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Sheng, Xushan, Tiantian Mo und Xinyue Zhou. „The Moderating Role of Age in the Effect of Video Playback Speed on Urgency Perception in the Context of Climate Change“. Sustainability 14, Nr. 14 (21.07.2022): 8923. http://dx.doi.org/10.3390/su14148923.

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Urgency perception plays a vital role in addressing the issue of climate change. However, little is known about how to promote the perceived urgency of climate change and its potential influence on proenvironmental intention and behavior. This research focuses on a potentially significant but less studied factor in video communication: video playback speed. The current research explores the effectiveness of video playback speed as a subtle behavioral nudge to influence urgency perception and proenvironmental response in the context of climate change. We conducted two survey-embedded experiments in which participants watched a climate change video playing at either normal or fast speed and then completed measurements. Data were collected first in an undergraduate sample (n = 75) and then in a general population sample (n = 300) and analyzed using Mann–Whitney U tests, chi-squared tests, and moderation analysis in SPSS. The results reveal that a fast playback speed of climate change video decreases the perceived urgency of climate change for younger consumers, not for older consumers. However, video playback speed does not influence proenvironmental intention and behavior. These findings enhance understanding of when video playback speed affects urgency perception and proenvironmental tendency, and provide valuable insights for climate change communication.
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Audira, Gilbert, Ting-Wei Hsu, Kelvin H. C. Chen, Jong-Chin Huang, Ming-Der Lin, Tzong-Rong Ger und Chung-Der Hsiao. „A Fast and Cost-Effective (FACE) Instrument Setting to Construct Focus-Extended Images“. Inventions 7, Nr. 4 (29.11.2022): 110. http://dx.doi.org/10.3390/inventions7040110.

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Image stacking is a crucial method for micro or macro photography. It captures images at different focal planes and then merges them into a single, all-in-focus image with extended focus. This method has been extensively used for digital documentation by scientists working at museums or research institutions. However, the traditional image stacking method relies on expensive instruments to conduct precise image stacking using a computer-based stepper motor controller. In this study, we reported how to conduct image focus extensions with comparable quality to those done by a motorized stepper using a cost-effective instrument setting and an efficient manual stacking method. This method provides a shorter operation time and capability to capture images of living objects and high flexibility in obtaining the images of objects from cm to mm scale. However, it also has some limitations, including the inability to control aperture and exposure time, relatively short working distance at high magnification, requires additional steps to convert the video into images, and heavily relies on the user’s manual observation prior to a video recording. Nevertheless, the authors believe that the current method can be applied as an alternative method to conduct image stacking. The development of such an instrument and method offers a promising avenue for scientists to perform image stacking with greater flexibility and speed in macro photography.
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Rouwenhorst, Robert, und Liang Zhao. „Zipped Commercials, Zapped Memory? Not Necessarily“. Business and Management Research 6, Nr. 3 (22.09.2017): 85. http://dx.doi.org/10.5430/bmr.v6n3p85.

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As digital-video-recorders (DVRs) become more popular, an increasing number of television commercials are being zipped (fast-forwarded). This paper examines how memory for brand names, products and attitudes toward commercials are influenced by zipping at the speeds used by the popular DVR manufacturer, TiVo (300, 1800 and 6000 percent). Experimental results show that compared to ads shown in real-time, memory for the advertised brand names improves when the commercials are zipped at 300 percent of normal speed. However, brand name recall dramatically declines as the commercials are zipped at faster speeds (1800 and 6000 percent). Speed of zipping had a significant effect on the ability to recall the advertised brand for all commercials except those at the end of a commercial pod. This suggests that all else being equal, ads placed at the end of a commercial pod are more likely to be recalled at all zipping speeds. Viewers of zipped commercials had more neutral attitudes toward the ads compared with those who saw them in real-time.
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Hasanah, Fitriatul, Fajar Hidayatullah, Heni Yuli Handayani und Septyaningrum Putri Purwoto. „Implementation of the ruler drop test online to measure the reaction speed“. Jurnal Maenpo : Jurnal Pendidikan Jasmani Kesehatan dan Rekreasi 12, Nr. 2 (30.12.2022): 165. http://dx.doi.org/10.35194/jm.v12i2.2399.

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The purpose of this study was to find out how the physical fitness aspect of reaction speed in SMPN 1 Bangkalan students can be done online. In this research, the writer will use descriptive research with a quantitative approach. The population in this study were students of SMPN 1 Bangkalan with a total of 30 people. This study used the Quota Sampling technique. The research instrument used in this study was the Ruler Drop Test which was carried out online. This instrument is used to measure aspects of physical fitness, speed of reaction in the eyes and hands. The data collection techniques used in this study were observation, interviews and documentation, of the 3 data collection techniques used because the implementation of this research was carried out online using video conferencing (zoom meeting, google meet, etc.). Based on the results of the research on the implementation of the online ruler drop test to measure the physical fitness aspects of SMPN 1 Bangkalan students on test 1 and test 2, it can be concluded that students who fall into the "Very Slow" category 0%, the "Slow" category 23%, on the test 1 and 0%, on test 2, category "Normal" 47%, on test 1 and 3%, on test 2, category "Fast" 30%, on test 1 and 70%, on test 2, category "Very Fast" 0%, in test 1 and 27% in test 2, so it can be interpreted that SMPN 1 Bangkalan students can do a ruler drop test to measure aspects of physical fitness, speed of reaction online during a pandemic. In carrying out this test students and teachers can still take tests online or remotely.Keyword : Ruler Drop, Daring, Kecepatan reaksi
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Eberle, A. L., B. H. Dickerson, P. G. Reinhall und T. L. Daniel. „A new twist on gyroscopic sensing: body rotations lead to torsion in flapping, flexing insect wings“. Journal of The Royal Society Interface 12, Nr. 104 (März 2015): 20141088. http://dx.doi.org/10.1098/rsif.2014.1088.

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Insects perform fast rotational manoeuvres during flight. While two insect orders use flapping halteres (specialized organs evolved from wings) to detect body dynamics, it is unknown how other insects detect rotational motions. Like halteres, insect wings experience gyroscopic forces when they are flapped and rotated and recent evidence suggests that wings might indeed mediate reflexes to body rotations. But, can gyroscopic forces be detected using only changes in the structural dynamics of a flapping, flexing insect wing? We built computational and robotic models to rotate a flapping wing about an axis orthogonal to flapping. We recorded high-speed video of the model wing, which had a flexural stiffness similar to the wing of the Manduca sexta hawkmoth, while flapping it at the wingbeat frequency of Manduca (25 Hz). We compared the three-dimensional structural dynamics of the wing with and without a 3 Hz, 10° rotation about the yaw axis. Our computational model revealed that body rotation induces a new dynamic mode: torsion. We verified our result by measuring wing tip displacement, shear strain and normal strain of the robotic wing. The strains we observed could stimulate an insect's mechanoreceptors and trigger reflexive responses to body rotations.
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Perry, Jo. „Telling Small Stories With Power Point As Video In Lockdown“. Pacific Journal of Technology Enhanced Learning 3, Nr. 1 (16.02.2021): 20. http://dx.doi.org/10.24135/pjtel.v3i1.92.

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The 2020 pandemic and ensuing lockdowns came as a shock nationally and internationally. As a result, the change in approaches to teaching for many was fast and absolute. One minute the face-to-face ethos was humming along as 'normal', the next it was fully on line and taking teachers and students into a story many would never have considered. This brought with it the challenge of continuing to build and maintain relationships with the students in order to support their road to success. Storytelling has always been an important part of my practice in developing relationships through sharing my own experiences and encouraging the students to share theirs. In this way, we co-construct understanding of the class content and get to know each other. Going into fully online teaching would potentially change this. Given the speed of the changes required, this project was never meant to be overtly innovative but was designed to allow me to continue using narratives of content and practice to build communities of learning in the online environment. As a teacher, Power Point was familiar, so I started there and simply changed to saving them as mp4 files. The presentation plots this journey as a teacher taking storytelling from a face-to-face classroom across the lockdown in a way that continued supporting relationships and learning. The first attempts showed me that online stories are not the same as class power points where I physically created the narrative that linked the slides together. As I viewed my first attempt, it became clear that I was trying to tell a story that was in my head but not translated to the screen and I needed to adopt an approach that clearly spoke to a listener/audience i.e. my community of learning. I learned that, up to this point, I had used power point as a guide as I wove a story around the weekly content in a face-to-face classroom. In other words, the whole thing was heavily dependent on me. In this new environment, the story had to be told in a different way. It had to stand as a discrete artefact on its own, speaking to anyone that logged on, enabling me to reach out to that other human being without the unique connection that develops between story-teller and listener in the face to face world. Through three more cycles of research, I found that this new kind of story depended on a delicate balance between visual and oral, the context, content and the affective and how each was portrayed. Ultimately, the focus had to remain on the relationships I could build and the impact they could have. Therefore, this project came to be about keeping storytelling, whether face-to-face or online, “a uniquely human experience through which people make sense of past experience, convey emotions and ultimately connect with each other” (Christianson, 2011, p. 289).
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Svirskis, Šimons, Linda Klimavičiusa und Zane Dzirkale. „Evaluation of “Stress Relief” Dietary Supplement on Animal Stress Level and Locomotion“. Proceedings of the Latvian Academy of Sciences. Section B. Natural, Exact, and Applied Sciences. 72, Nr. 4 (01.08.2018): 216–29. http://dx.doi.org/10.2478/prolas-2018-0027.

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Abstract Search of new approaches for harmless, non-medication treatment of body dysfunctions is still on the agenda of vet and human practitioners and researchers as well. This study presents evaluation of the effect of “Stress Relief” dietary supplement (SR) on mice behaviour under different acute short-term stress conditions and treatment duration. Five experiments were performed and in each 40 animals were randomly split into four (I–IV) groups, where I and II — non-stressed mice, III and IV — stressed animals, I and III received water with trace mineral solution (TMS), II and IV received water with SR. As stress factors, forced swimming, rodent predator odour or both together were applied. Locomotor activity under normal and stress conditions in Open Field were observed and measured by a SMART video-tracking system. Blood glucose level was measured as well. SR showed a reversal of stress-decreased locomotor activity in all stress models — distance walked increased almost twice (p < 0.0001), central zone crossings and time spent in it were 2–4 times greater than in the control group (p < 0.0001 and p = 0.0002, respectively), and fast movement episodes and maximal speed increased by 50–200%. In addition, complete normalisation of stress-induced elevation of blood glucose level (p < 0.0001) was noted. These results demonstrate for the first time that the effect of “Stress Relief” formula (water additives–minerals processed by know-how way in Vital Force Technology using Dr. Yury Kronn method) can be observed in laboratory animals, and that the effects are significant and repeatable. SR shows fear- and stress-reducing activity, which does not sufficiently differ between 7-, 9-, 14-, 28- and 32-day treatment regimes.
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Gerhard, David. „Three Degrees of “G”s: How an Airbag Deployment Sensor Transformed Video Games, Exercise, and Dance“. M/C Journal 16, Nr. 6 (07.11.2013). http://dx.doi.org/10.5204/mcj.742.

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Introduction The accelerometer seems, at first, both advanced and dated, both too complex and not complex enough. It sits in our video game controllers and our smartphones allowing us to move beyond mere button presses into immersive experiences where the motion of the hand is directly translated into the motion on the screen, where our flesh is transformed into the flesh of a superhero. Or at least that was the promise in 2005. Since then, motion control has moved from a promised revitalization of the video game industry to a not-quite-good-enough gimmick that all games use but none use well. Rogers describes the diffusion of innovation, as an invention or technology comes to market, in five phases: First, innovators will take risks with a new invention. Second, early adopters will establish a market and lead opinion. Third, the early majority shows that the product has wide appeal and application. Fourth, the late majority adopt the technology only after their skepticism has been allayed. Finally the laggards adopt the technology only when no other options are present (62). Not every technology makes it through the diffusion, however, and there are many who have never warmed to the accelerometer-controlled video game. Once an innovation has moved into the mainstream, additional waves of innovation may take place, when innovators or early adopters may find new uses for existing technology, and bring these uses into the majority. This is the case with the accelerometer that began as an airbag trigger and today is used for measuring and augmenting human motion, from dance to health (Walter 84). In many ways, gestural control of video games, an augmentation technology, was an interlude in the advancement of motion control. History In the early 1920s, bulky proofs-of-concept were produced that manipulated electrical voltage levels based on the movement of a probe, many related to early pressure or force sensors. The relationships between pressure, force, velocity and acceleration are well understood, but development of a tool that could measure one and infer the others was a many-fronted activity. Each of these individual sensors has its own specific application and many are still in use today, as pressure triggers, reaction devices, or other sensor-based interactivity, such as video games (Latulipe et al. 2995) and dance (Chu et al. 184). Over the years, the probes and devices became smaller and more accurate, and eventually migrated to the semiconductor, allowing the measurement of acceleration to take place within an almost inconsequential form-factor. Today, accelerometer chips are in many consumer devices and athletes wear battery-powered wireless accelerometer bracelets that report their every movement in real-time, a concept unimaginable only 20 years ago. One of the significant initial uses for accelerometers was as a sensor for the deployment of airbags in automobiles (Varat and Husher 1). The sensor was placed in the front bumper, detecting quick changes in speed that would indicate a crash. The system was a significant advance in the safety of automobiles, and followed Rogers’ diffusion through to the point where all new cars have airbags as a standard component. Airbags, and the accelerometers which allow them to function fast enough to save lives, are a ubiquitous, commoditized technology that most people take for granted, and served as the primary motivating factor for the mass-production of silicon-based accelerometer chips. On 14 September 2005, a device was introduced which would fundamentally alter the principal market for accelerometer microchips. The accelerometer was the ADXL335, a small, low-power, 3-Axis device capable of measuring up to 3g (1g is the acceleration due to gravity), and the device that used this accelerometer was the Wii remote, also called the Wiimote. Developed by Nintendo and its holding companies, the Wii remote was to be a defining feature of Nintendo’s 7th-generation video game console, in direct competition with the Xbox 360 and the Playstation 3. The Wii remote was so successful that both Microsoft and Sony added motion control to their platforms, in the form of the accelerometer-based “dual shock” controller for the Playstation, and later the Playstation Move controller; as well as an integrated accelerometer in the Xbox 360 controller and the later release of the Microsoft Kinect 3D motion sensing camera. Simultaneously, computer manufacturing companies saw a different, more pedantic use of the accelerometer. The primary storage medium in most computers today is the Hard Disk Drive (HDD), a set of spinning platters of electro-magnetically stored information. Much like a record player, the HDD contains a “head” which sweeps back and forth across the platter, reading and writing data. As computers changed from desktops to laptops, people moved their computers more often, and a problem arose. If the HDD inside a laptop was active when the laptop was moved, the read head might touch the surface of the disk, damaging the HDD and destroying information. Two solutions were implemented: vibration dampening in the manufacturing process, and the use of an accelerometer to detect motion. When the laptop is bumped, or dropped, the hard disk will sense the motion and immediately park the head, saving the disk and the valuable data inside. As a consequence of laptop computers and Wii remotes using accelerometers, the market for these devices began to swing from their use within car airbag systems toward their use in computer systems. And with an accelerometer in every computer, it wasn’t long before clever programmers began to make use of the information coming from the accelerometer for more than just protecting the hard drive. Programs began to appear that would use the accelerometer within a laptop to “lock” it when the user was away, invoking a loud noise like a car alarm to alert passers-by to any potential theft. Other programmers began to use the accelerometer as a gaming input, and this was the beginning of gesture control and the augmentation of human motion. Like laptops, most smartphones and tablets today have accelerometers included among their sensor suite (Brezmes et al. 796). These accelerometers strictly a user-interface tool, allowing the phone to re-orient its interface based on how the user is holding it, and allowing the user to play games and track health information using the phone. Many other consumer electronic devices use accelerometers, such as digital cameras for image stabilization and landscape/portrait orientation. Allowing a device to know its relative orientation and motion provides a wide range of augmentation possibilities. The Language of Measuring Motion When studying accelerometers, their function, and applications, a critical first step is to examine the language used to describe these devices. As the name implies, the accelerometer is a device which measures acceleration, however, our everyday connotation of this term is problematic at best. In colloquial language, we say “accelerate” when we mean “speed up”, but this is, in fact, two connotations removed from the physical property being measured by the device, and we must unwrap these layers of meaning before we can understand what is being measured. Physicists use the term “accelerate” to mean any change in velocity. It is worth reminding ourselves that velocity (to the physicists) is actually a pair of quantities: a speed coupled with a direction. Given this definition, when an object changes velocity (accelerates), it can be changing its speed, its direction, or both. So a car can be said to be accelerating when speeding up, slowing down, or even turning while maintaining a speed. This is why the accelerometer could be used as an airbag sensor in the first place. The airbags should deploy when a car suddenly changes velocity in any direction, including getting faster (due to being hit from behind), getting slower (from a front impact crash) or changing direction (being hit from the side). It is because of this ability to measure changes in velocity that accelerometers have come into common usage for laptop drop sensors and video game motion controllers. But even this understanding of accelerometers is incomplete. Because of the way that accelerometers are constructed, they actually measure “proper acceleration” within the context of a relativistic frame of reference. Discussing general relativity is beyond the scope of this paper, but it is sufficient to describe a relativistic frame of reference as one in which no forces are felt. A familiar example is being in orbit around the planet, when astronauts (and their equipment) float freely in space. A state of “free-fall” is one in which no forces are felt, and this is the only situation in which an accelerometer reads 0 acceleration. Since most of us are not in free-fall most of the time, any accelerometers in devices in normal use do not experience 0 proper acceleration, even when apparently sitting still. This is, of course, because of the force due to gravity. An accelerometer sitting on a table experiences 1g of force from the table, acting against the gravitational acceleration. This non-zero reading for a stationary object is the reason that accelerometers can serve a second (and, today, much more common) use: measuring orientation with respect to gravity. Gravity and Tilt Accelerometers typically measure forces with respect to three linear dimensions, labeled x, y, and z. These three directions orient along the axes of the accelerometer chip itself, with x and y normally orienting along the long faces of the device, and the z direction often pointing through the face of the device. Relative motion within a gravity field can easily be inferred assuming that the only force acting on the device is gravity. In this case, the single force is distributed among the three axes depending on the orientation of the device. This is how personal smartphones and video game controllers are able to use “tilt” control. When held in a natural position, the software extracts the relative value on all three axes and uses that as a reference point. When the user tilts the device, the new direction of the gravitational acceleration is then compared to the reference value and used to infer the tilt. This can be done hundreds of times a second and can be used to control and augment any aspect of the user experience. If, however, gravity is not the only force present, it becomes more difficult to infer orientation. Another common use for accelerometers is to measure physical activity like walking steps. In this case, it is the forces on the accelerometer from each footfall that are interpreted to measure fitness features. Tilt is unreliable in this circumstance because both gravity and the forces from the footfall are measured by the accelerometer, and it is impossible to separate the two forces from a single measurement. Velocity and Position A second common assumption with accelerometers is that since they can measure acceleration (rate of change of velocity), it should be possible to infer the velocity. If the device begins at rest, then any measured acceleration can be interpreted as changes to the velocity in some direction, thus inferring the new velocity. Although this is theoretically possible, real-world factors come in to play which prevent this from being realized. First, the assumption of beginning from a state of rest is not always reasonable. Further, if we don’t know whether the device is moving or not, knowing its acceleration at any moment will not help us to determine it’s new speed or position. The most important real-world problem, however, is that accelerometers typically show small variations even when the object is at rest. This is because of inaccuracies in the way that the accelerometer itself is interpreted. In normal operation, these small changes are ignored, but when trying to infer velocity or position, these little errors will quickly add up to the point where any inferred velocity or position would be unreliable. A common solution to these problems is in the combination of devices. Many new smartphones combine an accelerometer and a gyroscopes (a device which measures changes in rotational inertia) to provide a sensing system known as an IMU (Inertial measurement unit), which makes the readings from each more reliable. In this case, the gyroscope can be used to directly measure tilt (instead of inferring it from gravity) and this tilt information can be subtracted from the accelerometer reading to separate out the motion of the device from the force of gravity. Augmentation Applications in Health, Gaming, and Art Accelerometer-based devices have been used extensively in healthcare (Ward et al. 582), either using the accelerometer within a smartphone worn in the pocket (Yoshioka et al. 502) or using a standalone accelerometer device such as a wristband or shoe tab (Paradiso and Hu 165). In many cases, these devices have been used to measure specific activity such as swimming, gait (Henriksen et al. 288), and muscular activity (Thompson and Bemben 897), as well as general activity for tracking health (Troiano et al. 181), both in children (Stone et al. 136) and the elderly (Davis and Fox 581). These simple measurements are the first step in allowing athletes to modify their performance based on past activity. In the past, athletes would pour over recorded video to analyze and improve their performance, but with accelerometer devices, they can receive feedback in real time and modify their own behaviour based on these measurements. This augmentation is a competitive advantage but could be seen as unfair considering the current non-equal access to computer and electronic technology, i.e. the digital divide (Buente and Robbin 1743). When video games were augmented with motion controls, many assumed that this would have a positive impact on health. Physical activity in children is a common concern (Treuth et al. 1259), and there was a hope that if children had to move to play games, an activity that used to be considered a problem for health could be turned into an opportunity (Mellecker et al. 343). Unfortunately, the impact of children playing motion controlled video games has been less than successful. Although fitness games have been created, it is relatively easy to figure out how to activate controls with the least possible motion, thereby nullifying any potential benefit. One of the most interesting applications of accelerometers, in the context of this paper, is the application to dance-based video games (Brezmes et al. 796). In these systems, participants wear devices originally intended for health tracking in order to increase the sensitivity and control options for dance. This has evolved both from the use of accelerometers for gestural control in video games and for measuring and augmenting sport. Researchers and artists have also recently used accelerometers to augment dance systems in many ways (Latulipe et al. 2995) including combining multiple sensors (Yang et al. 121), as discussed above. Conclusions Although more and more people are using accelerometers in their research and art practice, it is significant that there is a lack of widespread knowledge about how the devices actually work. This can be seen in the many art installations and sports research studies that do not take full advantage of the capabilities of the accelerometer, or infer information or data that is unreliable because of the way that accelerometers behave. This lack of understanding of accelerometers also serves to limit the increased utilization of this powerful device, specifically in the context of augmentation tools. Being able to detect, analyze and interpret the motion of a body part has significant applications in augmentation that are only starting to be realized. The history of accelerometers is interesting and varied, and it is worthwhile, when exploring new ideas for applications of accelerometers, to be fully aware of the previous uses, current trends and technical limitations. It is clear that applications of accelerometers to the measurement of human motion are increasing, and that many new opportunities exist, especially in the application of combinations of sensors and new software techniques. The real novelty, however, will come from researchers and artists using accelerometers and sensors in novel and unusual ways. References Brezmes, Tomas, Juan-Luis Gorricho, and Josep Cotrina. “Activity Recognition from Accelerometer Data on a Mobile Phone.” In Distributed Computing, Artificial Intelligence, Bioinformatics, Soft Computing, and Ambient Assisted Living. Springer, 2009. Buente, Wayne, and Alice Robbin. “Trends in Internet Information Behavior, 2000-2004.” Journal of the American Society for Information Science and Technology 59.11 (2008).Chu, Narisa N.Y., Chang-Ming Yang, and Chih-Chung Wu. “Game Interface Using Digital Textile Sensors, Accelerometer and Gyroscope.” IEEE Transactions on Consumer Electronics 58.2 (2012): 184-189. Davis, Mark G., and Kenneth R. Fox. “Physical Activity Patterns Assessed by Accelerometry in Older People.” European Journal of Applied Physiology 100.5 (2007): 581-589.Hagstromer, Maria, Pekka Oja, and Michael Sjostrom. “Physical Activity and Inactivity in an Adult Population Assessed by Accelerometry.” Medical Science and Sports Exercise. 39.9 (2007): 1502-08. Henriksen, Marius, H. Lund, R. Moe-Nilssen, H. Bliddal, and B. Danneskiod-Samsøe. “Test–Retest Reliability of Trunk Accelerometric Gait Analysis.” Gait & Posture 19.3 (2004): 288-297. Latulipe, Celine, David Wilson, Sybil Huskey, Melissa Word, Arthur Carroll, Erin Carroll, Berto Gonzalez, Vikash Singh, Mike Wirth, and Danielle Lottridge. “Exploring the Design Space in Technology-Augmented Dance.” In CHI’10 Extended Abstracts on Human Factors in Computing Systems. ACM, 2010. Mellecker, Robin R., Lorraine Lanningham-Foster, James A. Levine, and Alison M. McManus. “Energy Intake during Activity Enhanced Video Game Play.” Appetite 55.2 (2010): 343-347. Paradiso, Joseph A., and Eric Hu. “Expressive Footwear for Computer-Augmented Dance Performance.” In First International Symposium on Wearable Computers. IEEE, 1997. Rogers, Everett M. Diffusion of Innovations. New York: Free Press of Glencoe, 1962. Stone, Michelle R., Ann V. Rowlands, and Roger G. Eston. "Relationships between Accelerometer-Assessed Physical Activity and Health in Children: Impact of the Activity-Intensity Classification Method" The Free Library 1 Mar. 2009. Thompson, Christian J., and Michael G. Bemben. “Reliability and Comparability of the Accelerometer as a Measure of Muscular Power.” Medicine and Science in Sports and Exercise. 31.6 (1999): 897-902.Treuth, Margarita S., Kathryn Schmitz, Diane J. Catellier, Robert G. McMurray, David M. Murray, M. Joao Almeida, Scott Going, James E. Norman, and Russell Pate. “Defining Accelerometer Thresholds for Activity Intensities in Adolescent Girls.” Medicine and Science in Sports and Exercise 36.7 (2004):1259-1266Troiano, Richard P., David Berrigan, Kevin W. Dodd, Louise C. Masse, Timothy Tilert, Margaret McDowell, et al. “Physical Activity in the United States Measured by Accelerometer.” Medicine and Science in Sports and Exercise, 40.1 (2008):181-88. Varat, Michael S., and Stein E. Husher. “Vehicle Impact Response Analysis through the Use of Accelerometer Data.” In SAE World Congress, 2000. Walter, Patrick L. “The History of the Accelerometer”. Sound and Vibration (Mar. 1997): 16-22. Ward, Dianne S., Kelly R. Evenson, Amber Vaughn, Anne Brown Rodgers, Richard P. Troiano, et al. “Accelerometer Use in Physical Activity: Best Practices and Research Recommendations.” Medicine and Science in Sports and Exercise 37.11 (2005): S582-8. Yang, Chang-Ming, Jwu-Sheng Hu, Ching-Wen Yang, Chih-Chung Wu, and Narisa Chu. “Dancing Game by Digital Textile Sensor, Accelerometer and Gyroscope.” In IEEE International Games Innovation Conference. IEEE, 2011.Yoshioka, M., M. Ayabe, T. Yahiro, H. Higuchi, Y. Higaki, J. St-Amand, H. Miyazaki, Y. Yoshitake, M. Shindo, and H. Tanaka. “Long-Period Accelerometer Monitoring Shows the Role of Physical Activity in Overweight and Obesity.” International Journal of Obesity 29.5 (2005): 502-508.
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Glover, Bridgette. „Alternative Pathway to Television: Negotiating Female Representation in Broad City’s Transition from YouTube to Cable“. M/C Journal 20, Nr. 1 (15.03.2017). http://dx.doi.org/10.5204/mcj.1208.

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IntroductionFor both consumers and creators, Web series have been viewed for some time as an appealing alternative to television series. As Alice explains, creating content for the Web was once seen as “a last resort” for projects that were unable to secure funding for television production (59). However, the Web has, in recent years, become a “legitimized” space, allowing Web series to be considered a media platform capable of presenting narratives of various genres (Alice 59). Moreover, due to the lack of restrictions and overheads placed on Web producers, it is argued that there is more capacity to take risks in Web series and thus depict “a broader array of stories” (Christian, “The Web” 352). Nevertheless, television still remains the traditional mode of storytelling, and for many producers, it is still an “object of desire” (Christian, “The Web” 352). Emerging producers still see television as the ultimate “end goal”, leaving the Web as a sufficient platform that will allow them to create something. Alternatively, for many established creators, the Web is understood to be a stage upon which they can tell stories television would perhaps never consider. Regardless of why creators are attracted to the Web, the platform has indeed cemented its place as an alternative in the television media landscape. For Abbi Jacobson and Ilana Glazer, the Web, or more specifically, YouTube, provided an unbridled space for their creativity when nowhere else would. The two comediennes co-wrote and starred in their Web series, Broad City, back in 2009, and it has since been picked up by Comedy Central and successfully turned into a television series. The fourth season is set to air in August 2017. Both versions of the series follow two twenty-something women, Abbi Abrams and Ilana Wexler (played by Jacobson and Glazer respectively), as they explore themselves, and New York City. Broad City is one of the few Web series to be picked up as a television series and maintain its success; an impressive accomplishment, no matter how legitimate Web series have become. However, the unwavering devotion maintained by the television series to continue depicting millennial women in the same fashion as the Web series is, arguably, more impressive. With a focus on Broad City’s depiction of its two eccentric protagonists, this article explores how the transitions from Web to television are negotiated. In the case of Broad City, I contend that its unconventional start as a web series is what allows the television series to continue depicting contemporary womanhood honestly. Taking the Alternate Path: YouTubeDefined as “scripted, episodic and experimental videos made for the internet”, Web episodes (or Webisodes) hold many advantages to the traditional television medium (Kornblum; Peirce 317). Aware of these advantages and struggling to be noticed naturally for their work in the sketch comedy group, Upright Citizens Brigade (UCB), Glazer and Jacobson took to the Internet to write and create their own series, Broad City. This trend arose in 2007 during the difficult phase American television when the Writers Guild of America began its fifteen-month strike (De Moraes). During this time, Peirce states that producing a new program for television proved “almost impossible” (315). There was a level of uncertainty plaguing the future of prime-time television, and with budgets being refashioned, reality programs were filling television line-ups more than any other genre of show (Peirce 315). Within this climate, it is unsurprising that the Google-owned video-sharing website, YouTube, quickly became the frontrunner in online video (Christian, “The Web” 351). YouTube is argued to be responsible for opening the doors to the next wave of entertainment media, after pledging to give users their own personal video network. Suddenly, amateurs, independents and corporations alike were, for the first time, able to compete against each other in shaping this post-network era of television (Christian, “The Web” 351). Moreover, the premise of “anyone can upload” meant that this era allowed for a new variety of television, in a range of genres and storytelling modes that were once considered untouchable to television networks (Christian, “The Web” 351). Evidently, such freedom is appealing to all kinds of online content creators, no matter their status. Established actor, comedian, and writer Louis C.K. most recently joined the Web series movement with his creation Horace and Pete (2016-). The dark comedy is written, directed, and produced entirely by C.K. and he plays the main protagonist, Horace. However, the appeal was not so much the control he would potentially have over the product, but more how the viewers could access it. Upon the release of the pilot episode, C.K. released a statement clarifying why he made a series outside of the television studio system. He explains that he was intrigued by the idea of providing viewers with the newly made show “directly and immediately”, with each episode being posted onto his Website as soon as it is shot. Additionally, C.K. also sought to create a show “without the usual promotion” that, he states, tells the viewer “what the show feels and looks like before you get to see it yourself” (C.K.). It is clear that the unique nature of the modern medium provides benefits to creators at all levels. For the Broad City duo, who unlike C.K., had yet to be noticed, YouTube was appealing because it provided them with an outlet through which they could control the product themselves. Jacobson states, “After a while, we thought, ‘why are we trying to be on something that someone else controls?’” (Paumgarten). The Web series commenced in late 2009 and ran until 2011, with each episode ranging anywhere between one and eight minutes. In the thirty-three episodes created, Abbi and Ilana consistently find themselves in awkward and comedic situations while they try to navigate their lives in New York City. These awkward situations vary in their complexity. One episode simply looks at the two protagonists trying to survive riding the subway, while another looks at the issue of being catcalled and objectified by strangers. There is no narrative arc in either season, the storylines are simply extracted from the lives of the creators. Glazer and Jacobson have discussed this in various interviews, explaining that these characters are essentially exaggerations of themselves and the show is a “heightened version” of their dynamic (Amy Poehler’s Smart Girls, 2014; Justin; Matthews). As such, Broad City contributes to a well-established trend of comedians impersonating younger, lazier, and poorer versions of themselves. However, since the Web series’ thematic relies so heavily on the experiences and personality traits of the writers, Glazer and Jacobson are more like the characters they portray than the likes of Tina Fey’s Liz Lemon (30 Rock, 2007-2013) or Lena Dunham’s Hannah Horvath (Girls, 2012-), for example. A result is that the Web series does not seek to provide its viewers with neat conclusions, or have the protagonists grow and evolve over the span of a season. This freedom is only designated to the Web series format, as television viewers – despite not always getting it – yearn for a heartier resolution (DeFino 99). Another attribute of video-sharing sites like YouTube is that they allow anyone to share anything they create, regardless of the budget. The two seasons of Broad City, the Web series, are written, created, and produced by Glazer and Jacobson primarily. As they were still undiscovered, both women were working on the series with very limited funds, and were therefore only able to have friends or family assist them in the production. This results in a series which feels authentically home-made in its aesthetic; features which eventually become characteristics essential to the transferral from Web to television. Glazer and Jacobson resolved to make the Web series from a more professional standpoint by the second season by following a production schedule and choosing to treat the vignettes as if they were real television shorts. As Glazer states, the pair “just had a new attitude”, and suddenly the aim shifted from producing webisodes as a creative outlet, to pitching the show in Los Angeles (Kameir). By the time the final episode was set to go into production, the two creators believed that the chances of having the series picked up by a network would increase if the episode featured a guest star. Because of their involvement in the UCB, Glazer and Jacobson approached one of the founders of the sketch group, Amy Poehler, to make a brief cameo. The Web series as a whole had garnered half a million hits, but the finale in which Poehler plays herself, received almost seventy-five thousand (Paumgarten). Poehler agreed to work with the Broad City duo following her appearance in the finale, and signed on to be Executive Producer should the show ever be made into a television series. The star power held by Poehler is undoubtedly a lead contributor to the success in Broad City’s transfer between the media. Poehler states that she felt a kinship towards the project because of her work in translating UCB sketches to television. In a roundtable interview, she says “Feeling very protective about the material, but wanting to bring it to a bigger audience…I related to that and understood it” (The Paley Centre for Media). On the difficult business of bringing Web series to television, Poehler compares it to that of an organ transplant, explaining “You have to move fast. You have to keep it on ice and be careful not to harm it in any way. A lot of things can go wrong. Sometimes the best way to get a heart or a kidney to a recipient is to get people to move out of the way” (Paumgarten). With Poehler’s assistance, the concept of Broad City as a television series was introduced to various networks before being successfully picked up by Comedy Central. From January of 2014, the network aired Broad City’s first season, comprised of ten, twenty-two-minute-long episodes. Averaging 1.2 million viewers per episode, season one of Broad City became one of Comedy Central’s highest rated shows since 2012 (Ng). From Web to TV: Alternative Ideas of Millennial Women in Broad CityThe factors behind why certain texts effectively transfer from Web to television and others fail continues to be debated within academic and popular culture circles. Series such as Quarterlife (2007), The CollegeHumor Show (2009), and the more recent Haters Back Off (2016-) - all texts which were originally made for online consumption only - were each met with criticism when translated for television (Peirce 317; Lowry; Christian, “How” ). This does not necessarily mean that a Web series is undeserving of a place in commercial or network television. Obviously, it comes down to multiple factors, but often it is because the television series comes across as out of touch, compared to its online version. As Alice points out, with the speed of online release, and the “virality” that accompanies this kind of media, writers have the ability to be “guided by and to capitalise on what and how the viewer public feels” (60). Television series are often seen commenting on outside criticism within episodes, but there is extensive lagging due to the time it takes to produce a season. Broad City was set to have an easier time on television, what with its impressive following, and “Celebrity Shepherd”, Amy Poehler - Poehler presented as a necessity when making the jump from Web to TV, according to Christian (“The Web”). But there appears to be a fine line when shifting between the platforms: in staying too close to the original, a series could come off as unoriginal and therefore unnecessary. Or, alternatively, a series could add too many other storylines in order to fill the time slot, and ruin the simplicity of the premise. Adaptation theorist, Linda Hutcheon, contends that a successful translation occurs when a text remains loyal to the original, but brings creativity to the reimagining (21). If investigating the transferral within the realm of adaptation theory, Broad City’s success as a television series is arguably due to it following this formula. Hutcheon writes that to adapt is not to slavishly copy, but rather, is the process of reclaiming the adapted material. “What one does with the text” is where the novelty is found (21). In looking at what Broad City, the television series, has done with Broad City, the Web series, there is clear loyalty shown to the original. This is seen most significantly in the treatment of the same two protagonists, and the dynamic of their friendship. In both versions of Broad City, Abbi is the older of the two and the more responsible one, to a degree. While she still enjoys smoking marijuana with Ilana, Abbi is also constantly striving to reach traditional goals in her life such as having a career she enjoys, or maintaining a healthy relationship. Ilana, on the other hand, is a proud marijuana enthusiast who occasionally shows up for her job, but cares more for smoking weed, enjoying casual sex, and being with her friends (primarily Abbi). Neither the Web series nor the television series explicitly states how the two characters met, but it is implied that they have built a strong, sister-like relationship with one another. Often Ilana comments on her sexual attraction to Abbi, but it is always seen as comedic rather than as a hint towards a possible coupling in future episodes. In the Web series’ second season, the episode Valentine’s Day, introduces this satirical take on female friendships for the first time. The three-minute episode shows brief cuts of Abbi and Ilana doing various activities in the city, all of which are stereotypically featured in films of the romantic comedy genre. As they play in the snow, ride a ferry, and watch couples ice-skate at the Rockefeller Centre, the clarinet music playing over the sequence builds momentum. However, the scene is suddenly halted as Ilana goes in to kiss Abbi and, unlike in said romantic film montages, Abbi quickly jolts back and cries “Ilana, what the fuck? How many times do I have to fucking tell you?” This is the first line of audible dialogue in the scene thus far, to which a frustrated Ilana responds, “I’m trying to seal the night with a kiss.” Following this is a heated debate regarding how each character viewed the intention of the day, with Ilana thinking it was a really “romantic day”, despite knowing that Abbi is decidedly heterosexual. This kind of satirical angle taken towards the trope of female friendship is carried over to the television series and made just as prominent, with almost every single episode making a joke at Ilana’s romantic desire for Abbi. Alongside the sexual attraction, the closeness of the two female leads remains unchanged between the two media. In the television series, for example, jokes about Ilana’s love for Abbi are scattered throughout, and as in the original series, they remain brief and inconsequential. In the television pilot, What a Wonderful World, the episode opens to a typical scene of the two characters having a V-chat (a nod to a favoured motif in the Web series). While chatting to Abbi, it initially appears as though Ilana is bopping up and down to the music of Lil Wayne. However, it is quickly revealed when Ilana shifts her laptop screen down, that she is actually having sex with her casual partner, Lincoln (Hannibal Buress). The sequence cuts to Abbi looking outraged at her laptop, asking “Oh my god, is that Lincoln?”. Lincoln then replies, “Yep”, just before the camera cuts to him lying on the bed, with Ilana’s laptop on his stomach. When Abbi asks if they are having sex, Ilana casually replies “I’m just keeping it warm”, forcing Abbi to once again have a discussion about boundaries. Once they close the V-chat, the scene stays on a low angle shot of Ilana as she says to Lincoln, “That was like a threesome”, reassuring the audience that she has learned nothing. This is a strong opening scene as it reinforces the understanding that the relationship between the two characters is unchanged. Furthermore, it proves to audiences that although Broad City has moved into a television landscape, it will not be tamed. The result of refusing to be tamed in its new environment is that Broad City can continue representing female friendship in more honest ways, as well as offer new ideas of what it is to be a millennial woman today.Conclusion In an interview, Glazer explains how television has a history of never being honest in its representation of women, arguing, “Nothing’s real on TV” (Miller). Jacobson follows on from this, stating “When we write for these characters… I think the thing we talk about the most is like, well, what would we really do? It’s just real” (Miller). In abiding by this sentiment throughout the web series and the television series, Broad City effectively offers the idea that depicting diversity is possible on both platforms. With various Web series still unable to successfully make the jump to television today, it becomes more obvious that Broad City’s decision to continue showcasing bold female narratives is what allows it to maintain its popularity. Starting in such an uninhibited environment has proven a burden for other texts when it comes to transferring creativity to the more traditional medium of television. For Broad City, however, the alternative storytelling platform allowed the show to create its strong foundation and dedicated fan base. One that has willingly followed Broad City across the platforms, but will only stay tuned if it stays true to representing millennial women honestly, regardless of whether mainstream television is ready.ReferencesAlice, Jessica. “Clicking with Audiences: Web Series and Diverse Representations.” Metro Magazine: Media and Education 187 (2016): 58-63.Angelo, Megan. “The Sneak Attack Feminism of Broad City.” Wall Street Journal, 2011. 17 Dec. 2016 <http://blogs.wsj.com/speakeasy/2011/02/14/the-sneak-attack-feminism-of-broad-city/>. Blay, Zeba, “How Feminist TV Became the New Normal.” Huffington Post, 2015. 15 Dec. 2016. <http://www.huffingtonpost.com.au/entry/how-feminist-tv-became-the-new-normal_n_7567898>. Broad City. Comedy Central. New York City. 22 Jan. 2014. Television.“Broad City: Smart Girls w/ Amy Poehler.” YouTube. Uploaded by Amy Poehler’s Smart Girls, 17 May 2013. 15 Dec. 2016 <https://www.youtube.com/watch?v=gd0Lovd4Xv0>.Christian, Aymar Jean. “How Does a Web Series Jump to TV?” IndieWire 2014. 2 Dec. 2016. 15 Dec. 2016 <http://www.indiewire.com/2014/02/how-does-a-web-series-jump-to-tv-29618/>. ———. “The Web as Television Reimagined? Online Networks and the Pursuit of Legacy Media.” Journal of Communication Enquiry 36.4 (2012): 340-356.C.K., Louis. “On Horace and Pete.” LouisCK 2016. 2 Jan. 2017 <https://louisck.net/news/about-horace-and-pete>. DeFino, D.J. The HBO Effect. Sydney: Bloomsbury Academic, 2014. De Moraes, L. "Score One for Old Media." Washington Post, 27 Feb. 2008. 28 Dec. 2016 <www.washingtonpost.com/wp-dyn/content/article/2008/02/27/AR2008022703374.html>. Girls. HBO Time Warner. New York City. 15 Apr. 2012. Television. Haters Back Off. Netflix. Scotts Valley. 14 Oct. 2016. Television. Hutcheon, L. A Theory of Adaptation. 2nd ed. New York: Routledge, 2013. Kameir, R. “7 Tips for Making a Hit TV Show, According to the Creators of Broad City.” Fader 22 May 2015. 1 Aug. 2016 <http://www.thefader.com/2015/05/22/7-tips-for-making-a-hit-tv-show-according-to-the-creators-of-broad-city>. Kornblum, Janet, “Check Out These Episodes of Webisodes.” USA Today 12 Dec. 2007. 16 Dec. 2016 <http://www.usatoday.com/life/2007-11-12-webisodes-side_N.htm>.Lowry, Brian, “’Haters Back Off’ Doesn’t Earn Much Love on Netflix.” CNN 12 Oct. 2016. 2 Dec. 2016 <http://edition.cnn.com/2016/10/12/entertainment/haters-back-off-review/>.Miller, B. “Broad City Talks Friendship, Feminism, and F*ck/Marry/Kill.” Bust Magazine 2015. 17 Nov. 2016 <http://bust.com/tv/13755-broad-city-talks-friendship-feminism-and-f-ck-marry-kill.html>.Ng, P. “Comedy Central Renews ‘Broad City’ for Second Season.” Hollywood Reporter 2014. 1 Aug. 2016 <http://www.hollywoodreporter.com/live-feed/broad-city-renewed-season-2-683083>.Paley Center for Media. “Broad City – Ilana Glazer, Abbi Jacobson, Amy Poehler, and Seth Rogen.” YouTube. Uploaded by The Paley Center for Media, 16 Dec. 2014. 15 Dec. 2016 <https://www.youtube.com/watch?v=4Ab9AmSk8Yg>.Pierce, Meghan L. “Remediation Theory: Analyzing What Made Quarterlife Successful as an Online Series and Not a Television Series.” Television & New Media 12.4 (2011): 314-325. Quarterlife. NBC. Los Angeles. 26 Feb. 2008. Television.The CollegeHumor Show. MTV. New York City. 8 Feb. 2009. Television. 30 Rock. NBC. Los Angeles. 3 Dec. 2007. Television. “Valentine’s Day.” YouTube. Uploaded by Broad City, 12 Feb. 2011. 15 Dec. 2016 <https://www.youtube.com/watch?v=JcoJW2BOs6g&index=1&list=PLA51423997CDEA1DA>. “What a Wonderful World.” Broad City. Comedy Central, 22 Jan. 2014. Television.
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Crouch, David, und Katarina Damjanov. „Extra-Planetary Digital Cultures“. M/C Journal 18, Nr. 5 (20.08.2015). http://dx.doi.org/10.5204/mcj.1020.

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Digital culture, as we know it, owes much to space exploration. The technological pursuit of outer space has fuelled innovations in signal processing and automated computing that have left an impact on the hardware and software that make our digital present possible. Developments in satellite technologies, for example, produced far-reaching improvements in digital image processing (Gonzalez and Woods) and the demands of the Apollo missions advanced applications of the integrated circuit – the predecessor to the microchip (Hall). All the inventive digital beginnings in space found their way back to earth and contributed to the development of contemporary formations of culture composed around practices dependent on and driven by digital technologies. Their terrestrial adoption and adaptation supported a revolution in information, mediation and communication technologies, increasing the scope and speed of global production, exchange and use of data and advancing techniques of imaging, mapping, navigation, surveillance, remote sensing and telemetry to a point that could only be imagined before the arrival of the space age. Steadily knotted with contemporary scientific, commercial and military endeavours and the fabric of the quotidian, digital devices and practices now have a bearing upon all aspects of our pursuits, pleasures and politics. Our increasing reliance upon the digital shaped the shared surfaces of human societies and produced cultures in their own right. While aware of the uneasy baggage of the term ‘culture’, we use it here to designate all digitally grounded objects, systems and processes which are materially and socially inflecting our ways of life. In this sense, we consider both what Michael Hardt and Antonio Negri describe as “those results of social production that are necessary for social interaction and further production, such as knowledges, languages, codes, information, affects, and so forth” (viii), and the material contexts of these products of the social. The effects of digital technologies on the socio-material ambits of human life are many and substantial and – as we want to suggest here – evolving through their ‘extraterrestrial’ beginnings. The contemporary courses of digital cultures not only continue to develop through investments in space exploration, they are themselves largely contingent on the technologies that we have placed in outer space, for instance, global telecommunications infrastructure, GPS, Google maps, weather and climate monitoring facilities and missile grids all rely on the constellation of satellites orbiting the earth. However, we have been increasingly witnessing something new: modes of social production that developed on earth from the technical demands of the space age are now being directed, or rather returned back to have new beginnings beyond the globe. Our focus in this paper is this outward momentum of digital cultures. We do not aim to overview the entire history of the digital in outer space, but instead to frame the extraterrestrial extension of human technologies in terms of the socio-material dimensions of extra-planetary digital cultures. Hannah Arendt described how the space age accelerated the already rapid pace of techno-scientific development, denying us pause during which to grasp its effects upon the “human condition”. Our treacherously fast technological conquest of outer space leaves in its wake an aporia in language and “the trouble”, as Arendt puts it, is that we will “forever be unable to understand, that is, to think and speak about the things which nevertheless we are able to do” (3). This crisis in language has at its core a problem of ontology: a failure to recognise that the words we use to describe ourselves are always, and have always been, bound up in our technological modes of being. As thinkers such as Gilbert Simondon and Bernard Stiegler argued and Arendt derided (but could not deny), our technologies are inseparably bound up with the evolutionary continuum of the human and the migration of our digital ways of life into outer space still further complicates articulation of our techno-logic condition. In Stiegler’s view the technical is the primordial supplement to the human into which we have been “exteriorising” our “interiors” of social memory and shared culture to alter, assert and advance the material-social ambits of our living milieu and which have been consequently changing the idea of what it is to be human (141). Without technologies – what Stiegler terms “organised inorganic matter” (17), which mediate our relationships to the world – there is no human in the inhuman extraterrestrial environment and so, effectively, it is only through the organisation of inert matter that culture or social life can exist outside the earth. Offering the possibility of digitally abstracting and processing the complexities and perils of outer space, space technologies are not only a means of creating a human milieu ‘out there’, but of expediting potentially endless extra-planetary progress. The transposition of digital culture into outer space occasions a series of beginnings (and returns). In this paper, we explore extra-planetary digital culture as a productive trajectory in broader discussions of the ontological status of technologies that are socially and materially imbricated in the idea of the human. We consider the digital facilitation of exchanges between earth and outer space and assign them a place in an evolving discourse concerned with expressing the human in relation to the technological. We suggest that ontological questions occasioned by the socio-material effects of technologies require consideration of the digital in outer space and that the inhuman milieu of the extraterrestrial opens up a unique perspective from which to consider the nascent shape of what might be the emerging extra-planetary beginnings of the post human. Digital Exurbias The unfolding of extra-planetary digital cultures necessitates the simultaneous exteriorisation of our production of the social into outer space and the domestication of our extraterrestrial activities here on earth. Caught in the processes of mediated exploration, the moon, Mars, Pluto and other natural or human-made celestial bodies such as the International Space Station are almost becoming remote outer suburbs – exurbias of earth. Digital cultures are reaching toward and expanding into outer space through the development of technologies, but more specifically through advancing the reciprocal processes of social exchanges between terrestrial and extraterrestrial space. Whether it be through public satellite tracking via applications such as Heavens-Above or The High Definition Earth Viewing system’s continuous video feed from the camera attached to the ISS (NASA, "High Definition") – which streams us back an image of our planetary habitat from an Archimedean point of view – we are being encouraged to embrace a kind of digital enculturation of extraterrestrial space. The production of social life outside our own planet has already had many forms, but perhaps can be seen most clearly aboard the International Space Station, presently the only extraterrestrial environment physically occupied by humans. Amongst its many landmark events, the ISS has become a vigorous node of social media activity. For example, in 2013 Chris Hadfield became a Twitter phenomenon while living aboard the ISS; the astronaut gathered over a million Twitter followers, he made posts on Facebook, Tumblr and Reddit, multiple mini-vids, and his rendition of David Bowie’s Space Oddity on YouTube (Hadfield) has thus far been viewed over 26 million times. His success, as has been noted, was not merely due to his use of social media in the unique environment of outer space, but rather that he was able to make the highly technical lives of those in space familiar by revealing to a global audience “how you make a sandwich in microgravity, how you get a haircut” (Potter). This techno-mediation of the everyday onboard ISS is, from a Stieglerian perspective, a gesture toward the establishment of “the relation of the living to its milieu” (49). As part of this process, the new trends and innovations of social media on earth are, for example, continuously replayed and rehearsed in the outer space, with a litany of ‘digital firsts’ such as the first human-sent extraterrestrial ‘tweet’, first Instagram post, first Reddit AMA and first Pinterest ‘pin’ (Knoblauch), betraying our obsessions with serial digital beginnings. The constitution of an extra-planetary milieu progresses with the ability to conduct real-time interactions between those on and outside the earth. This, in essence, collapses all social aspects of the physical barrier and the ISS becomes merely a high-tech outer suburb of the globe. Yet fluid, uninterrupted, real-time communications with the station have only just become possible. Previously, the Iinternet connections between earth and the ISS were slow and troublesome, akin to the early dial-up, but the recently installed Optical Payload for Lasercomm Science (OPAL), a laser communications system, now enables the incredible speeds needed to effortlessly communicate with the human orbital outpost in real-time. After OPAL was affixed to the ISS, it was first tested using the now-traditional system test, “hello, world” (NASA, "Optical Payload"); referencing the early history of digital culture itself, and in doing so, perhaps making the most apt use of this phrase, ever. Open to Beginnings Digital technologies have become vital in sustaining social life, facilitating the immaterial production of knowledge, information and affects (Hardt and Negri), but we have also become increasingly attentive to their materialities; or rather, the ‘matter of things’ never went away, it was only partially occluded by the explosion of social interactivities sparked by the ‘digital revolution’. Within the ongoing ‘material turn’, there have been a gamut of inquiries into the material contexts of the ‘digital’, for example, in the fields of digital anthropology (Horst and Miller), media studies (Kirschenbaum, Fuller, Parikka) and science and technology studies (Gillespie, Boczkowski, and Foot) – to mention only a very few of these works. Outside the globe material things are again insistent, they contain and maintain the terrestrial life from which they were formed. Outer space quickens our awareness of the materiality underpinning the technical apparatus we use to mediate and communicate and the delicate support that it provides for the complex of digital practices built upon it. Social exchanges between earth and its extra-planetary exurbias are made possible through the very materiality of digital signals within which these immaterial interactions can take place. In the pared down reality of contemporary life in outer space, the sociality of the digital is also harnessed to bring forth forms of material production. For example, when astronauts in space recently needed a particular wrench, NASA was able to email them a digital file from which they were then able print the required tool (Shukman). Through technologies such as the 3D printer, the line between products of the social and the creation of material objects becomes blurred. In extra-planetary space, the ‘thingness’ of technologies is at least as crucial as it is on earth and yet – as it appears – material production in space might eventually rely on the infrastructures occasioned by the immaterial exchanges of digital culture. As technical objects, like the 3D printer, are evolving so too are conceptions of the relationship that humans have with technologies. One result of this is the idea that technologies themselves are becoming capable of producing social life; in this conception, the relationships and interrelationships of and with technologies become a potential field of study. We suggest here that the extra-planetary extension of digital cultures will not only involve, but help shape, the evolution of these relationships, and as such, our conceptions and articulations of a future beyond the globe will require a re-positioning of the human and technical objects within the arena of life. This will require new beginnings. Yet beginnings are duplicitous, as Maurice Blanchot wrote – “one must never rely on the word beginning”; technologies have always been part of the human, our rapport is in some sense what defines the human. To successfully introduce the social in outer space will involve an evolution in both the theory and practice of this participation. And it is perhaps through the extra-planetary projection of digital culture that this will come about. In outer space the human partnership with the objects of technology, far from being a utopian promise or dystopian end, is not only a necessity but also a productive force shaping the collective beginnings of our historical co-evolution. Objects of technology that migrate into space appear designed to smooth the ontological misgivings that might arise from our extra-planetary progress. While they are part of the means for producing the social in outer space and physical fortifications against human frailty, they are perhaps also the beginnings of the extraterrestrial enculturation of technologies, given form. One example of such technologies is the anthropomorphic robots currently developed by the Dextrous Robotics Laboratory for NASA. The latest iteration of these, Robotnaut 2 was the first humanoid robot in space; it is a “highly dexterous” robot that works beside astronauts performing a wide range of manual and sensory activities (NASA, "Robonaut"). The Robonaut 2 has recorded its own series of ‘firsts’, including being the “first robot inside a human space vehicle operating without a cage, and first robot to work with human-rated tools in space” (NASA, "Robonaut"). One of the things which mark it as a potential beginning is this ability to use the same tools as astronauts. This suggests the image of a tool using a tool – at first glance, something now quite common in the operation of machines – however, in this case the robot is able to manipulate a tool that was not designed for it. This then might also include the machine itself in our own origins, in that evolutionary moment of grasping a tool or stealing fire from the gods. As an exteriorisation of the human, these robots also suggest that a shared extra-planetary culture would involve acknowledging the participation of technologic entities, recognising that they share these beginnings with us, and thus are participating in the origins of our potential futures beyond the globe – the prospects of which we can only imagine now. Identifiably human-shaped, Robonauts are created to socialise with, and labour together with, astronauts; they share tools and work on the same complex tasks in the same environment aboard the International Space Station. In doing so, their presence might break down the separation between the living and the nonliving, giving form to Stiegler’s hypothesis regarding the ontology of technical objects, and coming to represent a mode of “being” described as “organized inert matter” (49). The robonaut is not dominated by the human, like a hand-held tool, nor is it dominating like a faceless system; it is engineered to be conducted, ‘organised’ rather than controlled. In addition to its anthropomorphic tendencies – which among other things, makes them appear more human than astronauts wearing space suits – is the robonaut’s existence as part of an assemblage of networked life that links technical objects with wet bodies into an animate system of information and matter. While this “heralds the possibility of making the technical being part of culture” (Simondon 16), it also suggests that extra-planetary digital cultures will harness what Simondon formulates as an “ensemble” of “open machines” – a system of sensitive technologies toward which the human acts as “organizer and as a living interpreter” (13). In the design of our extra-planetary envoys we are evolving toward this openness; the Robonaut, a technical object that shares in digital culture and its social and material production, might be the impetus through which the human and technological acquire a language that expresses a kind of evolutionary dialectic. As a system of inclusions that uses technologies to incorporate/socialise everything it can, including its own relationship with technical objects, digital culture in outer space clarifies how technologies might relate and “exchange information with each other through the intermediacy of the human interpreter” (Simondon 14). The Robonaut, like the tweeting astronaut, provides the test signals for what might eventually become points of communication between different modes of being. In this context, culture is collective cumulative memory; the ‘digital’ form of culture suggests an evolution of both technologic life and human life because it incorporates the development of more efficient means of storing and transmitting memory as cultural knowledge, while recognising the experience of both. Social learning and memory will first define the evolution of the Robonaut. Digital culture and the social expressed through technology – toward a shared social life and cultural landscape established in outer space – will involve the conservation, transmission and setting of common patterns that pool a composite interplay of material, neurobiologic and technologic variables. This will in turn require new practices of enculturation, conviviality with technologies, a sharing, incorporation and care. Only then might this transform into a discussion concerning the ontologies of the ‘we’. (Far from) Conclusions Hannah Arendt wrote that technologic progress could not find full expression in “normal” (3) language and that we must constantly be aware that our knowledge, politics, ethics and interactions with regard to technologies are incomplete, unformulated or unexpressed. It could be said then that our relationship with technologies is constantly beginning, that this need to keep finding new language to grasp it means that it actually progresses through its rehearsal of beginnings, through the need to maintain the productive inquisitive force of a pleasant first meeting. Yet Arendt’s idea emerges from a kind of contempt for technology and her implied separation between ‘normal’ and what could be called ‘technical’ language suggests that she privileges the lay ‘human’ tongue as the only one in which meaningful ideas can be properly expressed. What this fails to acknowledge is an appreciation of the potential richness of technical language and Arendt instead establishes a hierarchy that privileges one’s ‘natural’ language. The invocation of the term ‘normal’ is itself an admission of unequal relations with technologies. For a language to develop in which we can truly begin to express and understand the human relationship with ever-changing but ever-present technologies,, we must first allow the entrance of the language of technology into social life – it must be incorporated, learnt or translated. In the future, this might ultimately give technology a voice in a dialogue that might be half-composed of binary code. Digital culture is perhaps a forerunner of such a conversation and perhaps it is in the milieu of outer space that it could be possible to see advances in our ideas about the mutually co-constitutive relationship between the human and technical. The ongoing extra-planetary extension of the digital cultures have the productive potential to sculpt the material and social ambits of our world, and it is this capacity that may precipitate beginnings which will leave lasting imprints upon the prospects of our shared post-human futures. References Arendt, Hannah. The Human Condition. 2nd ed. Chicago: University of Chicago Press, 1958. Blanchot, Maurice. Friendship. Trans. Elizabeth Rottenberg. Stanford: Stanford University Press, 1997. Originally published in French in 1971 under the title L’Amitié. Fuller, Matthew. Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, MA: MIT Press, 2005. Gillespie, Tarleton, Pablo J. Boczkowski, and Kirsten A. Foot (eds.). Media Technologies: Essays on Communication, Materiality, and Society. Cambridge, Massachusetts: MIT Press, 2014. Gonzalez, Rafael, and Richard E. Woods. Digital Image Processing. 2nd ed. New Jersey: Prentice Hall, 2002. Hadfield, Chris. “Space Oddity.” YouTube, 12 May 2013. 10 Aug. 2015 ‹https://www.youtube.com/watch?v=KaOC9danxNo›. Hall, Eldon C. Journey to the Moon: The History of the Apollo Guidance Computer. Reston: American Institute of Aeronautics and Astronautics, 1996. Hardt, Michael, and Antonio Negri. Commonwealth. Cambridge, MA: Harvard University Press, 2009. Heavens-Above. ‹http://www.heavens-above.com›. Horst, Heather, and Daniel Miller. Digital Anthropology. London and New York: Berg, 2012. Kirschenbaum, Matthew. Mechanisms: New Media and the Forensic Imagination. Cambridge, MA: MIT Press, 2008. Knoblauch, Max. “The 8 First Social Media Posts from Space.” Mashable 13 Aug. 2013. ‹http://mashable.com/2013/08/13/space-social-media-firsts/›. NASA. “High Definition Earth-Viewing.” ‹http://www.nasa.gov/mission_pages/station/research/experiments/917.html›.NASA. “Optical Payload for Lasercomm Science (OPALS).” 13 May 2015. ‹http://www.nasa.gov/mission_pages/station/research/experiments/861.html›. NASA. “Robonaut Homepage.” ‹http://robonaut.jsc.nasa.gov/default.asp›. Parikka, Jussi. “Dust and Exhaustion: The Labour of New Materialism.” C-Theory 2 Oct. 2013. ‹http://www.ctheory.net/articles.aspx?id=726›. Potter, Ned. “How Chris Hadfield Conquered Social Media from Outer Space.” Forbes 28 Jul. 2013. ‹http://www.forbes.com/sites/forbesleadershipforum/2013/06/28/how-chris-hadfield-conquered-social-media-from-outer-space›. Shukman, David. “NASA Emails Spanner to Space Station - Analysis.” BBC News 19 Dec. 2014. ‹http://www.bbc.com/news/science-environment-30549341›. Simondon, Gilbert. On the Mode of Existence of Technical Objects. Paris: Aubier, Editions Montaigne, 1958. Trans. Ninian Mellamphy. University of Western Ontario, 1980. Stiegler, Bernard. Technics and Time 1: The Fault of Epimetheus. Stanford: Stanford University Press, 1998.
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Konferenzberichte zum Thema "How to convert fast video to normal speed"

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Saito, Shimpei, Yutaka Abe, Akiko Kaneko, Yuzuru Iwasawa, Eiji Matsuo, Ken-ichi Ebihara, Hiroshi Sakaba, Kazuya Koyama und Hideki Nariai. „Influence of Hydrodynamic Interaction on Jet Breakup and Fragmentation Behavior“. In 2014 22nd International Conference on Nuclear Engineering. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/icone22-30028.

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Mitigative measures against a Core Disruptive Accident (CDA) are important from the viewpoints of safety of a Fast Breeder Reactor (FBR). If a CDA occurs, Post Accident Heat Removal (PAHR) must be surely achieved. In the PAHR, molten materials are likely to be injected into the coolant like a jet and they must satisfy two requests simultaneously: fast ejection and stable cooling after quenched. In order to estimate the quench behavior of the molten jet, it is important to understand how the jet breaks up. The objective of this study is to clarify that the influence of hydrodynamic interaction between a jet and the surrounding fluid on jet breakup. Previous works have clarified that one cause of the jet breakup is provoked by fragmentation at the side of a jet. However, there are few detailed results describing the correlation between jet breakup and hydrodynamic interaction at the leading-edge region of a jet. Additionally, air entrainment with a jet is always observed in our past experiments using simulants, but its influence has not been discussed yet. In this study, jet injection experiments in liquid-liquid system were conducted for investigating the interaction a jet and an ambient fluid, and the effect of air entrainment on jet breakup behavior. Both simulant core materials and coolants were transparent liquids for visualization. The stored simulant core material was injected into a tank filled with the simulant coolant. In order to realize the condition without air entrainment, the air remaining within the nozzle was removed using a syringe. The jet breakup behavior was observed with a high speed video camera. A normal backlight system and a Laser Induced Fluorescence (LIF) system were employed for visualization. The inner velocity distribution of a jet was measured by Particle Image Velocimetry (PIV). As a result, in the experiments without air entrainment the jet breakup lengths were described by Epstein’s equation. In addition, a pair of vortices was observed at the leading-edge region. The vortices were generated at the leading edge and the leading edge rolled up by the vortices returned toward a jet core. Thus, it was very likely that the vortices at the leading edge region promoted jet breakup.
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