia not the humanitarians or the indifferent, but the men who had vested interests in the systems of restraint; among those who suffered restraint were not only a vast number who were merely unfortunate and poverty-stricken—the victims of a ‘depression’—but brutalised persons, child-slaughterers and even potential cannibals. (Turnbull 25) As noted above the Black War of Tasmania saw unprecedented aggression against the rightful occupants of the land. Yet, the Aboriginal peoples were “promised the white man’s justice, the people [were] exhorted to live in amity with them, the wrongs which they suffer [were] deplored” (Turnbull 23). The administrators purported an egalitarian society, one of integration and peace but Van Diemen’s Land was colonised as a prison and as a place of profit. So, “like many apologists whose material benefit is bound up with the systems which they defend” (Turnbull 23), assertions of care for the health and welfare of the Aboriginal peoples were made but were not supported by sufficient policies, or sufficient will, and the Black War continued. Colonel Thomas Davey (1758-1823) was the second person to serve as Lieutenant Governor of Van Diemen’s Land; a term of office that began in 1813 and concluded in 1817. The fourth Lieutenant Governor of the island was Colonel Sir George Arthur (1784-1854); his term of office, significantly longer than Davey’s, being from 1824 to 1836. The two men were very different but are connected through this intriguing artefact, the Proclamation Board. One of the efforts made to assert the principle of equality under the law in Van Diemen’s Land was an outcome of work undertaken by Surveyor General George Frankland (1800-1838). Frankland wrote to Arthur in early 1829 and suggested the Proclamation Board (Morris 84), sometimes referred to as a Picture Board or the Tasmanian Hieroglyphics, as a tool to support Arthur’s various Proclamations. The Proclamation, signed on 15 April 1828 and promulgated in the The Hobart Town Courier on 19 April 1828 (Arthur 1), was one of several notices attempting to reduce the increasing levels of violence between Indigenous peoples and colonists. The date on Frankland’s correspondence clearly situates the Proclamation Board within Arthur’s tenure as Lieutenant Governor. The Board was, however, in the 1860s, re-imagined as the output of Davey. The Clerk of the Tasmanian House of Assembly, Hugh M. Hull, asserted that the Board was the work of Davey and not Arthur. Hull’s rationale for this, despite archival evidence connecting the Board to Frankland and, by extension, to Arthur, is predominantly anecdotal. In a letter to the editor of The Hobart Mercury, published 26 November 1874, Hull wrote: this curiosity was shown by me to the late Mrs Bateman, neé Pitt, a lady who arrived here in 1804, and with whom I went to school in 1822. She at once recognised it as one of a number prepared in 1816, under Governor Davey’s orders; and said she had seen one hanging on a gum tree at Cottage Green—now Battery Point. (3) Hull went on to assert that “if any old gentleman will look at the picture and remember the style of military and civil dress of 1810-15, he will find that Mrs Bateman was right” (3). Interestingly, Hull relies upon the recollections of a deceased school friend and the dress codes depicted by the artist to date the Proclamation Board as a product of 1816, in lieu of documentary evidence dating the Board as a product of 1828-1830. Curiously, the citation of dress can serve to undermine Hull’s argument. An early 1840s watercolour by Thomas Bock, of Mathinna, an Aboriginal child of Flinders Island adopted by Lieutenant Governor John Franklin (Felton online), features the young girl wearing a brightly coloured, high-waisted dress. This dress is very similar to the dresses worn by the children on the Proclamation Board (the difference being that Mathinna wears a red dress with a contrasting waistband, the children on the Board wear plain yellow dresses) (Bock). Acknowledging the simplicity of children's clothing during the colonial era, it could still be argued that it would have been unlikely the Governor of the day would have placed a child, enjoying at that time a life of privilege, in a situation where she sat for a portrait wearing an old-fashioned garment. So effective was Hull’s re-imagining of the Board’s creator that the Board was, for many years, popularly known as Governor Davey’s Proclamation to the Aborigines with even the date modified, to 1816, to fit Davey’s term of office. Further, it is worth noting that catalogue records acknowledge the error of attribution and list both Davey and Arthur as men connected to the creation of the Proclamation Board. A Surviving Board: Mitchell Library, State Library of New South Wales One of the surviving Proclamation Boards is held by the Mitchell Library. The Boards, oil on Huon pine, were painted by “convict artists incarcerated in the island penal colony” (Carroll 73). The work was mass produced (by the standards of mass production of the day) by pouncing, “a technique [of the Italian Renaissance] of pricking the contours of a drawing with a pin. Charcoal was then dusted on to the drawing” (Carroll 75-76). The images, once outlined, were painted in oil. Of approximately 100 Boards made, several survive today. There are seven known Boards within public collections (Gall 58): five in Australia (Mitchell Library, State Library of NSW, Sydney; Museum Victoria, Melbourne; National Library of Australia, Canberra; Tasmanian Museum and Art Gallery, Hobart; and Queen Victoria Museum and Art Gallery, Launceston); and two overseas (The Peabody Museum of Archaeology and Ethnology, Harvard University and the Museum of Archaeology and Ethnology, University of Cambridge). The catalogue record, for the Board held by the Mitchell Library, offers the following details:Paintings: 1 oil painting on Huon pine board, rectangular in shape with rounded corners and hole at top centre for suspension ; 35.7 x 22.6 x 1 cm. 4 scenes are depicted:Aborigines and white settlers in European dress mingling harmoniouslyAboriginal men and women, and an Aboriginal child approach Governor Arthur to shake hands while peaceful soldiers look onA hostile Aboriginal man spears a male white settler and is hanged by the military as Governor Arthur looks onA hostile white settler shoots an Aboriginal man and is hanged by the military as Governor Arthur looks on. (SAFE / R 247) The Mitchell Library Board was purchased from J.W. Beattie in May 1919 for £30 (Morris 86), which is approximately $2,200 today. Importantly, the title of the record notes both the popular attribution of the Board and the man who actually instigated the Board’s production: “Governor Davey’s [sic – actually Governor Arthur] Proclamation to the Aborigines, 1816 [sic – actually c. 1828-30].” The date of the Board is still a cause of some speculation. The earlier date, 1828, marks the declaration of martial law (Turnbull 94) and 1830 marks the Black Line (Edmonds 215); the attempt to form a human line of white men to force many Tasmanian Aboriginals, four of the nine nations, onto the Tasman Peninsula (Ryan 3). Frankland’s suggestion for the Board was put forward on 4 February 1829, with Arthur’s official Conciliator to the Aborigines, G.A. Robinson, recording his first sighting of a Board on 24 December 1829 (Morris 84-85). Thus, the conception of the Board may have been in 1828 but the Proclamation project was not fully realised until 1830. Indeed, a news item on the Proclamation Board did appear in the popular press, but not until 5 March 1830: We are informed that the Government have given directions for the painting of a large number of pictures to be placed in the bush for the contemplation of the Aboriginal Inhabitants. […] However […] the causes of their hostility must be more deeply probed, or their taste as connoisseurs in paintings more clearly established, ere we can look for any beneficial result from this measure. (Colonial Times 2) The remark made in relation to becoming a connoisseur of painting, though intended to be derogatory, makes some sense. There was an assumption that the Indigenous peoples could easily translate a European-styled execution by hanging, as a visual metaphor for all forms of punishment. It has long been understood that Indigenous “social organisation and religious and ceremonial life were often as complex as those of the white invaders” (McCulloch 261). However, the Proclamation Board was, in every sense, Eurocentric and made no attempt to acknowledge the complexities of Aboriginal culture. It was, quite simply, never going to be an effective tool of communication, nor achieve its socio-legal aims. The Board Re-imagined: Popular Media The re-imagining of the Proclamation Board as a construct of Governor Davey, instead of Governor Arthur, is just one of many re-imaginings of this curious object. There are, of course, the various imaginings of the purpose of the Board. On the surface these images are a tool for reconciliation but as “the story of these paintings unfolds […] it becomes clear that the proclamations were in effect envoys sent back to Britain to exhibit the ingenious attempts being applied to civilise Australia” (Carroll 76). In this way the Board was re-imagined by the Administration that funded the exercise, even before the project was completed, from a mechanism to assist in the bringing about of peace into an object that would impress colonial superiors. Khadija von Zinnenburg Carroll has recently written about the Boards in the context of their “transnational circulation” and how “objects become subjects and speak of their past through the ventriloquism of contemporary art history” (75). Carroll argues the Board is an item that couples “military strategy with a fine arts propaganda campaign” (Carroll 78). Critically the Boards never achieved their advertised purpose for, as Carroll explains, there were “elaborate rituals Aboriginal Australians had for the dead” and, therefore, “the display of a dead, hanging body is unthinkable. […] being exposed to the sight of a hanged man must have been experienced as an unimaginable act of disrespect” (92). The Proclamation Board would, in sharp contrast to feelings of unimaginable disrespect, inspire feelings of pride across the colonial population. An example of this pride being revealed in the selection of the Board as an object worthy of reproduction, as a lithograph, for an Intercolonial Exhibition, held in Melbourne in 1866 (Morris 84). The lithograph, which identifies the Board as Governor Davey’s Proclamation to the Aborigines and dated 1816, was listed as item 572, of 738 items submitted by Tasmania, for the event (The Commissioners 69-85). This type of reproduction, or re-imagining, of the Board would not be an isolated event. Penelope Edmonds has described the Board as producing a “visual vernacular” through a range of derivatives including lantern slides, lithographs, and postcards. These types of tourist ephemera are in addition to efforts to produce unique re-workings of the Board as seen in Violet Mace’s Proclamation glazed earthernware, which includes a jug (1928) and a pottery cup (1934) (Edmonds online). The Board Re-imagined: A True Crime Tale The Proclamation Board offers numerous narratives. There is the story that the Board was designed and deployed to communicate. There is the story behind the Board. There is also the story of the credit for the initiative which was transferred from Governor Arthur to Governor Davey and subsequently returned to Arthur. There are, too, the provenance stories of individual Boards. There is another story the Proclamation Board offers. The story of true crime in colonial Australia. The Board, as noted, presents through a four-strip pictogram an idea that all are equal under the rule of law (Arthur 1). Advocating for a society of equals was a duplicitous practice, for while Aborigines were hanged for allegedly murdering settlers, “there is no record of whites being charged, let alone punished, for murdering Aborigines” (Morris 84). It would not be until 1838 that white men would be punished for the murder of Aboriginal people (on the mainland) in the wake of the Myall Creek Massacre, in northern New South Wales. There were other examples of attempts to bring about a greater equity under the rule of law but, as Amanda Nettelbeck explains, there was wide-spread resistance to the investigation and charging of colonists for crimes against the Indigenous population with cases regularly not going to trial, or, if making a courtroom, resulting in an acquittal (355-59). That such cases rested on “legally inadmissible Aboriginal testimony” (Reece in Nettelbeck 358) propped up a justice system that was, inherently, unjust in the nineteenth century. It is important to note that commentators at the time did allude to the crime narrative of the Board: when in the most civilized country in the world it has been found ineffective as example to hang murderers in chains, it is not to be expected a savage race will be influenced by the milder exhibition of effigy and caricature. (Colonial Times 2) It is argued here that the Board was much more than an offering of effigy and caricature. The Proclamation Board presents, in striking detail, the formula for the modern true crime tale: a peace disturbed by the act of murder; and the ensuing search for, and delivery of, justice. Reinforcing this point, are the ideas of justice seen within crime fiction, a genre that focuses on the restoration of order out of chaos (James 174), are made visible here as aspirational. The true crime tale does not, consistently, offer the reassurances found within crime fiction. In the real world, particularly one as violent as colonial Australia, we are forced to acknowledge that, below the surface of the official rhetoric on justice and crime, the guilty often go free and the innocent are sometimes hanged. Another point of note is that, if the latter date offered here, of 1830, is taken as the official date of the production of these Boards, then the significance of the Proclamation Board as a true crime tale is even more pronounced through a connection to crime fiction (both genres sharing a common literary heritage). The year 1830 marks the release of Australia’s first novel, Quintus Servinton written by convicted forger Henry Savery, a crime novel (produced in three volumes) published by Henry Melville of Hobart Town. Thus, this paper suggests, 1830 can be posited as a year that witnessed the production of two significant cultural artefacts, the Proclamation Board and the nation’s first full-length literary work, as also being the year that established the, now indomitable, traditions of true crime and crime fiction in Australia. Conclusion During the late 1820s in Van Diemen’s Land (now Tasmania) a set of approximately 100 Proclamation Boards were produced by the Lieutenant Governor of the day, George Arthur. The official purpose of these items was to communicate, to the Indigenous peoples of the island colony, that all—black and white—were equal under the law. Murderers, be they Aboriginal or colonist, would be punished. The Board is a re-imagining of one of the traditional methods of communication for Indigenous peoples; the leaving of drawings on the bark of trees. The Board was, in the 1860s, in time for an Intercolonial Exhibition, re-imagined as the output of Lieutenant Governor Davey. This re-imagining of the Board was so effective that surviving artefacts, today, are popularly known as Governor Davey’s Proclamation to the Aborigines with the date modified, to 1816, to fit the new narrative. The Proclamation Board was also reimagined, by its creators and consumers, in a variety of ways: as peace offering; military propaganda; exhibition object; tourism ephemera; and contemporary art. This paper has also, briefly, offered another re-imagining of the Board, positing that this early “pamphlet” on justice and punishment actually presents a pre-cursor to the modern Australian true crime tale. The Proclamation Board tells many stories but, at the core of this curious object, is a crime story: the story of mass murder. Acknowledgements The author acknowledges the Palawa peoples: the traditional custodians of the lands known today as Tasmania. The author acknowledges, too, the Gadigal people of the Eora nation upon whose lands this paper was researched and written. The author extends thanks to Richard Neville, Margot Riley, Kirsten Thorpe, and Justine Wilson of the State Library of New South Wales for sharing their knowledge and offering their support. The author is also grateful to the reviewers for their careful reading of the manuscript and for making valuable suggestions. ReferencesAboriginal Heritage Tasmania. “Scarred Trees.” Aboriginal Cultural Heritage, 2012. 12 Sep. 2015 ‹http://www.aboriginalheritage.tas.gov.au/aboriginal-cultural-heritage/archaeological-site-types/scarred-trees›.Arthur, George. “Proclamation.” The Hobart Town Courier 19 Apr. 1828: 1.———. Governor Davey’s [sic – actually Governor Arthur’s] Proclamation to the Aborigines, 1816 [sic – actually c. 1828-30]. Graphic Materials. Sydney: Mitchell Library, State Library of NSW, c. 1828-30.Bock, Thomas. Mathinna. Watercolour and Gouache on Paper. 23 x 19 cm (oval), c. 1840.Carroll, Khadija von Zinnenburg. Art in the Time of Colony: Empires and the Making of the Modern World, 1650-2000. Farnham, UK: Ashgate Publishing, 2014.Clark, Manning. History of Australia. Abridged by Michael Cathcart. Melbourne: Melbourne University Press, 1997 [1993]. Clements, Nicholas. The Black War: Fear, Sex and Resistance in Tasmania. St Lucia, Qld.: U of Queensland P, 2014.Colonial Times. “Hobart Town.” Colonial Times 5 Mar. 1830: 2.The Commissioners. Intercolonial Exhibition Official Catalogue. 2nd ed. Melbourne: Blundell & Ford, 1866.Darian-Smith, Kate, and Penelope Edmonds. “Conciliation on Colonial Frontiers.” Conciliation on Colonial Frontiers: Conflict, Performance and Commemoration in Australia and the Pacific Rim. Eds. Kate Darian-Smith and Penelope Edmonds. New York: Routledge, 2015. 1–14. Edmonds, Penelope. “‘Failing in Every Endeavour to Conciliate’: Governor Arthur’s Proclamation Boards to the Aborigines, Australian Conciliation Narratives and Their Transnational Connections.” Journal of Australian Studies 35.2 (2011): 201–18.———. “The Proclamation Cup: Tasmanian Potter Violet Mace and Colonial Quotations.” reCollections 5.2 (2010). 20 May 2015 ‹http://recollections.nma.gov.au/issues/vol_5_no_2/papers/the_proclamation_cup_›.Felton, Heather. “Mathinna.” Companion to Tasmanian History. Hobart: Centre for Tasmanian Historical Studies, University of Tasmania, 2006. 29 Sep. 2015 ‹http://www.utas.edu.au/library/companion_to_tasmanian_history/M/Mathinna.htm›.Gall, Jennifer. Library of Dreams: Treasures from the National Library of Australia. Canberra: National Library of Australia, 2011.Hull, Hugh M. “Tasmanian Hieroglyphics.” The Hobart Mercury 26 Nov. 1874: 3.James, P.D. Talking about Detective Fiction. New York: Alfred A. Knopf, 2009.Mace, Violet. Violet Mace’s Proclamation Jug. Glazed Earthernware. Launceston: Queen Victoria Museum and Art Gallery, 1928.———. Violet Mace’s Proclamation Cup. Glazed Earthernware. Canberra: National Museum of Australia, 1934.McCulloch, Samuel Clyde. “Sir George Gipps and Eastern Australia’s Policy toward the Aborigine, 1838-46.” The Journal of Modern History 33.3 (1961): 261–69.Morris, John. “Notes on a Message to the Tasmanian Aborigines in 1829, popularly called ‘Governor Davey’s Proclamation to the Aborigines, 1816’.” Australiana 10.3 (1988): 84–7.Nettelbeck, Amanda. “‘Equals of the White Man’: Prosecution of Settlers for Violence against Aboriginal Subjects of the Crown, Colonial Western Australia.” Law and History Review 31.2 (2013): 355–90.Newman, Terry. “Tasmania, the Name.” Companion to Tasmanian History, 2006. 16 Sep. 2015 ‹http://www.utas.edu.au/library/companion_to_tasmanian_history/T/Tasmania%20name.htm›.Reece, Robert H.W., in Amanda Nettelbeck. “‘Equals of the White Man’: Prosecution of Settlers for Violence against Aboriginal Subjects of the Crown, Colonial Western Australia.” Law and History Review 31.2 (2013): 355–90.Ryan, Lyndall. “The Black Line in Van Diemen’s Land: Success or Failure?” Journal of Australian Studies 37.1 (2013): 3–18.Savery, Henry. Quintus Servinton: A Tale Founded upon Events of Real Occurrence. Hobart Town: Henry Melville, 1830.Turnbull, Clive. Black War: The Extermination of the Tasmanian Aborigines. Melbourne: Sun Books, 1974 [1948].
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Flynn, Bernadette. „Towards an Aesthetics of Navigation“. M/C Journal 3, Nr. 5 (01.10.2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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Felton, Emma. „The City“. M/C Journal 5, Nr. 2 (01.05.2002). http://dx.doi.org/10.5204/mcj.1958.

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In the television series Sex and the City, there is a scene which illustrates a familiar contempt for suburban life as dull and boring. Implicit is the oppositional view that urban life by comparison, is the more exciting one. Charlotte (one of four women whose sexual and romantic relationships are the focus of the series), has spent time with her in-laws in an upper middle class suburban enclave, and is confessing to her three girl friends her fantasies and ultimate sexual encounter with her in-law's hunk of a gardener. She's racked with guilt over the incident, not least because she is married to the sexually non-performing Trey. At this point in the conversation, Samantha, whose voracious appetite for men is her hallmark, dismisses Charlotte's concerns with the retort: 'well honey really, what's the point of living in the suburbs if you can't fuck the gardener?' Ergo, a life of suburban mediocrity deserves some kind of compensation, preferably an exciting sexual antidote. Samantha's remark draws on a wealth of discourses which reinforce the opposition between the city and the suburbs, and the city and the country, where the city is the crucible for adventure, opportunity and sometimes danger. For these New York women, it is precisely excitement and the possibility of sex and romance that holds them to the metropolis. The association of sexual opportunity for women and the metropolis is something of a departure from earlier narratives of the city. Gender and sexual identity - through discourse, narrative, image and metaphor are inscribed in spatial landscapes, with a rich source to be found in articulations of the city. Inscriptions are contingent on social, economic and cultural forces which shift over time and place, often defining and redefining utopian and dystopian visions. The rise of the great nineteenth century European cities, for instance provoked both utopian and dystopian discourse. Industrialization, overcrowding and poverty were issues which provided representations of the city as menacing and deleterious (as represented in the writing of Charles Dickens, Edgar Allen Poe), while the practice of the flaneur--a nineteenth century male who observed and chronicled the new cities of nineteenth century Europe--confirmed the metropolis as a storehouse of aesthetic and experiential delights. The contemporary zeitgeist is largely utopian, the postmodern city is desirable, uber-cool: sexy. Look at any advertising for inner city apartment living to confirm this. The city's erotic potential is characterized by one of the fundamental conditions of urban life: the close proximity in which we all live among strangers (see also Patton 1995). On a psychic, if not material level, this might provide opportunity for reinvention and renewal of self, for an individual freedom and expression denied to those living in smaller and closer communities. This is the attraction and romanticism of the city. The proximity of strangers gives urban life its erotic possibilities, the capacity for anonymity, that chance meetings with strangers, who we so often live and work among. Lawrence Knopp (1995) describes this aspect of city life as: a world of strangers, a particular life space with a logic and sexuality of its own. The city's sexuality is described as an eroticisation of many of the characteristic experiences of modern urban life: anonymity, voyeurism, exhibitionism, consumption, authority (and challenges to it), tactility, motion danger, power, navigation and restlessness. (151) I've been collecting metaphors of the city and these reveal the congruence between eros and the city. I have yet to find one that is masculine. For instance, journalist Harold Nicholson summing up three European cities used woman as metaphor: 'London is an old lady - Paris is a woman - But Berlin is a girl in a pullover, not much powder on her face' (Petro 1989, 21). Jean Baudrillard's description of Las Vegas as 'that great whore' is similarly feminized and sexualized, and metropolises like New York where aggressive advertisements are like 'wall to wall prostitution.' For Baudrillard, in New York, the plumes of smoke are reminiscent of 'girls wringing out their hair after bathing' (in Docker 1995, 106). Author and journalist John Birmingham described Sydney as 'a tart, loud and brash'. I should add to the list a straw poll of metaphors I conducted for Brisbane, my favourite being Brisbane as a 'middle aged woman in resort wear' (thanks to Maureen Burns for this contribution). But maybe, with the focus on urban development, she might be getting younger. For a (heterosexual) man the city can be alluring, dangerous and feminine. Eros, the city, femininity and danger all collide in the film noir genre, in films such as Roman Polanski's Chinatown, Lawrence Kasden's Body Heat, where beautiful femme fatales lead men astray, or further down the path of corruption. Woman as stranger is alluring and seductive for men, but for woman the chance encounter with a male stranger might signal caution and fear. For women, the dangers are clear: the threat of sexual danger, the chance encounter with a male whose intentions may not be benign. `Reclaim the Night' marches are testament to women's concerns about safety and access to public space, particularly at night. Although research shows that the overwhelming majority of assaults upon women occur in the home, by a person known to the woman, this sober fact does not prevent the cautionary strategies most women employ while out at night. Nor does it diminish the fear and limitations which are the reality of women's experience in public space, particularly at night. Historically, women's role in the public space of the city has been an ambivalent one. A number of analyses of women's role in the nineteenth century city identify the ways in which women in public space were managed and regulated by social and economic interests. Courted on the one hand as consumers for the new department stores and a burgeoning capitalist economy, women were also subject to strict codes of conduct, lest their virtue be in question. Judith Walkowitz in The City of Dreadful Delights examined the ways in which public discourse of danger in nineteenth century London, including the account of Jack the Ripper, as malevolent male stranger, function as a form of moral regulation for women in these newly created city spaces. Both Walkowitz and cultural historian Elizabeth Wilson argue that the metropolis of the nineteenth century, eroded the boundaries between private and public spheres and divisions of labour between men and women. A disquiet and concern over women entering these new public spaces manifested in a discourse of danger and morality, underpinned by the idea that women were at the mercy of their passions and required control and guidance. Perhaps unsurprisingly, Freud had something to say about this. He speculated that the condition of agoraphobia, the fear of open spaces, (which for Freud was an intrinsically female neurosis), was linked to a repressed inner desire to walk the streets, to be streetwalkers (Vidler 1993, 35). But times have changed: the contemporary postmodern city, is celebrated, promoted and regulated as one of diversity, inclusivity and liveablity. Access and amenity are the buzzwords of local and state government policy. In the postmodern city everyone ostensibly is made welcome and a plethora of infrastructure support different interests and lifestyles. Cafés culture has provided a social space for women in particular, previously denied wholesale access to that other Australian social space, the pub. Women's earning capacity means that many of their interests are represented culturally and socially and that they are more firmly inserted into the fabric of city life. Television series and sit-coms located in the city, where groups of friends sometimes live together; Friends, Seinfeld, Sex and the City reinforce the perception of city living as a place of opportunity and fun for younger women and men. Promotional literature is quick to exploit this image. A tourism brochure for the inner city Sydney (non!) suburb of Newtown, describes the attractions of the area: `some cities are cursed with suburbs, but Sydney's blessed with Newtown, a cosmopolitan neighbourhood.' As if Cabramatta, Fairfield or Parramatta, all outer suburban areas of Sydney, weren't cosmopolitan. A billboard in Brisbane's urban renewal area of Newstead, advertises apartment living as 'Urban living NOT suburban'. Drawing upon the rhetoric of opposition and expressing the familiar anti-suburban sentiment which for Australia, originated in the bohemian movement of the late nineteenth century (see also Kinnane 1998). This tradition probably reached its apotheosis with Barry Humphries in the 1960s whose comedic alter ego, Edna Everage signified everything that was despicable and mindless about suburbia. Edna's obsession with housing décor, cooking and recipes, social status and the minutiae of domesticity was portrayed with a venomous satire that depended upon a trivialization of traditional feminine competencies. Is there a connection between the anti- suburban tradition of cultural elites and the suburbs' close association with the domestic and feminine sphere of life? Patrick White in describing the mythical suburb of Sarsaparilla claimed it as 'a geographical hell ruled by female demons' (in Duruz 1994). American historian Lewis Mumford in his seminal work The City in History wrote that the suburbs are not 'merely a child centred environment: it is based on a childish view of the world which is sacrificed to the pleasure principle' (1961). Little wonder that today, younger women are fleeing the suburbs and flocking to the city, attracted by its possibility of adventure and eros. The other day I picked up my teenage daughter from her school to which she had returned after a five day camp in the bush. 'Aaaagh', she sighed with a sense of relief, as we approached our densely populated inner city suburb, 'buildings again… and not too many trees'. The following morning we were out in the lush and fecund Samford Valley, this time at her first soccer match for the season. As we drove further into the bush she yelled out, 'Oh no, not all these trees again!' Is this the response of a typical twenty- first century urban woman? References Docker, John. (1995) Postmodernism and Popular Culture: A cultural history. Cambridge, Cambridge University Press. Duruz, Jean. (1994) 'Romancing the Suburbs?' in Katherine Gibson and Sophie Watson (eds) Metropolis Now. Sydney, Pluto Press. Kinnane, Gary. (1998) 'Shopping at Last!:History, Fiction and the Anti-Suburban Tradition.' Australian Literary Studies: Writing the Everyday, Australian Literature and the Limits of Suburbia, 18. 4: 41-55. Knopp, Lawrence. (1995) 'Sexuality and Urban Space: a framework for analysis' in David Bell and Gill Valentine (eds) Mapping Desire. London, Routledge. Mumford, Lewis. (1961) The City in History, Its Origins, Its Transformations and Its Prospects. London, Penguin. Patton, Paul. (1995) 'Imaginary Cities' in Sophie Watson and Katherine Gibson (eds) Postmodern Cities and Spaces. Cambridge, Blackwell Publishers. Petro, Patrice (1989) Joyless Streets: Women and Melodramatic Representation in Weimer Germany. Princeton, Princeton University Press. Vidler, Anthony (1993) 'Bodies in Space/Subjects in the City: Psychopathologies of Modern Urbanism.' Differences: A Journal of Feminist Cultural Studies, 5.3: 31-51. Walkowitz, Judith. (1992) City of Dreadful Delight: Narratives of Sexual Danger in late Victorian London. Chicago, Chicago University Press. Watson, Sophie and Gibson, Katherine. (1995) Postmodern Cities and Spaces. Oxford, Basil Blackwell. Wilson, Elizabeth. (1991) The Sphinx in the City: Urban Life, The Control of Disorder and Women. London: Virago. Citation reference for this article MLA Style Felton, Emma. "The City" M/C: A Journal of Media and Culture 5.2 (2002). [your date of access] < http://www.media-culture.org.au/0205/eros.php>. Chicago Style Felton, Emma, "The City" M/C: A Journal of Media and Culture 5, no. 2 (2002), < http://www.media-culture.org.au/0205/eros.php> ([your date of access]). APA Style Felton, Emma. (2002) The City. M/C: A Journal of Media and Culture 5(2). < http://www.media-culture.org.au/0205/eros.php> ([your date of access]).
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Cover, Rob. „Reading the Remix: Methods for Researching and Analysing the Interactive Textuality of Remix“. M/C Journal 16, Nr. 4 (12.08.2013). http://dx.doi.org/10.5204/mcj.686.

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IntroductionWith the proliferation of remixed (audio-visual) texts such as fan music videos, slash video, mash-ups and digital stories utilising existing and new visual and audio material on sites such as YouTube, questions are opened as to the efficacy of current forms of media textual analysis. Remixed texts have been positioned as a new and transformative form of art that, despite industry copyright concerns, do not compete with existing texts but makes use of them as ‘found material’ in order to produce an ostensibly intertextual experience (Lessig). Intertexts include pastiche, parody and/or allusion to extant texts and, at the same time, acknowledge that no text is purely original but is built on its ostensible or tacit relationality with a broad range of other texts—relationalities which may be activated in reading or be coded into the text. Remixes are often the work of fan audiences who seek to engage in a participatory manner—a particular reading position that shifts into the act of writing—with texts, television, film and music of which one is a member of an avid audience or a community audience that engage with each other through collaborative production of new texts based on old. The remix is a substantial outcome of such readerly, writerly and collaborative engagement whereby meanings drawn intertextually from the original text are re-produced, expanded upon, critiqued or re-framed through several different activities which may include: re-ordering existing audio-visual material in a way which, according to Constance Penley, was once done by Star Trek fans using magnetic tape and two video recorders to produce new narratives and interpretative frames by cutting and suturing material in an order different from that broadcast (Penley);presenting new meanings to texts, stories or narratives by taking visual material either in short cuts or long scenes and layering over popular music audio tracks, which is commonly done by television fans, such as fans of Buffy the Vampire Slayer in the early 2000s, who produce new meanings or re-emphasise old ones around relationships by bringing together (sometimes cheesy) songs with televised footage (Cover, More Than a Watcher). In both cases, the texts are both new and old—they are a remix of existing material, but the act of remixing produces new frames for the activations of meanings or new narratives, that sit between the interactive and the intertextual. The fact that these forms can be traced back to pre-digital technologies of the 1970s (in the case of Penley’s Star Trek fan videos) or the pre-YouTube and Web 2.0 participatory sharing (in the case of Cover’s Buffy the Vampire Slayer fan videos, distributed through newslists, email and private website) indicates the deep-seated cultural desire or demand for participatory engagement and co-creative forms of encountering texts (Cover, Interactivity). In light of this new form of participatory communication experience, there has emerged a methodological gap requiring new frameworks for researching and analysing the remix text as a text, and within the context of its interactivity, intertextuality, layering and the ways in which these together reconfigure existing narratives and produce new narrative. This paper outlines some approaches used in teaching students about contemporary interactive and convergent digital texts by undertaking practical textual analyses of sample remix audio-video texts. I will discuss some of the more important theoretical issues concerning the analysis of remix texts, with particular attention to notions of interactivity, intertextuality and layering. I will then outline some practical steps for undertaking this kind of analysis in the classroom. By understanding the remix text through a metaphor of layering (drawn from Photoshopping and digital manipulation terminology), a method for ‘remix analysis’ can be put forward that presents innovative ways of engaging with textuality and narrative. Such analyses incorporate narrative sourcing, identification of user-generated content, sequencing, digital manipulation, framing and audio/visual juxtaposition as starting points for reading the remix text. Remix analyses, in this framework, optimise a reflective engagement with contemporary issues of copyright and intellectual property, textual genealogy, intertextuality, co-creative production and emergent forms of interactivity. Interactivity and Intertextuality For Lawrence Lessig, remix is a form of creativity that puts in question the separation between reader and writer. It emphasises instead the participatory form in which read-write creativity (or co-creativity) becomes the normative standard of high-level engagement with extant texts through both selection and arrangement (56). Remix culture, for Lessig, makes use of digital technologies that have been developed for other purposes and practices and delivers forms of collage, complexity, and co-creativity directed towards a broader audience. The role played by YouTube as a sharing site which makes available the massive number of remixed texts is testament to the form’s significance as an interactive, intertextual creation or co-creation. As Burgess and Green have argued, consumer co-creation is fundamental to YouTube’s mission and role in the distribution of texts (4-5). It is more than a peripheral site for re-distribution of either existing texts or private video-logs but, today, operates as a mainstream component in a broader media matrix. In this matrix, the experience of textual audiencehood is re-coded as participatory engagement with prior texts, in order both to reflect on those texts and to produce new ones in a co-creative capacity. This is not to suggest that YouTube is not complicit in copyright regimes that actively seek to restrict participatory and co-creative artistic practice in favour of older models of textual ownership and control over distribution (Cover, Audience Inter/Active). Its digital capacity to police remixed texts that have been marked by corporate copyright holders as unavailable for further use or manipulation has been a substantial development on the side of traditional copyright in the push-pull struggle between free co-creativity and limiting regimes (Cover, Interactivity), although this does not altogether stem the production of the remix as a substantial experience of artistic practice and of user participatory engagement with media matrices. Central to understanding and analysing the remix as a text in its own right is the fact that it is interactive, a point which leads to the assertion that analytic tools suited to traditional, non-interactive texts are not always going to be adequate to the task of unpacking and drawing out thematic and conceptual material from a remix’s narrative. Although interactivity has been difficult to define, the form of interactivity in which we see the remix is that which involves an element of co-creativity between the author of a source text and the user of the text who interacts with the source to transform it into something new. Spiro Kiousis has argued that while definitions of interactivity are amorphous, there is value in the concept “as long as we all accept that the term implies some degree of receiver feedback and is usually linked to new technologies” (357). For Lelia Green, however, interactivity implies the capacity of a communication medium to have its products altered by the actions of a user or audience (xx). In the case of the latter, interactivity covers not only the sorts of texts in which audience or user engagement is required as a built-in part of the process, such as in digital games, but those texts, forms, mediums and experiences in which existing texts are manipulated, revised, re-used or brought together, such as in the remix. Drawing on Bordewijk and van Kaam, Sally McMillan delineated the concept of interactivity into a typology of four intersecting levels or uses: Allocution, in which interactive engagement is minimal, and is set within the context of a single, central broadcaster and multiple receivers on the periphery (273). This would ordinarily include most traditional mass media forms such as television and the selection of channels.Consultation, which occurs in the use of a database, such as a website, where a user actively searches for pre-provided information but does not seek to alter that information (273). Access here does not alter the content, source, narrative or information that has been requested. Drawing information from Wikipedia without the intent of editing information may alter the metadata or framework through providing the site with tracking information, but in this case the textuality of the text as accessed is not transformed through this level of interactivity.Registration, which does record access patterns and accumulates information from the periphery in a central registry which alters the information, significance or context of the material (273). McMillan’s early Web 1.0 example of registrational interactivity was the internet ‘cookie’, which tracks and customises content of internet sites visited by the user. However, as a category of interactivity in which the narrative or form of the text itself is altered in its reading or use, it might also be said to include the electronic game as well as forms of communications engagement which access a source text, manipulate, customise or re-form it using commonly-available or sophisticated software, and re-distribute it through digital means. Here, the narrative is knowingly acted upon in ways which alter it for other uses. Conversational, which occurs when individuals interact directly with each other, usually in real-time in ways which mimic face-to-face engagement without physical presence at a locale (273). An online written chat using a relay platform provided by a social networking site that does not record the text is an example; likewise using a video skype account is also conversational interactivity. While McMillan’s ‘registrational’ definition of interactivity, as the one which gives greater capacity to an audience to change, alter and manipulate a text or a textual narrative, allows considerable redefinition of the traditional author-text-audience relationship, none of the four-scale definitions adequately allow for the ways in which remix texts are at once interactive, intertextual, intermedial and built through participatory re-layering and re-organising of a broader corpus of material in ways typically not invited by the original texts or their original distributional mediums—hence the concerns around copyright and distributional control (Cover, Audience Inter/Active). As an outcome of registrational interactivity, the remix presents itself not merely in terms of how the relationship is structured in the context of new digital media, but also shifts how the audience has been conceived historically in terms of its ability to control the text and its internal structure and coherence. In light of both new developments in interactivity with the text as found in the increasing popularity of new media forms such as electronic gaming, and the ‘backlash’ development of new technologies, software and legal methods that actively seek to prevent alteration and re-distribution of texts, the historical and contemporary conception of the author-text-audience affinity can be characterised as a tactical war of contention for control over the text. This is a struggle set across a number of different contexts, media forms, sites and author/audience capacities but is embodied in the legal, cultural and economic skirmishes over the form and use of remix texts. More significantly, however, the remix is an interactivity that is conscious of the intertextuality that produces the various juxtapositions to create new narratives. All texts are intertextual, and the concept of intertextuality takes into account the network of other, similar texts to which any new text contributes and by which it is influenced. This similarity can be produced by several factors, including genre, allusion, trace, pastiche and aesthetics. Intertextuality can include the fact that a text is related to and permeated by the discourse of its sources (Bignell 92), but in all cases it shapes the meanings, significations and potential readings of a text in a way attuned to the polysemy of contemporary cultural production. In the context of interactivity, however, it is through co-creative engagement that intertextuality of both the source and the new text are drawn out as a deliberate act of creation. Layering As an interactive and deliberately intertextual text, the remix or mash-up is best understood as layered intermedia, that is, as a narrative comprised of—or fused between—moving image and sound, audio which includes dialogue, effects, incidental and narrative-related music. In that context, no individual component of the text can be understood or analysed away from the elements into which it has been remixed. New meanings emerge in intermedia remixes not simply because originary or new intertextualities are produced by user-creators relying on existing sources, but because those sources themselves no longer operate with the same set of meanings and significations, allowing the productive activation of new meanings (Bennett). While it is important to pay attention to the fact that the narrative of a remix text works only through the reconfiguration of the intermedia of audio and visual in order to create a new text with subsequent new potential meanings, the analysis must pay attention to the various forms of layering that constitute all audio-visual texts. For Lessig, such layering is a digital form of collage (70). However it is also the means by which, on the one hand, new intertextualities are developed through juxtaposition of different sources in order to give them all new significations and to activate new meanings and, on the other hand, to draw attention to the existing potential intertextuality of the sources and the polysemy of meaning. Understanding layering of texts involves understanding a text in a three-dimensional capacity. This is where some basic awareness of digital image manipulation through application software such as Photoshop and Gimp can be instructive in providing frameworks through which to understand contemporary digital media forms and analyse the ways in which they, as potential, productively activate sets or ranges of meanings. Such digital manipulation programs require the user to think about, say, an image as being built upon and manipulated across different layers, whereby a core image is ‘drawn out’ into its third dimension through adding, shifting, changing, re-figuring and re-framing—layer over layer. The core remains, but is radically altered by what occurs at the different layers. Likewise, the remix is produced through interacting with a number of different source texts together within a conceptual framework that is three-dimension and operates across layers. These include the two primary layers of the visual and the audio—for remixes are typically audio-visual—but also through interacting with a range of intertextual meanings that, likewise, can be understood in three-dimensional layers across the temporality of an audio-visual moving text. Method of Analysis A simple typology for analysing remix texts—focusing particularly on fan videos on YouTube, including same-sexualised fan fiction known as slash and those texts which re-order television and film material juxtaposed against popular music tracks—emerged from a first-year undergraduate digital media cultures course I taught at The University of Adelaide in 2010. With a broad range of meanings, views, interpretations and engagements emerging in large-group teaching, we workshopped possible scenarios with the aim of establishing some steps that can be used to consider the place of the remix in the context of its narrative interactivity and intertextual groundings. A typological method for analysis is not necessarily the most sophisticated way in which to draw out narrative threads and strands from a remix text and, indeed, there may be value in exploring remixed texts from other perspectives such as the YouTube-enabled participatory reflectiveness that emerges from community and commentary perspectives. However, to understand the narrative elements that emerge from a remix there is also great value in beginning with an unstitching of its constituent components in order to understand the interactive, intertextual, intermedial formation of the remix through its structuration and selectivity and assembling of extant texts. To best describe a typology for analysing the remix as a text and an interactive intertext, we might use an example. Let us say, hypothetically, a YouTube remix video of three- minutes-and-fifty-seconds in length that takes various scenes from the television series Arrested Development, perhaps the two characters of adult brothers GOB and Michael Bluth, from across its four years and sets them against a single audio track, Belle & Sebastian’s Seeing Other People. Such an example would not be an uncommon remix, which may be an expression of fandom for Arrested Development or perhaps an expression of critical engagement that actively draws attention to the range of reading positions, formations and potential productive activation of meanings (Bennett) around sibling relationships in the original. That is, by juxtaposing a popular audio track about the awkwardness of romantic relationships against images of the closeness, distance and competitiveness of the two brothers is to give it a ‘slash’ element, thereby presenting a narrative which either implies a pseudo-sexual or romantic component to the brotherly relationship (an activity not uncommon in the production of slash) or makes a critical statement about the way in which the theatrics of touch, familial hugging, looking and seeing or positioning in visual frames is utilised in the series in ways which are open to alternative readings. Now that it is determined such a remix might actively and self-consciously play with the juxtaposition across two layers to create additional meanings, the real work of analysis can be undertaken. This, of course, could include thematic, discursive or narrative analysis of the text alone. However, if one is to work with the notion that a remix is always produced in both interactivity and intertextuality, then a number of steps must be taken at the level of individual layers and, subsequently, together. This aids in understanding the sourcing, collocation, positioning, re-ordering in order to come to a depth of interpretation as to a possible meaning of the remix among the many available in a polysemic cultural product. Step One: Determine the Video Narrative Source. This involves establishing if the remix’s video material is from a singular source (such as a single film or television episode), multiple sources (many films) and, if multiple, if these are from the same genre, with the same actors, same director or different in each case. It also involves ascertaining if there is user-generated visual content such as additional material, animation or captioning. Exploring the possible arrangements of the visual source, while assuming that the audio track remains singular and identifiable, provides opportunities to consider the thematic, genre and story elements and their significations for the resulting new, co-creative narrative of the remix. This step invites the scholar to consider how the remix’s discernible narrative differs from the scholar’s reading of the source video texts, how the visual material signifies without its original audio component (for example, the dialogue in a television episode) and the ways in which the separation of the source visual from audio presents new interpretative frames. Step Two: Understand the Narrative Sequence. Has the video material been cut (pieces extracted and re-joined? Has the temporal order of the video material been re-sequenced. How do these shifts and changes impact on the narrative or story told? In our example here, we might find a series of scenes of two characters hugging or touching, with the narrative elements from the original episode that occur between—that is, that give a context to those hugs—removed. Asking how the removal of that contextual material presents the source clips as a new narrative and a new interactively-derived creation is central to this step. Step Three: Visual Manipulation. What additional visual manipulation features have been added—fade-ins, fade-outs, framing, changes to the speed or playback time of the source video? Accounting for these enables the viewer to position the remix narrative at a point of distance from the source, shifting from derivative to intertextual. Naturally, these must be understood in the context of the earlier steps while foregrounding the interactive form of the remix as a co-created piece that is more than just an intervention into an original text but the utilisation through manipulation of a range of texts to produce a new one. Step Four: Narrative Engagement and Collocation. Here, the scholar must assess the extent to which the audio source has a ‘fit’ with the visual. Thematic and discourse analysis (among others) can be applied to determine the way in which audio track, in addition to the above four steps and manipulations, productively activate new meanings, contexts and frames in the narrative. Importantly, however, this step requires not only asking what the audio does to the video, but the reverse. Using the Arrested Development example, one must ask what the visual material does for the meanings that are denoted within the audio, its musical elements and its lyrics: to what extent does the video source ‘fit’ with or re-position the significance of the audio dialogue and present it with meanings it would not otherwise have in an audio-online context (or, of course, in the context of its use in an ‘authorised’ music video). Together, these four steps present one possible means of ‘coming at’ the interactive and intertextual roots of the remix as a co-creative text. It is not merely to analyse how the source has been used or how the remix allows the sources to be presented or distributed differently, but to understand how new narratives emerge in the context of the various ‘mixings’ that come out of interactive engagement with the text to produce intertextual activation of meanings. Analysing remix texts through this method opens the possibility not only of being able to articulate readings of the text that are built on interactivity and layering, but a critique of the contemporary conditions of textual production. By demonstrating the ways in which a text can be understood to be located not just within intertextuality but within intertextual layers, it is possible to reflect more broadly on all textuality as being produced, disseminated and having its meanings productively activated in the context of ‘degrees’ of layers and ‘degrees’ of of interactivity. References Bennett, T. “Texts, Readers, Reading Formations.” Literature and History 9.2 (1983): 214-227. Bignell, J. Media Semiotics: An Introduction. Manchester: Manchester University Press, 1997. Bordewijk, J.L., and B. van Kaam. “Towards a New Classification of Tele-Information Services.” InterMedia 14.1 (1986): 16-21. Burgess, J., and J. Green. YouTube: Online Video and Participatory Culture. Cambridge: Polity, 2009. Cover, R. “Interactivity: Reconceiving the Audience in the Struggle for Textual ‘Control’.” Australian Journal of Communication, 31.1 (2004): 107-120. — — —. “Audience Inter/Active: Interactive Media, Narrative Control & Reconceiving Audience History.” New Media & Society 8.1 (2006): 213-232. — — —. “More than a Watcher: Buffy Fans, Amateur Music Videos, Romantic Slash and Intermedia.” Music, Sound and Silence in Buffy the Vampire Slayer. Ed. P. Attinello, J. K. Halfyard & V. Knights, London: Ashgate, 2010. 131-148. Green, L. Communication, Technology and Society. St. Leonards, NSW: Allen & Unwin, 2002. Jenkins, H. “What Happened before YouTube.” YouTube: Online Video and Participatory Culture. Ed. J. Burgess and J. Green. Cambridge: Polity, 2009. 109-125. Kiousis, S. “Interactivity: A Concept Explication.” New Media & Society 4.3 (2002): 355-383. Lessig, L. Remix: Making Art and Commerce Thrive in the Hybrid Economy. London: Bloomsbury Academic, 2008. McMillan, S. “A Four-Part Model of Cyber-Interactivity: Some Cyber-Places are More Interactive than Others.” New Media & Society 4.2 (2002): 271-291. Penley, C. Nasa/Trek: Popular Science and Sex in America. London & New York: Verso, 1997.
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Higley, Sarah L. „Audience, Uglossia, and CONLANG“. M/C Journal 3, Nr. 1 (01.03.2000). http://dx.doi.org/10.5204/mcj.1827.

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Could we also imagine a language in which a person could write down or give vocal expression to his inner experiences -- his feelings, moods, and the rest -- for his private use? Well, can't we do so in our ordinary language? -- But that is not what I mean. The individual words of this language are to refer to what can only be known to the person speaking; to his immediate private sensations. So another person cannot understand the language. -- Ludwig Wittgenstein, Philosophical Investigations par. 243 I will be using 'audience' in two ways in the following essay: as a phenomenon that produces and is produced by media technologies (readers, hearers, viewers, Internet-users), and as something, audiens, that is essential to language itself, something without which language cannot be. I shall do so in specific references to invented languages. Who, then, are the 'consumers' of invented languages? In referring to invented languages, I am not talking about speakers of Esperanto or Occidental; I am not concerned with the invention of international auxiliary languages. These projects, already well-debated, have roots that go back at least as far as the 17th-century language philosophers who were at pains to undo the damage of Babel and restore a common language to the world. While Esperanto never became what it intended to be, it at least has readers and speakers. I am also not even talking about speakers of Klingon or Quenya. These privately invented languages have had the good fortune to be attached to popular invented cultures, and to media with enough money and publicity to generate a multitude of fans. Rather, I am talking about a phenomenon on the Internet and in a well- populated listserv whereby a number of people from all over the globe have discovered each other on-line. They all have a passion for what Jeffrey Schnapp calls uglossia ('no-language', after utopia, 'no-place'). Umberto Eco calls it 'technical insanity' or glottomania. Linguist Marina Yaguello calls language inventors fous du langage ('language lunatics') in her book of the same title. Jeffrey Henning prefers the term 'model language' in his on-line newsletter: 'miniaturized versions that provide the essence of something'. On CONLANG, people call themselves conlangers (from 'constructed language') and what they do conlanging. By forming this list, they have created a media audience for themselves, in the first sense of the term, and also literally in the second sense, as a number of them are setting up soundbytes on their elaborately illustrated and explicated Webpages. Originally devoted to advocates for international auxiliary languages, CONLANG started out about eight years ago, and as members joined who were less interested in the politics than in the hobby of language invention, the list has become almost solely the domain of the latter, whereas the 'auxlangers', as they are called, have moved to another list. An important distinguishing feature of 'conlangers' is that, unlike the 'auxlangers', there is no sustained hope that their languages will have a wide-body of hearers or users. They may wish it, but they do not advocate for it, and as a consequence their languages are free to be a lot weirder, whereas the auxlangs tend to strive for regularity and useability. CONLANG is populated by highschool, college, and graduate students; linguists; computer programmers; housewives; librarians; professors; and other users worldwide. The old debate about whether the Internet has become the 'global village' that Marshall McLuhan predicted, or whether it threatens to atomise communication 'into ever smaller worlds where enthusiasms mutate into obsessions', as Jeff Salamon warns, seems especially relevant to a study of CONLANG whose members indulge in an invention that by its very nature excludes the casual listener-in. And yet the audio-visual capacities of the Internet, along with its speed and efficiency of communication, have made it the ideal forum for conlangers. Prior to the Web, how were fellow inventors to know that others were doing -- in secret? J.R.R. Tolkien has been lauded as a rare exception in the world of invention, but would his elaborate linguistic creations have become so famous had he not published The Lord of the Rings and its Appendix? Poignantly, he tells in "A Secret Vice" about accidentally overhearing another army recruit say aloud: 'Yes! I think I shall express the accusative by a prefix!'. Obviously, silent others besides Tolkien were inventing languages, but they did not have the means provided by the Internet to discover one another except by chance. Tolkien speaks of the 'shyness' and 'shame' attached to this pursuit, where 'higher developments are locked in secret places'. It can win no prizes, he says, nor make birthday presents for aunts. His choice of title ("A Secret Vice") echoes a Victorian phrase for the closet, and conlangers have frequently compared conlanging to homosexuality, both being what conservative opinion expects one to grow out of after puberty. The number of gay men on the list has been wondered at as more than coincidental. In a survey I conducted in October 1998, many of the contributors to CONLANG felt that the list put them in touch with an audience that provided them with intellectual and emotional feedback. Their interests were misunderstood by parents, spouses, lovers, and employers alike, and had to be kept under wraps. Most of those I surveyed said that they had been inventing a language well before they had heard of the list; that they had conceived of what they were doing as unique or peculiar, until discovery of CONLANG; and that other people's Websites astounded them with the pervasive fascination of this pursuit. There are two ways to look at it: conlanging, as Henning writes, may be as common and as humanly creative as any kind of model-making, i.e., dollhouses, model trains, role-playing, or even the constructed cultures with city plans and maps in fantasy novels such as Terry Pratchett's Discworld. The Web is merely a means to bring enthusiasts together. Or it may provide a site that, with the impetus of competition and showmanship, encourages inutile and obsessive activity. Take your pick. From Hildegard von Bingen's Lingua Ignota to Dante's Inferno and the babbling Nimrod to John Dee's Enochian and on, invented languages have smacked of religious ecstacy, necromancy, pathology, and the demonic. Twin speech, or 'pathological idioglossia', was dramatised by Jodie Foster in Nell. Hannah Green's 'Language of Yr' was the invention of her schizophrenic protagonist in I Never Promised You a Rose Garden. Language itself is the centre of furious theoretical debate. Despite the inventive 'deformities' it is put to in poetry, punning, jest, singing, and lying, human language, our most 'natural' of technologies, is a social machine, used by multitudes and expected to get things done. It is expected of language that it be understood and that it have not only hearers but also answerers. All human production is founded on this assumption. A language without an audience of other speakers is no language. 'Why aren't you concentrating on real languages?' continues to be the most stinging criticism. Audience is essential to Wittgenstein's remark quoted at the beginning of this essay. Wittgenstein posits his 'private languages theory' as a kind of impossibility: all natural languages, because they exist by consensus, can only refer to private experience externally. Hence, a truly private language, devoted to naming 'feelings and moods' which the subject has never heard about or shared with others, is impossible among socialised speakers who are called upon to define subjective experience in public terms. His is a critique of solipsism, a charge often directed at language inventors. But very few conlangers that I have encountered are making private languages in Wittgenstein's sense, because most of them are interested in investing their private words with public meaning, even when they are doing it privately. For them, it is audience, deeply desireable, that has been impossible until now. Writing well before the development of CONLANG, Yaguello takes the stance that inventing a language is an act of madness. 'Just look at the lunatic in love with language', she writes: sitting in his book-lined study, he collects great piles of information, he collates and classifies it, he makes lists and fills card indexes. He is in the clutches of a denominatory delirium, of a taxonomic madness. He has to name everything, but before being able to name, he has to recognize and classify concepts, to enclose the whole Universe in a system of notation: produce enumerations, hierarchies, and paradigms. She is of course describing John Wilkins, whose Real Character and Universal Language in 1668 was an attempt to make each syllable of his every invented word denote its placement in a logical scheme of classification. 'A lunatic ambition', Yaguello pronounces, because it missed the essential quality of language: that its signs are arbitrary, practical, and changeable, so as to admit neologism and cultural difference. But Yaguello denounces auxiliary language makers in general as amateurs 'in love with language and with languages, and ignorant of the science of language'. Her example of 'feminine' invention comes from Helene Smith, the medium who claimed to be channeling Martian (badly disguised French). One conlanger noted that Yaguello's chapter entitled 'In Defence of Natural Languages' reminded him of the US Federal 'Defense of Marriage Act', whereby the institution of heterosexual marriage is 'defended' from homosexual marriage. Let homosexuals marry or lunatics invent language, and both marriage and English (or French) will come crashing to the ground. Schnapp praises Yaguello's work for being the most comprehensive examination of the phenomenon to date, but neither he nor she addresses linguist Suzette Haden Elgin's creative work on Láadan, a language designed for women, or even Quenya or Klingon -- languages that have acquired at least an audience of readers. Schnapp is less condemnatory than Yaguello, and interested in seeing language inventors as the 'philologists of imaginary worlds', 'nos semblables, nos frères, nos soeurs' -- after all. Like Yaguello, he is given to some generalities: imaginary languages are 'infantile': 'the result is always [my emphasis] an "impoverishment" of the natural languages in question: reduced to a limited set of open vowels [he means "open syllables"], prone to syllabic reduplication and to excessive syntactical parallelisms and symmetries'. To be sure, conlangs will never replicate the detail and history of a real language, but to call them 'impoverishments of the natural languages' seems as strange as calling dollhouses 'impoverishments of actual houses'. Why this perception of threat or diminishment? The critical, academic "audience" for language invention has come largely from non-language inventors and it is woefully uninformed. It is this audience that conlangers dislike the most: the outsiders who cannot understand what they are doing and who belittle it. The field, then, is open to re-examination, and the recent phenomenon of conlanging is evidence that the art of inventing languages is neither lunatic nor infantile. But if one is not Tolkien or a linguist supported by the fans of Star Trek, how does one justify the worthwhile nature of one's art? Is it even art if it has an audience of one ... its artist? Conlanging remains a highly specialised and technical pursuit that is, in the end, deeply subjective. Model builders and map-makers can expect their consumers to enjoy their products without having to participate in the minutia of their building. Not so the conlanger, whose consumer must internalise it, and who must understand and absorb complex linguistic concepts. It is different in the world of music. The Cocteau Twins, Bobby McFerrin in his Circle Songs, Lisa Gerrard in Duality, and the new group Ekova in Heaven's Dust all use 'nonsense' words set to music -- either to make songs that sound like exotic languages or to convey a kind of melodic glossolalia. Knowing the words is not important to their hearers, but few conlangers yet have that outlet, and must rely on text and graphs to give a sense of their language's structure. To this end, then, these are unheard, unaudienced languages, existing mostly on screen. A few conlangers have set their languages to music and recorded them. What they are doing, however, is decidedly different from the extempore of McFerrin. Their words mean something, and are carefully worked out lexically and grammatically. So What Are These Conlangs Like? On CONLANG and their links to Websites you will find information on almost every kind of no-language imaginable. Some sites are text only; some are lavishly illustrated, like the pages for Denden, or they feature a huge inventory of RealAudio and MP3 files, like The Kolagian Languages, or the songs of Teonaht. Some have elaborate scripts that the newest developments in fontography have been able to showcase. Some, like Tokana and Amman-Iar, are the result of decades of work and are immensely sophisticated. Valdyan has a Website with almost as much information about the 'conculture' as the conlang. Many are a posteriori languages, that is, variations on natural languages, like Brithenig (a mixture of the features of Brythonic and Romance languages); others are a priori -- starting from scratch -- like Elet Anta. Many conlangers strive to make their languages as different from European paradigms as possible. If imaginary languages are bricolages, as Schnapp writes, then conlangers are now looking to Tagalog, Basque, Georgian, Malagasay, and Aztec for ideas, instead of to Welsh, Finnish, and Hebrew, languages Tolkien drew upon for his Elvish. "Ergative" and "trigger" languages are often preferred to the "nominative" languages of Europe. Some people invent for sheer intellectual challenge; others for the beauty and sensuality of combining new and privately meaningful sounds. There are many calls for translation exercises, one of the most popular being 'The Tower of Babel' (Genesis 10: 1-9). The most recent innovation, and one that not only showcases these languages in all their variety but provides an incentive to learn another conlanger's conlang, is the Translation Relay Game: someone writes a short poem or composition in his or her language and sends it with linguistic information to someone else, who sends a translation with directions to the next in line all the way around again, like playing 'telephone'. The permutations that the Valdyan Starling Song went through give good evidence that these languages are not just relexes, or codes, of natural languages, but have their own linguistic, cultural, and poetic parameters of expression. They differ from real languages in one important respect that has bearing on my remarks about audience: very few conlangers have mastered their languages in the way one masters a native tongue. These creations are more like artefacts (several have compared it to poetry) than they are like languages. One does not live in a dollhouse. One does not normally think or speak in one's conlang, much less speak to another, except through a laborious process of translation. It remains to a longer cultural and sociolinguistic study (underway) to tease out the possibilities and problems of conlanging: why it is done, what does it satisfy, why so few women do it, what are its demographics, or whether it can be turned to pedagogical use in a 'hands-on', high- participation study of language. In this respect, CONLANG is one of the 'coolest' of on-line media. Only time will show what direction conlanging and attitudes towards it will take as the Internet becomes more powerful and widely used. Will the Internet democratise, and eventually make banal, a pursuit that has until now been painted with the romantic brush of lunacy and secrecy? (You can currently download LangMaker, invented by Jeff Henning, to help you construct your own language.) Or will it do the opposite and make language and linguistics -- so often avoided by students or reduced in university programs -- inventive and cutting edge? (The inventor of Tokana has used in-class language invention as a means to study language typology.) Now that we have it, the Internet at least provides conlangers with a place to hang their logodaedalic tapestries, and the technology for some of them to be heard. References Von Bingen, Hildegard. Lingua Ignota, or Wörterbuch der unbekannten Sprache. Eds. Marie-Louise Portmann and Alois Odermatt. Basel: Verlag Basler Hildegard-Gesellschaft, 1986. Eco, Umberto. The Search for the Perfect Language. Trans. James Fentress. Oxford, England, and Cambridge, Mass.: Blackwell, 1995, 1997. Elgin, Suzette Haden. A First Dictionary and Grammar of Láadan. Madison, WI: Society for the Furtherance and Study of Fantasy and Science- Fiction, 1985. Henning, Jeffrey. Model Languages: The Newsletter Discussing Newly Imagined Words for Newly Imagined Worlds. <http://www.Langmaker.com/ml00.htm>. Kennaway, Richard. Some Internet Resources Relating to Constructed Languages. <http://www.sys.uea.ac.uk/jrk/conlang.php>. (The most comprehensive list (with links) of invented languages on the Internet.) Laycock, Donald C. The Complete Enochian Dictionary: A Dictionary of the Angelic Language as Revealed to Dr. John Dee and Edward Kelley. York Beach, Maine: Samuel Weiser, 1994. McLuhan, Marshall. Understanding Media. Reprinted. Cambridge, MA: MIT P, 1994. Salamon, Jeff. "Revenge of the Fanboys." Village Voice 13 Sep., 1994. Schnapp, Jeffrey. "Virgin Words: Hildegard of Bingen's Lingua Ignota and the Development of Imaginary Languages Ancient and Modern." Exemplaria 3.2 (1991): 267-98. Tolkien, J.R.R. "A Secret Vice." The Monsters and the Critics and Other Essays. Ed. Christopher Tolkien. Boston: Houghton Mifflin, 1984. 198-223. Wilkins, John. An Essay Towards a Real Character and a Philosophical Language. Presented to the Royal Society of England in 1668. Wittgenstein, Ludwig. Philosophical Investigations. 3rd ed. Trans. G.E.M. Anscombe. Englewood Cliffs, NJ: Prentice Hall, 1958. Yaguello, Marina. Lunatic Lovers of Language: Imaginary Languages and Their Inventors. Trans. Catherine Slater. (Les fous du langage. 1985.) London: The Athlone Press, 1991. Citation reference for this article MLA style: Sarah L. Higley. "Audience, Uglossia, and CONLANG: Inventing Languages on the Internet." M/C: A Journal of Media and Culture 3.1 (2000). [your date of access] <http://www.uq.edu.au/mc/0003/languages.php>. Chicago style: Sarah L. Higley, "Audience, Uglossia, and CONLANG: Inventing Languages on the Internet," M/C: A Journal of Media and Culture 3, no. 1 (2000), <http://www.uq.edu.au/mc/0003/languages.php> ([your date of access]). APA style: Sarah L. Higley. (2000) Audience, Uglossia, and CONLANG: Inventing Languages on the Internet. M/C: A Journal of Media and Culture 3(1). <http://www.uq.edu.au/mc/0003/languages.php> ([your date of access]).
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Dissertationen zum Thema "Coded Merkle Tree"

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Silvaroli, Antonio. „Design and Analysis of Erasure Correcting Codes in Blockchain Data Availability Problems“. Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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In questo lavoro viene affrontato il concetto di Blockchain e Bitcoin, con enfasi sugli attacchi alla disponibilità riguardanti le transazioni, nel caso in cui nella rete vengano considerati alcuni nodi detti "light nodes", che migliorano la scalabilità del sistema. Quindi, si analizza il funzionamento della Blockchain di Bitcoin quando la struttura dati "Merkle Tree" viene codificata, in modo da aumentare la probabilità dei light nodes di rilevare cancellazioni di transazioni, attuate da parte di nodi attaccanti. Attraverso una codifica con erasure codes, in particolare con codici low density parity check (LDPC), si riesce ad aumentare la probabilità di detection di una cancellazione e, grazie alla decodifica iterativa è possibile recuperare tale cancellazione. Viene affrontato il problema degli stopping sets, cioè quelle strutture che impediscono il recupero dei dati tramite decodifica iterativa e si progetta un algoritmo per l'enumerazione di tali strutture. Sono poi testate, in modo empirico, alcune soluzioni teoriche presenti in letteratura. Successivamente vengono progettati nuovi codici, seguendo un metodo di design diverso da quello presente in letteratura. Tali codici comportano un miglioramento delle performance, in quanto il minimo stopping set per tali codici risulta più alto di quello di codici già analizzati. In questo modo eventuali attacchi alla disponibilità risultano, in probabilità, più difficili. Come conseguenza, il throughput della rete risulta più stabile dato che, con minori attacchi che vanno a buon fine, la frequenza di generazione di nuovi codici, per un nuovo processo di codifica delle transazioni, tende ad essere più bassa. Infine vengono proposti dei possibili miglioramenti.
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Buchteile zum Thema "Coded Merkle Tree"

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Yu, Mingchao, Saeid Sahraei, Songze Li, Salman Avestimehr, Sreeram Kannan und Pramod Viswanath. „Coded Merkle Tree: Solving Data Availability Attacks in Blockchains“. In Financial Cryptography and Data Security, 114–34. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51280-4_8.

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Konferenzberichte zum Thema "Coded Merkle Tree"

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Mitra, Debarnab, Lev Tauz und Lara Dolecek. „Concentrated Stopping Set Design for Coded Merkle Tree: Improving Security Against Data Availability Attacks in Blockchain Systems“. In 2020 IEEE Information Theory Workshop (ITW). IEEE, 2021. http://dx.doi.org/10.1109/itw46852.2021.9457630.

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