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1

Maybury, Terrence. „The Literacy Control Complex“. M/C Journal 7, Nr. 2 (01.03.2004). http://dx.doi.org/10.5204/mcj.2337.

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Usually, a literature search is a benign phase of the research regime. It was, however, during this phase on my current project where a semi-conscious pique I’d been feeling developed into an obvious rancour. Because I’ve been involved in both electronic production and consumption, and the pedagogy surrounding it, I was interested in how the literate domain was coping with the transformations coming out of the new media communications r/evolution. This concern became clearer with the reading and re-reading of Kathleen Tyner’s book, Literacy in a Digital World: Teaching and Learning in the Age of Information. Sometimes, irritation is a camouflage for an emerging and hybridised form of knowledge, so it was necessary to unearth this masquerade of discord that welled-up in the most unexpected of places. Literacy in a Digital World makes all the right noises: it discusses technology; Walter Ong; media literacy; primary, secondary, and tertiary schooling; Plato’s Phaedrus; psychoanalysis; storytelling; networks; aesthetics; even numeracy and multiliteracies, along with a host of other highly appropriate subject matter vis-à-vis its object of analysis. On one reading, it’s a highly illuminating overview. There is, however, a differing interpretation of Literacy in a Digital World, and it’s of a more sombre hue. This other more doleful reading makes Literacy in a Digital World a superior representative of a sometimes largely under-theorised control-complex, and an un.conscious authoritarianism, implicit in the production of any type of knowledge. Of course, in this instance the type of production referenced is literate in orientation. The literate domain, then, is not merely an angel of enlightened debate; under the influence and direction of particular human configurations, literacy has its power struggles with other forms of representation. If the PR machine encourages a more seraphical view of the culture industry, it comes at the expense of the latter’s sometimes-tyrannical underbelly. It is vital, then, to question and investigate these un.conscious forces, specifically in relation to the production of literate forms of culture and the ‘discourse’ it carries on regarding electronic forms of knowledge, a paradigm for which is slowly emerging electracy and a subject I will return to. This assertion is no overstatement. Literacy in a Digital World has concealed within its discourse the assumption that the dominant modes of teaching and learning are literate and will continue to be so. That is, all knowledge is mediated via either typographic or chirographic words on a page, or even on a screen. This is strange given that Tyner admits in the Introduction that “I am an itinerant teacher, reluctant writer, and sometimes media producer” (1, my emphasis). The orientation in Literacy in a Digital World, it seems to me, is a mask for the authoritarianism at the heart of the literate establishment trying to contain and corral the intensifying global flows of electronic information. Ironically, it also seems to be a peculiarly electronic way to present information: that is, the sifting, analysis, and categorisation, along with the representation of phenomena, through the force of one’s un.conscious biases, with the latter making all knowledge production laden with emotional causation. This awkwardness in using the term “literacy” in relation to electronic forms of knowledge surfaces once more in Paul Messaris’s Visual “Literacy”. Again, this is peculiar given that this highly developed and informative text might be a fine introduction to electracy as a possible alternative paradigm to literacy, if only, for instance, it made some mention of sound as a counterpoint to textual and visual symbolisation. The point where Messaris passes over this former contradiction is worth quoting: Strictly speaking, of course, the term “literacy” should be applied only to reading and writing. But it would probably be too pedantic and, in any case, it would surely be futile to resist the increasingly common tendency to apply this term to other kinds of communication skills (mathematical “literacy,” computer “literacy”) as well as to the substantive knowledge that communication rests on (historical, geographic, cultural “literacy”). (2-3) While Messaris might use the term “visual literacy” reluctantly, the assumption that literacy will take over the conceptual reins of electronic communication and remain the pre-eminent form of knowledge production is widespread. This assumption might be happening in the literature on the subject but in the wider population there is a rising electrate sensibility. It is in the work of Gregory Ulmer that electracy is most extensively articulated, and the following brief outline has been heavily influenced by his speculation on the subject. Electracy is a paradigm that requires, in the production and consumption of electronic material, highly developed competencies in both oracy and literacy, and if necessary comes on top of any knowledge of the subject or content of any given work, program, or project. The conceptual frame of electracy is herein tentatively defined as both a well-developed range and depth of communicative competency in oral, literate, and electronic forms, biased from the latter’s point of view. A crucial addition, one sometimes overlooked in earlier communicative forms, is that of the technate, or technacy, a working knowledge of the technological infrastructure underpinning all communication and its in-built ideological assumptions. It is in this context of the various communicative competencies required for electronic production and consumption that the term ‘literacy’ (or for that matter ‘oracy’) is questionable. Furthermore, electracy can spread out to mean the following: it is that domain of knowledge formation whose arrangement, transference, and interpretation rely primarily on electronic networks, systems, codes and apparatuses, for either its production, circulation, or consumption. It could be analogue, in the sense of videotape; digital, in the case of the computer; aurally centred, as in the examples of music, radio or sound-scapes; mathematically configured, in relation to programming code for instance; visually fixated, as in broadcast television; ‘amateur’, as in the home-video or home-studio realm; politically sensitive, in the case of surveillance footage; medically fixated, as in the orbit of tomography; ambiguous, as in the instance of The Sydney Morning Herald made available on the WWW, or of Hollywood blockbusters broadcast on television, or hired/bought in a DVD/video format; this is not to mention Brad Pitt reading a classic novel on audio-tape. Electracy is a strikingly simple, yet highly complex and heterogeneous communicative paradigm. Electracy is also a generic term, one whose very comprehensiveness and dynamic mutability is its defining hallmark, and one in which a whole host of communicative codes and symbolic systems reside. Moreover, almost anyone can comprehend meaning in electronic media because “electric epistemology cannot remain confined to small groups of users, as oral epistemologies have, and cannot remain the property of an educated elite, as literate epistemologies have” (Gozzi and Haynes 224). Furthermore, as Ulmer writes: “To speak of computer literacy or media literacy may be an attempt to remain within the apparatus of alphabetic writing that has organized the Western tradition for nearly the past three millennia” (“Foreword” xii). The catch is that the knowledge forms thus produced through electracy are the abstract epistemological vectors on which the diverse markets of global capitalism thrive. The dynamic nature of these “multimodal” forms of electronic knowledge (Kress, “Visual” 73), then, is increasingly applicable to all of us in the local/global, human/world conglomerate in which any polity is now framed. To continue to emphasise literacy and alphabetic consciousness might then be blinding us to this emerging relationship between electracy and globalisation, possibly even to localisation and regionalisation. It may be possible to trace the dichotomy outlined above between literate and electrate forms of knowledge to larger political/economic and cultural forces. As Saskia Sassen illustrates, sovereignty and territoriality are central aspects in the operation of the still important nation-state, especially in an era of encroaching globalisation. In the past, sovereignty referred to the absolute power of monarchs to control their dominions and is an idea that has been transferred to the nation-state in the long transition to representative democracy. Territoriality refers to the specific physical space that sovereignty is seen as guaranteeing. As Sassen writes, “In the main … rule in the modern world flows from the absolute sovereignty of the state over its national territory” (3). Quite clearly, in the shifting regimes of geo-political power that characterise the global era, sovereign control over territory, and, equally, control over the ideas that might reconfigure our interpretation of concepts such as sovereignty and territoriality, nationalism and literacy, are all in a state of change. Today’s climate of geo-political uncertainty has undoubtedly produced a control complex in relation to these shifting power bases, a condition that arises when psychic, epistemological and political certainties move to a state of unpredictable flux. In Benedict Anderson’s Imagined Communities another important examination of nationalism there is an emphasis on how literacy was an essential ingredient in its development as a political structure. Operational levels of literacy also came to be a key component in the development of the idea of the autonomous self that arose with democracy and its use as an organising principle in citizenship rituals like voting in some nation-states. Eric Leed puts it this way: “By the sixteenth century, literacy had become one of the definitive signs — along with the possession of property and a permanent residence — of an independent social status” (53). Clearly, any conception of sovereignty and territoriality has to be read, after being written constitutionally, by those people who form the basis of a national polity and over whom these two categories operate. The “fundamental anxiety” over literacy that Kress speaks of (Before Writing 1) is a sub-component of this larger control complex in that a quantum increase in the volume and diversity of electronic communication is contributing to declining levels of literacy in the body politic. In the current moment there is a control complex of almost plague proportions in our selves, our systems of knowledge, and our institutions and polities, because it is undoubtedly a key factor at the epicentre of any turf war. Even my own strident anxieties over the dominance of literacy in debates over electronic communication deserve to be laid out on the analyst’s couch, in part because any manifestation of the control complex in a turf war is aimed squarely at the repression of alternative ways of being and becoming. The endgame: it might be wiser to more closely examine this literacy control complex, possible alternative paradigms of knowledge production and consumption such as electracy, and their broader relationship to patterns of political/economic/cultural organisation and control. Acknowledgements I am indebted to Patrice Braun and Ros Mills, respectively, for editorial advice and technical assistance in the preparation of this essay. Note on reading “The Literacy Control Complex” The dot configuration in ‘un.conscious’ is used deliberately as an electronic marker to implicitly indicate the omni-directional nature of the power surges that dif.fuse the conscious and the unconscious in the field of political action where any turf war is conducted. While this justification is not obvious, I do want to create a sense of intrigue in the reader as to why this dot configuration might be used. One of the many things that fascinates me about electronic communication is its considerable ability for condensation; the sound-bite is one epistemological example of this idea, the dot, as an electronic form of conceptual elision, is another. If you are interested in this field, I highly recommend perusal of the MEZ posts that crop up periodically on a number of media related lists. MEZ’s posts have made me more cognisant of electronic forms of written expression. These experiments in electronic writing deserve to be tested. Works Cited Anderson, Benedict. Imagined Communities: Reflections on the Origin and Spread of Nationalism. rev. ed. London and New York: Verso, 1991. Gozzi Jr., Raymond, and W. Lance Haynes. “Electric Media and Electric Epistemology: Empathy at a Distance.” Critical Studies in Mass Communication 9.3 (1992): 217-28. Messaris, Paul. Visual “Literacy”: Image, Mind, and Reality. Boulder: Westview Press, 1994. Kress, Gunther. “Visual and Verbal Modes of Representation in Electronically Mediated Communication: The Potentials of New Forms of Text.” Page to Screen: Taking Literacy into the Electronic Era. Ed. Ilana Snyder. Sydney: Allen & Unwin, 1997. 53-79. ---. Before Writing: Rethinking the Paths to Literacy. London: Routledge, 1997. Leed, Eric. “‘Voice’ and ‘Print’: Master Symbols in the History of Communication.” The Myths of Information: Technology and Postindustrial Culture. Ed. Kathleen Woodward. Madison, Wisconsin: Coda Press, 1980. 41-61. Sassen, Saskia. Losing Control? Sovereignty in an Age of Globalization. New York: Columbia UP, 1996. Tyner, Kathleen. Literacy in a Digital World: Teaching and Learning in the Age of Information. Mahwah, NJ: Lawrence Erlbaum Associates, 1998. Ulmer, Gregory. Teletheory: Grammatology in the Age of Video. New York: Routledge, 1989. ---. Heuretics: The Logic of Invention. New York: Johns Hopkins U P, 1994. ---. “Foreword/Forward (Into Electracy).” Literacy Theory in the Age of the Internet. Ed. Todd Taylor and Irene Ward. New York: Columbia U P, 1998. ix-xiii. ---. Internet Invention: Literacy into Electracy. Boston: Longman, 2003. Citation reference for this article MLA Style Maybury, Terrence. "The Literacy Control Complex" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0403/05-literacy.php>. APA Style Maybury, T. (2004, Mar17). The Literacy Control Complex. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0403/05-literacy.php>
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Wasser, Frederick. „Media Is Driving Work“. M/C Journal 4, Nr. 5 (01.11.2001). http://dx.doi.org/10.5204/mcj.1935.

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My thesis is that new media, starting with analog broadcast and going through digital convergence, blur the line between work time and free time. The technology that we are adopting has transformed free time into potential and actual labour time. At the dawn of the modern age, work shifted from tasked time to measured time. Previously, tasked time intermingled work and leisure according to the vagaries of nature. All this was banished when industrial capitalism instituted the work clock (Mumford 12-8). But now, many have noticed how post-industrial capitalism features a new intermingling captured in such expressions as "24/7" and "multi-tasking." Yet, we are only beginning to understand that media are driving a return to the pre-modern where the hour and the space are both ambiguous, available for either work or leisure. This may be the unfortunate side effect of the much vaunted "interactivity." Do you remember the old American TV show Dobie Gillis (1959-63) which featured the character Maynard G. Krebs? He always shuddered at the mention of the four-letter word "work." Now, American television shows makes it a point that everyone works (even if just barely). Seinfeld was a bold exception in featuring the work-free Kramer; a deliberate homage to the 1940s team of Abbott and Costello. Today, as welfare is turned into workfare, The New York Times scolds even the idle rich to adopt the work ethic (Yazigi). The Forms of Broadcast and Digital Media Are Driving the Merger of Work and Leisure More than the Content It is not just the content of television and other media that is undermining the leisured life; it is the social structure within which we use the media. Broadcast advertisements were the first mode/media combinations that began to recolonise free time for the new consumer economy. There had been a previous buildup in the volume and the ubiquity of advertising particularly in billboards and print. However, the attention of the reader to the printed commercial message could not be controlled and measured. Radio was the first to appropriate and measure its audience's time for the purposes of advertising. Nineteenth century media had promoted a middle class lifestyle based on spending money on home to create a refuge from work. Twentieth century broadcasting was now planting commercial messages within that refuge in the sacred moments of repose. Subsequent to broadcast, home video and cable facilitated flexible work by offering entertainment on a 24 hour basis. Finally, the computer, which juxtaposes image/sound/text within a single machine, offers the user the same proto-interactive blend of entertainment and commercial messages that broadcasting pioneered. It also fulfills the earlier promise of interactive TV by allowing us to work and to shop, in all parts of the day and night. We need to theorise this movement. The theory of media as work needs an institutional perspective. Therefore, I begin with Dallas Smythe's blindspot argument, which gave scholarly gravitas to the structural relationship of work and media (263-299). Horkheimer and Adorno had already noticed that capitalism was extending work into free time (137). Dallas Smythe went on to dissect the precise means by which late capitalism was extending work. Smythe restates the Marxist definition of capitalist labour as that human activity which creates exchange value. Then he considered the advertising industry, which currently approaches200 billion in the USA and realised that a great deal of exchange value has been created. The audience is one element of the labour that creates this exchange value. The appropriation of people's time creates advertising value. The time we spend listening to commercials on radio or viewing them on TV can be measured and is the unit of production for the value of advertising. Our viewing time ipso facto has been changed into work time. We may not experience it subjectively as work time although pundits such as Marie Winn and Jerry Mander suggest that TV viewing contributes to the same physical stresses as actual work. Nonetheless, Smythe sees commercial broadcasting as expanding the realm of capitalism into time that was otherwise set aside for private uses. Smythe's essay created a certain degree of excitement among political economists of media. Sut Jhally used Smythe to explain aspects of US broadcast history such as the innovations of William Paley in creating the CBS network (Jhally 70-9). In 1927, as Paley contemplated winning market share from his rival NBC, he realised that selling audience time was far more profitable than selling programs. Therefore, he paid affiliated stations to air his network's programs while NBC was still charging them for the privilege. It was more lucrative to Paley to turn around and sell the stations' guaranteed time to advertisers, than to collect direct payments for supplying programs. NBC switched to his business model within a year. Smythe/Jhally's model explains the superiority of Paley's model and is a historical proof of Smythe's thesis. Nonetheless, many economists and media theorists have responded with a "so what?" to Smythe's thesis that watching TV as work. Everyone knows that the basis of network television is the sale of "eyeballs" to the advertisers. However, Smythe's thesis remains suggestive. Perhaps he arrived at it after working at the U.S. Federal Communications Commission from 1943 to 1948 (Smythe 2). He was part of a team that made one last futile attempt to force radio to embrace public interest programming. This effort failed because the tide of consumerism was too strong. Radio and television were the leading edge of recapturing the home for work, setting the stage for the Internet and a postmodern replication of the cottage industries of pre and proto-industrial worlds. The consequences have been immense. The Depression and the crisis of over-production Cultural studies recognises that social values have shifted from production to consumption (Lash and Urry). The shift has a crystallising moment in the Great Depression of 1929 through 1940. One proposal at the time was to reduce individual work hours in order to create more jobs (see Hunnicut). This proposal of "share the work" was not adopted. From the point of view of the producer, sharing the work would make little difference to productivity. However, from the retailer's perspective each individual worker would accumulate less money to buy products. Overall sales would stagnate or decline. Prominent American economists at the time argued that sharing the work would mean sharing the unemployment. They warned the US government this was a fundamental threat to an economy based on consumption. Only a fully employed laborer could have enough money to buy down the national inventory. In 1932, N. A. Weston told the American Economic Association that: " ...[the labourers'] function in society as a consumer is of equal importance as the part he plays as a producer." (Weston 11). If the defeat of the share the work movement is the negative manifestation of consumerism, then the invasion by broadcast of our leisure time is its positive materialisation. We can trace this understanding by looking at Herbert Hoover. When he was the Secretary of Commerce in 1924 he warned station executives that: "I have never believed that it was possible to advertise through broadcasting without ruining the [radio] industry" (Radio's Big Issue). He had not recognised that broadcast advertising would be qualitatively more powerful for the economy than print advertising. By 1929, Hoover, now President Hoover, approved an economics committee recommendation in the traumatic year of 1929 that leisure time be made "consumable " (Committee on Recent Economic Changes xvi). His administration supported the growth of commercial radio because broadcasting was a new efficient answer to the economists' question of how to motivate consumption. Not so coincidentally network radio became a profitable industry during the great Depression. The economic power that pre-war radio hinted at flourished in the proliferation of post-war television. Advertisers switched their dollars from magazines to TV, causing the demise of such general interest magazines as Life, The Saturday Evening Postet al. Western Europe quickly followed the American broadcasting model. Great Britain was the first, allowing television to advertise the consumer revolution in 1955. Japan and many others started to permit advertising on television. During the era of television, the nature of work changed from manufacturing to servicing (Preston 148-9). Two working parents also became the norm as a greater percentage of the population took salaried employment, mostly women (International Labour Office). Many of the service jobs are to monitor the new global division of labour that allows industrialised nations to consume while emerging nations produce. (Chapter seven of Preston is the most current discussion of the shift of jobs within information economies and between industrialised and emerging nations.) Flexible Time/ Flexible Media Film and television has responded by depicting these shifts. The Mary Tyler Moore Show debuted in September of 1970 (see http://www.transparencynow.com/mary.htm). In this show nurturing and emotional attachments were centered in the work place, not in an actual biological family. It started a trend that continues to this day. However, media representations of the changing nature of work are merely symptomatic of the relationship between media and work. Broadcast advertising has a more causal relationship. As people worked more to buy more, they found that they wanted time-saving media. It is in this time period that the Internet started (1968), that the video cassette recorder was introduced (1975) and that the cable industry grew. Each of these ultimately enhanced the flexibility of work time. The VCR allowed time shifting programs. This is the media answer to the work concept of flexible time. The tired worker can now see her/his favourite TV show according to his/her own flex schedule (Wasser 2001). Cable programming, with its repeats and staggered starting times, also accommodates the new 24/7 work day. These machines, offering greater choice of programming and scheduling, are the first prototypes of interactivity. The Internet goes further in expanding flexible time by adding actual shopping to the vicarious enjoyment of consumerist products on television. The Internet user continues to perform the labour of watching advertising and, in addition, now has the opportunity to do actual work tasks at any time of the day or night. The computer enters the home as an all-purpose machine. Its purchase is motivated by several simultaneous factors. The rhetoric often stresses the recreational and work aspects of the computer in the same breath (Reed 173, Friedrich 16-7). Games drove the early computer programmers to find more "user-friendly" interfaces in order to entice young consumers. Entertainment continues to be the main driving force behind visual and audio improvements. This has been true ever since the introduction of the Apple II, Radio Shack's TRS 80 and Atari 400 personal computers in the 1977-1978 time frame (see http://www.atari-history.com/computers/8bits/400.html). The current ubiquity of colour monitors, and the standard package of speakers with PC computers are strong indications that entertainment and leisure pursuits continue to drive the marketing of computers. However, once the computer is in place in the study or bedroom, its uses fully integrates the user with world of work in both the sense of consuming and creating value. This is a specific instance of what Philip Graham calls the analytical convergence of production, consumption and circulation in hypercapitalism. The streaming video and audio not only captures the action of the game, they lend sensual appeal to the banner advertising and the power point downloads from work. In one regard, the advent of Internet advertising is a regression to the pre-broadcast era. The passive web site ad runs the same risk of being ignored as does print advertising. The measure of a successful web ad is interactivity that most often necessitates a click through on the part of the viewer. Ads often show up on separate windows that necessitate a click from the viewer if only to close down the program. In the words of Bolter and Grusin, click-through advertising is a hypermediation of television. In other words, it makes apparent the transparent relationship television forged between work and leisure. We do not sit passively through Internet advertising, we click to either eliminate them or to go on and buy the advertised products. Just as broadcasting facilitated consumable leisure, new media combines consumable leisure with flexible portable work. The new media landscape has had consequences, although the price of consumable leisure took awhile to become visible. The average work week declined from 1945 to 1982. After that point in the US, it has been edging up, continuously (United States Bureau of Labor Statistics). There is some question whether the computer has improved productivity (Kim), there is little question that the computer is colonising leisure time for multi-tasking. In a population that goes online from home almost twice as much as those who go online from work, almost half use their online time for work based activities other than email. Undoubtedly, email activity would account for even more work time (Horrigan). On the other side of the blur between work and leisure, the Pew Institute estimates that fifty percent use work Internet time for personal pleasure ("Wired Workers"). Media theory has to reengage the problem that Horkheimer/Adorno/Smythe raised. The contemporary problem of leisure is not so much the lack of leisure, but its fractured, non-contemplative, unfulfilling nature. A media critique will demonstrate the contribution of the TV and the Internet to this erosion of free time. References Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge, MA: MIT Press, 2000. Committee on Recent Economic Changes. Recent Economic Changes. Vol. 1. New York: no publisher listed, 1929. Friedrich, Otto. "The Computer Moves In." Time 3 Jan. 1983: 14-24. Graham, Philip. Hypercapitalism: A Political Economy of Informational Idealism. In press for New Media and Society2.2 (2000). Horkheimer, Max, and Theodor W. Adorno. Dialectic of Enlightenment. New York: Continuum Publishing, 1944/1987. Horrigan, John B. "New Internet Users: What They Do Online, What They Don't and Implications for the 'Net's Future." Pew Internet and American Life Project. 25 Sep. 2000. 24 Oct. 2001 <http://www.pewinternet.org/reports/toc.asp?Report=22>. Hunnicutt, Benjamin Kline. Work without End: Abandoning Shorter Hours for the Right to Work. Philadelphia: Temple UP, 1988. International Labour Office. Economically Active Populations: Estimates and Projections 1950-2025. Geneva: ILO, 1995. Jhally, Sut. The Codes of Advertising. New York: St. Martin's Press, 1987. Kim, Jane. "Computers and the Digital Economy." Digital Economy 1999. 8 June 1999. October 24, 2001 <http://www.digitaleconomy.gov/powerpoint/triplett/index.htm>. Lash, Scott, and John Urry. Economies of Signs and Space. London: Sage Publications, 1994. Mander, Jerry. Four Arguments for the Elimination of Television. New York: Morrow Press, 1978. Mumford, Lewis. Technics and Civilization. New York: Harcourt Brace, 1934. Preston, Paschal. Reshaping Communication: Technology, Information and Social Change. London: Sage, 2001. "Radio's Big Issue Who Is to Pay the Artist?" The New York Times 18 May 1924: Section 8, 3. Reed, Lori. "Domesticating the Personal Computer." Critical Studies in Media Communication17 (2000): 159-85. Smythe, Dallas. Counterclockwise: Perspectives on Communication. Boulder, CO: Westview Press, 1993. United States Bureau of Labor Statistics. Unpublished Data from the Current Population Survey. 2001. Wasser, Frederick A. Veni, Vidi, Video: The Hollywood Empire and the VCR. Austin, TX: U of Texas P, 2001. Weston, N.A., T.N. Carver, J.P. Frey, E.H. Johnson, T.R. Snavely and F.D. Tyson. "Shorter Working Time and Unemployment." American Economic Review Supplement 22.1 (March 1932): 8-15. <http://links.jstor.org/sici?sici=0002-8282%28193203%2922%3C8%3ASWTAU%3E2.0.CO%3B2-3>. Winn, Marie. The Plug-in Drug. New York: Viking Press, 1977. "Wired Workers: Who They Are, What They're Doing Online." Pew Internet Life Report 3 Sep. 2000. 24 Oct. 2000 <http://www.pewinternet.org/reports/toc.asp?Report=20>. Yazigi, Monique P. "Shocking Visits to the Real World." The New York Times 21 Feb. 1990. Page unknown. Links http://www.pewinternet.org/reports/toc.asp?Report=20 http://www.pewinternet.org/reports/toc.asp?Report=22 http://www.atari-history.com/computers/8bits/400.html http://www.transparencynow.com/mary.htm http://www.digitaleconomy.gov/powerpoint/triplett/index.htm http://links.jstor.org/sici?sici=0002-8282%28193203%2922%3C8%3ASWTAU%3 E2.0.CO%3B2-3 Citation reference for this article MLA Style Wasser, Frederick. "Media Is Driving Work" M/C: A Journal of Media and Culture 4.5 (2001). [your date of access] < http://www.media-culture.org.au/0111/Wasser.xml >. Chicago Style Wasser, Frederick, "Media Is Driving Work" M/C: A Journal of Media and Culture 4, no. 5 (2001), < http://www.media-culture.org.au/0111/Wasser.xml > ([your date of access]). APA Style Wasser, Frederick. (2001) Media Is Driving Work. M/C: A Journal of Media and Culture 4(5). < http://www.media-culture.org.au/0111/Wasser.xml > ([your date of access]).
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Acland, Charles. „Matinees, Summers and Opening Weekends“. M/C Journal 3, Nr. 1 (01.03.2000). http://dx.doi.org/10.5204/mcj.1824.

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Newspapers and the 7:15 Showing Cinemagoing involves planning. Even in the most impromptu instances, one has to consider meeting places, line-ups and competing responsibilities. One arranges child care, postpones household chores, or rushes to finish meals. One must organise transportation and think about routes, traffic, parking or public transit. And during the course of making plans for a trip to the cinema, whether alone or in the company of others, typically one turns to locate a recent newspaper. Consulting its printed page lets us ascertain locations, a selection of film titles and their corresponding show times. In preparing to feed a cinema craving, we burrow through a newspaper to an entertainment section, finding a tableau of information and promotional appeals. Such sections compile the mini-posters of movie advertisements, with their truncated credits, as well as various reviews and entertainment news. We see names of shopping malls doubling as names of theatres. We read celebrity gossip that may or may not pertain to the film selected for that occasion. We informally rank viewing priorities ranging from essential theatrical experiences to those that can wait for the videotape release. We attempt to assess our own mood and the taste of our filmgoing companions, matching up what we suppose are appropriate selections. Certainly, other media vie to supplant the newspaper's role in cinemagoing; many now access on-line sources and telephone services that offer the crucial details about start times. Nonetheless, as a campaign by the Newspaper Association of America in Variety aimed to remind film marketers, 80% of cinemagoers refer to newspaper listings for times and locations before heading out. The accuracy of that association's statistics notwithstanding, for the moment, the local daily or weekly newspaper has a secure place in the routines of cinematic life. A basic impetus for the newspaper's role is its presentation of a schedule of show times. Whatever the venue -- published, phone or on-line -- it strikes me as especially telling that schedules are part of the ordinariness of cinemagoing. To be sure, there are those who decide what film to see on site. Anecdotally, I have had several people comment recently that they no longer decide what movie to see, but where to see a (any) movie. Regardless, the schedule, coupled with the theatre's location, figures as a point of coordination for travel through community space to a site of film consumption. The choice of show time is governed by countless demands of everyday life. How often has the timing of a film -- not the film itself, the theatre at which it's playing, nor one's financial situation --determined one's attendance? How familiar is the assessment that show times are such that one cannot make it, that the film begins a bit too earlier, that it will run too late for whatever reason, and that other tasks intervene to take precedence? I want to make several observations related to the scheduling of film exhibition. Most generally, it makes manifest that cinemagoing involves an exercise in the application of cinema knowledge -- that is, minute, everyday facilities and familiarities that help orchestrate the ordinariness of cultural life. Such knowledge informs what Michel de Certeau characterises as "the procedures of everyday creativity" (xiv). Far from random, the unexceptional decisions and actions involved with cinemagoing bear an ordering and a predictability. Novelty in audience activity appears, but it is alongside fairly exact expectations about the event. The schedule of start times is essential to the routinisation of filmgoing. Displaying a Fordist logic of streamlining commodity distribution and the time management of consumption, audiences circulate through a machine that shapes their constituency, providing a set time for seating, departure, snack purchases and socialising. Even with the staggered times offered by multiplex cinemas, schedules still lay down a fixed template around which other activities have to be arrayed by the patron. As audiences move to and through the theatre, the schedule endeavours to regulate practice, making us the subjects of a temporal grid, a city context, a cinema space, as well as of the film itself. To be sure, one can arrive late and leave early, confounding the schedule's disciplining force. Most importantly, with or without such forms of evasion, it channels the actions of audiences in ways that consideration of the gaze cannot address. Taking account of the scheduling of cinema culture, and its implication of adjunct procedures of everyday life, points to dimensions of subjectivity neglected by dominant theories of spectatorship. To be the subject of a cinema schedule is to understand one assemblage of the parameters of everyday creativity. It would be foolish to see cinema audiences as cattle, herded and processed alone, in some crude Gustave LeBon fashion. It would be equally foolish not to recognise the manner in which film distribution and exhibition operates precisely by constructing images of the activity of people as demographic clusters and generalised cultural consumers. The ordinary tactics of filmgoing are supplemental to, and run alongside, a set of industrial structures and practices. While there is a correlation between a culture industry's imagined audience and the life that ensues around its offerings, we cannot neglect that, as attention to film scheduling alerts us, audiences are subjects of an institutional apparatus, brought into being for the reproduction of an industrial edifice. Streamline Audiences In this, film is no different from any culture industry. Film exhibition and distribution relies on an understanding of both the market and the product or service being sold at any given point in time. Operations respond to economic conditions, competing companies, and alternative activities. Economic rationality in this strategic process, however, only explains so much. This is especially true for an industry that must continually predict, and arguably give shape to, the "mood" and predilections of disparate and distant audiences. Producers, distributors and exhibitors assess which films will "work", to whom they will be marketed, as well as establish the very terms of success. Without a doubt, much of the film industry's attentions act to reduce this uncertainty; here, one need only think of the various forms of textual continuity (genre films, star performances, etc.) and the economies of mass advertising as ways to ensure box office receipts. Yet, at the core of the operations of film exhibition remains a number of flexible assumptions about audience activity, taste and desire. These assumptions emerge from a variety of sources to form a brand of temporary industry "commonsense", and as such are harbingers of an industrial logic. Ien Ang has usefully pursued this view in her comparative analysis of three national television structures and their operating assumptions about audiences. Broadcasters streamline and discipline audiences as part of their organisational procedures, with the consequence of shaping ideas about consumers as well as assuring the reproduction of the industrial structure itself. She writes, "institutional knowledge is driven toward making the audience visible in such a way that it helps the institutions to increase their power to get their relationship with the audience under control, and this can only be done by symbolically constructing 'television audience' as an objectified category of others that can be controlled, that is, contained in the interest of a predetermined institutional goal" (7). Ang demonstrates, in particular, how various industrially sanctioned programming strategies (programme strips, "hammocking" new shows between successful ones, and counter-programming to a competitor's strengths) and modes of audience measurement grow out of, and invariably support, those institutional goals. And, most crucially, her approach is not an effort to ascertain the empirical certainty of "actual" audiences; instead, it charts the discursive terrain in which the abstract concept of audience becomes material for the continuation of industry practices. Ang's work tenders special insight to film culture. In fact, television scholarship has taken full advantage of exploring the routine nature of that medium, the best of which deploys its findings to lay bare configurations of power in domestic contexts. One aspect has been television time and schedules. For example, David Morley points to the role of television in structuring everyday life, discussing a range of research that emphasises the temporal dimension. Alerting us to the non- necessary determination of television's temporal structure, he comments that we "need to maintain a sensitivity to these micro-levels of division and differentiation while we attend to the macro-questions of the media's own role in the social structuring of time" (265). As such, the negotiation of temporal structures implies that schedules are not monolithic impositions of order. Indeed, as Morley puts it, they "must be seen as both entering into already constructed, historically specific divisions of space and time, and also as transforming those pre-existing division" (266). Television's temporal grid has been address by others as well. Paddy Scannell characterises scheduling and continuity techniques, which link programmes, as a standardisation of use, making radio and television predictable, 'user friendly' media (9). John Caughie refers to the organization of flow as a way to talk about the national particularities of British and American television (49-50). All, while making their own contributions, appeal to a detailing of viewing context as part of any study of audience, consumption or experience; uncovering the practices of television programmers as they attempt to apprehend and create viewing conditions for their audiences is a first step in this detailing. Why has a similar conceptual framework not been applied with the same rigour to film? Certainly the history of film and television's association with different, at times divergent, disciplinary formations helps us appreciate such theoretical disparities. I would like to mention one less conspicuous explanation. It occurs to me that one frequently sees a collapse in the distinction between the everyday and the domestic; in much scholarship, the latter term appears as a powerful trope of the former. The consequence has been the absenting of a myriad of other -- if you will, non-domestic -- manifestations of everyday-ness, unfortunately encouraging a rather literal understanding of the everyday. The impression is that the abstractions of the everyday are reduced to daily occurrences. Simply put, my minor appeal is for the extension of this vein of television scholarship to out-of-home technologies and cultural forms, that is, other sites and locations of the everyday. In so doing, we pay attention to extra-textual structures of cinematic life; other regimes of knowledge, power, subjectivity and practice appear. Film audiences require a discussion about the ordinary, the calculated and the casual practices of cinematic engagement. Such a discussion would chart institutional knowledge, identifying operating strategies and recognising the creativity and multidimensionality of cinemagoing. What are the discursive parameters in which the film industry imagines cinema audiences? What are the related implications for the structures in which the practice of cinemagoing occurs? Vectors of Exhibition Time One set of those structures of audience and industry practice involves the temporal dimension of film exhibition. In what follows, I want to speculate on three vectors of the temporality of cinema spaces (meaning that I will not address issues of diegetic time). Note further that my observations emerge from a close study of industrial discourse in the U.S. and Canada. I would be interested to hear how they are manifest in other continental contexts. First, the running times of films encourage turnovers of the audience during the course of a single day at each screen. The special event of lengthy anomalies has helped mark the epic, and the historic, from standard fare. As discussed above, show times coordinate cinemagoing and regulate leisure time. Knowing the codes of screenings means participating in an extension of the industrial model of labour and service management. Running times incorporate more texts than the feature presentation alone. Besides the history of double features, there are now advertisements, trailers for coming attractions, trailers for films now playing in neighbouring auditoriums, promotional shorts demonstrating new sound systems, public service announcements, reminders to turn off cell phones and pagers, and the exhibitor's own signature clips. A growing focal point for filmgoing, these introductory texts received a boost in 1990, when the Motion Picture Association of America changed its standards for the length of trailers, boosting it from 90 seconds to a full two minutes (Brookman). This intertextuality needs to be supplemented by a consideration of inter- media appeals. For example, advertisements for television began appearing in theatres in the 1990s. And many lobbies of multiplex cinemas now offer a range of media forms, including video previews, magazines, arcades and virtual reality games. Implied here is that motion pictures are not the only media audiences experience in cinemas and that there is an explicit attempt to integrate a cinema's texts with those at other sites and locations. Thus, an exhibitor's schedule accommodates an intertextual strip, offering a limited parallel to Raymond Williams's concept of "flow", which he characterised by stating -- quite erroneously -- "in all communication systems before broadcasting the essential items were discrete" (86-7). Certainly, the flow between trailers, advertisements and feature presentations is not identical to that of the endless, ongoing text of television. There are not the same possibilities for "interruption" that Williams emphasises with respect to broadcasting flow. Further, in theatrical exhibition, there is an end-time, a time at which there is a public acknowledgement of the completion of the projected performance, one that necessitates vacating the cinema. This end-time is a moment at which the "rental" of the space has come due; and it harkens a return to the street, to the negotiation of city space, to modes of public transit and the mobile privatisation of cars. Nonetheless, a schedule constructs a temporal boundary in which audiences encounter a range of texts and media in what might be seen as limited flow. Second, the ephemerality of audiences -- moving to the cinema, consuming its texts, then passing the seat on to someone else -- is matched by the ephemerality of the features themselves. Distributors' demand for increasing numbers of screens necessary for massive, saturation openings has meant that films now replace one another more rapidly than in the past. Films that may have run for months now expect weeks, with fewer exceptions. Wider openings and shorter runs have created a cinemagoing culture characterised by flux. The acceleration of the turnover of films has been made possible by the expansion of various secondary markets for distribution, most importantly videotape, splintering where we might find audiences and multiplying viewing contexts. Speeding up the popular in this fashion means that the influence of individual texts can only be truly gauged via cross-media scrutiny. Short theatrical runs are not axiomatically designed for cinemagoers anymore; they can also be intended to attract the attention of video renters, purchasers and retailers. Independent video distributors, especially, "view theatrical release as a marketing expense, not a profit center" (Hindes & Roman 16). In this respect, we might think of such theatrical runs as "trailers" or "loss leaders" for the video release, with selected locations for a film's release potentially providing visibility, even prestige, in certain city markets or neighbourhoods. Distributors are able to count on some promotion through popular consumer- guide reviews, usually accompanying theatrical release as opposed to the passing critical attention given to video release. Consequently, this shapes the kinds of uses an assessment of the current cinema is put to; acknowledging that new releases function as a resource for cinema knowledge highlights the way audiences choose between and determine big screen and small screen films. Taken in this manner, popular audiences see the current cinema as largely a rough catalogue to future cultural consumption. Third, motion picture release is part of the structure of memories and activities over the course of a year. New films appear in an informal and ever-fluctuating structure of seasons. The concepts of summer movies and Christmas films, or the opening weekends that are marked by a holiday, sets up a fit between cinemagoing and other activities -- family gatherings, celebrations, etc. Further, this fit is presumably resonant for both the industry and popular audiences alike, though certainly for different reasons. The concentration of new films around visible holiday periods results in a temporally defined dearth of cinemas; an inordinate focus upon three periods in the year in the U.S. and Canada -- the last weekend in May, June/July/August and December -- creates seasonal shortages of screens (Rice-Barker 20). In fact, the boom in theatre construction through the latter half of the 1990s was, in part, to deal with those short-term shortages and not some year-round inadequate seating. Configurations of releasing colour a calendar with the tactical manoeuvres of distributors and exhibitors. Releasing provides a particular shape to the "current cinema", a term I employ to refer to a temporally designated slate of cinematic texts characterised most prominently by their newness. Television arranges programmes to capitalise on flow, to carry forward audiences and to counter-programme competitors' simultaneous offerings. Similarly, distributors jostle with each other, with their films and with certain key dates, for the limited weekends available, hoping to match a competitor's film intended for one audience with one intended for another. Industry reporter Leonard Klady sketched some of the contemporary truisms of releasing based upon the experience of 1997. He remarks upon the success of moving Liar, Liar (Tom Shadyac, 1997) to a March opening and the early May openings of Austin Powers: International Man of Mystery (Jay Roach, 1997) and Breakdown (Jonathan Mostow, 1997), generally seen as not desirable times of the year for premieres. He cautions against opening two films the same weekend, and thus competing with yourself, using the example of Fox's Soul Food (George Tillman, Jr., 1997) and The Edge (Lee Tamahori, 1997). While distributors seek out weekends clear of films that would threaten to overshadow their own, Klady points to the exception of two hits opening on the same date of December 19, 1997 -- Tomorrow Never Dies (Roger Spottiswoode, 1997) and Titanic (James Cameron, 1997). Though but a single opinion, Klady's observations are a peek into a conventional strain of strategising among distributors and exhibitors. Such planning for the timing and appearance of films is akin to the programming decisions of network executives. And I would hazard to say that digital cinema, reportedly -- though unlikely -- just on the horizon and in which texts will be beamed to cinemas via satellite rather than circulated in prints, will only augment this comparison; releasing will become that much more like programming, or at least will be conceptualised as such. To summarize, the first vector of exhibition temporality is the scheduling and running time; the second is the theatrical run; the third is the idea of seasons and the "programming" of openings. These are just some of the forces streamlining filmgoers; the temporal structuring of screenings, runs and film seasons provides a material contour to the abstraction of audience. Here, what I have delineated are components of an industrial logic about popular and public entertainment, one that offers a certain controlled knowledge about and for cinemagoing audiences. Shifting Conceptual Frameworks A note of caution is in order. I emphatically resist an interpretation that we are witnessing the becoming-film of television and the becoming-tv of film. Underneath the "inversion" argument is a weak brand of technological determinism, as though each asserts its own essential qualities. Such a pat declaration seems more in line with the mythos of convergence, and its quasi-Darwinian "natural" collapse of technologies. Instead, my point here is quite the opposite, that there is nothing essential or unique about the scheduling or flow of television; indeed, one does not have to look far to find examples of less schedule-dependent television. What I want to highlight is that application of any term of distinction -- event/flow, gaze/glance, public/private, and so on -- has more to do with our thinking, with the core discursive arrangements that have made film and television, and their audiences, available to us as knowable and different. So, using empirical evidence to slide one term over to the other is a strategy intended to supplement and destabilise the manner in which we draw conclusions, and even pose questions, of each. What this proposes is, again following the contributions of Ien Ang, that we need to see cinemagoing in its institutional formation, rather than some stable technological, textual or experiential apparatus. The activity is not only a function of a constraining industrial practice or of wildly creative patrons, but of a complex inter-determination between the two. Cinemagoing is an organisational entity harbouring, reviving and constituting knowledge and commonsense about film commodities, audiences and everyday life. An event of cinema begins well before the dimming of an auditorium's lights. The moment a newspaper is consulted, with its local representation of an internationally circulating current cinema, its listings belie a scheduling, an orderliness, to the possible projections in a given location. As audiences are formed as subjects of the current cinema, we are also agents in the continuation of a set of institutions as well. References Ang, Ien. Desperately Seeking the Audience. New York: Routledge, 1991. Brookman, Faye. "Trailers: The Big Business of Drawing Crowds." Variety 13 June 1990: 48. Caughie, John. "Playing at Being American: Games and Tactics." Logics of Television: Essays in Cultural Criticism. Ed. Patricia Mellencamp. Bloomington: Indiana UP, 1990. De Certeau, Michel. The Practice of Everyday Life. Trans. Steve Rendall. Berkeley: U of California P, 1984. Hindes, Andrew, and Monica Roman. "Video Titles Do Pitstops on Screens." Variety 16-22 Sep. 1996: 11+. Klady, Leonard. "Hitting and Missing the Market: Studios Show Savvy -- or Just Luck -- with Pic Release Strategies." Variety 19-25 Jan. 1998: 18. Morley, David. Television, Audiences and Cultural Studies. New York: Routledge, 1992. Newspaper Association of America. "Before They See It Here..." Advertisement. Variety 22-28 Nov. 1999: 38. Rice-Barker, Leo. "Industry Banks on New Technology, Expanded Slates." Playback 6 May 1996: 19-20. Scannell, Paddy. Radio, Television and Modern Life. Oxford: Blackwell, 1996. Williams, Raymond. Television: Technology and Cultural Form. New York: Schocken, 1975. Citation reference for this article MLA style: Charles Acland. "Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects." M/C: A Journal of Media and Culture 3.1 (2000). [your date of access] <http://www.uq.edu.au/mc/0003/cinema.php>. Chicago style: Charles Acland, "Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects," M/C: A Journal of Media and Culture 3, no. 1 (2000), <http://www.uq.edu.au/mc/0003/cinema.php> ([your date of access]). APA style: Charles Acland. (2000) Matinees, Summers and Opening Weekends: Cinemagoing Audiences as Institutional Subjects. M/C: A Journal of Media and Culture 3(1). <http://www.uq.edu.au/mc/0003/cinema.php> ([your date of access]).
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Holland, Travis, und Beck Wise. „Platform Rhetoric and Fan Labour as the Building Blocks of <em>LEGO Ideas</em>“. M/C Journal 26, Nr. 3 (27.06.2023). http://dx.doi.org/10.5204/mcj.2946.

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Introduction The LEGO Group is a multinational toy manufacturer headquartered in Billund, Denmark, with interests in videogames, television, and film, in addition to toys. Their primary product consists of plastic building blocks with thousands of variations in dozens of colours, purchasable either in sets with instructions to create particular designs, or as assorted boxes for more creative freeform building; sets have a multitude of “themes”, including in-house labels such as ‘Bionicles’ and ‘Ninjago’, ‘city’ sets, and products based on popular intellectual property from film, television, videogames, and even organisations such as NASA. Different sets and themes are targeted at different audience segments, including adults and children by age group. The company announced in 2021 that it would aim to ensure its “products and marketing are accessible to all and free of gender bias” (LEGO Group, “Girls”). The LEGO Group and its various products attract active and engaged fans. LEGO bricks allow users to create designs limited only by their imagination and their ability to acquire sufficient parts. Though initially and perhaps primarily a children’s toy, LEGO has over the past few decades attracted a substantial adult audience, often referred to as Adult Fans of LEGO (AFOLs) who function as brand ambassadors, consumers, and co-creators (Jennings 222). The toy’s creative affordances have allowed AFOLs to establish numerous fan conventions and events at which they display their designs. In addition to unofficial fan activity such as conventions, LEGO has shown an interest in direct economic engagement with fans of their products. This is evidenced by their 2021 purchase of a large after-market LEGO reselling marketplace, Bricklink (LEGO Group, “LEGO Group Acquires”), and the establishment of the LEGO Ideas platform, which is the subject of this article. Such efforts might be viewed in light of Busse’s warning that there is “danger to fan culture [from] the co-optation and colonization of fan creations, interactions, and space” (Busse 112). This article investigates the LEGO Group’s relationship to adult fan labour through the notion of ‘platform rhetoric’, by which we mean the way in which the LEGO Ideas platform, and specifically the LEGO Ideas Guidelines (LEGO Group, “Product Idea”), hereafter “Guidelines”, create an infrastructure for structuring the relationship between fan designers and the company. The platform harnesses the labour of both adult fan designers and other site users to generate new and successful products for the LEGO Group. In doing so, it offers a tantalising case study of how this toy is positioned at the intersection of creativity, transnational data flows, and global economic activity. While the LEGO Ideas platform and Guidelines are not the only space in which LEGO and their fans negotiate such matters, as shown by other examples already mentioned, the platform’s public nature and its intersection with other aspects of participatory online media offer a valuable case study for understanding platform rhetorics and the way they can structure interactions between fans and brands. About LEGO Ideas LEGO Ideas was established in 2008 as a collaboration between the LEGO Group and a Japanese company as a crowdsourcing platform called LEGO CUUSOO. It was relaunched as LEGO Ideas in 2014 (LEGO Group, “LEGO History”). Crowdsourcing is an “online, distributed problem-solving and production model” (Brabham 75) that became popular from about 2006 as a new approach to generating product ideas. It is a process in which “the crowd was co-opted” (Ghezzi et al. 344) and where “products designed by the crowd become the property of companies, who turn large profits off from this crowd labor” (Brabham 76). Ideas appears part of a broader reset for LEGO that occurred as the Internet came to occupy increasing prominence in social and commercial life. Hatch and Shultz (596) observe that in contrast to previous strategies for the company, by the early 2000s “consumer and company alike were now using the Internet as both the platform and a channel for brand engagement”. In line with this trend, the Ideas platform invites fan designers to submit ideas for new LEGO products which then pass through a series of filters before reaching a stage at which the company considers them for production, including multiple stages of public voting. After reaching the final stage of fan voting, potential products are assessed by the LEGO Group on a range of factors. Each of these stages is laid out in the Guidelines, along with authorship arrangements: successful designers receive “1% of the total net sales of the product … 10 complimentary copies of your LEGO Ideas set [and] Credit and bio in set materials as the LEGO Ideas set creator”. Ideas capitalises on the cultures of creation and co-creation that Nancy Jennings has identified as central to AFOL communities, although her work focusses on the Lego Ambassador Program and LEGO Group AFOL Engagement Department (238). The LEGO Ideas Website can be described as a platform, a “digital, socio-technical system that create[s] relationships between different entities” (Lee). When self-applied by the entity, the term platform has a political purpose to simplify or obfuscate “tensions … between user-generated and commercially-produced content, between cultivating community and serving up advertising, between intervening in the delivery of content and remaining neutral” (Gillespie 348). In applying the term ‘platform’ to LEGO Ideas, we are making similar political claims that it occupies a tension-filled role between users (including those who submit designs) and the commercial interests of the LEGO Group. Plantin et al. suggest something of a convergence between platform and infrastructure studies, especially when addressing “new digital objects” (293). The platform also serves a role in collecting large amounts of data for LEGO, which can be understood as equivalent to the advertising initiatives of other platforms. It is certainly not a neutral carrier of content, as our analysis of the Guidelines will show. The affordances of the LEGO Ideas platform engage both fans who actively produce fan products in the form of designs and photographs submitted to the site, but also “nonproductive fans [who] can participate in fandom's gift economy through their engagement with the fruits of fannish labor” (Turk). Such engagement takes the form of participating in the voting systems, commenting upon the designs, and generating engagement through social media. This is a capturing of consumer labour in much the same way envisioned by Toffler (cited in Bruns) in the notion of a ‘prosumer’: “Producer and consumer, divorced by the industrial revolution, are reunited in the cycle of wealth creation, with the customer contributing not just the money but market and design information vital for the production process”. The ecosystem of participation also extends beyond the platform itself as the Guidelines explicitly specify that a user may “promote as you wish online”. Fan designer Brent Waller, creator of two successful LEGO Ideas sets, commented in an interview that you need to actively promote it via outside avenues – forums, websites, Facebook, Twitter etc. This is particularly important if your project is based on existing [sic] license or intellectual property. If that is the case then you need to reach out to those external fan bases who may not be huge LEGO fans but may be a fan of the project you’ve submitted and would love to see it come to life in LEGO form. (Ong, “Interview with Brent Waller”) As such, submitters tend to use social media and other Internet platforms to generate votes, further extending the complexity of interactions between user creativity, the toy company and their economic interests, and the flow of user-generated information across Internet platforms. LEGO Ideas Guidelines as Rhetorical Infrastructure While we have characterised LEGO Ideas as a platform, it is not an open social media platform but instead has tightly controlled submission procedures. Each submission to LEGO Ideas must incorporate several required elements outlined in the Guidelines and be approved by platform staff prior to publication. This is the first in a series of processes by which LEGO Ideas operates to shape the products which are published through it. These are rhetorical infrastructures, “not just containers for composition but systems of support that structure the compositions they generate in an active way” (Pilsch 8). Accepting the distinction between platforms and infrastructure in terms of digital objects discussed by Plantin et al., we are distinguishing between LEGO Ideas as a platform and the LEGO Ideas guidelines as an infrastructural element which shapes how the platform operates. Whereas infrastructure studies has “focused on analyzing essential, widely shared sociotechnical systems” (Plantin et al., 294), the Guidelines serve that purpose only within the Ideas platform for the purposes of this case study. There are similarities in this conception of rhetorical infrastructure and terms such as ‘affordance’, which similarly seek to describe the way in which artifacts embed “mechanisms and conditions [which] create a scaffold through which artifacts request, demand, allow, encourage, discourage, and refuse” (Davis and Chouinard 246, original emphasis). The notion of “rhetorical infrastructure” is distinctive in capturing the functional and relational work done by networks of documents, artifacts, activities, and procedures that underpin action within a given environment (Read 12); within technical communication, there is a particular emphasis on the rhetorical infrastructure of “invisible documents” such as documentation and standards – forms of writing that serve a vital regulatory function but which are often invisible until they fail (Frith 406). Understanding the LEGO Ideas Guidelines as rhetorical infrastructure allows us to excavate how this document works behind the scenes to shape user action and standardise outputs within a platform that ostensibly privileges free play and creativity, but actually transforms these into valuable intellectual property for the LEGO Group. The Guidelines function as a translational infrastructure to incorporate fan labour directly into the LEGO ecosystem. The Guidelines serve their regulatory function in part by outlining in plain terms, both textually and visually, what content will and will not be accepted as a submission to the site. The Guidelines specify that Ideas must be: “single, stand-alone LEGO products”; “a maximum of 3000 pieces”; “must focus on a single concept”; and not based “on a licensed property we currently sell”. Platform users must be older than 13 years of age, and any submitter younger than 18 must have written approval from their caregiver. In this way, LEGO further orients the Ideas platform toward the putative AFOL, and submitted Ideas, in our review, likewise tend to be targeted toward older builders. Additionally, the Guidelines prohibit any commercial activity related to submitted Ideas, although they do permit sharing of “photos and building instructions free of charge”. These are the basic substantive rules by which staff approve submissions to be posted to (or remain on) the platform, though further aesthetic and legal conditions are outlined elsewhere in the Guidelines. Following initial approval, concepts published on LEGO Ideas must achieve a series of voting milestones in which other users of the platform show their ‘support’ – 100 supporters in the first 60 days, 1,000 supporters in the next year, and so on – a process which generates substantial amounts of user data for LEGO. Ultimately, projects have just over two years to attain the figure of 10,000 supporters that triggers the “expert review” phase of the Ideas selection process. Such voting is a form of collective knowledge generation; within the context of a workplace, Majchrzak et al. describe this practice as “metavoicing … adding metaknowledge to the content that is already online” (41). It is also a substantial source of market data. Assuming at least some supporters of each successful project have selected their time zone and filled in other details, the submission of these votes under the LEGO Ideas guidelines demonstrates potential market interest for the projects and other data points of economic interest to the toymaker. Additionally, LEGO Ideas places at least eight ‘cookies’ on Web browsers used to access the site. This process also generates a substantial potential data pool (Bennett; Englehardt et al.). In addition to generating data for LEGO, achieving milestones motivates submitters to continue promoting their idea and thus drives traffic to the platform. Blog posts published on the LEGO Ideas site demonstrate that the 10,000 vote milestone in particular generates substantial excitement for the fan designers. For example, in one such post Peter (user SoGenius106), who submitted an Idea based on television program The Office, notes that this project hit 10k about 8 days before it was set to expire, this is what really made me nervous, knowing that this project was so close to 10K but had little time to get there. (Kamila9) Similarly, Sam (user KaijuBuildz) expressed excitement at reaching the 10,000-supporter milestone: it took a while, around 16 months to be precise. But the feeling when it finally DID hit that magic 5-digit number felt incredible, though it did take some time to truly sink in. (fergushart) Like Waller, quoted earlier, both fan designers noted that using social media platforms outside of Ideas was important to their success. But Sam / KajuiBuildz also credited the platform’s affordances and userbase, suggesting: “word of mouth through the supporters of the project itself was a big help for sure” (fergushart). Such extension across platforms demonstrates “the logic of self-branding – of carefully curated self-promotion – [which] is a fact of social media life, for everyday users and cultural workers alike” (Duffy and Pooley 8). While the LEGO Ideas platform shapes production of submitted projects, the Guidelines also structure the relationship between fan designers and the LEGO Group after any successful voting period. Any Idea that reaches the 10,000-supporter milestone is reviewed by a ‘review board’ of “designers, product managers, and other key team members”; if an Idea is selected for production, “professional LEGO designers take over” (LEGO Group, “Product”). In practice, a number of fan designers document collaborating with professional designers in some capacity. For example, Motorised Lighthouse designer Sandro Quattrini said he was able to express ideas “in our very first meeting” (Ong, “Interview with the LEGO Ideas Design Team”), while the designer of the Typewriter set stated: “I was really made to feel a part of the team” (Huw). In this case, the published document sets a term of engagement that may or may not be reflected in the actual practice of creating a LEGO set following a successful Ideas submission. It therefore establishes the framework through which the decision to interact or not with the designer is left in the hands of LEGO staff assigned to the project. Guidelines for Social Action This points to the dual role of the Guidelines: the document is at once procedural, laying out the steps required of platform users, and social, shaping the ways that users of the platform engage with the Ideas published there and with the LEGO Group. It’s common for technical documents such as guidelines and instructions to be characterised as formulaic, mechanical tools for dictating practice, what Walwema and Butts refer to as “grey genres” (Butts and Walwema 15); in practice, however, such genres both shape users’ actions and position them as members of a community with shared interests and values. This positioning happens in both informal and formal guidelines – for example, Ledbetter’s study of user-generated instructional content in YouTube beauty communities has demonstrated how video tutorials begin from users’ shared interests (here, in makeup techniques) and then build fan-user communities that share specialist vocabularies, social interactions, and value-led behaviours (Ledbetter). Within institutions, codes of conduct are a well-defined and stable genre, yet operate in a complex, unstable nexus of procedural, ethical, and legal contexts; they are simultaneously internal policy documents (setting out standards of behaviour for organisation members), public ethical statements (published as part of an organisation’s commitment to ethical frameworks, emphasising principles and values over actions), and deployed or deployable in legal contexts to shield corporations. As Sam Dragga notes, codes of conduct typically adopt a legislative approach and are composed as “guidelines and regulations”, even where they use language and syntax – like “we” statements – designed to look more like commitments than regulations. These documents position users as subject to the institution’s values, “implying that the individual is without power because all power comes from the regulating corporation” (Dragga 7), rather than as collaborators in them. The LEGO Ideas Guidelines likewise operate to require alignment of user actions with brand values to ensure that fan labour can be successfully monetised at all stages of the Ideas process, from initial visits to the platform right through to commercial production of fan designs. This expectation is codified in the Guidelines’ “Acceptable Content” section: “in order for us to be able to consider your product idea, it must fit with our brand values and guidelines … following these guidelines is the surest recipe to see that your work is approved for LEGO Ideas”. Those values, however, are only implicit in the list of concrete themes and attributes that “do not fit”, including nudity, modern warfare, human-scale weapons, and racism. The Guidelines are explicitly directive, with a hard demarcation between LEGO and its fans: the document refers to “we” the LEGO Group and “you” the user, and bans fan designers from using any version of the brand logo, even an approximation so abstract as “a red square”, lest their submission be misconstrued as LEGO-endorsed. This exclusion occurs even as in-house terminology like “LEGO Fan designer” and “professional LEGO designer” or “LEGO Set designer” establishes an overlap between the labour of fans and employees – one reinforced by the showcasing of those fan designers who do participate in some co-design with LEGO’s professional team when their Idea goes into production. Conclusion The LEGO Ideas platform is presented as a channel for fans and designers to use their existing passion and creativity productively, for their own financial benefit and for the (considerably larger) economic benefit of the company. Adult designers using the platform do so only in alignment within the operation of a set of Guidelines that constrain and guide their decisions in a way perceived to be an appropriate reflection of the LEGO brand. Like other online platforms with social features, the Ideas platform is a commercial infrastructure in which community is shaped, rather than a community infrastructure. The success of the platform has also impacted on the wider toy industry, with other toy companies introducing Ideas-like platforms, such as Mattel’s ‘Creations’. In turn, the platform and its users intersect with other participatory Internet platforms such as social network sites where they promote their Ideas to garner the magical 10,000 supporters needed to progress to the next step. Further engagement with broader notions of digital infrastructure and platforms, especially on the terms described by Plantin et al., would offer fruitful insights into both the wider LEGO operation and LEGO Ideas specifically. Throughout the process, LEGO collects massive amounts of user data from both participating fan designers and other users of the site through both technical means and social signals. Such data is of additional value when combined with other LEGO user accounts such as purchase history, and potentially also with information about users (buyers and sellers) on the Bricklink site. This offers a potentially vast amount of signals about purchase, browsing, and interest among both existing and prospective LEGO customers, and could again be part of a larger study of the company’s corporate strategies. The Guidelines shape the entirety of this interactive space, creating the infrastructure in which different forms of knowledge and cultural capital operate, and rhetorical action occurs. Successful Ideas have captured a social Zeitgeist to gather the required number of supporters, while also ensuring they closely align with the LEGO brand guidelines. LEGO staff participating in the process bring their own institutional perspective to the designs, taking over where required but also consulting the submitting fan designers in a number of cases. On this point, the Guidelines offer ambiguity, allowing the LEGO Group discretion over the final shape of interaction between designers of different status. All of these examples demonstrate the rhetorical infrastructure of the LEGO Ideas platform and its Guidelines. As a key interactive space between the LEGO Group and its adult fan community, the underpinning expertise, documentation, networks of information and individuals, and complex data flows clearly demonstrate the ways that toys can intersect with other social and economic structures. References Bennett, Colin. “Cookies, Web Bugs, Webcams and Cue Cats: Patterns of Surveillance on the World Wide Web”. Ethics and Information Technology 3.3 (Sep. 2001): 195–208. Brabham, Daren. “Crowdsourcing as a Model for Problem Solving: An Introduction and Cases”. Convergence 14.1 (2008): 75–90. Bruns, Axel. “From Prosumption to Produsage.” Handbook on the Digital Creative Economy. Eds. Ruth Towse and Christian Handke. Cheltenham: Edward Elgar, 2013. 67–78. Busse, Kristina. “Fan Labor and Feminism: Capitalizing on the Fannish Labor of Love.” Cinema Journal 54.3 (2015): 110–115. Butts, Jimmy, and Josephine Walwema. “Rhetorical Hedonism and Gray Genres.” Communication Design Quarterly 9.2 (2021): 15–26. Davis, Jenny, and James Chouinard. “Theorizing Affordances: From Request to Refuse.” Bulletin of Science, Technology & Society 36.4 (2017): 241–248. Dragga, Sam. “Cooperation or Compliance: Building Dialogic Codes of Conduct.” Technical Communication 58.1 (2011): 4–18. Duffy, Brooke, and Jefferson Pooley. “‘Facebook for Academics’: The Convergence of Self-Branding and Social Media Logic on Academia.edu.” Social Media + Society 3.1 (2017): 1-11. Englehardt, Steven, et al. “Cookies That Give You Away: The Surveillance Implications of Web Tracking”. Proceedings of the 24th International Conference on World Wide Web. International World Wide Web Conferences Steering Committee, 2015. 289–299. fergushart. “10K Club Interview: Thomas the Tank Engine by KaijuBuildz.” LEGO Ideas, 26 Jan. 2023. 17 June 2023 <https://ideas.lego.com/blogs/a4ae09b6-0d4c-4307-9da8-3ee9f3d368d6/post/10c90709-c7d4-49a9-889e-e02b85f738af>. Frith, Jordan. “Technical Standards and a Theory of Writing as Infrastructure.” Written Communication 37.3 (2020): 401–427. Ghezzi, Antonio, et al. “Crowdsourcing: A Review and Suggestions for Future Research.” International Journal of Management Reviews 20.2 (2018): 343–363. Gillespie, Tarleton. “The Politics of ‘Platforms’.” New Media & Society 12.3 (2010): 347–364. Huw. “Interview with Steve Guinness, Fan Designer of 21327 Typewriter.” Brickset.com, 16 June 2021. 17 June 2023 <https://brickset.com/article/59966/interview-with-steve-guinness-fan-designer-of-21327-typewriter>. Jennings, Nancy A. “‘It’s All about the Brick’: Mobilizing Adult Fans of LEGO.” Cultural Studies of LEGO: More than Just Bricks. Eds. Rebecca Hains and Sharon Mazzarella. Cham: Springer, 2019. 221–43. Kamila9. “10k Club Interview: Peter, Creator of The Office”. LEGO Ideas, 27 July 2021. 17 June 2023 <https://ideas.lego.com/blogs/a4ae09b6-0d4c-4307-9da8-3ee9f3d368d6/post/95be3083-8145-418f-841b-59e2b245a288>. Ledbetter, Lehua. “The Rhetorical Work of YouTube’s Beauty Community: Relationship- and Identity-Building in User-Created Procedural Discourse.” Technical Communication Quarterly 27.4 (2018): 287–299. Lee, Ashlin. “In the Shadow of Platforms: Challenges and Opportunities for the Shadow of Hierarchy in the Age of Platforms and Datafication.” M/C Journal 24.2 (2021). 17 June 2023 <https://doi.org/10.5204/mcj.2750>. LEGO Group. “Girls Are Ready to Overcome Gender Norms But Society Continues to Enforce Biases That Hamper Their Creative Potential.” LEGO.com, 11 Oct. 2021. 17 June 2023 <https://www.lego.com/en-id/aboutus/news/2021/september/lego-ready-for-girls-campaign>. ———. “LEGO History: LEGO Ideas.” LEGO.com, 2022. 17 June 2023 <https://www.lego.com/en-us/history/articles/j-lego-ideas>. ———. “Product Idea Guidelines.” LEGO Ideas, 4 Oct. 2022. 17 June 2023 <https://ideas.lego.com/guidelines>. ———. “The LEGO Group Acquires BrickLink, the World’s Largest Online LEGO® Fan Community and Marketplace to Strengthen Ties with Adult Fans.” LEGO.com, 26 Nov. 2019. 17 June 2023 <https://www.lego.com/en-us/aboutus /news/2019/november/lego-bricklink>. Majchrzak, Ann, et al. “The Contradictory Influence of Social Media Affordances on Online Communal Knowledge Sharing.” Journal of Computer-Mediated Communication 19.1 (2013): 38–55. Mattel. Mattel Creations, 2023. 14 June 2023 <https://creations.mattel.com>. Ong, Jay. “An Interview with Brent Waller, Australian Designer of LEGO 21108 Ghostbusters.” Jay’s Brick Blog, 21 May 2014. 17 June 2023 <https://jaysbrickblog.com/interviews/brent-waller-interview-lego-ghostbusters>. ———. “Interview with the LEGO Ideas Design Team and Fan Designer of 21335 Motorised Lighthouse.” Jay’s Brick Blog, 5 Sep. 2022. 17 June 2023 <https://jaysbrickblog.com/news/lego-21335-motorised-lighthouse-design-team-interview>. Pilsch, Andrew. “Events in Flux: Software Architecture, Detractio, and the Rhetorical Infrastructure of Facebook”. Computers and Composition 57 (2020): 1–13. Plantin, Jean-Christophe, et al. “Infrastructure Studies Meet Platform Studies in the Age of Google and Facebook.” New Media & Society 20.1 (2018): 293–310. Read, Sarah. “The Infrastructural Function: A Relational Theory of Infrastructure for Writing Studies.” Journal of Business and Technical Communication 33.3 (2019): 233–267. Schultz, Majken, and Mary Jo Hatch. “Toward a Theory of Brand Co-Creation with Implications for Brand Governance.” Journal of Brand Management 17.8 (2010): 590–604. Turk, Tisha. “Fan Work: Labor, Worth, and Participation in Fandom’s Gift Economy.” Transformative Works and Cultures 15 (2014). 17 June 2023 <https://doi.org/10.3983/twc.2014.0518>.
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5

Hands, Joss. „Device Consciousness and Collective Volition“. M/C Journal 16, Nr. 6 (06.11.2013). http://dx.doi.org/10.5204/mcj.724.

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The article will explore the augmentation of cognition with the affordances of mobile micro-blogging apps, specifically the most developed of these: Twitter. It will ask whether this is enabling new kinds of on-the-fly collective cognition, and in particular what will be referred to as ‘collective volition.’ It will approach this with an address to Bernard Stiegler’s concept of grammatisation, which he defines as as, “the history of the exteriorization of memory in all its forms: nervous and cerebral memory, corporeal and muscular memory, biogenetic memory” (New Critique 33). This will be explored in particular with reference to the human relation with the time of protention, that is an orientation to the future in the lived moment. The argument is that there is a new relation to technology, as a result of the increased velocity, multiplicity and ubiquity of micro-communications. As such this essay will serve as a speculative hypothesis, laying the groundwork for further research. The Context of Social Media The proliferation of social media, and especially its rapid shift onto diverse platforms, in particular to ‘apps’—that is dedicated software platforms available through multiple devices such as tablet computers and smart phones—has meant a pervasive and intensive form of communication has developed. The fact that these media are also generally highly mobile, always connected and operate though very sophisticated interfaces designed for maximum ease of use mean that, at least for a significant number of users, social media has become a constant accompaniment to everyday life—a permanently unfolding self-narrative. It is against this background that multiple and often highly contradictory claims are being made about the effect of such media on cognition and group dynamics. We have seen claims for the birth of the smart mob (Rheingold) that opens up the realm of decisive action to multiple individuals and group dynamics, something akin to that which operates during moments of shared attention. For example, in the London riots of 2011 the use of Blackberry messenger was apportioned a major role in the way mobs moved around the city, where they gathered and who turned up. Likewise in the Arab Spring there was significant speculation about the role of Twitter as a medium for mass organisation and collective action. Why such possibilities are mooted is clear in the basic affordances of the particular social media in question, and the devices through which these software platforms operate. In the case of Twitter it is clear that simplicity of its interface as well as its brevity and speed are the most important affordances. The ease of the interface, the specificity of the action—of tweeting or scrolling though a feed—is easy. The limitation of messages at 140 characters ensures that nothing takes more than a small bite of attention and that it is possible, and routine, to process many messages and to communicate with multiple interlocutors, if not simultaneously then in far faster succession that is possible in previous applications or technologies. This produces a form of distributed attention, casting a wide zone of social awareness, in which the brains of Twitter users process, and are able to respond to, the perspectives of others almost instantly. Of course the speed of the feed that, beyond a relatively small number of followed accounts, means it becomes impossible to see anything but fragments. This fragmentary character is also intensified by the inevitable limitation of the number of accounts being followed by any one user. In fact we can add a third factor of intensification to this when we consider the migration of social media into mobile smart phone apps using simple icons and even simpler interfaces, configured for ease of use on the move. Such design produces an even greater distribution of attention and temporal fragmentation, interspersed as they are with multiple everyday activities. Mnemotechnology: Spatial and Temporal Flux Attending to a Twitter feed thus places the user into an immediate relationship to the aggregate of the just passed and the passing through, a proximate moment of shared expression, but also one that is placed in a cultural short term memory. As such Twitter is thus a mnemotechnology par-excellence, in that it augments human memory, but in a very particular way. Its short termness distributes memory across and between users as much, if not more, than it does extend memory through time. While most recent media forms also enfold their own recording and temporal extension—print media, archived in libraries; film and television in video archives; sound and music in libraries—tweeting is closer to the form of face to face speech, in that while it is to an extent grammatised into the Twitter feed its temporal extension is far more ambiguous. With Twitter, while there is some cerebral/linguistic memory extension—over say a few minutes in a particular feed, or a number of days if a tweet is given a hash tag—beyond this short-term extension any further access becomes a question of paying for access (after a few days hash tags cease to be searchable, with large archives of tweets being available only at a monetary cost). The luxury of long-term memory is available only to those that can afford it. Grammatisation in Stiegler’s account tends to the solidifying extension of expression into material forms of greater duration, forming what he calls the pharmakon, that is an external object, which is both poison and cure. Stiegler employs Donald Winnicott’s concept of the transitional object as the first of such objects in the path to adulthood, that is the thing—be it blanket, teddy or so forth—that allows the transition from total dependency on a parent to separation and autonomy. In that sense the object is what allows for the transition to adulthood, but within which lies the danger of excessive attachment, dependency and is "destructive of autonomy and trust" (Stiegler, On Pharmacology 3). Writing, or hypomnesis, that is artificial memory, is also such a pharmakon, in as much as it operates as a salve; it allows cultural memory to be extended and shared, but also according to Plato it decays autonomy of thought, but in fact—taking his lead from Derrida—Stiegler tells us that “while Plato opposes autonomy and heteronomy, they in fact constantly compose” (2). The digital pharmakon, according to Stiegler, is the extension of this logic to the entire field of the human body, including in cognitive capitalism wherein "those economic actors who are without knowledge because they are without memory" (35). This is the essence of contemporary proletarianisation, extended into the realm of consumption, in which savour vivre, knowing how to live, is forgotten. In many ways we can see Twitter as a clear example of such a proletarianisation process, as hypomnesis, with its derivation of hypnosis; an empty circulation. This echoes Jodi Dean’s description of the flow of communicative capitalism as simply drive (Dean) in which messages circulate without ever getting where they are meant to go. Yet against this perhaps there is a gain, even in Stiegler’s own thought, as to the therapeutic or individuating elements of this process and within the extension of Tweets from an immediately bounded, but extensible and arbitrary distributed network, provides a still novel form of mediation that connects brains together; but going beyond the standard hyper-dyadic spread that is characteristic of viruses or memes. This spread happens in such a way that the expressed thoughts of others can circulate and mutate—loop—around in observable forms, for example in the form of replies, designation of favourite, as RTs (retweets) and in modified forms as MTs (modified tweets), followed by further iterations, and so on. So it is that the Twitter feeds of clusters of individuals inevitably start to show regularity in who tweets, and given the tendency of accounts to focus on certain issues, and for those with an interest in those issues to likewise follow each other, then we have groups of accounts/individuals intersecting with each other, re-tweeting and commenting on each other–forming clusters of shared opinion. The issue at stake here goes beyond the question of the evolution of such clusters at that level of linguistic exchange as, what might be otherwise called movements, or counter-publics, or issue networks—but that speed produces a more elemental effect on coordination. It is the speed of Twitter that creates an imperative to respond quickly and to assimilate vast amounts of information, to sort the agreeable from the disagreeable, divide that which should be ignored from that which should be responded to, and indeed that which calls to be acted upon. Alongside Twitter’s limited memory, its pharmacological ‘beneficial’ element entails the possibility that responses go beyond a purely linguistic or discursive interlocution towards a protection of ‘brain-share’. That is, to put it bluntly, the moment of knowing what others will think before they think it, what they will say before they say it and what they will do before they do it. This opens a capacity for action underpinned by confidence in a solidarity to come. We have seen this in numerous examples, in the actions of UK Uncut and other such groups and movements around the world, most significantly as the multi-media augmented movements that clustered in Tahrir Square, Zuccotti Park and beyond. Protention, Premediation, and Augmented Volition The concept of the somatic marker plays an important role in enabling this speed up. Antonio Damasio argues that somatic markers are emotional memories that are layered into our brains as desires and preferences, in response to external stimuli they become embedded in our unconscious brain and are triggered by particular situations or events. They produce a capacity to make decisions, to act in ways that our deliberate decision making is not aware of; given the pace of response that is needed for many decisions this is a basic necessity. The example of tennis players is often used in this context, wherein the time needed to process and react consciously to a serve is in excess of the processing time the conscious brain requires; that is there is at least a 0.5 second gap between the brain receiving a stimulus and the conscious mind registering and reacting to it. What this means is that elements of the brain are acting in advance of conscious volition—we preempt our volitions with the already inscribed emotional, or affective layer, protending beyond the immanent into the virtual. However, protention is still, according to Stiegler, a fundamental element of consciousness—it pushes forward into the brain’s awareness of continuity, contributing to its affective reactions, rooted in projection and risk. This aspect of protention therefore is a contributing element of volition as it rises into consciousness. Volition is the active conscious aspect of willing, and as such requires an act of protention to underpin it. Thus the element of protention, as Stiegler describes it, is inscribed in the flow of the Twitter feed, but also and more importantly, is written into the cognitive process that proceeds and frames it. But beyond this even is the affective and emotional element. This allows us to think then of the Twitter-brain assemblage to be something more than just a mechanism, a tool or simply a medium in the linear sense of the term, but something closer to a device—or a dispositif as defined by Michel Foucault (194) and developed by Giorgio Agamben. A dispositif gathers together, orders and processes, but also augments. Maurizio Lazzarato uses the term, explaining that: The machines for crystallizing or modulating time are dispositifs capable of intervening in the event, in the cooperation between brains, through the modulation of the forces engaged therein, thereby becoming preconditions for every process of constitution of whatever subjectivity. Consequently the process comes to resemble a harmonization of waves, a polyphony. (186) This is an excellent framework to consolidate the place of Twitter as just such a dispositif. In the first instance the place of Twitter in “crystallizing or modulating” time is reflected in its grammatisation of the immediate into a circuit that reframes the present moment in a series of ripples and echoes, and which resonates in the protentions of the followers and followed. This organising of thoughts and affections in a temporal multiplicity crosscuts events, to the extent that the event is conceived as something new that enters the world. So it is that the permanent process of sharing, narrating and modulating, changes the shape of events from pinpointed moments of impact into flat plains, or membranes, that intersect with the mental events. The brain-share, or what can be called a ‘brane’ of brains, unfolds both spatially and temporally, but within the limits already defined. This ‘brane’ of brains can be understood in Lazzarato’s terms precisely as a “harmonization of waves, a polyphony.” The dispositif produces this, in the first instance, modulated consciousness—this is not to say this is an exclusive form of consciousness—part of a distributed condition that provides for a cooperation between brains, the multifarious looping mentioned above, that in its protentions forms a harmony, which is a volition. It is therefore clear that this technological change needs to be understood together with notions such as ‘noopolitics’ and ‘neuropolitics’. Maurizio Lazzarato captures very well the notion of a noopolitics when he tells us that “We could say that noopolitics commands and reorganizes the other power relations because it operates at the most deterritorialized level (the virtuality of the action between brains)” (187). However, the danger here is well-defined in the writings of Stiegler, when he explains that: When technologically exteriorized, memory can become the object of sociopolitical and biopolitical controls through the economic investments of social organizations, which thereby rearrange psychic organizations through the intermediary of mnenotechnical organs, among which must be counted machine-tools. (New Critique 33) Here again, we find a proletarianisation, in which gestures, knowledge, how to, become—in the medium and long term—separated from the bodies and brains of workers and turned into mechanisms that make them forget. There is therefore a real possibility that the short term resonance and collective volition becomes a distorted and heightened state, with a rather unpalatable after-effect, in which the memories remain only as commodified digital data. The question is whether Twitter remembers it for us, thinks it for us and as such also, in its dislocations and short termism, obliterates it? A scenario wherein general intellect is reduced to a state of always already forgetting. The proletarian, we read in Gilbert Simondon, is a disindividuated worker, a labourer whose knowledge has passed into the machine in such a way that it is no longer the worker who is individuated through bearing tools and putting them into practice. Rather, the labourer serves the machine-tool, and it is the latter that has become the technical individual. (Stiegler, New Critique 37) Again, this pharmacological character is apparent—Stiegler says ‘the Internet is a pharmakon’ blurring both ‘distributed’ and ‘deep’ attention (Crogan 166). It is a marketing tool par-excellence, and here its capacity to generate protention operates to create not only a collective ‘volition’ but a more coercive collective disposition or tendency, that is the unconscious wiling or affective reflex. This is something more akin to what Richard Grusin refers to as premediation. In premediation the future has already happened, not in the sense that it has already actually happened but such is the preclusion of paths of possibility that cannot be conceived otherwise. Proletarianisation operates in this way through the app, writing in this mode is not as thoughtful exchange between skilled interlocutors, but as habitual respondents to a standard set of pre-digested codes (in the sense of both programming and natural language) ready to hand to be slotted into place. Here the role of the somatic marker is predicated on the layering of ideology, in its full sense, into the brain’s micro-level trained reflexes. In that regard there is a proletarianisation of the prosumer, the idealised figure of the Web 2.0 discourse. However, it needs to be reiterated that this is not the final say on the matter, that where there is volition, and in particular collective volition, there is also the possibility of a reactivated general will: a longer term common consciousness in the sense of class consciousness. Therefore the general claim being made here is that by taking hold of this device consciousness, and transforming it into an active collective volition we stand the best chance of finding “a political will capable of moving away from the economico-political complex of consumption so as to enter into the complex of a new type of investment, or in other words in an investment in common desire” (Stiegler, New Critique 6). In its most simplistic form this requires a new political economy of commoning, wherein micro-blogging services contribute to a broader augmented volition that is not captured within communicative capitalism, coded to turn volition into capital, but rather towards a device consciousness as common desire. Needless to say it is only possible here to propose such an aim as a possible path, but one that is surely worthy of further investigation. References Agamben, Giorgio. What Is an Apparatus? Palo Alto: Stanford University Press, 2009. Crogan, Patrick. “Knowledge, Care, and Transindividuation: An Interview with Bernard Stiegler.” Cultural Politics 6.2 (2010): 157-170. Damasio, Antonio. Self Comes to Mind. London: Heinemann, 2010. Dean, Jodi. Blog Theory. Cambridge: Polity Press, 2010. Foucault, Michel. “The Confession of the Flesh.” Power/Knowledge Selected Interviews and Other Writings. Ed. Colin Gordon. New York: Pantheon. 1980. Grusin, Richard. Pre-mediation. Basingstoke: Palgrave, 2011. Lazzarato, Maurizio. “Life and the Living in the Societies of Control.” Deleuze and the Social. Eds. Martin Fuglsang and Meier Sorensen Bent. Edinburgh: Edinburgh University Press, 2006. Rheingold, Howard. Smart Mobs. Cambridge, Mass.: Perseus Books, 2002. Stiegler, Bernard. For a New Critique of Political Economy. Cambridge: Polity Press, 2010. ———. What Makes Life Worth Living: On Pharmacology. Cambridge: Polity Press, 2013.
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Dissertationen zum Thema "Flux vidéo codés"

1

Allouche, Mohamed. „Video tracking for marketing applications“. Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAS033.

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Au cours des dernières décennies, la production et la consommation de vidéos ont considérablement augmenté et il est communément admis que 80 % du trafic Internet est constitué de vidéos. Dans ce cadre, les vidéos de marketing sont encore dominées par le contenu payant (c'est-à-dire le contenu créé par l'annonceur qui paie un annonceur pour distribuer ce contenu). Cependant, le contenu vidéo organique progresse lentement mais sûrement. Le terme « contenu organique » fait référence à un contenu dont la création et/ou la distribution n'est pas payante. Dans la plupart des cas, il s'agit d'un contenu créé par l'utilisateur avec une valeur publicitaire implicite, ou d'un contenu publicitaire distribué par un utilisateur sur un réseau social. En pratique, un tel contenu est directement produit par les appareils de l'utilisateur dans un format compressé (par exemple AVC - Advanced Video Coding, HEVC - High efficiency Video Coding ou VVC - Versatile Video Coding) et est souvent partagé par d'autres utilisateurs, sur le même réseau social ou sur des réseaux sociaux différents, créant ainsi une chaîne virtuelle de distribution qui est étudiée par les experts en marketing.Une telle application peut être modélisée par au moins deux cadres scientifiques différents, à savoir la blockchain et l'empreinte (fingerprinting) vidéo. D'une part, si l'on considère d'abord les problèmes de distribution, la blockchain semble être une solution attrayante, car elle prévoit une solution sécurisée, décentralisée et transparente pour suivre les changements de tout actif numérique. Alors que la blockchain a déjà prouvé son efficacité dans une grande variété d'applications de distribution de contenu, ses applications liées au multimédia restent rares et soulèvent des contradictions conceptuelles entre les ressources de calcul/stockage strictement limitées disponibles dans la blockchain et la grande quantité de données représentant le contenu vidéo ainsi que les opérations complexes que le traitement vidéo exige. D'autre part, si l'on considère d'abord les questions relatives au contenu multimédia, chaque étape de la distribution peut être considérée comme une opération de quasi-doublonnage. Ainsi, le suivi d'une vidéo organique peut être assuré par l'empreinte vidéo qui regroupe les efforts de recherche consacrés à l'identification des versions dupliquées et/ou répliquées d'une séquence vidéo donnée dans un ensemble de données vidéo de référence. Alors que le suivi du contenu vidéo dans le domaine non compressé est un domaine de recherche riche, l'empreinte vidéo dans le domaine compressé est encore sous-explorée.La présente thèse étudie la possibilité de tracer un contenu vidéo compressé publicitaire, dans le contexte de sa propagation spontanée et incontrôlée dans un réseau distribué :• le suivi vidéo au moyen de solutions basées sur la blockchain, malgré la grande quantité de données et les exigences de calcul des applications vidéo, a priori incompatibles avec les solutions blockchain actuelles• le fingerprinting vidéo dans le domaine compressé, même si la compression vidéo est censée exclure la redondance visuelle qui permet de retrouver le contenu vidéo.• les synergies applicatives entre la blockchain et le fingerprinting vidéo.Les principaux résultats consistent en la conception, la spécification et la mise en œuvre de :• COLLATE - une architecture de répartition de charge on-chain off-chain, qui permet d'étendre de manière abstraite les ressources informatiques, de stockage et logicielles intimement limitées de n'importe quelle blockchain par des ressources informatiques à usage général ;• COMMON - Compressed dOMain Marketing videO fiNgerprinting, démontrant la possibilité de modéliser des empreintes vidéo compressées dans un cadre d'apprentissage profond• BIDDING - BlockchaIn-baseD viDeo fINgerprintinG, un pipeline de traitement de bout en bout pour coupler l'empreinte vidéo à la solution d'équilibrage de charge de la blockchain
The last decades have seen video production and consumption rise significantly: TV/cinematography, social networking, digital marketing, and video surveillance incrementally and cumulatively turned video content into the predilection type of data to be exchanged, stored, and processed. It is thus commonly considered that 80% of the Internet traffic is video, and intensive and holistic efforts for devising lossy video compression solutions are carried out to reach the trade-off between video data size and their visual quality.Under this framework, marketing videos are still dominated by the paid content (that is, content created by the advertiser that pays an announcer for distributing that content). Yet, organic video content is slowly but surely advancing. In a nutshell, the term organic content refers to a content whose creation and/or distribution is not paid. In most cases, it is a user-created content with implicit advertising value, or some advertising content distributed by a user on a social network. In practice, such a content is directly produced by the user devices in compressed format (e.g. the AVC - Advanced Video Coding, HEVC - High efficiency Video Coding or VVC - Versatile Video Coding) and is often shared by other users, on the same or on different social networks, thus creating a virtual chain distribution that is studied by marketing experts.Such an application can be modeled by at least two different scientific methodological and technical frameworks, namely blockchain and video fingerprinting. On the one hand, should we first consider the distribution issues, blockchain seems an appealing solution, as it makes provisions for a secure, decentralized, and transparent solution to track changes of any digital asset. While blockchain already proved its effectiveness in a large variety of content distribution applications, its multimedia related applications stay scarce and rise conceptual contradictions between the strictly limited computing/storage resources available in blockchain and the large amount of data representing the video content as well as the complex operations video processing requires. On the other hand, should we first consider the multimedia content issues, each step of distribution can be considered as a near duplication operation. Thus, the tracking of organic video can be ensured by video fingerprinting that regroups research efforts devoted to identifying duplicated and/or replicated versions of a given video sequence in a reference video dataset. While tracking video content in uncompressed domain is a rich research field, compressed domain video fingerprinting is still underexplored.The present thesis studies the possibility of tracking advertising compressed video content, in the context of its uncontrolled, spontaneous propagation into a distributed network:• video tracking by means of blockchain-based solutions, despite the large amount of data and the computation requirements of video applications, a priori incompatible with nowadays blockchain solutions• effective compressed domain video fingerprinting, even though video compression is supposed to exclude the very visual redundancy that allows video content to be retrieved.• applicative synergies between blockchain and fingerprinting frameworks.The main results consist in the conception, specification and implementation of:• COLLATE, an on-Chain Off-chain Load baLancing ArchiTecturE, thus making it possible for the intimately constrained computing, storage and software resources of any blockchain to be abstractly extended by general-purpose computing machine resources;• COMMON - Compressed dOMain Marketing videO fiNgerprinting, demonstrating the possibility of modelling compressed modeling video fingerprint under deep learning framework• BIDDING - BlockchaIn-baseD viDeo fINgerprintinG, an end-to-end processing pipeline for coupling compressed domain video fingerprinting to the blockchain load balancing solution
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Ramon, Marie. „Schéma de protection systématique à scalabilité fréquentielle d'un flux vidéo compressé basé sur le codage de Wyner-Ziv“. Valenciennes, 2007. http://ged.univ-valenciennes.fr/nuxeo/site/esupversions/d95c253d-c4bd-4d07-a10d-86992462eea5.

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Les fournisseurs d’accès Internet proposent aujourd’hui des offres « quadruple play » (services Internet, TVIP éventuellement en Haute Définition, vidéo à la demande et services mobiles) qui reflètent la convergence actuelle des différents réseaux de diffusion. Les transmissions vidéo numériques doivent s’adapter à des ressources de plus en plus hétérogènes en termes de réseau et de récépteur. Typiquement, les flux vidéo sont transmis sous forme de paquets dont la perte a des conséquences extrèmement dommageables sur la qualité vidéo reconstruite. Il est donc nécessaire de développer des nouvelles solutions de transmission flexibles et résistantes aux erreurs. Nous présentons dans le cadre de cette thèse un système original de protection systématique d’une transmission vidéo basé sur une scalabilité fréquentielle. La scalabilité fréquentielle permet d’accéder à une version basse résolution spatiale de la vidéo à moindre complexité. Elle présente également l’avantage de faciliter l’adaptation du format d’affichage de la séquence vidéo à l’hétérogèneité des récepteurs. Le système proposé adjoint une description basse résolution de la séquence, obtenue par codage de Wyner-Ziv, au flux principal. Au décodeur, ce flux est utilisé pour reconstruire sans erreur une version de résolution spatiale inférieure des zones de l’image corrompues. En diminuant la résolution spatiale du flux adjacent, on peut augmenter la capacité corrective du système proposé sans augmenter le débit dédié à la protection. La qualité de la séquence vidéo diffusée évolue graduellement en fonction des conditions de transmission, sans nécessiter un codage par couches. De plus notre système est parfaitement compatible avec les systèmes de diffusion existants. Un modèle analytique a été développé afin d’estimer la distorsion due à la transmission et les paramètres optimaux du système proposé (capacité corrective et résolution protégée). Des motifs de pertes de paquets corrélées issus de simulations et de mesures réelles lors d’une transmission 802. 11g (WiFi) ont été utilisés. Les performances de la protection ont été évaluées en termes de résistance aux erreurs et qualité vidéo reconstruite. Finalement, les résultats analytiques et expérimentaux du système mettent en évidence la supériorité de la solution proposée par rapport à une protection classique
Internet providers currently propose « quaduple play » services (Internet services, IPTV optionnally in high definition, video on demand, mobile services) which illustrate nowadays convergence between different broadcasting networks. Digital video transmissions have to adapt increasingly heterogenous ressources concerning network and reception devices. Typically, video streams are formated into packets which loss has extremely damaging consequences on reconstructed video quality. It is necessary to find a new flexible error resilient transmission solution. We present an original systematic error protection scheme for video transmission based on frequency scalability. Frequency scalability allows to reduce a sequence saptial resolution with low complexity. It also eases the adaptation of the video sequence display format to heterogeneous receivers. In this scheme, a reduced spatial resolution description of the sequence obtained using Wyner-Ziv coding is transmitted jointly with the main video stream. At the decoder side, the side stream is used to ensure reconstruction of the low spatial resolution version, which is substituted to the corrupted main stream parts. By lowering the side stream resolution, a higher corrective capacity can be achieved at the same protection bit rate. The video sequence quality degrades gracefully with worsening error conditions, without requiring layered coding. Moreover the proposed systeme is fully backward compatible. An analytical model has been developped to estimate the transmission distorsion, which allowed us to derive the optimal system parameters (corrective capacity and protected resolution). Correlated loss patterns from simulations and 802. 11g transmission measurements have been used. Performances of our scheme have been evaluated upon robustness to packet loss and reconstructed video quality. Finally, analytical and experimental results put in relief the superiority of the proposed solution compared to a classical protection
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Hénocq, Xavier. „Contrôle d'erreur pour transmission de flux vidéo temps réel sur réseaux de paquets hétérogènes et variant dans le temps“. Rennes 1, 2002. http://www.theses.fr/2002REN10020.

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Cette thèse s'inscrit dans la problématique de la transmission point à point et multipoint d'applications de visioconférence sur réseau de paquets. Notre objectif est de définir des mécanismes capables d'assurer une qualité de service convenable à ces applications malgré les problèmes de pertes de paquets et de délais de transmission caractérisant ce type de réseau. Une premier mécanisme de contrôle d'erreur basé FEC compatible avec le standard H263+ est proposé. Ce mécanisme s'appuie sur un algorithme d'optimisation débit-distorsion des débits source et canal. Cette optimisation prend en compte le canal par l'intermédiaire d'une métrique de distorsion incorporant la distorsion de codage de source et la distorsion de canal modélisées par un processus de Elliot-Gilbert. Ce mécanisme conduisant à une protection inégale des images, un format de transport adapté aux données inégalement protégées est proposé. Nous étendons ensuite le mécanisme ainsi développé au codage hiérarchique standard. Par la suite, le mécanisme précédent est inséré dans un schéma de régulation de débit multicouche adapté au contexte multipoint hétérogène. Cette régulation s'appuie sur une représentation concise de l'état du réseau fourni par un mécanisme d'agrégation des rapports des récepteurs et se fait suivant un critère d'optimisation de la qualité perçue par l'ensemble des récepteurs. Les temps de latence induits par les FEC et l'interdépendance des différents niveaux de scalabilité sont deux limitations majeures des méthodes précédemment envisagées pouvant être évitées par les techniques de codage par description multiples étudiées dans la seconde partie de cette thèse. Une méthode basée sur des expansions de signal sur base de fonctions redondantes (frame expansion) est envisagée. Nous faisons un parallèle entre les frame expansions et les codes correcteurs définis dans le domaine des réels. Enfin, nous proposons un schéma de codage vidéo par description multiples.
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Nguyen, Hang. „Décodage source-canal conjoint utilisant la sémantique source pour la transmission robuste de flux vidéo sur liens mobiles“. Paris 11, 2005. http://www.theses.fr/2005PA112182.

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La degradation de qualite video transmise sur liens mobiles est liee a l'utilisation des codes a longueur variable (clv) et la methode de decodage utilisant la propriete du prefixe. Peu de travaux existent sur la semantique complete propre aux donnees video et sur l'analyse & la quantification de ces redondances residuelles. Une methode originale est proposee ici pour analyser et quantifier ces redondances residuelles sources: celles due a la structure des clv et a la semantique des donnees video. Nous montrons que la redondance residuelle dans les donnees video compressees reste significative; et qu'en utilisant la semantique des donnees et la structure des clv, la redondance exploitable par le decodage est bien plus importante que la redondance due a l'exploitation seule de la structure des clv. De meme, moins de redondance residuelle peut etre exploitee si la semantique source n'est utilisee que partiellement. Ce resultat mene a la proposition d'un nouveau decodeur de clv capable d'exploiter toutes les proprietes de la source. Ce decodeur delivre une solution a decision dure et optimale au sens du maximum de vraisemblance (mv), ainsi qu'une solution a decision souple et optimale au sens du maximum a posteriori (map). Un systeme de decodage iteratif source-canal conjoint a ete conÇu ameliorant significativement les performances. Comme pour les turbo-codes, le decodage iteratif source-canal conjoint permet d'ameliorer considerablement les performances de correction d'erreurs du decodage. Ainsi, nous avons montre que la redondance residuelle source contribue effectivement a corriger des erreurs, exactement comme la redondance ajoutee par un codage canal
The loss of video quality due to transmission over wireless channels is related to the use of variable length codes (vlc) and the prefix-based decoding methods. The redundancy remaining in compressed video data has been analyzed and evaluated. Two types of residual redundancy have been evidenced: the redundancy due to the structure of the code (vlc syntax) and the redundancy due to the source constraints on the semantics of the sequence (vlc semantics). A tool has been provided for computing these two types of residual redundancy. Numerical application has demonstrated that significant residual source redundancy still exists in the compressed video data. It is shown that the quantity of redundancy due to both vlc syntax and source constraints is much higher than that due only to vlc syntax. Redundancy induced by both run & last constraints is more important than redundancy induced by only the last constraint. Thus, further source constraints induce further residual source redundancy which can be exploited to improve the decoding performance. We proposed a new vlc decoder which can deliver both ml optimum hard-output and map optimum soft-output solutions. This decoder can exploit both the vlc syntax and the vlc semantics due to source constraints. Significant decoding performances have been obtained. An iterative joint source-channel decoding scheme is proposed for improving the decoding performance. Hence, the proposed vlc source decoding has the same behaviour as a channel decoding: the relationship between the residual redundancy and the error correction performance, the improvement by iterations between soft-decision quantities similarly to the case of turbo-codes
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Konferenzberichte zum Thema "Flux vidéo codés"

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Hurlburt, Evan T., Helene A. Krenitsky und Richard C. Bauer. „A Near-Wall Interfacial Area Concentration Model to Predict Departure From Nucleate Boiling Critical Heat Flux Based on High Speed Video From Boiling Water Flows“. In ASME 2009 Heat Transfer Summer Conference collocated with the InterPACK09 and 3rd Energy Sustainability Conferences. ASMEDC, 2009. http://dx.doi.org/10.1115/ht2009-88514.

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In nucleate boiling as the heat flux from the wall to the fluid is increased the heat transfer coefficient initially increases. At a sufficiently high heat flux called the critical heat flux (CHF) the heat transfer mechanism suddenly becomes less effective resulting in a rapid jump in wall temperature. In bubbly subcooled (or near-subcooled) conditions the CHF mechanism is referred to as departure from nucleate boiling. Departure from nucleate boiling (DNB) refers to the transition from nucleate boiling where liquid contacts the wall to film boiling in which a vapor layer contacts the wall. Various hypotheses have been used in modeling and predicting CHF. High speed video images of boiling water flows taken at Bettis Laboratory at the critical heat flux visually captured sufficient evidence of the DNB mechanism that improved insight into DNB modeling may be possible. This paper summarizes high speed video image analysis and the development of a new DNB critical heat flux model based on the image analysis findings. Using short window averages of image data, a significant increase in transmitted light intensity is seen near the wall just prior to CHF. The increase suggests that at CHF there is a transient reduction in the interfacial area concentration, ai, or bubble number density near the wall. This is believed to be the result of a sudden increase in bubble coalescence rates near the wall. The increase in coalescence rates results in a reduction in the interfacial area concentration causing it to reach a maximum at CHF. This near-wall maximum in ai at CHF under flow boiling conditions is consistent with recent pool boiling data in the literature. The image based observations motivated development of an interfacial area based CHF model to predict the maximum in the interfacial area concentration at CHF. The model predicts that a critical nucleation site density or a near-wall critical void fraction can be used as a DNB CHF criterion. This is a valuable simplification that can be directly implemented in three-dimensional thermal hydraulic codes. The critical nucleation site density result was used as an input to a simple wall heat transfer partition model to predict the critical heat flux. The model relies on correlation based estimates for the superheat temperature, bubble departure diameter, and bubble departure frequency. Model predictions are compared to CHF values taken from Groeneveld’s 2006 CHF look-up table.
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Strickland, W. S., Mark Anderson und Dov Dover. „Blast-Resistant Window Concepts“. In ASME 2003 Pressure Vessels and Piping Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/pvp2003-1831.

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Terrorist bombs threaten American civilians and military personnel both at home and abroad. Analysis of data from previous terror attacks indicates the largest number of injuries result from projected glass shards from shattered windows and facades. Three key issues have led to increased interest in new window materials, as well as changes in building design codes: (1) actual terror attacks; (2) the threat of future terror attacks; and (3) monetary losses due to hurricanes. New protective products include a wide variation of films and laminated glasses for retrofit / replacement. Air Force Research Laboratory (AFRL) research has shown that these protective films will reduce the fragmentation of the enclosed glass. However, protective films that are not anchored will not provide retention of the film/glass system under the severe blast loadings expected from terror bombs. The paper introduces the Flex window, a patent-pending blast-resistant window developed at AFRL, along with key design concepts. In addition, the paper presents results from actual blast tests of the Flex window. Tabular data and photo-documentation is used to illustrate the ability of the Flex window to handle blast pressures a full order of magnitude greater than the typical commercial “blast proof” window. New AFRL methods for modeling both exterior and interior loading functions are presented. In addition, possible response modes are discussed, based on observations of high-speed video recordings.
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