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Holmes, Todd A. „Effects of self-brand congruity and ad duration on online in-stream video advertising“. Journal of Consumer Marketing 38, Nr. 4 (05.05.2021): 374–85. http://dx.doi.org/10.1108/jcm-07-2019-3333.

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Purpose The purpose of this study is to examine the impact of self-brand congruity and ad duration on the effectiveness of in-stream online video advertisements. Design/methodology/approach Two online experiments were administered based on a 2 (self-brand congruity) * 2 (ad duration) between-subjects design. Three brand personality dimensions (excitement, sophistication and ruggedness) were included in the model as replicates, and effectiveness was measured using six dependent measures. Findings High self-brand congruity resulted in significantly greater attention, attitude toward the ad, attitude toward the brand and purchase intention when compared to low self-brand congruity. Higher recall of ad information was found for subjects who viewed ads low in congruity with their self-concepts. Attention, recall and recognition were significantly higher for participants who viewed 30-s ads. An interaction effect of self-brand congruity and ad duration was found on purchase intention. Research limitations/implications This study considered the impact of self-brand congruity and ad duration on the effectiveness of ads for only well-known brands inserted into short-form content. Future research should consider using ads without celebrities present or ads for fictitious brands inserted into long-form video content. Practical implications When producing video advertisements, an adequate selection of brand cues should be included that are deemed self-congruent with target audiences. Ad managers aiming to drive favorable consumer attitudes and purchase intention should select 15-s over 30-s ads. Originality/value This study examines the impact of self-brand congruity and ad duration on each stage of the hierarchy of effects model, including attention as a precursor to recall and recognition. The interaction effect between self-brand congruity and ad duration is also assessed.
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Silakov, Nikolai V., und Kirill L. Tassov. „OVERVIEW OF THE TEXT AREA DETECTION ALGORITHMS IN VIDEO STREAM FRAMES“. RSUH/RGGU Bulletin. Series Information Science. Information Security. Mathematics, Nr. 2 (2020): 27–45. http://dx.doi.org/10.28995/2686-679x-2020-2-27-45.

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. The widespread development of video technologies in cooperation with social networks such as YouTube and TicToc has led to a sharp increase in the volume of information. The processing and analysis of this data fall on the shoulders of a person. It happens as especially difficult to extract useful text information from the entire video stream. That issue is particularly acute in areas such as the state defense and law enforcement, where the volume of incoming video information is huge. A video stream can contain useful meta information helpful to search, classify, and link the data to specific video content. There are already systems for automatic recognition of the state registration plates, vehicles, railway car numbers, street names, and video titles. However, there may still be a lot of metainformation in the frames of the video stream, such as the marking of various objects and technical products, building numbers, ads, signs, inscriptions, text on documents, and much more. Creating a system for automatic detection of any text in video content will significantly improve the processing and increase the efficiency of information search engines. This article provides an overview of methods for detecting text regions in frames of the video stream. The methods are analyzed in terms of applicability and universality. A comparative analysis and evaluation of popular methods for detecting text areas are given.
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Kren, Matej, Andrej Kos und Urban Sedlar. „Mining the IPTV Channel Change Event Stream to Discover Insight and Detect Ads“. Mathematical Problems in Engineering 2016 (2016): 1–5. http://dx.doi.org/10.1155/2016/2541814.

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IPTV has been widely deployed throughout the world, bringing significant advantages to users in terms of the channel offering, video on demand, and interactive applications. One aspect that has been often neglected is the ability of precise and unobtrusive telemetry. TV set-top boxes that are deployed in modern IPTV systems can be thought of as capable sensor nodes that collect vast amounts of data, representing both the user activity and the quality of service delivered by the system itself. In this paper we focus on the user-generated events and analyze how the data stream of channel change events received from the entire IPTV network can be mined to obtain insight about the content. We demonstrate that it is possible to predict the occurrence of TV ads with high probability and show that the approach could be extended to model the user behavior and classify the viewership in multiple dimensions.
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Tito, Anita Chrishanti Puteri, und Claudy Gabriella. „Faktor-faktor Iklan yang Dapat Menarik Penonton Untuk Menonton Iklan Skip-Ads di Youtube Sampai Selesai“. Jurnal Akuntansi Maranatha 11, Nr. 1 (07.05.2019): 98–114. http://dx.doi.org/10.28932/jam.v11i1.1544.

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Along with the changing times, technology plays an important role in the marketing world. The increasing use of the internet has led to the shift of marketing using print media into online media. Deployment of marketing strategies can be found through various platforms such as websites and social media. One popular website is used as a means to market your product or service is YouTube. If someone is using YouTube certainly will often encounter many types of ads, but the most common and often comes up is true view in-stream ads that are usually will appear before the video starts. The ad will run for 5 seconds before it was finally has available options for in-skip. The problem that occurs is the lack of enthusiastic viewers to watch ads are marked with the number of viewers that will be to skip even before watching the commercials and this becomes a problem that hurt the company because it can not deliver the message properly. Therefore, researcher will find out the factors that can make viewers watch ads up to completion that are divided by age and gender. The method used in this study is exploratory research and based on the goals of this research it is an applied research because it will be used as a solution to solve the existing problems. The data collection will be done in two (2) methods: literature review and depth interview. The results showed the existence of some differences and some similarities between groups that will be presented in tabular form, analysed in qualitative method. Keyword: Online Advertising, YouTube, True View In-stream Ads, Exploratory Research, Depth Interview
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Zhong, Xiuyu, und Zhongyi Luo. „Design Of Video Bitrate Analyzer Based On Swift“. MATEC Web of Conferences 232 (2018): 02017. http://dx.doi.org/10.1051/matecconf/201823202017.

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Network video is very popular, users often upload video, Video site allows specific coded video to maintain the original specification at a certain peak rate, and then to add lower-level specifications to the code. At present, many analysis tools can only get the maximum rate of the whole video, and cannot get the rate map, nor support the new video format. This design proposes using the Swift language to display the video bitrate analysis data in different forms, FFmpeg/ffprobe applications is called to analyze video stream. The experimental results show that the design can get the information of all frames of the video to depict the column chart, and can display the corresponding time point of the frame, so that users can modify the area exceeding the rate limit, so as to achieve the goal of no forced transcoding. In addition, this design supports HEVC format video.
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Mahajan, Prof Kanchan. „Missing Person Identification System“. International Journal for Research in Applied Science and Engineering Technology 9, Nr. VII (31.07.2021): 3530–33. http://dx.doi.org/10.22214/ijraset.2021.37113.

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In the world, countless people are missing every day, including children, adolescents, psychological challenge, elderly people with Alzheimer’s, etc. they remain without a trace. These charges are missing and are being reviewed at the police station. Ngu using webcam technology compare the individual and the database available again to find these people. This program is designed to locate missing people. If missing The person is found in the Web video stream and sends the location of the lost person to the police station. After a missing person is found in a Web Video stream, send location Email to the police station. So our system can play a very key role in matters of security and authenticity. Here the manager does all the management roles in this program. The controller can add active police officers, remove active police officers and watch police using. The system gets the results and produces the output accordingly.
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Chen, Xin, und Xiang Rong Wu. „A Courseware Recording & Editing System Based on DirectShow“. Applied Mechanics and Materials 311 (Februar 2013): 3–8. http://dx.doi.org/10.4028/www.scientific.net/amm.311.3.

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With the development of network technology, it’s a trend to put up a bridge between the teaching resources and the learners. The network courseware is the most important part in Distance Education. A courseware recording and editing system is presented in this article. Using the Visual C++ 6.0 as design platform, the multimedia courseware recorder and player in this system is developed by using DirectShow technique, and the multimedia courseware editor is developed by using non-linearity edit system DES (DirectShow Editing Services). The system realizes the “Multi-Stream-In-One” (integrated of 2 video streams, 1 PC screen stream, and 1 stereo audio stream), and can add captions, subtitles and background music .etc. The generated courseware is an important resource for Distance Education, and can be widely used in daily teaching.
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Wang, Wen Ming, und Ya Peng Yu. „Robot Visual Design with the Panorama Synthesis Function with Manufacturing Technology“. Applied Mechanics and Materials 312 (Februar 2013): 705–9. http://dx.doi.org/10.4028/www.scientific.net/amm.312.705.

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Panorama synthesis is basis of the target tracking. Through the synthesis of panorama, can enlarge the visual range to capture for the cameras, in the big background, the suspicious target which needs to be tracked are more easily detected, then selects the target, and Tracks it. In the existing target tracking of robot integrated machine, adds panorama synthesis function and the suspicious target selection function, the target tracking runs only on selected target, make the tracking more targeted. In the Panorama synthesis module of the present system, there are two ways to obtain video stream that is real-time image stream from Cameras and the local AVI video file. Through the algorithm to judge the position relationship between two adjacent frames, finishes the image stitching, and displays panorama of the in the user interface in real time. By a particular target selection from users, complete moving object detection and tracking in motion camera environment. After the test, the system can meet the general needs of application oriented robot visual.
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Spitzer, Michael, Ibrahim Nanic und Martin Ebner. „Distance Learning and Assistance Using Smart Glasses“. Education Sciences 8, Nr. 1 (27.01.2018): 21. http://dx.doi.org/10.3390/educsci8010021.

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With the everyday growth of technology, new possibilities arise to support activities of everyday life. In education and training, more and more digital learning materials are emerging, but there is still room for improvement. This research study describes the implementation of a smart glasses app and infrastructure to support distance learning with WebRTC. The instructor is connected to the learner by a video streaming session and gets the live video stream from the learner’s smart glasses from the learner’s point of view. Additionally, the instructor can draw on the video to add context-aware information. The drawings are immediately sent to the learner to support him to solve a task. The prototype has been qualitatively evaluated by a test user who performed a fine-motor-skills task and a maintenance task under assistance of the remote instructor.
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Yao, Li, und Miaogen Ling. „An Improved Mixture-of-Gaussians Background Model with Frame Difference and Blob Tracking in Video Stream“. Scientific World Journal 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/424050.

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Modeling background and segmenting moving objects are significant techniques for computer vision applications. Mixture-of-Gaussians (MoG) background model is commonly used in foreground extraction in video steam. However considering the case that the objects enter the scenery and stay for a while, the foreground extraction would fail as the objects stay still and gradually merge into the background. In this paper, we adopt a blob tracking method to cope with this situation. To construct the MoG model more quickly, we add frame difference method to the foreground extracted from MoG for very crowded situations. What is more, a new shadow removal method based on RGB color space is proposed.
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Hidayat, Tonny. „Penerapan Teknologi Augmented Reality Sebagai Model Media Edukasi Kesehatan Gigi Bagi Anak“. Creative Information Technology Journal 2, Nr. 1 (04.04.2015): 77. http://dx.doi.org/10.24076/citec.2014v2i1.39.

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Augmented Reality adalah sebuah teknologi yang relatif baru dan masih dikembangkan sampai saat ini. Konsepnya adalah menggabungkan dimensi dunia nyata dengan dimensi 'dunia nyata' yang termediasi, atau dunia virtual, untuk menciptakan kesan bahwa dimensi dunia nyata kita diperkaya dengan objek maya tiga dimensi. Hal ini dilakukan dengan cara 'menggambar' objek tiga dimensi pada marker, yakni sebuah 'pola' dalam bingkai segi empat yang bersifat unik dan dapat dikenali oleh aplikasinya. Aplikasi yang bersangkutan menerima input berupa video stream, yang berarti menggunakan input berupa citraan dari perangkat keras yang berfungsi menangkap gambar, biasanya sebuah webcam. Karena berupa video stream, artinya gambaran yang ditangkap sebagai input akan berubah-ubah, dan program harus dapat tetap mengenali marker meskipun berubah posisi dan orientasi relatif terhadap perangkat input. Pengenalan terhadap posisi dan pergerakan ini adalah salah satu konsep Teknologi Informasi yang bernama Computer Vision, dan digunakan untuk mendeteksi pola pergerakan relatif objek terhadap kamera.Pendidikan terhadap anak harus dilakukan sedini mungkin terutama dalam hal kesehatan. Seiring dengan berkembangnya pemahaman masyarakat tentang pentingnya kesehatan gigi, banyak pihak yang telah memberikan informasi terkait kesehatan gigi di berbagai media. Tidak hanya orang dewasa yang menjadi sasaran akan tetapi juga mulai dari anak-anak sudah dikenalkan dengan pengetahuan tersebut. Karena dibutuhkan media penyampaian untuk anak maka banyak bermunculan media edukasi yang diharapkan bisamendidik anak dengan berbagai macam cara..Pemanfaatan Augmented Realitysebagai alat untuk mengedukasi anak, ini akan memberikan pandangan baru terhadap media edukasi yang ada pada saat ini, bukan hanya menggunakan objek secara nyata tapi juga bisa digunakan objek berbentuk virtual dalam penyampaian informasi. Nilai tambah dari media ini adalah mempermudah penyampaian dan membuat informasi semakin menarik terutama bagi anak.Augmented Reality is a technology that is relatively new and still being developed today. The concept is to combine real-world dimensions to the dimensions of the 'real world' are mediated, or the virtual world, to create the impression that the dimensions of the real world we are enriched by virtual three-dimensional objects. This is done by 'drawing' a three-dimensional object on the marker, which is a 'pattern' in a rectangular frame that is unique and can be recognized by the application. Pertinent application accepts input in the form of a video stream, which means using the input in the form of images of the hardware image capture function, typically a webcam. Because the form of a video stream, meaning that as the input image captured will vary, and programs must be able to recognize the markers remained unchanged despite the position and orientation relative to the input device. Introduction to the position and movement is one of the Information Technology concept called Computer Vision, and is used to detect object movement patterns relative to the camera.Education of children should be done as early as possible, especially in terms of health. Along with the development of public understanding about the importance of dental health, many people who have provided information related to dental health in a variety of media. Not only adults who were targeted but also start from the children has been introduced with such knowledge. Because it takes delivery of media for children then many emerging medium of education is expected to educate children with a variety of ways.Utilization of Augmented Reality as a tool to educate the child, this will provide a new perspective on media education that existed at this time, instead of just using the real object but also can be used in the form of a virtual object in the delivery of information. The added value of this medium is to facilitate the delivery and make the information more interesting, especially for children.
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Mukherjee, Rahul, und Abhigyan Singh. „Reconfiguring Mobile Media Assemblages: Download Cultures and Translocal Flows of Affective Platforms“. Asiascape: Digital Asia 4, Nr. 3 (08.09.2017): 257–84. http://dx.doi.org/10.1163/22142312-12340080.

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Abstract Memory cards are flash memory devices that enable storage and circulation of music in audio and video formats. In some regions in Asia, the bandwidth to stream musical content is unavailable, and people go to ‘download vendors’, who add content to their memory cards. We investigate regional standards/formats that allow Chinese dvd players to be sold in India and North Korea that can play not only vcds/dvds but also memory cards. Contemporary platform discourse disproportionately studies algorithm and-interface-based online platforms that support streaming cultures. We explore offline digital platforms that enable download cultures by considering memory cards as medial objects that are attached to various platform ecosystems. Such ecosystems based on informal business models and network logic act as both intermediaries and foundations that provide users with opportunities to share and participate. Going beyond instrumental uses of platforms, we discern their affectivity: their ability to provide pleasurable entertainment and aesthetic experiences.
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Cioppa, Anthony, Marc Braham und Marc Van Droogenbroeck. „Asynchronous Semantic Background Subtraction“. Journal of Imaging 6, Nr. 6 (18.06.2020): 50. http://dx.doi.org/10.3390/jimaging6060050.

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The method of Semantic Background Subtraction (SBS), which combines semantic segmentation and background subtraction, has recently emerged for the task of segmenting moving objects in video sequences. While SBS has been shown to improve background subtraction, a major difficulty is that it combines two streams generated at different frame rates. This results in SBS operating at the slowest frame rate of the two streams, usually being the one of the semantic segmentation algorithm. We present a method, referred to as “Asynchronous Semantic Background Subtraction” (ASBS), able to combine a semantic segmentation algorithm with any background subtraction algorithm asynchronously. It achieves performances close to that of SBS while operating at the fastest possible frame rate, being the one of the background subtraction algorithm. Our method consists in analyzing the temporal evolution of pixel features to possibly replicate the decisions previously enforced by semantics when no semantic information is computed. We showcase ASBS with several background subtraction algorithms and also add a feedback mechanism that feeds the background model of the background subtraction algorithm to upgrade its updating strategy and, consequently, enhance the decision. Experiments show that we systematically improve the performance, even when the semantic stream has a much slower frame rate than the frame rate of the background subtraction algorithm. In addition, we establish that, with the help of ASBS, a real-time background subtraction algorithm, such as ViBe, stays real time and competes with some of the best non-real-time unsupervised background subtraction algorithms such as SuBSENSE.
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Gerbracht, Jeff. „COSA: Cloud Object Storage Archive for deep archival of digital data“. Biodiversity Information Science and Standards 2 (22.05.2018): e25811. http://dx.doi.org/10.3897/biss.2.25811.

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The Cornell Lab of Ornithology gathers, utilizes and archives a wide variety of digital assets ranging from details of a bird observation to photos, video and sound recordings. Some of these datasets are fairly small, while others are hundreds of terabytes. In this presentation we will describe how the Lab archives these datasets to ensure the data are both loss-less and recoverable in the case of a widespread disaster, how the archival strategy has evolved over the years and explore in detail the current hybrid cloud storage management system. The Lab runs eBird and several other citizen science programs focused on birds where individuals from around the globe enter their sightings into a centralized database. The eBird project alone stores over 500,000,000 observations and the underlying database is over a terabyte in size. Birds of North America, Neotropical Birds and All About Birds are online species accounts comprising a wide range of authoritative live history articles maintained in a relatively small database. Macaulay Library is the world’s largest image, sound and video archive with over 6,000,000 cuts totaling nearly 100 TB of data. The Bioacoustics Research Program utilizes automated recording units (SWIFTs) in the forests of the US, jungles of Africa and in all seven oceans to record the environment. These units record 24 hours a day and gather a tremendous about of raw data, over 200 TB to date with an expected rate of an additional 100TB per year. Lastly, BirdCams run by the lab add a steady stream of media detailing the reproductive cycles of a number of species. The lab is committed to making these archives of the natural world available for research and conservation today. More importantly, ensuring these data exist and are accessible in 100 years is a critical component of the Lab data strategy. The data management system for these digital assets has been completely overhauled to handle the rapidly increasing volume and to utilize on-premises systems and cloud services in a hybrid cloud storage system to ensure data are archived in a manner that is redundant, loss-less and insulated from disasters yet still accessible for research. With multimedia being the largest and most rapidly growing block of data, cost rapidly becomes a constraining factor of archiving these data in redundant, geographically isolated facilities. Datasets with a smaller footprint, eBIrd and species accounts allow for a wider variety of solutions as cost is less of a factor. Using different methods to take advantage of differing technologies and balancing cost vs recovery speed, the Lab has implemented several strategies based on data stability (eBird data are constantly changing), retrieval frequency required for research and overall size of the dataset. We utilize Amazon S3 and Glacier as our media archive, we tag each media in Glacier with a set of basic DarwinCore metatdata fields that key back to a master metadata database and numerous project specific databases. Because these metadata databases are much smaller in size, yet critical in searching and retrieval of a required media file, they are archived differently with up to the minute replication to prevent any data loss due to an unexpected disaster. The media files are tagged with a standard set of basic metadata and in the case where the metadata databases were unavailable, retrieval of specific media and basic metadata can still occur. This system has allowed the lab to place into long term archive hundreds of terabytes of data, store them in redundant, geographically isolated locations and provide for complete disaster recovery of the data and metadata.
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Ljubojević, Miloš, Vojkan Vasković, Zdenka Babić und Dušan Starčević. „Influence of Resolution and Frame Rate on the Linear In-Stream Video Ad QoE“. JITA - Journal of Information Technology and Applications (Banja Luka) - APEIRON 7, Nr. 1 (29.06.2014). http://dx.doi.org/10.7251/jit1401015lj.

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Abstract: An increasing number of services and facilities that are of interest to users is based on video streaming. Technical characteristics of video have a strong impact on the quality of a video streaming service and its perception by users. The most important measure of quality, which focuses on the user, is the Quality of Experience (QoE). Given that video advertising is a typical video streaming application, it is necessary to analyze the effect of the change of video characteristics on the QoE. This paper examines the impact of resolution and frame rate change on the QoE level by using objective and subjective QoE metrics. It also looks at the possibility of mapping the objective QoE metrics into subjective ones, if the QoE in Internet video advertising is analyzed. It was demonstrated that the values obtained by the objective assessment of quality can be mapped to the results obtained by subjective assessment of quality when the quality of experience of linear in- stream video ads is analyzed. The results indicate that temporal aspects of video quality assessment, e.g. influence of resolution and frame rate change to the level of the QoE, can be achieved by implementation of objective methods. Therefore, quality of experience can be improved by the proper selection of video characteristics values.
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Burwell, Catherine. „New(s) Readers: Multimodal Meaning-Making in AJ+ Captioned Video“. M/C Journal 20, Nr. 3 (21.06.2017). http://dx.doi.org/10.5204/mcj.1241.

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IntroductionIn 2013, Facebook introduced autoplay video into its newsfeed. In order not to produce sound disruptive to hearing users, videos were muted until a user clicked on them to enable audio. This move, recognised as a competitive response to the popularity of video-sharing sites like YouTube, has generated significant changes to the aesthetics, form, and modalities of online video. Many video producers have incorporated captions into their videos as a means of attracting and maintaining user attention. Of course, captions are not simply a replacement or translation of sound, but have instead added new layers of meaning and changed the way stories are told through video.In this paper, I ask how the use of captions has altered the communication of messages conveyed through online video. In particular, I consider the role captions have played in news reporting, as online platforms like Facebook become increasingly significant sites for the consumption of news. One of the most successful producers of online news video has been Al Jazeera Plus (AJ+). I examine two recent AJ+ news videos to consider how meaning is generated when captions are integrated into the already multimodal form of the video—their online reporting of Australian versus US healthcare systems, and the history of the Black Panther movement. I analyse interactions amongst image, sound, language, and typography and consider the role of captions in audience engagement, branding, and profit-making. Sean Zdenek notes that captions have yet to be recognised “as a significant variable in multimodal analysis, on par with image, sound and video” (xiii). Here, I attempt to pay close attention to the representational, cultural and economic shifts that occur when captions become a central component of online news reporting. I end by briefly enquiring into the implications of captions for our understanding of literacy in an age of constantly shifting media.Multimodality in Digital MediaJeff Bezemer and Gunther Kress define a mode as a “socially and culturally shaped resource for meaning making” (171). Modes include meaning communicated through writing, sound, image, gesture, oral language, and the use of space. Of course, all meanings are conveyed through multiple modes. A page of written text, for example, requires us to make sense through the simultaneous interpretation of words, space, colour, and font. Media such as television and film have long been understood as multimodal; however, with the appearance of digital technologies, media’s multimodality has become increasingly complex. Video games, for example, demonstrate an extraordinary interplay between image, sound, oral language, written text, and interactive gestures, while technologies such as the mobile phone combine the capacity to produce meaning through speaking, writing, and image creation.These multiple modes are not simply layered one on top of the other, but are instead “enmeshed through the complexity of interaction, representation and communication” (Jewitt 1). The rise of multimodal media—as well as the increasing interest in understanding multimodality—occurs against the backdrop of rapid technological, cultural, political, and economic change. These shifts include media convergence, political polarisation, and increased youth activism across the globe (Herrera), developments that are deeply intertwined with uses of digital media and technology. Indeed, theorists of multimodality like Jay Lemke challenge us to go beyond formalist readings of how multiple modes work together to create meaning, and to consider multimodality “within a political economy and a cultural ecology of identities, markets and values” (140).Video’s long history as an inexpensive and portable way to produce media has made it an especially dynamic form of multimodal media. In 1974, avant-garde video artist Nam June Paik predicted that “new forms of video … will stimulate the whole society to find more imaginative ways of telecommunication” (45). Fast forward more than 40 years, and we find that video has indeed become an imaginative and accessible form of communication. The cultural influence of video is evident in the proliferation of video genres, including remix videos, fan videos, Let’s Play videos, video blogs, live stream video, short form video, and video documentary, many of which combine semiotic resources in novel ways. The economic power of video is evident in the profitability of video sharing sites—YouTube in particular—as well as the recent appearance of video on other social media platforms such as Instagram and Facebook.These platforms constitute significant “sites of display.” As Rodney Jones notes, sites of display are not merely the material media through which information is displayed. Rather, they are complex spaces that organise social interactions—for example, between producers and users—and shape how meaning is made. Certainly we can see the influence of sites of display by considering Facebook’s 2013 introduction of autoplay into its newsfeed, a move that forced video producers to respond with new formats. As Edson Tandoc and Julian Maitra write, news organisations have had been forced to “play by Facebook’s frequently modified rules and change accordingly when the algorithms governing the social platform change” (2). AJ+ has been considered one of the media companies that has most successfully adapted to these changes, an adaptation I examine below. I begin by taking up Lemke’s challenge to consider multimodality contextually, reading AJ+ videos through the conceptual lens of the “attention economy,” a lens that highlights the profitability of attention within digital cultures. I then follow with analyses of two short AJ+ videos to show captions’ central role, not only in conveying meaning, but also in creating markets, and communicating branded identities and ideologies.AJ+, Facebook and the New Economies of AttentionThe Al Jazeera news network was founded in 1996 to cover news of the Arab world, with a declared commitment to give “voice to the voiceless.” Since that time, the network has gained global influence, yet many of its attempts to break into the American market have been unsuccessful (Youmans). In 2013, the network acquired Current TV in an effort to move into cable television. While that effort ultimately failed, Al Jazeera’s purchase of the youth-oriented Current TV nonetheless led to another, surprisingly fruitful enterprise, the development of the digital media channel Al Jazeera Plus (AJ+). AJ+ content, which is made up almost entirely of video, is directed at 18 to 35-year-olds. As William Youmans notes, AJ+ videos are informal and opinionated, and, while staying consistent with Al Jazeera’s mission to “give voice to the voiceless,” they also take an openly activist stance (114). Another distinctive feature of AJ+ videos is the way they are tailored for specific platforms. From the beginning, AJ+ has had particular success on Facebook, a success that has been recognised in popular and trade publications. A 2015 profile on AJ+ videos in Variety (Roettgers) noted that AJ+ was the ninth biggest video publisher on the social network, while a story on Journalism.co (Reid, “How AJ+ Reaches”) that same year commented on the remarkable extent to which Facebook audiences shared and interacted with AJ+ videos. These stories also note the distinctive video style that has become associated with the AJ+ brand—short, bold captions; striking images that include photos, maps, infographics, and animations; an effective opening hook; and a closing call to share the video.AJ+ video producers were developing this unique style just as Facebook’s autoplay was being introduced into newsfeeds. Autoplay—a mechanism through which videos are played automatically, without action from a user—predates Facebook’s introduction of the feature. However, autoplay on Internet sites had already begun to raise the ire of many users before its appearance on Facebook (Oremus, “In Defense of Autoplay”). By playing video automatically, autoplay wrests control away from users, and causes particular problems for users using assistive technologies. Reporting on Facebook’s decision to introduce autoplay, Josh Constine notes that the company was looking for a way to increase advertising revenues without increasing the number of actual ads. Encouraging users to upload and share video normalises the presence of video on Facebook, and opens up the door to the eventual addition of profitable video ads. Ensuring that video plays automatically gives video producers an opportunity to capture the attention of users without the need for them to actively click to start a video. Further, ensuring that the videos can be understood when played silently means that both deaf users and users who are situationally unable to hear the audio can also consume its content in any kind of setting.While Facebook has promoted its introduction of autoplay as a benefit to users (Oremus, “Facebook”), it is perhaps more clearly an illustration of the carefully-crafted production strategies used by digital platforms to capture, maintain, and control attention. Within digital capitalism, attention is a highly prized and scarce resource. Michael Goldhaber argues that once attention is given, it builds the potential for further attention in the future. He writes that “obtaining attention is obtaining a kind of enduring wealth, a form of wealth that puts you in a preferred position to get anything this new economy offers” (n.p.). In the case of Facebook, this offers video producers the opportunity to capture users’ attention quickly—in the time it takes them to scroll through their newsfeed. While this may equate to only a few seconds, those few seconds hold, as Goldhaber predicted, the potential to create further value and profit when videos are viewed, liked, shared, and commented on.Interviews with AJ+ producers reveal that an understanding of the value of this attention drives the organisation’s production decisions, and shapes content, aesthetics, and modalities. They also make it clear that it is captions that are central in their efforts to engage audiences. Jigar Mehta, former head of engagement at AJ+, explains that “those first three to five seconds have become vital in grabbing the audience’s attention” (quoted in Reid, “How AJ+ Reaches”). While early videos began with the AJ+ logo, that was soon dropped in favour of a bold image and text, a decision that dramatically increased views (Reid, “How AJ+ Reaches”). Captions and titles are not only central to grabbing attention, but also to maintaining it, particularly as many audience members consume video on mobile devices without sound. Mehta tells an editor at the Nieman Journalism Lab:we think a lot about whether a video works with the sound off. Do we have to subtitle it in order to keep the audience retention high? Do we need to use big fonts? Do we need to use color blocking in order to make words pop and make things stand out? (Mehta, qtd. in Ellis)An AJ+ designer similarly suggests that the most important aspects of AJ+ videos are brand, aesthetic style, consistency, clarity, and legibility (Zou). While questions of brand, style, and clarity are not surprising elements to associate with online video, the matter of legibility is. And yet, in contexts where video is viewed on small, hand-held screens and sound is not an option, legibility—as it relates to the arrangement, size and colour of type—does indeed take on new importance to storytelling and sense-making.While AJ+ producers frame the use of captions as an innovative response to Facebook’s modern algorithmic changes, it makes sense to also remember the significant histories of captioning that their videos ultimately draw upon. This lineage includes silent films of the early twentieth century, as well as the development of closed captions for deaf audiences later in that century. Just as he argues for the complexity, creativity, and transformative potential of captions themselves, Sean Zdenek also urges us to view the history of closed captioning not as a linear narrative moving inevitably towards progress, but as something far more complicated and marked by struggle, an important reminder of the fraught and human histories that are often overlooked in accounts of “new media.” Another important historical strand to consider is the centrality of the written word to digital media, and to the Internet in particular. As Carmen Lee writes, despite public anxieties and discussions over a perceived drop in time spent reading, digital media in fact “involve extensive use of the written word” (2). While this use takes myriad forms, many of these forms might be seen as connected to the production, consumption, and popularity of captions, including practices such as texting, tweeting, and adding titles and catchphrases to photos.Captions, Capture, and Contrast in Australian vs. US HealthcareOn May 4, 2017, US President Donald Trump was scheduled to meet with Australian Prime Minister Malcolm Turnbull in New York City. Trump delayed the meeting, however, in order to await the results of a vote in the US House of Representatives to repeal the Affordable Care Act—commonly known as Obama Care. When he finally sat down with the Prime Minister later that day, Trump told him that Australia has “better health care” than the US, a statement that, in the words of a Guardian report, “triggered astonishment and glee” amongst Trump’s critics (Smith). In response to Trump’s surprising pronouncement, AJ+ produced a 1-minute video extending Trump’s initial comparison with a series of contrasts between Australian government-funded health care and American privatised health care (Facebook, “President Trump Says…”). The video provides an excellent example of the role captions play in both generating attention and creating the unique aesthetic that is crucial to the AJ+ brand.The opening frame of the video begins with a shot of the two leaders seated in front of the US and Australian flags, a diplomatic scene familiar to anyone who follows politics. The colours of the picture are predominantly red, white and blue. Superimposed on top of the image is a textbox containing the words “How does Australia’s healthcare compare to the US?” The question appears in white capital letters on a black background, and the box itself is heavily outlined in yellow. The white and yellow AJ+ logo appears in the upper right corner of the frame. This opening frame poses a question to the viewer, encouraging a kind of rhetorical interactivity. Through the use of colour in and around the caption, it also quickly establishes the AJ+ brand. This opening scene also draws on the Internet’s history of humorous “image macros”—exemplified by the early LOL cat memes—that create comedy through the superimposition of captions on photographic images (Shifman).Captions continue to play a central role in meaning-making once the video plays. In the next frame, Trump is shown speaking to Turnbull. As he speaks, his words—“We have a failing healthcare”—drop onto the screen (Image 1). The captions are an exact transcription of Trump’s awkward phrase and appear centred in caps, with the words “failing healthcare” emphasised in larger, yellow font. With or without sound, these bold captions are concise, easily read on a small screen, and visually dominate the frame. The next few seconds of the video complete the sequence, as Trump tells Turnbull, “I shouldn’t say this to our great gentleman, my friend from Australia, ‘cause you have better healthcare than we do.” These words continue to appear over the image of the two men, still filling the screen. In essence, Trump’s verbal gaffe, transcribed word for word and appearing in AJ+’s characteristic white and yellow lettering, becomes the video’s hook, designed to visually call out to the Facebook user scrolling silently through their newsfeed.Image 1: “We have a failing healthcare.”The middle portion of the video answers the opening question, “How does Australia’s healthcare compare to the US?”. There is no verbal language in this segment—the only sound is a simple synthesised soundtrack. Instead, captions, images, and spatial design, working in close cooperation, are used to draw five comparisons. Each of these comparisons uses the same format. A title appears at the top of the screen, with the remainder of the screen divided in two. The left side is labelled Australia, the right U.S. Underneath these headings, a representative image appears, followed by two statistics, one for each country. For example, the third comparison contrasts Australian and American infant mortality rates (Image 2). The left side of the screen shows a close-up of a mother kissing a baby, with the superimposed caption “3 per 1,000 births.” On the other side of the yellow border, the American infant mortality rate is illustrated with an image of a sleeping baby superimposed with a corresponding caption, “6 per 1,000 births.” Without voiceover, captions do much of the work of communicating the national differences. They are, however, complemented and made more quickly comprehensible through the video’s spatial design and its subtly contrasting images, which help to visually organise the written content.Image 2: “Infant mortality rate”The final 10 seconds of the video bring sound back into the picture. We once again see and hear Trump tell Turnbull, “You have better healthcare than we do.” This image transforms into another pair of male faces—liberal American commentator Chris Hayes and US Senator Bernie Sanders—taken from a MSNBC cable television broadcast. On one side, Hayes says “They do have, they have universal healthcare.” On the other, Sanders laughs uproariously in response. The only added caption for this segment is “Hahahaha!”, the simplicity of which suggests that the video’s target audience is assumed to have a context for understanding Sander’s laughter. Here and throughout the video, autoplay leads to a far more visual style of relating information, one in which captions—working alongside images and layout—become, in Zdenek’s words, a sort of “textual performance” (6).The Black Panther Party and the Textual Performance of Progressive PoliticsReports on police brutality and Black Lives Matters protests have been amongst AJ+’s most widely viewed and shared videos (Reid, “Beyond Websites”). Their 2-minute video (Facebook, Black Panther) commemorating the 50th anniversary of the Black Panther Party, viewed 9.5 million times, provides background to these contemporary events. Like the comparison of American and Australian healthcare, captions shape the video’s structure. But here, rather than using contrast as means of quick visual communication, the video is structured as a list of five significant points about the Black Panther Party. Captions are used not only to itemise and simplify—and ultimately to reduce—the party’s complex history, but also, somewhat paradoxically, to promote the news organisation’s own progressive values.After announcing the intent and structure of the video—“5 things you should know about the Black Panther Party”—in its first 3 seconds, the video quickly sets in to describe each item in turn. The themes themselves correspond with AJ+’s own interests in policing, community, and protest, while the language used to announce each theme is characteristically concise and colloquial:They wanted to end police brutality.They were all about the community.They made enemies in high places.Women were vocal and active panthers.The Black Panthers’ legacy is still alive today.Each of these themes is represented using a combination of archival black and white news footage and photographs depicting Black Panther members, marches, and events. These still and moving images are accompanied by audio recordings from party members, explaining its origins, purposes, and influences. Captions are used throughout the video both to indicate the five themes and to transcribe the recordings. As the video moves from one theme to another, the corresponding number appears in the centre of the screen to indicate the transition, and then shrinks and moves to the upper left corner of the screen as a reminder for viewers. A musical soundtrack of strings and percussion, communicating a sense of urgency, underscores the full video.While typographic features like font size, colour, and placement were significant in communicating meaning in AJ+’s healthcare video, there is an even broader range of experimentation here. The numbers 1 to 5 that appear in the centre of the screen to announce each new theme blink and flicker like the countdown at the beginning of bygone film reels, gesturing towards the historical topic and complementing the black and white footage. For those many viewers watching the video without sound, an audio waveform above the transcribed interviews provides a visual clue that the captions are transcriptions of recorded voices. Finally, the colour green, used infrequently in AJ+ videos, is chosen to emphasise a select number of key words and phrases within the short video. Significantly, all of these words are spoken by Black Panther members. For example, captions transcribing former Panther leader Ericka Huggins speaking about the party’s slogan—“All power to the people”—highlight the words “power” and “people” with large, lime green letters that stand out against the grainy black and white photos (Image 3). The captions quite literally highlight ideas about oppression, justice, and social change that are central to an understanding of the history of the Black Panther Party, but also to the communication of the AJ+ brand.Image 3: “All power to the people”ConclusionEmploying distinctive combinations of word and image, AJ+ videos are produced to call out to users through the crowded semiotic spaces of social media. But they also call out to scholars to think carefully about the new kinds of literacies associated with rapidly changing digital media formats. Captioned video makes clear the need to recognise how meaning is constructed through sophisticated interpretive strategies that draw together multiple modes. While captions are certainly not new, an analysis of AJ+ videos suggests the use of novel typographical experiments that sit “midway between language and image” (Stöckl 289). Discussions of literacy need to expand to recognise this experimentation and to account for the complex interactions between the verbal and visual that get lost when written text is understood to function similarly across multiple platforms. In his interpretation of closed captioning, Zdenek provides an insightful list of the ways that captions transform meaning, including their capacity to contextualise, clarify, formalise, linearise and distill (8–9). His list signals not only the need for a deeper understanding of the role of captions, but also for a broader and more vivid vocabulary to describe multimodal meaning-making. Indeed, as Allan Luke suggests, within the complex multimodal and multilingual contexts of contemporary global societies, literacy requires that we develop and nurture “languages to talk about language” (459).Just as importantly, an analysis of captioned video that takes into account the economic reasons for captioning also reminds us of the need for critical media literacies. AJ+ videos reveal how the commercial goals of branding, promotion, and profit-making influence the shape and presentation of news. As meaning-makers and as citizens, we require the capacity to assess how we are being addressed by news organisations that are themselves responding to the interests of economic and cultural juggernauts such as Facebook. In schools, universities, and informal learning spaces, as well as through discourses circulated by research, media, and public policy, we might begin to generate more explicit and critical discussions of the ways that digital media—including texts that inform us and even those that exhort us towards more active forms of citizenship—simultaneously seek to manage, direct, and profit from our attention.ReferencesBezemer, Jeff, and Gunther Kress. “Writing in Multimodal Texts: A Social Semiotic Account of Designs for Learning.” Written Communication 25.2 (2008): 166–195.Constine, Josh. “Facebook Adds Automatic Subtitling for Page Videos.” TechCrunch 4 Jan. 2017. 1 May 2017 <https://techcrunch.com/2017/01/04/facebook-video-captions/>.Ellis, Justin. “How AJ+ Embraces Facebook, Autoplay, and Comments to Make Its Videos Stand Out.” Nieman Labs 3 Aug. 2015. 28 Apr. 2017 <http://www.niemanlab.org/2015/08/how-aj-embraces-facebook-autoplay-and-comments-to-make-its-videos-stand-out/>.Facebook. “President Trump Says…” Facebook, 2017. <https://www.facebook.com/ajplusenglish/videos/954884227986418/>.Facebook. “Black Panther.” Facebook, 2017. <https://www.facebook.com/ajplusenglish/videos/820822028059306/>.Goldhaber, Michael. “The Attention Economy and the Net.” First Monday 2.4 (1997). 9 June 2013 <http://firstmonday.org/article/view/519/440>.Herrera, Linda. “Youth and Citizenship in the Digital Age: A View from Egypt.” Harvard Educational Review 82.3 (2012): 333–352.Jewitt, Carey.”Introduction.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 1–8.Jones, Rodney. “Technology and Sites of Display.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 114–126.Lee, Carmen. “Micro-Blogging and Status Updates on Facebook: Texts and Practices.” Digital Discourse: Language in the New Media. Eds. Crispin Thurlow and Kristine Mroczek. Oxford Scholarship Online, 2011. DOI: 10.1093/acprof:oso/9780199795437.001.0001.Lemke, Jay. “Multimodality, Identity, and Time.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 140–150.Luke, Allan. “Critical Literacy in Australia: A Matter of Context and Standpoint.” Journal of Adolescent and Adult Literacy 43.5 (200): 448–461.Oremus, Will. “Facebook Is Eating the Media.” National Post 14 Jan. 2015. 15 June 2017 <http://news.nationalpost.com/news/facebook-is-eating-the-media-how-auto-play-videos-could-put-news-websites-out-of-business>.———. “In Defense of Autoplay.” Slate 16 June 2015. 14 June 2017 <http://www.slate.com/articles/technology/future_tense/2015/06/autoplay_videos_facebook_twitter_are_making_them_less_annoying.html>.Paik, Nam June. “The Video Synthesizer and Beyond.” The New Television: A Public/Private Art. Eds. Douglas Davis and Allison Simmons. Cambridge, MA: MIT Press, 1977. 45.Reid, Alistair. “Beyond Websites: How AJ+ Is Innovating in Digital Storytelling.” Journalism.co 17 Apr. 2015. 13 Feb. 2017 <https://www.journalism.co.uk/news/beyond-websites-how-aj-is-innovating-in-digital-storytelling/s2/a564811/>.———. “How AJ+ Reaches 600% of Its Audience on Facebook.” Journalism.co. 5 Aug. 2015. 13 Feb. 2017 <https://www.journalism.co.uk/news/how-aj-reaches-600-of-its-audience-on-facebook/s2/a566014/>.Roettgers, Jank. “How Al Jazeera’s AJ+ Became One of the Biggest Video Publishers on Facebook.” Variety 30 July 2015. 1 May 2017 <http://variety.com/2015/digital/news/how-al-jazeeras-aj-became-one-of-the-biggest-video-publishers-on-facebook-1201553333/>.Shifman, Limor. Memes in Digital Culture. Cambridge, MA: MIT Press, 2014.Smith, David. “Trump Says ‘Everybody’, Not Just Australia, Has Better Healthcare than US.” The Guardian 5 May 2017. 5 May 2017 <https://www.theguardian.com/us-news/2017/may/05/trump-healthcare-australia-better-malcolm-turnbull>.Stöckl, Hartmut. “Typography: Visual Language and Multimodality.” Interactions, Images and Texts. Eds. Sigrid Norris and Carmen Daniela Maier. Amsterdam: De Gruyter, 2014. 283–293.Tandoc, Edson, and Maitra, Julian. “New Organizations’ Use of Native Videos on Facebook: Tweaking the Journalistic Field One Algorithm Change at a Time. New Media & Society (2017). DOI: 10.1177/1461444817702398.Youmans, William. An Unlikely Audience: Al Jazeera’s Struggle in America. New York: Oxford University Press, 2017.Zdenek, Sean. Reading Sounds: Closed-Captioned Media and Popular Culture. Chicago: University of Chicago Press, 2015.Zou, Yanni. “How AJ+ Applies User-Centered Design to Win Millennials.” Medium 16 Apr. 2016. 7 May 2017 <https://medium.com/aj-platforms/how-aj-applies-user-centered-design-to-win-millennials-3be803a4192c>.
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Hollier, Scott, Katie M. Ellis und Mike Kent. „User-Generated Captions: From Hackers, to the Disability Digerati, to Fansubbers“. M/C Journal 20, Nr. 3 (21.06.2017). http://dx.doi.org/10.5204/mcj.1259.

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Writing in the American Annals of the Deaf in 1931, Emil S. Ladner Jr, a Deaf high school student, predicted the invention of words on screen to facilitate access to “talkies”. He anticipated:Perhaps, in time, an invention will be perfected that will enable the deaf to hear the “talkies”, or an invention which will throw the words spoken directly under the screen as well as being spoken at the same time. (Ladner, cited in Downey Closed Captioning)This invention would eventually come to pass and be known as captions. Captions as we know them today have become widely available because of a complex interaction between technological change, volunteer effort, legislative activism, as well as increasing consumer demand. This began in the late 1950s when the technology to develop captions began to emerge. Almost immediately, volunteers began captioning and distributing both film and television in the US via schools for the deaf (Downey, Constructing Closed-Captioning in the Public Interest). Then, between the 1970s and 1990s Deaf activists and their allies began to campaign aggressively for the mandated provision of captions on television, leading eventually to the passing of the Television Decoder Circuitry Act in the US in 1990 (Ellis). This act decreed that any television with a screen greater than 13 inches must be designed/manufactured to be capable of displaying captions. The Act was replicated internationally, with countries such as Australia adopting the same requirements with their Australian standards regarding television sets imported into the country. As other papers in this issue demonstrate, this market ultimately led to the introduction of broadcasting requirements.Captions are also vital to the accessibility of videos in today’s online and streaming environment—captioning is listed as the highest priority in the definitive World Wide Web Consortium (W3C) Web Content Accessibility Guideline’s (WCAG) 2.0 standard (W3C, “Web Content Accessibility Guidelines 2.0”). This recognition of the requirement for captions online is further reflected in legislation, from both the US 21st Century Communications and Video Accessibility Act (CVAA) (2010) and from the Australian Human Rights Commission (2014).Television today is therefore much more freely available to a range of different groups. In addition to broadcast channels, captions are also increasingly available through streaming platforms such as Netflix and other subscription video on demand providers, as well as through user-generated video sites like YouTube. However, a clear discrepancy exists between guidelines, legislation and the industry’s approach. Guidelines such as the W3C are often resisted by industry until compliance is legislated.Historically, captions have been both unavailable (Ellcessor; Ellis) and inadequate (Ellis and Kent), and in many instances, they still are. For example, while the provision of captions in online video is viewed as a priority across international and domestic policies and frameworks, there is a stark contrast between the policy requirements and the practical implementation of these captions. This has led to the active development of a solution as part of an ongoing tradition of user-led development; user-generated captions. However, within disability studies, research around the agency of this activity—and the media savvy users facilitating it—has gone significantly underexplored.Agency of ActivityInformation sharing has featured heavily throughout visions of the Web—from Vannevar Bush’s 1945 notion of the memex (Bush), to the hacker ethic, to Zuckerberg’s motivations for creating Facebook in his dorm room in 2004 (Vogelstein)—resulting in a wide agency of activity on the Web. Running through this development of first the Internet and then the Web as a place for a variety of agents to share information has been the hackers’ ethic that sharing information is a powerful, positive good (Raymond 234), that information should be free (Levey), and that to achieve these goals will often involve working around intended information access protocols, sometimes illegally and normally anonymously. From the hacker culture comes the digerati, the elite of the digital world, web users who stand out by their contributions, success, or status in the development of digital technology. In the context of access to information for people with disabilities, we describe those who find these workarounds—providing access to information through mainstream online platforms that are not immediately apparent—as the disability digerati.An acknowledged mainstream member of the digerati, Tim Berners-Lee, inventor of the World Wide Web, articulated a vision for the Web and its role in information sharing as inclusive of everyone:Worldwide, there are more than 750 million people with disabilities. As we move towards a highly connected world, it is critical that the Web be useable by anyone, regardless of individual capabilities and disabilities … The W3C [World Wide Web Consortium] is committed to removing accessibility barriers for all people with disabilities—including the deaf, blind, physically challenged, and cognitively or visually impaired. We plan to work aggressively with government, industry, and community leaders to establish and attain Web accessibility goals. (Berners-Lee)Berners-Lee’s utopian vision of a connected world where people freely shared information online has subsequently been embraced by many key individuals and groups. His emphasis on people with disabilities, however, is somewhat unique. While maintaining a focus on accessibility, in 2006 he shifted focus to who could actually contribute to this idea of accessibility when he suggested the idea of “community captioning” to video bloggers struggling with the notion of including captions on their videos:The video blogger posts his blog—and the web community provides the captions that help others. (Berners-Lee, cited in Outlaw)Here, Berners-Lee was addressing community captioning in the context of video blogging and user-generated content. However, the concept is equally significant for professionally created videos, and media savvy users can now also offer instructions to audiences about how to access captions and subtitles. This shift—from user-generated to user access—must be situated historically in the context of an evolving Web 2.0 and changing accessibility legislation and policy.In the initial accessibility requirements of the Web, there was little mention of captioning at all, primarily due to video being difficult to stream over a dial-up connection. This was reflected in the initial WCAG 1.0 standard (W3C, “Web Content Accessibility Guidelines 1.0”) in which there was no requirement for videos to be captioned. WCAG 2.0 went some way in addressing this, making captioning online video an essential Level A priority (W3C, “Web Content Accessibility Guidelines 2.0”). However, there were few tools that could actually be used to create captions, and little interest from emerging online video providers in making this a priority.As a result, the possibility of user-generated captions for video content began to be explored by both developers and users. One initial captioning tool that gained popularity was MAGpie, produced by the WGBH National Center for Accessible Media (NCAM) (WGBH). While cumbersome by today’s standards, the arrival of MAGpie 2.0 in 2002 provided an affordable and professional captioning tool that allowed people to create captions for their own videos. However, at that point there was little opportunity to caption videos online, so the focus was more on captioning personal video collections offline. This changed with the launch of YouTube in 2005 and its later purchase by Google (CNET), leading to an explosion of user-generated video content online. However, while the introduction of YouTube closed captioned video support in 2006 ensured that captioned video content could be created (YouTube), the ability for users to create captions, save the output into one of the appropriate captioning file formats, upload the captions, and synchronise the captions to the video remained a difficult task.Improvements to the production and availability of user-generated captions arrived firstly through the launch of YouTube’s automated captions feature in 2009 (Google). This service meant that videos could be uploaded to YouTube and, if the user requested it, Google would caption the video within approximately 24 hours using its speech recognition software. While the introduction of this service was highly beneficial in terms of making captioning videos easier and ensuring that the timing of captions was accurate, the quality of captions ranged significantly. In essence, if the captions were not reviewed and errors not addressed, the automated captions were sometimes inaccurate to the point of hilarity (New Media Rock Stars). These inaccurate YouTube captions are colloquially described as craptions. A #nomorecraptions campaign was launched to address inaccurate YouTube captioning and call on YouTube to make improvements.The ability to create professional user-generated captions across a variety of platforms, including YouTube, arrived in 2010 with the launch of Amara Universal Subtitles (Amara). The Amara subtitle portal provides users with the opportunity to caption online videos, even if they are hosted by another service such as YouTube. The captioned file can be saved after its creation and then uploaded to the relevant video source if the user has access to the location of the video content. The arrival of Amara continues to provide ongoing benefits—it contains a professional captioning editing suite specifically catering for online video, the tool is free, and it can caption videos located on other websites. Furthermore, Amara offers the additional benefit of being able to address the issues of YouTube automated captions—users can benefit from the machine-generated captions of YouTube in relation to its timing, then download the captions for editing in Amara to fix the issues, then return the captions to the original video, saving a significant amount of time when captioning large amounts of video content. In recent years Google have also endeavoured to simplify the captioning process for YouTube users by including its own captioning editors, but these tools are generally considered inferior to Amara (Media Access Australia).Similarly, several crowdsourced caption services such as Viki (https://www.viki.com/community) have emerged to facilitate the provision of captions. However, most of these crowdsourcing captioning services can’t tap into commercial products instead offering a service for people that have a video they’ve created, or one that already exists on YouTube. While Viki was highlighted as a useful platform in protests regarding Netflix’s lack of captions in 2009, commercial entertainment providers still have a responsibility to make improvements to their captioning. As we discuss in the next section, people have resorted extreme measures to hack Netflix to access the captions they need. While the ability for people to publish captions on user-generated content has improved significantly, there is still a notable lack of captions for professionally developed videos, movies, and television shows available online.User-Generated Netflix CaptionsIn recent years there has been a worldwide explosion of subscription video on demand service providers. Netflix epitomises the trend. As such, for people with disabilities, there has been significant focus on the availability of captions on these services (see Ellcessor, Ellis and Kent). Netflix, as the current leading provider of subscription video entertainment in both the US and with a large market shares in other countries, has been at the centre of these discussions. While Netflix offers a comprehensive range of captioned video on its service today, there are still videos that do not have captions, particularly in non-English regions. As a result, users have endeavoured to produce user-generated captions for personal use and to find workarounds to access these through the Netflix system. This has been achieved with some success.There are a number of ways in which captions or subtitles can be added to Netflix video content to improve its accessibility for individual users. An early guide in a 2011 blog post (Emil’s Celebrations) identified that when using the Netflix player using the Silverlight plug-in, it is possible to access a hidden menu which allows a subtitle file in the DFXP format to be uploaded to Netflix for playback. However, this does not appear to provide this file to all Netflix users, and is generally referred to as a “soft upload” just for the individual user. Another method to do this, generally credited as the “easiest” way, is to find a SRT file that already exists for the video title, edit the timing to line up with Netflix, use a third-party tool to convert it to the DFXP format, and then upload it using the hidden menu that requires a specific keyboard command to access. While this may be considered uncomplicated for some, there is still a certain amount of technical knowledge required to complete this action, and it is likely to be too complex for many users.However, constant developments in technology are assisting with making access to captions an easier process. Recently, Cosmin Vasile highlighted that the ability to add captions and subtitle tracks can still be uploaded providing that the older Silverlight plug-in is used for playback instead of the new HTML5 player. Others add that it is technically possible to access the hidden feature in an HTML5 player, but an additional Super Netflix browser plug-in is required (Sommergirl). Further, while the procedure for uploading the file remains similar to the approach discussed earlier, there are some additional tools available online such as Subflicks which can provide a simple online conversion of the more common SRT file format to the DFXP format (Subflicks). However, while the ability to use a personal caption or subtitle file remains, the most common way to watch Netflix videos with alternative caption or subtitle files is through the use of the Smartflix service (Smartflix). Unlike other ad-hoc solutions, this service provides a simplified mechanism to bring alternative caption files to Netflix. The Smartflix website states that the service “automatically downloads and displays subtitles in your language for all titles using the largest online subtitles database.”This automatic download and sharing of captions online—known as fansubbing—facilitates easy access for all. For example, blog posts suggest that technology such as this creates important access opportunities for people who are deaf and hard of hearing. Nevertheless, they can be met with suspicion by copyright holders. For example, a recent case in the Netherlands ruled fansubbers were engaging in illegal activities and were encouraging people to download pirated videos. While the fansubbers, like the hackers discussed earlier, argued they were acting in the greater good, the Dutch antipiracy association (BREIN) maintained that subtitles are mainly used by people downloading pirated media and sought to outlaw the manufacture and distribution of third party captions (Anthony). The fansubbers took the issue to court in order to seek clarity about whether copyright holders can reserve exclusive rights to create and distribute subtitles. However, in a ruling against the fansubbers, the court agreed with BREIN that fansubbing violated copyright and incited piracy. What impact this ruling will have on the practice of user-generated captioning online, particularly around popular sites such as Netflix, is hard to predict; however, for people with disabilities who were relying on fansubbing to access content, it is of significant concern that the contention that the main users of user-generated subtitles (or captions) are engaging in illegal activities was so readily accepted.ConclusionThis article has focused on user-generated captions and the types of platforms available to create these. It has shown that this desire to provide access, to set the information free, has resulted in the disability digerati finding workarounds to allow users to upload their own captions and make content accessible. Indeed, the Internet and then the Web as a place for information sharing is evident throughout this history of user-generated captioning online, from Berner-Lee’s conception of community captioning, to Emil and Vasile’s instructions to a Netflix community of captioners, to finally a group of fansubbers who took BRIEN to court and lost. Therefore, while we have conceived of the disability digerati as a conflation of the hacker and the acknowledged digital influencer, these two positions may again part ways, and the disability digerati may—like the hackers before them—be driven underground.Captioned entertainment content offers a powerful, even vital, mode of inclusion for people who are deaf or hard of hearing. Yet, despite Berners-Lee’s urging that everything online be made accessible to people with all sorts of disabilities, captions were not addressed in the first iteration of the WCAG, perhaps reflecting the limitations of the speed of the medium itself. This continues to be the case today—although it is no longer difficult to stream video online, and Netflix have reached global dominance, audiences who require captions still find themselves fighting for access. Thus, in this sense, user-generated captions remain an important—yet seemingly technologically and legislatively complicated—avenue for inclusion.ReferencesAnthony, Sebastian. “Fan-Made Subtitles for TV Shows and Movies Are Illegal, Court Rules.” Arstechnica UK (2017). 21 May 2017 <https://arstechnica.com/tech-policy/2017/04/fan-made-subtitles-for-tv-shows-and-movies-are-illegal/>.Amara. “Amara Makes Video Globally Accessible.” Amara (2010). 25 Apr. 2017. <https://amara.org/en/ 2010>.Berners-Lee, Tim. “World Wide Web Consortium (W3C) Launches International Web Accessibility Initiative.” Web Accessibility Initiative (WAI) (1997). 19 June 2010. <http://www.w3.org/Press/WAI-Launch.html>.Bush, Vannevar. “As We May Think.” The Atlantic (1945). 26 June 2010 <http://www.theatlantic.com/magazine/print/1969/12/as-we-may-think/3881/>.CNET. “YouTube Turns 10: The Video Site That Went Viral.” CNET (2015). 24 Apr. 2017 <https://www.cnet.com/news/youtube-turns-10-the-video-site-that-went-viral/>.Downey, Greg. Closed Captioning: Subtitling, Stenography, and the Digital Convergence of Text with Television. Baltimore: John Hopkins UP, 2008.———. “Constructing Closed-Captioning in the Public Interest: From Minority Media Accessibility to Mainstream Educational Technology.” Info: The Journal of Policy, Regulation and Strategy for Telecommunications, Information and Media 9.2/3 (2007): 69–82.Ellcessor, Elizabeth. “Captions On, Off on TV, Online: Accessibility and Search Engine Optimization in Online Closed Captioning.” Television & New Media 13.4 (2012): 329-352. <http://tvn.sagepub.com/content/early/2011/10/24/1527476411425251.abstract?patientinform-links=yes&legid=sptvns;51v1>.Ellis, Katie. “Television’s Transition to the Internet: Disability Accessibility and Broadband-Based TV in Australia.” Media International Australia 153 (2014): 53–63.Ellis, Katie, and Mike Kent. “Accessible Television: The New Frontier in Disability Media Studies Brings Together Industry Innovation, Government Legislation and Online Activism.” First Monday 20 (2015). <http://firstmonday.org/ojs/index.php/fm/article/view/6170>.Emil’s Celebrations. “How to Add Subtitles to Movies Streamed in Netflix.” 16 Oct. 2011. 9 Apr. 2017 <https://emladenov.wordpress.com/2011/10/16/how-to-add-subtitles-to-movies-streamed-in-netflix/>.Google. “Automatic Captions in Youtube.” 2009. 24 Apr. 2017 <https://googleblog.blogspot.com.au/2009/11/automatic-captions-in-youtube.html>.Jaeger, Paul. “Disability and the Internet: Confronting a Digital Divide.” Disability in Society. Ed. Ronald Berger. Boulder, London: Lynne Rienner Publishers, 2012.Levey, Steven. Hackers: Heroes of the Computer Revolution. North Sebastopol: O’Teilly Media, 1984.Media Access Australia. “How to Caption a Youtube Video.” 2017. 25 Apr. 2017 <https://mediaaccess.org.au/web/how-to-caption-a-youtube-video>.New Media Rock Stars. “Youtube’s 5 Worst Hilariously Catastrophic Auto Caption Fails.” 2013. 25 Apr. 2017 <http://newmediarockstars.com/2013/05/youtubes-5-worst-hilariously-catastrophic-auto-caption-fails/>.Outlaw. “Berners-Lee Applies Web 2.0 to Improve Accessibility.” Outlaw News (2006). 25 June 2010 <http://www.out-law.com/page-6946>.Raymond, Eric S. The New Hacker’s Dictionary. 3rd ed. Cambridge: MIT P, 1996.Smartflix. “Smartflix: Supercharge Your Netflix.” 2017. 9 Apr. 2017 <https://www.smartflix.io/>.Sommergirl. “[All] Adding Subtitles in a Different Language?” 2016. 9 Apr. 2017 <https://www.reddit.com/r/netflix/comments/32l8ob/all_adding_subtitles_in_a_different_language/>.Subflicks. “Subflicks V2.0.0.” 2017. 9 Apr. 2017 <http://subflicks.com/>.Vasile, Cosmin. “Netflix Has Just Informed Us That Its Movie Streaming Service Is Now Available in Just About Every Country That Matters Financially, Aside from China, of Course.” 2016. 9 Apr. 2017 <http://news.softpedia.com/news/how-to-add-custom-subtitles-to-netflix-498579.shtml>.Vogelstein, Fred. “The Wired Interview: Facebook’s Mark Zuckerberg.” Wired Magazine (2009). 20 Jun. 2010 <http://www.wired.com/epicenter/2009/06/mark-zuckerberg-speaks/>.W3C. “Web Content Accessibility Guidelines 1.0.” W3C Recommendation (1999). 25 Jun. 2010 <http://www.w3.org/TR/WCAG10/>.———. “Web Content Accessibility Guidelines (WCAG) 2.0.” 11 Dec. 2008. 21 Aug. 2013 <http://www.w3.org/TR/WCAG20/>.WGBH. “Magpie 2.0—Free, Do-It-Yourself Access Authoring Tool for Digital Multimedia Released by WGBH.” 2002. 25 Apr. 2017 <http://ncam.wgbh.org/about/news/pr_05072002>.YouTube. “Finally, Caption Video Playback.” 2006. 24 Apr. 2017 <http://googlevideo.blogspot.com.au/2006/09/finally-caption-playback.html>.
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Williams, Kathleen. „Never Coming to a Theatre near You: Recut Film Trailers“. M/C Journal 12, Nr. 2 (13.05.2009). http://dx.doi.org/10.5204/mcj.139.

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IntroductionRecut trailers typically mix footage from one or more films to create a preview for a feature that will never exist. Challenging the trailer’s assumed function as existing merely to gain an audience for a main attraction, the recut trailer suggests that the trailer can exist separately from a film. This paper will ask if recut trailers are evidence of fan enthusiasm and question precisely where this enthusiasm is directed. Do recut trailers demonstrate there are fans for the feature film that is recut, or does this enthusiasm extend beyond an appreciation and anticipation for a feature film? It will be ascertained if the recut trailer – as a site for homage, parody and fandom – transcends the advertising imperatives of box office success. This paper will demonstrate how fan-made trailers are symptomatic of the need for a new critical approach to trailers, one that does not situate the trailer as the low advertisement to the high cultural text of the film. It will be proposed that trailers form a network, of which the feature films and other trailers that are invoked form only a part.Recut trailers, while challenging the norms of what is considered an advertisement, function within a strict frame of reference: in their length, use of credits, text, voiceover in direct address to the audience, and editing techniques. Consequently, the recut trailer parodies and challenges the tools of promotion by utilising the very methods that sell to a prospective audience, to create an advertisement that is stripped of its traditional function by promoting a film that cannot exist and cannot be consumed. The promotion seems to end at the site of the advertisement, while still calling upon a complex series of interconnected references and collective knowledge in order for the parody to be effective. This paper will examine the network of Brokeback Mountain parodies, which were created before, during and after the feature film’s release, suggesting that the temporal imperative usually present in trailers is irrelevant for their appreciation. A playlist of the trailers discussed is available here.The Shift from Public to PrivateThe limited scholarship available situates the trailer as a promotional tool and a “brief film text” (Kernan 1), which is a “limited sample of the product” of the feature film (Kerr and Flynn 103), one that directly markets to demographics in order to draw an audience to see the feature. The traditional distribution methods for the trailer – as pre-packaged coming attractions in a cinema, and as television advertisements – work by building a desire to see a film in the future. For the trailer to be commercially successful within this framework, there is an imperative to differentiate itself from other trailers through creating an appeal to stars, genre or narrative (Kernan 14), or to be recognised as a trailer in amongst the stream of other advertisements on television. As new media forms have emerged, the trailer’s spatial and temporal bounds have shifted: the trailer is now included as a special feature on DVD packages, is sent to mobile devices on demand, and is viewed on video-sharing websites such as YouTube. In this move from the communal, collective and directed consumption of the trailer in the public sphere to the individualised, domesticated and on-demand consumption in the private sphere – the trailer has shown itself to be a successful “cross-media text” (Johnston 145). While choosing to watch a trailer – potentially long after the theatrical release of the film it promotes – suggests a growing “interactive relationship between film studio and audience” (Johnston 145), it also marks the beginning of increasing interactivity between the trailer and the audience, a relationship that has altered the function and purpose of the trailer beyond the studio’s control. Yet, the form of the trailer as it was traditionally distributed has been retained for recut trailers in order to parody and strip the trailer of its original meaning and purpose, and removes any commercial capital attached to it. Rather than simply being released at the control of a studio, the trailer is now actively shared, appropriated and altered. Demand for the trailer has not diminished since the introduction of new media, suggesting that there is an enthusiasm not only for coming feature films, but also for the act of watching, producing and altering trailers that may not translate into box office takings. This calls into question the role of the trailer in new media sites, in which the recut trailers form a significant part by embodying the larger changes to the consumption and distribution of trailers.TrailerTubeThis study analyses recut trailers released on YouTube only. This is, arguably, the most common way that these trailers are watched and newly created trailers are shared and interacted with, with some clips reaching several million views. The purpose of this paper is to analyse the network that is created surrounding the recut trailer through addressing its specific qualities. YouTube is the only site consulted in this study for the release for fan-made trailers as YouTube forms a formidable part of the network of recut trailers and studio released trailers, and currently, serves as a common way for Internet users to search for videos.YouTube was launched in December 2005, and in the following 1-2 years, the majority of popular recut trailers emerged. The correlation between these two dates is not arbitrary; the technology and culture promoted and fostered by the unique specificities of YouTube has in turn developed the recut trailer as “one of the most popular forms of fan subversion in the age of digital video” (Hilderband 52). It is also the role of audiences and producers that has ensured that the trailer has moved beyond its original spatial and temporal bounds – to be consumed in the home or on mobile devices, and at any stage past any promotional urgency. The Brokeback Mountain parodies, to be later discussed, surfaced mainly in 2006, demonstrative of an early acceptance of the possibilities that YouTube and mass broadcasting presented, and the possibilities that the trailer could offer to YouTube’s “clip” culture (Hilderbrand 49).The specificities of YouTube as a channel for dissemination have allowed for fan-made trailers to exist alongside trailers released by studios. Rather than the trailer being consumed and then becoming irretrievable, perpetually tied to the feature film it promotes, the online distribution and storing of trailers allows a constant revisiting of the advertisement – this act alone demonstrating an enthusiasm for the form of the trailer. Hilderbrand argues that YouTube “offers[s] new and remediating relationships to texts that indicate changes and acceleration of spectatorial consumption” (49). Specifically, Hilderbrand proposes that YouTube functions as a collection of memories, which in turn present a “portal of cultural memory” (54) – amplified by the ability to create playlists and channels. The tagging of trailers to the films from which they drive, the official trailers released for a film referenced, or other recut trailers ensures that there is a physical trace of the network the trailer creates. Recut trailers demand for knowledge and capital to be shared amongst viewers, the technical attributes of YouTube allow for much of this knowledge to be available on demand, and to be hyperlinked or suggested to the viewer. In order for the parody present in recut trailers to function at the level intended, the films that are drawn upon would presumably need to be identified and some basic elements of the plot understood in order for the capital imbued in the trailer to be completely realised. If the user is unaware of the film, however, clips of the film or the original trailer can be reached either through the “related videos” menu which populates according to the didactic information for the clip watched, or by searching. As the majority of recut trailers seek to displace the original genre of the film parodied – such as, for example, Ten Things I Hate about Commandments which presents the story of The Ten Commandments as a teen film in which Moses will both part the sea and get the girl – the original genre of the film must be known by the viewer in order to acknowledge the site for parody in the fan-made trailer. Further to this, the network deployed suggests that there must be some knowledge of the conventions of the genre that is being applied to the original film’s promotional qualities. The parody functions by effectively sharing the knowledge between two genres, in conjunction with an awareness of the role and capital of the trailer. Tagging, playlists and channels facilitate the sharing of knowledge and dispersing of capital. As the recut trailer tends to derive from more than one source, the network alters the viewer’s relationship to the original feature film and cultivates a series of clips and knowledge. However, this also indicates that intimate fan knowledge can be bypassed – which places this particular relationship to the trailer and the invoked films as existing outside the realms of the archetypal cult fan. This challenges prior conceptions of fan culture by resisting a prolonged engagement normally attributed to cultivating fan status (Hills), as typically only one trailer will be made, rather than exhibiting a concentrated adulation of one text. The recut trailer is placed as the nexus in a series of links, in which the studio system is subverted while also being directly engaged with and utilised. The tools that have traditionally been used to sell to an audience through pre-packaged coming attractions are now used to promote a film that cannot be consumed that holds no commercial significance for film studios. These tools also work to reinforce the aesthetic and cinematic norms in the trailer, which provide a contract of audience expectations – such as the use of the approval by the American Motion Picture Association screen and classification at the beginning of the majority of recut trailers. The recut trailer assimilates to the nature of video sharing on YouTube in which the trailer is part of a network of narratives all of which are accessible on demand, can be fast-forwarded, replayed, and embedded on numerous social networking sites for further dissemination and accompanying editorial comment. The trailer thus becomes a social text that involves a community and is wide-reaching in its aims and consumption, despite being physically consumed in the private sphere. The feature which enables the user to “favourite” a video, add it to their playlist and embed it in another site, demonstrates that the trailer is considered as its own cohesive form, subject to scrutiny and favoured or dismissed. Constant statistics reflecting its popularity reinforce the success of a recut trailer, and popularity will generally lead to the trailer becoming more accessible. Hilderbrand argues that YouTube has nutured a “new temporality of immediate gratification for audiences” which has in turn contributed to the “culture of the clip” (49), which the trailer seems to exemplify – and in the absence of feature films being legally readily accessible on sites such as YouTube, the trailer seeks to fill the void for immediate gratification.Brokeback MountainsWhile fan-made trailers can generate enthusiasm about the release of an upcoming film they may be linked to – as was recently the case with fan-made trailers for teen vampire film, Twilight – there is also a general enthusiasm to play with the form of the trailer and all that it signifies, while in the process, stripping the trailer of its traditional function. Following the release of the trailer for feature film Brokeback Mountain, numerous recut trailers emerged on YouTube which took the romantic and sexual relationship of the two male leads in the film, and applied this narrative to films depicting two male leads in a non-romantic friendship. In effect, new films were created that used the basis of Brokeback Mountain to shift plots in existing films, creating a new narrative in the process. The many Brokeback… parodies vary in popularity, and have been uploaded to YouTube continuously since 2006. The titles include Brokeback to the Future, Saved by the Bell: Brokeback Style, Brokeback of the Ring, The Brokeback Redemption, Broke Trek, Harry Potter and Brokeback Goblet and Star Wars: The Emperor Brokeback. The trailers use footage from a variety of film and television sources that show a friendship between two men and introduce it to the “style” of Brokeback Mountain. There are several techniques which are used uniformly across all of the trailers in order to convey this new plot: the original score used in the Brokeback Mountain trailer begins each recut trailer; the use of typically white text on a black screen based on the original trailer’s text, or a slight variant of it which is specific to the film which is being recut; and the pace of shots altered to focus on lingering looks, or to splice scenes together in order to imply sexual contact. Consequently, there is a consciousness of the effects used in the original trailer to sell a particular narrative to the audience as something that an audience would want to view. The narrative is constructed as being universal, as any story with two men as the leads and their friendship can be altered to show an underlying homoerotic story, and the form of the trailer allows these storylines to be promoted and shared. The insider knowledge of the fan that has noticed these interactions is able to make their knowledge communal. Hills argues that “fans participate in communal activities” (ix), which here takes the form of creating a network of collective stories which form Brokeback – it is a story extended to several sites, and a story which is promoted and sold. Through the use of tagging, playlists and suggested videos, once one recut trailer is viewed, several others are made instantly available. The availability of the original Brokeback Mountain trailer then serves to reinforce the authenticity and professionalism of the clips, by providing a template in which existing footage from other films is moulded to fit within.The instant identifier of a Brokeback… trailer is the music that was used in the original trailer. This signals that the trailer for Brokeback Mountain was itself so iconic that the use of its soundtrack would be instantly recognisable, and the re-use of music and text suggests that the recut trailers reinforce this iconography and its capital by visually reinforcing what signifies Brokeback Mountain. The network these trailers create includes the film Brokeback Mountain itself, but the recut trailer begins to open a new trajectory for the narrative to mould and shift, identifiable by techniques present in the trailer but not the feature film itself. The fan appreciation is evident in several ways: namely, there is an enthusiasm to conflate a feature film into Brokeback Mountain’s general narrative; that there has been enough of an engagement with a feature in order to retrieve clips to be edited into a new montage, and consequently, a condensed narrative with a direct mode of address; and also the eagerness to see a feature film in trailer form, employing trailer-specific cinematic techniques to enhance parody and displacement. Recut trailers are also subject to commenting, which generally reflect on either the insider fan knowledge of the text that is being initiated to the world of Brokeback Mountain, or take the place of comments that reflect on the success of the editing. In this respect, critique is a part of the communal fan interaction with the creator and uploader in the recut trailer’s network. As such, there is a focus on quality for the creator of the fan video, and rating occurs in order to rank the recut trailers. This focus on quality and professionalism elevates the creator of the recut trailer to the status of a director, despite not having filmed the scenes themselves. Demonstrating the enthusiasm for the role of the trailer, the internal promotion on YouTube of the most successful trailers – designated as such by the YouTube community – signals an active engagement with the role of the trailer, and its social properties, even though it is consumed individually.ConclusionWhile the recut trailer extends the fan gaze toward one object or more, it is typically presented as a parody, and consequently, could also be seen as rejecting elements of a genre or feature film. However, the parody typically occurs at the site of displacement: such as the relationship between the two male leads in Brokeback to the Future having a romantic relationship whilst coming to terms with time-travel; the burning bush in Ten Things I Hate about Commandments being played by Samuel L. Jackson as “Principal Firebush”, complete with audio from Pulp Fiction; or recutting romantic comedy Sleepless in Seattle to become a horror film. The parody relies on knowledge that can be found easily, aided by YouTube’s features, while requiring the creator to intimately engage with a feature film. The role of the trailer in this network is to provide the tools and the boundaries for the new narrative to exist within, and create a system of referents for the fan to identify, through parodies of star appeal, genre, or narrative, as Kernan proposes are the three ways in which a trailer often relies upon to sell itself to an audience (14).As this paper has argued toward, the recut trailer can also be released from the feature films it invokes by being considered as its own coherent form, which draws upon numerous sites of knowledge and capital in order to form a network. While traditionally trailers have worked to gain an audience for an impending feature release, the recut trailer only seeks to create an audience for itself. Through the use of cult texts or a particularly successful form of parody, as demonstrated in Scary Mary Poppins, the recut trailer is widely consumed and shared across multiple avenues. The recut trailer then seeks to promote only itself through providing a condensed narrative, speaking directly to audiences, and cleverly engaging with the use of editing to leave traces of authorship. Fan culture may be seen as the adoration of one creator to the film they recut, but the network that the recut trailer creates demonstrates that there is an enthusiasm in both creators and viewers for the form of the trailer itself, to exist beyond the feature film and advertising imperatives.ReferencesBrokeback of the Ring. 27 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=tgt-BiFiBek›.Brokeback to the Future. 1 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=8uwuLxrv8jY›.Brokeback Mountain. Dir. Ang Lee. Film. Paramount Pictures, 2005. The Brokeback Redemption Trailer. 28 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=FtRi42DEdTE›.Broke Trek – A Star Trek Brokeback Mountain Parody. 27 May 2007. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=7xSOuLky3n0›.Harry Potter and the Brokeback Goblet. 8 March 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=e9D0veHTxh0›. Hilderbrand, Lucas. "Youtube: Where Cultural Memory and Copyright Converge." Film Quarterly 61 (2007): 48-57. Hills, Matthew. Fan Cultures. New York: Routledge, 2002. Johnston, Keith M. "'The Coolest Way to Watch Movie Trailers in the World': Trailers in the Digital Age." Convergence: The International Journal of Research into New Media Technologies 14 (2008): 145-60. Kernan, Lisa. Coming Attractions: Reading American Movie Trailers. Austin: U of Texas P, 2004. Kerr, Aphra, and Roddy Flynn. "Rethinking Globalisation through the Movie and Games Industries." Convergence: The International Journal of Research Into New Media Technologies 9 (2003): 91-113. The Original Scary ‘Mary Poppins’ Recut Trailer. 8 Oct. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=2T5_0AGdFic›.Saved by the Bell: Brokeback Style. 4 April 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=yHLr5AYl5f4›.Sleepless in Seattle. Dir. Nora Ephron. Film. Tristar Pictures, 1993. Sleepless in Seattle: Recut as a Horror Movie. 30 Jan. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=frUPnZMxr08›.Star Wars: The Emperor Brokeback. 14 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=omB18oRsBYg›.The Ten Commandments. Dir. Cecil B. DeMille. Film. Paramount Pictures, 1956. Ten Things I Hate about Commandments. 14 May 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=u1kqqMXWEFs›.
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Ghai, Ambica, Pradeep Kumar und Samrat Gupta. „A deep-learning-based image forgery detection framework for controlling the spread of misinformation“. Information Technology & People ahead-of-print, ahead-of-print (17.06.2021). http://dx.doi.org/10.1108/itp-10-2020-0699.

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PurposeWeb users rely heavily on online content make decisions without assessing the veracity of the content. The online content comprising text, image, video or audio may be tampered with to influence public opinion. Since the consumers of online information (misinformation) tend to trust the content when the image(s) supplement the text, image manipulation software is increasingly being used to forge the images. To address the crucial problem of image manipulation, this study focusses on developing a deep-learning-based image forgery detection framework.Design/methodology/approachThe proposed deep-learning-based framework aims to detect images forged using copy-move and splicing techniques. The image transformation technique aids the identification of relevant features for the network to train effectively. After that, the pre-trained customized convolutional neural network is used to train on the public benchmark datasets, and the performance is evaluated on the test dataset using various parameters.FindingsThe comparative analysis of image transformation techniques and experiments conducted on benchmark datasets from a variety of socio-cultural domains establishes the effectiveness and viability of the proposed framework. These findings affirm the potential applicability of proposed framework in real-time image forgery detection.Research limitations/implicationsThis study bears implications for several important aspects of research on image forgery detection. First this research adds to recent discussion on feature extraction and learning for image forgery detection. While prior research on image forgery detection, hand-crafted the features, the proposed solution contributes to stream of literature that automatically learns the features and classify the images. Second, this research contributes to ongoing effort in curtailing the spread of misinformation using images. The extant literature on spread of misinformation has prominently focussed on textual data shared over social media platforms. The study addresses the call for greater emphasis on the development of robust image transformation techniques.Practical implicationsThis study carries important practical implications for various domains such as forensic sciences, media and journalism where image data is increasingly being used to make inferences. The integration of image forgery detection tools can be helpful in determining the credibility of the article or post before it is shared over the Internet. The content shared over the Internet by the users has become an important component of news reporting. The framework proposed in this paper can be further extended and trained on more annotated real-world data so as to function as a tool for fact-checkers.Social implicationsIn the current scenario wherein most of the image forgery detection studies attempt to assess whether the image is real or forged in an offline mode, it is crucial to identify any trending or potential forged image as early as possible. By learning from historical data, the proposed framework can aid in early prediction of forged images to detect the newly emerging forged images even before they occur. In summary, the proposed framework has a potential to mitigate physical spreading and psychological impact of forged images on social media.Originality/valueThis study focusses on copy-move and splicing techniques while integrating transfer learning concepts to classify forged images with high accuracy. The synergistic use of hitherto little explored image transformation techniques and customized convolutional neural network helps design a robust image forgery detection framework. Experiments and findings establish that the proposed framework accurately classifies forged images, thus mitigating the negative socio-cultural spread of misinformation.
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Parnell, Claire, Andrea Anne Trinidad und Jodi McAlister. „Hello, Ever After“. M/C Journal 24, Nr. 3 (21.06.2021). http://dx.doi.org/10.5204/mcj.2769.

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On 12 March 2020, Philippine President Rodrigo Duterte announced a lockdown of Manila to stop the spread of COVID-19. The cities, provinces, and islands of the Philippines remained under various levels of community quarantine for the remainder of the year. Under the strictest lockdown measures, known as Enhanced Community Quarantine (ECQ), no one aged below 21 or over 60 years was allowed out, a curfew was implemented between 10pm and 5am, and only one person per household, carrying a quarantine pass, was allowed to go out for essential items (Bainbridge & Vimonsuknopparat; Ratcliffe & Fonbuena). The policing of these measures was strict, with a heavy reliance on police and military to enforce health protocols (Hapal). In early April, Duterte warned that violators of the lockdown who caused trouble could be shot (Reuters). Criticisms concerning the dissemination of information about the pandemic were exacerbated when on 5 May, 2020, Filipinos lost an important source of news and entertainment as the country’s largest media network ABS-CBN was shut down after the government denied the renewal of its broadcast franchise (Gutierrez; “ABS-CBN”; “Independent Broadcaster”). The handling of the pandemic by the Duterte government has been characterised by inaction, scapegoating, and framed as a war on an existential threat (Hapal). This has led to feelings of frustration, anger, and despair that has impacted and been incorporated into the artistic expression of some Filipino creatives (Esguerra, “Reflecting”). As they did in the rest of the world, social media platforms became a vital source of entertainment for many facing these harsh lockdown measures in the Philippines in 2020. Viral forms included the sharing of videos of recipes for whipped Dalgona coffee and ube-pandesal on TikTok, binge-watching KDramas like Crash Landing on You on Netflix, playing Animal Crossing on Nintendo Switch, and watching Thailand’s Boys’ Love genre web series 2Gether: The Series on YouTube. Around the world, many arts and cultural organisations turned to online platforms to continue their events during the COVID-19 pandemic. #RomanceClass, a Filipino community of authors, artists, and actors who consume, produce, and enact mostly self-published English-language romance fiction in the Philippines, also turned to these platforms to hold their community’s live literature events. This article analyses this shift by #RomanceClass. It contends that, due to their nature as an independent, born-digital literary organisation, they were able to adapt swiftly and effectively to online-only events in response to the harshness of the Filipino lockdown, creating new forms of artistic innovation by adopting the aesthetics of Zoom into their creative practice (for example, name tags and gallery camera view). This aesthetic swiftly became familiar to people all over the world in 2020, and adopting digital platforms encodes within it the possibility for a global audience. However, while #RomanceClass are and have been open to a global audience, and their creative innovations during the pandemic have clearly been informed by transcultural online trends, this article argues that their adoption of digital platforms and creative innovations represented a continuation of their existing ethos, producing material explicitly intended for a Filipino audience, and more specifically, their existing community, prioritising community connection over any more expansive marketing efforts (McAlister et al.). The Live Literature of #RomanceClass The term #RomanceClass refers to a biblio-community of authors, readers, artists, and actors, all involved in the production and consumption of English-language romance novels in the Philippines. #RomanceClass began online in 2013 via a free writing class run predominantly on Facebook by author Mina V. Esguerra (for more on this, see McAlister et al.). As the community has developed, in-person events have become a major part of the community’s activities. However, as a born-digital social formation, #RomanceClass has always existed, to some extent, online. Their comfort in digital spaces was key to their ability to pivot swiftly to the circumstances in the Philippines during the lockdowns in 2020. One of the most distinctive practices of #RomanceClass is their live reading events. Prior to 2020, community members would gather in April for April Feels Day, and in October for Feels Fest for events where local actors would read curated passages from community-authored romance novels, and audiences’ verbal and physical responses became part of the performance. The live readings represent a distinctive form of live literature – that is, events where literature is the dominant art form presented or performed (Wiles), a field which encompasses phenomena like storytelling festivals, author readings, and literary festivals (Dane; Harvey; Weber; Wilson). In October 2019, we interviewed several #RomanceClass community members and attended one of these live reading events, Feels Fest, where we observed that the nature of the event very clearly reflected the way the community functions: they are “highly professionalised, but also tightly bound on an affective level, regularly describing [themselves] as a found family” (McAlister et al. 404). Attendance at live readings is capped (50 people, for the event we attended). The events are thus less about audience-building than they are community-sustaining, something which they do by providing community comforts. In particular, this includes kilig, a Filipino term referring to a kind of affective romantic excitement, usually demonstrated by the audience members in reaction to the actors’ readings. While the in-person component is very important to the live reading events, they have always spanned online and offline contexts – the events are usually live-tweeted by participants, and the readings are recorded and posted to YouTube by an official community videographer, with the explicit acknowledgment that if you attended the event, you are more than welcome to relive it as many times as you want. (Readings which contain a high degree of sexual content are not searchable on YouTube so as not to cause any harm to the actors, but the links are made privately available to attendees.) However, the lockdown measures implemented in the Philippines in 2020 meant that only the online context was available to the community – and so, like so many other arts communities around the world, they were forced to adapt. We tend to think of platforms like Zoom as encoded with the potential to allow people into a space who might not have been able to access it before. However, in their transition to an online-only context, #RomanceClass clearly sought to prioritise the community-sustaining practices of their existing events rather than trying in any major way to court new, potentially global, audiences. This prioritisation of community, rather than marketing, provided a space for #RomanceClass authors to engage cathartically with their experiences of lockdown in the Philippines (Esguerra, “Reflecting”). Embracing the Zoom Aesthetic: #RomanceClass in 2020 #RomanceClass’s first online event in 2020 was April Feels Day 2020, which occurred not long after lockdown began in the Philippines. Its production reflects the quick transition to an online-only co-presence space. It featured six books recently published by community authors. For each, the author introduced the book, and then an actor read an excerpt – a different approach to that hitherto taken in live events, where two actors, playing the roles of the romantic protagonists, would perform the readings together. Like the in-person live readings, April Feels Day 2020 was a synchronous event with a digital afterlife. It was streamed via Twitch, and participants could log on to watch and join the real-time conversations occurring in the chat. Those who did not sign up for a Twitch account could still watch the stream and post about the event on Twitter under the hashtag #AprilFeelsDay2020. After the event, videos featuring each book were posted to YouTube, as they had been for previous in-person live reading events, allowing participants to relive the experience if they so desired, and for authors to use as workshopping tools to allow them to hear how their prose and characters’ voices sounded (something which several authors reported doing with recordings of live readings in our interviews with them in 2019). April Feels Day 2020 represented a speedy pivot to working and socialising from home by the #RomanceClass community, something enabled by the existing digital architecture they had built up around their pre-pandemic live reading events, and their willingness to experiment with platforms like Twitch. However, it also represented a learning experience, a place to begin to think about how they might adapt creatively to the circumstances provoked by the global pandemic. They innovated in several ways. For instance, they adopted mukbang – a South Korean internet phenomenon which has become popular worldwide, wherein a host consumes a large amount of food while interacting with their audience in an online audiovisual broadcast – in their Mukbang Nights videos, where a few members of #RomanceClass would eat food and discuss their books (Anjani et al.). Food is a beloved part of both #RomanceClass events and books (“there’s lots of food, always. At some point someone always describes what the characters are eating. No exceptions”, author Carla de Guzman told us when we interviewed her in 2019), and so their adoption of mukbang shows the ways in which their 2020 digital events sought to recreate established forms of communal cohesion in a virtual co-presence space. An even more pointed example of this is their Hello, Ever After web series, which drew on the growing popularity of born-digital web series in Southeast Asia and other virtual performances around the globe. Hello, Ever After was both a natural extension of and significantly differed from #RomanceClass in-person live events. Usually, April Feels Day and October Feels Fest feature actors reading and performing passages from already published community books. By contrast, Hello, Ever After featured original short scripts written by community authors. These scripts took established characters from these authors’ novels and served as epilogues, where viewers could see how these characters and their romances fared during the pandemic. Like in-person live reading events – and unlike the digital April Feels Day 2020 – it featured two actors playing virtually side-by-side, reinforcing that one of the key pleasures derived from the reading events is the kilig produced through the interaction between the actors playing against each other (something we also observed in our 2019 fieldwork: the community has developed hashtags to refer specifically to the live reading performance interactions of some of their actors, such as #gahoates, in reference to actors Gio Gahol and Rachel Coates). The scenes are purposefully written as video chats, which allows not only for the fact that the actors were unable to physically interact with each other because of the lockdowns, but also tapped into the Zoom communication aesthetic that commandeered many people’s personal and professional communications during COVID-19 restrictions. Although the web series used a different video conferencing technology, community member Tania Arpa, who directed the web series episodes, adapted the nameplate feature that displayed the characters’ names to more closely align with the Zoom format, demonstrating #RomanceClass’s close attentiveness to developments in the global media environment. Zoom and other virtual co-presence platforms became essentially universal in 2020. One of their affordances was that people could virtually attend events from anywhere in the world, which encodes in it the possibility of reaching a broader, more global audience base. However, #RomanceClass maintained their high sensitivity to the local Filipino context through Hello, Ever After. By setting episodes during the Philippines’ lockdown, emphasised by the video chat mise en scène, Hello, Ever After captures the nuances of the sociopolitical and sometimes mundane aspects of the local pandemic response. Moreover, the series features characters known to and beloved by the community, as the episodes function as epilogues to #RomanceClass books, taking place in what An Goris calls the “post-HEA” [happily ever after] space. #RomanceClass books are available digitally – and have a readership – outside the Philippines, and so the Hello, Ever After web series is theoretically a text that can be enjoyed by many. However, the community was not necessarily seeking to broaden their audience base through Hello, Ever After; it was community-sustaining, rather than community-expanding. It built on the extant repository of community knowledge and affect by using characters that #RomanceClass members know intimately and have emotional connections to, who are not as familiar and legible to those outside the community, intended for an audience with a level of genre knowledge (McAlister et al.; Fletcher et al.). While the pandemic experience these characters were going through was global, as the almost universal familiarity with the Zoom aesthetic shows, Hello, Ever After was highly attentive to the local context. Almost all the episodes featured “Easter eggs” and dialogues that pointed to local situations that only members of the targeted Filipino audience would understand and be familiar with, echoing the pandemic challenges of the country’s present reality. Episodes featured recurrent themes like dissatisfaction with the government’s slow response and misaligned priorities, anger towards politicians exacerbating the impact of the pandemic with poor health and transportation policies, and recognition of voluntary service and aid rendered by private individuals. For example, the first episode, Make Good Days, an epilogue to Mina V. Esguerra’s novel What Kind of Day, focusses on the challenges “essential worker” hero Ben (played by Raphael Robes) faces as a local politician’s speechwriter, who has been tasked to draft a memorial speech for his boss to deliver in honour of an acquaintance who has succumbed to COVID-19. He has developed a “3:00 habit” of a Zoom call with his partner Naya (Rachel Coates), mirroring the “3:00 habit” or “3:00 Prayer to the Divine Mercy” many Catholic Filipino devotees pray and recite daily at that specific hour, a habit reinforced through schools, churches, and media, where entertainment shows allow time for the prayer to be televised. Ben and Naya’s conversation in this particular 3:00 call dwells on what they think Filipino citizens deserve, especially from local government officials who repeatedly fail them (Baizas; Torres). They also discuss the impact that the pandemic has had on Naya’s work life. She runs a tourism and travel business – which is the way that the two characters met in What Kind of Day – which she has been forced to close because of the pandemic. Naya grieves not just for the dream job she has had to give up, but also sympathises with the enormous number of Filipinos who suddenly became unemployed because of the economy closing down (Tirona). Hello, Ever After draws together the political realities of living in the Philippines during the pandemic with the personal, by showing the effects of these realities on characters like Ben and Naya, who are well-known to the #RomanceClass community. #RomanceClass books encompass a wide variety of protagonists, and so the episodes of Hello, Ever After were able to explore how the lives of health workers, actors, single parents, students, scientists, office workers, development workers, CEOs and more could be impacted by the pandemic and the lockdowns in the Philippines. They also allowed the authors to express some of their personal frustrations with living through quarantine, something they admit fueled some parts of the scripts (“Behind the Scenes: Hello, Ever After”). #RomanceClass novels like What Kind of Day all end happily, with the romantic protagonists together (in contrast to a lot of other Filipino media, which ends unhappily – for more on this, see McAlister et al.). Make Good Days and the other episodes of Hello, Ever After reflect the grim realities of pandemic life in the Philippines; however, they do not undercut this happy ending, and instead seek to reinforce it. Through Hello, Ever After, the community literally seeks to “make good days” for themselves by creating opportunities to access the familiar comfort and warmth of kilig scenes. Kilig refers to a kind of affective romantic emotion that usually has a physical manifestation (Trinidad, “Shipping”; “Kilig”). It does not have an equivalent word or phrase in English, but can be used as a noun to denote a thrilling state of excitement or as an adjective to describe moments or scenes that evoke this feeling. Creating and becoming immersed in kilig is central to #RomanceClass texts and events: authors attempt to produce kilig through their writing, and actors attempt to provoke it during live reading performances (something which, as mentioned above, was probably made more difficult in the one-actor live readings of the fully online Aprils Feels Day 2020, as much of the kilig is generated by the interactions between the actors). Kilig scenes are plentiful in Hello, Ever After. For instance, in Make Good Days, Naya asks Ben to name a thing he hated before the pandemic that he now misses. He replies that he misses being stuck in traffic with her – that he still hates traffic, but he misses spending that time with her. Escapism was a high priority for many people and communities creating art during the 2020 lockdowns. Given this, it is interesting that #RomanceClass chose to create kilig in their web series by leaning into the temporal moment and creating material specifically revolving around the lockdown in the Philippines, showing couples like Ben and Naya supporting each other and sharing their pandemic-caused burdens. Hello, Ever After both reflected the harsh reality in which the community found themselves but also gave them something to cling to in the hardest days of lockdown, showing that kilig could be found even in the toughest of circumstances when both characters and community members found themselves separated. Conclusion As a community which began in a digital space, #RomanceClass was well-positioned to pivot to an online-only environment during the pandemic, even though in-person events had become such a distinctive part of their community outputs. They experimented and innovated significantly in 2020, producing a range of digital outputs, including the Hello, Ever After web series. On the surface, this does not seem especially unusual: many arts organisations innovated digitally during the pandemic. What was particularly notable about #RomanceClass’s digital outputs, however, was that they were not designed to be marketing tools. They were not actively courting a new audience; rather, outputs like Hello, Ever After were designed to be community-sustaining, providing the existing audience comfort, familiarity, and kilig in a situation (local and global) that was not in any way comfortable or familiar. We Will Be Okay is the title of the second Hello, Ever After video, an epilogue to Celestine Trinidad’s Ghost of a Feeling: a neat summary of the message the episodes offered to the #RomanceClass audience through these revisitings of beloved characters and relationships. As we have discussed elsewhere, #RomanceClass is a professionalised community, but their affective ties are very strong (McAlister et al.). Their digital outputs during the pandemic showed this, and demonstrated again the way their community bonds are reinforced through their repeated re-engagement with their texts, just as their pre-pandemic forms of live literature did. There was kilig to be found in revisiting well-known couples, even in depressing circumstances. As the community engage together with these new epilogues and share their affective reactions, their social ties are reinforced – even when they are forced to be separated. References “ABS-CBN: Philippines’ Biggest Broadcaster Forced Off Air.” BBC, 5 May 2020. 22 Mar. 2021 <http://www.bbc.com/news/world-asia-52548703>. Anjani, Laurensia, et al. “Why Do People Watch Others Eat Food? An Empirical Study on the Motivations and Practices of Mukbang Viewers.” Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. April 2020. DOI: 10.1145/3313831.3376567. Bainbridge, Amy, and Supattra Vimonsuknopparat. “This Is What Life Is Like in the Philippines amid One of the World’s Toughest Coronavirus Lockdowns.” ABC News, 29 Apr. 2020. 22 Mar. 2021 <http://www.abc.net.au/news/2020-04-29/philippines-social-volcano-threatening-to-erupt-amid-covid-19/12193188>. Baizas, Gaby. “‘Law Is Law Unless Friends Kayo’: Netizens Slam Gov’t Double Standards.” Rappler, 13 May 2020. 22 Mar. 2021 <http://www.rappler.com/nation/netizens-reaction-law-is-law-double-standards-government-ecq-guidelines>. “Behind the Scenes: Hello, Ever After.” Facilitated by Mina V. Esguerra. RomanceClass, 7 Aug. 2020. 22 Mar. 2021 <http://www.youtube.com/watch?v=3-9FuCSX08M>. Dane, Alexandra. “Cultural Capital as Performance: Tote Bags and Contemporary Literary Festivals.” Mémoires du Livre 11.2 (2020). <http://www.erudit.org/fr/revues/memoires/2020-v11-n2-memoires05373/1070270ar.pdf>. Esguerra, Mina V. What Kind of Day. Self-published, 2018. ———. “Reflecting on Hello, Ever After.” Mina V. Esguerra, 23 April 2021. 17 May 2021 <http://minavesguerra.com/news/reflecting-on-hello-ever-after/>. Fletcher, Lisa, Beth Driscoll, and Kim Wilkins. “Genre Worlds and Popular Fiction: The Case of Twenty-First Century Australian Romance.” Journal of Popular Culture 51.4 (2018): 997-1015. Goris, An. “Happily Ever After… and After: Serialisation and the Popular Romance Novel.” Americana: The Journal of American Popular Culture 12.1 (2013). 22 Mar. 2021 <http://www.americanpopularculture.com/journal/articles/spring_2013/goris.htm>. Gutierrez, Jason. “Philippine Congress Officially Shuts Down Leading Broadcaster.” New York Times, 10 July 2020. 22 Mar. 2021 <http://www.nytimes.com/2020/07/10/world/asia/philippines-congress-media-duterte-abs-cbn.html>. Hapal, Karl. “The Philippines’ COVID-19 Response: Securitising the Pandemic and Disciplining the Pasaway.” Journal of Current Southeast Asian Affairs (2021). <http://doi.org/10.1177/1868103421994261>. Harvey, Hannah. “On the Edge of the Storytelling World: The Festival Circuit and the Fringe.” Storytelling, Self, Society 4.2 (2008): 134-151. “Independent Broadcaster ABS-CBN Shut Down by Philippines Government in ‘Crushing Blow’ to Press Freedom.” ABC News, 6 May 2020. 22 Mar. 2021 <http://www.abc.net.au/news/2020-05-06/philippines-news-outlet-closure-abs-cbn-duterte/12218416>. “Make Good Days.” Dir. Tania Arpa. RomanceClass, 26 June 2020. 22 Mar. 2021 <http://www.youtube.com/watch?v=6bqpij-S7DU&t=5s>. McAlister, Jodi, Claire Parnell, and Andrea Anne Trinidad. “#RomanceClass: Genre World, Intimate Public, Found Family.” Publishing Research Quarterly 36 (2020): 403-417. Ratcliffe, Rebecca, and Carmela Fonbuena. “Millions in Manila Back in Lockdown as Duterte Loses Control of Coronavirus Spread.” The Guardian, 4 Aug. 2020. 22 Mar. 2021 <http://www.theguardian.com/world/2020/aug/04/millions-in-manila-philippines-back-in-lockdown-as-duterte-loses-control-of-coronavirus-spread>. Reuters. “‘Shoot Them Dead’ – Philippine Leader Says Won’t Tolerate Lockdown Violators.” CNBC, 2 April 2020. 22 Mar. 2021 <https://www.cnbc.com/2020/04/02/philippines-duterte-threatens-to-shoot-lockdown-violators.html>. Tirona, Ana Olivia A. “Unemployment Rate Hits Record High in 2020.” Business World, 9 Mar. 2021. 22 Mar. 2021 <http://www.bworldonline.com/unemployment-rate-hits-record-high-in-2020/>. Torres, Thets. “5 Times the Government Disobeyed and Ignored Their Own Laws.” NoliSoli, 13 May 2020. 22 Mar. 2021 <http://nolisoli.ph/80192/ph-government-disobeyed-and-ignored-their-own-laws-ttorres-20200513/>. Trinidad, Andrea Anne. “‘Kilig to the Bones!’: Kilig as the Backbone of the Filipino Romance Experience.” Paper presented at the International Association for the Study of Popular Romance conference, 2020. ———. “‘Shipping’ Larry Stylinson: What Makes Pairing Appealing Boys Romantic?” Paper presented at the International Association for the Study of Popular Romance conference, 2018. Trinidad, Celestine. Ghost of a Feeling. Self-published, 2018. Weber, Millicent. Literary Festivals and Contemporary Book Culture. Cham: Palgrave, 2018. “We Will Be Okay.” Dir. Tania Arpa. RomanceClass, 3 July 2020. 22 Mar. 2021 <http://www.youtube.com/watch?v=Ed2SamGU3Tk>. Wiles, Ellen. “Live Literature and Cultural Value: Explorations in Experiential Literary Ethnography.” PhD thesis. University of Stirling, 2019. Wilson, Michael. Storytelling and Theatre: Contemporary Professional Storytellers and Their Art. Houndsmills: Palgrave, 2005.
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Grandinetti, Justin Joseph. „A Question of Time: HQ Trivia and Mobile Streaming Temporality“. M/C Journal 22, Nr. 6 (04.12.2019). http://dx.doi.org/10.5204/mcj.1601.

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One of the commonplace and myopic reactions to the rise of televisual time-shifting via video-on-demand, DVD rental services, illegal downloads, and streaming media was to decree “the death of the communal television experience”. For many, new forms of watching television unconstrained by time-bound, regularly scheduled programming meant the demise of the predominant form of media liveness that existed commercially since the 1950s. Nevertheless, as time-shifting practices evolved, so have attendant notions of televisual temporality—including changing forms of liveness, shared experience, and the plastic and flexible nature of new viewing patterns (Bury & Li; Irani, Jefferies, & Knight; Turner; Couldry). Although these temporal conceptualisations are relevant to streaming media, in the few years since the launch of platforms such as Netflix, Hulu, and Amazon, what it means “to stream” has rapidly expanded. Social media platforms like Twitter, Facebook, Snapchat, YouTube, and TikTok allow users to record, share, and livestream their own content. Not only does social media add to the growing definition of streaming, but these streaming interactions are also predominately mobile (Munson; Droesch). Taken together, a live and social experience of time via audio-visual media is not lost but is instead reactivated through the increasingly mobile nature of streaming. In the following article, I examine how mobile streaming media practices are part of a construction of shared temporality that both draws upon and departs from conceptualisations of televisual and fixed streaming liveness. Accordingly, HQ Trivia—a mobile-specific streaming gameshow app launched in August 2017—demonstrates novel attempts at reimagining the temporally-bound live televisual experience while simultaneously offering new monetisation strategies via mobile streaming technologies. Through this example, I argue that pervasive Web-connectivity, streaming platforms, data collection, mobile devices, and mobile streaming practices form arrangements of valorisation that are temporally bound yet concomitantly mobile, allowing new forms of social cohesion and temporal control.A Brief History of Televisual TemporalityTime is at once something infinitely mysterious and inherently understood. As John Durham Peters concisely explains, “time lies at the heart of the meaning of our lives” (175). It is precisely due to the myriad ontological, phenomenological, and epistemological dimensions of time that the subject has long been the focus of critical inquiry. As part of the so-called spatial turn, Michel Foucault argues that theory formerly treated space as “the dead, the fixed, the undialectical, the immobile. Time, on the contrary, was richness, fecundity, life, dialectic” (70). While scholarly turns toward space and later mobility have shifted the emphasis of critical inquiry, time is not rendered irrelevant. For example, Doreen Massey defines spaces as the product of interrelations, as sphere of possibility and heterogeneous multiplicity, and as always under construction (9). Critical to these conceptualisations of space, then, is the element of time. Considering space not as a static container in which individual actors enter and leave but instead as a production of ongoing becoming demonstrates how space, mobility, and time are inexorably intertwined. Time, space, and mobility are also interrelated when it comes to conversations of power. Judy Wajcman and Nigel Dodd contend that temporal control is related to dynamics of power, in that the powerful are fast and the powerless slow (3). Questions of speed, mobility, and the control of time itself, however, require attention to the media that help construct time. Aspects of time may always escape human comprehension, yet, “Whatever time is, calendars and clocks measure, control, and constitute it” (Peters 176). Time is a sociotechnical construction, but temporal experience is bound up in more than just time-keeping apparatuses. Elucidated by Sarah Sharma, temporalities are not experienced as uniform time, but instead produced within larger economies of labor and temporal worth (8). To reach a more productive understanding of temporalities, Sharma offers power-chronography, which conceptualises time as experiential, political, and produced by social differences and institutions (15). Put another way, time is an experience structured by the social, economic, political, and technical toward forms of social cohesion and control.Time has always been central to the televisual. Though it is often placed in a genealogy with film, William Uricchio contends that early discursive imaginings and material experiments in television are more indebted to technologies such as the telegraph and telephone in promising live and simultaneous communication across distances (289-291). In essence, film is a technology of storage, related to 18th- and 19th-century traditions of conceptualising time as fragmented; the televisual is instead associated with the “contrasting notion of time conceived as a continuous present, as flow, as seamless” (Uricchio 295). Responding to Uricchio, Doron Galili asserts that the relationship between film and television is dialectical and not hierarchical. For Galili, the desire for simultaneity and storage oscillates—both are present, both remain separate from one another. It is the synthesis of simultaneity and storage that allows both to operate together as a technological and mediated vision of mastering time. Despite disagreements regarding how best to conceptualise early film and television, it is clear that the televisual furthered a desire for spatial and temporal coordination, liveness, and simultaneity.In recent years, forms of televisual “time-shifting” allow viewers to escape temporally-bound scheduling. In what is commonly periodised as TVIII, the proliferation of digital platforms, video-on-demand, legal and illegal downloads, and DVD players, and streaming media displaced more traditional forms of watching live television (Jenner 259). It is important to note that while streaming is often related to the televisual, the televisual-to-streaming shift is not a clean linear evolution. Televisual-style content persists in streaming, but streaming might be better defined as matrix media, where content is made available away from the television set (Jenner 260). Regardless, the rise of streaming media platforms such as Netflix, Hulu, and Amazon Prime is commonly framed as part of televisual temporal disruption, as scholars note the growing plurality of televisual-type viewing options (Bury and Li 594). Further still, streaming platforms are often defined as television, a recent example occurring when Netflix CEO Reed Hastings called the service a “global Internet TV network” in 2016.The changing landscape of streaming and time-shifting notwithstanding, individuals remain aware of the viewing patterns of others, and this anticipation impacts the coordination and production of the collective television experience (Irani, Jeffries, and Knight 621). Related to this goal is how liveness connects viewers to shared social realities as they are occurring and helps to create a collective sense of time (Couldry 355-356). This shared experience of the social is still readily available in a time-shifted landscape, in that even shows released via an all-at-once format (for example, Netflix’s Stranger Things) can rapidly become a cultural phenomenon. Moreover, livestreaming has become commonplace as alternative to cable television for live events and sports, along with new uses for gaming and social media. As Graeme Turner notes, “if liveness includes a sense of the shrinking temporal gap between oneself and the rest of the world, as well as a palpable sense of immediacy, then this is something we can find as readily online as in television”. To this end, the claim that streaming media is harbinger of the “death of liveness” is far too simplistic. Liveness vis-à-vis streaming is not something that ceases to exist—shared temporal experiences simply occur in new forms.HQ TriviaOne such strategy to reactive a more traditional form of televisual liveness through streaming is to make streaming more social and mobile. Launched in August 2017, HQ Trivia (later retitled HQ Trivia and Words) requires users, known as HQties, to download the app and log in at 3.00 pm and 9.00 pm Eastern Standard Time to join a live gameshow. In each session, gameshow hosts ask a series of 12 single-elimination questions with three answer choices. Any users who successfully answer all 12 questions correctly split the prize pool for the show, which ranges from $250 to $250,000. Though these monetary prizes appear substantial, the per-person winnings paid out are often quite low based on the number winners splitting the pool. In the short time since its inception, HQ has had high and low audience participation numbers and has also spawned a myriad of imitators, including Facebook’s “Confetti” gameshow.Mobile streaming via trivia gameshows are a return to forms of televisual liveness and participation often disrupted by the flexible nature of streaming. HQ’s twice-a-day events require users to re-adapt to temporal constraints to play and participate. Just as intriguing is that “HQ sees its biggest user participation—and largest prizes—on Sundays, especially if games coincide with national events, such as holidays, sports games or award shows” (Alcantara). Though it is difficult to draw conclusions from this correlation, the fact that HQ garners more players and attention during events and holidays complicates notions of mobile trivia as a primary form of entertainment. It is possible, perhaps, that HQ is an evolution to the so-called second screen experience, in which a mobile device is used simultaneously with a television. As noted by Hye-Jin Lee and Mark Andrejevic, the rise of the second screen often enables real-time monitoring, customisation, and targeting that is envisioned by the promoters of the interactive commercial economy (41). Second screens are a way to reestablish live-viewing and, by extension, advertising through the importance of affective economies (46). Affect, or a preconscious structure of feeling, is critical to platform monetisation, in that the capture of big data requires an infrastructuralisation of desire—in streaming media often a desire for entertainment (Cockayne 6). Through affective capture, users become willing to repeat certain actions via love for and connection to a platform. Put another way, big data collection and processing is often the central monetisation strategy of platforms, but capturing this data requires first cultivating user attachment and repeat actions.To this end, many platforms operate by encouraging as much user engagement as possible. HQ certainly endeavors for strong affective investment by users (a video search for “HQ Trivia winner reactions” demonstrates the often-zealous nature of HQties, even when winning relatively low amounts of prize money). However, HQ departs from the typical platform streaming model in that engagement with the app is limited to two games per day. These comparatively diminutive temporal appointments have substantial implications for HQ’s strategies of valorisation, or the process of apprehending and making productive the user as laborer in new times and spaces (Franklin 13). Media theorists have long acknowledged the “work of watching” television, in which the televisual is “a real economic process, a value-creating process, and a metaphor, a reflection of value creation in the economy as a whole” (Jhally and Livant 125). Televisual monetisation is predominately based on the advertising model, which functions to accelerate the selling of commodities. This configuration of capital accumulation is enabled by a lineage of privatisation of broadcasting; television is heralded as a triumph of deregulation, but in practice is an oligopolistic, advertising-supported system of electronic media aided by government policies (Streeter 175). By contrast, streaming media accomplishes capitalistic accumulation through the collection, storage, and processing of big data via cloud infrastructure. Cloud infrastructure enables unprecedented storage and analytic capacity, and is heavily utilised in streaming media to compress and transmit data packets.Although the metaphor of the cloud situates user data as ephemeral and free, these infrastructures are better conceptualised as a “digital enclosure”, which invokes the importance of privatisation and commodification, as well as the materiality and spatiality of data collection (Andrejevic 297). As such, streaming monetisation is often achieved through the multitude of monetisation possibilities that occur through the collection of vast amounts of user data. Streaming and mobile streaming, then, are similar to the televisual in that these processes monetise the work of watching; yet, the ubiquitous data collection of streaming permits more efficient forms of computational commodification.Mobile streaming media continues the lineage of ubiquitous immaterial labor—a labor form that can, and commonly is, accomplished by “filling the cracks” of non-work time with content engagement and accompanying data collection. HQ Trivia, nevertheless, functions as a notable departure from this model in that company has made public claims that the platform will not utilise the myriad user identification and location data collected by the app. Instead, HQ has engaged in brand promotions that include Warner Brothers movies Ready Player One and Rampage, along with a brief Nike partnership (Feldman; Perry). Here, mobile and temporal valorisation occurs through monetisation strategies more akin to traditional televisual advertising than the techniques of big data collection often utilised by platforms. Whether or not eschewing the proclivity toward monetising user data for a more traditional form of brand promotion will yield rewards for HQ remains to be seen. Nonetheless, this return to more conventional televisual monetisation strategies sets HQ apart from many other applications that rely on data collection and subsequent sale of user data for targeted advertisements.Affective attachment and the transformation of leisure times through mobile devices is critical not just to value generation, but also to the relationship between mobile streaming and temporal and mobile control. As previously noted, Sharma elucidates that time is part of biopolitical forms of control, produced and experienced differently. Nick Couldry echoes these sentiments, in that there are rival forms of liveness stemming from a desire for connectivity, and that these “types of liveness are now pulling in different directions” (360). Despite common positionings, the relationship between television and streaming media is not a neat linear evolution—television, streaming, and mobile streaming continue to operate both side-by-side and in conjunction with one another. The experience of time, nevertheless, operates differently in these media forms. Explained by Wendy Chun, television structures temporality through steady streams of information, the condensation of time that demands response in crisis, and the most powerful moments of “touching the real” via catastrophe (74). New media differs by instead fostering crisis as the norm, in that “crises promise to move users from banal to the crucial by offering the experience of something like responsibility; something like the consequences and joys of ‘being in touch’” (Chun 75). New media crisis is often felt via reminders and other increasingly pervasive prompts that require an immediate user response. HQ differs from other forms of streaming and mobile streaming in that the plastic and flexible nature of viewing is replaced by mobile notifications and reminders that one must be ready for twice-daily games or risk losing a chance to win.In contributing to a sense of new media crisis, HQ fosters novel expectations for the mobile streaming subject. Through temporally-bound mobile livestreaming, “networked smart screens are the mechanism by which time and space will be both overcome and reanimated” as the “real world” is transformed into a magical landscape of mobile desire (Oswald and Packer 286). There is a double-edged element to this transformation, however, in that power of HQ Trivia is the ability to reanimate space through a promise that users are able to win substantial prize money only if one remembers to tune in at certain times. Within HQ Trivia, the much-emphasised temporal freedom of streaming time-shifting is eschewed for more traditional forms of televisual liveness; at the same time, smartphone technologies permit mobile on-the-go forms of engagement. Accordingly, a more traditional televisual simultaneity reemerges even as the spaces of streaming are untethered from the living room. It is in this reemphasis of liveness and sharedness that the user is simultaneously empowered vis-à-vis mobile devices and made mobile streaming subject through new temporal expectations and forms of monetisation.As mobile streaming becomes increasingly pervasive, new experimental applications jockey for user attention and time. HQ Trivia’s model of eschewing data collection for more traditional televisual monetisation represents attempts to recreate mobile media engagement not through individual isolated audio-visual practices, but instead through a live and mobile experience. Consequently, HQ Trivia and other temporally-bound gameshow apps demonstrate a reimagined live televisual experience, and, in turn, a monetisation of mobile engagement through affective investment.ReferencesAlcantara, Chris. “Diving into HQ Trivia: The Toughest Rounds, the Best Time to Play and How Some Users Beat the Odds.” The Washington Post 5 Mar. 2018. <http://www.washingtonpost.com/graphics/2018/business/hq-trivia/?utm_term=.02dc389ae3a9>.Andrejevic, Mark. “Surveillance in the Digital Enclosure.” The Communication Review 10.4 (2007): 295-317.Bury, Rhiannon, and Johnson Li. “Is It Live or Is It Timeshifted, Streamed or Downloaded? Watching Television in the Era of Multiple Screens.” New Media & Society 17.4 (2013): 592-610.Chun, Wendy Hui Kyong. Updating to Remain the Same: Habitual New Media. Cambridge: MIT Press, 2017.Cockayne, Daniel G. “Affect and Value in Critical Examinations of the Production and ‘Prosumption’ of Big Data.” Big Data & Society 3.2 (2016): 1-11.Couldry, Nick. “Liveness, ‘Reality,’ and the Mediated Habitus from Television to the Mobile Phone.” Communication Review 7.4 (2004): 353-361.Droesch, Blake. “More than Half of US Social Network Users Will Be Mobile-Only in 2019.” EMarketer 26 Apr. 2019. <http://www.emarketer.com/content/more-than-half-of-social-network-users-will-be-mobile-only-in-2019>.Franklin, Seb. Control: Digitality as Cultural Logic. Cambridge: MIT Press, 2015.Galili, Doron. “Seeing by Electricity: The Emergence of Television and the Modern Mediascape, 1878—1939.” PhD dissertation. Chicago: U of Chicago, 2011.Irani, Lilly, Robin Jeffries, and Andrea Knight. “Rhythms and Plasticity: Television Temporality at Home.” Personal and Ubiquitous Computing 14.7 (2010): 621-632.Jenner, Mareike. “Is This TVIV? On Netflix, TVIII and Binge-Watching.” New Media & Society 18.2 (2014): 257-273.Jhally, Sut, and Bill Livant. “Watching as Working: The Valorization of Audience Consciousness.” Journal of Communication 36.3 (1986): 124-143.Lee, Hye-Jin, and Mark Andrejevic. “Second-Screen Theory: From Democratic Surround to the Digital Enclosure.” Connected Viewing: Selling, Streaming & Sharing Media in the Digital Age. Eds. Jennifer Holt and Kevin Sanson. New York: Routledge, 2014. 40-62.Massey, Doreen. For Space. London: Sage, 2005.Munson, Ben. “More than Half of Global Video Views Start on Mobile.” Fierce Video 24 Sep. 2019. <https://www.fiercevideo.com/video/more-than-half-global-video-views-start-mobile-report-says>.Oswald, Kathleen, and Jeremy Packer. “Flow and Mobile Media.” Communication Matters: Materialist Approaches to Media, Mobility and Networks. Eds. Jeremy Packer and Stephen B. Crofts Wiley. New York: Routledge, 2012. 276-287.Perry, Erica. “Here's How HQ Trivia Is Finally Monetizing Its Massive Audience.” Social Media Week 29 Mar. 2018. <http://socialmediaweek.org/blog/2018/03/heres-how-hq-trivia-is-finally-monetizing-its-massive-audience/>.Peters, John Durham. The Marvelous Clouds: Toward a Philosophy of Elemental Media. Chicago: U of Chicago P, 2016.Sharma, Sarah. In the Meantime: Temporality and Cultural Politics. Durham: Duke UP, 2014.Sterling, Greg. “Nearly 80 Percent of Social Media Time Now Spent on Mobile Devices.” Marketing Land 4 Apr. 2016. <http://marketingland.com/facebook-usage-accounts-1-5-minutes-spent-mobile-171561>.Streeter, Thomas. Selling the Air. Chicago: U of Chicago P, 1996.Turner, Graeme. “'Liveness' and 'Sharedness' Outside the Box” Flow Journal 8 (2011). <https://www.flowjournal.org/2011/04/liveness-and-sharedness-outside-the-box/>.Uricchio, William. “Television's First Seventy-Five Years: The Interpretive Flexibility of a Medium in Transition.” The Oxford Handbook of Film and Media Studies. Ed. Robert Kolker. Oxford: Oxford UP, 2008. 286-305.Wajcman, Judy, and Nigel Dodd. “Introduction: The Powerful Are Fast, The Powerless Are Slow.” The Sociology of Speed: Digital, Organizational, and Social Temporalities. Eds. Judy Wajcman and Nigel Dodd. Oxford: Oxford UP, 2017. 1-12.
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Wishart, Alison. „Make It So: Harnessing Technology to Provide Professional Development to Regional Museum Workers“. M/C Journal 22, Nr. 3 (19.06.2019). http://dx.doi.org/10.5204/mcj.1519.

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IntroductionIn regional Australia and New Zealand, museums and art galleries are increasingly becoming primary sites of cultural engagement. They are one of the key tourist attractions for regional towns and expected to generate much needed tourism revenue. In 2017 in New South Wales alone, there were three million visitors to regional galleries and museums (MGNSW 13). However, apart from those (partially) funded by local councils, they are often run on donations, good will, and the enthusiasm of volunteers. Regional museums and galleries provide some paid, and more unpaid, employment for ageing populations. While two-thirds of Australia’s population lives in capital cities, the remainder who live in regional towns are likely to be in the 60+ age cohort because people are choosing to retire away from the bustling, growing cities (ABS). At last count, there were about 3000 museums and galleries in Australia with about 80% of them located in regional areas (Scott). Over the last 40 years, this figure has tripled from the 1000 regional and provincial museums estimated by Peter Piggott in his 1975 report (24). According to a 2014 survey (Shaw and Davidson), New Zealand has about 470 museums and galleries and about 70% are located outside capital cities. The vast majority, 85%, have less than five, full-time paid staff, and more than half of these were run entirely by ageing volunteers. They are entrusted with managing the vast majority of the history and heritage collections of Australia and New Zealand. These ageing volunteers need a diverse range of skills and experience to care for and interpret collections. How do you find the time and budget for professional development for both paid staff and volunteers? Many professional development events are held in capital cities, which are often a significant distance from the regional museum—this adds substantially to the costs of attending and the time commitment required to get there. In addition, it is not uncommon for people working in regional museums to be responsible for everything—from security, collection management, conservation, research, interpretation and public programs to changing the light bulbs. While there are a large number of resources available online, following a manual is often more difficult than learning from other colleagues or learning in a more formal educational or vocational environment where you can receive timely feedback on your work. Further, a foundational level of prior knowledge and experience is often required to follow written instructions. This article will suggest some strategies for low cost professional development and networking. It involves planning, thinking strategically and forming partnerships with others in the region. It is time to harness the power of modern communications technology and use it as a tool for professional development. Some models of professional development in regional areas that have been implemented in the past will also be reviewed. The focus for this article is on training and professional development for workers in regional museums, heritage sites and keeping places. Regional art galleries have not been included because they tend to have separate regional networks and training opportunities. For example, there are professional development opportunities provided through the Art Galleries Association of Australia and their state branches. Regional galleries are also far more likely to have one or more paid staff members (Winkworth, “Fixing the Slums” 2). Regional Museums, Volunteers, and Social CapitalIt is widely accepted that regional museums and galleries enhance social capital and reduce social isolation (Kelly 32; Burton and Griffin 328). However, while working in a regional museum or gallery can help to build friendship networks, it can also be professionally isolating. How do you benchmark what you do against other places if you are two or more hours drive from those places? How do you learn from other colleagues if all your colleagues are also isolated by the ‘tyranny of distance’ and struggling with the same lack of access to training? In 2017 in New South Wales alone, there were 8,629 active volunteers working in regional museums and galleries giving almost five million hours, which Museums and Galleries NSW calculated was worth over $150 million per annum in unpaid labour (MGNSW 1). Providing training and professional development to this group is an investment in Australia’s social and cultural capital.Unlike other community-run groups, the museums and heritage places which have emerged in regional Australia and New Zealand are not part of a national or state branch network. Volunteers who work for the Red Cross, Scouts or Landcare benefit from being part of a national organisation which provides funding, support workers, a website, governance structure, marketing, political advocacy and training (Winkworth, “Let a Thousand Flowers” 11). In Australia and New Zealand, this role is undertaken by the Australian Museums and Galleries Association AMaGA (formerly Museums Australia) and Museums Aotearoa respectively. However, both of these groups operate at the macro policy level, for example organising annual conferences, publishing a journal and developing Indigenous policy frameworks, rather than the local, practical level. In 1995, due to their advocacy work, Landcare Australia received $500 million over five years from the federal government to fund 5000 Landcare groups, which are run by 120,000 volunteers (Oppenheimer 177). They argued successfully that the sustainable development of land resources started at the local level. What do we need to do to convince government of the need for sustainable development of our local and regional museum and heritage resources?Training for Volunteers Working in Regional Museums: The Current SituationAnother barrier to training for regional museum workers is the assumption that the 70:20:10 model of professional development should apply. That is, 70% of one’s professional development is done ‘on the job’ by completing tasks and problem-solving; 20% is achieved by learning from mentors, coaches and role models and 10% is learnt from attending conferences and symposia and enrolling in formal courses of study. However, this model pre-supposes that there are people in your workplace whom you can learn from and who can show you how to complete a task, and that you are not destroying or damaging a precious, unique object if you happen to make a mistake.Some museum volunteers come with skills in research, marketing, administration, customer service or photography, but very few come with specific museum skills like writing exhibition text, registering an acquisition or conserving artefacts. These skills need to be taught. As Kylie Winkworth has written, museum management now requires a [...] skills set, which is not so readily found in small communities, and which in many ways is less rewarding for the available volunteers, who may have left school at 15. We do not expect volunteer librarians to catalogue books, which are in any case of low intrinsic value, but we still expect volunteers in their 70s and 80s to catalogue irreplaceable heritage collections and meet ever more onerous museum standards. That so many volunteers manage to do this is extraordinary. (“Let a Thousand Flowers” 13)Workers in regional museums are constantly required to step outside their comfort zones and learn new skills with minimal professional support. While these challenging experiences can be very rewarding, they are also potentially damaging for our irreplaceable material cultural heritage.Training for museum professionals has been on the agenda of the International Council of Museums (ICOM) since 1947 (Boylan 62). However, until 1996, their work focused on recommending curricula for new museum professionals and did not include life-long learning and on-going professional development. ICOM’s International Committee for the Training of Personnel (ICTOP) and the ICOM Executive has responded to this in their new curricula—ICOM Curricula Guidelines for Professional Museum Development, but this does not address the difficulties staff or volunteers working in regional areas face in accessing training.In some parts of Australia, there are regional support and professional development programs in place. For example, in Queensland, there is the Museum Development Officer (MDO) network. However, because of the geographic size of the state and the spread of the museums, these five regionally based staff often have 60-80 museums or keeping places in their region needing support and so their time and expertise is spread very thinly. It is also predominantly a fee-for-service arrangement. That is, the museums have to pay for the MDO to come and deliver training. Usually this is done by the MDO working with a local museum to apply for a Regional Arts Development Fund (RADF) grant. In Victoria there is a roving curator program where eligible regional museums can apply to have a professional curator come and work with them for a few days to help the volunteers curate exhibitions. The roving curator can also provide advice on “develop[ing] high quality exhibitions for diverse audiences” via email, telephone and networking events. Tasmania operates a similar scheme but their two roving curators are available for up to 25 days of work each year with eligible museums, provided the local council makes a financial contribution. The New South Wales government supports the museum advisor program through which a museum professional will come to your museum for up to 20 days/year to give advice and hands-on training—provided your local council pays $7000, an amount that is matched by the state government—for this service. In 2010, in response to recommendations in the Dunn Report (2007), the Collections Council of Australia (CCA) established a pilot project with the City of Kalgoorlie-Boulder in Western Australia and $120,000 in funding from the Myer Foundation to trial the provision of a paid Collections Care Coordinator who would provide free training, expertise and support to local museums in the region. Tragically, CCA was de-funded by the Cultural Ministers Council the same year and the roll-out of a hub and spoke regional model was not supported by government due to the lack of an evidence base (Winkworth, “Let a Thousand Flowers” 18). An evaluation of the trial project would have tested a different model of regional training and added to the evidence base.All these state-based models (except the aborted Collections Care hub in Western Australia) require small regional museums to compete with each other for access to a museum professional and to successfully apply for funding, usually from their local council or state government. If they are successful, the training that is delivered is a one-off, as they are unlikely to get a second slice of the regional pie.An alternative to this competitive, fly-in fly-out, one-off model of professional development is to harness the technology and resources of local libraries and other cultural facilities in regional areas. This is what the Sydney Opera House Trust did in March 2019 to deliver their All about Women program of speakers via live streaming to 37 satellite sites throughout Australia and New Zealand.Harnessing Technology and Using Regional Library Infrastructure to Provide Training: ScenarioImagine the following scenario. It is a Monday morning in a regional library in Dubbo, New South Wales. Dubbo is 391 km or five hours drive by car from the nearest capital city (Sydney) and there are 50 regional museums within a 100 km radius. Ten people are gathered in a meeting room at the library watching a live stream of the keynote speakers who are presenting at their national museums conference. They are from five regional museums where they work as volunteers or part-time paid staff. They cannot afford to pay $2000, or more, to attend the conference, but they are happy to self-fund to drive for an hour or two to link up with other colleagues to listen to the presentations. They make notes and tweet in their questions using the conference twitter handle and hashtag. They have not been exposed to international speakers in the industry before and the ideas presented are fresh and stimulating. When the conference breaks for morning tea, they take a break too and get to know each other over a cuppa (provided free of charge by the library). Just as the networking sessions at conferences are vitally important for the delegates, they are even more important to address social isolation amongst this group. When they reconvene, they discuss their questions and agree to email the presenters with the questions that are unresolved. After the conference keynote sessions finish, the main conference (in the capital city) disperses into parallel sessions, which are no longer available via live stream.To make the two-hour drive more worthwhile and continue their professional development, they have arranged to hold a significance assessment workshop as well. Each museum worker has brought along photographs of one item in their collection that they want to do more research on. Some of them have also brought the object, if it is small and robust enough to travel. They have downloaded copies of Significance 2.0 and read it before they arrived. They started to write significance reports but could not fully understand how to apply some of the criteria. They cannot afford to pay for professional workshop facilitators, but they have arranged for the local studies librarian to give them an hour of free training on using the library’s resources (online and onsite) to do research on the local area and local families. They learn more about Trove, Papers Past and other research tools which are available online. This is hands-on and computer-based skills training using their own laptops/tablets or the ones provided by the library. After the training with the librarian, they break into two groups and read each other’s significance reports and make suggestions. The day finishes with a cuppa at 2.30pm giving them time to drive home before the sun sets. They agree to exchange email addresses so they can keep in touch. All the volunteers and staff who attended these sessions in regional areas feel energised after these meetings. They no longer feel so isolated and like they are working in the dark. They feel supported just knowing that there are other people who are struggling with the same issues and constraints as they are. They are sick of talking about the lack of budget, expertise, training and resources and want to do something with what they have.Bert (fictional name) decides that it is worth capitalising on this success. He emails the people who came to the session in Dubbo to ask them if they would like to do it again but focus on some different training needs. He asks them to choose two of the following three professional development options. First, they can choose to watch and discuss a recording of the keynote presentations from day two of the recent national conference. The conference organisers have uploaded digital recordings of the speakers’ presentations and the question time to the AMaGA website. This is an option for local libraries that do not have sufficient bandwidth to live stream video. The local library technician will help them cast the videos to a large screen. Second, they can each bring an object from their museum collection that they think needs conservation work. If the item is too fragile or big to move, they will bring digital photographs of it instead. Bert consulted their state-based museum and found some specialist conservators who have agreed to Skype or Facetime them in Dubbo free of charge, to give them expert advice about how to care for their objects, and most importantly, what not to do. The IT technician at Dubbo Library can set up their meeting room so that they can cast the Skype session onto a large smart screen TV. One week before the event, they will send a list of their objects and photographs of them to the conservator so that she can prepare, and they can make best use of her time. After this session, they will feel more confident about undertaking small cleaning and flattening treatments and know when they should not attempt a treatment themselves and need to call on the experts. Third, they could choose to have a training session with the council’s grants officer on writing grant applications. As he assesses grant applications, he can tell them what local councils look for in a successful grant application. He can also inform them about some of the grants that might be relevant to them. After the formal training, there will be an opportunity for them to exchange information about the grants they have applied for in the past—sometimes finding out what’s available can be difficult—and work in small groups to critique each other’s grant applications.The group chooses options two and three, as they want more practical skills development. They take a break in the middle of the day for lunch, which gives them the opportunity to exchange anecdotes from their volunteer work and listen to and support each other. They feel validated and affirmed. They have gained new skills and don’t feel so isolated. Before they leave, Alice agrees to get in touch with everyone to organise their next regional training day.Harnessing Technology and Using Regional Library Infrastructure to Provide Training: BenefitsThese scenarios need not be futuristic. The training needs are real, as is the desire to learn and the capacity of libraries to support regional groups. While funding for regional museums has stagnated or declined in recent years, libraries have been surging ahead. In August 2018, the New South Wales Government announced an “historic investment” of $60 million into all 370 public libraries that would “transform the way NSW’s public libraries deliver much-needed services, especially in regional areas” (Smith). Libraries are equipped and charged with the responsibility of enabling local community groups to make best use of their resources. Most state and national museum workers are keen to share their expertise with their regional colleagues: funding and distance are often the only barriers. These scenarios allow national conference keynote speakers to reach a much larger audience than the conference attendees. While this strategy might reduce the number of workers from regional areas who pay to attend conferences, the reality is that due to distance, other volunteer commitments, expense and family responsibilities, they probably would not attend anyway. Most regional museums and galleries and their staff might be asset-rich, but they are cash-poor, and the only way their workers get to attend conferences is if they win a bursary or grant. In 2005, Winkworth said: “the future for community museums is to locate them within local government as an integral part of the cultural, educational and economic infrastructure of the community, just like libraries and galleries” (“Fixing the Slums” 7). Fourteen years on, very little progress has been made in this direction. Those museums which have been integrated into the local council infrastructure, such as at Orange and Wagga Wagga in western New South Wales, are doing much better than those that are still stuck in ‘cultural poverty’ and trying to operate independently.However, the co-location and convergence of museums, libraries and archives is only successful if it is well managed. Helena Robinson has examined the impact on museum collection management and interpretation of five local government funded, converged collecting institutions in Australia and New Zealand and found that the process is complex and does not necessarily result in “optimal” cross-disciplinary expertise or best practice outcomes (14158).ConclusionRobinson’s research, however, did not consider community-based collecting institutions using regional libraries as sites for training and networking. By harnessing local library resources and making better use of existing communications technology it is possible to create regional hubs for professional development and collegiate support, which are not reliant on grants. If the current competitive, fly-in fly-out, self-funded model of providing professional development and support to regional museums continues, then the future for our cultural heritage collections and the dedicated volunteers who care for them is bleak. Alternatively, the scenarios I have described give regional museum workers agency to address their own professional development needs. This in no way removes the need for leadership, advocacy and coordination by national representative bodies such as AMaGA and Museums Aotearoa. If AMaGA partnered with the Australian Library and Information Association (ALIA) to stream their conference keynote sessions to strategically located regional libraries and used some of their annual funding from the Department of Communication and the Arts to pay for museum professionals to travel to some of those sites to deliver training, they would be investing in the nation’s social and cultural capital and addressing the professional development needs of regional museum workers. This would also increase the sustainability of our cultural heritage collections, which are valuable economic assets.ReferencesAustralian Bureau of Statistics. “2071.0—Census of Population and Housing: Reflecting Australia—Snapshot of Australia, 2016”. Canberra: Australian Bureau of Statistics, 2017. 17 Mar. 2019 <https://www.abs.gov.au/ausstats/abs@.nsf/Lookup/by%20Subject/2071.0~2016~Main%20Features~Snapshot%20of%20Australia,%202016~2>.Boylan, Patrick. “The Intangible Heritage: A Challenge and an Opportunity for Museums and Museum Professional Training.” International Journal of Intangible Heritage 1 (2006): 53–65.Burton, Christine, and Jane Griffin. “More than a Museum? Understanding How Small Museums Contribute to Social Capital in Regional Communities.” Asia Pacific Journal of Arts & Cultural Management 5.1 (2008): 314–32. 17 Mar. 2019 <http://apjacm.arts.unimelb.edu.au/article/view/32>.Dunn, Anne. The Dunn Report: A Report on the Concept of Regional Collections Jobs. Adelaide: Collections Council of Australia, 2007.ICOM Curricula Guidelines for Professional Museum Development. 2000. <http://museumstudies.si.edu/ICOM-ICTOP/comp.htm>.Kelly, Lynda. “Measuring the Impact of Museums on Their Communities: The Role of the 21st Century Museum.” New Roles and Issues of Museums INTERCOM Symposium (2006): 25–34. 17 Mar. 2019 <https://media.australianmuseum.net.au/media/dd/Uploads/Documents/9355/impact+paper+INTERCOM+2006.bb50ba1.pdf>.Museums and Galleries New South Wales (MGNSW). 2018 NSW Museums and Galleries Sector Census. Museums and Galleries of New South Wales. Data and Insights—Culture Counts. Sydney: MGNSW, 2019. 17 Mar. 2019 <https://mgnsw.org.au/wp-content/uploads/2019/02/2018-NSW-Museum-Gallery-Sector-Census.pdf>Oppenheimer, Melanie. Volunteering: Why We Can’t Survive without It. Sydney: U of New South Wales P, 2008.Pigott, Peter. Museums in Australia 1975. Report of the Committee of Inquiry on Museums and National Collections Including the Report of the Planning Committee on the Gallery of Aboriginal Australia. Canberra: Australian Government Printing Service, 1975. 17 Mar. 2019 <https://apo.org.au/node/35268>.Public Sector Commission, Western Australia. 70:20:10 Framework Learning Philosophy. Perth: Government of Western Australia, 2018. 17 Mar. 2019 <https://publicsector.wa.gov.au/centre-public-sector-excellence/about-centre/702010-framework>.Robinson, Helena. “‘A Lot of People Going That Extra Mile’: Professional Collaboration and Cross-Disciplinarity in Converged Collecting Institutions.” Museum Management and Curatorship 31 (2016): 141–58.Scott, Lee. National Operations Manager, Museums Australia, Personal Communication. 22 Oct. 2018.Shaw, Iain, and Lee Davidson, Museums Aotearoa 2014 Sector Survey Report. Wellington: Victoria U, 2014. 17 Mar. 2019 <http://www.museumsaotearoa.org.nz/sites/default/files/documents/museums_aotearoa_sector_survey_2014_report_-_final_draft_oct_2015.pdf>.Smith, Alexandra. “NSW Libraries to Benefit from $60 Million Boost.” Sydney Morning Herald 24 Aug. 2018. 17 Mar. 2019 <https://www.smh.com.au/politics/nsw/nsw-libraries-to-benefit-from-60-million-boost-20180823-p4zzdj.html>. Winkworth, Kylie. “Fixing the Slums of Australian Museums; or Sustaining Heritage Collections in Regional Australia.” Museums Australia Conference Paper. Canberra: Museums Australia, 2005. ———. “Let a Thousand Flowers Bloom: Museums in Regional Australia.” Understanding Museums—Australian Museums and Museology. Eds. Des Griffin and Leon Paroissien. Canberra: National Museum of Australia, 2011. 17 Mar. 2019 <https://nma.gov.au/research/understanding-museums/KWinkworth_2011.html>.
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Leaver, Tama. „The Social Media Contradiction: Data Mining and Digital Death“. M/C Journal 16, Nr. 2 (08.03.2013). http://dx.doi.org/10.5204/mcj.625.

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Introduction Many social media tools and services are free to use. This fact often leads users to the mistaken presumption that the associated data generated whilst utilising these tools and services is without value. Users often focus on the social and presumed ephemeral nature of communication – imagining something that happens but then has no further record or value, akin to a telephone call – while corporations behind these tools tend to focus on the media side, the lasting value of these traces which can be combined, mined and analysed for new insight and revenue generation. This paper seeks to explore this social media contradiction in two ways. Firstly, a cursory examination of Google and Facebook will demonstrate how data mining and analysis are core practices for these corporate giants, central to their functioning, development and expansion. Yet the public rhetoric of these companies is not about the exchange of personal information for services, but rather the more utopian notions of organising the world’s information, or bringing everyone together through sharing. The second section of this paper examines some of the core ramifications of death in terms of social media, asking what happens when a user suddenly exists only as recorded media fragments, at least in digital terms. Death, at first glance, renders users (or post-users) without agency or, implicitly, value to companies which data-mine ongoing social practices. Yet the emergence of digital legacy management highlights the value of the data generated using social media, a value which persists even after death. The question of a digital estate thus illustrates the cumulative value of social media as media, even on an individual level. The ways Facebook and Google approach digital death are examined, demonstrating policies which enshrine the agency and rights of living users, but become far less coherent posthumously. Finally, along with digital legacy management, I will examine the potential for posthumous digital legacies which may, in some macabre ways, actually reanimate some aspects of a deceased user’s presence, such as the Lives On service which touts the slogan “when your heart stops beating, you'll keep tweeting”. Cumulatively, mapping digital legacy management by large online corporations, and the affordances of more focussed services dealing with digital death, illustrates the value of data generated by social media users, and the continued importance of the data even beyond the grave. Google While Google is universally synonymous with search, and is the world’s dominant search engine, it is less widely understood that one of the core elements keeping Google’s search results relevant is a complex operation mining user data. Different tools in Google’s array of services mine data in different ways (Zimmer, “Gaze”). Gmail, for example, uses algorithms to analyse an individual’s email in order to display the most relevant related advertising. This form of data mining is comparatively well known, with most Gmail users knowingly and willingly accepting more personalised advertising in order to use Google’s email service. However, the majority of people using Google’s search engine are unaware that search, too, is increasingly driven by the tracking, analysis and refining of results on the basis of user activity (Zimmer, “Externalities”). As Alexander Halavais (160–180) quite rightly argues, recent focus on the idea of social search – the deeper integration of social network information in gauging search results – is oxymoronic; all search, at least for Google, is driven by deep analysis of personal and aggregated social data. Indeed, the success of Google’s mining of user data has led to concerns that often invisible processes of customisation and personalisation will mean that the supposedly independent or objective algorithms producing Google’s search results will actually yield a different result for every person. As Siva Vaidhyanathan laments: “as users in a diverse array of countries train Google’s algorithms to respond to specialized queries with localised results, each place in the world will have a different list of what is important, true, or ‘relevant’ in response to any query” (138). Personalisation and customisation are not inherently problematic, and frequently do enhance the relevance of search results, but the main objection raised by critics is not Google’s data mining, but the lack of transparency in the way data are recorded, stored and utilised. Eli Pariser, for example, laments the development of a ubiquitous “filter bubble” wherein all search results are personalised and subjective but are hidden behind the rhetoric of computer-driven algorithmic objectivity (Pariser). While data mining informs and drives many of Google’s tools and services, the cumulative value of these captured fragments of information is best demonstrated by the new service Google Now. Google Now is a mobile app which delivers an ongoing stream of search results but without the need for user input. Google Now extrapolates the rhythms of a person’s life, their interests and their routines in order to algorithmically determine what information will be needed next, and automatically displays it on a user’s mobile device. Clearly Google Now is an extremely valuable and clever tool, and the more information a user shares, the better the ongoing customised results will be, demonstrating the direct exchange value of personal data: total personalisation requires total transparency. Each individual user will need to judge whether they wish to share with Google the considerable amount of personal information needed to make Google Now work. The pressing ethical question that remains is whether Google will ensure that users are sufficiently aware of the amount of data and personal privacy they are exchanging in order to utilise such a service. Facebook Facebook began as a closed network, open only to students at American universities, but has transformed over time to a much wider and more open network, with over a billion registered users. Facebook has continually reinvented their interface, protocols and design, often altering both privacy policies and users’ experience of privacy, and often meeting significant and vocal resistance in the process (boyd). The data mining performed by social networking service Facebook is also extensive, although primarily aimed at refining the way that targeted advertising appears on the platform. In 2007 Facebook partnered with various retail loyalty services and combined these records with Facebook’s user data. This information was used to power Facebook’s Beacon service, which added details of users’ retail history to their Facebook news feed (for example, “Tama just purchased a HTC One”). The impact of all of these seemingly unrelated purchases turning up in many people’s feeds suddenly revealed the complex surveillance, data mining and sharing of these data that was taking place (Doyle and Fraser). However, as Beacon was turned on, without consultation, for all Facebook users, there was a sizable backlash that meant that Facebook had to initially switch the service to opt-in, and then discontinue it altogether. While Beacon has been long since erased, it is notable that in early 2013 Facebook announced that they have strengthened partnerships with data mining and profiling companies, including Datalogix, Epsilon, Acxiom, and BlueKai, which harness customer information from a range of loyalty cards, to further refine the targeting ability offered to advertisers using Facebook (Hof). Facebook’s data mining, surveillance and integration across companies is thus still going on, but no longer directly visible to Facebook users, except in terms of the targeted advertisements which appear on the service. Facebook is also a platform, providing a scaffolding and gateway to many other tools and services. In order to use social games such as Zynga’s Farmville, Facebook users agree to allow Zynga to access their profile information, and use Facebook to authenticate their identity. Zynga has been unashamedly at the forefront of user analytics and data mining, attempting to algorithmically determine the best way to make virtual goods within their games attractive enough for users to pay for them with real money. Indeed, during a conference presentation, Zynga Vice President Ken Rudin stated outright that Zynga is “an analytics company masquerading as a games company” (Rudin). I would contend that this masquerade succeeds, as few Farmville players are likely to consider how their every choice and activity is being algorithmically scrutinised in order to determine what virtual goods they might actually buy. As an instance of what is widely being called ‘big data’, the data miing operations of Facebook, Zynga and similar services lead to a range of ethical questions (boyd and Crawford). While users may have ostensibly agreed to this data mining after clicking on Facebook’s Terms of Use agreement, the fact that almost no one reads these agreements when signing up for a service is the Internet’s worst kept secret. Similarly, the extension of these terms when Facebook operates as a platform for other applications is a far from transparent process. While examining the recording of user data leads to questions of privacy and surveillance, it is important to note that many users are often aware of the exchange to which they have agreed. Anders Albrechtslund deploys the term ‘social surveillance’ to usefully emphasise the knowing, playful and at times subversive approach some users take to the surveillance and data mining practices of online service providers. Similarly, E.J. Westlake notes that performances of self online are often not only knowing but deliberately false or misleading with the aim of exploiting the ways online activities are tracked. However, even users well aware of Facebook’s data mining on the site itself may be less informed about the social networking company’s mining of offsite activity. The introduction of ‘like’ buttons on many other Websites extends Facebook’s reach considerably. The various social plugins and ‘like’ buttons expand both active recording of user activity (where the like button is actually clicked) and passive data mining (since a cookie is installed or updated regardless of whether a button is actually pressed) (Gerlitz and Helmond). Indeed, because cookies – tiny packets of data exchanged and updated invisibly in browsers – assign each user a unique identifier, Facebook can either combine these data with an existing user’s profile or create profiles about non-users. If that person even joins Facebook, their account is connected with the existing, data-mined record of their Web activities (Roosendaal). As with Google, the significant issue here is not users knowingly sharing their data with Facebook, but the often complete lack of transparency in terms of the ways Facebook extracts and mines user data, both on Facebook itself and increasingly across applications using Facebook as a platform and across the Web through social plugins. Google after Death While data mining is clearly a core element in the operation of Facebook and Google, the ability to scrutinise the activities of users depends on those users being active; when someone dies, the question of the value and ownership of their digital assets becomes complicated, as does the way companies manage posthumous user information. For Google, the Gmail account of a deceased person becomes inactive; the stored email still takes up space on Google’s servers, but with no one using the account, no advertising is displayed and thus Google can earn no revenue from the account. However, the process of accessing the Gmail account of a deceased relative is an incredibly laborious one. In order to even begin the process, Google asks that someone physically mails a series of documents including a photocopy of a government-issued ID, the death certificate of the deceased person, evidence of an email the requester received from the deceased, along with other personal information. After Google have received and verified this information, they state that they might proceed to a second stage where further documents are required. Moreover, if at any stage Google decide that they cannot proceed in releasing a deceased relative’s Gmail account, they will not reveal their rationale. As their support documentation states: “because of our concerns for user privacy, if we determine that we cannot provide the Gmail content, we will not be able to share further details about the account or discuss our decision” (Google, “Accessing”). Thus, Google appears to enshrine the rights and privacy of individual users, even posthumously; the ownership or transfer of individual digital assets after death is neither a given, nor enshrined in Google’s policies. Yet, ironically, the economic value of that email to Google is likely zero, but the value of the email history of a loved one or business partner may be of substantial financial and emotional value, probably more so than when that person was alive. For those left behind, the value of email accounts as media, as a lasting record of social communication, is heightened. The question of how Google manages posthumous user data has been further complicated by the company’s March 2012 rationalisation of over seventy separate privacy policies for various tools and services they operate under the umbrella of a single privacy policy accessed using a single unified Google account. While this move was ostensibly to make privacy more understandable and transparent at Google, it had other impacts. For example, one of the side effects of a singular privacy policy and single Google identity is that deleting one of a recently deceased person’s services may inadvertently delete them all. Given that Google’s services include Gmail, YouTube and Picasa, this means that deleting an email account inadvertently erases all of the Google-hosted videos and photographs that individual posted during their lifetime. As Google warns, for example: “if you delete the Google Account to which your YouTube account is linked, you will delete both the Google Account AND your YouTube account, including all videos and account data” (Google, “What Happens”). A relative having gained access to a deceased person’s Gmail might sensibly delete the email account once the desired information is exported. However, it seems less likely that this executor would realise that in doing so all of the private and public videos that person had posted on YouTube would also permanently disappear. While material possessions can be carefully dispersed to specific individuals following the instructions in someone’s will, such affordances are not yet available for Google users. While it is entirely understandable that the ramification of policy changes are aimed at living users, as more and more online users pass away, the question of their digital assets becomes increasingly important. Google, for example, might allow a deceased person’s executor to elect which of their Google services should be kept online (perhaps their YouTube videos), which traces can be exported (perhaps their email), and which services can be deleted. At present, the lack of fine-grained controls over a user’s digital estate at Google makes this almost impossible. While it violates Google’s policies to transfer ownership of an account to another person, if someone does leave their passwords behind, this provides their loved ones with the best options in managing their digital legacy with Google. When someone dies and their online legacy is a collection of media fragments, the value of those media is far more apparent to the loved ones left behind rather than the companies housing those media. Facebook Memorialisation In response to users complaining that Facebook was suggesting they reconnect with deceased friends who had left Facebook profiles behind, in 2009 the company instituted an official policy of turning the Facebook profiles of departed users into memorial pages (Kelly). Technically, loved ones can choose between memorialisation and erasing an account altogether, but memorialisation is the default. This entails setting the account so that no one can log into it, and that no new friends (connections) can be made. Existing friends can access the page in line with the user’s final privacy settings, meaning that most friends will be able to post on the memorialised profile to remember that person in various ways (Facebook). Memorialised profiles (now Timelines, after Facebook’s redesign) thus become potential mourning spaces for existing connections. Since memorialised pages cannot make new connections, public memorial pages are increasingly popular on Facebook, frequently set up after a high-profile death, often involving young people, accidents or murder. Recent studies suggest that both of these Facebook spaces are allowing new online forms of mourning to emerge (Marwick and Ellison; Carroll and Landry; Kern, Forman, and Gil-Egui), although public pages have the downside of potentially inappropriate commentary and outright trolling (Phillips). Given Facebook has over a billion registered users, estimates already suggest that the platform houses 30 million profiles of deceased people, and this number will, of course, continue to grow (Kaleem). For Facebook, while posthumous users do not generate data themselves, the fact that they were part of a network means that their connections may interact with a memorialised account, or memorial page, and this activity, like all Facebook activities, allows the platform to display advertising and further track user interactions. However, at present Facebook’s options – to memorialise or delete accounts of deceased people – are fairly blunt. Once Facebook is aware that a user has died, no one is allowed to edit that person’s Facebook account or Timeline, so Facebook literally offers an all (memorialisation) or nothing (deletion) option. Given that Facebook is essentially a platform for performing identities, it seems a little short-sighted that executors cannot clean up or otherwise edit the final, lasting profile of a deceased Facebook user. As social networking services and social media become more ingrained in contemporary mourning practices, it may be that Facebook will allow more fine-grained control, positioning a digital executor also as a posthumous curator, making the final decision about what does and does not get kept in the memorialisation process. Since Facebook is continually mining user activity, the popularity of mourning as an activity on Facebook will likely mean that more attention is paid to the question of digital legacies. While the user themselves can no longer be social, the social practices of mourning, and the recording of a user as a media entity highlights the fact that social media can be about interactions which in significant ways include deceased users. Digital Legacy Services While the largest online corporations have fairly blunt tools for addressing digital death, there are a number of new tools and niche services emerging in this area which are attempting to offer nuanced control over digital legacies. Legacy Locker, for example, offers to store the passwords to all of a user’s online services and accounts, from Facebook to Paypal, and to store important documents and other digital material. Users designate beneficiaries who will receive this information after the account holder passes away, and this is confirmed by preselected “verifiers” who can attest to the account holder’s death. Death Switch similarly provides the ability to store and send information to users after the account holder dies, but tests whether someone is alive by sending verification emails; fail to respond to several prompts and Death Switch will determine a user has died, or is incapacitated, and executes the user’s final instructions. Perpetu goes a step further and offers the same tools as Legacy Locker but also automates existing options from social media services, allowing users to specify, for example, that their Facebook, Twitter or Gmail data should be downloaded and this archive should be sent to a designated recipient when the Perpetu user dies. These tools attempt to provide a more complex array of choices in terms of managing a user’s digital legacy, providing similar choices to those currently available when addressing material possessions in a formal will. At a broader level, the growing demand for these services attests to the ongoing value of online accounts and social media traces after a user’s death. Bequeathing passwords may not strictly follow the Terms of Use of the online services in question, but it is extremely hard to track or intervene when a user has the legitimate password, even if used by someone else. More to the point, this finely-grained legacy management allows far more flexibility in the utilisation and curation of digital assets posthumously. In the process of signing up for one of these services, or digital legacy management more broadly, the ongoing value and longevity of social media traces becomes more obvious to both the user planning their estate and those who ultimately have to manage it. The Social Media Afterlife The value of social media beyond the grave is also evident in the range of services which allow users to communicate in some fashion after they have passed away. Dead Social, for example, allows users to schedule posthumous social media activity, including the posting of tweets, sending of email, Facebook messages, or the release of online photos and videos. The service relies on a trusted executor confirming someone’s death, and after that releases these final messages effectively from beyond the grave. If I Die is a similar service, which also has an integrated Facebook application which ensures a user’s final message is directly displayed on their Timeline. In a bizarre promotional campaign around a service called If I Die First, the company is promising that the first user of the service to pass away will have their posthumous message delivered to a huge online audience, via popular blogs and mainstream press coverage. While this is not likely to appeal to everyone, the notion of a popular posthumous performance of self further complicates that question of what social media can mean after death. Illustrating the value of social media legacies in a quite different but equally powerful way, the Lives On service purports to algorithmically learn how a person uses Twitter while they are live, and then continue to tweet in their name after death. Internet critic Evgeny Morozov argues that Lives On is part of a Silicon Valley ideology of ‘solutionism’ which casts every facet of society as a problem in need of a digital solution (Morozov). In this instance, Lives On provides some semblance of a solution to the problem of death. While far from defeating death, the very fact that it might be possible to produce any meaningful approximation of a living person’s social media after they die is powerful testimony to the value of data mining and the importance of recognising that value. While Lives On is an experimental service in its infancy, it is worth wondering what sort of posthumous approximation might be built using the robust data profiles held by Facebook or Google. If Google Now can extrapolate what a user wants to see without any additional input, how hard would it be to retool this service to post what a user would have wanted after their death? Could there, in effect, be a Google After(life)? Conclusion Users of social media services have differing levels of awareness regarding the exchange they are agreeing to when signing up for services provided by Google or Facebook, and often value the social affordances without necessarily considering the ongoing media they are creating. Online corporations, by contrast, recognise and harness the informatic traces users generate through complex data mining and analysis. However, the death of a social media user provides a moment of rupture which highlights the significant value of the media traces a user leaves behind. More to the point, the value of these media becomes most evident to those left behind precisely because that individual can no longer be social. While beginning to address the issue of posthumous user data, Google and Facebook both have very blunt tools; Google might offer executors access while Facebook provides the option of locking a deceased user’s account as a memorial or removing it altogether. Neither of these responses do justice to the value that these media traces hold for the living, but emerging digital legacy management tools are increasingly providing a richer set of options for digital executors. While the differences between material and digital assets provoke an array of legal, spiritual and moral issues, digital traces nevertheless clearly hold significant and demonstrable value. For social media users, the death of someone they know is often the moment where the media side of social media – their lasting, infinitely replicable nature – becomes more important, more visible, and casts the value of the social media accounts of the living in a new light. For the larger online corporations and service providers, the inevitable increase in deceased users will likely provoke more fine-grained controls and responses to the question of digital legacies and posthumous profiles. It is likely, too, that the increase in online social practices of mourning will open new spaces and arenas for those same corporate giants to analyse and data-mine. References Albrechtslund, Anders. “Online Social Networking as Participatory Surveillance.” First Monday 13.3 (2008). 21 Apr. 2013 ‹http://firstmonday.org/article/view/2142/1949›. boyd, danah. “Facebook’s Privacy Trainwreck: Exposure, Invasion, and Social Convergence.” Convergence 14.1 (2008): 13–20. ———, and Kate Crawford. “Critical Questions for Big Data.” Information, Communication & Society 15.5 (2012): 662–679. Carroll, Brian, and Katie Landry. “Logging On and Letting Out: Using Online Social Networks to Grieve and to Mourn.” Bulletin of Science, Technology & Society 30.5 (2010): 341–349. Doyle, Warwick, and Matthew Fraser. “Facebook, Surveillance and Power.” Facebook and Philosophy: What’s on Your Mind? Ed. D.E. Wittkower. Chicago, IL: Open Court, 2010. 215–230. Facebook. “Deactivating, Deleting & Memorializing Accounts.” Facebook Help Center. 2013. 7 Mar. 2013 ‹http://www.facebook.com/help/359046244166395/›. Gerlitz, Carolin, and Anne Helmond. “The Like Economy: Social Buttons and the Data-intensive Web.” New Media & Society (2013). Google. “Accessing a Deceased Person’s Mail.” 25 Jan. 2013. 21 Apr. 2013 ‹https://support.google.com/mail/answer/14300?hl=en›. ———. “What Happens to YouTube If I Delete My Google Account or Google+?” 8 Jan. 2013. 21 Apr. 2013 ‹http://support.google.com/youtube/bin/answer.py?hl=en&answer=69961&rd=1›. Halavais, Alexander. Search Engine Society. Polity, 2008. Hof, Robert. “Facebook Makes It Easier to Target Ads Based on Your Shopping History.” Forbes 27 Feb. 2013. 1 Mar. 2013 ‹http://www.forbes.com/sites/roberthof/2013/02/27/facebook-makes-it-easier-to-target-ads-based-on-your-shopping-history/›. Kaleem, Jaweed. “Death on Facebook Now Common as ‘Dead Profiles’ Create Vast Virtual Cemetery.” Huffington Post. 7 Dec. 2012. 7 Mar. 2013 ‹http://www.huffingtonpost.com/2012/12/07/death-facebook-dead-profiles_n_2245397.html›. Kelly, Max. “Memories of Friends Departed Endure on Facebook.” The Facebook Blog. 27 Oct. 2009. 7 Mar. 2013 ‹http://www.facebook.com/blog/blog.php?post=163091042130›. Kern, Rebecca, Abbe E. Forman, and Gisela Gil-Egui. “R.I.P.: Remain in Perpetuity. Facebook Memorial Pages.” Telematics and Informatics 30.1 (2012): 2–10. Marwick, Alice, and Nicole B. Ellison. “‘There Isn’t Wifi in Heaven!’ Negotiating Visibility on Facebook Memorial Pages.” Journal of Broadcasting & Electronic Media 56.3 (2012): 378–400. Morozov, Evgeny. “The Perils of Perfection.” The New York Times 2 Mar. 2013. 4 Mar. 2013 ‹http://www.nytimes.com/2013/03/03/opinion/sunday/the-perils-of-perfection.html?pagewanted=all&_r=0›. Pariser, Eli. The Filter Bubble: What the Internet Is Hiding from You. London: Viking, 2011. Phillips, Whitney. “LOLing at Tragedy: Facebook Trolls, Memorial Pages and Resistance to Grief Online.” First Monday 16.12 (2011). 21 Apr. 2013 ‹http://firstmonday.org/ojs/index.php/fm/article/view/3168›. Roosendaal, Arnold. “We Are All Connected to Facebook … by Facebook!” European Data Protection: In Good Health? Ed. Serge Gutwirth et al. Dordrecht: Springer, 2012. 3–19. Rudin, Ken. “Actionable Analytics at Zynga: Leveraging Big Data to Make Online Games More Fun and Social.” San Diego, CA, 2010. Vaidhyanathan, Siva. The Googlization of Everything. 1st ed. Berkeley: University of California Press, 2011. Westlake, E.J. “Friend Me If You Facebook: Generation Y and Performative Surveillance.” TDR: The Drama Review 52.4 (2008): 21–40. Zimmer, Michael. “The Externalities of Search 2.0: The Emerging Privacy Threats When the Drive for the Perfect Search Engine Meets Web 2.0.” First Monday 13.3 (2008). 21 Apr. 2013 ‹http://firstmonday.org/ojs/index.php/fm/article/view/2136/1944›. ———. “The Gaze of the Perfect Search Engine: Google as an Infrastructure of Dataveillance.” Web Search. Eds. Amanda Spink & Michael Zimmer. Berlin: Springer, 2008. 77–99.
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Ruggill, Judd, und Ken McAllister. „The Wicked Problem of Collaboration“. M/C Journal 9, Nr. 2 (01.05.2006). http://dx.doi.org/10.5204/mcj.2606.

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In “Dilemmas in a General Theory of Planning,” urban planners Horst Rittel and Melvin Webber outline what they term “wicked problems.” According to Rittel and Webber, wicked problems are unavoidably “ill-defined,” that is, unlike “problems in the natural sciences, which are definable and separable and may have solutions that are findable…[wicked problems] are never solved. At best they are only re-solved—over and over again” (160). Rittel and Webber were thinking specifically of the challenges involved in making decisions within immensely complex social circumstances—building highways through cities and designing low income housing projects, for example—but public policy-making and urban design are not the only fields rife with wicked problems. Indeed, the nub of Rittel and Webber’s articulation of wicked problems concerns a phenomenon common to many disciplines: interdisciplinary collaboration. As anyone who has collaborated with people outside her area of expertise will acknowledge, interdisciplinary collaboration itself is among the wickedest problems of all. By way of introduction, we direct the Learning Games Initiative (LGI), a transdisciplinary, inter-institutional research group that studies, teaches with, and builds computer games. In the seven years since LGI was inaugurated, we have undertaken many productive and well-received collaborations, including: 1) leading workshops at national and international conferences; 2) presenting numerous academic talks; 3) editing academic journals; 4) writing books, book chapters, journal articles, and other scholarly materials; 5) exhibiting creative and archival work in museums, galleries, and libraries; and 6) building one of the largest academic research archives of computer games, systems, paraphernalia, and print-, video-, and audio-scholarship in the world. We thus have a fair bit of experience with the wicked problem of collaboration. The purpose of this article is to share some of that experience with readers and to describe candidly some of the challenges we have faced—and sometimes overcome—working collaboratively across disciplinary, institutional, and even international boundaries. Collaborative Circle? Michael Farrell, whose illuminating analysis of “collaborative circles” has lent much to scholars’ understandings of group dynamics within creative contexts, succinctly describes how many such groups form: “A collaborative circle is a set of peers in the same discipline who, through open exchange of support, ideas, and criticism develop into an interdependent group with a common vision that guides their creative work” (266). Farrell’s model, while applicable to several of the smaller projects LGI has nurtured over the years, does not capture the idiosyncratic organizational method that has evolved more broadly within our collective. Rather, LGI has always tended to function according to a model more akin to that found in used car dealerships, one where “no reasonable offer will be refused.” LGI is open to anyone willing to think hard and get their hands dirty, which of course has molded the organization and its projects in remarkable ways. Unlike Farrell’s collaborative circles, for example, LGI’s collaborative model actually decentralizes the group’s study and production of culture. Any member from anywhere—not just “peers in the same discipline”—can initiate or join a project provided she or he is willing to trade in the coin of the realm: sweat equity. Much like the programmers of the open source software movement, LGI’s members work only on what excites them, and with other similarly motivated people. The “buy-in,” simply, is interest and a readiness to assume some level of responsibility for the successes and failures of a given project. In addition to decentralizing the group, LGI’s collaborative model has emerged such that it naturally encourages diversity, swelling our ranks with all kinds of interesting folks, from fine artists to clergy members to librarians. In large part this is because our members view “peers” in the most expansive way possible; sure, optical scientists can help us understand how virtual cameras simulate the real properties of lenses and research linguists can help us design more effective language-in-context tools for our games. However, in an organization that always tries to understand the layers of meaning-making that constitute computer games, such technical expertise is only one stratum. For a game about the cultural politics of ancient Greece that LGI has been working on for the past year, our members invited a musical instrument maker, a potter, and a school teacher to join the development team. These new additions—all experts and peers as far as LGI is concerned—were not merely consultants but became part of the development team, often working in areas of the project completely outside their own specialties. While some outsiders have criticized this project—currently known as “Aristotle’s Assassins”—for being too slow in development, the learning taking place as it moves forward is thrilling to those on the inside, where everyone is learning from everyone else. One common consequence of this dynamic is, as Farrell points out, that the work of the individual members is transformed: “Those who are merely good at their discipline become masters, and, working together, very ordinary people make extraordinary advances in their field” (2). Additionally, the diversity that gives LGI its true interdisciplinarity also makes for praxical as well as innovative projects. The varying social and intellectual concerns of the LGI’s membership means that every collaboration is also an exploration of ethics, responsibility, epistemology, and ideology. This is part of what makes LGI so special: there are multiple levels of learning that underpin every project every day. In LGI we are fond of saying that games teach multiple things in multiple ways. So too, in fact, does collaborating on one of LGI’s projects because members are constantly forced to reevaluate their ways of seeing in order to work with one another. This has been particularly rewarding in our international projects, such as our recently initiated project investigating the relationships among the mass media, new media, and cultural resource management practices. This project, which is building collaborative relationships among a team of archaeologists, game designers, media historians, folklorists, and grave repatriation experts from Cambodia, the Philippines, Australia, and the U.S., is flourishing, not because its members are of the same discipline nor because they share the same ideology. Rather, the team is maturing as a collaborative and productive entity because the focus of its work raises an extraordinary number of questions that have yet to be addressed by national and international researchers. In LGI, much of the sweat equity we contribute involves trying to answer questions like these in ways that are meaningful for our international research teams. In our experience, it is in the process of investigating such questions that effective collaborative relationships are cemented and within which investigators end up learning about more than just the subject matter at hand. They also learn about the micro-cultures, histories, and economies that provide the usually invisible rhetorical infrastructures that ground the subject matter and to which each team member is differently attuned. It is precisely because of this sometimes slow, sometimes tense learning/teaching dynamic—a dynamic too often invoked in both academic and industry settings to discourage collaboration—that François Chesnais calls attention to the fact that collaborative projects frequently yield more benefits than the sum of their parts suggests possible. This fact, says Chesnais, should lead institutions to value collaborative projects more highly as “resource-creating, value-creating and surplus-creating potentialities” (22). Such work is always risky, of course, and Jitendra Mohan, a scholar specializing in cross-cultural collaborations within the field of psychology, writes that international collaboration “raises methodological problems in terms of the selection of culturally-coloured items and their historical as well as semantic meaning…” (314). Mohan means this as a warning and it is heeded as such by LGI members; at the same time, however, it is precisely the identification and sorting out of such methodological problems that seems to excite our best collaborations and most innovative work. Given such promise, it is easy to see why LGI is quite happy to adopt the used car dealer’s slogan “no reasonable offer refused.” In fact, in LGI we see our open-door policy for projects as mirroring our primary object of study: games. This is another factor that we believe contributes to the success of our members’ collaborations. Commercial computer game development is a notoriously interdisciplinary and collaborative endeavor. By collaborating in a fashion similar to professional game developers, LGI members are constantly fashioning more complex understandings of the kinds of production practices and social interactions involved in game development; these practices and interactions are crucial to game studies precisely because they shape what games consist of, how they mean, and the ways in which they are consumed. For this reason, we think it foolish to refuse any reasonable offer to help us explore and understand these meaning-making processes. Wicked Problem Backlash Among the striking points that Rittel and Webber make about wicked problems is that solutions to them are usually created with great care and planning, and yet inevitably suffer severe criticism (at least) or utter annihilation (at worst). Far from being indicative of a bad solution, this backlash against a wicked problem’s solution is an integral element of what we call the “wicked problem dialectic.” The backlash against attempts to establish and nurture transdisciplinary collaboration is easy to document at multiple levels. For example, although our used car dealership model has created a rich research environment, it has also made the quotidian work of doing projects difficult. For one thing, organizing something as simple as a project meeting can take Herculean efforts. The wage earners are on a different schedule than the academics, who are on a different schedule from the artists, who are on a different schedule from the librarians. Getting everyone together in the same room at the same time (even virtually) is like herding cats. As co-directors of LGI, we have done our best to provide the membership with both synchronous and asynchronous resources to facilitate communication (e.g., conference-call enabled phones, online forums, chat clients, file-sharing software, and so on), but nothing beats face-to-face meetings, especially when projects grow complex or deadlines impend mercilessly. Nonetheless, our members routinely fight the meeting scheduling battle, despite the various communication options we have made available through our group’s website and in our physical offices. Most recently we have found that an organizational wiki makes the process of collecting and sharing notes, drawings, videos, segments of code, and drafts of writing decidedly easier than it had been, especially when the projects involve people who do not live a short distance (or a cheap phone call) away from each other. Similarly, not every member has the same amount of time to devote to LGI and its projects despite their considerable and demonstrated interest in them. Some folks are simply busier than others, and cannot contribute to projects as much as they might like. This can be a real problem when a project requires a particular skill set, and the owner of those skills is busy doing other things like working at a paying job or spending time with family. LGI’s projects are always done in addition to members’ regular workload, and it is understandable when that workload has to take precedence. Like regular exercise and eating right, the organization’s projects are the first things to go when life’s demands intrude. Different projects handle this challenge in a variety of ways, but the solutions always tend to reflect the general structure of the project itself. In projects that follow what Andrea Lunsford and Lisa Ede refer to as “hierarchical collaborations”—projects that are clearly structured, goal-oriented, and define clear roles for its participants—milestones and deadlines are set at the beginning of the project and are often tied to professional rewards that stand-in for a paycheck: recommendation letters, all-expenses-paid conference trips, guest speaking invitations, and so forth (133). Less organized projects—what Lunsford and Ede call “dialogic collaborations”—deal with time scheduling challenges differently. Inherently, dialogic collaborations such as these tend to be less hampered by time because they are loosely structured, accept and often encourage members to shift roles, and often value the process of working toward the project’s goals as highly as actually attaining them (134). The most common adaptive strategy used in these cases is simply for the most experienced members of the team to keep the project in motion. As long as something is happening, dialogic collaborations can be kept fruitful for a very long time, even when collaborators are only able to contribute once or twice a month. In our experience, as long as each project’s collaborators understand its operative expectations—which can, by the way, be a combination of hierarchical and dialogical modes—their work proceeds smoothly. Finally, there is the matter of expenses. As an institutionally unaffiliated collective, the LGI has no established revenue stream, which means project funding is either grant-based or comes out of the membership’s pockets. As anyone who has ever applied for a grant knows, it is one thing to write a grant, and another thing entirely to get it. Things are especially tough when grant monies are scarce, as they have been (at least on this side of the pond) since the U.S. economy started its downward spiral several years ago. Tapping the membership’s pockets is not really a viable funding option either. Even modest projects can be expensive, and most folks do not have a lot of spare cash to throw around. What this means, ultimately, is that even though our group’s members have carte blanche to do as they will, they must do so in a resource-starved environment. While it is sometimes disappointing that we are not able to fund certain projects despite their artistic and scholarly merit, LGI members learned long ago that such hardships rarely foreclose all opportunities. As Anne O’Meara and Nancy MacKenzie pointed out several years ago, many “seemingly extraneous features” of collaborative projects—not only financial limitations, but also such innocuous phenomena as where collaborators meet, the dance of their work and play patterns, their conflicting responsibilities, geographic separations, and the ways they talk to each other—emerge as influential factors in all collaborations (210). Thus, we understand in LGI that while our intermittent funding has influenced the dimension and direction of our group, it has also led to some outcomes that in hindsight we are glad we were led to. For example, while LGI originally began studying games in order to discover where production-side innovations might be possible, a series of funding shortfalls and serendipitous academic conversations led us to favor scholarly writing, which has now taken precedence over other kinds of projects. At the most practical level, this works out well because writing costs nothing but time, plus there is a rather desperate shortage of good game scholarship. Moreover, we have discovered that as LGI members have refined their scholarship and begun turning out books, chapters, and articles on a consistent basis, both they and the organization accrue publicity and credibility. Add to this the fact that for many of the group’s academics, traditional print-based work is more valued in the tenure and promotion economy than is, say, an educational game, an online teachers’ resource, or a workshop for a local parent-teacher association, and you have a pretty clear research path blazed by what Kathleen Clark and Rhunette Diggs have called “dialectical collaboration,” that is, collaboration marked by “struggle and opposition, where tension can be creative, productive, clarifying, as well as difficult” (10). Conclusion In sketching out our experience directing a highly collaborative digital media research collective, we hope we have given readers a sense of why collaboration is almost always a “wicked problem.” Collaborators negotiate different schedules, work demands, and ways of seeing, as well as resource pinches that hinder the process by which innovative digital media collaborations come to fruition. And yet, it is precisely because collaboration can be so wicked that it is so valuable. In constantly requiring collaborators to assess and reassess their rationales, artistic visions, and project objectives, collaboration makes for reflexive, complex, and innovative projects, which (at least to us) are the most satisfying and useful of all. References Chesnais, François. “Technological Agreements, Networks and Selected Issues in Economic Theory.” In Technological Collaboration: The Dynamics of Cooperation in Industrial Innovation. Rod Coombs, Albert Richards, Vivien Walsh, and Pier Paolo Saviotti, eds. Northampton, MA: Edward Elgar, 1996. 18-33. Clark, Kathleen D., and Rhunette C. Diggs. “Connected or Separated?: Toward a Dialectical View of Interethnic Relationships.” In Building Diverse Communities: Applications of Communication Research. McDonald, Trevy A., Mark P. Orbe, and Trevellya Ford-Ahmed, eds. Cresskill, NJ: Hampton Press, 2002. 3-25. Farrell, Michael P. Collaborative Circles: Friendship Dynamics & Creative Work. Chicago: U of Chicago P, 2001. Lunsford, Andrea, and Lisa Ede. Singular Texts/Plural Authors: Perspectives on Collaborative Writing. Carbondale: Southern Illinois UP, 1990. Mohan, Jitendra. “Cross-Cultural Experience of Collaboration in Personality Research.” Personality across Cultures: Recent Developments and Debates. Jitendra Mohan, ed. Oxford: Oxford UP, 2000. 313-335. O’Meara, Anne, and Nancy R. MacKenzie. “Reflections on Scholarly Collaboration.” In Common Ground: Feminist Collaboration in the Academy. Elizabeth G. Peck and JoAnna Stephens Mink, eds. Albany: State U of New York P, 1998. 209-26. Rittel, Horst W. J., and Melvin M. Weber. “Dilemmas in a General Theory of Planning.” Policy Sciences 4 (1973): 155-69. Citation reference for this article MLA Style Ruggill, Judd, and Ken McAllister. "The Wicked Problem of Collaboration." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/07-ruggillmcallister.php>. APA Style Ruggill, J., and K. McAllister. (May 2006) "The Wicked Problem of Collaboration," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/07-ruggillmcallister.php>.
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25

Mullen, Mark. „It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me“. M/C Journal 6, Nr. 1 (01.02.2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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26

Meese, James. „“It Belongs to the Internet”: Animal Images, Attribution Norms and the Politics of Amateur Media Production“. M/C Journal 17, Nr. 2 (24.02.2014). http://dx.doi.org/10.5204/mcj.782.

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Cute pictures of animals feature as an inoffensive and adorable background to the contemporary online experience with cute content regularly shared on social media platforms. Indeed the demand for cuteness is so strong in the current cultural milieu that some animals become recognisable animal celebrities in the process (Hepola). However, despite the existence of this professionalisation in some sections of the cute economy, amateurs produce the majority of cute content that circulates online. This is largely because one of the central contributors to this steady stream of cute animal pictures is the subforum Aww, hosted on the online community Reddit. Aww is wholly dedicated to pictures of cute things and allows users to directly submit cute content directly to the site. Aww is one of the default subforums that new Reddit users are automatically subscribed to and is immensely popular, featuring over 4.2 million dedicated subscribers as well as untold casual visits. The section is self-described as: “Things that make you go AWW! -- like puppies, and bunnies, and so on...Feel free to post pictures, videos and stories of cute things” ("The cutest things on the internet!"). Users upload cute animal photos that they have taken and wait for the Reddit community to vote on their favourite pictures. The voting mechanism helps users to acknowledge their favourite posts, with the most popular featured on the front page of Aww (for a detailed critique of this process see van der Nagel 2013). The user-generated model of the site means that instead of visitors being confronted with a formally curated selection of cute animal photos, Aww offers a constantly changing mixture of amateur, semi-pro and professional content. Aww - and Reddit more generally - stand as an emblematic example of participatory culture (Jenkins 2006), with users playing an active role in the production and curation of online content. However, given the commercial nature of many user-generated content sites, this amateur media activity is becoming increasingly subject to intellectual property claims and conflicts (see Burgess; Kennedy). Across the internet there are growing tensions between website operators and amateur producers. As Jenny Kennedy (132) notes, while these platforms promote a public rhetoric of “sharing”, these corporate narratives “downplay their economic power” and imply “that they do not control the practices contained within their sites”. Subsequently, the expectations of users regarding how content is managed and organised can differ substantially from the corporate goals of social media companies. This paper contributes to the growing body of literature interested in the politics of amateur media production (see Hunter and Lastowka; Benkler; Burgess; Kennedy) by exploring the emergence of attribution norms and informal enforcement measures in and around the Aww online community. In contrast to professional content creators, amateurs often have fewer resources on hand to protect their copyrighted work and are also challenged by a pervasive online rhetoric that suggests that popular content essentially “belongs to the Internet” (Douglas). A number of communities on Reddit have questioned the company’s handling of amateur content with users suggesting that Reddit actively seeks to de-contextualise original content and not attribute original creators. By examining how amateur creators and online communities regulate content online, I interrogate the power relations that exist between social media platforms and users and explore how the corporate rhetoric of participatory culture interacts with the legal framework of copyright law. This article also contributes to existing legal scholarship on communities of practice and norms-based intellectual property systems. This literature has explored how social norms effectively regulate the protection of, among other things, recipes (Fauchart and Von Hippel), fashion design (Raustiala and Sprigman) and stand-up comedy routines (Oliar and Sprigman), in situations where copyright law does not function as an effective regulatory mechanism. Often these norms are in line with copyright law protections, but in other cases they diverge from these legal principles. In this paper I suggest that particular sections of Reddit function in a similar way, with their own set of self-governing norms, and that these norms largely align with the philosophical aims of copyright law. The paper begins by outlining a series of recent debates that have occurred between amateur media creators and Reddit, before exploring how norms are regulated on Reddit subforums Aww and Karma Court. I then offer some brief conclusions on the value of paying attention to how social norms structure forms of “sharing” (see Kennedy) and provide a useful way for amateur media producers to protect their content without going through formal legal processes. Introducing Reddit and the Confused Politics of Amateur Content Reddit is a social news site, a vibrant community and one of the most popular websites online. It stands as the most visible iteration of a long-standing tradition of user-generated and managed news, one that goes back to websites like Slashdot, which operated in the mid to late-90s. Founded in 2005 Reddit was launched after only one funding round of venture capital, receiving $100k in seed funding from Y Combinatory (Miller). Despite some early rivalry between Reddit and competitor site Digg, Reddit had enough potential to be purchased by Condé Nast for an estimated $20 million (Carr). Reddit’s audience numbers have grown exponentially in the last few years, with the site currently receiving over 5 billion page views and 114 million unique visitors per month (“About Reddit”). It has also changed focus significantly in the last few years with the site now “as much about posting interesting or funny pictures as it is about news” (Sepponen). Reddit hosts a number of individual subforums (called subreddits), which focus on a particular topic and function essentially like online bulletin boards. The front-page of Reddit showcases the most popular content from across the whole website, and user-generated content features heavily here. Amateur media cannot spread without the structural support of social media platforms, but this support is qualified in particular ways. Reddit stands as a paradigmatic case. Users on Reddit are “incentivized to submit direct links to images, because viewers can get to them more easily” (Douglas) and the website encourages amateur creators to use a preferred content server – Imgur – to host images. The Imgur service provides a direct public link to an image – even bypassing the Reddit discussion page – and with its free hosting and limited ads it has become a popular service and is used by most Reddit users (Slater-Robins). For the majority of Reddit users this is an unproblematic partnership. Imgur is free, effective and fast. However, a vocal minority of Reddit users and amateur creators claim that the partnership between Reddit and Imgur has created the equivalent of an online ghetto (Douglas).As Nick Douglas explains, when using services like Imgur there is no requirement to either provide an external link to a creators website or to attribute the creator, limiting the ability for an amateur creator to gain exposure. It also bypasses existing revenue streams that may have been set up by creators, including ad-supported websites or online stores offering merchandise. As a result creators have little opportunity to benefit either economically or reputationally from this system. This occurs to such an extent that “there are actually warnings against submitting your own [original] work” to particular subforums on Reddit (Douglas). For example, some forum moderators require submissions to either “link directly to a specific image file or to a website with minimal ads” (“Reddit Pics”). It is in this context, that the posting of original content without attribution is not actively policed. There are a number of complaints circulating within the Reddit community about these practices (see “Ok, look people. I know you heart Imgur, but webcomics? Just link to the freaking site”; “The problem with reddit”). Many creators have directly protested against this aspect of Reddit’s structural organisation. Blogger Benjamin Grelle (a.k.a The Frogman) and writer Chris Menning are two notable examples. Grelle’s protest was witty and dramatic. He wrote a blog post featuring a picture of an email he sent to Imgur offering the company a choice: send him a huge novelty check for $10,000 or alternatively, add a proper attribution system that allows artists, photographers and content creators to properly credit their work. Grelle estimates that his work generated around $20,000 in ad revenue for Imgur; however the structure of Reddit and Imgur meant he earned little income from the “viral” success of his content. Grelle claimed he was happy for his work to be shared, but attribution meant that it was more likely a fan would follow the link to his website and provide him with some financial recompense for his work. Unsurprisingly, Grelle didn’t receive a paycheck and so in response has developed a unique way to gain exposure. He has started to insert himself into his work, “[s]o when you see a stolen Frogman piece, you still see Ben Grelle’s face” (Douglas). Chris Menning posted a blog about being banned from Reddit, hoping to bring to light some of the inequalities that persist around Reddit’s current structure. He began by noting that he had received a significant amount of traffic from them in the past. He had responded in kind by looking to create original content for particular subforums, knowing what a particular community would enjoy. However, his habit of providing the link to his own website along with the content he posted saw him get labelled as a spammer and banned by administrators. Menning chose not to fight the ban:It seems that the only way I could avoid [getting banned] is if I were to relinquish any rights to my original content and post it exclusively to Imgur. In effect, reddit punishes the creation of original content, and rewards content theft (Menning). Instead he decided to quit Reddit, claiming that Reddit’s approach would carry long-term consequences as the platform provided little incentive for creators to produce wholly original content. It is worth noting that neither Menning nor Grelle turned to legal avenues in order to gain financial restitution. Considering the nature of the practices they were complaining about, compensation in the form of an injunction or damages would have certainly been possible. In Benjamin’s case, a user had combined a number of his copyrighted works into one image and posted the image to Imgur without attribution --this infringed Grelle’s copyright in his work as well as his moral right to be attributed as the creator of the work. However, the public comments of both creators suggest that despite the possibility of legal success, their issue was not so much to do with their individual cases but rather the broader structural issues at play within Reddit. While they might gain individually from a successful legal challenge, over the long term Reddit would continue to be a fraught place for amateur and semi-professional content creators. Certain parts of the Reddit community appear to be sympathetic to these issues, and the complaints of dissenting users like Menning and Grelle have received active support from some users and moderators on the site. This has led to changes in the way content is being posted and managed on Aww, and has also driven the emergence of a satirical user-run court entitled Karma Court. In these spaces moderators and members establish community norms, regularly police the correct attribution of works and challenge the de-contextualisation of content overtly encouraged by Reddit, Imgur and other subforums. In the following section I will examine both Aww and Karma Court in order to explore how these norms are established and negotiated by both moderators and users alike. reddit.com/r/aww: The Online Hub of Cute Animal Pictures As we have seen, the design of Reddit and Imgur creates a number of problems for amateur creators who wish to protect their intellectual property. To address these shortcomings, the Aww community has created its own informal regulatory systems. Volunteer moderators play a crucial role: they establish informal codes of conduct for the Aww community and enforce various rules about how the site should be used. One of these rules relates to attribution. Users are asked to to “post original content whenever possible or attribute original content creators” ("The cutest things on the internet!"). Due to the volunteer nature of the work and the size of the Aww sub-reddit, moderator enforcement is haphazard. Consequently, responsibility falls on the wider user community to self-police. Despite its informal nature, this process manages to facilitate a fairly consistent standard of attribution. In this way it functions as an informal method of intellectual property protection. It is worth noting however that this commitment to original content is not solely due to the moral character of Aww users. A significant motivation is the distribution of karma points amongst Reddit users. Karma, which represents your good standing within the Reddit community, can be earned through user likes and votes – these push the most popular content to the front page of each subforum. Thus karma stands as a numerical representation of a user’s value to Reddit. This ostensibly democratic system has the paradoxical effect of fuelling intellectual property violations on the site. Users often repost other users’ jpegs, animated gifs, and other content, in order to reap the social and cultural capital that comes with posting a popular picture. In some cases they claim authorship of the content; in other cases they simply re-post content that they feel “belongs to the internet” (Douglas). Some content is so popular or pervasive online (this content that is often described as “viral”) that users feel there is little reason or need to attribute content. This helps to explain the persistence of ownership and attribution conflicts on Reddit. In the eyes of some users and moderators the management of these rights and the correct distribution of karma are seen to be vital to the long-term functioning of site. The karma system offers a numerical representation of each contributor’s value. Re-posting already successful content and claiming it as your own challenges the proper functioning of the karma system and potentially ‘inhibits the innovative potential of contributions (Richterich). On Aww the re-posting of original content is viewed as a taboo act that breaches these norms. The poster is seen to have engaged in deceptive conduct in order to gain karma for their user profile. In addition there is a strong ethic that runs through these comment threads that the original creator deserves attribution. There is a presumption that this attribution is vital in order to increasing the possible marketability of the posted content and to recognise and courage creators within the community. This sort of community-driven regulation contrasts with the aforementioned site design of Reddit and Imgur, which frustrates effective authorship attribution practices. Aww users, in contrast, have shown a willingness to defend what they see as the intellectual property rights of content creators.A series of recent examples outline how this process works in practice. User “moonlikeme123” posted a picture of a cat with its hands on the steering wheel of a car. The picture was entitled “we don’t need to ask for directions, Helen”. During the same day, three separate users had identified the picture as a repost, with one noting that the same picture was already on the front page of Aww. “moonlikeme123” received no karma points for the picture. In a second example, the user “nibblur” posted a photo of a kitten “hunting” a toy mouse. Within a day, one enterprising user had identified the original photographer – “torode”, an amateur photographer – and linked to his Reddit profile (see fig. 2) ("ferocious cat hunting its prey: aww."). One further example: on 15 July 2013 “Cuzacelmare” posted a picture of two dogs comforting each other – an image which had originally been posted by “lauface”. Again, users were quick to point out the lack of attribution and the attempt to claim someone else’s content as their own (“Comforting her sister during a storm: aww). It is worth noting that some Reddit users consider attributing content to be entirely without benefit. Some deride karma as “meaningless” and suggest that as a significant amount of content online is regularly reposted elsewhere, there is little harm done in re-posting what is essentially amateur content destined to be lost in the bowels of the internet. For example, the comments that follow Cuzacelmare’s reflect an ambivalence about reposting, suggesting that users weigh up the benefits of exposure gained by the re-posting against the lack of attribution granted and the increasingly decontextualized nature of the photo itself:Why does everyone get so bitchy about reposts. Not everyone is on ALL the time or has been on Rreddit since it was created. I mean if you've seen it already ignore it. It's just picture you aren't forced to click the link. [sic] (“Comforting her sister during a storm: aww”)We're arguing semantics, but any content that gets attention can benefit the creator, whether it's reddit or Youtube (“Comforting her sister during a storm: aww”) Such discussions are common on comment threads following re-posts by other users. They underline the conflicted status of this ephemeral media and the underlying frictions that are part of these processes. These discussions underline the fact that on Reddit the “sharing” (Kennedy) and “spreading” (Jenkins et al.) of content is not seen as an unquestioned positive but rather as a contestable structural feature that needs to be constantly negotiated and discussed. These informal methods of identification, post-hoc attribution and criticism in comment threads have been the long-standing method used to redress questions of attribution and ownership of content on Reddit. However in recent times, Reddit users have turned to satirical methods of formal adjudication for particularly egregious cases. A sub-reddit, Karma Court, now functions as an informal tribunal in which punishment is meted out for “the abuse of karma and general contemptible actions heretofore identified as wrongdoing” (“Constitution and F.A.Q of the Karma Court”). Due to its double function as both an adjudicator and satire of users overly-invested in online debates, there is no limit to the possible “crimes” a user may be charged with. The following charges are only presented as guidelines and speak to common negative experiences on online: (1). Douchebaggery - When one is being a douche.(2). Defamation - Tarnishing another redditor's [user’s] username.(3). Public Indecency - When a user flexes his or her 'e-peen' with the intent to shame other users.(4). OhShit.exe - Intentional reposting that results in reddit Gold.(5). GrandTheft.jpg - Reposting while claiming credit for the post.(6). Obstruction of Justice - Impeding or interfering with an investigation, such as submitting false screenshots, deleting evidence, or providing false evidence to the court.(7). Other - Literally anything else you want. We like creative names for charges.(“Constitution and F.A.Q of the Karma Court”) In Karma Court, legal representation can be sourced from a list of attorneys and judges, populated by users who volunteer to help adjudicate the case. They are required to have been a Reddit member for over six months. The only punishment is a public shaming. Interestingly Karma Court has developed a fair reposting clause that attempts to manage the complex debates around reposting and attribution. Under the non-binding satirical clause, users are able to repost content if it has not featured on the front page of a sub-reddit for seven or more days, if the re-poster acknowledges in the title or description that they are re-posting or if the original poster has less than 30,000 link karma (which means that the original poster has not substantially contributed to the Reddit community). If a re-poster does not adhere by these rules and claims a re-post as their own original content (or “OC”), they can be charged with “grandtheft.jpg” and brought to trial by another Reddit user. As one of the most popular subforums, a number of cases have emerged from Aww. The aforementioned re-poster “Cuzacelmare” (“I am bringing /U/ Cuzacelmare to trial …”) was “charged” through this process and served with a summons after denying “cute and innocent animals of that subreddit of their much deserved karma”. Similar cases to do with re-posting without attribution on Aww involve “FreshCorio” (“Reddit vs. U/FreshCorio …”) and “ninjacollin” (“People of Reddit vs. /U/ ninjacollin”) who were also brought to karma court. In each case prosecutors were adamant that false authorship claims needed to be punished. With these mock trials run by volunteers it takes time for arguments to be heard and judgment to occur; however “ninjacollin” expedited the legal process by offering a full confession. As a new user, “ninjacollin” was reprimanded severely for his actions and the users on Karma Court underlined the consequences of not identifying original content creators when re-posting content. Ownership and Attribution: Amateur Media, Distribution and Law The practices outlined above offer a number of alternate ways to think about amateur media and how it is distributed. An increasingly complex picture of content attribution and circulation emerges once we take into account the structural operation of Reddit, the intellectual property norms of users, and the various formal and informal systems of regulation that are appearing on the site. Such practices require users to negotiate complex questions of ownership between each other and in relation to corporate bodies. These negotiations often lead to informal agreements around a set of norms to regulate the spread of content within a particular community, suggesting that the lack of a formal legal process in these debates does not mean that there is an absence of regulation. As noted throughout this paper, the spread of online content often involves progressive de-contextualisation. Website design features often support this process in the hopes of encouraging content to spread in a fashion amenable to their corporate goals. Considering this tendency for content to be decontextualized online, the presence of attribution norms on subforums like Aww is significant. Instead of remixing, spreading and re-purposing content indiscriminately, users retain a concept of ownership and attribution that tracks closely to the basic principles of copyright law. Rather than users radically redefining concepts of attribution and ownership, as prefigured in some of the more utopian accounts of participatory media, the dominant norms of the Reddit community extend a discourse of copyright and ownership. As well as providing a greater level of detail to contemporary debates around amateur media and its viral or spreadable nature (Burgess; Jenkins; Jenkins et al), this analysis offers some lessons for copyright law. The emergence of norms in particular Reddit subforums which govern the use of copyrighted content and the use of a mock court structure suggests that online communities have the capacity to engage in forms of redress for amateur creators. These organic forms of copyright management operate adjacent to formal legal structures of copyright law. However, they are more accessible and practical for amateur creators, who do not always have the money to hire lawyers, especially when the market value of their content might be negligible. The informal regulatory systems outlined above may not operate perfectly but they reveal communities who are willing to engage foundational conversations around the importance of attribution and ownership. Following the existing literature (Fauchart and Von Hippel; Raustiala and Sprigman; Schultz; Oliar and Sprigman), I suggest that these online social norms provide a useful form of alternative protection for amateur creators. Acknowledgements Thanks to Ramon Lobato and Emily van der Nagel for comments and productive discussions around these issues. I am also grateful to the two anonymous peer reviewers for their assistance in developing this argument. References “About Reddit.” Reddit, 2014. 29 Apr. 2014 ‹http://www.reddit.com/about/›. Benkler, Yochai. The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven: Yale University Press, 2006. Burgess, Jean. “YouTube and the Formalisation of Amateur Media.” Amateur Media: Social, Cultural and Legal Perspectives. In Dan Hunter, Ramon Lobato, Megan Richardson, and Julian Thomas, eds. Oxford: Routledge, 2012. Carr, Nicholas. “Left Alone by Its Owner, Reddit Soars.” The New York Times: Business, 2 Sep. 2012. “Comforting Her Sister during a Storm: aww.” reddit: the front page of the internet, 15 July 2013. “Constitution and F.A.Q of the Karma Court.” reddit: the front page of the internet, 2014. Douglas, Nick. “Everything on the Internet Gets Stolen: Here’s How You Should Feel about That.” Slacktory, 8 Sep. 2009. Fauchart, Emmanual, and Eric von Hippel. “Norms-Based Intellectual Property Systems: The Case of French Chefs.” Organization Science 19.2 (2008): 187 - 201 "Ferocious Cat Hunting Its Prey: aww." reddit: the front page of the internet, 4 April 2013. 29 Apr. 2014 ‹http://www.rreddit.com/r/aww/comments/1bobcp/ferocious_cat_hunting_its_prey/›. Hepola, Sarah. “The Internet is Made of Kittens.” Salon.com, 11 Feb. 2009. 29 Apr. 2014 ‹http://www.salon.com/2009/02/10/cat_internet/›. Hunter, Dan, and Greg Lastowka. “Amateur-to-Amateur.” William & Mary Law Review 46 (2004): 951 - 1030. “I Am Bringing /U/ Cuzacelmare to Trial on the Basis of Being One of the Biggest _______ I’ve Ever Seen, by Reposting Cute Animal Pictures to /R/Awww. Feels.Jpg.” reddit: the front page of the internet, 21 March 2013. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York University Press, 2006. Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Networked Culture. New York: New York University Press, 2013. Menning, Chris. "So I Got Banned from Reddit" Modern Primate, 23 Aug. 2012. Miller, Keery. “How Y Combinator Helped Shape Reddit.” Bloomberg Businessweek, 26 Sep. 2007. 29 Apr. 2014 ‹http://www.businessweek.com/stories/2007-09-26/how-y-combinator-helped-shape-redditbusinessweek-business-news-stock-market-and-financial-advice›. “Ok, Look People. I Know You Heart Imgur, But Webcomics? Just Link to the Freaking Site.” reddit: the front page of the internet, 22 Aug. 2011. Oliar, Dotan, and Christopher Sprigman. “There’s No Free Laugh (Anymore): The Emergence of Intellectual Property Norms and the Transformation of Stand-Up Comedy.” Virginia Law Review 94.8 (2009): 1787 – 1867. “People of reddit vs. /U/Ninjacollin for Grandtheft.jpg.” reddit: the front page of the internet, 30 Jan. 2013. Raustiala, Kal, and Christopher Sprigman. “The Piracy Paradox: Innovation and Intellectual Property in Fashion Design”. Virginia Law Review 92.8 (2006): 1687-1777. “Reddit v. U/FreshCorio. User Uploads Popular Repost Picture of R/AWW and Claims It Is His Sister’s Cat. Falsely Claims It Is His Cakeday for Good Measure.” reddit: the front page of the internet, 12 Apr. 2013. 29 Apr. 2014 ‹http://www.reddit.com/r/KarmaCourt/comments/1c7vxz/reddit_vs_ufreshcorio_user_uploads_popular_repost/›. “Reddit Pics.” reddit: the front page of the internet, 2014. 29 Apr. 2014 ‹http://www.reddit.com/r/pics/›. Richterich, Annika. “’Karma, Precious Karma!’ Karmawhoring on Reddit and the Front Page’s Econometrisation.” Journal of Peer Production 4 (2014). 29 Apr. 2014 ‹http://peerproduction.net/issues/issue-4-value-and-currency/peer-reviewed-articles/karma-precious-karma/›. Schultz, Mark. “Fear and Norms and Rock & Roll: What Jambands Can Teach Us about Persuading People to Obey Copyright Law.” Berkley Technology Law Journal 21.2 (2006): 651 – 728. Sepponen, Bemmu. “Why Redditors Gave Imgur a Chance.” Social Media Today, 20 July 2011. Slater-Robins, Max. “From Rags to Riches: The Story of Imgur.” Neowin, 21 Apr. 2013. "The Cutest Things on the Internet!" reddit: the front page of the internet, n.d. “The Problem with reddit.” reddit: the front page of the internet, 23 Aug. 2012. 29 Apr. 2014 ‹http://www.rreddit.com/r/technology/comments/ypbe2/the_problem_with_rreddit/›. Van der Nagel, Emily. “Faceless Bodies: Negotiating Technological and Cultural Codes on reddit gonewild.” Scan: Journal of Media Arts Culture 10.2 (2013). "We Don’t Need to Ask for Directions, Helen: aww." reddit: the front page of the internet, 30 June 2013. 29 Apr. 2014 ‹http://www.rreddit.com/r/aww/comments/1heut6/we_dont_need_to_ask_for_directions_helen/›.
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Howarth, Anita. „A Hunger Strike - The Ecology of a Protest: The Case of Bahraini Activist Abdulhad al-Khawaja“. M/C Journal 15, Nr. 3 (26.06.2012). http://dx.doi.org/10.5204/mcj.509.

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Introduction Since December 2010 the dramatic spectacle of the spread of mass uprisings, civil unrest, and protest across North Africa and the Middle East have been chronicled daily on mainstream media and new media. Broadly speaking, the Arab Spring—as it came to be known—is challenging repressive, corrupt governments and calling for democracy and human rights. The convulsive events linked with these debates have been striking not only because of the rapid spread of historically momentous mass protests but also because of the ways in which the media “have become inextricably infused inside them” enabling the global media ecology to perform “an integral part in building and mobilizing support, co-ordinating and defining the protests within different Arab societies as well as trans-nationalizing them” (Cottle 295). Images of mass protests have been juxtaposed against those of individuals prepared to self-destruct for political ends. Video clips and photographs of the individual suffering of Tunisian Mohamed Bouazizi’s self-immolation and the Bahraini Abdulhad al-Khawaja’s emaciated body foreground, in very graphic ways, political struggles that larger events would mask or render invisible. Highlighting broad commonalties does not assume uniformity in patterns of protest and media coverage across the region. There has been considerable variation in the global media coverage and nature of the protests in North Africa and the Middle East (Cottle). In Tunisia, Egypt, Libya, and Yemen uprisings overthrew regimes and leaders. In Syria it has led the country to the brink of civil war. In Bahrain, the regime and its militia violently suppressed peaceful protests. As a wave of protests spread across the Middle East and one government after another toppled in front of 24/7 global media coverage, Bahrain became the “Arab revolution that was abandoned by the Arabs, forsaken by the West … forgotten by the world,” and largely ignored by the global media (Al-Jazeera English). Per capita the protests have been among the largest of the Arab Spring (Human Rights First) and the crackdown as brutal as elsewhere. International organizations have condemned the use of military courts to trial protestors, the detaining of medical staff who had treated the injured, and the use of torture, including the torture of children (Fisher). Bahraini and international human rights organizations have been systematically chronicling these violations of human rights, and posting on Websites distressing images of tortured bodies often with warnings about the graphic depictions viewers are about to see. It was in this context of brutal suppression, global media silence, and the reluctance of the international community to intervene, that the Bahraini-Danish human rights activist Abdulhad al-Khawaja launched his “death or freedom” hunger strike. Even this radical action initially failed to interest international editors who were more focused on Egypt, Libya, and Syria, but media attention rose in response to the Bahrain Formula 1 race in April 2012. Pro-democracy activists pledged “days of rage” to coincide with the race in order to highlight continuing human rights abuses in the kingdom (Turner). As Al Khawaja’s health deteriorated the Bahraini government resisted calls for his release (Article 19) from the Danish government who requested that Al Khawaja be extradited there on “humanitarian grounds” for hospital treatment (Fisk). This article does not explore the geo-politics of the Bahraini struggle or the possible reasons why the international community—in contrast to Syria and Egypt—has been largely silent and reluctant to debate the issues. Important as they are, those remain questions for Middle Eastern specialists to address. In this article I am concerned with the overlapping and interpenetration of two ecologies. The first ecology is the ethical framing of a prison hunger strike as a corporeal-environmental act of (self) destruction intended to achieve political ends. The second ecology is the operation of global media where international inaction inadvertently foregrounds the political struggles that larger events and discourses surrounding Egypt, Libya, and Syria overshadow. What connects these two ecologies is the body of the hunger striker, turned into a spectacle and mediated via a politics of affect that invites a global public to empathise and so enter into his suffering. The connection between the two lies in the emaciated body of the hunger striker. An Ecological Humanities Approach This exploration of two ecologies draws on the ecological humanities and its central premise of connectivity. The ecological humanities critique the traditional binaries in Western thinking between nature and culture; the political and social; them and us; the collective and the individual; mind, body and emotion (Rose & Robin, Rieber). Such binaries create artificial hierarchies, divisions, and conflicts that ultimately impede the ability to respond to crises. Crises are major changes that are “out of control” driven—primarily but not exclusively—by social, political, and cultural forces that unleash “runaway systems with their own dynamics” (Rose & Robin 1). The ecological humanities response to crises is premised on the recognition of the all-inclusive connectivity of organisms, systems, and environments and an ethical commitment to action from within this entanglement. A founding premise of connectivity, first articulated by anthropologist and philosopher Gregory Bateson, is that the “unit of survival is not the individual or the species, but the organism-and-its-environment” (Rose & Robin 2). This highlights a dialectic in which an organism is shaped by and shapes the context in which it finds itself. Or, as Harries-Jones puts it, relations are recursive as “events continually enter into, become entangled with, and then re-enter the universe they describe” (3). This ensures constantly evolving ecosystems but it also means any organism that “deteriorates its environment commits suicide” (Rose & Robin 2) with implications for the others in the eco-system. Bateson’s central premise is that organisms are simultaneously independent, as separate beings, but also interdependent. Interactions are not seen purely as exchanges but as dynamic, dialectical, dialogical, and mutually constitutive. Thus, it is presumed that the destruction or protection of others has consequences for oneself. Another dimension of interactions is multi-modality, which implies that human communication cannot be reduced to a single mode such as words, actions, or images but needs to be understood in the complexity of inter-relations between these (see Rieber 16). Nor can dissemination be reduced to a single technological platform whether this is print, television, Internet, or other media (see Cottle). The final point is that interactions are “biologically grounded but not determined” in that the “cognitive, emotional and volitional processes” underpinning face-to-face or mediated communication are “essentially indivisible” and any attempt to separate them by privileging emotion at the expense of thought, or vice versa, is likely to be unhealthy (Rieber 17). This is most graphically demonstrated in a politically-motivated hunger strike where emotion and volition over-rides the survivalist instinct. The Ecology of a Prison Hunger Strike The radical nature of a hunger strike inevitably gives rise to medico-ethical debates. Hunger strikes entail the voluntary refusal of sustenance by an individual and, when prolonged, such deprivation sets off a chain reaction as the less important components in the internal body systems shut down to protect the brain until even that can no longer be protected (see Basoglu et al). This extreme form of protest—essentially an act of self-destruction—raises ethical issues over whether or not doctors or the state should intervene to save a life for humanitarian or political reasons. In 1975 and 1991, the World Medical Association (WMA) sought to negotiate this by distinguishing between, on the one hand, the mentally/psychological impaired individual who chooses a “voluntary fast” and, on the other hand, the hunger striker who chooses a form of protest action to secure an explicit political goal fully aware of fatal consequences of prolonged action (see Annas, Reyes). This binary enables the WMA to label the action of the mentally impaired suicide while claiming that to do so for political protesters would be a “misconception” because the “striker … does not want to die” but to “live better” by obtaining certain political goals for himself, his group or his country. “If necessary he is willing to sacrifice his life for his case, but the aim is certainly not suicide” (Reyes 11). In practice, the boundaries between suicide and political protest are likely to be much more blurred than this but the medico-ethical binary is important because it informs discourses about what form of intervention is ethically appropriate. In the case of the “suicidal” the WMA legitimises force-feeding by a doctor as a life-saving act. In the case of the political protestor, it is de-legitimised in discourses of an infringement of freedom of expression and an act of torture because of the pain involved (see Annas, Reyes). Philosopher Michel Foucault argued that prison is a key site where the embodied subject is explicitly governed and where the exercising of state power in the act of incarceration means the body of the imprisoned no longer solely belongs to the individual. It is also where the “body’s range of significations” is curtailed, “shaped and invested by the very forces that detain and imprison it” (Pugliese 2). Thus, prison creates the circumstances in which the incarcerated is denied the “usual forms of protest and judicial safeguards” available outside its confines. The consequence is that when presented with conditions that violate core beliefs he/she may view acts of self-destruction—such as hunger strikes or lip sewing—as one of the few “means of protesting against, or demanding attention” or achieving political ends still available to them (Reyes 11; Pugliese). The hunger strike implicates the state, which, in the act of imprisoning, has assumed a measure of power and responsibility for the body of the individual. If a protest action is labelled suicidal by medical professionals—for instance at Guantanamo—then the force-feeding of prisoners can be legitimised within the WMA guidelines (Annas). There is considerable political temptation to do so particularly when the hunger striker has become an icon of resistance to the state, the knowledge of his/her action has transcended prison confines, and the alienating conditions that prompted the action are being widely debated in the media. This poses a two-fold danger for the state. On the one hand, there is the possibility that the slow emaciation and death while imprisoned, if covered by the media, may become a spectacle able to mobilise further resistance that can destabilise the polity. On the other hand, there is the fear that in the act of dying, and the spectacle surrounding death, the hunger striker would have secured the public attention to the very cause they are championing. Central to this is whether or not the act of self-destruction is mediated. It is far from inevitable that the media will cover a hunger strike or do so in ways that enable the hunger striker’s appeal to the emotions of others. However, when it does, the international scrutiny and condemnation that follows may undermine the credibility of the state—as happened with the death of the IRA member Bobby Sands in Northern Ireland (Russell). The Media Ecology and the Bahrain Arab Spring The IRA’s use of an “ancient tactic ... to make a blunt appeal to sympathy and emotion” in the form of the Sands hunger strike was seen as “spectacularly successful in gaining worldwide publicity” (Willis 1). Media ecology has evolved dramatically since then. Over the past 20 years communication flows between the local and the global, traditional media formations (broadcast and print), and new communication media (Internet and mobile phones) have escalated. The interactions of the traditional media have historically shaped and been shaped by more “top-down” “politics of representation” in which the primary relationship is between journalists and competing public relations professionals servicing rival politicians, business or NGOs desire for media attention and framing issues in a way that is favourable or sympathetic to their cause. However, rapidly evolving new media platforms offer bottom up, user-generated content, a politics of connectivity, and mobilization of ordinary people (Cottle 31). However, this distinction has increasingly been seen as offering too rigid a binary to capture the complexity of the interactions between traditional and new media as well as the events they capture. The evolution of both meant their content increasingly overlaps and interpenetrates (see Bennett). New media technologies “add new communicative ingredients into the media ecology mix” (Cottle 31) as well as new forms of political protests and new ways of mobilizing dispersed networks of activists (Juris). Despite their pervasiveness, new media technologies are “unlikely to displace the necessity for coverage in mainstream media”; a feature noted by activist groups who have evolved their own “carnivalesque” tactics (Cottle 32) capable of creating the spectacle that meets television demands for action-driven visuals (Juris). New media provide these groups with the tools to publicise their actions pre- and post-event thereby increasing the possibility that mainstream media might cover their protests. However there is no guarantee that traditional and new media content will overlap and interpenetrate as initial coverage of the Bahrain Arab Spring highlights. Peaceful protests began in February 2011 but were violently quelled often by Saudi, Qatari and UAE militia on behalf of the Bahraini government. Mass arrests were made including that of children and medical personnel who had treated those wounded during the suppression of the protests. What followed were a long series of detentions without trial, military court rulings on civilians, and frequent use of torture in prisons (Human Rights Watch 2012). By the end of 2011, the country had the highest number of political prisoners per capita of any country in the world (Amiri) but received little coverage in the US. The Libyan uprising was afforded the most broadcast time (700 minutes) followed by Egypt (500 minutes), Syria (143), and Bahrain (34) (Lobe). Year-end round-ups of the Arab Spring on the American Broadcasting Corporation ignored Bahrain altogether or mentioned it once in a 21-page feature (Cavell). This was not due to a lack of information because a steady stream has flowed from mobile phones, Internet sites and Twitter as NGOs—Bahraini and international—chronicled in images and first-hand accounts the abuses. However, little of this coverage was picked up by the US-dominated global media. It was in this context that the Bahraini-Danish human rights activist Abdulhad Al Khawaja launched his “freedom or death” hunger strike in protest against the violent suppression of peaceful demonstrations, the treatment of prisoners, and the conduct of the trials. Even this radical action failed to persuade international editors to cover the Bahrain Arab Spring or Al Khawaja’s deteriorating health despite being “one of the most important stories to emerge over the Arab Spring” (Nallu). This began to change in April 2012 as a number of things converged. Formula 1 pressed ahead with the Bahrain Grand Prix, and pro-democracy activists pledged “days of rage” over human rights abuses. As these were violently suppressed, editors on global news desks increasingly questioned the government and Formula 1 “spin” that all was well in the kingdom (see BBC; Turner). Claims by the drivers—many of who were sponsored by the Bahraini government—that this was a sports event, not a political one, were met with derision and journalists more familiar with interviewing superstars were diverted into covering protests because their political counterparts had been denied entry to the country (Fisk). This combination of media events and responses created the attention, interest, and space in which Al Khawaja’s deteriorating condition could become a media spectacle. The Mediated Spectacle of Al Khawaja’s Hunger Strike Journalists who had previously struggled to interest editors in Bahrain and Al Khawaja’s plight found that in the weeks leading up to the Grand Prix and since “his condition rapidly deteriorated”’ and there were “daily updates with stories from CNN to the Hindustan Times” (Nulla). Much of this mainstream news was derived from interviews and tweets from Al Khawaja’s family after each visit or phone call. What emerged was an unprecedented composite—a diary of witnesses to a hunger strike interspersed with the family’s struggles with the authorities to get access to him and their almost tangible fear that the Bahraini government would not relent and he would die. As these fears intensified 48 human rights NGOs called for his release from prison (Article 19) and the Danish government formally requested his extradition for hospital treatment on “humanitarian grounds”. Both were rejected. As if to provide evidence of Al Khawaja’s tenuous hold on life, his family released an image of his emaciated body onto Twitter. This graphic depiction of the corporeal-environmental act of (self) destruction was re-tweeted and posted on countless NGO and news Websites (see Al-Jazeera). It was also juxtaposed against images of multi-million dollar cars circling a race-track, funded by similarly large advertising deals and watched by millions of people around the world on satellite channels. Spectator sport had become a grotesque parody of one man’s struggle to speak of what was going on in Bahrain. In an attempt to silence the criticism the Bahraini government imposed a de facto news blackout denying all access to Al Khawaja in hospital where he had been sent after collapsing. The family’s tweets while he was held incommunicado speak of their raw pain, their desperation to find out if he was still alive, and their grief. They also provided a new source of information, and the refrain “where is alkhawaja,” reverberated on Twitter and in global news outlets (see for instance Der Spiegel, Al-Jazeera). In the days immediately after the race the Danish prime minister called for the release of Al Khawaja, saying he is in a “very critical condition” (Guardian), as did the UN’s Ban-Ki Moon (UN News and Media). The silencing of Al Khawaja had become a discourse of callousness and as global media pressure built Bahraini ministers felt compelled to challenge this on non-Arabic media, claiming Al Khawaja was “eating” and “well”. The Bahraini Prime Minister gave one of his first interviews to the Western media in years in which he denied “AlKhawaja’s health is ‘as bad’ as you say. According to the doctors attending to him on a daily basis, he takes liquids” (Der Spiegel Online). Then, after six days of silence, the family was allowed to visit. They tweeted that while incommunicado he had been restrained and force-fed against his will (Almousawi), a statement almost immediately denied by the military hospital (Lebanon Now). The discourses of silence and callousness were replaced with discourses of “torture” through force-feeding. A month later Al Khawaja’s wife announced he was ending his hunger strike because he was being force-fed by two doctors at the prison, family and friends had urged him to eat again, and he felt the strike had achieved its goal of drawing the world’s attention to Bahrain government’s response to pro-democracy protests (Ahlul Bayt News Agency). Conclusion This article has sought to explore two ecologies. The first is of medico-ethical discourses which construct a prison hunger strike as a corporeal-environmental act of (self) destruction to achieve particular political ends. The second is of shifting engagement within media ecology and the struggle to facilitate interpenetration of content and discourses between mainstream news formations and new media flows of information. I have argued that what connects the two is the body of the hunger striker turned into a spectacle, mediated via a politics of affect which invites empathy and anger to mobilise behind the cause of the hunger striker. The body of the hunger striker is thereby (re)produced as a feature of the twin ecologies of the media environment and the self-environment relationship. References Ahlul Bayt News Agency. “Bahrain: Abdulhadi Alkhawaja’s Statement about Ending his Hunger Strike.” (29 May 2012). 1 June 2012 ‹http://abna.ir/data.asp?lang=3&id=318439›. Al-Akhbar. “Family Concerned Al-Khawaja May Be Being Force Fed.” Al-Akhbar English. (27 April 2012). 1 June 2012 ‹http://english.al-akhbar.com/content/family-concerned-al-khawaja-may-be-being-force-fed›. 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Harmondsworth: Penguin, 1982. Front Line Defenders. “Bahrain: Authorities Should Provide a ‘Proof of Live’ to Confirm that Abdulhadi Al-Khawaja on Day 78 of Hunger Strike is Still Alive.” (2012). 1 June 2012 ‹http://www.frontlinedefenders.org/node/18153›. Guardian. “Denmark PM to Bahrain: Release Jailed Activist.” (11 April 2012). June 2012 ‹http://www.guardian.co.uk/world/feedarticle/10189057›. Hammond, Andrew. “Bahrain ‘Day of Rage’ Planned for Formula One Grand Prix.” Huffington Post. (18 April 2012). 1 June 2012 ‹http://www.huffingtonpost.com/2012/04/18/bahrain-day-of-rage_n_1433861.html›. Hammond, Andrew, and Al-Jawahiry, Warda. “Game of Brinkmanship in Bahrain over Hunger Strike.” (19 April 2012). 1 June 2012 ‹http://www.trust.org/alertnet/news/game-of-brinkmanship-in-bahrain-over-hunger-strike›. Harries-Jones, Peter. A Recursive Vision: Ecological Understanding and Gregory Bateson. Toronto: University of Toronto Press, 1995. Human Rights First. “Human Rights First Awards Prestigious Medal of Liberty to Bahrain Centre for Human Rights.” (26 April 2012). 1 June 2012 ‹http://www.humanrightsfirst.org/2012/04/26/human-rights-first-awards›. Juris, Jeffrey. Networking Futures. Durham DC: Duke University Press, 2008. Kerr, Simeon. “Bahrain’s Forgotten Uprising Has Not Gone Away.” Financial Times. (20 April 2012). 1 June 2012 ‹http://www.ft.com/cms/s/0/1687bcc2-8af2-11e1-912d-00144feab49a.html#axzz1sxIjnhLi›. Lebanon Now. “Bahrain Hunger Striker Not Force-Fed, Hospital Says.” (29 April 2012). 1 June 2012 ‹http://www.nowlebanon.com/NewsArticleDetails.aspx?ID=391037›. Lobe, Jim. “‘Arab Spring’” Dominated TV Foreign News in 2011.” Nation of Change. (January 3, 2011). 1 June 2012 ‹http://www.nationofchange.org/arab-spring-dominated-tv-foreign-news-2011-1325603480›. Nallu, Preethi. “How the Media Failed Abdulhadi.” Jadaliyya. 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Larsson, Chari. „Suspicious Images: Iconophobia and the Ethical Gaze“. M/C Journal 15, Nr. 1 (04.11.2011). http://dx.doi.org/10.5204/mcj.393.

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If iconophobia is defined as the suspicion and anxiety towards the power exerted by images, its history is an ancient one in all of its Platonic, Christian, and Judaic forms. At its most radical, iconophobia results in an act of iconoclasm, or the total destruction of the image. At the other end of the spectrum, contemporary iconophobia may be more subtle. Images are simply withdrawn from circulation with the aim of eliminating their visibility. In his book Images in Spite of All, French art historian Georges Didi-Huberman questions the tradition of suspicion and denigration governing visual representations of the Holocaust, arguing we have abdicated our ethical obligation to try to imagine. This essay will argue that disruptions to traditional modes of spectatorship shift the terms of viewing from suspicion to ethical participation. By building on Didi-Huberman’s discussion of images and the spectatorial gaze, this essay will consider Laura Waddington’s 2002 documentary film Border. Waddington spent six months hiding with asylum seekers in the area surrounding the Red Cross refugee camp at Sangatte in northern France. I will argue that Waddington proposes a model of spectatorship that implicates the viewer into the ethical content of the film. By seeking to restore the dignity and humanity of the asylum seekers rather than viewing them with suspicion, Border is an acute reminder of our moral responsibility to bear witness to that which lies beyond the boundaries of conventional representations of asylum seekers.The economy managing the circulation of mainstream media images is a highly suspicious mechanism. After the initial process of image selection and distribution, what we are left with is an already homogenised collection of predictable and recyclable media images. The result is an increasingly iconophobic media gaze as the actual content of the image is depleted. In her essay “Precarious Life,” Judith Butler describes this economy in terms of the “normative processes” of control exercised by the mainstream media, arguing that the structurally unbalanced media representations of the ‘other’ result in creating a progressively dehumanised effect (Butler 146). This process of disidentification completes the iconophobic circle as the spectator, unable to develop empathy, views the dehumanised subject with increasing suspicion. Written in the aftermath of 9/11 and the ensuing War on Terror, Butler’s insights are important as they alert us to the possibility of a breach or rupture in the image economy. It is against Butler’s normative processes that Didi-Huberman’s critique of Holocaust iconoclasm and Waddington’s Border propose a slippage in representation and spectatorship capable of disrupting the homogeneity of the mass circulation of images.Most images that have come to represent the Holocaust in our collective memory were either recorded by the Nazis for propaganda or by the Allies on liberation in 1945. Virtually no photographs exist from inside the concentration camps. This is distinct from the endlessly recycled images of gaunt, emaciated survivors and bulldozers pushing aside corpses which have become critical in defining Holocaust iconography (Saxton 14). Familiar and recognisable, this visual record constitutes a “visual memory bank” that we readily draw upon when conjuring up images of the Holocaust. What occurs, however, when an image falls outside the familiar corpus of Holocaust representation? This was the question raised in a now infamous exhibition held in Paris in 2001 (Chéroux). The exhibition included four small photographs secretly taken by members of the Sonderkommando inside the Nazi extermination camp Auschwitz-Birkenau in August 1944. The Sonderkommando were the group of prisoners who were delegated the task of the day-to-day running of the crematoria. The photographs were smuggled out of the camps in a tube of toothpaste, and eventually reached the Polish Resistance.By evading the surveillance of the SS the photographs present a breach in the economy of Holocaust iconography. They exist as an exception to the rule, mere fragments stolen from beneath the all-seeing eye of the SS Guards and their watch towers. Despite operating in an impossible situation, the inmate maintained the belief that these images could provide visual proof of the existence of the gas chambers. The images are testimony produced inside the camp itself, a direct challenge to the discourse emphasising the prohibition of representation of the Holocaust and in particular the gas chambers. Figure 1 The Auschwitz crematorium in operation, photograph by Sonderkommando prisoners August 1944 © www.auschwitz.org.plDidi-Huberman’s essay marks a point of departure from the iconophobia which has stressed the unimaginable (Lanzmann), unknowable (Lyotard), and ultimately unrepresentable (Levinas) nature of the Holocaust since the 1980s. Denigrated and derided, images have been treated suspiciously by this philosophical line of thought, emphasising the irretrievable gap between representation and the Holocaust. In a direct assault on the tradition of framing the Holocaust as unrepresentable, Didi-Huberman’s essay becomes a plea to the moral and ethical responsibility to bear witness. He writes of the obligation to these images, arguing that “it is a response we must offer, as a debt to the words and images that certain prisoners snatched, for us, from the harrowing Real of their experience” (3). The photographs are not simply archival documents, but a testament to the humanity of the members of the Sonderkommando the Nazis sought to erase.Suspicion towards the potential power exerted by images has been neutralised by models of spectatorship privileging the viewer’s mastery and control. In traditional theories of film spectatorship, the spectator is rendered in terms of a general omnipotence described by Christian Metz as “an all-powerful position which is of God himself...” (49). It is a model of spectatorship that promotes mastery over the image by privileging the unilateral gaze of the spectator. Alternatively, Didi-Huberman evokes a long counter tradition within French literature and philosophy of the “seer seen,” where the object of the spectator’s gaze is endowed with the ability to return the gaze resulting in various degrees of anxiety and paranoia. The image of the “seer seen” recurs throughout the writing of Baudelaire, Sartre, Merleau-Ponty, Lacan, and Barthes, negating the unilateral gaze of an omnipotent spectator (Didi-Huberman, Ce que nous voyons).Didi-Huberman explicitly draws upon Jacques Lacan’s thinking about the gaze in light of this tradition of the image looking back. In his 1964 seminars on vision in the Four Fundamental Concepts of Psychoanalysis, Lacan dedicates several chapters to demonstrate how the visual field is structured by the symbolic order, the real, symbolic and the imaginary. Following Lacan, Didi-Huberman introduces two terms, the veil-image and the tear-image, which are analogous with Lacan’s imaginary and the real. The imaginary, with its connotations of illusion and fantasy, provides the sense of wholeness in both ourselves and what we perceive. For Didi-Huberman, the imaginary corresponds with the veil-image. Within the canon of Holocaust photography, the veil-image is the image “where nobody really looks,” the screen or veil maintaining the spectator’s illusion of mastery (81). We might say that in the circulation of Holocaust atrocity images, the veil serves to anaesthetise and normalise the content of the image.Lacan’s writing on the gaze, however, undermines the spectator’s mastery over the image by placing the spectator not at the all-seeing apex of the visual field, but located firmly within the visual field of the image. Lacan writes, “in the scopic field, the gaze is outside, I am looked at, that is to say, I am the picture...I am photo-graphed” (Lacan 106). The spectator is ensnared in the gaze of the image as the gaze is reciprocated. For Didi-Huberman, the veil-image seeks to disarm the threat to the spectator being caught in the image-gaze. Lacan describes this neutralisation in terms of “the pacifying, Apollonian effect of painting. Something is given not so much to the gaze as to the eye, something that involves the abandonment, the laying down, of the gaze” (101). Further on, Lacan expresses this in terms of the dompte-regarde, or a taming of the gaze (109). The veil-image maintains the fiction of the spectator’s ascendency by subduing the threat of the image-gaze. In opposition to the veil-image is the tear-image, in which for Didi-Huberman “a fragment of the real escapes” (81). This represents a rupture in the visual field. The real is presented here in terms of the tuché, or missed encounter, resulting in the spectator’s anxiety and trauma. As the real cannot be represented, it is the point where representation collapses, rupturing the illusion of coherency maintained by the veil-image. Operating as an exception or disruption to the rule, the tear-image disrupts the image economy. No longer neutralised, the image returns the gaze, shattering the illusion of the all-seeing mastery of the spectator. Didi-Huberman describes this tearing exception to the rule, “where everyone suddenly feels looked at” (81).To treat the Sonderkommando photographs as tear-images, not veil-images, we are offered a departure from classic models of spectatorship. We are forced to align ourselves and identify with the “inhuman” gaze of the Sonderkommando. The obvious response is to recoil. The gaze here is not the paranoid Sartrean gaze, evoking shame in the spectator-as-voyeur. Nor are these photographs reassuring narcissistic veil-images, but will always remain the inimical gaze of the Other—tearing, ripping images, which nonetheless demand that we do not turn away. It is an ethical response we must offer. If the power of the tear-image resides in its ability to disrupt traditional modes of representation and spectatorship, I would like to discuss this in relation to Laura Waddington’s 2004 film Border. Waddington is a Brussels based filmmaker with a particular interest in documenting the movement of displaced peoples. Just as the Sonderkommando photographs were taken clandestinely from beneath the gaze of the SS, Waddington evaded the surveillance of the French police and helicopter patrols as she bore witness to the plight of asylum seekers trying to reach England. Border presents her stolen testimony, operating outside the familiar iconography of mainstream media’s representation of asylum seekers. If we were to consider the portrayal of asylum seekers by the Australian media in terms of the veil-image, we are left with a predictable body of homogenised and neutralised stock media images. The myth of Australia being overrun by boat people is reinforced by the visual iconography of the news media. Much like the iconography of the Holocaust, these types of images have come to define the representations of asylum seekers. Traceable back to the 2001 Tampa affair images tend to be highly militarised, frequently with Australian Navy patrol boats in the background. The images reinforce the ‘stop the boats’ rhetoric exhibited on both sides of politics, paradoxically often working against the grain of the article’s editorial content. Figure 2 Thursday 16 Apr 2009 there was an explosion on board a suspected illegal entry vessel (SIEV) 36 in the vicinity of Ashmore Reef. © Commonwealth of Australia 2011Figure 3 The crew of HMAS Albany, Attack One, board suspected illegal entry vessel (SIEV) 38 © Commonwealth of Australia 2011 The media gaze is structurally unbalanced against the suffering of asylum seekers. In Australia asylum seekers are detained in mandatory detention, in remote sites such as Christmas Island and Woomera. Worryingly, the Department of Immigration maintains strict control over media representations of the conditions inside the camps, resulting in a further abstraction of representation. Geographical isolation coupled with a lack of transparent media access contributes to the ongoing process of dehumanisation of the asylum seekers. Judith Butler describes this as “The erasure of that suffering through the prohibition of images and representations” (146). In the endless recycling of images of leaky fishing boats and the perimeters of detention centres, our critical capacity to engage becomes progressively eroded. These images fulfil the function of the veil-image, where nobody really looks as there is nothing left to see. Figure 4 Asylum seekers arrive by boat on Christmas Island, Friday, July 8, 2011. AAP Image/JOSH JERGA Figure 5 Woomera Detention Centre. AAP Image/ROB HUTCHISON By reading Laura Waddington’s Border against an iconophobic media gaze, we are afforded the opportunity to reconsider this image economy and the suspicious gaze of the spectator it seeks to solicit. Border reminds us of the paradoxical function of the news image—it shows us everything, but nothing at all. In a subtle interrogation of our indifference to the existence of asylum seekers and their suffering, Border is a record of the six months Waddington spent hidden in the fields surrounding the French Red Cross camp at Sangatte in 2002. Sangatte is a small town in northern France, just south of Calais and only one and a half hours’ drive from Paris. The asylum seekers are predominantly Afghan and Iraqi. Border is a record of the last stop in their long desperate journey to reach England, which then had comparatively humane asylum seeking policies. The men are attempting to cross the channel tunnel, hidden in trucks and on freight trains. Many are killed or violently injured in their attempts to evade capture by the French police. Nevertheless they are sustained by the hope that England will offer them “a better life.” Figure 6 Still from Border showing asylum seekers in the fields of Sangatte ©Laura Waddington 2002Waddington dedicates the film, “for those I met.” It is an attempt to restore the humanity and dignity of the people who are denied individual identities. Waddington refuses to let “those who I met” remain nameless. She names them—Omar, Muhammad, Abdulla—and narrates their individual stories. Border is Waddington’s attempt to return a voice to those who have been systematically dehumanised, by-products of wars in Iraq and Afghanistan. In his classic account of documentary, Bill Nichols describes six modes of documentary representation (99–138). In Border, Waddington is working in the participatory mode, going into the field and participating in the lives of others (115). It is via this mode of representation that Waddington is able to heighten the ethical encounter with the asylum seekers. Waddington was afforded no special status as a filmmaker, but lived as a refugee among the asylum seekers during the six months of filming. At no point are we granted visible access to Waddington, yet we are acutely aware of her presence. She is physically participating in the drama unfolding before her. At times, we become alert to her immediate physical danger, as she too runs through the fields away from the police and their dogs.The suspicious gaze is predicated on maintaining a controlled distance between the spectator and the subject. Michele Aaron (82–123) has recently argued for a model of spectatorship as an intrinsically ethical encounter. Aaron demonstrates that spectatorship is not neutral but always complicit—it is a contract between the spectator and the film. Particularly relevant to the purposes of this essay is her argument concerning the “merging gaze,” where the gaze of the filmmaker and spectator are collapsed. This has the effect of folding the spectator into the film’s narrative (93). Waddington exploits the documentary medium to implicate the spectator into the structure of the film. It is in Waddington’s full participatory immersion into the documentary itself that undermines the conventional distance maintained by the spectator. The spectator can no longer remain neutral as the lines of demarcation between filmmaker and spectator collapse.Waddington was shooting alone with a small video camera at night in extremely low-light conditions. The opening scene is dark and grainy, refusing immediate entry into the film. As our eyes gradually adjust to the light, we realise we are looking at a young man, concealed in the bushes from the menacing glare of the lights of oncoming traffic. Waddington does not afford us the all-perceiving spectatorial mastery over the image. Rather, we are crouching with her as she records the furtive movements of the man. The background sound, a subtle and persistent hum, adds to a growing disquiet, a looming sense of apprehension concerning the fate of these asylum seekers. Figure 7 Grainy still showing the Red Cross camp in Border ©Laura Waddington 2002Waddington’s commentary has been deliberately pared back and her voice over is minimal with extended periods of silence. The camera alternates from meditative, lingering shots taken from the safety offered by the Red Cross camp, to the fields where the shots are truncated and chaotically framed. The actions of the asylum seekers jerk and shudder, producing an image akin to the flicker effect of early silent cinema because the film is not running at the full rate of 24 frames per second. Here the images become blurred to the point of unintelligibility. Like the Sonderkommando photographs, the asylum seekers exist as image-fragments, shards stolen by Waddington’s camera as she too works hard to evade capture. Tension gradually increases throughout the film, cumulating in a riot scene after a decision to close the camp down. The sweeping search lights of the police helicopter remind us of the increased surveillance undertaken by the border patrols. Without the safety of the Red Cross camp, the asylum seekers are offered no protection from the increasing police brutality. With nowhere else to go, the asylum seekers are forced into the town of Sangatte itself, to sleep in the streets. They are huddled together, and there is a faintly discernible chant repeating in the background, calling to the UN for help. At points during the riot scene, Waddington completely cuts the sound, enveloping the film in a haunting silence. We are left with a mute montage of distressing still images recording the clash between the asylum seekers and police. Again, we are reminded of Waddington’s lack of immunity to the violence, as the camera is deliberately knocked from her hand by a police officer. Figure 8 Clash between asylum seekers and police in Border ©Laura Waddington 2002It is via the merged gaze of the camera and the asylum seekers that Waddington exposes the fictional mastery of the spectator’s gaze. The fury of the tear-image is unleashed as the image-gaze absorbs the spectator into its visual field. No longer pacified by the veil, the spectator is unable to retreat to familiar modes of spectatorship to neutralise and disarm the image. With no possible recourse to desire and fantasy, the encounter becomes intrinsically ethical. Refusing to be neutralised by the Lacanian veil, the tear-image resists the anaesthetising effects of recycled and predictable images of asylum seekers.This essay has argued that a suspicious spectator is the product of an iconophobic media gaze. In the endless process of recycling, the critical capacity of the image to engage the viewer becomes progressively disarmed. Didi-Huberman’s reworking of the Lacanian gaze proposes a model of spectatorship designed to disrupt this iconophobic image economy. The veil-image asks little from us as spectators beyond our complicity. Protected by the gaze of the image, the fiction of the all—perceiving spectator is maintained. By abandoning this model of spectatorship as Didi-Huberman and Waddington are asking us to do, the unidirectional relationship between the viewer and the image is undermined. The terms of spectatorship may be relocated from suspicion to an ethical, participatory mode of engagement. We are laying down our weapons to receive the gaze of the Other. ReferencesAaron, Michele. Spectatorship: The Power of Looking On. London: Wallflower, 2007.Border. Waddington, Laura. Love Stream Productions, 2004.Butler, Judith. Precarious Life: The Powers of Mourning and Violence.London: Verso, 2004.Chéroux, Clément, ed. Mémoires des Camps. Photographies des Camps de Concentration et d'Extermination Nazis, 1933-1999. Paris: Marval, 2001.Didi-Huberman, Georges. Images in Spite of All: Four Photographs from Auschwitz. Trans. Lillis, Shane B. Chicago: U of Chicago P, 2008.Didi-Huberman, Georges. Ce Que Nous Voyons, Ce Qui Nous regarde.Critique. Paris: Editions de Minuit, 1992.Lacan, Jacques. The Four Fundamental Concepts of Psycho-Analysis.Trans. Sheridan, Alan. Harmondsworth: Penguin, 1986.Levinas, Emmanuel. "Reality and its Shadow." The Levinas Reader. Ed. Hand, Seán. Oxford: Blackwell, 1989. 130–43.Lyotard, Jean-François. The Differend: Phrases in Dispute. Minneapolis: University of Minnesota Press, 1988.Metz, Christian. The Imaginary Signifier: Psychoanalysis and the Cinema. Bloomington: Indiana U P, 1982.Nichols, Bill. Introduction to Documentary. Bloomington: Indiana U P, 2001.Saxton, Libby. Haunted Images: Film, Ethics, Testimony and the Holocaust. London: Wallflower, 2008.
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