Journal articles on the topic 'Design -> digital video (after effects, premier)'

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1

Cahyadi, Dede, Anita Bawaiqki Wandanaya, and Virda Lillah. "Perancangan Video Iklan Sebagai Media Promosi Pada PT. Edensor Lazuardi Indonesia." CICES 8, no. 2 (August 8, 2022): 191–203. http://dx.doi.org/10.33050/cices.v8i2.2357.

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Video ads are audio visuals that aim to promote a product or service. Video advertising is one of the most efficient promotions in today's digital era, where people are following technological developments. Edensor Hills Villa & Resort is an upper-middle class inn that has a unique European interior design with a stunning natural panorama located on Jl. Waterfall No.11, Bojong Koneng, Sentul – Bogor. Edensor Hills Villa & Resort has promoted through brochures, websites, social media, has also been a shooting location for tv shows, and has been included in other people's YouTube vlogs. However, Edensor Hills Villa & Resort does not yet have its own advertising video or so-called official video. The purpose of this study is to produce information in the form of the first video advertisement and the benefits of this research are to improve a promotional media that is owned to be more effective. This study uses the following methods: problem analysis, data collection, SWOT analysis, the concept of media production. The design of this video is assisted with supporting software editors such as the following Adobe Premiere Pro & Adobe After Effects. This informational video will be implemented through social media owned by Edensor Hills Villa & Resort. Keywords—Audio Visual; Advertising Video; Promotional Video iklan merupakan audio visual yang bertujuan untuk mempromosikan sebuah produk atau pun jasa. Video iklan menjadi salah satu promosi yang efisien pada era digital saat ini, di mana masyarakat mengikuti perkembangan teknologi. Edensor Hills Villa & Resort adalah sebuah penginapan kelas menengah ke atas yang memiliki keunikan desain interior khas eropa dengan tempat panorama alam yang menakjubkan yang terletak di Jl. Air Terjun No.11, Bojong Koneng, Sentul – Bogor. Edensor Hills Villa & Resort pernah melakukan promosi melalui brosur, website, sosial media, juga pernah beberapa kali menjadi tempat shooting acara tv, dan masuk dalam vlog youtube orang lain. Namun Edensor Hills Villa & Resort belum memiliki video iklan tersendiri atau disebut video official. Tujuan penelitian ini untuk menghasilkan informasi berupa video iklan yang pertama dan manfaat penelitian ini untuk meningkatkan sebuah media promosi yang dimiliki menjadi lebih efektif. Penelitian ini menggunakan metode berupa : analisa permasalahan, pengumpulan data, analisis SWOT, konsep produksi media. Perancangan video ini di bantu dengan software editor sebagai penunjang seperti berikut Adobe Premiere Pro & Adobe After Effect . Video informasi ini akan diimplementasikan melalui media sosial yang dimiliki oleh Edensor Hills Villa & Resort.. Kata Kunci—Audio Visual; Video Iklan; Promosi
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Dikananda, Arif Rinaldi, Iin Iin, Saeful Anwar, Raditya Danar Dana, and Kanda Muhamad Ishak. "Media Pembelajaran Video Animasi Organ Tubuh Manusia." Jurnal Accounting Information System (AIMS) 4, no. 2 (September 30, 2021): 19–28. http://dx.doi.org/10.32627/aims.v4i2.243.

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Interactive video is a technology for sending electronic signals from a moving image that can describe information which in the process occurs 2-way communication between multimedia and users. This research started from the problems encountered, namely the number of elementary school students who still do not know and do not understand the human organs. The method used is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The use of interactive video based on 2D animation is expected to attract students so they don't get bored while learning using video. The applications used to create these interactive learning videos are Corel Draw X7 for creating digital sketches and Adobe After Effects for editing digital sketches into a video. The results in this study are interactive learning videos about human organs. Learning videos can be used by students so that they can increase student interest in learning because there are 2D animations and interactions with users and can be used anytime and anywhere. So it can be concluded that this learning video received a very good response from students because it is effectively used when studying at school and at home. Respondents were taken as many as 50 students. The results of this study obtained an increase in student understanding from 40% of students or as many as 20 students to 76% or as many as 38 students. There was an increase of 36%.
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Balla, Gianluca. "Adapting visual references in concept art for films and video games in design uncanny monsters." Journal of Adaptation in Film & Performance 16, no. 1 (June 1, 2023): 133–45. http://dx.doi.org/10.1386/jafp_00093_1.

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After demonstrating the efficacy of adapting visual references (3D renders and photos) to concept art for high-budget game development and film production, this contribution suggests a specific approach for the digital artist to produce the uncanny valley when designing monsters. This article illustrates the importance of embedding visual references into the artwork for time efficiency, correct use of perspective and establishment of believable textures. In particular, the search for realism shows to be advantageous in design uncanny monsters. Visual references can be manipulated in software such as Photoshop to prepare not only the blueprints for the 3D modelling/sculpting stage but also to design the special effects makeup for live-action monsters. This contribution fills a gap between our current understanding of the uncanny valley and the process of designing characters; it suggests an efficient approach to monster-making for entertainment and sheds a light on contemporary concept art practices. This is important for a dual reason: (a) it moves knowledge forward in the field of the uncanny valley’s applications to concept art since this has not been investigated in depth in other works; (b) it helps professional concept artists in shaping and controlling the uncanniness of antagonistic characters.
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Teyhen, Deydre S., Joseph M. Miller, Tansy R. Middag, and Edward J. Kane. "Rotator Cuff Fatigue and Glenohumeral Kinematics in Participants Without Shoulder Dysfunction." Journal of Athletic Training 43, no. 4 (July 1, 2008): 352–58. http://dx.doi.org/10.4085/1062-6050-43.4.352.

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Abstract Context: Researchers have established that superior migration of the humeral head increases after fatigue of the rotator cuff muscles. In these studies, the investigators used imaging techniques to assess migration of the humeral head during statically held shoulder positions. Their results may not represent the amount of superior humeral head migration that occurs during dynamic arm elevation. Objective: To investigate the effect of rotator cuff fatigue on humeral head migration during dynamic concentric arm elevation (arm at the side [approximately 0°] to 135°) in healthy individuals and to determine the test-retest reliability of digital fluoroscopic video for assessing glenohumeral migration. Design: Test-retest cohort study. Setting: Research laboratory. Patients or Other Participants: Twenty men (age = 27.7 ± 3.6 years, mass = 81.5 ± 11.8 kg) without shoulder disorders participated in this study. Intervention(s): Three digital fluoroscopic videos (2 prefatigue and 1 postfatigue) of arm elevation were collected at 30 Hz. The 2 prefatigue arm elevation trials were used to assess test-retest reliability with the arm at the side and at 45°, 90°, and 135° of elevation. The prefatigue and postfatigue digital fluoroscopic videos were used to assess the effects of rotator cuff fatigue on glenohumeral migration. All measurements were taken in the right shoulder. Main Outcome Measure(s): The dependent measure was glenohumeral migration (in millimeters). We calculated the intraclass correlation coefficient and standard error of the measurement to assess the test-retest reliability. A 2 × 4 repeated-measures analysis of variance was used to assess the effects of fatigue on arm elevation at the 4 shoulder positions. Results: The test-retest reliability ranged from good to excellent (.77 to .92). Superior migration of the humeral head increased postfatigue (P < .001), regardless of angle. Conclusions: Digital fluoroscopic video assessment of shoulder kinematics provides a reliable tool for studying kinematics during arm elevation. Furthermore, superior migration of the humeral head during arm elevation increases with rotator cuff fatigue in individuals without shoulder dysfunction.
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Purnomo, Fendi Aji, Eko Harry Pratisto, Agus Purnomo, Ahzan Saiful Huda, and Ady Setyo Nugroho. "Digital Animasi 2 Dimensi Dengan Metode Cell Shadding Dan Rigging Bone Studi Kasus : Legenda Gunung Tugel." Indonesian Journal of Applied Informatics 2, no. 1 (December 16, 2017): 33. http://dx.doi.org/10.20961/ijai.v2i1.15248.

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<p><em>Mature Indonesian culture is now diminishing. Indonesian society, increasingly popular by the outside culture through the development of increasingly sophisticated technology. One is the story of a growing legend in their respective regions, so it becomes ironic as children today are uncertain of not caring about their own culture. One of the growing legend stories is "Gunung Tugel" which originated from Boyolali area, which tells about wisdom and culture.</em></p><p><em>Media education currently popular by the public one of them is the animated film. The animated film "Legend of Mount Tugel" is built using the 2 Dimension method, which has a duration of 20 minutes, with the specification of .mp4 extension, 1280x720 video resolution, and frame rate of 24 fps. In making the film, use Moho Anime Studio software to create animations, then Adobe Illustrator, CorelDraw, and Photoshop, for modeling, and Adobe After Effect for video editing process.</em></p><p><em>Based on a questionnaire assessment that has been conducted on 41 respondents, it can be seen that as much as 79% considered that the animated film "Legend of Gunung Tugel" is good value in the character design aspect of the character. As for other aspects, such as audio as much as 85% interesting. Aspects of visual effects, as much as 76% interesting, and environmental aspects of good value of 77%</em><em></em></p>
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Aji, Novan Hartantyo, and Durinda Puspasari. "Prototype Media Pembelajaran Video Tutorial Pada Mata Pelajaran Teknologi Perkantoran di SMK Negeri 4 Surabaya." Jurnal Pendidikan Administrasi Perkantoran (JPAP) 9, no. 2 (August 16, 2020): 300–311. http://dx.doi.org/10.26740/jpap.v9n2.p300-311.

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Office Technology is one of the subjects taught at the Vocational High School in the curriculum of 2013. Subject that was taught in Office Technology is the basics of using tools that often used in the offices to make it easier to complete work. The studying media that evolved on this take a look at are tutorials via video getting to know. Video is a technology for sending digital statistics from shifting photographs, whilst an educational is a manner to do some thing, so a video academic is a moving photo which could ship information. The purpose of this observe is to explain the outcomes of the development of learning by way of video academic on office technology subjects at SMK Negeri 4 Surabaya. This form of research is development research. The development version used is the 4D improvement model from Thiagarajan, Semmel, and Sammel which includes the define, layout, develop, and disseminate degrees. This research was achieved best on the design level, no longer until the broaden and disseminate degree. primarily based on the effects of the take a look at, on the degree of defining an evaluation of several matters is used inside the improvement of instructional media is the preliminary analysis, student analysis, project analysis, idea analysis, and specification of studying objectives. After that the layout stage is performed with several levels, specifically media selection and media layout. In designing media, determining media content, recording, modifying is achieved that allows you to produce a video educational layout that may be used by students as a getting to know medium with the intention to achieve an facts related to office generation topics as fundamental competencies in working word processing programs. the tutorial video is divided into separate films that adjusted to the difficulty matterm, to regulate the duration of the video to makes it less complicated for college kids to locate statistics inside the tutorial video related to the fundamental abilties of operating a phrase processing utility.
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Sitepu, Juli Maini, Widya Masitah, Mawaddah Nasution, and Nurman Ginting. "Development of Animated Emergency Drills Video to Enhance Early Childhood Understanding of Fire Disasters." Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini 9, no. 1` (March 30, 2024): 83–94. http://dx.doi.org/10.14421/jga.2024.91-08.

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This research aims to develop an animated video to enhance early childhood understanding of fire safety procedures. The study employs a modified Research and Development (R&D) model based on Borg and Gall’s framework, comprising six stages: identifying potential and problems, collecting initial data, designing media, validating media, revising the design, and conducting product trials. The video, created using Adobe After Effects and Adobe Animate, was tested on 38 children at RA Tarbiyah Islamiyah. Data collection involved three types of questionnaires: media validation, content validation, and children's comprehension assessment. Validators and teachers evaluated each questionnaire using a checklist scale. Data analysis employed qualitative and quantitative methods to assess the effectiveness of educational media. Results demonstrated a significant improvement in children's understanding of fire emergencies, with pre-test scores averaging 62% and post-test scores at 74.8%. The animated video effectively visualised fire scenarios in a realistic yet comprehensible manner for children, reinforcing safety messages and encouraging prompt and safe responses during fires. The study concludes that animated videos are compelling educational tools for enhancing disaster preparedness among young children. The implications of this research suggest that early childhood education programs should integrate disaster preparedness training into their curricula. Future research should explore the long-term impacts of such interventions, assess their applicability in diverse educational settings, and incorporate additional multimedia elements to enhance engagement and educational outcomes. Collaboration between educators, disaster management professionals, and digital media experts is essential for developing comprehensive and practical safety education resources.
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Wu, Yanting, Yuan Sun, and S. Shyam Sundar. "What Do You Get from Turning on Your Video? Effects of Videoconferencing Affordances on Remote Class Experience During COVID-19." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–21. http://dx.doi.org/10.1145/3555773.

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The outbreak of COVID-19 forced schools to swiftly transition from in-person classes to online or remote offerings, making educators and learners alike rely on online videoconferencing platforms. Platforms like Zoom offer audio-visual channels of communication and include features that are designed to approximate the classroom experience. However, it is not clear how students' learning experiences are affected by affordances of the videoconferencing platforms or what underlying factors explain the differential effects of these affordances on class experiences of engagement, interaction, and satisfaction. In order to find out, we conducted two online survey studies: Study 1 (N = 176) investigated the effects of three types of videoconferencing affordances (i.e., modality, interactivity, and agency affordances) on class experience during the first two months after the transition to online learning. Results showed that usage of the three kinds of affordances was positively correlated with students' class engagement, interaction, and satisfaction. Perceived anonymity, nonverbal cues, and comfort level were found to be key mediators. In addition, students' usage of video cameras in class was influenced by their classmates. Study 2 (N = 256) tested the proposed relationships at a later stage of the pandemic and found similar results, thus serving as a constructive replication. This paper focuses on reporting the results of Study 1 since it captures the timely reactions from students when they first went online, and the second study plays a supplementary role in verifying Study 1 and thereby extending its external validity. Together, the two studies provide insights for instructors on how to leverage different videoconferencing affordances to enhance the virtual learning experience. Design implications for digital tools in online education are also discussed.
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Murnane, Owen, Heather Mabrey, Amber Pearson, Stephanie Byrd, and Faith Akin. "Normative Data and Test-Retest Reliability of the SYNAPSYS Video Head Impulse Test." Journal of the American Academy of Audiology 25, no. 03 (March 2014): 244–52. http://dx.doi.org/10.3766/jaaa.25.3.3.

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Background: The observation or measurement of eye movement can aid in the detection and localization of vestibular pathology due to the relationship between the function of the vestibular sensory receptors in the inner ear and the eye movements produced by the vestibulo-ocular reflex (VOR). The majority of bedside and laboratory tests of vestibular function involve the observation or measurement of horizontal eye movements (i.e., horizontal VOR) produced by stimuli that activate the horizontal semicircular canals (SCCs) and the superior vestibular nerve. The video head impulse test (vHIT) is a new clinical test of dynamic SCC function that uses a high-speed digital video camera to record head and eye movement during and immediately after passive head rotations. The SYNAPSYS Inc. vHIT device measures the “canal deficit” (deviation in gaze) during passive head impulses in the horizontal and diagonal (vertical) planes. There is, however, a paucity of data that has been reported using this device. Purpose: The purpose of this study was to obtain normative data and assess the test-retest reliability of the SYNAPSYS vHIT (version 2.0). Research Design: A prospective repeated measures design was utilized. Study Sample: Thirty young adults with normal hearing, normal caloric test results, and a negative history of vestibular disorder, neurological disease, open or closed head injury, or cervical spine injury participated in the study. Data Collection and Analysis: A single examiner manually rotated each participant’s head in the horizontal and diagonal planes in two directions (left and right in the horizontal plane; downward and upward in each diagonal plane) resulting in the stimulation of each of the six SCCs. Each participant returned for repeat testing to assess test-retest reliability. The effects of ear, session, and semicircular canal (horizontal, anterior, posterior) on the magnitude of canal deficit during the vHIT were assessed using repeated measures analysis of variance. Results: The mean canal deficit of the horizontal canals (8.3%) was significantly lower than the mean canal deficit of the anterior canals (16.5%) and the posterior canals (15.2%); there was no significant difference between the mean canal deficits of the anterior and posterior canals. The main effects of session and ear on canal deficit were not significant, and there were no significant interaction effects. There was no significant difference between the mean canal deficit for session 1 and session 2 for the horizontal, anterior, and posterior canals. The 95th percentiles for canal deficit were 19, 26, and 22% for the horizontal, anterior, and posterior SCCs, respectively. Conclusions: Testing of all six SCCs was completed in most participants in ˜10 min and was well-tolerated. The vHIT has some important advantages relative to more established laboratory tests of horizontal SCC function including the ability to assess the vertical SCCs, lower cost, shorter test time, greater portability, minimal space requirements, and increased patient comfort. Additional data, however, should be obtained from older participants with normal vestibular function and from patients with vestibular disorders. Within-subject comparisons between the results of the vHIT and the caloric and rotary chair tests will be important in determining the role of the vHIT in the vestibular test battery.
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Paramurthi, I. A. Pascha, Luh Dian Raika Pramesti, and I. Gusti Ayu Sri Wahyuni Novianti. "GAMBARAN PENERAPAN TELEHEALTH DALAM PENCEGAHAN TEXT NECK SYNDROME SELAMA ONLINE CLASS STT TRI KAYA SUDHA PARAMARTHA." PREPOTIF : Jurnal Kesehatan Masyarakat 6, no. 2 (June 25, 2022): 1171–77. http://dx.doi.org/10.31004/prepotif.v6i2.4171.

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COVID-19 has an impact on the education sector. Learning takes place online and students wear gadgets for a long time. This causes posture disorders, especially the neck area known as text neck syndrome (TNS). The purpose of the study is to find out an overview of the application of telehealth in the prevention of TNS. This type of research is quantitative with observational research design. Research respondents obtained using purposive sampling techniques obtained by 20 Sekaa Teruna Teruni Tri Kaya Sudha Paramartha Banjar Adat Pande, Bangli. The research was conducted on September 17, 2021. Post test results after implementation of telehealth in the form of video, digital posters and zoom media consultations there was an increase in knowledge as many as 20 respondents (100%) understand TNS prevention and as many as 18 respondents (90%) understand the exercises for TNS. This occurred an increase in respondents' knowledge about the negative effects of gadgets with a long duration and TNS. Related to complaints of neck pain after TNS prevention education 2 respondents (20%) who complained of neck pain after the implementation of telehealth. STT is able to understand negative effects such as TNS that can occur due to the use of gadgets with a long duration and understand exercises that can be done to prevent the occurrence of TNS. Respondents received information after participating in socialization in daily activities with a perceived effect, the average STT member has no pain after applying the information obtained. Respondents 100% said they had educated the closest people or people around them about TNS. COVID-19 memberikan dampak pada sektor pendidikan. Pembelajaran berlangsung online dan siswa memakai gadget dalam waktu yang lama. Ini menimbulkan gangguan postur tubuh terutama area leher yang dikenal dengan text neck syndrome (TNS). Tujuan penelitian untuk mengetahui gambaran penerapan telehealth dalam pencegahan TNS. Jenis penelitian ini kuantitatif dengan desain penelitian observasi. Responden penelitian diperoleh menggunakan teknik purposive sampling didapatkan 20 Sekaa Teruna Teruni Tri Kaya Sudha Paramartha Banjar Adat Pande, Bangli. Penelitian dilaksanakan pada 17 September 2021. Hasil post test setelah penerapan telehealth berupa video, poster digital dan konsultasi media zoom terjadi peningkatan pengetahuan sebanyak 20 responden (100%) memahami pencegahan TNS dan sebanyak 18 responden (90%) memahami latihan untuk TNS. Hal ini terjadi peningkatan pengetahuan responden mengenai efek negatif gadget dengan durasi yang lama dan TNS. Terkait keluhan nyeri leher setelah edukasi pencegahan TNS 2 responden (20%) yang mengeluhkan nyeri leher setelah penerapan telehealth. STT memahami efek negatif seperti TNS yang dapat terjadi akibat penggunaan gadget dengan durasi lama dan memahami exercise yang dilakukan untuk mencegah terjadinya TNS. Responden menerapakan informasi setelah mengikuti sosialisasi dalam kegiatan sehari-hari dengan efek yang dirasakan, yaitu rata-rata anggota STT sudah tidak mengalami nyeri setelah menerapkan informasi yang didapat. Responden sebanyak 100% menyatakan sudah mengedukasi orang-orang terdekat atau orang yang berada disekitar mereka mengenai TNS.
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Venkatesan, Aarathi, Lily Rahimi, Manpreet Kaur, and Christopher Mosunic. "Digital Cognitive Behavior Therapy Intervention for Depression and Anxiety: Retrospective Study." JMIR Mental Health 7, no. 8 (August 26, 2020): e21304. http://dx.doi.org/10.2196/21304.

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Background Digital mental health interventions offer a scalable solution that reduces barriers to seeking care for clinical depression and anxiety. Objective We aimed to examine the effectiveness of a 12-week therapist supported, app-based cognitive behavioral therapy program in improving symptoms of depression and anxiety within 9 months. Methods A total of 323 participants with mild to moderately severe depression or anxiety were enrolled in a 12-week digital cognitive behavior therapy program. The analysis was restricted to participants who provided at least one follow-up assessment after baseline. As a result, 146 participants (45.2%) were included in the analysis—74 (50.7%) participants completed assessments at 3 months, 31 participants (21.2%) completed assessments at 6 months, and 21 participants (14.4%) completed assessments at 9 months. The program included structured lessons and tools (ie, exercises and practices) as well as one-on-one weekly video counseling sessions with a licensed therapist for 12 weeks and monthly check-in sessions for 1 year. The clinically validated Patient Health Questionnaire (PHQ-8) and Generalized Anxiety Disorder Scale (GAD-7) were used to assess depression and anxiety, respectively. Linear mixed-effects modeling was employed to examine changes in depression and anxiety over time. Results We observed a significant positive effect of program time on improvement in depression (β=–0.12, P<.001) and anxiety scores (β=–0.10, P<.001). At the end of the 12-week intervention, we observed an average reduction of 3.76 points (95% CI –4.76 to –2.76) in PHQ-8 scores. Further reductions in depression were seen at program month 6 (4.75-point reduction, 95% CI –6.61 to –2.88) and program month 9 (6.42-point reduction, 95% CI –8.66 to –6.55, P<.001). A similar pattern of improvement emerged for anxiety, with a 3.17-point reduction at the end of the 12-week intervention (95% CI –4.21 to –2.13). These improvements were maintained at program month 6 (4.87-point reduction, 95% CI –6.85 to –2.87) and program month 9 (5.19-point, 95% –6.85 to 4.81). In addition, greater program engagement during the first 12 weeks predicted a greater reduction in depression (β=–0.29, P<.001) Conclusions The results suggest that digital interventions can support sustained and clinically meaningful improvements in depression and anxiety. Furthermore, it appears that strong initial digital mental health intervention engagement may facilitate this effect. However, the study was limited by postintervention participant attrition as well as the retrospective observational study design.
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Vigneau, Marc, Mariano Ercoli, and Stephan Maroldt. "Fully integrated three-way LDMOS Doherty PAs for 1.8–2.2 GHz dual-band and 2.6 GHz m-MIMO 5G applications." International Journal of Microwave and Wireless Technologies 13, no. 6 (March 1, 2021): 543–60. http://dx.doi.org/10.1017/s1759078721000131.

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AbstractThis paper presents a fully integrated three-way Doherty architecture to address the challenges of 5G applications using laterally-diffused metal-oxide semiconductor (LDMOS) technology. By using the so-called CDS cancelation method for the Doherty combiner design, a wideband impedance transformation is achieved, that combined with the three-way Doherty power amplifier (DPA) architecture allows for high efficiency in deep back-off, with a reduced load modulation for high bandwidth. Throughout this paper, the design approach and realization are described, while multiple critical design challenges will be addressed such as low frequency drain resonance optimization, impact of in-package coupling effects, and linearity versus efficiency tradeoff. Two state-of-the-art three-way fully integrated LDMOS DPA monolithic microwave integrated circuit (MMICs) are presented to demonstrate how these measures have been successfully applied to different power amplifier (PA) line-up components for 5G base station systems. First, a 60 W 1.8–2.2 GHz multi-stage device for driver application in true dual-band operation is presented. The circuit design pays special attention to extended PA video bandwidth thanks to integrated passive device. After digital pre-distortion (DPD) in dual-band operation, this highly linear device achieves an outstanding adjacent channel leakage ratio (ACLR) of −56 dBc for a 2cLTE 20 MHz 8 dB peak-to-average ratio signal spaced by 345 MHz, thus 385 MHz instantaneous bandwidth (IBW), with 29% efficiency at 35 dBm, 12 dB output back-off (OBO). Second, the simulation and measurement results of a 55 W 2.6 GHz multi-stage DPA for massive-MIMO final stage application are presented, which yields an excellent linearized efficiency of 49% using a 200 MHz 10cLTE signal with an ACLR lower than −47.5 dBc. For 8cLTE 20 MHz (160 MHz IBW), the device yields 50% efficiency with −50.7 dBc ACLR linearized after DPD. The achieved efficiency is well comparable to published GaN DPAs. These results were achieved by improved simulation techniques to minimize frequency dispersion and thus allow high efficiency operation over wide bandwidth. Both devices show that LDMOS is not only a mature technology which allows those PAs to be reliable and low-cost for mass production in very compact packages, but also provide best-in-class RF performance according to the needs of 5G base station systems.
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Suleman, Adam, Abi Vijenthira, Alejandro Berlin, Anca Prica, and Danielle Rodin. "The Use of Virtual Care in Patients with Hematologic Malignancies - a Scoping Review." Blood 138, Supplement 1 (November 5, 2021): 1933. http://dx.doi.org/10.1182/blood-2021-152021.

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Abstract Background: The use of virtual care, defined as providing healthcare in ways other than in-person visits, dramatically increased during the COVID-19 pandemic to minimize infection risk and maintain care provision. However, the majority of studies evaluating the use of virtual care in oncology have focused on patients with solid tumor malignancies. Patients with hematologic malignancies represent a unique population related to their underlying malignancy and treatment, but the extent to which virtual care has been successfully integrated into clinical practice is unknown. As the demand for incorporating virtual care into routine clinical practice grows, understanding how to safely and effectively use virtual care in this specific patient population is essential. Methods: A scoping review was conducted to describe the use of virtual care in the management of patients with hematologic malignancies and to examine physician- and patient-reported outcomes based on its use. A comprehensive search strategy was used to identify articles on the use of virtual modalities (digital applications, phone visits, or video visits) to deliver routine clinical care to patients with hematologic malignancies published in English between January 2000 and April 2021 in the following databases: PubMed, Medline, EMBASE, CINAHL and Scopus. No restrictions were applied to the phase of care (surveillance, active treatment, and or survivorship). A combination of search terms to encompass hematologic malignancies and virtual care was used. Screening and data abstraction were performed by two independent reviewers (AS, AV) and conflicts were adjudicated by two additional reviewers (DR, AP). Data were extracted to assess the study design, population, setting, patient characteristics, virtual care methodology and study results. Results: A total of 350 abstracts were screened and 60 studies underwent full-text review. Of these, 15 studies met inclusion criteria (13 retrospective studies, 1 prospective pilot study, and 1 randomized controlled trial). The majority of papers were published from 2020 onward (Figure 1). Three studies found that app-based tools were effective in monitoring patient symptoms and triggering alerts which resulting in sooner follow-up if indicated. One app-based tool was also used in a resource limited country during the COVID-19 pandemic to allow for communication between hematologists and their patients. Four studies described the use of phone-based interventions for new consults and follow-up visits. Phone visits for used even in high-risk patients (for example, in 29 out of 50 patients with chronic graft-versus-host disease after allogeneic stem cell transplant). Five studies found that videoconferencing, with both physicians and oncology nurses, was highly rated by patients. Emerging themes included high levels of patient satisfaction across all domains of virtual care. Provider satisfaction scores were rated lower than patient scores, with concerns about technical issues leading to challenges with virtual care. Four studies found that virtual care allowed providers to promptly respond to patient concerns, specifically when patients were experiencing side-effects or had questions about their treatment. One study also suggested a decreased risk of death when telemedicine was used to monitor symptoms in patients with diffuse large B-cell lymphoma. There were no data addressing the impact of virtual care on costs or resource utilization. Conclusion: The use of virtual care in patients with hematologic malignancies appears to be feasible, even in high-risk populations. Patients were highly satisfied with virtual care, although providers had some challenges related to the specific technologies. More research is needed to evaluate the optimal method of integrating virtual care, informed by a wider range of patient-related outcomes, as well as the downstream consequences of this integration for patient, providers, and health systems. Figure 1 Figure 1. Disclosures Prica: Astra-Zeneca: Honoraria; Kite Gilead: Honoraria.
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Brière, Raphaëlle, Rogeh Habashi, Shaila Merchant, Lina Cadili, Zainab Alhumoud, Rebecca Lau, Nada Gawad, et al. "2023 Canadian Surgery Forum01. Evaluation of physicians’ practices and knowledge regarding the treatment of acute uncomplicated diverticulitis03. What is the effect of rurality on outcomes for parathyroidectomy in a large North American jurisdiction?05. Characteristics of opioid providers for patients undergoing same-day breast surgery in Ontario, Canada06. Improving the management and outcomes of complex non-pedunculated colorectal polyps at a regional hospital in British Columbia10. Actinomycosis presenting as an anterior abdominal mass after laparoscopic cholecystectomy12. Prioritizing melanoma surgeries to prevent wait time delays and upstaging of melanoma during the COVID-19 pandemic13. Trust me, I know them: assessing interpersonal bias in general surgery residency interviews14. Current state of female and BIPOC representation in Canadian academic surgical societies15. Harnessing a province-wide network of surgical excellence and diverse talents for the continuous improvement of surgical care in BC16. Massive stone or is it glass: a curious case of porcelain gallbladder17. Choosing your endoscopist: a retrospective single-centre cohort study18. The local experience with endoscopic ampullectomy for noninvasive ampullary lesions at a single tertiary care centre19. Defining appropriate intraoperative patient blood management strategies in noncardiac surgery: the Ottawa Intraoperative Transfusion Consensus20. Postoperative gastrointestinal dysfunction after neuromuscular blockade reversal with sugammadex versus cholinesterase inhibitors in patients undergoing gastrointestinal surgery: a systematic review and meta-analysis21. Factors influencing recurrence in medial breast cancer after skin-sparing mastectomy and immediate breast reconstruction22. What is the role of fit in medical education? A scoping review23. The obesity paradox revisited: Is obesity still a protective factor for patients with severe comorbidities or in high-risk operations?24. Planetary health education for residents — an integrative approach through quality improvement25. A rare case of concurrent primary malignancies: adrenal cortical carcinoma and metastatic colon cancer26. Effect of video-based self-assessment on intraoperative skills: a pilot randomized controlled trial28. A cost–utility study of elective hemorrhoidectomies in Canada30. Opioid-free hernia repair using local anesthetic: an assessment of postoperative pain and recovery31. Mitigating the environmental burden of surgical and isolation gowns33. The evolution and contributions of theCanadian Journal of Surgery: a bibliometric study34. Clinical and oncologic outcomes of patients with rectal cancer and past radiotherapy for prostate cancer: a case–control study35. Antibiotic prophylaxis and mechanical bowel preparation in elective colorectal surgery: a survey of Quebec general surgeons36. Identifying core deficiencies and needs in the surgical knot-tying curriculum: a single-centre qualitative analysis37. Spleen-preserving surgery for symptomatic benign splenic cyst: video case report38. Learning to manage power differentials and navigate uncertainty: a qualitative interview study about decision-making in surgery39. Surgical education checklist: a novel tool to improve uptake of Competence By Design in a residency program and surgical resident experience40. A comparative evaluation of management strategies and patient outcomes for acute appendicitis in the post-COVID era41. External benchmarking of colorectal resection outcomes using ACS-NSQIP: accurately categorizing procedures at risk of morbidity42. Role of thymectomy in surgical treatment of secondary and tertiary hyperparathyroidism43. Starting position during colonoscopy: a systematic review and meta-analysis of randomized controlled trials44. Enhanced Recovery After Surgery protocols following emergency intra-abdominal surgery reduces length of stay and postoperative morbidity: a systematic review and meta-analysis45. Competencies, privileging and geography: preparing general surgery residents for rural practice in British Columbia46. Holographic surgical skills training: Can we use holograms to teach hand ties and is it comparable to in-person learning?47. The association between gender and confidence in UBC general surgery residents48. Quality improvement in timeliness of EPA completion in general surgery residency49. Gastrointestinal system surgical outcomes in the highly active antiretroviral therapy (HAART)-era HIV-positive patient: a scoping review50. Joint rounds as a method to partner surgical residency programs and enhance global surgical training52. Preoperative frailty and mortality in medicare beneficiaries undergoing major and minor surgical procedures53. What’s going on out there? Evaluating the scope of rural general surgery in British Columbia54. Short-stay compared with long-stay admissions for loop ileostomy reversals: a systematic review and meta-analysis55. General surgeons’ right hemicolectomy costs proficiency and preferences56. Staple line with bioabsorbable reinforcement for gastropexy in hiatal hernia repair57. Impact of enhanced recovery pathways on patient-reported outcomes after abdominal surgery: a systematic review58. Evaluation of outcomes between rural, northern/remote, and urban surgical patients diagnosed with moderate to severe acute pancreatitis: a retrospective study59. Outcome of preoperative percutaneous drainage of intraabdominal abscess versus initial surgery in patients with Crohn disease60. Preliminary analysis: dexamethasone-supplemented TAP blocks may reduce opioid requirements after colorectal surgery: a multi-centre randomized controlled trial61. Preoperative skin preparation with chlorhexidine alcohol versus povidone–iodine alcohol for the prevention of surgical site infections: a systematic review and meta-analysis of randomized controlled trials62. “Why didn’t you call me?” Factors junior learners consider when deciding whether to call their supervisor63. Cost savings associated with general surgical consultation within remote Indigenous communities in Quebec: a costing evaluation64. Right lateral decubitis patient position during colonoscopy increases endoscopist’s risk of musculoskeletal injury65. Reducing re-visit to hospital rates among pediatric post-appendectomy patients: a quality-improvement project66. Exploring gender diversity in surgical residency leadership across Canada67. Operating room sustainability project: quantifying the surgical environmental footprint for a laparoscopic cholecystectomy in 2 major surgical centres68. ERCP under general anesthesia compared with conscious sedation (EUGACCS) study69. Complications requiring intervention following gastrostomy/gastrojejunostomy tube insertion: a retrospective analysis70. Equity, diversity and inclusion (EDI) in underrepresented in medicine (URiM) residents: Where are we and what now?71. Association between complications and death within 30 days after general surgery procedures: a Vascular Events in Noncardiac Surgery Patients Cohort Evaluation (VISION) substudy72. What is the long-term impact of gastrograffin on adhesive small bowel obstruction? A systematic narrative review73. TRASH-CAN: Trainee-Led Research and Sudit for Sustainability in Healthcare Canada74. Representation and reporting of sociodemographic variables in BREAST-Q studies: a systematic review75. A scoping review: should tap water instead of sterile water be used for endoscopy of the colon and rectum?76. Laparoscopic revision of Nissen fundoplication with EndoFLIP intraoperative assistance: a video presentation77. Environmental sustainability in the operating room: perspectives and practice patterns of general surgeons in Canada78. The impact of COVID-19 on medical students applying to general surgery in the CaRMS matching process79. Novel approach to laparoscopic gastrostomy tube placement80. Using prucalopride for prevention of postoperative ileus in gastrointestinal surgery: a systematic review and meta-analysis of randomized controlled trials81. Assessment of environmental and economic sustainability of perioperative patient warming strategies83. Development of a Canadian colorectal robotic surgery program: the first three years84. Patient safety and quality improvement lessons from review of Canadian thyroid and parathyroid surgery malpractice litigation case law01. Changes in sarcopenia status predict survival among patients with resectable esophageal cancer02. The feasibility of near-infrared fluorescence-guided robotic-assisted minimally invasive esophagectomy using indocyanine green dye03. Does patient experience with robotic thoracic surgery influence their willingness to pay for it?04. Artificial intelligence–augmented endobronchial ultrasound-elastography is a useful adjunct for lymph node staging for lung cancer05. Preoperative mediastinal staging in early-stage lung cancer: targeted nodal sampling is not inferior to systematic nodal sampling06. The application of an artificial intelligence algorithm to predict lymph node malignancy in non-small cell lung cancer07. Pneumonectomy for non-small cell lung cancer: long-term overall survival from a 15-year experience09. Primary spontaneous pneumothorax occurred in pectus excavatum patients10. Optimizing management for early-stage esophageal adenocarcinoma: longitudinal results from a multidisciplinary program11. Needle decompressions in post-traumatic tension pneumothorax: boon or bane12. 10-year follow-up of endoscopic mucosal resection versus esophagectomy for esophageal intramucosal adenocarcinoma in the setting of Barrett esophagus: a Canadian experience13. Outcomes after thoracic surgery for malignancy in patients with severe and persistent mental illness15. Stage II/III esophageal cancer patients with complete clinical response after neoadjuvant chemoradiotherapy: a Markov decision analysis16. Development of a surgical stabilization of rib fractures program at a Level I trauma centre in Qatar: initial report17. Screening Criteria Evaluation for Expansion in Pulmonary Neoplasias (SCREEN) II18. Multi-centre study evaluating the risks and benefits of intraoperative steroids during pneumonectomy19. Prediction of esophageal cancer short-term survival using a pretreatment health-related quality of life measure20. Evaluating the impact of virtual care in thoracic surgery: patients’ perspective21. Virtual thoracic surgical outpatient encounters are non-inferior to in-person visits for overall patient care satisfaction in the post-COVID-19 era22. Concurrent minimally invasive esophagectomy and laparoscopic right hemicolectomy23. Assessing the impact of robotic-assisted thoracic surgery on direct carbon dioxide emissions — a retrospective analysis of a prospective cohort24. Young’s modulus of human lung parenchyma and tumours25. Thoracic surgery trauma: nail gun v. SVC26. Thymomatous myasthenia gravis after total thymectomy at a tertiary care surgical centre: a 15-year retrospective review27. Effectiveness of 18F-FDG-PET/CT in the stage diagnosis of non-small cell lung cancer (NSCLC): a diagnostic test accuracy systematic review and meta-analysis01. Emergency colon resection in the geriatric population: the modified frailty score as a risk factor of early mortality02. Laparoscopic ovarian transposition prior to pelvic radiation in young female patients with anorectal malignancies: a systematic review and meta-analysis of prevalence03. Using preoperative C-reactive protein levels to predict anastomotic leaks and other complications after elective colorectal surgery: a systematic review and meta-analysis04. Perioperative intravenous dexamethasone for patients undergoing colorectal surgery: a systematic review and meta-analysis05. Population-based study comparing time from presentation to diagnosis and treatment between younger and older adults with colorectal cancer06. The role of warmed-humidified CO2insufflation in colorectal surgery: a meta-analysis07. Total abdominal colectomy versus diverting loop ileostomy and antegrade colonic lavage for fulminantClostridioidescolitis: analysis of the national inpatient sample 2016–201908. Cutting seton for the treatment of cryptoglandular fistula-inano: a systematic review and meta-analysis09. Prognostic value of routine stain versus elastic trichrome stain in identifying venous invasion in colon cancer10. Anastomotic leak rate following the implementation of a powered circular stapler in elective colorectal surgeries11. Surgical technique and recurrence of Crohn disease following ileocolic resection12. Implementation of synoptic reporting for endoscopic localization of complex colorectal neoplasms: Can we reduce rates of repeat preoperative colonoscopy?13. Effects of diet and antibiotics on anastomotic healing: a mouse model study with varied dietary fibre and fat, and preoperative antibiotics14. Assessment of rectal surgery–related physical pain and conditioning: a national survey of Canadian rectal surgeons15. Does specimen extraction incision and transversus abdominis plane block affect opioid requirements after laparoscopic colectomy?16. Colorectal and therapeutic GI working together: What is the role for TAMIS for benign lesions?17. Impact of the COVID-19 pandemic on readmission rates following colorectal surgery18. More than the sum of its parts: the benefits of multidisciplinary conferences extend beyond patient care19. Multidisciplinary conference for rectal cancer — measuring patient care impact20. Patient outcomes in emergency colorectal cancer resections: a 15-year cohort analysis21. Enhanced Recovery after Surgery (ERAS) protocols in colorectal cancer resection: a 15-year analysis of patient outcomes22. Laparoscopic to open conversion in colorectal cancer resection: a 15-year analysis of postoperative outcomes23. Management of postoperative ileus in colorectal cancer resections: a 15-year evaluation of patient outcomes24. Timing of ostomy reversal and associated outcomes: a systematic review25. Fragility of statistically significant outcomes in colonic diverticular disease randomized trials26. Postoperative day 1 and 2 C-reactive protein values for predicting postoperative morbidity following colorectal surgery27. Bariatric surgery before colorectal surgery reduces postoperative morbidity and health care resource utilization: a propensity score matched analysis28. Ileocolic Crohn disease: a video vignette of the Kono-S anastomosis29. Association between patient activation and postoperative outcomes in rectal cancer survivors30. Understanding surgeon and nurse perspectives on the use of patient-generated data in the management of low anterior resection syndrome31. Characteristics of interval colorectal cancer: a Canadian retrospective population-level analysis from Newfoundland and Labrador32. Current rectal cancer survivorship care: unmet patient needs and fragmented specialist and family physician care33. Local excision for T1 rectal cancer: a population-based study of practice patterns and oncological outcomes34. Can nonoperative management of acute complicated diverticulitis be successfully treated with a future hospital at home program? A retrospective cohort study35. Does patient activation impact remote digital health follow-up and same-day discharge after elective colorectal surgery36. Parastomal hernia prevention, assessment and management: best practice guidelines37. Anastomotic leak rates in circular powered staplers versus manual circular staplers in left sided colorectal anastomoses: a systematic review38. The Gips procedure for pilonidal disease: a video presentation39. Local recurrence-free survival after transanal total mesorectal excision: a Canadian institutional experience40. The impact of operative approach for obese colorectal cancer patients: analysis of the national inpatient sample (2015–2019)41. Safety and feasibility of discharge within 24 hours of colectomy: a systematic review and meta-analysis42. Laparoscopic lateral lymph node dissection for an advanced rectal cancer: a video abstract43. “Dear diary”: challenges in adopting routine operative recording in surgical training44. Rectal cancer in the very young (age < 40) — more treatment, worse survival: a population-based study45. Surveillance following treatment for stage I–III rectal cancer in Ontario — a population-based descriptive study46. A 15-year institutional experience of trananal endoscopic microsurgery for local excision of benign and malignant rectal neoplasia47. Robotic approach to reoperative pelvic surgery48. A mucosa-adherent bacterium impairs colorectal anastomotic healing by upregulating interleukin-17: the role of low-grade inflammation as a driver of anastomotic leak49. High uptake of total neoadjuvant therapy for rectal cancer in Canada despite surgeon concerns for possible overtreatment and treatment-related toxicity50. Safety and feasibility of discharge within 24 hours of ileostomy reversal: a systematic review and meta-analysis51. Safety and efficacy of intravenous antifibrinolytic use in colorectal surgery: systematic review and meta-analysis52. Impact of ileal pouch anal anastomosis on fertility in female patients with uulcerative colitis: a systemic review53. Modulation of the gut microbiota with fermentable fibres and 5-aminosalicylate to prevent peri-anastomotic and metastatic recurrence of colorectal cancer54. Patients with locally advanced rectal cancer and a non-threatened circumferential resection margin may go straight to surgery and avoid radiation toxicities: the QuickSilver Trial55. Colonoscopies during the COVID-19 pandemic recovery period: Are we caught up on colorectal cancer detection and prevention? A single-institution experience56. Interim results of a phase II study evaluating the safety of nonoperative management for locally advanced low rectal cancer57. Assessing a tailored curriculum for endoscopic simulation for general surgery residency programs in Canada58. Modified Frailty Index for patients undergoing surgery for colorectal cancer: analysis of the National Inpatient Sample (2015–2019)59. Reducing postoperative bloodwork in elective colorectal surgery: a quality-improvement initiative60. A Nationwide Readmission Database (NRD) analysis assessing timing of readmission for complications following emergency colectomy: why limiting follow-up to postoperative day 30 underserves patients61. The same but different: clinical and Enhanced Recovery After Surgery outcomes in right hemicolectomy for colon cancer versus ileocecal resection in Crohn disease01. How reliable are postmastectomy breast reconstruction videos on YouTube?02. Knowledge, perceptions, attitudes, and barriers to genetic literacy among surgeons: a scoping review03. Exploring neutrophil-to-lymphocyte ratio as a predictor of postoperative breast cancer overall survival04. High β integrin expression is differentially associated with worsened pancreatic ductal adenocarcinoma outcomes05. Epidemiology of undifferentiated carcinomas06. An evidence-based approach to the incorporation of total neoadjuvant therapy into a standardized rectal cancer treatment algorithm07. Pushing the boundaries: right retroperitoneoscopic adrenalectomy after laparoscopic right nephrectomy08. The role of caspase-1 in triple negative breast cancer, the immune tumour microenvironment and response to anti-PD1 immunotherapy09. Perioperative neutrophil-to-lymphocyte ratio is associated with survival in patients undergoing colorectal cancer surgery10. Achievement of quality metrics in older adults undergoing elective colorectal cancer surgery11. Opportunities to improve the environmental sustainability of breast cancer surgical care12. Does margin status after biopsy matter in melanoma? A cohort study of micro- and macroscopic margin status and their impact on residual disease and survival13. Demonstration of D2 Lymph node stations during laparoscopic total gastrectomy14. Incidence of metastatic tumours to the ovary (Krukenberg) versus primary ovarian neoplasms associated with colorectal cancer surgery15. Spatial biomarkers in cancer16. How informed is the consent process for complex cancer resections?17. Adjuvant radiation therapy among immigrant and Canadian-born/long-term resident women with breast cancer18. Human peritoneal explant model reveals genomic alterations that facilitate peritoneal implantation of gastric cancer cells19. Preoperative breast satisfaction association with major complications following oncologic breast surgery20. Impact of geography on receipt of medical oncology consultation and neoadjuvant chemotherapy for triple negative andHER2positive breast cancer21. Comparison of radiation, surgery or both in women with breast cancer and 3 or more positive lymph nodes22. Impact of synoptic operative reporting as a quality indicator for thyroid surgery: a Canadian national study01. The Toronto management of initially unresectable liver metastases from colorectal cancer in a living donor liver transplant program02. Dissection of a replaced right hepatic artery arising from the superior mesenteric artery during a laparoscopic Whipple03. Implementing the HIBA index: a low-cost method for assessing future liver remnant function04. Oncologic outcomes after surgical resection versus thermoablation in early-stage hepatocellular carcinoma: a systematic review of randomized controlled trials with meta-analysis05. Robotic pancreatic necrosectomy and internal drainage for walled-off pancreatic necrosis06. Predicting diabetes mellitus after partial pancreatectomy: PRIMACY, a pilot study07. Bleed and save: patient blood management in hepatectomy08. Defining standards for hepatopancreatobiliary cancer surgery in Ontario, Canada: a population-based cohort study of clinical outcomes09. Laparoscopic choledochoduodenostomy for recurrent choledocholithiasis10. A comparison of daytime versus evening versus overnight liver transplant from a single Canadian centre11. Pilot study validating the line of safety as a landmark for safe laparoscopic cholecystectomy using indocyanine green and near-infrared imagine12. Effect of transversus abdominis plane catheters on postoperative opioid consumption in patients undergoing open liver resections — a single-centre retrospective review13. Comparing the RETREAT score to the Milan criteria for predicting 5-year survival in post-liver transplant hepatocellular carcinoma patients: a retrospective analysis14. Characterizing the effect of a heat shock protein-90 inhibitor on porcine liver for transplantation using ex-vivo machine perfusion15. Modulation by PCSK9 of the immune recognition of colorectal cancer liver metastasis17. Implementation of a preoperative ketogenic diet for reduction of hepatic steatosis before hepatectomy19. Trends in the incidence and management of hepatocellular carcinoma in Ontario20. Canadian coaching program leads to successful transition from open to laparoscopic hepatopancreatobiliary surgery21. The impact of a positive pancreatic margin analyzed according to LEEPP on the recurrence and survival of patients with pancreatic head adenocarcinoma22. Armed oncolytic virus VSV-LIGHT/TNFSF14 promotes survival and results in complete pathological and radiological response in an immunocompetent model of advanced pancreatic cancer23. Comparing the efficacy of cefazolin/metronidazole, piperacillin-tazobactam, or cefoxitin as surgical antibiotic prophylaxis in patients undergoing pancreaticoduodenectomy: a retrospective cohort study01. Not just jumping on the bandwagon: a cost-conscious establishment of a robotic abdominal wall reconstruction program in a publicly funded health care system02. Shouldice method brief educational video03. Laparoscopic recurrent hiatal hernia repair with mesh gastropexy04. Robotic transabdominal preperitoneal Grynfeltt lumbar hernia repair with mesh01. Substance abuse screening prior to bariatric surgery: an MBSAQIP cohort study evaluating frequency and factors associated with screening02. MBSAQIP risk calculator use in elective bariatric surgery is uncommon, yet associated with reduced odds of serious complications: a retrospective cohort analysis of 210 710 patients03. Short-term outcomes of concomitant versus delayed revisional bariatric surgery after adjustable gastric band removal04. Safety and outcomes of bariatric surgery in patients with inflammatory bowel disease: a systematic review and meta-analysis08. Prescription drug usage as measure of comorbidity resolution after bariatric surgery — a population-based cohort study09. Experiences and outcomes of Indigenous patients undergoing bariatric surgery: a mixed-methods scoping review10. Bariatric surgery reduces major adverse kidney events in patients with chronic kidney disease: a multiple-linked database analysis in Ontario11. Inter-rater reliability of indocyanine green fluorescence angiography for blood flow visualization in laparoscopic Roux-en-Y gastric bypass12. Characterization of small bowel obstructions following elective bariatric surgery13. Revision of bariatric surgery for gastroesophageal reflux disease: characterizing patient and procedural factors and 30-day outcomes for a retrospective cohort of 4412 patients14. Duodenal-jejunal bypass liners are superior to optimal medical management in ameliorating metabolic dysfunction: a systematic review and meta-analysis15. Characteristics and outcomes for patients undergoing revisional bariatric surgery due to persistent obesity: a retrospective cohort study of 10 589 patients01. Collateral damage: the impact of the COVID-19 pandemic on the severity of abdominal emergency surgery at a regional hospital02. Pseudoaneurysms after high-grade penetrating solid organ injury and the utility of delayed CT angiography03. Pseudoaneurysm screening after pediatric high-grade solid organ injury04. Witnessed prehospital traumatic arrest: predictors of survival to hospital discharge05. A tension controlled, noninvasive device for reapproximation of the abdominal wall fascia in open abdomens08. Delayed vs. early laparoscopic appendectomy (DELAY) for adult patients with acute appendicitis: a randomized controlled trial09. Days at home after malignant bowel obstructions: a patient-centred analysis of treatment decisions10. Polytrauma and polyshock: prevailing puzzle11. National emergency laparotomy audit: a 9-year evaluation of postoperative mortality in emergency laparotomy13. A comparison of stress response in high-fidelity and low-fidelity trauma simulation14. ASA versus heparin in the treatment of blunt cerebrovascular injury — a systematic review and meta-analysis15. Comparison of complication reporting in trauma systems: a review of Canadian trauma registries16. Benefits of the addition of a nurse practitioner to a high-volume acute care surgery service: a quantitative survey of nurses, residents and surgery attendings17. Examining current evidence for trauma recurrence preventions systems18. Disparities in access to trauma care in Canada: a geospatial analysis of Census data19. Fast-track pathway to accelerated cholecystectomy versus standard of care for acute cholecystitis: the FAST pilot trial20. Using the modified Frailty Index to predict postoperative outcomes in patients undergoing surgery for adhesive small bowel obstruction: analysis of the National Inpatient Sample, 2015–201921. Adequacy of thromboprophylaxis in trauma patients receiving conventional versus higher dosing regimens of low-molecular-weight heparin: a prospective cohort study22. The hidden epidemiology of trauma in Nunavik: a comparison of trauma registries as a call to action23. Mapping surgical services in rural British Columbia: an environmental scan." Canadian Journal of Surgery 66, no. 6 Suppl 1 (December 8, 2023): S53—S136. http://dx.doi.org/10.1503/cjs.014223.

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Gradi, Naïma, Adrien Chopin, Daphné Bavelier, Tomer Shechner, and Swann Pichon. "Evaluating the effect of action-like video game play and of casual video game play on anxiety in adolescents with elevated anxiety: protocol for a multi-center, parallel group, assessor-blind, randomized controlled trial." BMC Psychiatry 24, no. 1 (January 19, 2024). http://dx.doi.org/10.1186/s12888-024-05515-7.

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Abstract Background Adolescence is a critical period for the onset and maintenance of anxiety disorders, which raises the importance of intervening early; one possibility of doing so is via digital interventions. Within that research field, at least two important research paths have been explored in the past years. On the one hand, the anxiolytic effect of casual video games has been tested as such gaming activity may distract away from anxious thoughts through the induction of flow and redirection of attention toward the game and thus away of anxious thoughts. On the other hand, the bidirectional link between weak attentional control and higher anxiety has led to the design of interventions aiming at improving attentional control such as working memory training studies. Taking stock that another genre of gaming, action video games, improves attentional control, game-based interventions that combines cognitive training and action-like game features would seem relevant. This three-arm randomized controlled trial aims to evaluate the feasibility and the efficacy of two video game interventions to document how each may potentially alleviate adolescent anxiety-related symptoms when deployed fully on-line. Methods The study aims to recruit 150 individuals, 12 to 14 years of age, with high levels of anxiety as reported by the parents’ online form of the Screen for Child Anxiety Related Disorders questionnaire. This trial contrasts a child-friendly, “action-like” video game designed to improve attentional control abilities in a progressive and stepwise manner (Eco-Rescue), a casual puzzle video game selected to act as a positive distraction tool (Bejeweled) and finally a control group with no assigned training intervention to control for possible test-retest effects (No-training). Participants will be assigned randomly to one of the three study arms. They will be assessed for main (anxiety) and secondary outcomes (attentional control, affective working memory) at three time points, before training (T1), one week after the 6-week training (T2) and four months after completing the training (T3). Discussion The results will provide evidence for the feasibility and the efficacy of two online video game interventions at improving mental health and emotional well-being in adolescents with high levels of anxiety. This project will contribute unique knowledge to the field, as few studies have examined the effects of video game play in the context of digital mental health interventions for adolescents. Trial registration The trial is registered on ClinicalTrials.gov (NCT05923944, June 20, 2023).
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Li, Hengyi, and Hiromu Ito. "Comparative analysis of information tendency and application features for projection mapping technologies at cultural heritage sites." Heritage Science 9, no. 1 (October 5, 2021). http://dx.doi.org/10.1186/s40494-021-00579-0.

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AbstractWith the rapid development of interactive technologies using projection mapping (PJM), these digital technologies have introduced new interpretative possibilities for the presentation of cultural heritage sites. PJM attracts more visitors with greater expectations to cultural heritage sites through its excellent visual effects and guidance capabilities. In the past decade, especially after 2015, design events have frequently introduced digital projections to cultural heritage sightseeing spots worldwide. However, this trend has also led to the emergence of many digital projection events that merely exhibit beautiful projection effects on buildings and neglect to show the history and value of the cultural heritage site. Based on this phenomenon, this study compiled and analyzed 45 related cases of PJM applications at cultural heritage sites around the world from the past 5 years. These 45 examples were studied by disassembling the projection content, analyzing the information characteristics exhibited in each projection video, and arranging the obtained data on a timeline chart for analysis. According to the data, two information characteristics of PJM at cultural heritage sites can be observed: “the relationship between projection content and heritage” and “information tendency.” The advantages and limitations of these characteristics were distinguished and suggestions for the application of PJM on cultural heritage sites were derived. These results can be used as a reference for other research studies on visitors to cultural heritage sites and improving digital interpretation and presentation designs.
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Li, Hengyi, and Hiromu Ito. "Comparative analysis of information tendency and application features for projection mapping technologies at cultural heritage sites." Heritage Science 9, no. 1 (October 5, 2021). http://dx.doi.org/10.1186/s40494-021-00579-0.

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AbstractWith the rapid development of interactive technologies using projection mapping (PJM), these digital technologies have introduced new interpretative possibilities for the presentation of cultural heritage sites. PJM attracts more visitors with greater expectations to cultural heritage sites through its excellent visual effects and guidance capabilities. In the past decade, especially after 2015, design events have frequently introduced digital projections to cultural heritage sightseeing spots worldwide. However, this trend has also led to the emergence of many digital projection events that merely exhibit beautiful projection effects on buildings and neglect to show the history and value of the cultural heritage site. Based on this phenomenon, this study compiled and analyzed 45 related cases of PJM applications at cultural heritage sites around the world from the past 5 years. These 45 examples were studied by disassembling the projection content, analyzing the information characteristics exhibited in each projection video, and arranging the obtained data on a timeline chart for analysis. According to the data, two information characteristics of PJM at cultural heritage sites can be observed: “the relationship between projection content and heritage” and “information tendency.” The advantages and limitations of these characteristics were distinguished and suggestions for the application of PJM on cultural heritage sites were derived. These results can be used as a reference for other research studies on visitors to cultural heritage sites and improving digital interpretation and presentation designs.
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Rheu, Minjin MJ, Rabindra Ratan, Young June Sah, Leticia Cherchiglia, and Tom Day. "Jogging in Your Avatar’s Footsteps: The Effects of Avatar Customization and Control Intuitiveness." Frontiers in Virtual Reality 3 (June 23, 2022). http://dx.doi.org/10.3389/frvir.2022.873689.

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This study examined the effects of customization and intuitiveness of control on the feeling of identification and embodiment, and the actual running performance of game players after playing a digital runner game developed for this research. A 2 (avatar design: customized vs. not customized) × 2 (avatar controls: intuitive vs. not intuitive) within-subjects experiment (N = 44) found that playing the game with a customized avatar increased identification with and embodiment in the avatar. However, using unintuitive controls with a customized avatar diminished the feeling of identification. Customizing an avatar increased identification with and embodiment in the avatar. However, using unintuitive controls with a customized avatar diminished the feeling of identification. Further, participants’ running performance was significantly hindered in the customized avatar and unintuitive controls condition, compared to the other conditions. The expectation that identification and embodiment would mediate the effect of avatar customization and control intuitiveness on physical activity was not supported. Together, these results suggest that avatar customization and control intuitiveness should be prioritized when designers intend to use video games to promote post-game physical activity.
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Yanar, Berna Saygıner, and Hamide Şahinkayası. "REACHING THE ISOLATED EFL PREP-CLASS STUDENTS VIA GROUP VIDEO TASKS DURING EMERGENCY REMOTE TEACHING: STUDENTS’ PERCEPTIONS." European Journal of Open Education and E-learning Studies 7, no. 1 (March 23, 2022). http://dx.doi.org/10.46827/ejoe.v7i1.4212.

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Due to Covid-19 pandemic precautions, the 2020-2021 academic year was a radical shift from face to face education to online at all levels throughout the world. Students who were newly enrolled to their university from different regions of Turkey started their lessons as EFL Prep-class students without meeting their classmates, feeling isolated. In order to make them feel in a classroom, create their sense of belonging and the rate of participation in lessons during emergency remote teaching, online group video tasks were designed for an EFL prep class. This study aims to investigate students’ perceptions of the effects of online collaborative group video tasks on their English and some 21st-century skills. It has a sequential explanatory design that is a type of mixed-method research. The students were given three group video tasks during the semester. After they finished the tasks, a 4-point Likert-type scale questionnaire was administered to the whole class, groups’ videos were analysed, and in order to get students’ perceptions in-depth, semi-structured online interviews were held with six voluntary students. It was found out that group video tasks through online collaboration were beneficial for the development of the use of English, writing, pronunciation and speaking skills, helped students develop a sense of belonging to their class. These tasks made students learn how to make a presentation, helped them gain some digital skills such as using video-maker programs, as well. It was also found out that Microsoft Teams was a student-friendly platform for online classes.<p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0936/a.php" alt="Hit counter" /></p>
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Hiddemann, M., K. Koehler, L. Riehle, S. Prescher, C. Butter, R. Prondzinsky, S. Winkler, V. Moeller, S. Spethmann, and F. Koehler. "Telemonitoring of patients after COVID-19 hospitalization: study design and baseline characteristics." European Journal of Preventive Cardiology 30, Supplement_1 (May 24, 2023). http://dx.doi.org/10.1093/eurjpc/zwad125.284.

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Abstract Funding Acknowledgements Type of funding sources: Public grant(s) – National budget only. Main funding source(s): This study is part of the research and development project “Telemed50000” and is supported by the German Federal Ministry of Economic affairs and Climate Action on the basis of a decision by the German Bundestag. Background There is a robust evidence about the beneficial effects of telemedicine in heart failure (HF) patients causing an implementation process of this method of digital care in the health care systems of several European countries. It remains unclear whether it’s feasible to prevent complications of pre-existing comorbidities as well as detecting the onset of other clinical complications after discharge due to COVID-19 using telemonitoring on a daily basis. Purpose The primary endpoint of this study is to detect unplanned clinical events during a one year follow-up after hospitalization due to COVID-19 with a standard non-invasive telemonitoring system used for HF patients. The definition of unplanned clinical event includes: telemedical emergency interventions, admission to emergency room, unplanned hospitalization and all-cause death. Methods and study design Inclusion criteria were age ≥18 years and a PCR- positive Sars-CoV-2 infection with acute respiratory symptoms requiring hospitalization. The follow-up period was one year with a clinical onsite visit at baseline, a telemedical visit after 6 months (phone-call) and a final onsite visit after 12 months. Recruitment took place from February 2021 until February 2022 at 5 hospitals located in 3 different federal states across Germany (Figure 1). The telemedical system, including 5 telemedical devices, was installed at the patient´s home during a nurse-led visit (n=83) or it was installed by themselves, video-guided, after sending the telemedical equipment by a parcel service (n=26). The daily transferred vital parameter, included body weight, systolic and diastolic blood pressure, pulse rate, a three channel electrocardiogram (ECG) and peripheral capillary oxygen saturation (SPO2). A 2-miutes voice recording of standardized text was required once a week. Data were sent to a telemedicine centre (TMC). All parameters were reviewed by physicians and nurses of the TMC from Monday to Friday (8 am to 4 pm). A six minutes walking test (6MWT) was performed during the nurse led home visit at baseline (n=37), if the patients were able to do the test. A second 6MWT was required at final visit. Health-related quality of life was measured by the Patient Reported Outcomes Measurement Information System (PROMIS)-29 questionnaire at baseline, after 6 and 12 months. Telemedical interventions were only initiated in case of a life-threatening emergency. Conclusions The established telemedical approach for HF patients, is also an appropriate tool to investigate the long-term recovery process, in particular to detect systemic sequelae in a cohort of COVID-19 patients. The Telemed-COVID-19 trial will provide prospective epidemiological data about the frequency of unplanned clinical events after hospitalization due to COVID-19 because of the daily telemedical transfer of vital parameters.
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Urbina, Javier, Victoria E. Abarca, and Dante A. Elias. "Integration of music-based game approaches with wearable devices for hand neurorehabilitation: a narrative review." Journal of NeuroEngineering and Rehabilitation 21, no. 1 (May 29, 2024). http://dx.doi.org/10.1186/s12984-024-01379-w.

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Abstract Background Restoring hand functionality is critical for fostering independence in individuals with neurological disorders. Various therapeutic approaches have emerged to address motor function restoration, with music-based therapies demonstrating notable advantages in enhancing neuroplasticity, an integral component of neurorehabilitation. Despite the positive effects observed, there remains a gap in the literature regarding implementing music treatments in neurorehabilitation, such as Neurologic Music Therapy (NMT), especially in conjunction with emerging fields like wearable devices and game-based therapies. Methods A literature search was conducted in various databases, including PubMed, Scopus, IEEE Xplore, and ACM Digital Library. The search was performed using a literature search methodology based on keywords. Information collected from the studies pertained to the approach used in music therapy, the design of the video games, and the types of wearable devices utilized. Results A total of 158 articles were found, including 39 from PubMed, 34 from IEEE Xplore, 48 from Scopus, 37 from ACM Digital Library, and 35 from other sources. Duplicate entries, of which there were 41, were eliminated. In the first screening phase, 152 papers were screened for title and abstract. Subsequently, 89 articles were removed if they contained at least one exclusion criterion. Sixteen studies were considered after 63 papers had their full texts verified. Conclusions The convergence of NMT with emerging fields, such as gamification and wearable devices designed for hand functionality, not only expands therapeutic horizons but also lays the groundwork for innovative, personalized approaches to neurorehabilitation. However, challenges persist in effectively incorporating NMT into rehabilitation programs, potentially hindering its effectiveness.
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Le, H. B. T. "570 Utility of Gaze-Control for Real-Time Surgical Training During Minimally Invasive Surgery - a Feasilibility Study of Eye-Tracking Technology." British Journal of Surgery 110, Supplement_7 (August 30, 2023). http://dx.doi.org/10.1093/bjs/znad258.021.

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Abstract Aim Training in laparoscopic surgery is limited to observing what the trainee is doing on the screen and reliant on verbal coaching. The idea of a physical pointer onto the screen in real-time to allow for more focused supervision and to improve communication was conceptualised. The study aims to demonstrate the feasibility and identify the challenges of using eye-tracking glasses in producing this digital pointer onto a screen. Method Pupil Core (Pupil Labs GmbH) eye-tracking glasses were used to calibrate the edges of a computer monitor to the pupil tracking cameras (200Hz) and the point-of-view (POV) cameras. Utilising the accompanying open-source Pupil Core software, a red-dot cursor was programmed to display in real-time on an accompanying screen. A video of a simulated laparoscopic cholecystectomy and geometric shapes were displayed onto the screen to demonstrate the technology. Results A red dot pointer was successfully displayed on a screen as an overlay controlled entirely by gaze. It was able to track the edges of shapes and used to point out anatomical structures in a video in real-time. Despite the tester looking away from the screen and leaving the seated position, the glasses were able to recallibrate automatically and work seamlessly after. The saccadic nature of eye movements meant that the tracing lines were not always smooth. Conclusions This study demonstrates that the technology exists to make this feasible. Further optimisation in software design is required to mitigate the effects of saccadic eye movements. Further studies collecting objective data is required to demonstrate a minimum viable product.
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Anaya, Ananya. "Minimalist Design in the Age of Archive Fever." M/C Journal 24, no. 4 (August 24, 2021). http://dx.doi.org/10.5204/mcj.2794.

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In a listicle on becomingminimalist.com, Joshua Becker argues that advances in personal computing have contributed to the growing popularity of the minimalist lifestyle. Becker explains that computational media can efficiently absorb physical artefacts like books, photo albums, newspapers, clocks, calendars, and more. In Nawapol Thamrongrattanarit’s Happy Old Year (2019, ฮาวทูทิ้ง ทิ้งอย่างไร..ไม่ให้เหลือเธอ) the protagonist Jean also argues that material possessions are wasteful and unnecessary in the era of cloud storage. In the film, she redesigns her old-fashioned and messy childhood home to create a minimalist home office. In decluttering their material possessions through a partial reliance on computational storage, Jean and Becker conveniently dispense with the materiality of informational infrastructures and digital archives. Informational technology’s ever-growing capacity for storage and circulation also intensify anxieties about clutter. During our online interactions, we inadvertently leave an amassing trail of metadata behind that allows algorithms to “personalise” our interfaces. Consequently, our interfaces are “cluttered” with recommendations that range from toothpaste to news, movies, clothes, and more, based on a narrow and homophilic comparison of datasets. Notably, this hypertrophic trail of digital clutter threatens to overrepresent and blur personal identities. By mindfully reducing excessive consumption and discarding wasteful possessions, our personal spaces can become tidy and coherent. On the other hand, there is little that individuals can do to control nonhuman forms of digital accumulation and the datafied archives that meticulously record and store our activities on a micro-temporal scale. In this essay, I explore archive fever as the prosthetic externalisation of memory across physical and digital spaces. Paying close attention to Sianne Ngai’s work on vernacular aesthetic categories and Susanna Paasonen’s exploration of equivocal affective sensations, I study how advocates of minimalist design seek to recuperate our fraught capacities for affective experience in the digital era. In particular, I examine how Thamrongrattanarit problematises minimalist design, prosthetic memory, and the precarious materiality of digital media in Happy Old Year and Mary Is Happy, Mary Is Happy (2013, แมรี่ อีส แฮปปี้, แมรี่ อีส แฮปปี้). Transmedial Minimalist Networks and Empty Spaces Marie Kondo famously teaches us how to segregate objects that spark joy from material possessions that can be discarded (Kondo). The KonMari method has a strong transmedial presence with Kondo’s bestselling books, her blog and online store, a Netflix series, and sticky memes that feature her talking about objects that do not spark joy. It is interesting to note the rising popularity of prescriptive minimalist lifestyle blogs that utilise podcasts, video essays, tutorials, apps, and more to guide the mindful selection of essential material possessions from waste. Personal minimalism is presented as an antidote to late capitalist clutter as self-help gurus appear across our computational devices teach us how we can curb our carbon footprints and reduce consumerist excess. Yet, as noted by Katherine Hayles, maximal networked media demands a form of hyper-attention that implicates us in multiple information streams at once. There is a tension between the overwhelming simultaneity in the viewing experience of transmedial minimalist lifestyle networks and the rhetoric of therapeutic selection espoused in their content. In their ethnographic work with minimalists, Eun Jeong Cheon and Norman Makoto Su explore how mindfully constructed empty spaces can serve as a resource for technological design (Cheon and Su). Cheon and Su note how empty spaces possess a symbolic and functional value for their respondents. Decluttered empty spaces offer a sensuous experience for minimalists in coherently representing their identity and serve as a respite from congested and busy cities. Furthermore, empty spaces transform the home into a meaningful site of reflection about people’s objects and values as minimalists actively work to reduce their ownership of physical artefacts and the space that material possessions occupy in their homes and minds: the notion of gazing upon empty spaces is not simply about reading or processing information for minimalists. Rather, gazing gives minimalists, a visual indicator of their identity, progress, and values. (Cheon and Su 10) Instead of seeking to fill and augment empty space, Cheon and Su ask what it might mean to design technology that appreciates the absence of information and the limitation of space. The Interestingness of “Total Design and Internet Plenitude” Sianne Ngai argues that in a world where we are constantly hailed as aesthetic subjects, our aesthetic experiences grow increasingly fragile and ineffectual (Ngai 2015). Ngai further contends that late capitalism makes the elite exaggeration of the autonomy of art (at auction houses, mega-exhibitions, biennales, and more) concurrently possible with the hyper-aestheticisation of everyday life. The increase in inconsequential aesthetic experiences mirrors a larger habituation to aesthetic novelty along with the loss of the traditional friction between art and the commodity form: in tandem with these seismic changes to longstanding ideas of art’s vocation, weaker aesthetic categories crop up everywhere, testifying in their very proliferation to how, in a world of “total design and Internet plenitude”, aesthetic experience while less rarefied also becomes less intense. (Ngai 21) Ngai offers us the cute, interesting, and zany as the key vernacular categories that describe aesthetic experience in “the hyper-commodified, information-saturated, and performance-driven conditions of late-capitalist culture” (1). Aesthetic experience no longer subscribes to an exceptionally single feeling but is located at the ambiguous mixture of mundane affect. Susanna Paasonen notes how Ngai’s analysis of an everyday aesthetic experience that is complex and equivocal helps explain how seemingly contradictory and irreconcilable affective tensions might in fact be mutually co-dependent with each other (Paasonen). By critiquing the broad and binary generalisations about addiction and networked technologies, Paasonen emphasises the ambivalent and fleeting nature of affective formation in the era of networked media. Significantly, Paasonen explores how ubiquitous networked infrastructures bind us in dynamic sensations of attention and distraction, control and helplessness, and boredom and interest. For Ngai, the interesting is a “low, often hard-to-register flicker of affect accompanying our recognition of minor differences from a norm” (18). There is a discord between knowledge and feeling (and cognition and perception) at the heart of the interesting. We are drawn to the interesting object after noticing something peculiar about it and yet, we are simultaneously at a loss of knowledge about the exact contents of that peculiarity. The "interesting" is embodied in the seriality of constant circulation and a temporal experience of in-betweenness and anticipation in a paradoxical era of routinised novelty. Ngai notes how in the 1960s, many minimalist conceptual artists were preoccupied with tracking the movement of objects and information by transport and communication technologies. In offering a representation of networks of circulation, “merely interesting” conceptual art disseminates information about itself and makes technologies of distribution central to its process of production. The interesting is a pervasive aesthetic judgment that also explains our affectively complex rapport with information in the context of networked technologies. Acclimatised to the repetitive tempos of internet browsing and circular refreshing, Paasonen notes we often oscillate between boredom and interest during our usage of networked media. As Ngai explains, the interesting is “a discursive aesthetic about difference in the form of information and the pathways of its movement and exchange” (1). It is then “interesting” to explore how Thamrongrattanarit tracks the circulation of information and the pathways of transmedial exchange across Twitter and cinema in Mary Is Happy, Mary Is Happy. Digital Memory in MIHMIH Mary Is Happy, Mary Is Happy is adapted from a set of 410 consecutive tweets by Twitter user @marymaloney. The film instantiates the phatic, ephemeral flow of a Twitter feed through its deadpan and episodic narrative. The titular protagonist Mary is a fickle-headed high-school senior trying to design a minimalist yearbook for her school to preserve their important memories. Yet, the sudden entry of an autocratic principal forces her to follow the school administration’s arbitrary demands and curtail her artistic instincts. Ultimately, Mary produces a thick yearbook that is filled with hagiographic information about the anonymous principal. Thamrongrattanarit offers cheeky commentary about Thailand’s authoritarian royalist democracy where the combination of sudden coups and unquestioning obedience has fostered a peculiar environment of political amnesia. Hagiographic and bureaucratic informational overload is presented as an important means to sustain this combination of veneration and paranoia. @marymaloney’s haphazard tweets are superimposed in the film as intertitles and every scene also draws inspiration from the tweet displayed in an offhand manner. We see Mary swiftly do several random and unexplained things like purchase jellyfishes, sleep through a sudden trip to Paris, rob a restaurant, and more in rapid succession. The viewer is overwhelmed because of a synchronised engagement with two different informational currents. We simultaneously read the tweet and watch the scene. The durational tension between knowing and feeling draws our attention to the friction between conceptual interpretation and sensory perception. Like the conceptual artists of the 1960s, Thamrongrattanarit also shows “information in the act of being circulated” (Ngai 157). Throughout the film, we see Mary and her best friend Suri walk along emptied railway tracks that figuratively represent the routes of informational circulation across networked technologies. With its quirky vignettes and episodic narrative progression, MIHMIH closely mirrors Paasonen’s description of microevents and microflow-like movement on social media. The film also features several abrupt and spectacular “microshocks” that interrupt the narrative’s linear flow. For example, there is a running gag about Mary’s cheap and malfunctioning phone frequently exploding in the film while she is on a call. The repetitive explosions provide sudden jolts of deadpan humour. Notably, Mary also mentions how she uses bills of past purchases to document her daily thoughts rather than a notebook to save paper. The tweets are visually represented through the overwhelming accumulation of tiny bills that Mary often struggles to arrange in a coherent pattern. Thamrongrattanarit draws our attention to the fraught materiality of digital memory and microblogging that does not align with neat and orderly narrativisation. By encouraging a constant expression of thoughts within its distinctive character limit, Twitter promotes minimal writing and maximal fragmentation. Paasonen argues that our networked technologies take on a prosthetic function by externalising memory in their databases. This prosthetic reserve of datafied memory is utilised by the algorithmic unconscious of networked media for data mining. Our capacities for simultaneous multichannel attention and distraction are increasingly subsumed by capital’s novel forms of value extraction. Mary’s use of bills to document her diary takes on another “interesting” valence here as Thamrongrattanarit connects the circulation of information on social media with monetary transactions and the accumulation of debt. While memory in common parlance is normally associated with acts of remembrance and commemoration, digital memory refers to an address for storage and retrieval. Wendy Chun argues that software conflates storage with memory as the computer stores files in its memory (Chun). Furthermore, digital memory only endures through ephemeral processes of regeneration and degeneration. Even as our computational devices move towards planned obsolescence, digital memory paradoxically promises perpetual storage. The images of dusty and obsolete computers in MIHMIH recall the materiality of the devices whose databases formerly stored many prosthetic memories. For Wolfgang Ernst, digital archives displace cultural memory from a literary-based narrativised framework to a calculative and mathematical one as digital media environments increasingly control how a culture remembers. As Jussi Parikka notes “we are miniarchivists ourselves in this information society, which could be more aptly called an information management society” (2). While traditional archives required the prudent selection and curation of important objects that will be preserved for future use on a macro temporal scale, the Internet is an agglomerative storage and retrieval database that records information on a micro temporal scale. The proliferation of agglomerative mini archives also create anxieties about clutter where the miniarchivists of the “information-management society” must contend with the effects of our ever-expanding digital trail. It is useful to note how processes of selection and curation that remain central to minimalist decluttering can be connected with the design of a personal archive. Ernst further argues that digital memory cannot be visualised as a place where objects lay in static rest but is better understood as a collection of mini archives in motion that become perceptible because of dynamic signal-based processing. In MIHMIH, memory inscription is associated with the “minimalist” yearbook that Mary was trying to create along with the bills where she documents her tweets/thoughts. At one point, Mary tries to carefully arrange her overflowing bills across her wall in a pattern to make sense of her growing emotional crisis. Yet, she is overwhelmed by the impossibility of this task. Networked media’s storage of prosthetic memory also makes self-representation ambiguous and messy. As a result, Mary’s story does align with cathartic and linear narrativisation but a messy agglomerative database. Happy Old Year: Decluttering to Mend Prosthetic Memories Kylie Cardell argues that the KonMari method connects tidiness to the self-conscious design of a curated personal archive. Marie Kondo associates decluttering with self-representation. "As Kondo is acutely aware, making memories is not simply about recuperating and preserving symbolic objects of the past, but is a future-oriented process that positions subjects in a peculiar way" (Cardell 2). This narrative formation of personal identity involves carefully storing a limited number of physical artefacts that will spark joy for the future self. Yet, we must segregate these affectively charged objects from clutter. Kondo encourages us to make intuitive judgments of conviction by overcoming ambivalent feelings and attachments about the past that are distributed over a wide set of material possessions. Notably, this form of decluttering involves archiving the prosthetic memories that dwell in our (analogue) material possessions. In Happy Old Year, Jean struggles to curate her personal archive as she becomes painfully aware of the memories that reside in her belongings. Interestingly, the film’s Thai title loosely translates as “How to Dump”. Jean has an urgent deadline to declutter her home so that it can be designed into a minimalist home office. Nevertheless, she gradually realises that she cannot coldly “dump” all her things and decides to return some of the borrowed objects to her estranged friends. This form of decluttering helps assuage her guilt about letting go of the past and allows her to (awkwardly and) elegantly honour her prosthetic memories. HOY reverses the clichéd before-after progression of events since we begin with the minimalist home and go back in flashbacks to observe its inundated and messy state. HOY’s after-before narrative along with its peculiar title that substitutes ‘new’ with ‘old’ alludes to the clashing temporalities that Jean is caught up within. She is conflicted between deceptive nostalgic remembrance and her desire to start over with a minimalist-blank slate that is purged of her past regrets. In many remarkable moments, HOY instantiates movement on computational screens to mirror digital media’s dizzying speeds of circulation and storage. Significantly, the film begins with the machinic perspective of a phone screen capturing a set of minimalist designs from a book. Jean refuses to purchase (and store) the whole book since she only requires a few images that can be preserved in her phone’s memory. As noted in the introduction, minimalist organisation can effectively draw on computational storage to declutter physical spaces. In another subplot, Jean is forced to retrieve a photo that she took years ago for a friend. She grudgingly searches through a box of CDs (a cumbersome storage device in the era of clouds) but ultimately finds the image in her ex-boyfriend Aim’s hard disk. As she browses through a folder titled 2013, her hesitant clicks display a montage of happy and intimate moments that the couple shared together. Aim notes how the computer often behaves like a time machine. Unlike Aim, Jean did not carefully organise and store her prosthetic memories and was even willing to discard the box of CDs that were emblematic of defunct and wasteful accumulation. Speaking about how memory is externalised in digital storage, Thamrongrattanarit notes: for me, in the digital era, we just changed the medium, but human relationships stay the same. … It’s just more complicated because we can communicate from a distance, we can store a ton of memories, which couldn’t have ever happened in the past. (emphasis added) When Jean “dumped” Aim to move to Sweden, she blocked him across channels of networked communicational media to avoid any sense of ambient intimacy between them. In digitising our prosthetic memories and maintaining a sense of “connected presence” across social media, micro temporal databases have made it nearly impossible to erase and forget our past actions. Minimalist organisation might help us craft a coherent and stable representation of personal identity through meticulous decluttering. Yet, late-capitalist clutter takes on a different character in our digital archives where the algorithmic unconscious of networked media capitalises on prosthetic storage to make personal identity ambiguous and untidy. It is interesting to note that Jean initially gets in touch with Aim to return his old camera and apologise for their sudden breakup. The camera can record events to “freeze” them in time and space. Later in the film, Jean discovers a happy family photo that makes her reconsider whether she has been too harsh on her father because of how he “dumped” her family. Yet, Jean bitterly finds that her re-evaluation of her material possessions and their dated prosthetic memories is deceptive. In overidentifying with the frozen images and her affectively charged material possessions, she is misled by the overwhelming plenitude of nostalgic remembrance. Ultimately, Jean must “dump” all her things instead of trying to tidy up the jumbled temporal frictions. In the final sequence of HOY, Jean lies to her friend Pink about her relationship with Aim. She states that they are on good terms. Jean then unfriends Aim on Facebook, yet again rupturing any possibility of phatic and ambient intimacy between them. As they sit before her newly emptied house, Pink notes how Jean can do a lot with this expanded space. In a tight close-up, Jean gazes at her empty space with an ambiguous yet pained expression. Her plan to cathartically purge her regrets and fraught memories by recuperating her prosthetic memories failed. With the remnants of her past self expunged as clutter, Jean is left with a set of empty spaces that will eventually resemble the blank slate that we see at the beginning of the film. The new year and blank slate signify a fresh beginning for her future self. However, this reverse transition from a minimalist blank slate to her chaotically inundated childhood home frames a set of deeply equivocal affective sensations. Nonetheless, Jean must mislead Pink to sustain the notion of tidy and narrativised coherence that equivocally masks her fragmented sense of an indefinable loss. Conclusion MIHMIH and HOY explore the unresolvable and conflicting affective tensions that arise in an ecosystem of all-pervasive networked media. Paasonen argues that our ability to control networked technologies concurrently fosters our mundane and prosthetic dependency on them. Both Jean and Mary seek refuge in the simplicity of minimalist design to wrestle control over their overstimulating spaces and to tidy up their personal narratives. It is important to examine contemporary minimalist networks in conjunction with affective formation and aesthetic experience in the era of “total design and internet plenitude”. In an information-management society where prosthetic memories haunt our physical and digital spaces, minimalist decluttering becomes a form of personal archiving that simultaneously empowers unambiguous aesthetic feeling and linear and stable autobiographical representation. The neatness of minimalist decluttering conjugates with an ideal self that can resolve ambivalent affective attachments about the past and have a coherent vision for the future. Yet, we cannot sort the clutter that resides in digital memory’s micro temporal archives and drastically complicates our personal narratives. Significantly, the digital self is not compatible with neat and orderly narrativisation but instead resembles an unstable and agglomerative database. References Cardell, Kylie. “Modern Memory-Making: Marie Kondo, Online Journaling, and the Excavation, Curation, and Control of Personal Digital Data.” a/b: Auto/Biography Studies 32.3 (2017): 499–517. DOI: 10.1080/08989575.2017.1337993. Cheon, Eun Jeong, and Norman Makoto Su. “The Value of Empty Space for Design.” Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018. DOI: 10.1145/3173574.3173623. Ernst, Wolfgang, and Jussi Parikka. Digital Memory and the Archive. U of Minnesota P, 2013. Happy Old Year. Dir. Nawapol Thamrongrattanarit. Happy Ending Film, 2019. Hayles, N. Katherine. “How We Read: Close, Hyper, Machine.” ADE Bulletin (2010): 62-79. DOI: 10.1632/ade.150.62. Kondo, Marie. The Life-Changing Magic of Tidying Up. Ten Speed Press, 2010. Kyong, Chun Wendy Hui. Programmed Visions: Software and Memory. MIT P, 2013. Mankowski, Lukasz. “Interview with Nawapol Thamrongrattanarit: Happy Old Year Is Me in 100% for the First Time.” Asian Movie Pulse, 9 Feb. 2020. <http://asianmoviepulse.com/2020/02/interview-with-nawapol-thamrongrattanarit-2/>. Mary Is Happy, Mary Is Happy. Dir. Nawapol Thamrongrattanarit. Pop Pictures, 2013. Ngai, Sianne. Our Aesthetic Categories: Zany, Cute, Interesting. Harvard UP, 2015. Paasonen, Susanna. Dependent, Distracted, Bored: Affective Formations in Networked Media. MIT P, 2021. Stephens, Paul. The Poetics of Information Overload: From Gertrude Stein to Conceptual Writing. U of Minnesota P, 2015.
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Panda, Rajmohan, Nivedita Mishra, Supriya Lahoti, Rajath R. Prabhu, Arti Mishra, Kalpana Singh, and Kumud Rai. "Evaluation of COVID-19 ECHO training program for healthcare workers in India - A Mixed-Method Study." BMC Health Services Research 22, no. 1 (July 8, 2022). http://dx.doi.org/10.1186/s12913-022-08288-5.

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Abstract Background The Coronavirus Disease 2019 (COVID-19) has severely challenged healthcare delivery systems worldwide. Healthcare Workers were unable to assess and manage the cases due to limited knowledge of treating the virus and inadequate infrastructure. Digital interventions played a crucial role in the training of healthcare workers to get through the pandemic. Project Extension for Community Healthcare Outcomes (ECHO) initiated the COVID-ECHO telementoring program for strengthening the knowledge and skills of healthcare workers. The study aimed at assessing the effects of the ECHO telementoring model in the capacity building of healthcare workers in the context of COVID-19 in India. Method We adopted a mixed-method approach with a parallel combination design. A quantitative survey was used to measure changes in the knowledge and self-efficacy among doctors and nurses. In-depth Interviews were used for qualitative exploration of perceptions and experiences of all the study participants. Student t-test and ANOVA were used to assess significant differences between mean scores across participant characteristics for different themes. Statistical significance was set at p < 0.05. In-depth Interviews were analyzed using Framework Analysis. The evaluation followed the first five levels of Moore’s model. Results The results highlighted the strengthening of knowledge and skills of healthcare workers in the assessment and management of COVID-19 after the ECHO training. Learning and performance ratings were high as 96% reported an increase in knowledge and 98% were able to apply it in their clinical practices. The key challenges identified were technical issues like internet connectivity and lack of interaction due to limited visual connection. The hybrid sessions, use of video camera, feedback mechanism, and inclusion of Continuing Medical Education were recommended by participants to improve the model. Conclusions The findings of this study are an important addition to the pre-existing literature supporting the replicability of the ECHO model in the upskilling of healthcare professionals working in underserved and remote areas, not only in the context of COVID-19 but also in other public health domains. To enhance the effectiveness of this ECHO model, the study findings may be used to refine the model and improve the areas of concern.
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Thomas, Peter. "Anywhere But the Home: The Promiscuous Afterlife of Super 8." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.164.

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Consumer or home use (previously ‘amateur’) moving image formats are distinguished from professional (still known as ‘professional’) ones by relative affordability, ubiquity and simplicity of use. Since Pathé Frères released its Pathé Baby camera, projector and 9.5mm film gauge in 1922, a distinct line of viewing and making equipment has been successfully marketed at nonprofessional use, especially in the home. ‘Amateur film’ is a simple term for a complex, variegated and longstanding set of activities. Conceptually it is bounded only by the negative definition of nonprofessional (usually intended as sub-professional), and the positive definition of being for the love of the activity and motivated by personal passion alone. This defines a field broad enough that two major historians of US amateur film, Patricia R. Zimmermann and Alan D. Kattelle, write about different subjects. Zimmermann focuses chiefly on domestic use and ‘how-to’ literature, while Kattelle unearths the collective practices and institutional structure of the Amateur Ciné Clubs and the Amateur Ciné League (Zimmerman, Reel Families, Professional; Kattelle, Home Movies, Amateur Ciné). Marion Norris Gleason, a test subject in Eastman Kodak’s development of 16mm and advocate of amateur film, defined it as having three parts, the home movie, “the photoplay produced by organised groups”, and the experimental film (Swanson 132). This view was current at least until the 1960s, when domestic documentation, Amateur Ciné clubs and experimental filmmakers shared the same film gauges and space in the same amateur film magazines, but paths have diverged somewhat since then. Domestic documentation remains committed to the moving image technology du jour, the Amateur Ciné movement is much reduced, and experimental film has developed a separate identity, its own institutional structure, and won some legitimacy in the art world. The trajectory of Super 8, a late-coming gauge to amateur film, has been defined precisely by this disintegration. Obsolescence was manufactured far more slowly during the long reign of amateur film gauges, allowing 9.5mm (1922-66), 16mm (1923-), 8mm (1932-), and Super 8 (1965-) to engage in protracted format wars significantly longer than the life spans of their analogue and digital video successors. The range of options available to nonprofessional makers – the quality but relative expense of 16mm, the near 16mm frame size of 9.5mm, the superior stability of 8mm compared to 9.5mm and Super 8, the size of Super 8’s picture relative to 8mm’s – are not surprising in the context of general competition for a diverse popular market on the usual basis of price, quality, and novelty. However, since analogue video’s ascent the amateur film gauges have all comprehensibly lost the battle for the home use market. This was by far the largest section of amateur film and the manufacturers’ overt target segment, so the amateur film gauges’ contemporary survival and significance is as something else. Though all the gauges from 8mm to 16mm remain available today to the curious and enthusiastic, Super 8’s afterlife is distinguished by the peculiar combination of having been a tremendously popular substandard to the substandard (ie, to 16mm, the standardised film gauge directly below 35mm in both price and quality), and now being prized for its technological excellence. When the large scale consumption that had supported Super 8’s manufacture dropped away, it revealed the set of much smaller, apparently non-transferable uses that would determine whether and as what Super 8 survived. Consequently, though Super 8 has been superseded many times over as a home movie format, it is not obsolete today as an art medium, a professional format used in the commercial industry, or as an alternative to digital video and 16mm for low budget independent production. In other words, everything it was never intended to be. I lately witnessed an occasion of the kind of high-fetishism for film-versus-video and analogue-versus-digital that the experimental moving image world is justifiably famed for. Discussion around the screening of Peter Tscherkassky’s films at the Xperimenta ‘09 festival raised the specifics and availability of the technology he relies on, both because of the peculiarity of his production method – found-footage collaging onto black and white 35mm stock via handheld light pen – and the issue of projection. Has digital technology supplied an alternative workflow? Would 35mm stock to work on (and prints to pillage) continue to be available? Is the availability of 35mm projectors in major venues holding up? Although this insider view of 35mm’s waning market share was more a performance of technological cultural politics than an analysis of it, it raised a series of issues central to any such analysis. Each film format is a gestalt item, consisting of four parts (that an individual might own): film stock, camera, projector and editor. Along with the availability of processing services, these items comprise a gauge’s viability (not withstanding the existence of camera-less and unedited workflows, and numerous folk developing methods). All these are needed to conjure the geist of the machine at full strength. More importantly, the discussion highlights what happens when such a technology collides with idiosyncratic and unintended use, which happens only because it is manufactured on a much wider scale than eccentric use alone can support. Although nostalgia often plays a role in the advocacy of obsolete technology, its role here should be carefully qualified and not overstated. If it plays a role in the three main economies that support contemporary Super 8, it need not be the same role. Further, even though it is now chiefly the same specialist shops and technicians that supply and service 9.5mm, 8mm, Super 8, and 16mm, they are not sold on the same scale nor to the same purpose. There has been no reported Renaissances of 9.5mm or 8mm, though, as long term home movie formats, they must loom large in the memories of many, and their particular look evokes pastness as surely as any two-colour process. There are some specifics to the trajectory of Super 8 as a non-amateur format that cannot simply be subsumed to general nostalgia or dead technology fetishism. Super 8 as an Art Medium Super 8 has a longer history as an art medium than as a pro-tool or low budget substandard. One key aspect in the invention and supply of amateur film was that it not be an adequate substitute for the professional technology used to populate the media sphere proper. Thus the price of access to motion picture making through amateur gauges has been a marginalisation of the outcome for format reasons alone (Zimmermann, Professional 24; Reekie 110) Eastman Kodak established their 16mm as the acceptable substandard for many non-theatrical uses of film in the 1920s, Pathé’s earlier 28mm having already had some success in this area (Mebold and Tepperman 137, 148-9). But 16mm was still relatively expensive for the home market, and when Kiyooka Eiichi filmed his drive across the US in 1927, his 16mm camera alone cost more than his car (Ruoff 240, 243). Against this, 9.5mm, 8mm and eventually Super 8 were the increasingly affordable substandards to the substandard, marginalised twice over in the commercial world, but far more popular in the consumer market. The 1960s underground film, and the modern artists’ film that was partly recuperated from it, was overwhelmingly based on 16mm, as the collections of its chief distributors, the New York Film-Makers’ Co-op, Canyon Cinema and the Lux clearly show. In the context of experimental film’s longstanding commitment to 16mm, an artist filmmaker’s choice to work with Super 8 had important resonances. Experimental work on 8mm and Super 8 is not hard to come by, even from the 1960s, but consider the cultural stakes of Jonas Mekas’s description of 8mm films as “beautiful folk art, like song and lyric poetry, that was created by the people” (Mekas 83). The evocation of ‘folk art’ signals a yawning gap between 8mm, whose richness has been produced collectively by a large and anonymous group, and the work produced by individual artists such as those (like Mekas himself) who founded the New American Cinema Group. The resonance for artists of the 1960s and 1970s who worked with 8mm and Super 8 was from their status as the premier vulgar film gauge, compounding-through-repetition their choice to work with film at all. By the time Super 8 was declared ‘dead’ in 1980, numerous works by canonical artists had been made in the format (Stan Brakhage, Derek Jarman, Carolee Schneemann, Anthony McCall), and various practices had evolved around the specific possibilities of this emulsion and that camera. The camcorder not only displaced Super 8 as the simplest to use, most ubiquitous and cheapest moving image format, at the same time it changed the hierarchy of moving image formats because Super 8 was now incontestably better than something. Further, beyond the ubiquity, simplicity and size, camcorder video and Super 8 film had little in common. Camcorder replay took advantage of the ubiquity of television, but to this day video projection remains a relatively expensive business and for some time after 1980 the projectors were rare and of undistinguished quality. Until the more recent emergence of large format television (also relatively expensive), projection was necessary to screen to anything beyond very small audience. So, considering the gestalt aspect of these technologies and their functions, camcorders could replace Super 8 only for the capture of home movies and small-scale domestic replay. Super 8 maintained its position as the cheapest way into filmmaking for at least 20 years after its ‘death’, but lost its position as the premier ‘folk’ moving image format. It remained a key format for experimental film through the 1990s, but with constant competition from evolving analogue and digital video, and improved and more affordable video projection, its market share diminished. Kodak has continued to assert the viability of its film stocks and gauges, but across 2005-06 it deleted its Kodachrome Super 8, 16mm and slide range (Kodak, Kodachrome). This became a newsworthy Super 8 story (see Morgan; NYT; Hodgkinson; Radio 4) because Super 8 was the first deletion announced, this was very close to 8 May 2005, which was Global Super 8 Day, Kodachrome 40 (K40) was Super 8’s most famous and still used stock, and because 2005 was Super 8’s 40th birthday. Kodachome was then the most long-lived colour process still available, but there were only two labs left in the world which could supply processing- Kodak’s Lausanne Kodachrome lab in Switzerland, using the authentic company method, and Dwayne’s Photo in the US, using a tolerable but substandard process (Hodgkinson). Kodak launched a replacement stock simultaneously, and indeed the variety of Super 8 stocks is increasing year to year, partly because of new Kodak releases and partly because other companies split Kodak’s 16mm and 35mm stock for use as Super 8 (Allen; Muldowney; Pro8mm; Dager). Nonetheless, the cancelling of K40 convulsed the artists’ film community, and a spirited defence of its unique and excellent properties was lead by artist and activist Pip Chodorov. Chodorov met with a Kodak executive at the Cannes Film Festival, appealed to the French Government and started an online petition. His campaign circular read: EXPLAIN THE ADVANTAGES OF K40We have to show why we care specifically about Kodachrome and why Ektachrome is not a replacement. Kodachrome […] whose fine grain and warm colors […] are often used as a benchmark of quality for other stocks. The unique qualities of the Kodachrome image should be pointed out, and especially the differences between Kodachrome and Ektachrome […]. What great films were shot in Kodachrome, and why? […] What are the advantages to the K-14 process and the Lausanne laboratory? Is K40 a more stable stock, is it more preservable, do the colors fade resistant? Point out differences in the sensitometry curves, the grain structure... There was a rash of protest screenings, including a special all-day programme at Le Festival des Cinemas Différents de Paris, about which Raphaël Bassan wrote This initiative was justified, Kodak having announced in 2005 that it was going to stop the manufacturing of the ultra-sensitive film Kodachrome 40, which allowed such recognized artists as Gérard Courant, Joseph Morder, Stéphane Marti and a whole new generation of filmmakers to express themselves through this supple and inexpensive format with such a particular texture. (Bassan) The distance Super 8 has travelled culturally since analogue video can be seen in the distance between these statements of excellence and the attributes of Super 8 and 8mm that appealed to earlier artists: The great thing about Super 8 is that you can switch is onto automatic and get beyond all those technicalities” (Jarman)An 8mm camera is the ballpoint of the visual world. Soon […] people will use camera-pens as casually as they jot memos today […] and the narrow gauge can make finished works of art. (Durgnat 30) Far from the traits that defined it as an amateur gauge, Super 8 is now lionised in terms more resembling a chemistry historian’s eulogy to the pigments used in Dark Ages illuminated manuscripts. From bic to laspis lazuli. Indie and Pro Super 8 Historian of the US amateur film Patricia R. Zimmermann has charted the long collision between small gauge film, domesticity and the various ‘how-to’ publications designed to bridge the gap. In this she pays particular attention to the ‘how-to’ publications’ drive to assert the commercial feature film as the only model worthy of emulation (Professional 267; Reel xii). This drive continues today in numerous magazines and books addressing the consumer and pro-sumer levels. Alan D. Kattelle has charted a different history of the US amateur film, concentrating on the cine clubs and their national organisation, the Amateur Cine League (ACL), competitive events and distribution, a somewhat less domestic part of the movement which aimed less at family documentation more toward ‘photo-plays’, travelogues and instructionals. Just as interested in achieving professional results with amateur means, the ACL encouraged excellence and some of their filmmakers received commissions to make more widely seen films (Kattelle, Amateur 242). The ACL’s Ten Best competition still exists as The American International Film and Video Festival (Kattelle, Amateur 242), but its remit has changed from being “a showcase for amateur films” to being open “to all non-commercial films regardless of the status of the film makers” (AMPS). This points to both the relative marginalisation of the mid-century notion of the amateur, and that successful professionals and others working in the penumbra of independent production surrounding the industry proper are now important contributors to the festival. Both these groups are the economically important contemporary users of Super 8, but they use it in different ways. Low budget productions use it as cheap alternative to larger gauges or HD digital video and a better capture format than dv, while professional productions use it as a lo-fi format precisely for its degradation and archaic home movie look (Allen; Polisin). Pro8mm is a key innovator, service provider and advocate of Super 8 as an industry standard tool, and is an important and long serving agent in what should be seen as the normalisation of Super 8 – a process of redressing its pariah status as a cheap substandard to the substandard, while progressively erasing the special qualities of Super 8 that underlay this. The company started as Super8 Sound, innovating a sync-sound system in 1971, prior to the release of Kodak’s magnetic stripe sound Super 8 in 1973. Kodak’s Super 8 sound film was discontinued in 1997, and in 2005 Pro8mm produced the Max8 format by altering camera front ends to shoot onto the unused stripe space, producing a better quality image for widescreen. In between they started cutting professional 35mm stocks for Super 8 cameras and are currently investing in ever more high-quality HD film scanners (Allen; Pro8mm). Simultaneous to this, Kodak has brought out a series of stocks for Super 8, and more have been cut down for Super 8 by third parties, that offer a wider range of light responses or ever finer grain structure, thus progressively removing the limitations and visible artefacts associated with the format (Allen; Muldowney; Perkins; Kodak, Motion). These films stocks are designed to be captured to digital video as a normal part of their processing, and then entered into the contemporary digital work flow, leaving little or no indication of the their origins on a format designed to be the 1960s equivalent of the Box Brownie. However, while Super 8 has been used by financially robust companies to produce full-length programmes, its role at the top end of production is more usually as home movie footage and/or to evoke pastness. When service provider and advocate OnSuper8 interviewed professional cinematographer James Chressanthis, he asserted that “if there is a problem with Super 8 it is that it can look too good!” and spent much of the interview explaining how a particular combination of stocks, low shutter speeds and digital conversion could reproduce the traditional degraded look and avoid “looking like a completely transparent professional medium” (Perkins). In his history of the British amateur movement, Duncan Reekie deals with this distinction between the professional and amateur moving image, defining the professional as having a drive towards clarity [that] eventually produced [what] we could term ‘hyper-lucidity’, a form of cinematography which idealises the perception of the human eye: deep focus, increased colour saturation, digital effects and so on. (108) Against this the amateur as distinguished by a visible cinematic surface, where the screen image does not seem natural or fluent but is composed of photographic grain which in 8mm appears to vibrate and weave. Since the amateur often worked with only one reversal print the final film would also often become scratched and dirty. (108-9) As Super 8’s function has moved away from the home movie, so its look has adjusted to the new role. Kodak’s replacement for K40 was finer grained (Kodak, Kodak), designed for a life as good to high quality digital video rather than a film strip, and so for video replay rather than a small gauge projector. In the economy that supports Super 8’s survival, its cameras and film stock have become part of a different gestalt. Continued use is still justified by appeals to geist, but the geist of film in a general and abstract way, not specific to Super 8 and more closely resembling the industry-centric view of film propounded by decades of ‘how-to’ guides. Activity that originally supported Super 8 continues, and currently has embraced the ubiquitous and extremely substandard cameras embedded in mobile phones and still cameras for home movies and social documentation. As Super 8 has moved to a new cultural position it has shed its most recognisable trait, the visible surface of grain and scratches, and it is that which has become obsolete, discontinued and the focus of nostalgia, along with the sound of a film projector (which you can get to go with films transferred to dvd). So it will be left to artist filmmaker Peter Tscherkassky, talking in 1995 about what Super 8 was to him in the 1980s, to evoke what there is to miss about Super 8 today. Unlike any other format, Super-8 was a microscope, making visible the inner life of images by entering beneath the skin of reality. […] Most remarkable of all was the grain. While 'resolution' is the technical term for the sharpness of a film image, Super-8 was really never too concerned with this. Here, quite a different kind of resolution could be witnessed: the crystal-clear and bright light of a Xenon-projection gave us shapes dissolving into the grain; amorphous bodies and forms surreptitiously transformed into new shapes and disappeared again into a sea of colour. Super-8 was the pointillism, impressionism and the abstract expressionism of cinematography. (Howath) Bibliography Allen, Tom. “‘Making It’ in Super 8.” MovieMaker Magazine 8 Feb. 1994. 1 May 2009 ‹http://www.moviemaker.com/directing/article/making_it_in_super_8_3044/›. AMPS. “About the American Motion Picture Society.” American Motion Picture Society site. 2009. 25 Apr. 2009 ‹http://www.ampsvideo.com›. Bassan, Raphaël. “Identity of Cinema: Experimental and Different (review of Festival des Cinémas Différents de Paris, 2005).” Senses of Cinema 44 (July-Sep. 2007). 25 Apr. 2009 ‹http://archive.sensesofcinema.com/contents/07/44/experimental-cinema-bassan.html›. Chodorov, Pip. “To Save Kodochrome.” Frameworks list, 14 May 2005. 28 Apr. 2009 ‹http://www.hi-beam.net/fw/fw29/0216.html›. Dager, Nick. “Kodak Unveils Latest Film Stock in Vision3 Family.” Digital Cinema Report 5 Jan. 2009. 27 Apr. 2009 ‹http://www.digitalcinemareport.com/Kodak-Vision3-film›. Durgnat, Raymond. “Flyweight Flicks.” GAZWRX: The Films of Jeff Keen booklet. Originally published in Films and Filming (Feb. 1965). London: BFI, 2009. 30-31. Frye, Brian L. “‘Me, I Just Film My Life’: An Interview with Jonas Mekas.” Senses of Cinema 44 (July-Sep. 2007). 15 Apr. 2009 ‹http://archive.sensesofcinema.com/contents/07/44/jonas-mekas-interview.html›. Hodgkinson, Will. “End of the Reel for Super 8.” Guardian 28 Sep. 2006. 20 Mar. 2009 ‹http://www.guardian.co.uk/film/2006/sep/28/1›. Horwath, Alexander. “Singing in the Rain - Supercinematography by Peter Tscherkassky.” Senses of Cinema 28 (Sep.-Oct. 2003). 5 May 2009 ‹http://archive.sensesofcinema.com/contents/03/28/tscherkassky.html›. Jarman, Derek. In Institute of Contemporary Arts Video Library Guide. London: ICA, 1987. Kattelle, Alan D. Home Movies: A History of the American Industry, 1897-1979. Hudson, Mass.: self-published, 2000. ———. “The Amateur Cinema League and its films.” Film History 15.2 (2003): 238-51. Kodak. “Kodak Celebrates 40th Anniversary of Super 8 Film Announces New Color Reversal Product to Portfolio.“ Frameworks list, 9 May 2005. 23 Mar. 2009 ‹http://www.hi-beam.net/fw/fw29/0150.html›. ———. “Kodachrome Update.” 30 Jun. 2006. 24 Mar. 2009 ‹http://www.hi-beam.net/fw/fw32/0756.html›. ———. “Motion Picture Film, Digital Cinema, Digital Intermediate.” 2009. 2 Apr. 2009 ‹http://motion.kodak.com/US/en/motion/index.htm?CID=go&idhbx=motion›. Mekas, Jonas. “8mm as Folk Art.” Movie Journal: The Rise of the New American Cinema, 1959-1971. Ed. Jonas Mekas. Originally Published in Village Voice 1963. New York: Macmillan, 1972. Morgan, Spencer. “Kodak, Don't Take My Kodachrome.” New York Times 31 May 2005. 4 Apr. 2009 ‹http://query.nytimes.com/gst/fullpage.html?res=9F05E1DF1F39F932A05756C0A9639C8B63&sec=&spon=&pagewanted=2›. ———. “Fans Beg: Don't Take Kodachrome Away.” New York Times 1 Jun. 2005. 4 Apr. 2009 ‹http://www.nytimes.com/2005/05/31/technology/31iht-kodak.html›. Muldowney, Lisa. “Kodak Ups the Ante with New Motion Picture Film.” MovieMaker Magazine 30 Nov. 2007. 6 Apr. 2009 ‹http://www.moviemaker.com/cinematography/article/kodak_ups_the_ante_with_new_motion_picture_film/›. New York Times. “Super 8 Blues.” 31 May 2005: E1. Perkins, Giles. “A Pro's Approach to Super 8.” OnSuper8 Blogspot 16 July 2007. 13 Apr. 2009 ‹http://onsuper8.blogspot.com/2007/07/pros-approach-to-super-8.html›. Polisin, Douglas. “Pro8mm Asks You to Think Big, Shoot Small.” MovieMaker Magazine 4 Feb. 2009. 1 May 2009 ‹http://www.moviemaker.com/cinematography/article/think_big_shoot_small_rhonda_vigeant_pro8mm_20090127/›. Pro8mm. “Pro8mm Company History.” Super 8 /16mm Cameras, Film, Processing & Scanning (Pro8mm blog) 12 Mar. 2008. 3 May 2009 ‹http://pro8mm-burbank.blogspot.com/2008/03/pro8mm-company-history.html›. Radio 4. No More Yellow Envelopes 24 Dec. 2006. 4 May 2009 ‹http://www.bbc.co.uk/radio4/factual/pip/m6yx0/›. Reekie, Duncan. Subversion: The Definitive History of the Underground Cinema. London: Wallflower Press, 2007. Sneakernet, Christopher Hutsul. “Kodachrome: Not Digital, But Still Delightful.” Toronto Star 26 Sep. 2005. Swanson, Dwight. “Inventing Amateur Film: Marion Norris Gleason, Eastman Kodak and the Rochester Scene, 1921-1932.” Film History 15.2 (2003): 126-36 Zimmermann, Patricia R. “Professional Results with Amateur Ease: The Formation of Amateur Filmmaking Aesthetics 1923-1940.” Film History 2.3 (1988): 267-81. ———. Reel Families: A Social History of Amateur Film. Bloomington: Indiana UP, 1995.
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Crouch, David, and Katarina Damjanov. "Extra-Planetary Digital Cultures." M/C Journal 18, no. 5 (August 20, 2015). http://dx.doi.org/10.5204/mcj.1020.

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Abstract:
Digital culture, as we know it, owes much to space exploration. The technological pursuit of outer space has fuelled innovations in signal processing and automated computing that have left an impact on the hardware and software that make our digital present possible. Developments in satellite technologies, for example, produced far-reaching improvements in digital image processing (Gonzalez and Woods) and the demands of the Apollo missions advanced applications of the integrated circuit – the predecessor to the microchip (Hall). All the inventive digital beginnings in space found their way back to earth and contributed to the development of contemporary formations of culture composed around practices dependent on and driven by digital technologies. Their terrestrial adoption and adaptation supported a revolution in information, mediation and communication technologies, increasing the scope and speed of global production, exchange and use of data and advancing techniques of imaging, mapping, navigation, surveillance, remote sensing and telemetry to a point that could only be imagined before the arrival of the space age. Steadily knotted with contemporary scientific, commercial and military endeavours and the fabric of the quotidian, digital devices and practices now have a bearing upon all aspects of our pursuits, pleasures and politics. Our increasing reliance upon the digital shaped the shared surfaces of human societies and produced cultures in their own right. While aware of the uneasy baggage of the term ‘culture’, we use it here to designate all digitally grounded objects, systems and processes which are materially and socially inflecting our ways of life. In this sense, we consider both what Michael Hardt and Antonio Negri describe as “those results of social production that are necessary for social interaction and further production, such as knowledges, languages, codes, information, affects, and so forth” (viii), and the material contexts of these products of the social. The effects of digital technologies on the socio-material ambits of human life are many and substantial and – as we want to suggest here – evolving through their ‘extraterrestrial’ beginnings. The contemporary courses of digital cultures not only continue to develop through investments in space exploration, they are themselves largely contingent on the technologies that we have placed in outer space, for instance, global telecommunications infrastructure, GPS, Google maps, weather and climate monitoring facilities and missile grids all rely on the constellation of satellites orbiting the earth. However, we have been increasingly witnessing something new: modes of social production that developed on earth from the technical demands of the space age are now being directed, or rather returned back to have new beginnings beyond the globe. Our focus in this paper is this outward momentum of digital cultures. We do not aim to overview the entire history of the digital in outer space, but instead to frame the extraterrestrial extension of human technologies in terms of the socio-material dimensions of extra-planetary digital cultures. Hannah Arendt described how the space age accelerated the already rapid pace of techno-scientific development, denying us pause during which to grasp its effects upon the “human condition”. Our treacherously fast technological conquest of outer space leaves in its wake an aporia in language and “the trouble”, as Arendt puts it, is that we will “forever be unable to understand, that is, to think and speak about the things which nevertheless we are able to do” (3). This crisis in language has at its core a problem of ontology: a failure to recognise that the words we use to describe ourselves are always, and have always been, bound up in our technological modes of being. As thinkers such as Gilbert Simondon and Bernard Stiegler argued and Arendt derided (but could not deny), our technologies are inseparably bound up with the evolutionary continuum of the human and the migration of our digital ways of life into outer space still further complicates articulation of our techno-logic condition. In Stiegler’s view the technical is the primordial supplement to the human into which we have been “exteriorising” our “interiors” of social memory and shared culture to alter, assert and advance the material-social ambits of our living milieu and which have been consequently changing the idea of what it is to be human (141). Without technologies – what Stiegler terms “organised inorganic matter” (17), which mediate our relationships to the world – there is no human in the inhuman extraterrestrial environment and so, effectively, it is only through the organisation of inert matter that culture or social life can exist outside the earth. Offering the possibility of digitally abstracting and processing the complexities and perils of outer space, space technologies are not only a means of creating a human milieu ‘out there’, but of expediting potentially endless extra-planetary progress. The transposition of digital culture into outer space occasions a series of beginnings (and returns). In this paper, we explore extra-planetary digital culture as a productive trajectory in broader discussions of the ontological status of technologies that are socially and materially imbricated in the idea of the human. We consider the digital facilitation of exchanges between earth and outer space and assign them a place in an evolving discourse concerned with expressing the human in relation to the technological. We suggest that ontological questions occasioned by the socio-material effects of technologies require consideration of the digital in outer space and that the inhuman milieu of the extraterrestrial opens up a unique perspective from which to consider the nascent shape of what might be the emerging extra-planetary beginnings of the post human. Digital Exurbias The unfolding of extra-planetary digital cultures necessitates the simultaneous exteriorisation of our production of the social into outer space and the domestication of our extraterrestrial activities here on earth. Caught in the processes of mediated exploration, the moon, Mars, Pluto and other natural or human-made celestial bodies such as the International Space Station are almost becoming remote outer suburbs – exurbias of earth. Digital cultures are reaching toward and expanding into outer space through the development of technologies, but more specifically through advancing the reciprocal processes of social exchanges between terrestrial and extraterrestrial space. Whether it be through public satellite tracking via applications such as Heavens-Above or The High Definition Earth Viewing system’s continuous video feed from the camera attached to the ISS (NASA, "High Definition") – which streams us back an image of our planetary habitat from an Archimedean point of view – we are being encouraged to embrace a kind of digital enculturation of extraterrestrial space. The production of social life outside our own planet has already had many forms, but perhaps can be seen most clearly aboard the International Space Station, presently the only extraterrestrial environment physically occupied by humans. Amongst its many landmark events, the ISS has become a vigorous node of social media activity. For example, in 2013 Chris Hadfield became a Twitter phenomenon while living aboard the ISS; the astronaut gathered over a million Twitter followers, he made posts on Facebook, Tumblr and Reddit, multiple mini-vids, and his rendition of David Bowie’s Space Oddity on YouTube (Hadfield) has thus far been viewed over 26 million times. His success, as has been noted, was not merely due to his use of social media in the unique environment of outer space, but rather that he was able to make the highly technical lives of those in space familiar by revealing to a global audience “how you make a sandwich in microgravity, how you get a haircut” (Potter). This techno-mediation of the everyday onboard ISS is, from a Stieglerian perspective, a gesture toward the establishment of “the relation of the living to its milieu” (49). As part of this process, the new trends and innovations of social media on earth are, for example, continuously replayed and rehearsed in the outer space, with a litany of ‘digital firsts’ such as the first human-sent extraterrestrial ‘tweet’, first Instagram post, first Reddit AMA and first Pinterest ‘pin’ (Knoblauch), betraying our obsessions with serial digital beginnings. The constitution of an extra-planetary milieu progresses with the ability to conduct real-time interactions between those on and outside the earth. This, in essence, collapses all social aspects of the physical barrier and the ISS becomes merely a high-tech outer suburb of the globe. Yet fluid, uninterrupted, real-time communications with the station have only just become possible. Previously, the Iinternet connections between earth and the ISS were slow and troublesome, akin to the early dial-up, but the recently installed Optical Payload for Lasercomm Science (OPAL), a laser communications system, now enables the incredible speeds needed to effortlessly communicate with the human orbital outpost in real-time. After OPAL was affixed to the ISS, it was first tested using the now-traditional system test, “hello, world” (NASA, "Optical Payload"); referencing the early history of digital culture itself, and in doing so, perhaps making the most apt use of this phrase, ever. Open to Beginnings Digital technologies have become vital in sustaining social life, facilitating the immaterial production of knowledge, information and affects (Hardt and Negri), but we have also become increasingly attentive to their materialities; or rather, the ‘matter of things’ never went away, it was only partially occluded by the explosion of social interactivities sparked by the ‘digital revolution’. Within the ongoing ‘material turn’, there have been a gamut of inquiries into the material contexts of the ‘digital’, for example, in the fields of digital anthropology (Horst and Miller), media studies (Kirschenbaum, Fuller, Parikka) and science and technology studies (Gillespie, Boczkowski, and Foot) – to mention only a very few of these works. Outside the globe material things are again insistent, they contain and maintain the terrestrial life from which they were formed. Outer space quickens our awareness of the materiality underpinning the technical apparatus we use to mediate and communicate and the delicate support that it provides for the complex of digital practices built upon it. Social exchanges between earth and its extra-planetary exurbias are made possible through the very materiality of digital signals within which these immaterial interactions can take place. In the pared down reality of contemporary life in outer space, the sociality of the digital is also harnessed to bring forth forms of material production. For example, when astronauts in space recently needed a particular wrench, NASA was able to email them a digital file from which they were then able print the required tool (Shukman). Through technologies such as the 3D printer, the line between products of the social and the creation of material objects becomes blurred. In extra-planetary space, the ‘thingness’ of technologies is at least as crucial as it is on earth and yet – as it appears – material production in space might eventually rely on the infrastructures occasioned by the immaterial exchanges of digital culture. As technical objects, like the 3D printer, are evolving so too are conceptions of the relationship that humans have with technologies. One result of this is the idea that technologies themselves are becoming capable of producing social life; in this conception, the relationships and interrelationships of and with technologies become a potential field of study. We suggest here that the extra-planetary extension of digital cultures will not only involve, but help shape, the evolution of these relationships, and as such, our conceptions and articulations of a future beyond the globe will require a re-positioning of the human and technical objects within the arena of life. This will require new beginnings. Yet beginnings are duplicitous, as Maurice Blanchot wrote – “one must never rely on the word beginning”; technologies have always been part of the human, our rapport is in some sense what defines the human. To successfully introduce the social in outer space will involve an evolution in both the theory and practice of this participation. And it is perhaps through the extra-planetary projection of digital culture that this will come about. In outer space the human partnership with the objects of technology, far from being a utopian promise or dystopian end, is not only a necessity but also a productive force shaping the collective beginnings of our historical co-evolution. Objects of technology that migrate into space appear designed to smooth the ontological misgivings that might arise from our extra-planetary progress. While they are part of the means for producing the social in outer space and physical fortifications against human frailty, they are perhaps also the beginnings of the extraterrestrial enculturation of technologies, given form. One example of such technologies is the anthropomorphic robots currently developed by the Dextrous Robotics Laboratory for NASA. The latest iteration of these, Robotnaut 2 was the first humanoid robot in space; it is a “highly dexterous” robot that works beside astronauts performing a wide range of manual and sensory activities (NASA, "Robonaut"). The Robonaut 2 has recorded its own series of ‘firsts’, including being the “first robot inside a human space vehicle operating without a cage, and first robot to work with human-rated tools in space” (NASA, "Robonaut"). One of the things which mark it as a potential beginning is this ability to use the same tools as astronauts. This suggests the image of a tool using a tool – at first glance, something now quite common in the operation of machines – however, in this case the robot is able to manipulate a tool that was not designed for it. This then might also include the machine itself in our own origins, in that evolutionary moment of grasping a tool or stealing fire from the gods. As an exteriorisation of the human, these robots also suggest that a shared extra-planetary culture would involve acknowledging the participation of technologic entities, recognising that they share these beginnings with us, and thus are participating in the origins of our potential futures beyond the globe – the prospects of which we can only imagine now. Identifiably human-shaped, Robonauts are created to socialise with, and labour together with, astronauts; they share tools and work on the same complex tasks in the same environment aboard the International Space Station. In doing so, their presence might break down the separation between the living and the nonliving, giving form to Stiegler’s hypothesis regarding the ontology of technical objects, and coming to represent a mode of “being” described as “organized inert matter” (49). The robonaut is not dominated by the human, like a hand-held tool, nor is it dominating like a faceless system; it is engineered to be conducted, ‘organised’ rather than controlled. In addition to its anthropomorphic tendencies – which among other things, makes them appear more human than astronauts wearing space suits – is the robonaut’s existence as part of an assemblage of networked life that links technical objects with wet bodies into an animate system of information and matter. While this “heralds the possibility of making the technical being part of culture” (Simondon 16), it also suggests that extra-planetary digital cultures will harness what Simondon formulates as an “ensemble” of “open machines” – a system of sensitive technologies toward which the human acts as “organizer and as a living interpreter” (13). In the design of our extra-planetary envoys we are evolving toward this openness; the Robonaut, a technical object that shares in digital culture and its social and material production, might be the impetus through which the human and technological acquire a language that expresses a kind of evolutionary dialectic. As a system of inclusions that uses technologies to incorporate/socialise everything it can, including its own relationship with technical objects, digital culture in outer space clarifies how technologies might relate and “exchange information with each other through the intermediacy of the human interpreter” (Simondon 14). The Robonaut, like the tweeting astronaut, provides the test signals for what might eventually become points of communication between different modes of being. In this context, culture is collective cumulative memory; the ‘digital’ form of culture suggests an evolution of both technologic life and human life because it incorporates the development of more efficient means of storing and transmitting memory as cultural knowledge, while recognising the experience of both. Social learning and memory will first define the evolution of the Robonaut. Digital culture and the social expressed through technology – toward a shared social life and cultural landscape established in outer space – will involve the conservation, transmission and setting of common patterns that pool a composite interplay of material, neurobiologic and technologic variables. This will in turn require new practices of enculturation, conviviality with technologies, a sharing, incorporation and care. Only then might this transform into a discussion concerning the ontologies of the ‘we’. (Far from) Conclusions Hannah Arendt wrote that technologic progress could not find full expression in “normal” (3) language and that we must constantly be aware that our knowledge, politics, ethics and interactions with regard to technologies are incomplete, unformulated or unexpressed. It could be said then that our relationship with technologies is constantly beginning, that this need to keep finding new language to grasp it means that it actually progresses through its rehearsal of beginnings, through the need to maintain the productive inquisitive force of a pleasant first meeting. Yet Arendt’s idea emerges from a kind of contempt for technology and her implied separation between ‘normal’ and what could be called ‘technical’ language suggests that she privileges the lay ‘human’ tongue as the only one in which meaningful ideas can be properly expressed. What this fails to acknowledge is an appreciation of the potential richness of technical language and Arendt instead establishes a hierarchy that privileges one’s ‘natural’ language. The invocation of the term ‘normal’ is itself an admission of unequal relations with technologies. For a language to develop in which we can truly begin to express and understand the human relationship with ever-changing but ever-present technologies,, we must first allow the entrance of the language of technology into social life – it must be incorporated, learnt or translated. In the future, this might ultimately give technology a voice in a dialogue that might be half-composed of binary code. Digital culture is perhaps a forerunner of such a conversation and perhaps it is in the milieu of outer space that it could be possible to see advances in our ideas about the mutually co-constitutive relationship between the human and technical. The ongoing extra-planetary extension of the digital cultures have the productive potential to sculpt the material and social ambits of our world, and it is this capacity that may precipitate beginnings which will leave lasting imprints upon the prospects of our shared post-human futures. References Arendt, Hannah. The Human Condition. 2nd ed. Chicago: University of Chicago Press, 1958. Blanchot, Maurice. Friendship. Trans. Elizabeth Rottenberg. Stanford: Stanford University Press, 1997. Originally published in French in 1971 under the title L’Amitié. Fuller, Matthew. Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, MA: MIT Press, 2005. Gillespie, Tarleton, Pablo J. Boczkowski, and Kirsten A. Foot (eds.). Media Technologies: Essays on Communication, Materiality, and Society. Cambridge, Massachusetts: MIT Press, 2014. Gonzalez, Rafael, and Richard E. Woods. Digital Image Processing. 2nd ed. New Jersey: Prentice Hall, 2002. Hadfield, Chris. “Space Oddity.” YouTube, 12 May 2013. 10 Aug. 2015 ‹https://www.youtube.com/watch?v=KaOC9danxNo›. Hall, Eldon C. Journey to the Moon: The History of the Apollo Guidance Computer. Reston: American Institute of Aeronautics and Astronautics, 1996. Hardt, Michael, and Antonio Negri. Commonwealth. Cambridge, MA: Harvard University Press, 2009. Heavens-Above. ‹http://www.heavens-above.com›. Horst, Heather, and Daniel Miller. Digital Anthropology. London and New York: Berg, 2012. Kirschenbaum, Matthew. Mechanisms: New Media and the Forensic Imagination. Cambridge, MA: MIT Press, 2008. Knoblauch, Max. “The 8 First Social Media Posts from Space.” Mashable 13 Aug. 2013. ‹http://mashable.com/2013/08/13/space-social-media-firsts/›. NASA. “High Definition Earth-Viewing.” ‹http://www.nasa.gov/mission_pages/station/research/experiments/917.html›.NASA. “Optical Payload for Lasercomm Science (OPALS).” 13 May 2015. ‹http://www.nasa.gov/mission_pages/station/research/experiments/861.html›. NASA. “Robonaut Homepage.” ‹http://robonaut.jsc.nasa.gov/default.asp›. Parikka, Jussi. “Dust and Exhaustion: The Labour of New Materialism.” C-Theory 2 Oct. 2013. ‹http://www.ctheory.net/articles.aspx?id=726›. Potter, Ned. “How Chris Hadfield Conquered Social Media from Outer Space.” Forbes 28 Jul. 2013. ‹http://www.forbes.com/sites/forbesleadershipforum/2013/06/28/how-chris-hadfield-conquered-social-media-from-outer-space›. Shukman, David. “NASA Emails Spanner to Space Station - Analysis.” BBC News 19 Dec. 2014. ‹http://www.bbc.com/news/science-environment-30549341›. Simondon, Gilbert. On the Mode of Existence of Technical Objects. Paris: Aubier, Editions Montaigne, 1958. Trans. Ninian Mellamphy. University of Western Ontario, 1980. Stiegler, Bernard. Technics and Time 1: The Fault of Epimetheus. Stanford: Stanford University Press, 1998.
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Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

Full text
Abstract:
The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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28

Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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29

Hunter, John C. "Organic Interfaces; or, How Human Beings Augment Their Digital Devices." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.743.

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In many ways, computers are becoming invisible and will continue to do so. When we reach into our pockets and pull out our cell phones to find a place to eat or message a friend on Facebook, we are no longer consciously aware that we are interacting with a user experience that has been consciously designed for our computer or device screen—but we are.— Andy Pratt and Jason Nunes, Interactive Design In theory, cell phones and other information and communication technologies (ICTs) are just a means for us to interact with people, businesses, and data sources. They have interfaces and, in a larger sense, are interfaces between their users and the networked world. Every day, people spend more time using them to perform more different tasks and find them more indispensable (Smith). As the epigraph above suggests, however, their omnipresence makes them practically invisible and has all but erased any feelings of awe or mystery that their power once generated. There is both a historical and functional dimension to this situation. In the historical advance of technology, it is part of what Kevin Kelly calls the “technium,” the ever-more complex interactions between advancing technology, our cognitive processes, and the cultural forces in which they are enmeshed; ICTs are measurably getting more powerful as time goes on and are, in this sense, worthy of our admiration (Kelly 11-17). In the functional dimension, on the other hand, many scholars and designers have observed how hard it is to hold on to this feeling of enchantment in our digital devices (Nye 185-226; McCarthy and Wright 192-97). As one study of human-computer interfaces observes “when people let the enchanting object [ICTs] do the emotional work of experience for them . . . what could be enchanting interactivity becomes a paradoxically detached interpassivity” (McCarthy et al. 377). ICTs can be ever more powerful, then, but this power will not necessarily be appreciated by their users. This paper analyzes recent narrative representations of ICT use in spy thrillers, with a particular focus on the canon of James Bond films (a sub-genre with a long-standing and overt fascination with advanced technology, especially ICTs), in order to explore how the banality of ICT technology has become the inescapable accompaniment of its power (Willis; Britton 99-123; 195-219). Among many possible recent examples: recall how Bond uses his ordinary cell phone camera to reveal the membership of the sinister Quantum group at an opera performance in Quantum of Solace; how world-wide video surveillance is depicted as inescapable (and amoral) in The Bourne Legacy; and how the anonymous protagonist of Roman Polanski’s Ghost Writer discovers the vital piece of top secret information that explains the entire film—by searching for it on his laptop via Google. In each of these cases, ICTs are represented as both incredibly powerful and tediously quotidian. More precisely, in each case human users are represented as interfaces between ICTs and their stored knowledge, rather than the reverse. Beginning with an account of how the naturalization of ICTs has changed the perceived relations between technology and its users, this essay argues that the promotional rhetoric of human empowerment and augmentation surrounding ICTs is opposed by a persistent cinematic theme of human subordination to technological needs. The question it seeks to open is why—why do the mainstream cinematic narratives of our culture depict the ICTs that enhance our capacities to know and communicate as something that diminishes rather than augments us? One answer (which can only be provisionally sketched here) is the loss of pleasure. It does not matter whether or not technology augments our capacities if it cannot sustain the fantasy of pleasure and/or enhancement at the same time. Without this fantasy, ICTs are represented as usurping position as the knowing subject and users, in turn, become the media connecting them– even when that user is James Bond. The Rhetoric of Augmentation Until the past five years or so, the technologization of the human mind was almost always represented in popular culture as a threat to humanity—whether it be Ira Levin’s robotic Stepford Wives as the debased expression of male wish-fulfillment (Levin), or Jonathan Demme’s brainwashed assassins with computer chip implants in his remake of The Manchurian Candidate. When Captain Picard, the leader and moral centre of the television series Star Trek: The Next Generation, is taken over by the Borg (an alien machine race that seeks to absorb other species into its technologized collective mind) in an episode from 1990, it is described as “assimilation” rather than an augmentation. The Borg version of Picard says to his former comrades that “we only wish to raise quality of life, for all species,” and it is a chilling, completely unemotional threat to the survival of our species (“Best of Both Worlds”). By 2012, on the other hand, the very same imagery is being used to sell smart phones by celebrating the technological enhancements that allegedly make us better human beings. In Verizon’s Droid DNA phone promotions, the product is depicted as an artificial heart for its user, one that enhances memory, “neural speed,” and “predictive intelligence” (thanks to Google Now). The tagline for the Verizon ad claims that “It’s not an upgrade to your phone; it’s an upgrade to yourself”, echoing Borg-Picard’s threat but this time as an aspirational promise (“Verizon Commercial”). The same technologization of the mind that was anathema just a few years ago, is now presented as both a desirable consumer goal and a professional necessity—the final close-up of the Verizon artificial heart shows that this 21st century cyborg has to be at his job in 26 minutes; the omnipresence of work in a networked world is here literally taken to heart. There is, notably, no promise of pleasure or liberation anywhere in this advertisement. We are meant to desire this product very much, but solely because it allows us to do more and better work. Not coincidentally, the period that witnessed this inversion in popular culture also saw an exponential increase in the quantity and variety of digitally networked devices in our lives (“Mobile Cellular”) and the emergence of serious cultural, scientific, and philosophical movements exploring the idea of “enhanced” human beings, whether through digital tool use, biomedical prostheses, drugs, or genetic modifications (Buchanan; Savulescu and Bostrom; “Humanity +”). As the material boundaries of the “human” have become more permeable and malleable, and as the technologies that make this possible become everyday objects, our resistance to this possibility has receded. The discourse of the transhuman and extropian is now firmly established as a philosophical possibility (Lilley). Personal augmentation with the promise of pleasure is still, of course, very much present in the presentation of ICTs. Launching the iPad 2 in 2011, the late Steve Jobs described his new product as a “magical and revolutionary device” with an “incredible magical user interface on a much larger canvas with more resources” and gushing that “it's technology married with liberal arts, married with the humanities, that yields us the result that makes our hearts sing” (“Apple Special Event”). This is the rhetoric of augmentation through technology and, as in the Verizon ad, it is very careful to position the consumer/user at the centre of the experience. The technology is described as wonderful not just in itself, but also precisely because it gives users “a larger canvas” with which to create. Likewise, the lifelogging movement (which encourages people to use small cameras to record every event of daily life) is at great pains to stress that “you, not your desktop’s hard drive, are the hub of your digital belongings” (Bell and Gemmell 10). But do users experience life with these devices as augmented? Is either the Verizon work cyborg or the iPad user’s singing heart representative of how these devices make us feel? It depends upon the context in which the question is asked. Extensive survey data on cell phone use shows that we are more attached than ever to our phones, that they allow us to be “productive” in otherwise dead times (such as while waiting in queues), and that only a minority of users worry about the negative effects of being “permanently connected” (Smith 9-10). Representations of technological augmentation in 21st century popular cinema, however, offer a very different perspective. Even in James Bond films, which (since Goldfinger in 1964) have been enraptured with technological devices as augmentations for its protagonists and as lures for audiences, digital devices have (in the three most recent films) lost their magic and become banal in the same way as they have in the lives of audience members (Nitins 2010; Nitins 2011; “List of James Bond Gadgets”). Rather than focusing on technological empowerment, the post 2006 Bond films emphasize (1) that ICTs “know” things and that human agents are just the media that connect them together; and (2) that the reciprocal nature of networked ICTs means that we are always visible when we use them; like Verizon phone users, our on-screen heroes have to learn that the same technology that empowers them simultaneously empowers others to know and/or control them. Using examples from the James Bond franchise, the remainder of this paper discusses the simultaneous disenchantment and power of ICT technology in the films as a representative sample of the cultural status of ICTs as a whole. “We don’t go in for that sort of thing any more...” From Goldfinger until the end of Pierce Brosnan’s tenure in 2002, technological devices were an important part of the audience’s pleasure in a Bond film (Willis; Nitins 2011). James Bond’s jetpack in Thunderball, to give one of many examples, is a quasi-magical aid for the hero with literary precursors going back to Aeneas’s golden bough; it is utterly enchanting and, equally importantly, fun. In the most recent Bond film, Skyfall, however, Q, the character who has historically made Bond’s technology, reappears after a two-film hiatus, but in the guise of a computer nerd who openly disdains the pleasures and possibilities of technological augmentation. When Bond complains about receiving only a gun and a radio from him, Q replies: “What did you expect? An exploding pen? We don’t really go in for that sort of thing any more.” Technology is henceforth to be banal and invisible albeit (as the film’s computer hacker villain Silva demonstrates) still incredibly powerful. The film’s pleasures must come from elsewhere. The post-credit sequence in Casino Royale, which involves the pursuit and eventual death of a terrorist bomb-maker, perfectly embodies the diminished importance of human agents as bearers of knowledge. It is bracketed at the beginning by the bomber looking at a text message while under surveillance by Bond and a colleague and at the end by Bond looking at the same message after having killed him. Significantly, the camera angle and setup of both shots make it impossible to distinguish between Bond’s hand and the bomber’s as they see the same piece of information on the same phone. The ideological, legal, racial, and other differences between the two men are erased in pursuit of the data (the name “Ellipsis” and a phone number) that they both covet. As digitally-transmitted data, it is there for anyone, completely unaffected by the moral or legal value attached to its users. Cell phones in these films are, in many ways, better sources of information than their owners—after killing a phone’s owner, his or her network traces can show exactly where s/he has been and to whom s/he has been talking, and this is how Bond proceeds. The bomber’s phone contacts lead Bond to the Bahamas, to the next villain in the chain, whom Bond kills and from whom he obtains another cell phone, which allows the next narrative location to be established (Miami Airport) and the next villain to be located (by calling his cell phone in a crowded room and seeing who answers) (Demetrios). There are no conventional interrogations needed here, because it is the digital devices that are the locus of knowledge rather than people. Even Bond’s lover Vesper Lynd sends her most important message to him (the name and cell phone number of the film’s arch villain) in a posthumous text, rather than in an actual conversation. Cell phones do not enable communication between people; people connect the important information that cell phones hold together. The second manifestation of the disenchantment of ICT technology is the disempowering omnipresence of surveillance. Bond and his colleague are noticed by the bomber when the colleague touches his supposedly invisible communication earpiece. With the audience’s point of view conflated with that of the secret agent, the technology of concealment becomes precisely what reveals the secret agent’s identity in the midst of a chaotic scene in which staying anonymous should be the easiest thing in the world; other villains identify Bond by the same means in a hotel hallway later in the film. While chasing the bomber, Bond is recorded by a surveillance camera in the act of killing him on the grounds of a foreign embassy. The secret agent is, as a result, made into an object of knowledge for the international media, prompting M (Bond’s boss) to exclaim that their political masters “don’t care what we do, they care what we get photographed doing.” Bond is henceforth part of the mediascape, so well known as a spy that he refuses to use the alias that MI6 provides for his climactic encounter with the main villain LeChiffre on the grounds that any well-connected master criminal will know who he is anyway. This can, of course, go both ways: Bond uses the omnipresence of surveillance to find another of his targets by using the security cameras of a casino. This one image contains many layers of reference—Bond the character has found his man; he has also found an iconic image from his own cultural past (the Aston Martin DB V car that is the only clearly delineated object in the frame) that he cannot understand as such because Casino Royale is a “reboot” and he has only just become 007. But the audience knows what it means and can insert this incarnation of James Bond in its historical sequence and enjoy the allusion to a past of which Bond is oblivious. The point is that surveillance is omnipresent, anonymity is impossible, and we are always being watched and interpreted by someone. This is true in the film’s narrative and also in the cultural/historical contexts in which the Bond films operate. It may be better to be the watcher rather than the watched, but we are always already both. By the end of the film, Bond is literally being framed by technological devices and becomes the organic connection between different pieces of technology. The literal centrality of the human agent in these images is not, in this disenchanted landscape, an indication of his importance. The cell phones to which Bond listens in these images connect him (and us) to the past, the back story or context provided by his masters that permits the audience to understand the complex plot that is unfolding before them. The devices at which he looks represent the future, the next situation or person that he must contain. He does not fully understand what is happening, but he is not there to understand – he is there to join the information held in the various devices together, which (in this film) usually means to kill someone. The third image in this sequence is from the final scene of the film, and the assault rifle marks this end—the chain of cell phone messages (direct and indirect) that has driven Casino Royale from its outset has been stopped. The narrative stops with it. Bond’s centrality amid these ICTS and their messages is simultaneously what allows him to complete his mission and what subjects him to their needs. This kind of technological power can be so banal precisely because it has been stripped of pleasure and of any kind of mystique. The conclusion of Skyfall reinforces this by inverting all of the norms that Bond films have created about their climaxes: instead of the technologically-empowered villain’s lair being destroyed, it is Bond’s childhood home that is blown up. Rather than beating the computer hacker at his own game, Bond kills him with a knife in a medieval Scottish church. It could hardly be less hi-tech if it tried, which is precisely the point. What the Bond franchise and the other films mentioned above have shown us, is that we do not rely on ICTs for enchantment any more because they are so powerfully connected to the everyday reality of work and to the loss of privacy that our digital devices exact as the price of their use. The advertising materials that sell them to us have to rely on the rhetoric of augmentation, but these films are signs that we do not experience them as empowering devices any more. The deeper irony is that (for once) the ICT consumer products being advertised to us today really do what their promotional materials claim: they are faster, more powerful, and more widely applicable in our lives than ever before. Without the user fantasy of augmentation, however, this truth has very little power to move us. We depict ourselves as the medium, and it is our digital devices that bear the message.References“Apple Special Event. March 2, 2011.” Apple Events. 21 Sep. 2013 ‹http://events.apple.com.edgesuite.net/1103pijanbdvaaj/event/index.html›. Bell, Gordon, and Jim Gemmell. Total Recall: How the E-Memory Revolution Will Change Everything. New York: Dutton, 2009.“The Best of Both Worlds: Part Two.” Star Trek: The Next Generation. Dir. Cliff Bole. Paramount, 2013. The Bourne Legacy. Dir. Tony Gilroy. Universal Pictures, 2012. Britton, Wesley. Beyond Bond: Spies in Fiction and Film. Westport, CT: Praeger, 2005. Buchanan, Allen. Beyond Humanity: The Ethics of Biomedical Enhancement. Uehiro Series in Practical Ethics. New York: Oxford University Press, 2011. Casino Royale. Dir. Martin Campbell. Columbia Pictures, 2006. “Data’s Day.” Star Trek: The Next Generation. Dir. Robert Wiemer. Burbank, CA: Paramount, 2013. The Ghost Writer. Dir. Roman Polanski. R.P. Productions/France 2 Cinéma, 2010. “Humanity +”. 25 Aug. 2013 ‹http://humanityplus.org›. Kelly, Kevin. What Technology Wants. New York: Viking, 2010. Levin, Ira. The Stepford Wives. Introd. Peter Straub. New York: William Morrow, 2002. Lilley, Stephen. Transhumanism and Society: The Social Debate over Human Enhancement. New York: Springer, 2013. “List of James Bond Gadgets.” Wikipedia. 11 Nov. 2013 ‹http://en.wikipedia.org/wiki/List_of_James_Bond_gadgets›. The Manchurian Candidate. Dir. Jonathan Demme. Paramount, 2004. McCarthy, John, and Peter Wright. Technology as Experience. Cambridge, Mass.: MIT Press, 2004. McCarthy, John, et al. “The Experience of Enchantment in Human–Computer Interaction.” Journal of Personal and Ubiquitous Computing 10 (2006): 369-78. “Mobile Cellular Subscriptions (per 100 People).” The World Bank. 25 March 2013 ‹http://data.worldbank.org/indicator/IT.CEL.SETS.P2›. Nitins, Tanya L. “A Boy and His Toys: Technology and Gadgetry in the James Bond Films.” James Bond in World and Popular Culture: The Films Are Not Enough. Eds. Rob Weiner, B. Lynn Whitfield, and Jack Becker. Newcastle upon Tyne: Cambridge Scholars Publishing, 2010. 445-58. ———. Selling James Bond: Product Placement in the James Bond Films. Newcastle upon Tyne: Cambridge Scholars Publishing, 2011. Nye, David E. Technology Matters—Questions to Live With. Cambridge, MA: MIT Press, 2006. Pratt, Andy, and Jason Nunes Interactive Design: An Introduction to the Theory and Application of User-Centered Design. Beverly, MA: Rockport, 2012. Quantum of Solace. Dir: Marc Foster, Eon Productions, 2008. DVD. Savulescu, Julian, and Nick Bostrom, eds. Human Enhancement. Oxford: Oxford University Press, 2009. Skyfall. Dir. Sam Mendes. Eon Productions, 2012. Smith, Aaron. The Best and Worst of Mobile Connectivity. Pew Internet & American Life Project. Pew Research Center. 25 Aug. 2013 ‹http://pewinternet.org/Reports/2012/Best-Worst-Mobile.aspx›. Thunderball. Dir. Terence Young. Eon Productions, 1965. “Verizon Commercial – Droid DNA ‘Hyper Intelligence’.” 11 April 2013 ‹http://www.youtube.com/watch?v=IYIAaBOb5Bo›. Willis, Martin. “Hard-Wear: The Millenium, Technology, and Brosnan’s Bond.” The James Bond Phenomenon: A Critical Reader. Ed. Christoph Linder. Manchester: Manchester University Press, 2001. 151-65.
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Avram, Horea. "The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.735.

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Abstract:
Augmented Reality—The Liminal Zone Within the larger context of the post-desktop technological philosophy and practice, an increasing number of efforts are directed towards finding solutions for integrating as close as possible virtual information into specific real environments; a short list of such endeavors include Wi-Fi connectivity, GPS-driven navigation, mobile phones, GIS (Geographic Information System), and various technological systems associated with what is loosely called locative, ubiquitous and pervasive computing. Augmented Reality (AR) is directly related to these technologies, although its visualization capabilities and the experience it provides assure it a particular place within this general trend. Indeed, AR stands out for its unique capacity (or ambition) to offer a seamless combination—or what I call here an effect of convergence—of the real scene perceived by the user with virtual information overlaid on that scene interactively and in real time. The augmented scene is perceived by the viewer through the use of different displays, the most common being the AR glasses (head-mounted display), video projections or monitors, and hand-held mobile devices such as smartphones or tablets, increasingly popular nowadays. One typical example of AR application is Layar, a browser that layers information of public interest—delivered through an open-source content management system—over the actual image of a real space, streamed live on the mobile phone display. An increasing number of artists employ this type of mobile AR apps to create artworks that consist in perceptually combining material reality and virtual data: as the user points the smartphone or tablet to a specific place, virtual 3D-modelled graphics or videos appear in real time, seamlessly inserted in the image of that location, according to the user’s position and orientation. In the engineering and IT design fields, one of the first researchers to articulate a coherent conceptualization of AR and to underlie its specific capabilities is Ronald Azuma. He writes that, unlike Virtual Reality (VR) which completely immerses the user inside a synthetic environment, AR supplements reality, therefore enhancing “a user’s perception of and interaction with the real world” (355-385). Another important contributor to the foundation of AR as a concept and as a research field is industrial engineer Paul Milgram. He proposes a comprehensive and frequently cited definition of “Mixed Reality” (MR) via a schema that includes the entire spectrum of situations that span the “continuum” between actual reality and virtual reality, with “augmented reality” and “augmented virtuality” between the two poles (283). Important to remark with regard to terminology (MR or AR) is that especially in the non-scientific literature, authors do not always explain a preference for either MR or AR. This suggests that the two terms are understood as synonymous, but it also provides evidence for my argument that, outside of the technical literature, AR is considered a concept rather than a technology. Here, I use the term AR instead of MR considering that the phrase AR (and the integrated idea of augmentation) is better suited to capturing the convergence effect. As I will demonstrate in the following lines, the process of augmentation (i.e. the convergence effect) is the result of an enhancement of the possibilities to perceive and understand the world—through adding data that augment the perception of reality—and not simply the product of a mix. Nevertheless, there is surely something “mixed” about this experience, at least for the fact that it combines reality and virtuality. The experiential result of combining reality and virtuality in the AR process is what media theorist Lev Manovich calls an “augmented space,” a perceptual liminal zone which he defines as “the physical space overlaid with dynamically changing information, multimedia in form and localized for each user” (219). The author derives the term “augmented space” from the term AR (already established in the scientific literature), but he sees AR, and implicitly augmented space, not as a strictly defined technology, but as a model of visuality concerned with the intertwining of the real and virtual: “it is crucial to see this as a conceptual rather than just a technological issue – and therefore as something that in part has already been an element of other architectural and artistic paradigms” (225-6). Surely, it is hard to believe that AR has appeared in a void or that its emergence is strictly related to certain advances in technological research. AR—as an artistic manifestation—is informed by other attempts (not necessarily digital) to merge real and fictional in a unitary perceptual entity, particularly by installation art and Virtual Reality (VR) environments. With installation art, AR shares the same spatial strategy and scenographic approach—they both construct “fictional” areas within material reality, that is, a sort of mise-en-scène that are aesthetically and socially produced and centered on the active viewer. From the media installationist practice of the previous decades, AR inherited the way of establishing a closer spatio-temporal interaction between the setting, the body and the electronic image (see for example Bruce Nauman’s Live-Taped Video Corridor [1970], Peter Campus’s Interface [1972], Dan Graham’s Present Continuous Pasts(s) [1974], Jeffrey Shaw’s Viewpoint [1975], or Jim Campbell’s Hallucination [1988]). On the other hand, VR plays an important role in the genealogy of AR for sharing the same preoccupation for illusionist imagery and—at least in some AR projects—for providing immersive interactions in “expanded image spaces experienced polysensorily and interactively” (Grau 9). VR artworks such as Paul Sermon, Telematic Dreaming (1992), Char Davies’ Osmose (1995), Michael Naimark’s Be Now Here (1995-97), Maurice Benayoun’s World Skin: A Photo Safari in the Land of War (1997), Luc Courchesne’s Where Are You? (2007-10), are significant examples for the way in which the viewer can be immersed in “expanded image-spaces.” Offering no view of the exterior world, the works try instead to reduce as much as possible the critical distance the viewer might have to the image he/she experiences. Indeed, AR emerged in great part from the artistic and scientific research efforts dedicated to VR, but also from the technological and artistic investigations of the possibilities of blending reality and virtuality, conducted in the previous decades. For example, in the 1960s, computer scientist Ivan Sutherland played a crucial role in the history of AR contributing to the development of display solutions and tracking systems that permit a better immersion within the digital image. Another important figure in the history of AR is computer artist Myron Krueger whose experiments with “responsive environments” are fundamental as they proposed a closer interaction between participant’s body and the digital object. More recently, architect and theorist Marcos Novak contributed to the development of the idea of AR by introducing the concept of “eversion”, “the counter-vector of the virtual leaking out into the actual”. Today, AR technological research and the applications made available by various developers and artists are focused more and more on mobility and ubiquitous access to information instead of immersivity and illusionist effects. A few examples of mobile AR include applications such as Layar, Wikitude—“world browsers” that overlay site-specific information in real-time on a real view (video stream) of a place, Streetmuseum (launched in 2010) and Historypin (launched in 2011)—applications that insert archive images into the street-view of a specific location where the old images were taken, or Google Glass (launched in 2012)—a device that provides the wearer access to Google’s key Cloud features, in situ and in real time. Recognizing the importance of various technological developments and of the artistic manifestations such as installation art and VR as predecessors of AR, we should emphasize that AR moves forward from these artistic and technological models. AR extends the installationist precedent by proposing a consistent and seamless integration of informational elements with the very physical space of the spectator, and at the same time rejects the idea of segregating the viewer into a complete artificial environment like in VR systems by opening the perceptual field to the surrounding environment. Instead of leaving the viewer in a sort of epistemological “lust” within the closed limits of the immersive virtual systems, AR sees virtuality rather as a “component of experiencing the real” (Farman 22). Thus, the questions that arise—and which this essay aims to answer—are: Do we have a specific spatial dimension in AR? If yes, can we distinguish it as a different—if not new—spatial and aesthetic paradigm? Is AR’s intricate topology able to be the place not only of convergence, but also of possible tensions between its real and virtual components, between the ideal of obtaining a perceptual continuity and the inherent (technical) limitations that undermine that ideal? Converging Spaces in the Artistic Mode: Between Continuum and Discontinuum As key examples of the way in which AR creates a specific spatial experience—in which convergence appears as a fluctuation between continuity and discontinuity—I mention three of the most accomplished works in the field that, significantly, expose also the essential role played by the interface in providing this experience: Living-Room 2 (2007) by Jan Torpus, Under Scan (2005-2008) by Rafael Lozano-Hemmer and Hans RichtAR (2013) by John Craig Freeman and Will Pappenheimer. The works illustrate the three main categories of interfaces used for AR experience: head-attached, spatial displays, and hand-held (Bimber 2005). These types of interface—together with all the array of adjacent devices, software and tracking systems—play a central role in determining the forms and outcomes of the user’s experience and consequently inform in a certain measure the aesthetic and socio-cultural interpretative discourse surrounding AR. Indeed, it is not the same to have an immersive but solitary experience, or a mobile and public experience of an AR artwork or application. The first example is Living-Room 2 an immersive AR installation realized by a collective coordinated by Jan Torpus in 2007 at the University of Applied Sciences and Arts FHNW, Basel, Switzerland. The work consists of a built “living-room” with pieces of furniture and domestic objects that are perceptually augmented by means of a “see-through” Head Mounted Display. The viewer perceives at the same time the real room and a series of virtual graphics superimposed on it such as illusionist natural vistas that “erase” the walls, or strange creatures that “invade” the living-room. The user can select different augmenting “scenarios” by interacting with both the physical interfaces (the real furniture and objects) and the graphical interfaces (provided as virtual images in the visual field of the viewer, and activated via a handheld device). For example, in one of the scenarios proposed, the user is prompted to design his/her own extended living room, by augmenting the content and the context of the given real space with different “spatial dramaturgies” or “AR décors.” Another scenario offers the possibility of creating an “Ecosystem”—a real-digital world perceived through the HMD in which strange creatures virtually occupy the living-room intertwining with the physical configuration of the set design and with the user’s viewing direction, body movement, and gestures. Particular attention is paid to the participant’s position in the room: a tracking device measures the coordinates of the participant’s location and direction of view and effectuates occlusions of real space and then congruent superimpositions of 3D images upon it. Figure 1: Jan Torpus, Living-Room 2 (Ecosystems), Augmented Reality installation (2007). Courtesy of the artist. Figure 2: Jan Torpus, Living-Room 2 (AR decors), Augmented Reality installation (2007). Courtesy of the artist.In this sense, the title of the work acquires a double meaning: “living” is both descriptive and metaphoric. As Torpus explains, Living-Room is an ambiguous phrase: it can be both a living-room and a room that actually lives, an observation that suggests the idea of a continuum and of immersion in an environment where there are no apparent ruptures between reality and virtuality. Of course, immersion is in these circumstances not about the creation of a purely artificial secluded space of experience like that of the VR environments, but rather about a dialogical exercise that unifies two different phenomenal levels, real and virtual, within a (dis)continuous environment (with the prefix “dis” as a necessary provision). Media theorist Ron Burnett’s observations about the instability of the dividing line between different levels of experience—more exactly, of the real-virtual continuum—in what he calls immersive “image-worlds” have a particular relevance in this context: Viewing or being immersed in images extend the control humans have over mediated spaces and is part of a perceptual and psychological continuum of struggle for meaning within image-worlds. Thinking in terms of continuums lessens the distinctions between subjects and objects and makes it possible to examine modes of influence among a variety of connected experiences. (113) It is precisely this preoccupation to lessen any (or most) distinctions between subjects and objects, and between real and virtual spaces, that lays at the core of every artistic experiment under the AR rubric. The fact that this distinction is never entirely erased—as Living-Room 2 proves—is part of the very condition of AR. The ambition to create a continuum is after all not about producing perfectly homogenous spaces, but, as Ron Burnett points out (113), “about modalities of interaction and dialogue” between real worlds and virtual images. Another way to frame the same problematic of creating a provisional spatial continuum between reality and virtuality, but this time in a non-immersive fashion (i.e. with projective interface means), occurs in Rafael Lozano-Hemmer’s Under Scan (2005-2008). The work, part of the larger series Relational Architecture, is an interactive video installation conceived for outdoor and indoor environments and presented in various public spaces. It is a complex system comprised of a powerful light source, video projectors, computers, and a tracking device. The powerful light casts shadows of passers-by within the dark environment of the work’s setting. A tracking device indicates where viewers are positioned and permits the system to project different video sequences onto their shadows. Shot in advance by local videographers and producers, the filmed sequences show full images of ordinary people moving freely, but also watching the camera. As they appear within pedestrians’ shadows, the figurants interact with the viewers, moving and establishing eye contact. Figure 3: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. Figure 4: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. One of the most interesting attributes of this work with respect to the question of AR’s (im)possible perceptual spatial continuity is its ability to create an experientially stimulating and conceptually sophisticated play between illusion and subversion of illusion. In Under Scan, the integration of video projections into the real environment via the active body of the viewer is aimed at tempering as much as possible any disparities or dialectical tensions—that is, any successive or alternative reading—between real and virtual. Although non-immersive, the work fuses the two levels by provoking an intimate but mute dialogue between the real, present body of the viewer and the virtual, absent body of the figurant via the ambiguous entity of the shadow. The latter is an illusion (it marks the presence of a body) that is transcended by another illusion (video projection). Moreover, being “under scan,” the viewer inhabits both the “here” of the immediate space and the “there” of virtual information: “the body” is equally a presence in flesh and bones and an occurrence in bits and bytes. But, however convincing this reality-virtuality pseudo-continuum would be, the spatial and temporal fragmentations inevitably persist: there is always a certain break at the phenomenological level between the experience of real space, the bodily absence/presence in the shadow, and the displacements and delays of the video image projection. Figure 5: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. Figure 6: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. The third example of an AR artwork that engages the problem of real-virtual spatial convergence as a play between perceptual continuity and discontinuity, this time with the use of hand-held mobile interface is Hans RichtAR by John Craig Freeman and Will Pappenheimer. The work is an AR installation included in the exhibition “Hans Richter: Encounters” at Los Angeles County Museum of Art, in 2013. The project recreates the spirit of the 1929 exhibition held in Stuttgart entitled Film und Foto (“FiFo”) for which avant-garde artist Hans Richter served as film curator. Featured in the augmented reality is a re-imaging of the FiFo Russian Room designed by El Lissitzky where a selection of Russian photographs, film stills and actual film footage was presented. The users access the work through tablets made available at the exhibition entrance. Pointing the tablet at the exhibition and moving around the room, the viewer discovers that a new, complex installation is superimposed on the screen over the existing installation and gallery space at LACMA. The work effectively recreates and interprets the original design of the Russian Room, with its scaffoldings and surfaces at various heights while virtually juxtaposing photography and moving images, to which the authors have added some creative elements of their own. Manipulating and converging real space and the virtual forms in an illusionist way, AR is able—as one of the artists maintains—to destabilize the way we construct representation. Indeed, the work makes a statement about visuality that complicates the relationship between the visible object and its representation and interpretation in the virtual realm. One that actually shows the fragility of establishing an illusionist continuum, of a perfect convergence between reality and represented virtuality, whatever the means employed. AR: A Different Spatial Practice Regardless the degree of “perfection” the convergence process would entail, what we can safely assume—following the examples above—is that the complex nature of AR operations permits a closer integration of virtual images within real space, one that, I argue, constitutes a new spatial paradigm. This is the perceptual outcome of the convergence effect, that is, the process and the product of consolidating different—and differently situated—elements in real and virtual worlds into a single space-image. Of course, illusion plays a crucial role as it makes permeable the perceptual limit between the represented objects and the material spaces we inhabit. Making the interface transparent—in both proper and figurative senses—and integrating it into the surrounding space, AR “erases” the medium with the effect of suspending—at least for a limited time—the perceptual (but not ontological!) differences between what is real and what is represented. These aspects are what distinguish AR from other technological and artistic endeavors that aim at creating more inclusive spaces of interaction. However, unlike the CAVE experience (a display solution frequently used in VR applications) that isolates the viewer within the image-space, in AR virtual information is coextensive with reality. As the example of the Living-Room 2 shows, regardless the degree of immersivity, in AR there is no such thing as dismissing the real in favor of an ideal view of a perfect and completely controllable artificial environment like in VR. The “redemptive” vision of a total virtual environment is replaced in AR with the open solution of sharing physical and digital realities in the same sensorial and spatial configuration. In AR the real is not denounced but reflected; it is not excluded, but integrated. Yet, AR distinguishes itself also from other projects that presuppose a real-world environment overlaid with data, such as urban surfaces covered with screens, Wi-Fi enabled areas, or video installations that are not site-specific and viewer inclusive. Although closely related to these types of projects, AR remains different, its spatiality is not simply a “space of interaction” that connects, but instead it integrates real and virtual elements. Unlike other non-AR media installations, AR does not only place the real and virtual spaces in an adjacent position (or replace one with another), but makes them perceptually convergent in an—ideally—seamless way (and here Hans RichtAR is a relevant example). Moreover, as Lev Manovich notes, “electronically augmented space is unique – since the information is personalized for every user, it can change dynamically over time, and it is delivered through an interactive multimedia interface” (225-6). Nevertheless, as our examples show, any AR experience is negotiated in the user-machine encounter with various degrees of success and sustainability. Indeed, the realization of the convergence effect is sometimes problematic since AR is never perfectly continuous, spatially or temporally. The convergence effect is the momentary appearance of continuity that will never take full effect for the viewer, given the internal (perhaps inherent?) tensions between the ideal of seamlessness and the mostly technical inconsistencies in the visual construction of the pieces (such as real-time inadequacy or real-virtual registration errors). We should note that many criticisms of the AR visualization systems (being them practical applications or artworks) are directed to this particular aspect related to the imperfect alignment between reality and digital information in the augmented space-image. However, not only AR applications can function when having an estimated (and acceptable) registration error, but, I would state, such visual imperfections testify a distinctive aesthetic aspect of AR. The alleged flaws can be assumed—especially in the artistic AR projects—as the “trace,” as the “tool’s stroke” that can reflect the unique play between illusion and its subversion, between transparency of the medium and its reflexive strategy. In fact this is what defines AR as a different perceptual paradigm: the creation of a convergent space—which will remain inevitably imperfect—between material reality and virtual information.References Azuma, Ronald T. “A Survey on Augmented Reality.” Presence: Teleoperators and Virtual Environments 6.4 (Aug. 1997): 355-385. < http://www.hitl.washington.edu/projects/knowledge_base/ARfinal.pdf >. Benayoun, Maurice. World Skin: A Photo Safari in the Land of War. 1997. Immersive installation: CAVE, Computer, video projectors, 1 to 5 real photo cameras, 2 to 6 magnetic or infrared trackers, shutter glasses, audio-system, Internet connection, color printer. Maurice Benayoun, Works. < http://www.benayoun.com/projet.php?id=16 >. Bimber, Oliver, and Ramesh Raskar. Spatial Augmented Reality. Merging Real and Virtual Worlds. Wellesley, Massachusetts: AK Peters, 2005. 71-92. Burnett, Ron. How Images Think. Cambridge, Mass.: MIT Press, 2004. Campbell, Jim. Hallucination. 1988-1990. Black and white video camera, 50 inch rear projection video monitor, laser disc players, custom electronics. Collection of Don Fisher, San Francisco. Campus, Peter. Interface. 1972. Closed-circuit video installation, black and white camera, video projector, light projector, glass sheet, empty, dark room. Centre Georges Pompidou Collection, Paris, France. Courchesne, Luc. Where Are You? 2005. Immersive installation: Panoscope 360°. a single channel immersive display, a large inverted dome, a hemispheric lens and projector, a computer and a surround sound system. Collection of the artist. < http://courchel.net/# >. Davies, Char. Osmose. 1995. Computer, sound synthesizers and processors, stereoscopic head-mounted display with 3D localized sound, breathing/balance interface vest, motion capture devices, video projectors, and silhouette screen. Char Davies, Immersence, Osmose. < http://www.immersence.com >. Farman, Jason. Mobile Interface Theory: Embodied Space and Locative Media. New York: Routledge, 2012. Graham, Dan. Present Continuous Past(s). 1974. Closed-circuit video installation, black and white camera, one black and white monitor, two mirrors, microprocessor. Centre Georges Pompidou Collection, Paris, France. Grau, Oliver. Virtual Art: From Illusion to Immersion. Translated by Gloria Custance. Cambridge, Massachusetts, London: MIT Press, 2003. Hansen, Mark B.N. New Philosophy for New Media. Cambridge, Mass.: MIT Press, 2004. Harper, Douglas. Online Etymology Dictionary, 2001-2012. < http://www.etymonline.com >. Manovich, Lev. “The Poetics of Augmented Space.” Visual Communication 5.2 (2006): 219-240. Milgram, Paul, Haruo Takemura, Akira Utsumi, Fumio Kishino. “Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum.” SPIE [The International Society for Optical Engineering] Proceedings 2351: Telemanipulator and Telepresence Technologies (1994): 282-292. Naimark, Michael, Be Now Here. 1995-97. Stereoscopic interactive panorama: 3-D glasses, two 35mm motion-picture cameras, rotating tripod, input pedestal, stereoscopic projection screen, four-channel audio, 16-foot (4.87 m) rotating floor. Originally produced at Interval Research Corporation with additional support from the UNESCO World Heritage Centre, Paris, France. < http://www.naimark.net/projects/benowhere.html >. Nauman, Bruce. Live-Taped Video Corridor. 1970. Wallboard, video camera, two video monitors, videotape player, and videotape, dimensions variable. Solomon R. Guggenheim Museum, New York. Novak, Marcos. Interview with Leo Gullbring, Calimero journalistic och fotografi, 2001. < http://www.calimero.se/novak2.htm >. Sermon, Paul. Telematic Dreaming. 1992. ISDN telematic installation, two video projectors, two video cameras, two beds set. The National Museum of Photography, Film & Television in Bradford England. Shaw, Jeffrey, and Theo Botschuijver. Viewpoint. 1975. Photo installation. Shown at 9th Biennale de Paris, Musée d'Art Moderne, Paris, France.
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31

Easterbrook, Tyler. "Page Not Found." M/C Journal 25, no. 1 (March 16, 2022). http://dx.doi.org/10.5204/mcj.2874.

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One cannot use the Internet for long without encountering its many dead ends. Despite the adage that everything posted online stays there forever, users quickly discover how fleeting Web content can be. Whether it be the result of missing files, platform moderation, or simply bad code, the Internet constantly displaces its archival contents. Eventual decay is the fate of all digital media, as Wendy Hui Kyong Chun observed in a 2008 article. “Digital media is not always there”, she writes. “We suffer daily frustrations with digital sources that just disappear” (160). When the media content we seek is something trivial like a digitised vacation photo, our inability to retrieve it may merely disappoint us. But what happens when we lose access to Web content about significant cultural events, like viral misinformation about a school shooting? This question takes on great urgency as conspiracy content spreads online at baffling scale and unprecedented speed. Although conspiracy theories have long been a fixture of American culture, the contemporary Internet enables all manner of “information disorder” (Wardle and Derakhshan) to warp media coverage, sway public opinion, and even disrupt the function of government—as seen in the harrowing “Stop the Steal” attack on the U.S. Capitol on 6 January 2021, when rioters attempted to prevent Congress from verifying the results of the 2020 Presidential Election. Scholars across disciplines have sought to understand how conspiracy theories function within our current information ecosystem (Marwick and Lewis; Muirhead and Rosenblum; Phillips and Milner). Much contemporary research focusses on circulation, tracking how conspiracy theories and other types of misinformation travel from fringe Websites to mainstream news outlets such as the New York Times. While undoubtedly valuable, this emphasis on circulation provides an incomplete picture of online conspiracy theories’ lifecycle. How should scholars account for the afterlife of conspiracy content, such as links to conspiracy videos that get taken down for violating YouTube’s Community Guidelines? This and related questions about the dead ends of online conspiracy theorising are underexplored in the existing scholarly literature. This essay contends that the Internet’s tendency to decay ought to factor into our models of digital conspiracy theories. I focus on the phenomenon of malfunctional hyperlinks, one of the most common types of disrepair to which the Internet is prone. The product of so-called “link rot”, broken links would appear to signal an archival failure for online conspiracy theories. Yet recent work from rhetorical theorist Jenny Rice suggests that these broken hyperlinks instead function as a rhetorically potent archive in their own right. To understand this uncanny persuasive work, I draw from rhetorical theory to analyse broken links to conspiracy content on Reddit, the popular social news platform, surrounding the 2018 school shooting in Parkland, Florida, the worst high school shooting in American history. I show that broken links on the subreddit r/conspiracy, by virtue of their dysfunction, persuade conspiracy theorists that they possess “stigmatized knowledge” (Barkun 26) about the shooting that is being suppressed. Ultimately, I argue that link rot functions as a powerful source of evidence within digital conspiracy theories, imbuing broken links with enduring rhetorical force to validate marginalised belief systems. Link Rot—Archival Failure or Archival Possibility? As is suggested by the prefix ‘inter-’, connectivity has always been one of the Internet’s core functionalities. Indeed, the ability to hyperlink two different texts—and now images, videos, and other media—is so fundamental to navigating the Web that we often take these links for granted until they malfunction. In popular parlance, we then say we have clicked on a “broken” or “dead” link, and without proper care to prevent its occurrence, all URLs are susceptible to dying eventually (much like us mortals). This slow process of decay is known as “link rot”. The precise extent of link rot on the Internet is unknown—and likely unknowable, in practice if not principle—but multiple studies have been conducted to assess the degree of link rot in specific archives. One study from 2015 found that nearly 50% of the URLs cited in 406 library and information science journal articles published between 2008-2012 were no longer accessible (Kumar et al. 59). In the context of governmental Webpages, a 2010 study determined that while only 8% of the URLs sampled in 2008 had link rot, that number more than tripled to 28% of URLs with link rot when sampled only two years later (Rhodes 589-90). More recently, scholars from Harvard’s Berkman Klein Center for Internet and Society uncovered an alarming amount of link rot in the online archive of the New York Times, perhaps the most prominent newspaper in the United States: “25% of all links were completely inaccessible, with linkrot becoming more common over time – 6% of links from 2018 had rotted, as compared to 43% of links from 2008 and 72% of links from 1998” (Zittrain et al. 4). Taken together, these data indicate that link rot worsens over time, creating a serious obstacle for the study of Web-based phenomena. Link rot is particularly worrisome for researchers who study online misinformation (including digital conspiracy theories), because the associated links are often more vulnerable to removal due to content moderation or threats of legal action. How should scholars understand the function of link rot within digital conspiracy theories? If our academic focus is on how conspiracy theories circulate, these broken links might seem at best a roadblock to scholarly inquiry or at worst as totally insignificant or irrelevant. After all, users cannot access the material in question; they reach a dead end. Yet recent work by rhetoric scholar Jenny Rice suggests these dead ends might have enduring persuasive power. In her book Awful Archives: Conspiracy Rhetoric and Acts of Evidence, Rice argues that evidence is an “act rather than a thing” and that as a result, we ought to recalibrate what we consider an archive (12, original emphasis). For Rice, archives are more than simple aggregates of documents; instead, they are “ordinary and extraordinary experiences in public life that leave lasting, palpable residues, which then become our sources—our resources—for public discourse” (16-17). These “lasting, palpable residues” are deeply embodied, Rice maintains, for the evidence we gather is “always real in its reference, which is to a felt experience of proximities” (118). For conspiracy theorists in particular, an archive might evoke a profound sense of what Rice memorably describes as “Something intense, something real. Something off. Something fucked up. Something anomalous” (12, original emphasis). This is no less true when an archive fails to function as designed. Hence, for the remainder of this essay, I pivot to analysing how link rot functions within digital conspiracy theories about the 2018 school shooting in Parkland, Florida. As we will see, the shooting galvanised meaningful gun control activism via the March for Our Lives movement, but the event also quickly became fodder for proliferating conspiracy content. From Crisis to Crisis Actors: The Parkland Shooting and Its Aftermath On the afternoon of 14 February 2018, Nikolas Cruz entered his former high school, Marjory Stoneman Douglas, and murdered 17 people, including 14 students (Albright). While a horrific event, the Parkland shooting unfortunately marked merely the latest in a long line of similar tragedies in the United States, which has been punctuated by school shootings for decades. But the Parkland shooting stands out among the gruesome lineage of similar tragedies due to the profound resolve of its student-survivors, who agitated for gun policy reform through the March for Our Lives movement. In the weeks following the shooting, a group of Parkland students partnered with Everytown for Gun Safety, a non-profit organisation advocating for gun control, to coordinate a youth-led demonstration against gun violence. Held in the U.S. capitol of Washington, D.C. on 24 March 2018, the March for Our Lives protest was the largest demonstration against gun violence in American history (March for Our Lives). The protest drew around 200,000 participants to Washington; hundreds of thousands of protestors attended an estimated 800 smaller rallies held across the United States (CBS News). Furthermore, likeminded protestors across Europe, Asia, Africa, and Australia held allied events to show support for these American students’ cause (Russo). The broader March for Our Lives organisation developed out of the political demonstrations on 24 March 2018; four years later, March for Our Lives continues to be a major force in debates about gun violence in the United States. Although the Parkland shooting inspired meaningful gun control activism, it also quickly provoked a deluge of online conspiracy theories about the tragedy and the people involved, including the student-activists who survived the shooting and spearheaded March for Our Lives. This conspiracy content arrived at breakneck pace: according to an analysis by the Washington Post, the first conspiracy posts appeared on the platform 8chan a mere 47 minutes after the first news reports aired about the shooting (Timberg and Harwell). Later that day, Parkland conspiracy theories migrated from fringe haunts like 8chan to InfoWars, a mainstay of the conspiracy media circuit, where host/founder Alex Jones insinuated that the shooting could be a “false flag” event orchestrated by the Democratic Party (Media Matters Staff). Over the ensuing hours, days, weeks, and months, Parkland conspiracies continued to circulate, receiving mainstream news coverage when conversative activists and politicians publicly espoused conspiracy claims about the shooting (Arkin and Popken). Ultimately, the conspiracist backlash was so persistent and virulent throughout 2018 that PolitiFact, a fact-checking site run by the Poynter Institute, declared the Parkland conspiracy theories their 2018 “Lie of the Year” (Drobnic Holan and Sherman). As with many conspiracy theories, the Parkland conspiracies remixed novel information with longstanding conspiracist tropes. Predominantly, these theories alleged that the Parkland student-activists who founded March for Our Lives were being controlled by outside forces to do their bidding. Although conspiracy theorists diverged in who they named as the shadowy puppet master pulling the strings—was it the Democratic Party? George Soros? Someone else?—all agreed that a secretive agenda was afoot. The most extreme version of this theory held that David Hogg, X González, and other prominent March for Our Lives activists were “crisis actors”. This account envisions Hogg et al. as paid performers playing the part of angry and traumatised students for media coverage about a school shooting that either did not occur as reported or did not occur at all (Yglesias). While unnerving and callous, these crisis actor allegations are not new ideas; rather, they draw from a long history of loosely antisemitic “New World Order” conspiracy theories that see an ulterior motive behind significant historical events (Barkun 39-65). Parkland conspiracy theorists circulated a wide variety of media artifacts—anti-March for Our Lives memes, obscure blog posts, and manipulated video footage of the Parkland students, among other content—to propagate their crisis actor claims. But whether due to platform moderation, threat of legal action, or simply public pressure, much of this conspiracy material is now inaccessible, leaving behind only broken links to conspiracy content that once was. By closely examining these broken links through a rhetorical lens, we can trace the “lasting, palpable residues” (Rice 16) link rot leaves in its wake. “All part of the purge”: Parkland Link Rot on r/conspiracy In this final section, I use the tools of rhetorical analysis to demonstrate how link rot can function as a form of evidence for conspiracy theorists. Rhetorical analysis, when applied to digital infrastructure, requires that we expand our notion of rhetoric beyond intentional human persuasion. As James J. Brown, Jr. argues, digital infrastructure is rhetorical because it determines “what’s possible in a given space”, which may or may not involve human beings (99). Human intentionality still matters in many contexts, of course, but seeing digital infrastructure as a “possibility space” opens up productive new avenues for rhetorical inquiry (Brown, Jr. 72-99). This rhetorical perspective aligns with the method of “affordance analysis” derived from Science and Technology Studies and related fields, which investigates how technologies facilitate certain outcomes for users (Curinga). Much like an affordance analysis, my goal is to illustrate how broken links produce certain rhetorical effects, not to make broader empirical claims about the extent of link rot within Parkland conspiracy theories. The r/conspiracy page on Reddit, the popular social news platform, serves as an ideal site for conducting a rhetorical analysis of broken links. The r/conspiracy subreddit is a preeminent hub for digital conspiracy content, with nearly 1.7 million members as of March 2022 and thousands of active users viewing the site at any given time (r/conspiracy). Beyond its popularity, Reddit’s platform design makes link rot a common feature on r/conspiracy. As a forum-based social media platform, Reddit consists entirely of subreddits dedicated to various topics. In each subreddit, users generate and contribute to threads with relevant content, which often entails posting links to materials hosted elsewhere on the Internet. Importantly, Reddit allows each subreddit to set its own specific community rules for content moderation (so long as these rules themselves abide by Reddit’s general Content Policy), and unlike other profile-based social media platforms, Reddit allows anonymity through the use of pseudonyms. For all of these reasons, one finds a high frequency of link rot on r/conspiracy, as posts linking to external conspiracy media stay up even when the linked content itself disappears from the Web. Consider the following screenshot of an r/conspiracy Parkland post from 23 February 2018, a mere nine days after the Parkland shooting, which demonstrates what conspiracist link rot looks like on Reddit (fig. 1). Titling their thread “A compilation of anomalies from the Parkland shooting that the media won't address. The media wants to control the narrative. Feel free to use this if you find it helpful”, this unknown Redditor frames their post as an intervention against media suppression of suspicious details (“A compilation of anomalies”). Yet the archive this poster hoped to share with likeminded users has all but disintegrated—the poster’s account has been deleted (whether by will or force), and the promised “compilation of anomalies” no longer exists. Instead, the link under the headline sends users to a blank screen with the generic message “If you are looking for an image, it was probably deleted” (fig. 2). Fittingly, the links that the sole commenter assembled to support the original poster are also rife with link rot. Of the five links in the comment, only the first one works as intended; the other four videos have been removed from Google and YouTube, with corresponding error messages informing users that the linked content is inaccessible. Fig. 1: Parkland Link Rot on r/conspiracy. (As a precaution, I have blacked out the commenter’s username.) Fig. 2: Error message received when clicking on the primary link in Figure 1. Returning to Jenny Rice’s theory of “evidentiary acts” (173), how might the broken links in Figure 1 be persuasive despite their inability to transport users to the archive in question? For conspiracy theorists who believe they possess “stigmatized knowledge” (Barkun 26) about the Parkland shooting, link rot paradoxically serves as powerful validation of their beliefs. The unknown user who posted this thread alleges a media blackout of sorts, one in which “the media wants to control the narrative”. This claim, if true, would be difficult to verify. Interested users would have to scour media coverage of Parkland to assess whether the media have ignored the “compilation of anomalies” the poster insists they have uncovered and then evaluate the significance of those oddities. But link rot here produces a powerful evidentiary shortcut: the alleged “compilation of anomalies” cannot be accessed, seemingly confirming the poster’s claims to have secretive information about the Parkland shooting that the media wish to suppress. Indeed, what better proof of media censorship than seeing links to professed evidence deteriorate before your very eyes? In a strange way, then, it is through objective archival failure that broken links function as potent subjective evidence for Parkland conspiracy theories. Comments about Parkland link rot elsewhere on r/conspiracy further showcase how broken links can validate conspiracy theorists’ marginalised belief systems. For example, in a thread titled “Searching for video of Parkland shooting on bitchute”, a Redditor observes, “Once someone gives the link watch it go poof”, implying that links to conspiracy content disappear due to censorship by an unnamed force (“Searching for video”). That nearly everything else on this particular thread suffers from link rot—the original poster, the content of their post, and most of the other comments have since been deleted—seems only to confirm the commentor’s ominous prediction. In another thread about a since-deleted YouTube video supposedly “exposing” Parkland students as crisis actors, a user notes, “You can tell there’s an agenda with how quickly this video was removed by YouTube” (“Video Exposing”). Finally, in a thread dedicated to an alleged “Social Media Purge”, Redditors share strategies for combating link rot, such as downloading conspiracy materials and backing them up on external hard drives. The original poster warns their fellow users that even r/conspiracy is not safe from censorship, for removal of content about Parkland and other conspiracies is “all part of the purge” (“the coming Social Media Purge”). In sum, these comments suggest that link rot on r/conspiracy persuades users that their ideas and their communities are under threat, further entrenching their conspiratorial worldviews. I have argued in this article that link rot has a counterintuitive rhetorical effect: in generating untold numbers of broken links, link rot supplies conspiracy theorists with persuasive evidence for the validity of their beliefs. These and other dead ends on the Internet are significant yet understudied components of digital conspiracy theories that merit greater scholarly attention. Needless to say, I can only gesture here to the sheer scale of dead ends within online conspiracy communities on Reddit and elsewhere. Future research ought to trace other permutations of these dead ends, unearthing how they persuade users from beyond the Internet’s grave. References “A compilation of anomalies from the Parkland shooting that the media won't address. The media wants to control the narrative. Feel free to use this if you find it helpful.” Reddit. <https://www.reddit.com/r/conspiracy/comments/7ztc9l/a_compilation_of_anomalies_from_the_parkland/>. Albright, Aaron. “The 17 Lives Lost at Douglas High.” Miami Herald 21 Feb. 2018.<https://www.miamiherald.com/news/local/community/broward/article201139254.html>. Arkin, Daniel, and Ben Popken. “How the Internet’s Conspiracy Theorists Turned Parkland Students into ‘Crisis Actors’.” NBC News 21 Feb. 2018. <https://www.nbcnews.com/news/us-news/how-internet-s-conspiracy-theorists-turned-parkland-students-crisis-actors-n849921>. Barkun, Michael. A Culture of Conspiracy: Apocalyptic Visions in Contemporary America. 2nd ed. Berkeley: University of California Press, 2013. Brown, Jr., James J. Ethical Programs: Hospitality and the Rhetorics of Software. Ann Arbor: University of Michigan Press, 2015. CBS News. “How Many People Attended March for Our Lives? Crowd in D.C. Estimated at 200,000.” CBS News 25 Mar. 2018. <https://www.cbsnews.com/news/march-for-our-lives-crowd-size-estimated-200000-people-attended-d-c-march/>. Chun, Wendy Hui Kyong. “The Enduring Ephemeral, or the Future Is a Memory.” Critical Inquiry 35.1 (2008): 148-71. <https://www.jstor.org/stable/10.1086/595632>. Curinga, Matthew X. “Critical Analysis of Interactive Media with Software Affordances.” First Monday 19.9 (2014). <https://journals.uic.edu/ojs/index.php/fm/article/view/4757/4116>. Drobnic Holan, Angie, and Amy Sherman. “PolitiFact’s Lie of the Year: Online Smear Machine Tries to Take Down Parkland Students.” PolitiFact 11 Dec. 2018. <http://www.politifact.com/article/2018/dec/11/politifacts-lie-year-parkland-student-conspiracies/>. Kumar, D. Vinay, et al. “URLs Link Rot: Implications for Electronic Publishing.” World Digital Libraries 8.1 (2015): 59-66. March for Our Lives. “Mission and Story.” <https://marchforourlives.com/mission-story/>. Marwick, Alice, and Becca Lewis. Media Manipulation and Misinformation Online. Data & Society Research Institute, 2017. <https://datasociety.net/library/media-manipulation-and-disinfo-online/>. Media Matters Staff. “Alex Jones on Florida High School Shooting: It May Be a False Flag, and Democrats Are Suspects.” Media Matters for America 14 Feb. 2018. <https://www.mediamatters.org/alex-jones/alex-jones-florida-high-school-shooting-it-may-be-false-flag-and-democrats-are-suspects>. Muirhead, Russell, and Nancy L. Rosenblum. A Lot of People Are Saying: The New Conspiracism and the Assault on Democracy. Princeton: Princeton University Press, 2019. “I Posted A 4Chan Link a few days ago, that got deleted here, that mentions the coming Social Media Purge by a YouTube insider. Now we are seeing it happen.” Reddit. <https://www.reddit.com/r/conspiracy/comments/7zqria/i_posted_a_4chan_link_a_few_days_ago_that_got/>. Phillips, Whitney, and Ryan M. Milner. You Are Here: A Field Guide for Navigating Polarized Speech, Conspiracy Theories, and Our Polluted Media Landscape. Cambridge: MIT Press, 2021. r/conspiracy. Reddit. <https://www.reddit.com/r/conspiracy/>. Rhodes, Sarah. “Breaking Down Link Rot: The Chesapeake Project Legal Information Archive's Examination of URL Stability.” Law Library Journal 102. 4 (2010): 581-97. Rice, Jenny. Awful Archives: Conspiracy Theory, Rhetoric, and Acts of Evidence. Columbus: Ohio State UP, 2020. Russo, Carla Herreria. “The Rest of the World Showed Up to March for Our Lives.” Huffington Post 25 Mar. 2018. <https://www.huffpost.com/entry/world-protests-march-for-our-lives_n_5ab717f2e4b008c9e5f7eeca>. “Searching for video of Parkland shooting on bitchute.” Reddit. <https://www.reddit.com/r/conspiracy/comments/ddl1s8/searching_for_video_of_parkland_shooting_on/>. Timberg, Craig, and Drew Harwell. “We Studied Thousands of Anonymous Posts about the Parkland Attack – and Found a Conspiracy in the Making.” Washington Post 27 Feb. 2018. <https://www.washingtonpost.com/business/economy/we-studied-thousands-of-anonymous-posts-about-the-parkland-attack---and-found-a-conspiracy-in-the-making/2018/02/27/04a856be-1b20-11e8-b2d9-08e748f892c0_story.html>. “Video exposing David Hogg and Emma Gonzalez as crisis actors and other strange anomalies involving the parkland shooting.” Reddit. <https://www.reddit.com/r/conspiracy/comments/ae3xxp/video_exposing_david_hogg_and_emma_gonzalez_as/>. Wardle, Claire, and Hossein Derakhshan. Information Disorder: Toward and Interdisciplinary Framework for Research and Policymaking. Council of Europe, 2017. <https://rm.coe.int/information-disorder-toward-an-interdisciplinary-framework-for-researc/168076277c>. Yglesias, Matthew. “The Parkland Conspiracy Theories, Explained.” Vox 22 Feb. 2018. <https://www.vox.com/policy-and-politics/2018/2/22/17036018/parkland-conspiracy-theories>. Zittrain, Jonathan, et al. “The Paper of Record Meets an Ephemeral Web: An Examination of Linkrot and Content Drift within The New York Times.” Social Science Research Network 27 Apr. 2021. <https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3833133>.
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32

Rosner, Daniela. "Bias Cuts and Data Dumps." M/C Journal 26, no. 6 (November 26, 2023). http://dx.doi.org/10.5204/mcj.2938.

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Introduction “Patterns are everywhere”, design researcher Anuradha Reddy told her virtual audience at the 2023 speaker series hosted by Brilliant Labs, a Canadian non-profit focussed on experiential digital learning and coding (Brilliant Labs / Labos Créatifs). Like other technology fora, this public-facing series offered designers an opportunity to highlight the accessibility of code. But unlike many such fora, Reddy’s code was worn on the body. Sitting at the now-standard webinar lectern, Reddy shared a flurry of images and contexts as she introduced a garment she called b00b, a bra that she created in 2021 to probe the encoding of more than aesthetic possibility. Her presentation included knotted motifs of Andean Quipus; symbolic arcs of Chinese Pan Chang knots; geometric transformations of African American cornrow hairstyles (Eglash and Bennett, Brilliant Labs / Labos Créatifs). She followed the patterned imagery with questions of uncertainty that are often central for design researchers like her. Facing what might be a possible swipe, tap, or otherwise engagement, a technologist cannot fully determine what a user does. But they can “nudge”, a term popularised by behavioral economists Richard H. Thaler and Cass R. Sunstein in 2008 and later propagated within technoscientific discourses on risk (see Duffy and Thorson; Rossi et al.; Thaler and Sunstein). Adjacent bodies of scholarship frame the related concept of trust as a form of compliance (Adam et al.; Gass and Seiter). The more trustworthy an interface, the more likely a user is to comply. Rooted in social-psychological precepts, this line of scholarship frames trust less as a condition than a perception. When a user trusts an indicator light, for example, an app is more likely to see increased acceptance and engagement. Reddy approaches trust from and with b00b, an emphatically intimate (soft, pliable, textile) artifact. “How do we use these … perspectives to deal with uncertainty and things we do not know yet in the future?”, Reddy asks her Brilliant Labs audience (Brilliant Labs / Labos Créatifs). To make this argument, I examine Reddy’s b00b in conversation with a legacy feminist textile performance that brings questions of embodiment (and embodied trust) to an ostensibly disembodied technocratic scene. b00b is a decorative bra that emulates two-factor authentication, or what Reddy calls “b00b factor authentication.” The bra uses its two cups to verify a user’s access to a Website describing the project. With this interaction, the bra is self-referential—asking users to unlock a link that brings them back to someone’s chest. In practice, b00b asks users to scan a bra cup that relies on scanning the companion bra cup for a second passcode. Rather than messaging users, an initial passcode that triggers a second passcode sent by text message, the engagement requires bodily proximity. The bra cups take the place of electronic media (such as the text message) so that a close encounter with the bra enlivens digital trust. Under these circumstances, a trusted user becomes a risk-taker—gaining access while transgressing personal boundaries. In the sections that follow, I thread conversations on digital and algorithmic trustworthiness with critiques of trust and compliance that pervade Reddy’s 2021 handmade experiment. To date, technology analysts tend to treat trust as a perception: feelings of confidence in a person or thing (Gilkson and Woolley). As Natasha Schüll notes, a user might trust a slot machine but might miss its implications for further (and potentially excessive) gambling. Additionally, media scholars such as Evgeny Morozov have since mapped this addiction principle within social media development, pointing to a familiar science of incentive structures, gamification dashboards, and behaviour-change techniques, each designed to raise user engagement and keep people in apps longer. Thinking with Reddy’s work, I argue that trust can reveal an embodied desire, something momentarily felt and differentially shared (see also Gregg; Sharma; Irani). Reddy frames the weft of woven material as code, the purl and knit stitches of knitting as binary, and the knots of rope as algorithms. She urges her audience to see fabric as a means of challenging common assumptions about technology. With needles and thread, she proffers algorithmic trust as a relational ethics. In Technology We Trust From a design perspective, trust grows from the strategic balancing of risk and uncertainty (Cheshire). Users who find a digital feature reliable or trustworthy are more likely to grow their engagement and convince others to join in (Hancock et al.). In a recent analysis of the overlapping dynamics of algorithmic trust and bias, communication and information scholars Jeff Hancock, Mor Namaan, and Karen Levy (95) argue that machine learning tools such as the Chrome extension Just Not Sorry often replicate bias within training data. The extension disproportionately alerts femme users when they use qualifying words like “sorry”, and “I think”. In ​​other contexts, Hancock and colleagues suggest, an AI-aided tool may help mitigate interpersonal biases since if it “imparts signals of trustworthiness between peer-based social exchange partners, these countervailing cues may neutralise stereotypes that would otherwise impede the transaction” (ibid). Here, the signal of trustworthiness holds the promise of accountability. But because the signals focus on cognition (manipulating an individual’s perceptions), what they refer to and how they may alleviate harms caused by entrenched cultural bias remains less clear. Grounded in social-psychological tenets, technology analysts codify trust as the relationship between two primary concepts: risk and uncertainty. As information scholar Coye Chesire (50) explains, “trust is not simply the absence of risk and uncertainty. More accurately, trust is a complex human response to situations that are rife with risk and uncertainty”. Through a range of controlled methods including observations, self-reports, survey questions, and the experimental conditions of a lab study, researchers measure the trustworthiness of user interface features as assessments of risk and uncertainty that explain differing motivations for use and disengagement. For example, design researcher Nick Merrill’s and Cheshire’s study of heart rate monitors finds that listening to an acquaintance's normal heart rate can lead to negative trust-related assessments in challenging contexts such as waiting to meet the acquaintance about a legal dispute. Parallel work by Hancock and colleagues uses self-reports and large-scale experiments on platforms like Facebook to map the significance of AI-enabled curation features like news feeds (Hancock et al.). As a psychological state, trustworthiness tends to indicate a behavioral metric that can be numerically encoded and individually addressed. By measuring trust-infused dimensions of user activity, analysts seek to systematically identify new ways of scaffolding trust-building behaviour by manipulating perception (Hancock, Namaan, and Levy), ultimately convincing a user to comply. A core goal is to maximise participation. The US government applied these principles to mass data collection and dissemination efforts during national census such as the COVID response (Halpern). But a secondary effect grows from the political-economic dimensions of user experience. Through compliance, users become easier to place, measure, count, and amend—a process Michelle Murphy names the economisation of life. When people’s certainty in interpersonal relationships grows, “the source of uncertainty then shifts to the assurance system, thereby making trustworthiness and reliability of the institution or organisation the salient relationship” (Cheshire 54). For instance, we may trust people in our text messages because we meet them face to face and put their numbers in our phones. But once we trust them, this assurance moves to our social media service or cellular phone provider. The service that manages our contacts also preserves the integrity of our contacts, such as when a messaging platform like WhatsApp automatically updates a cell phone number without our knowledge or explicit consent. Conversely, feelings of assurance in a digital interface feature may dwindle with decreased feelings of assurance by a platform. Until November 2022, users may have trusted someone with a blue checkmark on Twitter more than someone without one, even if they did not trust them at an interpersonal level. But with a chaotic acquisition that, according to a Washington Post report (Weatherbed), led to shifting check mark meanings and colours, this assurance grew more complicated. Murphy (24) might call these quantitative practices enriched with affect the “phantasmagrams” of rationalised assurance. Like a check mark that may or may not index a particular measure of confidence, excitement or worry, these shifting dynamics reveal the “trust and belief that animates numbers” (52). A less considered outcome of this framing is how individuated expressions of distrust (situations that foster psychological and physiological concern, skepticism, or fear for a single person) overshadow its complement: non-unconditional expressions of care. How might a user interface foster networks of connection for self and community? As Anna Lauren Hoffmann suggests, efforts to thwart algorithmic discrimination undergird this conundrum—“mirroring some of antidiscrimination discourse’s most problematic tendencies” (901). The particular value placed on trust often proceeds quick-fix techniques such as multi-factor authentication and cryptography that reduce trust to a neutral transaction (see Ashoori, et al.). In this discussion, design researchers have only begun to conceive trust (and distrust) as a deeply embodied process. Looks, Cuts, and Scans Reddy’s b00b invites audiences to explore embodied positioning. Sitting on a static mannequin, the garment invites audience members to engage the handiwork laid atop its breasts. In video documentation (Reddy), Reddy holds up a phone to a mannequin wearing the bra. She touches the phone to the mannequin’s right nipple, and the phone screen opens a Web browser with a password-protected field. As Reddy moves the phone to the mannequin’s left nipple, the phone shares the password ‘banjara,’ a reference to the community from which the embroidery techniques derive. The password opens a Website full of descriptive text and imagery detailing this material reference. In this interaction, b00b joins a movement of artistic work that uses textile artifacts to frame boundaries of self and other as porous and shifting. Consider Nam June Paik’s 1969 TV Bra for Living Sculpture. Across the 1970s, Charlotte Moorman performed the work by playing cello while wearing a transparent brassiere with two miniature television screens mounted on her chest (Paik; Rothfuss). As Moorman played her cello, wires connecting the cello to the two television sets sent sonic signals to the video that manipulate its imagery. Moorman’s instrumentation controlled the visuals displayed on the screens, inviting audience members to come closer to the electronic garment and her body—or, as Joan Rothfuss explains, “never mind that the bra actually encouraged prurience by compelling spectators to stare at [Moorman’s] breasts” (243). TV Bra invited its audience to breach conventional limits of closeness and contact much like users of b00b. Yoko Ono’s celebrated Cut Piece has sparked a similar prurience. During the work Ono dressed in some of her finest clothes and invites audience members to walk on stage and shear away pieces of fabric. Notably documented in the Albert and David Maysles film of Ono’s 1965 Carnegie Hall performance, the audience leaves Ono’s body nearly fully exposed at the performance’s end, save for her arms holding remaining pieces of fabric. With scissors in hand, the performance threatens imminent danger—inspiring snickers, pause, and discomforting ease among audience members eager to participate. Cut Piece encourages the audience to disregard consent and expose a certain breach of trust, practice mirrored with b00b. In this process of cutting cloth, often on the bias (or on a slanted angle; see Benabdallah, et al.; Rosner), feminist performance works have long prompted audiences to trouble the intimate relationship between themselves and the performer. As Vivian Huang has deftly argued, Ono’s shredded fabrics are more than neutral inconveniences; they also hint at whatever racialised and gendered feelings of trust might or might not exist between Ono and her audience. “If Orientalist conflations of the East with femininity have in turn sexualized Asian women as simultaneously hypersexual and submissive”, Haung contends, “then how can we as viewers and readers performatively read Asian femininity in a different, and not anti-relational, orientation to hospitality?” (187). b00b asks a similar question with systems of verification. Examining this possibility, Peggy Kyoungwon Lee recently puts Cut Piece in conversation with the contemporary media art of Lisa Park, and notes that “Ono’s signature composure both enacts and challenges archetypes of the feminized Asian body: cognitive efficiency, durability, calculative emotionality, docility, passivity” (54). For Lee, Cut Piece continues to open pathways for interpretation by diverting audience members from the compliance arguments above. Where algorithmic trust further complicates the making of trust with an added layer of uncertainty (is this made by an algorithm or is this not?), Cut Piece and TV Bra see in and through uncertainty to recentre a relational ethics. This concern for the relationality endures in Reddy’s b00b. To fashion the near-field communication (NFC) cards, Reddy draws from Banjara embroidery, a heritage craft technique featured in her home city of Hyderbad (Telangana). Like Banjara, b00b incorporates varied accessories (mirrors, tassels, shells) with colourful pattern. She embellishes the bra with lively zig-zagging embroidery, fashioning each nipple with a mirror that expertly doubles as an NFT tag hidden behind the embroidery. Garments like Ono’s, Paik and Moorman’s, and now Reddy’s, share an understanding that technology can and should reflect a certain felt complexity. At the Brilliant Labs event, Reddy presents b00b to conference-goers invested in shared hardware design specification standards. Across the 48-minute presentation, b00b interrupts the audience's presumed intentions. As Elizabeth Goodman has argued, hackers and tech enthusiasts interested in schematics, wireframes, and other digital drawings often prioritise formats that anyone can examine, adapt, use, and circulate by overlooking their situated social and political stakes. In the theatrical setting of a tech forum, b00b’s fabric draws attention to the body—manoeuvring the (often white Western) gaze around femme Asian subjectivities and questioning proximities between one body and another. Through its embodied relationality, real or imagined, b00b shares a concern for reimagining trust within mechanisms of control. b00b is Reddy’s attempt at generative justice, a concept of inclusive making she calls part of “bringing the Open Hardware community closer to heritage craft communities” (Reddy). In documentation, she discusses the geopolitical conditions of NFC-based authentication that relies on intimate connection as a means of state-led coercion and control. Situating her work in contemporary trust politics, she describes the Aadhar biometric identification system designed to compel Indian residents to record biometric data through iris scans, fingerprints, and photographs in exchange for a unique identity number (Dixon). She writes that systems like Aadhar “make minority communities more vulnerable to being identified, classified, and policed by powerful social actors” (Dixon). Wearing b00b challenges efforts to root NFC transactions in similar carceral and colonial logics. With an intimate scan, a user or audience makes room for counter-expressions of dis/trust. Sitting across from Reddy during a recent Zoom conference, I felt the tug of this work. With the piece modelled on a mannequin in the background, it reminded me of the homegrown techno-armour worn throughout Friedrichshain, a lively neighborhood in the former eastern part of Berlin. For the onlooker, the bra incites not only intrigue but also a careful engagement; or what Reddy names the “need to actively participate in conveying trust and intimacy with the bra’s wearer”. I couldn't help but wonder what an attendee at the Open Hardware Summit might make of the work. Would they bristle at the intimacy, or would they—like Ono’s audiences—cut in? On the surface, b00b presents a playful counterpoint to the dominant narrative of technology as slick, neutral, and disembodied. By foregrounding the tactile, handmade qualities of electronic media, Reddy’s work suggests we reconsider the boundaries between physical and digital worlds to complicate readings of computational risk. She is taking a highly technical process typically used for practical applications like finance, online identity, or other well-defined authentication problems, and enlivening it. The garment invites her audience to appreciate two-factor encryption as something intimate—both in an abstract sense and in a resolutely embodied sense. By defamiliarising digital trust, Reddy calls attention to its absurdity. How can a term like “trust” (associated with intimacy and mutual concern) also denote the extractive politics of algorithmic control (the verification of a user, the assessment of risk, the escalating manipulation of use)? Look closer at b00b, and the focus on authentication offers something specific for our ideas of algorithmic trust. Reddy turns a computational process into an extension of the body, registering a distinctly affective intrusion within the digital codification of assurance and accountability. Working with interaction design in the tradition of feminist performance, b00b directs our digital gaze back toward the embodied. Toward a Relational Ethics of Trust Fabric artifacts like b00b have long challenged digital scholars to consider questions of uncertainty and accountability. From what counts as computational, to whose labour gets recognised as innovative, woven material sparks a particular performance of risk. As Lisa Nakamura (933) shrewdly observes, gendered and racialised “traits” associated with textiles tend to fuel technological production, casting women of colour as the ideal digital workers. Looking to transnational flows connected with making, Silvia Lindnter argues that these stereotypes bring strategic meanings to feminised Asian bodies that naturalise their role within digital economies. Whose bodies get associated with fabric (through making, repair, consumption, aesthetics) reflects deep-seated stratifications within the masculine history of computing—with seemingly few possibilities for circumvention. If trust works as a felt condition, digital developments might more fully honour that condition. Bringing textile possibilities to NFTs suggests examining how authentication systems work on and through the body, even without touch. It is in this reciprocal encounter between content and user, audience and performer, textile and algorithm that something like a bra can hint at a profound ethics of connection. Reddy’s work reveals the consensual contact that can meaningfully shape who and how we digitally trust. While this essay has focussed on trust, I want to end with a brief consideration of the way a textile—in this case a conceptual and maybe even ontoepistemic (da Silva) artifact—brings the status of users closer to that of audience members. It begins to weave an analytic thread between the orientations, capacities, and desires of performance and design. Across this connection, b00b’s design works as minoritarian performance, as Jasmine Mahmoud (after José Esteban Muñoz) describes: a practice that “centers performance—as an object of study, a method, and theoretical container—as a means of centering minortized knowledge”. As minoritarian knowledge, the embroidered NFT expands Rozsika Parker’s profound insight into the subversive power of needlecraft. As Julia Bryan-Wilson (6) observes, “accounting for textiles—objects that are in close physical contact with us at virtually every minute of the day—demands alternative methodologies, ones that extend from shared bodily knowledge”. For digital scholars, b00b opens a similar possibility under racial technocapitalism. It asks us to notice how an indicator light on an AI-trained surveillance camera, for instance, does not map to an engaged or disaffected condition for an over-monitored user. It registers the need for probing relationships that underlie those tools—relationships between workers and employers, between non-users and corporate platforms, between differentially marked bodies. It challenges the reduction of trust dynamics into individualised or universalised motivations. To trust and be trusted with thread opens the possibility of algorithmic re-embodiment. Acknowledgements I’m grateful to insightful comments and suggestions from Anuradha Reddy, Amanda Doxtater, Scott Magelssen, Jasmine Jamillah Mahmoud, Adair Rounthwaite, Anne Searcy, James Pierce, and the anonymous reviewers of the current M/C Journal issue. References Adam, Martin, Michael Wessel, and Alexander Benlian. "AI-Based Chatbots in Customer Service and Their Effects on User Compliance." Electronic Markets 31.2 (2021): 427-445. Ashoori, Maryam, and Justin D. Weisz. "In AI We Trust? Factors That Influence Trustworthiness of AI-Infused Decision-Making Processes." arXiv 1912.02675 (2019). Benabdallah, Gabrielle, et al. "Slanted Speculations: Material Encounters with Algorithmic Bias." Designing Interactive Systems Conference (2022): 85-99. Brilliant Labs / Labos Créatifs. “AlgoCraft: Remixing Craft, Culture, and Computation with Dr. Anuradha Reddy.” 2023. <https://www.youtube.com/watch?v=UweYVhsPMjc>. Bryan-Wilson, Julia. Fray: Art and Textile Politics. Chicago: U of Chicago P, 2021. Cheshire, Coye. "Online Trust, Trustworthiness, or Assurance?" Daedalus 140.4 (2011): 49-58. Dixon, Pam. “A Failure to ‘Do No Harm’—India’s Aadhaar Biometric ID Program and Its Inability to Protect Privacy in Relation to Measures in Europe and the US.” Health and technology 7.4 (2017): 539-567. Duffy, Margaret, and Esther Thorson, eds. Persuasion Ethics Today. Routledge, 2015. Eglash, Ron, and Audrey Bennett. "Teaching with Hidden Capital: Agency in Children's Computational Explorations of Cornrow Hairstyles." Children Youth and Environments 19.1 (2009): 58-73. Ferreira da Silva, Denise. Unpayable Debt. Sternberg Press / The Antipolitical, 2022. Gass, Robert H., and John S. Seiter. Persuasion: Social Influence and Compliance Gaining. Routledge, 2022. Glikson, Ella, and Anita Williams Woolley. “Human Trust in Artificial Intelligence: Review of Empirical Research.” Academy of Management Annals 14.2 (2020): 627-660. Goodman, Elizabeth Sarah. Delivering Design: Performance and Materiality in Professional Interaction Design. Berkeley: U of California P, 2013. Gregg, Melissa. Counterproductive: Time Management in the Knowledge Economy. Durham: Duke UP, 2018. Halpern, Sue. “Can We Track COVID-19 and Protect Privacy at the Same Time?” New Yorker 27 Apr. 2020. <https://www.newyorker.com/tech/annals-of-technology/can-we-track-covid-19-and-protect-privacy-at-the-same-time>. Hancock, Jeffrey T., Mor Naaman, and Karen Levy. "AI-Mediated Communication: Definition, Research Agenda, and Ethical Considerations." Journal of Computer-Mediated Communication 25.1 (2020): 89-100. Huang, Vivian L. "Inscrutably, Actually: Hospitality, Parasitism, and the Silent Work of Yoko Ono and Laurel Nakadate." Women & Performance: A Journal of Feminist Theory 28.3 (2018): 187-203. Irani, Lilly. "‘Design Thinking’: Defending Silicon Valley at the Apex of Global Labor Hierarchies." Catalyst: Feminism, Theory, Technoscience 4.1 (2018): 1-19. Lee, Peggy Kyoungwon. "The Alpha Orient: Lisa Park and Yoko Ono." TDR 66.2 (2022): 45-59. Mahmoud, Jasmine. “Minoritarian Performance.” Research Cluster, University of Washington, 2022. <https://simpsoncenter.org/projects/minoritarian-performance>. Merrill, Nick, and Coye Cheshire. "Habits of the Heart(rate): Social Interpretation of Biosignals in Two Interaction Contexts." Proceedings of the 19th international Conference on Supporting Group Work (2016): 31-38. Morozov, Evgeny. “The Mindfulness Racket.” New Republic 23 Feb. 2014. 1 Sep. 2016 <https://newrepublic.com/article/116618/technologys-mindfulness-racket>. Muñoz, José Esteban. Cruising Utopia. Tenth anniversary ed. New York: New York UP, 2019. Murphy, Michelle. The Economization of Life. Duke UP, 2017. Nakamura, Lisa. "Indigenous Circuits: Navajo Women and the Racialization of Early Electronic Manufacture." American Quarterly 66.4 (2014): 919-941. Oldenziel, Ruth. Making Technology Masculine: Men, Women and Modern Machines in America, 1870-1945. Amsterdam: Amsterdam UP, 1999. Paik, Nam June, and S. Moorman. "TV Bra for Living Sculpture." 1969. 6 Mar. 2014 <http://www.eai.org/kinetic/ch1/creative/video/paik_tvbra.html>. Parker, Rozsika. The Subversive Stitch: Embroidery and the Making of the Feminine. Chicago: U of Chicago P, 1984. Reddy, Anurandha. “b00b-Factor Authentication.” 2022. 7 Nov. 2023 <https://www.youtube.com/watch?v=41kjOXtUrxw>. ———. “b00b-Factor Authentication in Banjara Embroidery.” 2023. 7 Nov. 2023 <https://anuradhareddy.com/B00B-Factor-Authentication-in-Banjara-Embroidery> (password: 'banjara'). Rossi, John, and Michael Yudell. "The Use of Persuasion in Public Health Communication: an Ethical Critique." Public Health Ethics 5.2 (2012): 192-205. Rothfuss, Joan. Topless Cellist: The Improbable Life of Charlotte Moorman. Cambridge: MIT P, 2014. Schüll, Natasha Dow. Addiction by Design. Princeton: Princeton UP, 2012. Sharma, Sarah. In the Meantime: Temporality and Cultural Politics. Durham: Duke UP, 2014. Weatherbed, Jess. “Elon Musk Says Twitter Will Begin Manually Authenticating Blue, Grey, and Gold Accounts as Soon as Next Week.” The Verge 25 Nov. 2022. <https://www.theverge.com/2022/11/25/23477550/twitter-manual-verification-blue-checkmark-gold-grey>.
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33

Goggin, Gerard. "‘mobile text’." M/C Journal 7, no. 1 (January 1, 2004). http://dx.doi.org/10.5204/mcj.2312.

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Abstract:
Mobile In many countries, more people have mobile phones than they do fixed-line phones. Mobile phones are one of the fastest growing technologies ever, outstripping even the internet in many respects. With the advent and widespread deployment of digital systems, mobile phones were used by an estimated 1, 158, 254, 300 people worldwide in 2002 (up from approximately 91 million in 1995), 51. 4% of total telephone subscribers (ITU). One of the reasons for this is mobility itself: the ability for people to talk on the phone wherever they are. The communicative possibilities opened up by mobile phones have produced new uses and new discourses (see Katz and Aakhus; Brown, Green, and Harper; and Plant). Contemporary soundscapes now feature not only voice calls in previously quiet public spaces such as buses or restaurants but also the aural irruptions of customised polyphonic ringtones identifying whose phone is ringing by the tune downloaded. The mobile phone plays an important role in contemporary visual and material culture as fashion item and status symbol. Most tragically one might point to the tableau of people in the twin towers of the World Trade Centre, or aboard a plane about to crash, calling their loved ones to say good-bye (Galvin). By contrast, one can look on at the bathos of Australian cricketer Shane Warne’s predilection for pressing his mobile phone into service to arrange wanted and unwanted assignations while on tour. In this article, I wish to consider another important and so far also under-theorised aspect of mobile phones: text. Of contemporary textual and semiotic systems, mobile text is only a recent addition. Yet it is already produces millions of inscriptions each day, and promises to be of far-reaching significance. Txt Txt msg ws an acidnt. no 1 expcted it. Whn the 1st txt msg ws sent, in 1993 by Nokia eng stdnt Riku Pihkonen, the telcom cpnies thought it ws nt important. SMS – Short Message Service – ws nt considrd a majr pt of GSM. Like mny teks, the *pwr* of txt — indeed, the *pwr* of the fon — wz discvrd by users. In the case of txt mssng, the usrs were the yng or poor in the W and E. (Agar 105) As Jon Agar suggests in Constant Touch, textual communication through mobile phone was an after-thought. Mobile phones use radio waves, operating on a cellular system. The first such mobile service went live in Chicago in December 1978, in Sweden in 1981, in January 1985 in the United Kingdom (Agar), and in the mid-1980s in Australia. Mobile cellular systems allowed efficient sharing of scarce spectrum, improvements in handsets and quality, drawing on advances in science and engineering. In the first instance, technology designers, manufacturers, and mobile phone companies had been preoccupied with transferring telephone capabilities and culture to the mobile phone platform. With the growth in data communications from the 1960s onwards, consideration had been given to data capabilities of mobile phone. One difficulty, however, had been the poor quality and slow transfer rates of data communications over mobile networks, especially with first-generation analogue and early second-generation digital mobile phones. As the internet was widely and wildly adopted in the early to mid-1990s, mobile phone proponents looked at mimicking internet and online data services possibilities on their hand-held devices. What could work on a computer screen, it was thought, could be reinvented in miniature for the mobile phone — and hence much money was invested into the wireless access protocol (or WAP), which spectacularly flopped. The future of mobiles as a material support for text culture was not to lie, at first at least, in aping the world-wide web for the phone. It came from an unexpected direction: cheap, simple letters, spelling out short messages with strange new ellipses. SMS was built into the European Global System for Mobile (GSM) standard as an insignificant, additional capability. A number of telecommunications manufacturers thought so little of the SMS as not to not design or even offer the equipment needed (the servers, for instance) for the distribution of the messages. The character sets were limited, the keyboards small, the typeface displays rudimentary, and there was no acknowledgement that messages were actually received by the recipient. Yet SMS was cheap, and it offered one-to-one, or one-to-many, text communications that could be read at leisure, or more often, immediately. SMS was avidly taken up by young people, forming a new culture of media use. Sending a text message offered a relatively cheap and affordable alternative to the still expensive timed calls of voice mobile. In its early beginnings, mobile text can be seen as a subcultural activity. The text culture featured compressed, cryptic messages, with users devising their own abbreviations and grammar. One of the reasons young people took to texting was a tactic of consolidating and shaping their own shared culture, in distinction from the general culture dominated by their parents and other adults. Mobile texting become involved in a wider reworking of youth culture, involving other new media forms and technologies, and cultural developments (Butcher and Thomas). Another subculture that also was in the vanguard of SMS was the Deaf ‘community’. Though the Alexander Graham Bell, celebrated as the inventor of the telephone, very much had his hearing-impaired wife in mind in devising a new form of communication, Deaf people have been systematically left off the telecommunications network since this time. Deaf people pioneered an earlier form of text communications based on the Baudot standard, used for telex communications. Known as teletypewriter (TTY), or telecommunications device for the Deaf (TDD) in the US, this technology allowed Deaf people to communicate with each other by connecting such devices to the phone network. The addition of a relay service (established in Australia in the mid-1990s after much government resistance) allows Deaf people to communicate with hearing people without TTYs (Goggin & Newell). Connecting TTYs to mobile phones have been a vexed issue, however, because the digital phone network in Australia does not allow compatibility. For this reason, and because of other features, Deaf people have become avid users of SMS (Harper). An especially favoured device in Europe has been the Nokia Communicator, with its hinged keyboard. The move from a ‘restricted’, ‘subcultural’ economy to a ‘general’ economy sees mobile texting become incorporated in the semiotic texture and prosaic practices of everyday life. Many users were already familiar with the new conventions already developed around electronic mail, with shorter, crisper messages sent and received — more conversation-like than other correspondence. Unlike phone calls, email is asynchronous. The sender can respond immediately, and the reply will be received with seconds. However, they can also choose to reply at their leisure. Similarly, for the adept user, SMS offers considerable advantages over voice communications, because it makes textual production mobile. Writing and reading can take place wherever a mobile phone can be turned on: in the street, on the train, in the club, in the lecture theatre, in bed. The body writes differently too. Writing with a pen takes a finger and thumb. Typing on a keyboard requires between two and ten fingers. The mobile phone uses the ‘fifth finger’ — the thumb. Always too early, and too late, to speculate on contemporary culture (Morris), it is worth analyzing the textuality of mobile text. Theorists of media, especially television, have insisted on understanding the specific textual modes of different cultural forms. We are familiar with this imperative, and other methods of making visible and decentring structures of text, and the institutions which animate and frame them (whether author or producer; reader or audience; the cultural expectations encoded in genre; the inscriptions in technology). In formal terms, mobile text can be described as involving elision, great compression, and open-endedness. Its channels of communication physically constrain the composition of a very long single text message. Imagine sending James Joyce’s Finnegan’s Wake in one text message. How long would it take to key in this exemplar of the disintegration of the cultural form of the novel? How long would it take to read? How would one navigate the text? Imagine sending the Courier-Mail or Financial Review newspaper over a series of text messages? The concept of the ‘news’, with all its cultural baggage, is being reconfigured by mobile text — more along the lines of the older technology of the telegraph, perhaps: a few words suffices to signify what is important. Mobile textuality, then, involves a radical fragmentation and unpredictable seriality of text lexia (Barthes). Sometimes a mobile text looks singular: saying ‘yes’ or ‘no’, or sending your name and ID number to obtain your high school or university results. Yet, like a telephone conversation, or any text perhaps, its structure is always predicated upon, and haunted by, the other. Its imagined reader always has a mobile phone too, little time, no fixed address (except that hailed by the network’s radio transmitter), and a finger poised to respond. Mobile text has structure and channels. Yet, like all text, our reading and writing of it reworks those fixities and makes destabilizes our ‘clear’ communication. After all, mobile textuality has a set of new pre-conditions and fragilities. It introduces new sorts of ‘noise’ to signal problems to annoy those theorists cleaving to the Shannon and Weaver linear model of communication; signals often drop out; there is a network confirmation (and message displayed) that text messages have been sent, but no system guarantee that they have been received. Our friend or service provider might text us back, but how do we know that they got our text message? Commodity We are familiar now with the pleasures of mobile text, the smile of alerting a friend to our arrival, celebrating good news, jilting a lover, making a threat, firing a worker, flirting and picking-up. Text culture has a new vector of mobility, invented by its users, but now coveted and commodified by businesses who did not see it coming in the first place. Nimble in its keystrokes, rich in expressivity and cultural invention, but relatively rudimentary in its technical characteristics, mobile text culture has finally registered in the boardrooms of communications companies. Not only is SMS the preferred medium of mobile phone users to keep in touch with each other, SMS has insinuated itself into previously separate communication industries arenas. In 2002-2003 SMS became firmly established in television broadcasting. Finally, interactive television had arrived after many years of prototyping and being heralded. The keenly awaited back-channel for television arrives courtesy not of cable or satellite television, nor an extra fixed-phone line. It’s the mobile phone, stupid! Big Brother was not only a watershed in reality television, but also in convergent media. Less obvious perhaps than supplementary viewing, or biographies, or chat on Big Brother websites around the world was the use of SMS for voting. SMS is now routinely used by mainstream television channels for viewer feedback, contest entry, and program information. As well as its widespread deployment in broadcasting, mobile text culture has been the language of prosaic, everyday transactions. Slipping into a café at Bronte Beach in Sydney, why not pay your parking meter via SMS? You’ll even receive a warning when your time is up. The mobile is becoming the ‘electronic purse’, with SMS providing its syntax and sentences. The belated ingenuity of those fascinated by the economics of mobile text has also coincided with a technological reworking of its possibilities, with new implications for its semiotic possibilities. Multimedia messaging (MMS) has now been deployed, on capable digital phones (an instance of what has been called 2.5 generation [G] digital phones) and third-generation networks. MMS allows images, video, and audio to be communicated. At one level, this sort of capability can be user-generated, as in the popularity of mobiles that take pictures and send these to other users. Television broadcasters are also interested in the capability to send video clips of favourite programs to viewers. Not content with the revenues raised from millions of standard-priced SMS, and now MMS transactions, commercial participants along the value chain are keenly awaiting the deployment of what is called ‘premium rate’ SMS and MMS services. These services will involve the delivery of desirable content via SMS and MMS, and be priced at a premium. Products and services are likely to include: one-to-one textchat; subscription services (content delivered on handset); multi-party text chat (such as chat rooms); adult entertainment services; multi-part messages (such as text communications plus downloads); download of video or ringtones. In August 2003, one text-chat service charged $4.40 for a pair of SMS. Pwr At the end of 2003, we have scarcely registered the textual practices and systems in mobile text, a culture that sprang up in the interstices of telecommunications. It may be urgent that we do think about the stakes here, as SMS is being extended and commodified. There are obvious and serious policy issues in premium rate SMS and MMS services, and questions concerning the political economy in which these are embedded. Yet there are cultural questions too, with intricate ramifications. How do we understand the effects of mobile textuality, rewriting the telephone book for this new cultural form (Ronell). What are the new genres emerging? And what are the implications for cultural practice and policy? Does it matter, for instance, that new MMS and 3rd generation mobile platforms are not being designed or offered with any-to-any capabilities in mind: allowing any user to upload and send multimedia communications to other any. True, as the example of SMS shows, the inventiveness of users is difficult to foresee and predict, and so new forms of mobile text may have all sorts of relationships with content and communication. However, there are worrying signs of these developing mobile circuits being programmed for narrow channels of retail purchase of cultural products rather than open-source, open-architecture, publicly usable nodes of connection. Works Cited Agar, Jon. Constant Touch: A Global History of the Mobile Phone. Cambridge: Icon, 2003. Barthes, Roland. S/Z. Trans. Richard Miller. New York: Hill & Wang, 1974. Brown, Barry, Green, Nicola, and Harper, Richard, eds. Wireless World: Social, Cultural, and Interactional Aspects of the Mobile Age. London: Springer Verlag, 2001. Butcher, Melissa, and Thomas, Mandy, eds. Ingenious: Emerging youth cultures in urban Australia. Melbourne: Pluto, 2003. Galvin, Michael. ‘September 11 and the Logistics of Communication.’ Continuum: Journal of Media and Cultural Studies 17.3 (2003): 303-13. Goggin, Gerard, and Newell, Christopher. Digital Disability: The Social Construction of Digital in New Media. Lanham, MA: Rowman & Littlefield, 2003. Harper, Phil. ‘Networking the Deaf Nation.’ Australian Journal of Communication 30. 3 (2003), in press. International Telecommunications Union (ITU). ‘Mobile Cellular, subscribers per 100 people.’ World Telecommunication Indicators <http://www.itu.int/ITU-D/ict/statistics/> accessed 13 October 2003. Katz, James E., and Aakhus, Mark, eds. Perpetual Contact: Mobile Communication, Private Talk, Public Performance. Cambridge: Cambridge U P, 2002. Morris, Meaghan. Too Soon, Too Late: History in Popular Culture. Bloomington and Indianapolis: U of Indiana P, 1998. Plant, Sadie. On the Mobile: The Effects of Mobile Telephones on Social and Individual Life. < http://www.motorola.com/mot/documents/0,1028,296,00.pdf> accessed 5 October 2003. Ronell, Avital. The Telephone Book: Technology—schizophrenia—electric speech. Lincoln: U of Nebraska P, 1989. Citation reference for this article MLA Style Goggin, Gerard. "‘mobile text’" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0401/03-goggin.php>. APA Style Goggin, G. (2004, Jan 12). ‘mobile text’. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0401/03-goggin.php>
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34

Murray, Simone. "Harry Potter, Inc." M/C Journal 5, no. 4 (August 1, 2002). http://dx.doi.org/10.5204/mcj.1971.

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Engagement in any capacity with mainstream media since mid-2001 has meant immersion in the cross-platform, multimedia phenomenon of Harry Potter: Muggle outcast; boy wizard; corporate franchise. Consumers even casually perusing contemporary popular culture could be forgiven for suspecting they have entered a MÃbius loop in which Harry Potter-related media products and merchandise are ubiquitous: books; magazine cover stories; newspaper articles; websites; television specials; hastily assembled author biographies; advertisements on broadcast and pay television; children's merchandising; and theme park attractions. Each of these media commodities has been anchored in and cross-promoted by America Online-Time Warner's (AOL-TW) first instalment in a projected seven-film sequence—Harry Potter and the Philosopher's Stone.1 The marketing campaign has gradually escalated in the three years elapsing between AOL-TW subsidiary Warner Bros' purchase from J.K. Rowling of the film and merchandising rights to the first two Harry Potter books, and the November 2001 world premiere of the film (Sherber 55). As current AOL-TW CEO Richard Parsons accurately forecast, "You're not going to be able to go anywhere without knowing about it. This could be a bigger franchise than Star Wars" (Auletta 50). Yet, AOL-TW's promotional strategy did not limit itself to creating mere awareness of the film's release. Rather, its tactic was to create an all-encompassing environment structured around the immense value of the Harry Potter brand—a "brand cocoon" which consumers do not so much enter and exit as choose to exist within (Klein 2002). In twenty-first-century mass marketing, the art is to target affluent consumers willing to direct their informational, entertainment, and consumption practices increasingly within the "walled garden" of a single conglomerate's content offerings (Auletta 55). Such an idealised modern consumer avidly samples the diversified product range of the parent conglomerate, but does so specifically by consuming multiple products derived from essentially the same content reservoir. Provided a match between consumer desire and brand can be achieved with sufficient accuracy and demographic breadth, the commercial returns are obvious: branded consumers pay multiple times for only marginally differentiated products. The Brand-Conglomerate Nexus Recyclable content has always been embraced by media industries, as cultural commodities such as early films of stage variety acts, Hollywood studio-era literary adaptations, and movie soundtrack LPs attest. For much of the twentieth century, the governing dynamic of content recycling was sequential, in that a content package (be it a novel, stage production or film) would succeed in its home medium and then, depending upon its success and potential for translation across formats, could be repackaged in a subsequent medium. Successful content repackaging may re-energise demand for earlier formatting of the same content (as film adaptations of literary bestsellers reliably increase sales of the originating novel). Yet the cultural industries providing risk capital to back content repackaging formerly required solid evidence that content had achieved immense success in its first medium before contemplating reformulations into new media. The cultural industries radically restructured in the last decades of the twentieth century to produce the multi-format phenomenon of which Harry Potter is the current apotheosis: multiple product lines in numerous corporate divisions are promoted simultaneously, the synchronicity of product release being crucial to the success of the franchise as a whole. The release of individual products may be staggered, but the goal is for products to be available simultaneously so that they work in aggregate to drive consumer awareness of the umbrella brand. Such streaming of content across parallel media formats is in many ways the logical culmination of broader late-twentieth-century developments. Digital technology has functionally integrated what were once discrete media operating platforms, and major media conglomerates have acquired subsidiaries in virtually all media formats on a global scale. Nevertheless, it remains true that the commercial risks inherent in producing, distributing and promoting a cross-format media phenomenon are vastly greater than the formerly dominant sequential approach, massively escalating financial losses should the elusive consumer-brand fit fail to materialise. A key to media corporations' seemingly quixotic willingness to expose themselves to such risk is perhaps best provided by Michael Harkavy, Warner Bros' vice-president of worldwide licensing, in his comments on Warner Music Group's soundtrack for the first Harry Potter film: It will be music for the child in us all, something we hope to take around the world that will take us to the next level of synergy between consumer products, the [AOL-TW cable channel] Cartoon Network, our music, film, and home video groups—building a longtime franchise for Harry as a team effort. (Traiman 51) The relationship between AOL-TW and the superbrand Harry Potter is essentially symbiotic. AOL-TW, as the world's largest media conglomerate, has the resources to exploit fully economies of scale in production and distribution of products in the vast Harry Potter franchise. Similarly, AOL-TW is pre-eminently placed to exploit the economies of scope afforded by its substantial holdings in every form of content delivery, allowing cross-subsidisation of the various divisions and, crucially, cross-promotion of the Harry Potter brand in an endless web of corporate self-referentiality. Yet it is less frequently acknowledged that AOL-TW needs the Harry Potter brand as much as the global commercialisation of Harry Potter requires AOL-TW. The conglomerate seeks a commercially protean megabrand capable of streaming across all its media formats to drive operating synergies between what have historically been distinct commercial divisions ("Welcome"; Pulley; Auletta 55). In light of AOL-TW's record US$54.2b losses in the first quarter of 2002, the long-term viability of the Harry Potter franchise is, if anything, still more crucial to the conglomerate's health than was envisaged at the time of its dot.com-fuelled January 2000 merger (Goldberg 23; "AOL" 35). AOL-TW's Richard Parsons conceptualises Harry Potter specifically as an asset "driving synergy both ways", neatly encapsulating the symbiotic interdependence between AOL-TW and its star franchise: "we use the different platforms to drive the movie, and the movie to drive business across the platforms" ("Harry Potter" 61). Characteristics of the Harry Potter Brand AOL-TW's enthusiasm to mesh its corporate identity with the Harry Potter brand stems in the first instance from demonstrated consumer loyalty to the Harry Potter character: J.K. Rowling's four books have sold in excess of 100m copies in 47 countries and have been translated into 47 languages.2 In addition, the brand has shown a promising tendency towards demographic bracket-creep, attracting loyal adult readers in sufficient numbers to prompt UK publisher Bloomsbury to diversify into adult-targeted editions. As alluring for AOL-TW as this synchronic brand growth is, the real goldmine inheres in the brand's potential for diachronic growth. From her first outlines of the concept, Rowling conceived of the Potter story as a seven-part series, which from a marketing perspective ensures the broadscale re-promotion of the Harry Potter brand on an almost annual basis throughout the current decade. This moreover assists re-release of the first film on an approximately five-year basis to new audiences previously too young to fall within its demographic catchment—the exact strategy of "classic" rebranding which has underwritten rival studio Disney's fortunes.3 Complementing this brand extension is the potential to grow child consumers through the brand as Harry Potter sequels are produced. Harry Potter and the Philosopher's Stone director Chris Columbus spruiks enthusiastically that "the beauty of making these books into films is that with each one, Harry is a year older, so [child actor] Daniel [Radcliffe] can remain Harry as long as we keep making them" (Manelis 111). Such comments suggest the benefits of luring child consumers through the brand as they mature, harnessing their intense loyalty to the child cast and, through the cast, to the brand itself. The over-riding need to be everything to everyone—exciting to new consumers entering the brand for the first time, comfortingly familiar to already seasoned consumers returning for a repeat hit—helps explain the retro-futuristic feel of the first film's production design. Part 1950s suburban Hitchcock, Part Dickensian London, part Cluny-tapestry medievalism, part public school high-Victorianism, Harry Potter and the Philosopher's Stone strives for a commercially serviceable timelessness, in so doing reinforcing just how very twenty-first-century its conception actually is. In franchise terms, this conscious drive towards retro-futurism fuels Harry Potter's "toyetic potential" (Siegel, "Toys" 19). The ease with which the books' complex plots and mise-en-scene lend themselves to subsidiary rights sales and licensed merchandising in part explains Harry Potter's appeal to commercial media. AOL-TW executives in their public comments have consistently stayed on-message in emphasising "magic" as the brand's key aspirational characteristic, and certainly scenes such as the arrival at Hogwarts, the Quidditch match, the hatching of Hagrid's dragon and the final hunt through the school's dungeons serve as brilliant advertisements for AOL-TW's visual effects divisions. Yet the film exploits many of these "magic" scenes to introduce key tropes of its merchandising programme—Bertie Bott's Every Flavour Beans, chocolate frogs, Hogwarts house colours, the sorting hat, Scabbers the rat, Hedwig, the Remembrall—such that it resembles a series of home shopping advertisements with unusually high production values. It is this railroading of the film's narrative into opportunities for consumerist display which leads film critic Cynthia Fuchs to dub the Diagon Alley shopping scene "the film's cagiest moment, at once a familiar activity for school kid viewers and an apt metaphor for what this movie is all about—consumption, of everything in sight." More telling than the normalising of shopping as filmic activity in Harry Potter and the Philosopher's Stone is the eclipse of the book's checks on commodity fetishism: its very British sensitivity to class snubs for the large and impecunious Weasley family; the puzzled contempt Hogwarts initiates display for Muggle money; the gentle ribbing at children's obsession with branded sports goods. The casual browser in the Warner Bros store confronted with a plastic, light-up version of the Nimbus 2000 Quidditch broomstick understands that even the most avid authorial commitment to delimiting spin-off merchandise can try the media conglomerate's hand only so far. Constructing the Harry Potter Franchise The film Harry Potter and the Philosopher's Stone constitutes the indispensable brand anchor for AOL-TW's intricate publicity and sales strategy around Harry Potter. Because content recycling within global media conglomerates is increasingly lead by film studio divisions, the opening weekend box office taking for a brand-anchoring film is crucial to the success of the broader franchise and, by extension, to the corporation as a whole. Critic Thomas Schatz's observation that the film's opening serves as "the "launch site" for its franchise development, establishing its value in all other media markets" (83) highlights the precariousness of such multi-party financial investment all hinging upon first weekend takings. The fact that Harry Potter and the Philosopher's Stone broke (then standing) box office records with its 16 November 2001 three-day weekend openings in the US and the UK, garnering US$93.2m and GBP16m respectively, constituted the crucial first stage in AOL-TW's brand strategy (Collins 9; Fierman and Jensen 26). But it formed only an initial phase, as subsequent content recycling and cross-promotion was then structured to radiate outwards from this commercial epicentre. Three categories of recycled AOL-TW Harry Potter content are discernible, although they are frequently overlapping and not necessarily sequential. The first category, most closely tied to the film itself, are instances of reused digital content, specifically in the advance publicity trailer viewable on the official website, and downloads of movie clips, film stills and music samples from the film and its soundtrack.4 Secondly, at one remove from the film itself, is AOL-TW's licensing of film "characters, names and related indicia" to secondary manufacturers, creating tie-in merchandise designed to cross-promote the Harry Potter brand and stoke consumer investment (both emotional and financial) in the phenomenon.5 This campaign phase was itself tactically designed with two waves of merchandising release: a September 2000 launch of book-related merchandise (with no use of film-related Harry Potter indicia permitted); and a second, better selling February 2001 release of ancillary products sporting Harry Potter film logos and visual branding which coincided with and reinforced the marketing push specifically around the film's forthcoming release (Sherber 55; Siegel, "From Hype" 24; Lyman and Barnes C1; Martin 5). Finally, and most crucial to the long-term strategy of the parent conglomerate, Harry Potter branding was used to drive consumer take up of AOL-TW products not generally associated with the Harry Potter brand, as a means of luring consumers out of their established technological or informational comfort zones. Hence, the official Harry Potter website is laced with far from accidental offers to trial Internet service provider AOL; TimeWarner magazines Entertainment Weekly, People, and Time ran extensive taster stories about the film and its loyal fan culture (Jensen 56-57; Fierman and Jensen 26-28; "Magic Kingdom" 132-36; Corliss 136; Dickinson 115); AOL-TW's Moviefone bookings service advertised pre-release Harry Potter tickets on its website; and Warner Bros Movie World theme park on the Gold Coast in Australia heavily promoted its Harry Potter Movie Magic Experience. Investment in a content brand on the scale of AOL-TW's outlay of US$1.4m for Harry Potter must not only drive substantial business across every platform of the converged media conglomerate by providing premium content (Grover 66). It must, crucially for the long run, also drive take up and on-going subscriptions to the delivery services owned by the parent corporation. Energising such all-encompassing strategising is the corporate nirvana of seamless synergy: between content and distribution; between the Harry Potter and AOL-TW brands; between conglomerate and consumer. Notes 1. The film, like the first of J.K. Rowling's books, is titled Harry Potter and the Sorcerer's Stone in the "metaphysics-averse" US ("Harry Potter" 61). 2. Publishing statistics sourced from Horn and Jones (59), Manelis (110) and Bloomsbury Publishing's Harry Potter website: http://www.bloomsburymagazine.com/harryp.... 3. Interestingly, Disney tangentially acknowledged the extent to which AOL-TW has appropriated Disney's own content recycling strategies. In a film trailer for the Pixar/Disney animated collaboration Monsters, Inc. which screened in Australia and the US before Harry Potter sessions, two monsters play a game of charades to which the answer is transparently "Harry Potter." In the way of such homages from one media giant to another, it nevertheless subtly directs the audience to the Disney product screening in an adjacent cinema. 4. The official Harry Potter film website is http://harrypotter.warnerbros.com. The official site for the soundtrack to Harry Potter and the Philosopher's/Sorcerer's Stone is: http://www.harrypottersoundtrack.com. 5. J.K. Rowling." A page and a half of non-negotiable "Harry Potter Terms of Use" further spells out prohibitions on use or modification of site content without the explicit (and unlikely) consent of AOL-TW (refer: http://harrypotter.warnerbros.com/cmp/te...). References "AOL losses 'sort of a deep disappointment'." Weekend Australian 18-19 May 2002: 35. Auletta, Ken. "Leviathan." New Yorker 29 Oct. 2001: 50-56, 58-61. Collins, Luke. "Harry Potter's Magical $178m Opening." Australian Financial Review 20 Nov. 2001: 9. Corliss, Richard. "Wizardry without Magic." Time 19 Nov. 2001: 136. Dickinson, Amy. "Why Movies make Readers." Time 10 Dec. 2001: 115. Fierman, Daniel, and Jeff Jensen. "Potter of Gold: J.K. Rowling's Beloved Wiz Kid hits Screensand Breaks Records." Entertainment Weekly 30 Nov. 2001: 26-28. Fuchs, Cynthia. "The Harry Hype." PopPolitics.com 19 Nov. 2001: n.pag. Online. Internet. 8 Mar. 2002. Available <http://www.poppolitics.com/articles/2001-11-19-harry.shtml>. Goldberg, Andy. "Time Will Tell." Sydney Morning Herald 27-28 Apr. 2002: 23. Grover, Ronald. "Harry Potter and the Marketer's Millstone." Business Week 15 Oct. 2001: 66. Harry Potter and the Philosopher's Stone. Dir. Chris Columbus. Screenplay by Steve Kloves. Warner Bros, 2001. "Harry Potter and the Synergy Test." Economist 10 Nov. 2001: 61-62. Herman, Edward S., and Robert W. McChesney. The Global Media: The New Missionaries of Corporate Capitalism. London: Cassell, 1997. Horn, John, and Malcolm Jones. "The Bubble with Harry." The Bulletin/Newsweek 13 Nov. 2001: 58-59. Jensen, Jeff. "Holiday Movie Preview: Potter's Field." Entertainment Weekly 16 Nov. 2001: 56-57. Klein, Naomi. "Naomi KleinNo Logo." The Media Report. ABC Radio National webtranscript. Broadcast in Sydney, 17 Jan. 2002. Online. Internet. 19 Feb. 2002. Available <http://www.abc.net.au/rn/talks/8:30/mediarpt/stories/s445871.htm>. Lyman, Rick, and Julian E. Barnes. "The Toy War for Holiday Movies is a Battle Among 3 Heavyweights." New York Times 12 Nov. 2001: C1. "Magic Kingdom." People Weekly 14 Jan. 2002: 132-36. Manelis, Michele. "Potter Gold." Bulletin 27 Nov. 2001: 110-11. Martin, Peter. "Rowling Stock." Weekend Australian 24-25 Nov. 2001: Review, 1, 4-5. Pulley, Brett. "Morning After." Forbes 7 Feb. 2000: 54-56. Rowling, J.K. Harry Potter and the Philosopher's Stone. London: Bloomsbury, 1997. Schatz, Thomas. "The Return of the Hollywood Studio System." Conglomerates and the Media. Erik Barnouw et al. New York: New Press, 1997. 73-106. Sherber, Anne. "Licensing 2000 Showcases Harry Potter, Rudolph for Kids." Billboard 8 Jul. 2000: 55. Siegel, Seth M. "Toys & Movies: Always? Never? Sometimes!" Brandweek 12 Feb. 2001: 19. ---. "From Hype to Hope." Brandweek 11 Jun. 2001: 24. Traiman, Steve. "Harry Potter, Powerpuff Girls on A-list at Licensing 2000." Billboard 1 Jul. 2000: 51, 53. "Welcome to the 21st Century." Business Week 24 Jan. 2000: 32-34, 36-38. Links http://www.bloomsburymagazine.com/harrypotter/muggles http://www.harrypottersoundtrack.com http://harrypotter.warnerbros.com http://www.poppolitics.com/articles/2001-11-19-harry.shtml http://www.abc.net.au/rn/talks/8:30/mediarpt/stories/s445871.htm http://harrypotter.warnerbros.com/cmp/terms.html Citation reference for this article MLA Style Murray, Simone. "Harry Potter, Inc." M/C: A Journal of Media and Culture 5.4 (2002). [your date of access] < http://www.media-culture.org.au/mc/0208/recycling.php>. Chicago Style Murray, Simone, "Harry Potter, Inc." M/C: A Journal of Media and Culture 5, no. 4 (2002), < http://www.media-culture.org.au/mc/0208/recycling.php> ([your date of access]). APA Style Murray, Simone. (2002) Harry Potter, Inc.. M/C: A Journal of Media and Culture 5(4). < http://www.media-culture.org.au/mc/0208/recycling.php> ([your date of access]).
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Rönkkö, Marja Leena, Henna Lapinlahti, and Virpi Yliverronen. "Knitting Ladies Online." M/C Journal 26, no. 6 (November 26, 2023). http://dx.doi.org/10.5204/mcj.3014.

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Introduction People across all cultures and stages of life have an innate need to create, as demonstrated by the practice of craft-making. Crafting combines skilled handwork and intellectual creativity to produce functional or artistic items. It has been handed down through generations and encompasses a wide range of activities, including knitting, crocheting, quilting, woodwork, and carving. Historically, crafting has been integral to societal development, serving both functional and aesthetic purposes, but it also represents a tangible connection to people’s cultural heritage and often reflects the customs and values of a community. Since the turn of the millennium there has been a notable resurgence in textile crafts that can be attributed to a growing desire for personal expression and a return to hands-on, sustainable practices in a digitally dominated era. Research has shown that a lot of practiced knitting is now not only a meaningful leisure activity for various demographic groups (Myllys; Rosner and Ryokai) but also associated with feelings of empowerment (Myzelev). Furthermore, several studies have underscored its profound impact on health, well-being, and overall quality of life (Adey; Fields; Mayne). While traditionally seen as a predominantly feminine craft, researchers such as Beyer, Desmarais, and Morneau have studied the masculine perspective of knitting. Contemporary reasons for knitting can be categorised into three broad areas: personal motivations, group effects (knitting with others), and altruism (knitting for others; Rusiñol-Rodríguez et al.). Unlike many crafting projects that are bound to specific locations and tools, knitting offers the flexibility of a portable work in progress, allowing hobbyists to knit virtually anywhere at any time (Rosner and Ryokai). Traditionally, knitting communities, often organised around projects and events, were found in public spaces like cafes and libraries (Price). In addition, in recent years, there has been a noticeable shift towards knitting festivals and meet-ups (Orton-Johnson) that offer knitters opportunities to gather at events centred on yarn, fibres, and all things related to them (Gajjala; Orton-Johnson). Knitting in Online Communities It is quite common for virtual networks and environments facilitated by technological advancement to become an integral part of modern knitting practice (Myllys). A number of online communities focussed on knitting have emerged on content-sharing platforms such blogs, podcasts, YouTube vlogs, Facebook, Instagram, and TikTok (Orton-Johnson). Modern technology allows knitting to expand beyond the realm of material creation into an experience that can involve photography and blogging (Orton-Johnson) or sharing information with the recipient of the knitted item as the project progresses (Rosner and Ryokai). The first English-language knitting podcasts were published in late 2005 as audio recordings that listeners could download (Bell). Video-format knitting podcasts have been available on YouTube since 2010, with the first episode in Finland appearing in autumn 2015. Today, YouTube offers a wide range of communication possibilities to content creators who frequently encourage their audience to engage with them (Frobenius). On YouTube, podcasts often delve into the daily intricacies of an individual’s life, hobby, or lifestyle, enabling the creation of personalised content that resonates with others with similar interests (Rodríguez and Levido). Engaging with knitting podcasts, whether by watching episodes or creating them, can be viewed as the contemporary equivalent of traditional knitting gatherings (e.g., Shen and Cage). These podcasts not only allow viewers to interact through comments and video responses but also enable content creators to attract and cultivate a community of like-minded enthusiasts (Gauntlett). Through various publishing platforms and Websites, knitters can share information about their own projects, make collaborative plans with others, enhance their skills, and be creative contributors to their communities (Rosner and Ryokai). That kind of online community plays a significant role in exchanging knitters’ perceptions of self-esteem and fostering meaningful social connections that offer support and empowerment. The diverse social communication that emerges out of and occurs alongside the hobby might even facilitate the formation of life-long friendships (Mayne). This was significant, for example, during the COVID-19 pandemic, when crafting found new digital forms, and crafts were also learned through digital communication platforms in both hobby activities and in school education (Kouhia). On the other hand, transferring knitting practices from their historical, geographical, and cultural histories can lead to a loss of rich, contextual knowledge, as these practices are deeply intertwined with the traditions, stories, and skills passed down through generations and might not be fully conveyed in online spaces (e.g., Robertson and Vinebaum). Knitting podcasts have been studied in terms of the benefits and drawbacks they provide their viewers. Gregg explored the impact of knitting podcasts on their viewers’ knitting and video-watching motivation and found a clear connection between knitting motivation and video consumption: the social interaction on YouTube and the inspiration offered by podcasters drove viewers to knit more. Furthermore, several studies have identified video watching as not only motivating but also potentially addictive, making it a time-consuming activity (Balakrishnan and Griffiths; Chiang and Hsiao; Gauntlett). This study aims to elucidate the characteristics associated with the typical Finnish knitting podcast and its production. For this, a single research question was posed: What are the key characteristics of Finnish knitting podcasts? The data was collected from a survey distributed in Facebook and Ravelry groups themed around knitting podcasts. All 19 respondents were female knitting podcasters, whom we refer to with pseudonyms (H1–H19) throughout this article. The data were analysed using theory-driven content analysis (Hsieh and Shannon). We delve into the research findings from the perspective of individual empowerment, knitting skills development, and online community. Knitting Podcasting as Individual Strength According to our data, producing knitting podcasts can be an empowering hobby that enables individual development in both skills and identity. Knitting podcasters felt that during the hobby they gained self-confidence and that their knowledge of their strengths had grown. They better understood their potential and developed not only tangible skills but also their mental capacity through the hobby. Knitting podcaster H13 mentioned that her self-esteem was strengthened by the positive feedback her recordings received. On the other hand, H18 highlighted that by recording her knitting podcasts, she felt that she had made like-minded friends: “recording is quite therapeutic for me, as I don’t really have live friends to chat with about knitting or anything else”. Upon starting their knitting podcasts, knitters often felt that their expectations were soon met. Podcasters could express their identity by producing content that reflected their own lives and by showcasing their knitting to others. They also found that they could bring joy to others with the content they produced and had the opportunity to share their passion for knitting with like-minded individuals. By watching other knitting podcasts, hobbyists found topics that they could address in their own podcasts. Individual self-expression conveyed personal values, which is possible in such a setting. H3 highlighted how wonderful it was to find individuals whose style matched her own and how much fun it was to follow podcasters with completely different styles: I have gotten so many ideas from others! Many patterns might go unnoticed, but when you see them on a “live” model, you might find knits that suit you. It’s also wonderful to find individuals whose style matches mine. It’s also fun to follow those whose style doesn’t match – I often get inspiration from them too. Both similarities and differences can thus motivate individuals, simultaneously influencing the development of each person’s distinctive taste and style. Showcasing One’s Skills and Learning from Others Based on the survey, making knitting podcasts allows enthusiasts to learn new things, show off their skills, and celebrate their personal growth with others. The podcasters felt they had gained confidence during the whole process of producing knitting podcasts. The knitting podcast community was described as a welcoming and uplifting place, where everyone is always keen to help others. Perhaps the most tangible benefit of the knitting podcast hobby was mentioned by a podcaster who, after starting to create podcasts, became so passionate about video editing that she now regularly uses that skill in her professional life. Creating a knitting podcast was motivated by the desire to produce diverse content, share one’s own creations, and inspire others to try recently developed materials or knitting techniques. For example, H6 described her motivation as follows: the opportunity to speak and share information about a hobby that’s important to me. ... I get to share my passion for crafts. Additionally, [there are] viewers’ comments on the videos and a few live meetings. Especially when someone says my videos inspired them or helped them try something new, it motivates me to continue making videos. Feedback and positive comments from viewers about their own ideas encouraged podcasters to continue with the hobby and engage in discussions. Enthusiasts mentioned being delighted when someone commented on being inspired by the topic of a knitting podcast or perhaps used the videos to try something new and to learn. H3 was particularly pleased by this: “it’s wonderful to hear when people say they got inspired by something I did”. In the present study, we observed that among knitting podcasters, dedication manifests itself in the all-encompassing nature of the hobby: someone who produces knitting podcasts is also likely to watch podcasts made by others. Indeed, enthusiasts said that watching other knitting podcasts is an integral part of the hobby. Many respondents reported often (n = 13) or sometimes (n = 6) watching other knitting podcasts. Knitting podcasters knit extensively so they have content for their podcasts, and while knitting they often watch other knitting podcasts, partly to enjoy virtual knitting companionship and partly for inspiration. H9 described the importance of watching knitting podcasts for themselves as follows: “knitting is a solitary activity, but when you watch podcasts, you always have knitting company”. Some enthusiasts mentioned simply enjoying watching other knitting podcasts because they found that activity pleasant and interesting. By watching others’ knitting podcasts, enthusiasts stayed informed about current topics, such as ongoing collaborative activities, new releases, and fashion trends. They felt they had learned new things about knitting and related topics, such as patterns, yarns, tools, and techniques. From other knitting podcasts, the podcasters also reported gaining peer support for their crafting, especially when they felt the need for it. All those who created knitting podcasts were inspired to start their own hobby after watching podcasts made by others, which is typically an integral part of the knitting podcast hobby. Viewers often seek knitting companionship alongside their own projects and inspiration from new content. Every knitting podcast has its own publishing timeline, influenced by the different stages of knitting projects, other information to share (for example, related to upcoming events), and the constraints of podcasters’ personal lives. Some (five respondents) highlighted that the pressure to publish and unmet goals within the hobby diminished their motivation for podcasting. These pressures arose from a lack of time or the hobby becoming routine. H12 describes the situation as follows: podcasting takes a tremendous amount of time, and after doing it for several years, the process begins to repeat itself and turns into a routine in the wrong way. I also don't feel that making unedited videos is my thing, so these factors together first diminished my enthusiasm and then I think I quietly stopped altogether (though I haven't announced it anywhere). It felt like podcasting took more from me than it gave. Community as a Key Point Our study’s findings show that knitting podcasting serves as a way to connect, make friends, and share individual skills and knowledge. Those who make and watch knitting podcasts form an online community where everyone can find a sense of belonging. In this study, knitters initially hoped to experience a sense of belonging to a community before starting their hobby, as they wanted to share their passion with others. Nearly all enthusiasts emphasised the importance of social relationships in their decision to start a knitting podcast; they wanted to connect and interact with fellow knitting podcasters and knitters who watch knitting podcasts. Indeed, starting the hobby brought a wealth of positive and motivating experiences, which encouraged the participants to continue. Through podcasting, female podcasters were able to strengthen their social networks and positively influence one another while participating in traditional crafting skills and adding their interpretations to them. Many knitting podcasters felt they had achieved meaningful milestones during their podcasting journey, foremost among which were matters related to social life, such as making friends and being heard. While knitting podcasts are often created alone, at its best it can be a hobby that involves a great deal of social interaction with others. Enthusiasts felt that the knitting podcast hobby allowed them to be seen and even become the centre of attention on their own terms. These women reported having achieved a status in the community through their hobby that enabled them to positively influence those around them. Almost all respondents saw the sense of community and/or finding knitting friends and acquaintances as the most significant reason for publishing knitting podcasts: Community and the friendships I’ve formed through making my podcast and watching others. (H12) Knitting meet-ups and related events; encountering other knitting enthusiasts both in comments and in real life. (H14) Sharing their own creations emerged as a major motivator among enthusiasts: some felt that their other close friends were not as interested in listening to hobby-related details as they were eager to share them. Podcasters saw knitting podcasts as an opportunity to share even the smallest details of their own work with an enthusiastic audience: “engaging and interacting with people. I’ve gotten to know new people who are interested in the same things. Receiving feedback and personal growth” (H8). Knitting podcasters were very dedicated to their hobby and strove to engage in life activities in a way that brought joy and contentment. Doing so was experienced as inspiring, productive, and captivating. Knitting podcasters feel that they gained benefits from their hobby and derived joy and pride from their achievements. One enthusiast (H14) stated that the hobby was important to her because it gave her an opportunity to talk with others and share information. H19 echoed this sentiment, saying that the hobby provides “an opportunity to bring something good to people and to oneself”. Conclusion The present study has revealed that knitting podcasts can be a highly motivating hobby for female podcasters, driven by factors like empowerment and self-confidence, skill enhancement, and recognition (e.g., Myzelev). The respondents in this study had experienced similar feelings and meanings in their hobby, that Seo and Jung and Kennedy, for example, reported in their studies. Most developed their knitting and recording and editing skills through their podcast hobby. When starting out, podcasters might begin with simple accessories, and they end up showcasing large, complex, and technically challenging garments. It is part of the excitement of the hobby: learning new things oneself and realising that others also want to learn through the posts one creates. There is a culture associated with the hobby that revolves around collective activities, such as group knitting sessions and organised joint initiatives; it emerged from mutual excitement about something and the desire to work together as a community (e.g., Feger; Mayne; Törhönen et al.). It is precisely the collective nature of the hobby that meant the most to the respondents of this study. According to the study, communities built around knitting podcasts are formed based on collaborative interests and passions, facilitating a sense of belonging and mutual support among members. Podcast creators and viewers were seen as knitting friends, becoming an essential part of these women’s lives, sometimes even beyond the Internet (e.g. Mayne). It particularly highlights how women use the Internet to navigate and foster these communities, leveraging digital platforms not only to share knowledge and skills but also to create spaces for empowerment, collaboration, and social interaction. Furthermore, online communities provided women with unique opportunities to connect, learn, and grow together, transcending geographical boundaries. However, for some, this sense of community and the pressure to post led to excessive stress in everyday life. This resulted in having anxiety about meeting everyone’s expectations and often made the motivation to create more content disappear. 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Pedersen, Isabel, and Kirsten Ellison. "Startling Starts: Smart Contact Lenses and Technogenesis." M/C Journal 18, no. 5 (October 14, 2015). http://dx.doi.org/10.5204/mcj.1018.

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Abstract:
On 17 January 2013, Wired chose the smart contact lens as one of “7 Massive Ideas That Could Change the World” describing a Google-led research project. Wired explains that the inventor, Dr. Babak Parviz, wants to build a microsystem on a contact lens: “Using radios no wider than a few human hairs, he thinks these lenses can augment reality and incidentally eliminate the need for displays on phones, PCs, and widescreen TVs”. Explained further in other sources, the technology entails an antenna, circuits embedded into a contact lens, GPS, and an LED to project images on the eye, creating a virtual display (Solve for X). Wi-Fi would stream content through a transparent screen over the eye. One patent describes a camera embedded in the lens (Etherington). Another mentions medical sensing, such as glucose monitoring of tears (Goldman). In other words, Google proposes an imagined future when we use contact lenses to search the Internet (and be searched by it), shop online, communicate with friends, work, navigate maps, swipe through Tinder, monitor our health, watch television, and, by that time, probably engage in a host of activities not yet invented. Often referred to as a bionic contact, the smart contact lens would signal a weighty shift in the way we work, socialize, and frame our online identities. However, speculative discussion over this radical shift in personal computing, rarely if ever, includes consideration of how the body, acting as a host to digital information, will manage to assimilate not only significant affordances, but also significant constraints and vulnerabilities. At this point, for most people, the smart contact lens is just an idea. Is a new medium of communication started when it is launched in an advertising campaign? When we Like it on Facebook? If we chat about it during a party amongst friends? Or, do a critical mass of people actually have to be using it to say it has started? One might say that Apple’s Macintosh computer started as a media platform when the world heard about the famous 1984 television advertisement aired during the American NFL Super Bowl of that year. Directed by Ridley Scott, the ad entails an athlete running down a passageway and hurling a hammer at a massive screen depicting cold war style rulers expounding state propaganda. The screen explodes freeing those imprisoned from their concentration camp existence. The direct reference to Orwell’s 1984 serves as a metaphor for IBM in 1984. PC users were made analogous to political prisoners and IBM served to represent the totalitarian government. The Mac became a something that, at the time, challenged IBM, and suggested an alternative use for the desktop computer that had previously been relegated for work rather than life. Not everyone bought a Mac, but the polemical ad fostered the idea that Mac was certainly the start of new expectations, civic identities, value-systems, and personal uses for computers. The smart contact lens is another startling start. News of it shocks us, initiates social media clicks and forwards, and instigates dialogue. But, it also indicates the start of a new media paradigm that is already undergoing popular adoption as it is announced in mainstream news and circulated algorithmically across media channels. Since 2008, news outlets like CNN, The New York Times, The Globe and Mail, Asian International News, United News of India, The Times of London and The Washington Post have carried it, feeding the buzz in circulation that Google intends. Attached to the wave of current popular interest generated around any technology claiming to be “wearable,” a smart contact lens also seems surreptitious. We would no longer hold smartphones, but hide all of that digital functionality beneath our eyelids. Its emergence reveals the way commercial models have dramatically changed. The smart contact lens is a futuristic invention imagined for us and about us, but also a sensationalized idea socializing us to a future that includes it. It is also a real device that Parviz (with Google) has been inventing, promoting, and patenting for commercial applications. All of these workings speak to a broader digital culture phenomenon. We argue that the smart contact lens discloses a process of nascent posthuman adaptation, launched in an era that celebrates wearable media as simultaneously astonishing and banal. More specifically, we adopt technology based on our adaptation to it within our personal, political, medial, social, and biological contexts, which also function in a state of flux. N. Katherine Hayles writes that “Contemporary technogenesis, like evolution in general, is not about progress ... rather, contemporary technogenesis is about adaptation, the fit between organisms and their environments, recognizing that both sides of the engagement (human and technologies) are undergoing coordinated transformations” (81). This article attends to the idea that in these early stages, symbolic acts of adaptation signal an emergent medium through rhetorical processes that society both draws from and contributes to. In terms of project scope, this article contributes a focused analysis to a much larger ongoing digital rhetoric project. For the larger project, we conducted a discourse analysis on a collection of international publications concerning Babak Parviz and the invention. We searched for and collected newspaper stories, news broadcasts, YouTube videos from various sources, academic journal publications, inventors’ conference presentations, and advertising, all published between January 2008 and May 2014, generating a corpus of more than 600 relevant artifacts. Shortly after this time, Dr. Parviz, a Professor at the University of Washington, left the secretive GoogleX lab and joined Amazon.com (Mac). For this article we focus specifically on the idea of beginnings or genesis and how digital spaces increasingly serve as the grounds for emergent digital cultural phenomena that are rarely recognized as starting points. We searched through the corpus to identify a few exemplary international mainstream news stories to foreground predominant tropes in support of the claim we make that smart contacts lenses are a startling idea. Content producers deliberately use astonishment as a persuasive device. We characterize the idea of a smart contact lens cast in rhetorical terms in order to reveal how its allure works as a process of adaptation. Rhetorician and philosopher, Kenneth Burke writes that “rhetorical language is inducement to action (or to attitude)” (42). A rhetorical approach is instrumental because it offers a model to explain how we deploy, often times, manipulative meaning as senders and receivers while negotiating highly complex constellations of resources and contexts. Burke’s rhetorical theory can show how messages influence and become influenced by powerful hierarchies in discourse that seem transparent or neutral, ones that seem to fade into the background of our consciousness. For this article, we also concentrate on rhetorical devices such as ethos and the inventor’s own appeals through different modes of communication. Ethos was originally proposed by Aristotle to identify speaker credibility as a persuasive tactic. Addressed by scholars of rhetoric for centuries, ethos has been reconfigured by many critical theorists (Burke; Baumlin Ethos; Hyde). Baumlin and Baumlin suggest that “ethos describes an audience’s projection of authority and trustworthiness onto the speaker ... ethos suggests that the ethical appeal to be a radically psychological event situated in the mental processes of the audience – as belonging as much to the audience as to the actual character of a speaker” (Psychology 99). Discussed in the next section, our impression of Parviz and his position as inventor plays a dramatic role in the surfacing of the smart contact lens. Digital Rhetoric is an “emerging scholarly discipline concerned with the interpretation of computer-generated media as objects of study” (Losh 48). In an era when machine-learning algorithms become the messengers for our messages, which have become commodity items operating across globalized, capitalist networks, digital rhetoric provides a stable model for our approach. It leads us to demonstrate how this emergent medium and invention, the smart contact lens, is born amid new digital genres of speculative communication circulated in the everyday forums we engage on a daily basis. Smart Contact Lenses, Sensationalism, and Identity One relevant site for exploration into how an invention gains ethos is through writing or video penned or produced by the inventor. An article authored by Parviz in 2009 discusses his invention and the technical advancements that need to be made before the smart contact lens could work. He opens the article using a fictional and sensationalized analogy to encourage the adoption of his invention: The human eye is a perceptual powerhouse. It can see millions of colors, adjust easily to shifting light conditions, and transmit information to the brain at a rate exceeding that of a high-speed Internet connection.But why stop there?In the Terminator movies, Arnold Schwarzenegger’s character sees the world with data superimposed on his visual field—virtual captions that enhance the cyborg’s scan of a scene. In stories by the science fiction author Vernor Vinge, characters rely on electronic contact lenses, rather than smartphones or brain implants, for seamless access to information that appears right before their eyes. Identity building is made to correlate with smart contact lenses in a manner that frames them as exciting. Coming to terms with them often involves casting us as superhumans, wielding abilities that we do not currently possess. One reason for embellishment is because we do not need digital displays on the eyes, so the motive to use them must always be geared to transcending our assumed present condition as humans and society members. Consequently, imagination is used to justify a shift in human identity along a future trajectory.This passage above also instantiates a transformation from humanist to posthumanist posturing (i.e. “the cyborg”) in order to incent the adoption of smart contact lenses. It begins with the bold declarative statement, “The human eye is a perceptual powerhouse,” which is a comforting claim about our seemingly human superiority. Indexing abstract humanist values, Parviz emphasizes skills we already possess, including seeing a plethora of colours, adjusting to light on the fly, and thinking fast, indeed faster than “a high-speed Internet connection”. However, the text goes on to summon the Terminator character and his optic feats from the franchise of films. Filmic cyborg characters fulfill the excitement that posthuman rhetoric often seems to demand, but there is more here than sensationalism. Parviz raises the issue of augmenting human vision using science fiction as his contextualizing vehicle because he lacks another way to imbricate the idea. Most interesting in this passage is the inventor’s query “But why stop there?” to yoke the two claims, one biological (i.e., “The human eye is a perceptual powerhouse”) and one fictional (i.e. Terminator, Vernor Vinge characters). The query suggests, Why stop with human superiority, we may as well progress to the next level and embrace a smart contact lens just as fictional cyborgs do. The non-threatening use of fiction makes the concept seem simultaneously exciting and banal, especially because the inventor follows with a clear description of the necessary scientific engineering in the rest of the article. This rhetorical act signifies the voice of a technoelite, a heavily-funded cohort responding to global capitalist imperatives armed with a team of technologists who can access technological advancements and imbue comments with an authority that may extend beyond their fields of expertise, such as communication studies, sociology, psychology, or medicine. The result is a powerful ethos. The idea behind the smart contact lens maintains a degree of respectability long before a public is invited to use it.Parviz exhumes much cultural baggage when he brings to life the Terminator character to pitch smart contact lenses. The Terminator series of films has established the “Arnold Schwarzenegger” character a cultural mainstay. Each new film reinvented him, but ultimately promoted him within a convincing dystopian future across the whole series: The Terminator (Cameron), Terminator 2: Judgment Day (Cameron), Terminator 3: Rise of the Machines (Mostow), Terminator Salvation (McG) and Terminator Genisys (Taylor) (which appeared in 2015 after Parviz’s article). Recently, several writers have addressed how cyborg characters figure significantly in our cultural psyche (Haraway, Bukatman; Leaver). Tama Leaver’s Artificial Culture explores the way popular, contemporary, cinematic, science fiction depictions of embodied Artificial Intelligence, such as the Terminator cyborgs, “can act as a matrix which, rather than separating or demarcating minds and bodies or humanity and the digital, reinforce the symbiotic connection between people, bodies, and technologies” (31). Pointing out the violent and ultimately technophobic motive of The Terminator films, Leaver reads across them to conclude nevertheless that science fiction “proves an extremely fertile context in which to address the significance of representations of Artificial Intelligence” (63).Posthumanism and TechnogenesisOne reason this invention enters the public’s consciousness is its announcement alongside a host of other technologies, which seem like parts of a whole. We argue that this constant grouping of technologies in the news is one process indicative of technogenesis. For example, City A.M., London’s largest free commuter daily newspaper, reports on the future of business technology as a hodgepodge of what ifs: As Facebook turns ten, and with Bill Gates stepping down as Microsoft chairman, it feels like something is drawing to an end. But if so, it is only the end of the technological revolution’s beginning ... Try to look ahead ten years from now and the future is dark. Not because it is bleak, but because the sheer profusion of potential is blinding. Smartphones are set to outnumber PCs within months. After just a few more years, there are likely to be 3bn in use across the planet. In ten years, who knows – wearables? smart contact lenses? implants? And that’s just the start. The Internet of Things is projected to be a $300bn (£183bn) industry by 2020. (Sidwell) This reporting is a common means to frame the commodification of technology in globalized business news that seeks circulation as much as it does readership. But as a text, it also posits how individuals frame the future and their participation with it (Pedersen). Smart contacts appear to move along this exciting, unstoppable trajectory where the “potential is blinding”. The motive is to excite and scare. However, simultaneously, the effect is predictable. We are quite accustomed to this march of innovations that appears everyday in the morning paper. We are asked to adapt rather than question, consequently, we never separate the parts from the whole (e.g., “wearables? smart contact lenses? Implants”) in order to look at them critically.In coming to terms with Cary Wolf’s definition of posthumanism, Greg Pollock writes that posthumanism is the questioning that goes on “when we can no longer rely on ‘the human’ as an autonomous, rational being who provides an Archimedean point for knowing about the world (in contrast to “humanism,” which uses such a figure to ground further claims)” (208). With similar intent, N. Katherine Hayles formulating the term technogenesis suggests that we are not really progressing to another level of autonomous human existence when we adopt media, we are in effect, adapting to media and media are also in a process of adapting to us. She writes: As digital media, including networked and programmable desktop stations, mobile devices, and other computational media embedded in the environment, become more pervasive, they push us in the direction of faster communication, more intense and varied information streams, more integration of humans and intelligent machines, and more interactions of language with code. These environmental changes have significant neurological consequences, many of which are now becoming evident in young people and to a lesser degree in almost everyone who interacts with digital media on a regular basis. (11) Following Hayles, three actions or traits characterize adaptation in a manner germane to the technogenesis of media like smart contact lenses. The first is “media embedded in the environment”. The trait of embedding technology in the form of sensors and chips into external spaces evokes the onset of The Internet of Things (IoT) foundations. Extensive data-gathering sensors, wireless technologies, mobile and wearable components integrated with the Internet, all contribute to the IoT. Emerging from cloud computing infrastructures and data models, The IoT, in its most extreme, involves a scenario whereby people, places, animals, and objects are given unique “embedded” identifiers so that they can embark on constant data transfer over a network. In a sense, the lenses are adapted artifacts responding to a world that expects ubiquitous networked access for both humans and machines. Smart contact lenses will essentially be attached to the user who must adapt to these dynamic and heavily mediated contexts.Following closely on the first, the second point Hayles makes is “integration of humans and intelligent machines”. The camera embedded in the smart contact lens, really an adapted smartphone camera, turns the eye itself into an image capture device. By incorporating them under the eyelids, smart contact lenses signify integration in complex ways. Human-machine amalgamation follows biological, cognitive, and social contexts. Third, Hayles points to “more interactions of language with code.” We assert that with smart contact lenses, code will eventually govern interaction between countless agents in accordance with other smart devices, such as: (1) exchanges of code between people and external nonhuman networks of actors through machine algorithms and massive amalgamations of big data distributed on the Internet;(2) exchanges of code amongst people, human social actors in direct communication with each other over social media; and (3) exchanges of coding and decoding between people and their own biological processes (e.g. monitoring breathing, consuming nutrients, translating brainwaves) and phenomenological (but no less material) practices (e.g., remembering, grieving, or celebrating). The allure of the smart contact lens is the quietly pressing proposition that communication models such as these will be radically transformed because they will have to be adapted to use with the human eye, as the method of input and output of information. Focusing on genetic engineering, Eugene Thacker fittingly defines biomedia as “entail[ing] the informatic recontextualization of biological components and processes, for ends that may be medical or nonmedical (economic, technical) and with effects that are as much cultural, social, and political as they are scientific” (123). He specifies, “biomedia are not computers that simply work on or manipulate biological compounds. Rather, the aim is to provide the right conditions, such that biological life is able to demonstrate or express itself in a particular way” (123). Smart contact lenses sit on the cusp of emergence as a biomedia device that will enable us to decode bodily processes in significant new ways. The bold, technical discourse that announces it however, has not yet begun to attend to the seemingly dramatic “cultural, social, and political” effects percolating under the surface. Through technogenesis, media acclimatizes rapidly to change without establishing a logic of the consequences, nor a design plan for emergence. Following from this, we should mention issues such as the intrusion of surveillance algorithms deployed by corporations, governments, and other hegemonic entities that this invention risks. If smart contact lenses are biomedia devices inspiring us to decode bodily processes and communicate that data for analysis, for ourselves, and others in our trust (e.g., doctors, family, friends), we also need to be wary of them. David Lyon warns: Surveillance has spilled out of its old nation-state containers to become a feature of everyday life, at work, at home, at play, on the move. So far from the single all-seeing eye of Big Brother, myriad agencies now trace and track mundane activities for a plethora of purposes. Abstract data, now including video, biometric, and genetic as well as computerized administrative files, are manipulated to produce profiles and risk categories in a liquid, networked system. The point is to plan, predict, and prevent by classifying and assessing those profiles and risks. (13) In simple terms, the smart contact lens might disclose the most intimate information we possess and leave us vulnerable to profiling, tracking, and theft. Irma van der Ploeg presupposed this predicament when she wrote: “The capacity of certain technologies to change the boundary, not just between what is public and private information but, on top of that, between what is inside and outside the human body, appears to leave our normative concepts wanting” (71). The smart contact lens, with its implied motive to encode and disclose internal bodily information, needs considerations on many levels. Conclusion The smart contact lens has made a digital beginning. We accept it through the mass consumption of the idea, which acts as a rhetorical motivator for media adoption, taking place long before the device materializes in the marketplace. This occurrence may also be a sign of our “posthuman predicament” (Braidotti). We have argued that the smart contact lens concept reveals our posthuman adaptation to media rather than our reasoned acceptance or agreement with it as a logical proposition. By the time we actually squabble over the price, express fears for our privacy, and buy them, smart contact lenses will long be part of our everyday culture. References Baumlin, James S., and Tita F. Baumlin. “On the Psychology of the Pisteis: Mapping the Terrains of Mind and Rhetoric.” Ethos: New Essays in Rhetorical and Critical Theory. Eds. James S. Baumlin and Tita F. Baumlin. Dallas: Southern Methodist University Press, 1994. 91-112. Baumlin, James S., and Tita F. Baumlin, eds. Ethos: New Essays in Rhetorical and Critical Theory. Dallas: Southern Methodist University Press, 1994. Bilton, Nick. “A Rose-Colored View May Come Standard.” The New York Times, 4 Apr. 2012. Braidotti, Rosi. The Posthuman. Cambridge: Polity, 2013. Bukatman, Scott. Terminal Identity: The Virtual Subject in Postmodern Science Fiction. Durham: Duke University Press, 1993. Burke, Kenneth. A Rhetoric of Motives. Berkeley: University of California Press, 1950. Cameron, James, dir. The Terminator. Orion Pictures, 1984. DVD. Cameron, James, dir. Terminator 2: Judgment Day. Artisan Home Entertainment, 2003. DVD. Etherington, Darrell. “Google Patents Tiny Cameras Embedded in Contact Lenses.” TechCrunch, 14 Apr. 2014. Goldman, David. “Google to Make Smart Contact Lenses.” CNN Money 17 Jan. 2014. Haraway, Donna. Simians, Cyborgs and Women: The Reinvention of Nature. London: Free Association Books, 1991. Hayles, N. Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: University of Chicago, 2012. Hyde, Michael. The Ethos of Rhetoric. Columbia: University of South Carolina Press, 2004. Leaver, Tama. Artificial Culture: Identity, Technology, and Bodies. New York: Routledge, 2012. Losh, Elizabeth. Virtualpolitik: An Electronic History of Government Media-Making in a Time of War, Scandal, Disaster, Miscommunication, and Mistakes. Boston: MIT Press. 2009. Lyon, David, ed. Surveillance as Social Sorting: Privacy, Risk and Digital Discrimination. New York: Routledge, 2003. Mac, Ryan. “Amazon Lures Google Glass Creator Following Phone Launch.” Forbes.com, 14 July 2014. McG, dir. Terminator Salvation. Warner Brothers, 2009. DVD. Mostow, Jonathan, dir. Terminator 3: Rise of the Machines. Warner Brothers, 2003. DVD. Parviz, Babak A. “Augmented Reality in a Contact Lens.” IEEE Spectrum, 1 Sep. 2009. Pedersen, Isabel. Ready to Wear: A Rhetoric of Wearable Computers and Reality-Shifting Media. Anderson, South Carolina: Parlor Press, 2013. Pollock, Greg. “What Is Posthumanism by Cary Wolfe (2009).” Rev. of What is Posthumanism?, by Cary Wolfe. Journal for Critical Animal Studies 9.1/2 (2011): 235-241. Sidwell, Marc. “The Long View: Bill Gates Is Gone and the Dot-com Era Is Over: It's Only the End of the Beginning.” City A.M., 7 Feb. 2014. “Solve for X: Babak Parviz on Building Microsystems on the Eye.” YouTube, 7 Feb. 2012. Taylor, Alan, dir. Terminator: Genisys. Paramount Pictures, 2015. DVD. Thacker, Eugene “Biomedia.” Critical Terms for Media Studies. Eds. W.J.T Mitchell and Mark Hansen, Chicago: Chicago Press, 2010. 117-130. Van der Ploeg, Irma. “Biometrics and the Body as Information.” Surveillance as Social Sorting: Privacy, Risk and Digital Discrimination. Ed. David Lyon. New York: Routledge, 2003. 57-73. Wired Staff. “7 Massive Ideas That Could Change the World.” Wired.com, 17 Jan. 2013.
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Bruns, Axel. "The Knowledge Adventure." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1873.

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In his recent re-evaluation of McLuhanite theories for the information age, Digital McLuhan, Paul Levinson makes what at first glance appears to be a curious statement: he says that on the Web "the common denominator ... is the written word, as it is and has been with all things having to do with computers -- and will likely continue to be until such time, if ever, that the spoken word replaces the written as the vehicle of computer commands" (38). This, however, seems to directly contradict what any Web user has been able to experience for several years now: Web content has increasingly come to rely on graphics, at first still, now also often animated, and continues to include more and more audiovisual elements of various kinds. We don't even have to look at the current (and, hopefully, passing) phase of interminable Shockwave splash pages, which users have to endure while they wait to be transferred to the 'real' content of a site: even on as print-focussed a page as the one you're currently reading, you'll see graphical buttons to the left and at the bottom, for example. Other sites far surpass this for graphical content: it is hard to imagine what the official Olympics site or that of EXPO 2000 would look like in text-only versions. The drive towards more and more graphics has long been, well, visible. Already in 1997 (at a time when 33.6k modems were considered fast) Marshall considered the Internet to have entered its "graphic stage, a transitional media form that has made surfing the net feel like flipping through a glossy magazine or the interlinkages of a multimedia game or encyclopedia CD-ROMs"; to him this stage "relies on a construction that is textual and graphically enhanced through software overlays ... and highlighted by sample images, sound bites and occasionally short, moving images" (51). This historicised view mirrors a distinction made around the same time by Lovink, who divided users into "IBM-PC-modernists" still running text-based interfaces, and those enjoying the "Apple-Windows 95-postmodernism" of their graphical user interfaces (Lovink and Winkler 15). In the age of GUIs, in fact, 'text' in itself does not really exist on screen any more: everything from textual to graphical information consists of individual pixels in the same way, which is precisely what makes Levinson's initial statement appear so anachronistic. The move from 'text' to 'graphics and text' could thus be seen as a sign of the overall shift from the industrial to the information age -- a view not without precedent, since the transition from modernist to postmodernist times is similarly contemporaneous with the rise of graphic design as a form of communication as well as art. Beyond such broad strokes, we can also identify some of the finer details presented by the current state of graphics on the Web, however. Marshall's 'graphic stage', after all, was a 'transitional' one, and by now it seems that we might have passed it already, entering into a new aesthetic paradigm which appears to have borrowed many of its approaches from the realm of computer games: the new Web vision is shiny, colourful, animated, and increasingly also accompanied by sound effects. This is no surprise since the mass acceptance of personal computers themselves was largely driven by their use as a source of entertainment. Gaming and computers are inseparably interconnected, and the development of home computers' graphical capabilities in particular has long been driven almost exclusively by players' needs for better, faster, more realistic graphics. Of course, the way we interact with computers also owes a significant debt to games. Engagement in a dialogue with the machine, in which the computer displays both our own actions and its responses, representing us and itself simultaneously on screen, is the predominant mode of computing, and such a mode of engagement (dissolving the barriers between human mind and machinic computation) can now also be found in our interaction with the Web. Here, too, individual knowledge blends with the information available on the network as we immerse ourselves in hypertextual connectivity. As Talbott writes, "clearly, a generation raised on Adventure and video games -- where every door conceals a treasure or a monster worth pursuing in frenetic style -- has its own way of appreciating the hypertext interface" (13); not only has the Web taken on the aesthetics of computer gaming, then, but using the Web itself exhibits aspects of participation in a global 'knowledge game'. Talbott means to criticise this when he writes that thus "the doctrines of endless Enlightenment and Progress become the compelling subtext of a universal video game few can resist playing" (196), but however we may choose to evaluate this game, the observation itself is sound. One possible reason for taking a critical view of this development is that computer and video games rarely present more than the appearance of participation; while players may have a feeling of control over features of the game, the game itself usually remains entirely unaffected and ready for a restart at any moment. Web users might similarly feel empowered by the wealth of information to which they have gained access online, without actually making use of that information to form new knowledge for themselves. This is a matter for the individual user, however; where they have a true interest in the information they seek, we can have every confidence that they will process it to their advantage, too. Beyond this, the skills of information seeking learnt from Web use might also have overall benefits for users, as a kind of 'mind-eye coordination' similar to the 'hand-eye coordination' benefits often attributed to the playing of action games. The ability to figure out unknown problems, the desire to understand and gain control of a situation, which they can learn from computer games, is likely to help them better understand the complexity and interconnectedness of anything they might learn: "it could ... well be true that the cross-linking inherent in hypertext encourages people to see the connections among different aspects of the world so that they will get less fragmented knowledge" (Nielsen 190). The increasingly graphical nature of Web content could appear to work against this, however: "extensions of traditional hyperTEXT systems to encompass hyperMEDIA introduces [sic] a new dimension. ... The picture that 'speaks a thousand words' may say a thousand different words to different viewers. Pictures or graphics lend themselves much more than does text to multiple interpretations", as McAleese claims (12-13) -- but perhaps this overrates significantly the ability of text to anchor down meaning to any one point. Rather, it is questionable whether text and images really are that different from one another -- viewed from a historical perspective, certainly, opinions are divided, it seems: "the medieval church feared the power of the visual image because of the way it appeared to licence the imagination and the consideration of alternatives. Obversely, contemporary cultural critics fear that the abandonment of the written word in favour of graphics is stifling critical and creative powers" (Moody 60) -- take, for example, the commonly held view that movies made from novels limit the reader's imagination to the particular portrayal of events chosen for the film. In fact, there are good reasons to believe that both text and images (especially when they are increasingly easy to manipulate by digital means, thus losing once and for all their claim to photographic 'realism') can 'say a thousand different words to different viewers' -- indeed, traditional photography has also been described as 'writing with light'. As Levinson notes, therefore, "once the photograph is converted to a digital format, it is as amenable to manipulation, as divorced from the reality it purports to represent, as the words which appear on the same screen. On that score, the Internet's co-option of photography -- the rendering of the formerly analogue image as its content -- is at least as profound as the Internet's promotion of written communication" (43), and this, then, may perhaps begin to provide a resolution to his overall preference for writing as the predominant Internet communication form, as quoted above: online writing now includes in almost equal measure 'print' text and graphical images, both of which are of course graphically rendered on screen by the computer anyway; they combine into a new form of writing not unlike ancient hieroglyphics. On the Web, writing has come full circle: from the iconographic representations of the earliest civilisations through their simplification and solidification into the various alphabets back to a new online iconography. This also demonstrates the strong Western bias of this technology, of course: had computers emerged from Chinese or Japanese culture, for example -- where alphabets in the literal sense don't exist -- chances are they would never have existed in a text-only form. Now that we have passed the alphabetic stage to re-enter an era of iconography, then, it remains to be seen how this change along with our overall "'immersion' in hypertext will affect the way that we mentally structure our world. Linear argumentation is more a consequence of alphabetic writing than of printed books and it remains to be seen if hypertext presentation will significantly erode this predominant convention for mentally ordering our world" (McKnight et al. 41). Perhaps the computer game experience (where a blending of text and graphics had begun some time before the Web) can provide some early pointers already, then. The game-like nature of information search and usage online might help to undermine some of the more heavily encrusted structures of information dissemination that are still dominant: "we are promised, on the information 'library' side, less of the dogmatic and more of the ludic, less of the canonical and more of the festive. Fewer arguments from authority, through more juxtaposition of authorities" (Debray 146). This is also supported by the fact that there usually exists no one central authority, no one central site, in any field of information covered by the Web, but that there rather is a multiplicity of sources and viewpoints with varying claims to 'authority' and 'objectivity'; rather than rely on authorities to determine what is accepted knowledge, Web users must, and do, distil their own knowledge from the information they find in their searches. Kumon and Aizu's notion that from the industrial-age "wealth game" we have now moved into the "wisdom game" (320) sums up this view. However, for all the ludic exuberance of this game, we should also be concerned that, as in any game, we are also likely to see winners and losers. Those unaware of the rules of the game, and people who are prevented from playing for personal or socioeconomic reasons (the increased use of graphics will make it much more difficult for certain disabled readers to use the Web, for example) must not be left out of it. In gaming terminology, perhaps the formation of teams including such disadvantaged people is the answer? References Debray, Régis. "The Book as Symbolic Object." The Future of the Book. Ed. Geoffrey Nunberg. Berkeley: U of California P, 1996. 139-51. Kumon, Shumpei, and Izumi Aizu. "Co-Emulation: The Case for a Global Hypernetwork Society." Global Networks: Computers and International Communication. Ed. Linda M. Harasim. Cambridge, Mass.: MIT P, 1994. 311-26. Levinson, Paul. Digital McLuhan: A Guide to the Information Millennium. London: Routledge, 1999. Lovink, Geert, and Hartmut Winkler. "The Computer: Medium or Calculating Machine." Convergence 3.2 (1997): 10-18. Marshall, P. David. "The Commodity and the Internet: Interactivity and the Generation of Audience Commodity." Media International Australia 83 (Feb. 1997): 51-62. McAleese, Ray. "Navigation and Browsing in Hypertext." Hypertext: Theory into Practice. Ed. Ray McAleese. Oxford: Intellect, 1993. 5- 38. McKnight, Cliff, Andrew Dillon, and John Richardson. Hypertext in Context. Cambridge: Cambridge UP, 1991. Moody, Nickianne. "Interacting with the Divine Comedy." Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 59-77. Nielsen, Jakob. Hypertext and Hypermedia. Boston: Academic P, 1990. Talbott, Stephen L. The Future Does Not Compute: Transcending the Machines in Our Midst. Sebastopol, Calif.: O'Reilly and Associates, 1995. Citation reference for this article MLA style: Axel Bruns. "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/adventure.php>. Chicago style: Axel Bruns, "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/adventure.php> ([your date of access]). APA style: AxeM/C: A Journal of Media and Culture l Bruns. (2000) The knowledge adventure: game aesthetics and Web hieroglyphics. 3(5). <http://www.api-network.com/mc/0010/adventure.php> ([your date of access]).
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Ellis, Katie, Mike Kent, and Gwyneth Peaty. "Captioned Recorded Lectures as a Mainstream Learning Tool." M/C Journal 20, no. 3 (June 21, 2017). http://dx.doi.org/10.5204/mcj.1262.

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In Australian universities, many courses provide lecture notes as a standard learning resource; however, captions and transcripts of these lectures are not usually provided unless requested by a student through dedicated disability support officers (Worthington). As a result, to date their use has been limited. However, while the requirement for—and benefits of—captioned online lectures for students with disabilities is widely recognised, these captions or transcripts might also represent further opportunity for a personalised approach to learning for the mainstream student population (Podszebka et al.; Griffin). This article reports findings of research assessing the usefulness of captioned recorded lectures as a mainstream learning tool to determine their usefulness in enhancing inclusivity and learning outcomes for the disabled, international, and broader student population.Literature ReviewCaptions have been found to be of benefit for a number of different groups considered at-risk. These include people who are D/deaf or hard of hearing, those with other learning difficulties, and those from a non-English speaking background (NESB).For students who are D/deaf or hard of hearing, captions play a vital role in providing access to otherwise inaccessible audio content. Captions have been found to be superior to sign language interpreters, note takers, and lip reading (Stinson et al.; Maiorana-Basas and Pagliaro; Marschark et al.).The use of captions for students with a range of cognitive disabilities has also been shown to help with student comprehension of video-based instruction in a higher education context (Evmenova; Evmenova and Behrmann). This includes students with autism spectrum disorder (ASD) (Knight et al.; Reagon et al.) and students with dyslexia (Alty et al.; Beacham and Alty). While, anecdotally, captions are also seen as of benefit for students with attention deficit hyperactivity disorder (ADHD) (Kent et al.), studies have proved inconclusive (Lewis and Brown).The third group of at-risk students identified as benefiting from captioning recorded lecture content are those from a NESB. The use of captions has been shown to increase vocabulary learning (Montero Perez, Peters, Clarebout, and Desmet; Montero Perez, Van Den Noortgate, and Desmet) and to assist with comprehension of presenters with accents or rapid speech (Borgaonkar, 2013).In addition to these three main groups of at-risk students, captions have also been demonstrated to increase the learning outcomes for older students (Pachman and Ke, 2012; Schmidt and Haydu, 1992). Captions also have demonstrable benefits for the broader student cohort beyond these at-risk groups (Podszebka et al.; Griffin). For example, a recent study found that the broader student population utilised lecture captions and transcripts in order to focus, retain information, and overcome poor audio quality (Linder). However, the same study revealed that students were largely unaware about the availability of captions and transcripts, nor how to access them.MethodologyIn 2016 students in the Curtin University unit Web Communications (an introductory unit for the Internet Communications major) and its complementary first year unit, Internet and Everyday Life, along with a second year unit, Web Media, were provided with access to closed captions for their online recorded lectures. The latter unit was added to the study serendipitously when its lectures were required to be captioned through a request from the Curtin Disability Office during the study period. Recordings and captions were created using the existing captioning system available through Curtin’s lecture recording platform—Echo360. As well as providing a written caption of what is being said during the lectures, this system also offers a sophisticated search functionality, as well as access to a total transcript of the lecture. The students were provided access to an online training module, developed specifically for this study, to explain the use of this system.Enrolled Curtin students, both on-campus and online, Open Universities Australia (OUA) students studying through Curtin online, teaching staff, and disability officers were then invited to participate in a survey and interviews. The study sought to gain insights into students’ use of both recorded lectures and captioned video at the time of the survey, and their anticipated future usage of these services (see Kent et al.).A total of 50 students—of 539 enrolled across the different instances of the three units—completed the survey. In addition, five follow-up interviews with students, teaching staff, and disability support staff were conducted once the surveys had been completed. Staff interviewed included tutors and unit coordinators who taught and supervised units in which the lecture captions were provided. The interviews assessed the awareness, use, and perceived validity of the captions system in the context of both learning and teaching.ResultsA number of different questions were asked regarding students’ demographics, their engagement with online unit materials, including recorded lectures, their awareness of Echo360’s lecture captions, as well as its additional features, their perceived value of online captions for their studies, and the future significance of captions in a university context.Of the 50 participants in the survey, only six identified themselves as a person with a disability—almost 90 per cent did not identify as disabled. Additionally, 45 of the 50 participants identified English as their primary language. Only one student identified as a person with both a disability and coming from a NESB.Engagement with Online Unit Materials and Recorded LecturesThe survey results provide insight into the ways in which participants interact with the Echo360 lecture system. Over 90 per cent of students had accessed the recorded lectures via the Echo360 system. While this might not seem notable at first, given such materials are essential elements of the units surveyed, the level of repeated engagement seen in these results is important because it indicates the extent to which students are revising the same material multiple times—a practice that captions are designed to facilitate and assist. For instance, one lecture was recorded per week for each unit surveyed, and most respondents (70 per cent) were viewing these lectures at least once or twice a week, while 10 per cent were viewing the lectures multiple times a week. Over half of the students surveyed reported viewing the same lecture more than once. Out these participants, 19 (or 73 per cent) had viewed a lecture twice and 23 per cent had viewed it three times or more. This illustrates that frequent revision is taking place, as students watch the same lecture repeatedly to absorb and clarify its contents. This frequency of repeated engagement with recorded unit materials—lectures in particular—indicates that students were making online engagement and revision a key element of their learning process.Awareness of the Echo360 Lecture Captions and Additional FeaturesHowever, while students were highly engaged with both the online learning material and the recorded lectures, there was less awareness of the availability of the captioning system—only 34 per cent of students indicated they were aware of having access to captions. The survey also asked students whether or not they had used additional features of the Echo360 captioning system such as the search function and downloadable lecture transcripts. Survey results confirm that these features were being used; however, responses indicated that only a minority of students using the captions system used these features, with 28 per cent using the search function and 33 per cent making use of the transcripts. These results can be seen as an indication that additional features were useful for revision, albeit for the minority of students who used them. A Curtin disability advisor noted in their interview that:transcripts are particularly useful in addition to captions as they allow the user to quickly skim the material rather than sit through a whole lecture. Transcripts also allow translation into other languages, highlighting text and other features that make the content more accessible.Teaching staff were positive about these features and suggested that providing transcripts saved time for tutors who are often approached to provide these to individual students:I typically receive requests for lecture transcripts at the commencement of each study period. In SP3 [during this study] I did not receive any requests.I feel that lecture transcripts would be particularly useful as this is the most common request I receive from students, especially those with disabilities.I think transcripts and keyword searching would likely be useful to many students who access lectures through recordings (or who access recordings even after attending the lecture in person).However, the one student who was interviewed preferred the keyword search feature, although they expressed interest in transcripts as well:I used the captions keyword search. I think I would like to use the lecture transcript as well but I did not use that in this unit.In summary, while not all students made use of Echo360’s additional features for captions, those who did access them did so frequently, indicating that these are potentially useful learning tools.Value of CaptionsOf the students who were aware of the captions, 63 per cent found them useful for engaging with the lecture material. According to one of the students:[captions] made a big difference to me in terms on understanding and retaining what was said in the lectures. I am not sure that many students would realise this unless they actually used the captions…I found it much easier to follow what was being said in the recorded lectures and I also found that they helped stay focussed and not become distracted from the lecture.It is notable that the improvements described above do not involve assistance with hearing or language issues, but the extent to which captions improve a more general learning experience. This participant identified themselves as a native English speaker with no disabilities, yet the captions still made a “big difference” in their ability to follow, understand, focus on, and retain information drawn from the lectures.However, while over 60 per cent of students who used the captions reported they found them useful, it was difficult to get more detailed feedback on precisely how and why. Only 52.6 per cent reported actually using them when accessing the lectures, and a relatively small number reported taking advantage of the search and transcripts features available through the Echo360 system. Exactly how they were being used and what role they play in student learning is therefore an area to pursue in future research, as it will assist in breaking down the benefits of captions for all learners.Teaching staff also reported the difficulty in assessing the full value of captions—one teacher interviewed explained that the impact of captions was hard to monitor quantitatively during regular teaching:it is difficult enough to track who listens to lectures at all, let alone who might be using the captions, or have found these helpful. I would like to think that not only those with hearing impairments, but also ESL students and even people who find listening to and taking in the recording difficult for other reasons, might have benefitted.Some teaching staff, however, did note positive feedback from students:one student has given me positive feedback via comments on the [discussion board].one has reported that it helps with retention and with times when speech is soft or garbled. I suspect it helps mediate my accent and pitch!While 60 per cent claiming captions were useful is a solid majority, it is notable that some participants skipped this question. As discussed above, survey answers indicate that this was because these 37 students did not think they had access to captions in their units.Future SignificanceOverall, these results indicate that while captions can provide a benefit to students’ engagement with online lecture learning material, there is a need for more direct and ongoing information sharing to ensure both students and teaching staff are fully aware of captions and how to use them. Technical issues—such as the time delay in captions being uploaded—potentially dissuade students from using this facility, so improving the speed and reliability of this tool could increase the number of learners keen to use it. All staff interviewed agreed that implementing captions for all lectures would be beneficial for everyone:any technology that can assist in making lectures more accessible is useful, particularly in OUA [online] courses.it would be a good example of Universal Design as it would make the lecture content more accessible for students with disabilities as well as students with other equity needs.YES—it benefits all students. I personally find that I understand and my attention is held more by captioned content.it certainly makes my role easier as it allows effective access to recorded lectures. Captioning allows full access as every word is accessible as opposed to note taking which is not verbatim.DiscussionThe results of this research indicate that captions—and their additional features—available through the Echo360 captions system are an aid to student learning. However, there are significant challenges to be addressed to make students aware of these features and their potential benefits.This study has shown that in a cohort of primarily English speaking students without disabilities, over 60 per cent found captions a useful addition to recorded lectures. This suggests that the implementation of captions for all recorded lectures would have widespread benefits for all learners, not only those with hearing or language difficulties. However, at present, only “eligible” students who approach the disability office would be considered for this service, usually students who are D/deaf or hard of hearing. Yet it can be argued that these benefits—and challenges—could also extend to other groups that are might traditionally have been seen to benefit from the use of captions such as students with other disabilities or those from a NESB.However, again, a lack of awareness of the training module meant that this potential cohort did not benefit from this trial. In this study, none of the students who identified as having a disability or coming from a NESB indicated that they had access to the training module. Further, five of the six students with disabilities reported that they did not have access to the captions system and, similarly, only two of the five NESB students. Despite these low numbers, all the students who were part of these two groups and who did access the captions system did find it useful.It can therefore be seen that the main challenge for teaching staff is to ensure all students are aware of captions and can access them easily. One option for reducing the need for training or further instructions might be having captions always ON by default. This means students could incorporate them into their study experience without having to take direct action or, equally, could simply choose to switch them off.There are also a few potential teething issues with implementing captions universally that need to be noted, as staff expressed some concerns regarding how this might alter the teaching and learning experience. For example:because the captioning is once-off, it means I can’t re-record the lectures where there was a failure in technology as the new versions would not be captioned.a bit cautious about the transcript as there may be problems with students copying that content and also with not viewing the lectures thinking the transcripts are sufficient.Despite these concerns, the survey results and interviews support the previous findings showing that lecture captions have the potential to benefit all learners, enhancing each student’s existing capabilities. As one staff member put it:in the main I just feel [captions are] important for accessibility and equity in general. Why should people have to request captions? Recorded lecture content should be available to all students, in whatever way they find it most easy (or possible) to engage.Follow-up from students at the end of the study further supported this. As one student noted in an email at the start of 2017:hi all, in one of my units last semester we were lucky enough to have captions on the recorded lectures. They were immensely helpful for a number of reasons. I really hope they might become available to us in this unit.ConclusionsWhen this project set out to investigate the ways diverse groups of students could utilise captioned lectures if they were offered it as a mainstream learning tool rather than a feature only disabled students could request, existing research suggested that many accommodations designed to assist students with disabilities actually benefit the entire cohort. The results of the survey confirmed this was also the case for captioning.However, currently, lecture captions are typically utilised in Australian higher education settings—including Curtin—only as an assistive technology for students with disabilities, particularly students who are D/deaf or hard of hearing. In these circumstances, the student must undertake a lengthy process months in advance to ensure timely access to essential captioned material. Mainstreaming the provision of captions and transcripts for online lectures would greatly increase the accessibility of online learning—removing these barriers allows education providers to harness the broad potential of captioning technology. Indeed, ensuring that captions were available “by default” would benefit the educational outcomes and self-determination of the wide range of students who could benefit from this technology.Lecture captioning and transcription is increasingly cost-effective, given technological developments in speech-to-text or automatic speech recognition software, and the increasing re-use of content across different iterations of a unit in online higher education courses. At the same time, international trends in online education—not least the rapidly evolving interpretations of international legislation—provide new incentives for educational providers to begin addressing accessibility shortcomings by incorporating captions and transcripts into the basic materials of a course.Finally, an understanding of the diverse benefits of lecture captions and transcripts needs to be shared widely amongst higher education providers, researchers, teaching staff, and students to ensure the potential of this technology is accessed and used effectively. Understanding who can benefit from captions, and how they benefit, is a necessary step in encouraging greater use of such technology, and thereby enhancing students’ learning opportunities.AcknowledgementsThis research was funded by the Curtin University Teaching Excellence Development Fund. Natalie Latter and Kai-ti Kao provided vital research assistance. We also thank the students and staff who participated in the surveys and interviews.ReferencesAlty, J.L., A. Al-Sharrah, and N. Beacham. “When Humans Form Media and Media Form Humans: An Experimental Study Examining the Effects Different Digital Media Have on the Learning Outcomes of Students Who Have Different Learning Styles.” Interacting with Computers 18.5 (2006): 891–909.Beacham, N.A., and J.L. Alty. “An Investigation into the Effects That Digital Media Can Have on the Learning Outcomes of Individuals Who Have Dyslexia.” Computers & Education 47.1 (2006): 74–93.Borgaonkar, R. “Captioning for Classroom Lecture Videos.” University of Houston 2013. <https://uh-ir.tdl.org/uh-ir/handle/10657/517>.Evmenova, A. “Lights. Camera. Captions: The Effects of Picture and/or Word Captioning Adaptations, Alternative Narration, and Interactive Features on Video Comprehension by Students with Intellectual Disabilities.” Ph.D. thesis. Virginia: George Mason U, 2008.Evmenova, A., and M. Behrmann. “Enabling Access and Enhancing Comprehension of Video Content for Postsecondary Students with Intellectual Disability.” Education and Training in Autism and Developmental Disabilities 49.1 (2014): 45–59.Griffin, Emily. “Who Uses Closed Captions? Not Just the Deaf or Hard of Hearing.” 3PlayMedia Aug. 2015 <http://www.3playmedia.com/2015/08/28/who-uses-closed-captions-not-just-the-deaf-or-hard-of-hearing/>.Kent, Mike, Katie Ellis, Gwyneth Peaty, Natalie Latter, and Kathryn Locke. Mainstreaming Captions for Online Lectures in Higher Education in Australia: Alternative Approaches to Engaging with Video Content. Perth: National Centre for Student Equity in Higher Education (NCSEHE), Curtin U, 2017. <https://www.ncsehe.edu.au/publications/4074/?doing_wp_cron=1493183232.7519669532775878906250>.Knight, V., B.R. McKissick, and A. Saunders. “A Review of Technology-Based Interventions to Teach Academic Skills to Students with Autism Spectrum Disorder.” Journal of Autism and Developmental Disorders 43.11 (2013): 2628–2648. <https://doi.org/10.1007/s10803-013-1814-y>.Linder, Katie. Student Uses and Perceptions of Closed Captions and Transcripts: Results from a National Study. Corvallis, OR: Oregon State U Ecampus Research Unit, 2016.Lewis, D., and V. Brown. “Multimedia and ADHD Learners: Are Subtitles Beneficial or Detrimental?” Annual Meeting of the AECT International Convention, The Galt House, Louisville 2012. <http://www.aect.org/pdf/proceedings12/2012/12_17.pdf>.Maiorana-Basas, M., and C.M. Pagliaro. “Technology Use among Adults Who Are Deaf and Hard of Hearing: A National Survey.” Journal of Deaf Studies and Deaf Education 19.3 (2014): 400–410. <https://doi.org/10.1093/deafed/enu005>.Marschark, Marc, Greg Leigh, Patricia Sapere, Denis Burnham, Carol Convertino, Michael Stinson, Harry Knoors, Mathijs P. J. Vervloed, and William Noble. “Benefits of Sign Language Interpreting and Text Alternatives for Deaf Students’ Classroom Learning.” Journal of Deaf Studies and Deaf Education 11.4 (2006): 421–437. <https://doi.org/10.1093/deafed/enl013>.Montero Perez, M., E. Peters, G. Clarebout, and P. Desmet. “Effects of Captioning on Video Comprehension and Incidental Vocabulary Learning.” Language Learning & Technology 18.1 (2014): 118–141.Montero Perez, M., W. Van Den Noortgate, and P. Desmet. “Captioned Video for L2 Listening and Vocabulary Learning: A Meta-Analysis.” System 41.3 (2013): 720–739. <https://doi.org/10.1016/j.system.2013.07.013>.Pachman, M., and F. Ke. “Environmental Support Hypothesis in Designing Multimedia Training for Older Adults: Is Less Always More?” Computers & Education 58.1 (2012): 100–110. <https://doi.org/10.1016/j.compedu.2011.08.011>.Podszebka, Darcy, Candee Conklin, Mary Apple, and Amy Windus. “Comparison of Video and Text Narrative Presentations on Comprehension and Vocabulary Acquisition”. Paper presented at SUNY – Geneseo Annual Reading and Literacy Symposium. New York: Geneseo, May 1998. <https://dcmp.org/caai/nadh161.pdf>.Reagon, K.A., T.S. Higbee, and K. Endicott. “Using Video Instruction Procedures with and without Embedded Text to Teach Object Labeling to Preschoolers with Autism: A Preliminary Investigation.” Journal of Special Education Technology 22.1 (2007): 13–20.Schmidt, M.J., and M.L. Haydu. “The Older Hearing‐Impaired Adult in the Classroom: Real‐Time Closed Captioning as a Technological Alternative to the Oral Lecture.” Educational Gerontology 18.3 (1992): 273–276. <https://doi.org/10.1080/0360127920180308>.Stinson, M.S., L.B. Elliot, R.R. Kelly, and Y. Liu. “Deaf and Hard-of-Hearing Students’ Memory of Lectures with Speech-to-Text and Interpreting/Note Taking Services.” The Journal of Special Education 43.1 (2009): 52–64. <https://doi.org/10.1177/0022466907313453>.Worthington, Tom. “Are Australian Universities Required to Caption Lecture Videos?” Higher Education Whisperer 14 Feb. 2015. <http://blog.highereducationwhisperer.com/2015/02/are-australian-universities-required-to.html>.
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Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9, no. 3 (July 1, 2006). http://dx.doi.org/10.5204/mcj.2637.

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Cities are shared spaces. As the massive worldwide Iraq war protests that began in 2002 indicate, the structure of the city allows for the presentation of social statements, where large groups can gather, share ideas or argue beliefs, and where media outlets can broadcast these activities. While cities enable these forms of interaction, digital technologies also allow for worldwide connections, both through communication and entertainment. What is the relationship between the shared, often contested spaces of the city and how they are represented in interactive media such as videogames? What statements are formed in the streets of Grand Theft Auto? In this paper I will discuss three popular games that reproduce urban spaces: the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents under Pressure (2006). These games are of interest due to their popularity, as well as the forms of interaction reinforced by the urban game environment. Cities have always been spaces for interaction and competition, becoming the site for festivals, protests and games. Ancient forms of graffiti in Rome and Pompeii have been re-envisioned in a worldwide graffiti movement, transforming blighted areas into image-laden environments. Games of stickball, hockey and football transform streets into fields, as do modern marathons and bicycle races. The city street becomes a zone of interpretation, for adaptation and personalization. More recently, skateboarders have transformed cities into skateparks, forcing designers to develop such curiosities as handrail and planter augmentation meant to deter skating. Even more peculiar, a possible response to the anti-skating backlash is the sport known as ‘free-running’ or le parkeur, where participants use the existing infrastructure to express themselves, jumping from rooftop to rooftop, climbing concrete peaks and adding stylistic flourish with each step. These forms of urban gameplay may also be accompanied by dangerous activities as well. Jenkins suggests that discussions on the negative effects of increased gameplay might be addressed by looking at socioeconomic factors, such as the increasing numbers of young people living in urban or semi-urban areas who have fewer opportunities for activity that takes place out of doors, creating the prospect for increased interaction with videogames (“Complete Freedom”). The adaptability combined with the dangerous allure of the city street makes for problematic, intriguing representations in contemporary videogames that deal with urban spaces. I will first discuss a brief history of games that deal with urban spaces, before discussing three popular games and the manner in which they attempt to represent, and recreate the experiences in the city. Games and the City One of the earliest examples of the city represented in a videogame can be seen in Rampage, released by Bally/Midway in 1986. The game includes the city only as backdrop for demolition by hyperagressive mutant animals. SimCity, created by Will Wright and released in 1989, is considered a landmark in the history of videogames, as it is based in forms of cooperation rather than competition. It has spawned at least 21 varieties, including the highly anticipated Spore, a game that allows the player to control life on a microbiological level. Game developers also have explored the recreation of cities from the past. Games such as Civilization and Children of the Nile: Immortal Cities (2004) allow players to control events on a broad social scale, in the style of SimCity, with the addition of historical information that comes into play. As videogames have developed, an increase in processing power has allowed programmers to create spaces rendered in real-time, in three dimensions, allowing for immersive ‘first-person’ perspectives not possible in earlier game systems. This perspective has changed the way in which the city is engaged, from the simplistic destruction of Rampage to more nuanced ways of moving through game space. When discussing the perspective of the player in the urban game space, we should also discuss the perspective of the city inhabitant. As de Certeau describes it, the act of walking in the city represents a form of ownership, reading and creating ‘texts’ through movement. This perspective can shift, through travel in automobile or train, or by ascending in skyscrapers, changing the understanding of the text in the process. This process is inevitably collaborative, as the urban terrain that is monitored both by individuals and by groups: businesses, governments, police. As Flynn suggests, this notion of walking closely resembles the procedural nature of generating meaning in many videogames. Recent games such as the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents Under Pressure (2006) raise issues regarding the representation of the city, and the possibilities afforded the player. Of interest are the following questions: How is the urban environment represented? What options are provided to players for interaction within this environment? Are their implications for everyday practices that borrow from these game-based environments? Grand Theft Auto Grand Theft Auto (GTA) was first released in 1998, and has since expanded into a series of increasingly controversial games. Originally designed for top-down gameplay, a third person point of view was introduced in GTA II (2001). Along with this new point of view came the ability for players to interact with a highly detailed cityspace, deviating from the urban gangster storyline, and interacting with city inhabitants in any number of illicit ways. This interactivity was taken to an extreme in GTA: San Andreas (2004). GTA: San Andreas is set in a state that is a fictional blend of California and Nevada. It continued the gangster storyline of the previous games, becoming notorious for including an encoded, hidden level that allowed players to take part in explicit sex scenes. It featured a style of nonlinear gameplay that allowed players to entertain themselves, exploring the urban landscape free from rigid game requirements. It also limited interactions with city dwellers, limiting narrative elements to ‘cut scenes’ that allow for uninhibited gameplay. As Frasca suggests, the later Grand Theft Auto games are really about moving through space, typically seen as a mundane activity, in an interesting way. However, that which makes the movement interesting typically involves killing and maiming and destroying that which stands in the way of the main character. Without getting into a discussion of morals and videogames, the GTA series certainly has pushed the boundaries of video game acceptability, as well as engaging gameplay, allowing players to drift through the urban environment. The Situationist International (SI) sought to engage with the city, opening up possibilities for new forms of engagement and interaction through drifts, or derivé. Through various forms of derivé they engaged with the psychogeographic space of the city, walking through varied areas, and reorganizing these experiences as though in a dream state, or, perhaps, game (Sadler). Surely any video game can be experienced in a similar manner. I suggest that the GTA series, through interactive openness, allows players to reread the text of this virtual city, while at the same time contributing to the ‘society of the spectacle’ that situationist Guy Debord so maligned (Debord). As a successful yet problematic blend of simulation and quest, the rules in GTA: San Andreas are not made explicit; we are familiar with the urban spaces depicted in GTA, at least through the stereotypes portrayed in the media. Players therefore know the rules implicit to these spaces, and what happens when we break them; thus, the allure of the simulated urban environment. The text created is one that combines lived experience, mediated images, and interaction with the fictional urban space. What happens when this environment is made specific, when the game depicts a real city? Tony Hawk Pro Skater The Tony Hawk Pro Skater (THPS) series became very popular after its release in 1999, capitalizing on the marketing of ‘extreme sports’ as seen in events such as ESPN X Games, which debuted in 1995. While not the first skateboarding game on the market, THPS captured the imagination of the game buying audience, allowing players to skate as Tony Hawk, or any number of pro skaters. The latest installment of the series is Tony Hawk American Wasteland (THAW), which promotes the seamless connections between levels that are detailed reproductions of Los Angeles. While the GTA series allows for, and in many cases encourages, activities that would be deemed illegal, THAW extends the possibility that the player could actually perform these acts in the place depicted in the game. Does this allow for greater immersion, which then inspires players to ‘take it to the street?’ Or, does the gameplay reinforce the argument against such activities in the actual urban space, affirming their ‘destructive’ nature? Although skaters can be a nuisance, particularly in crowded downtown areas, the appropriation of utilitarian infrastructure can also be seen as improvisational art, adapting existing urban features in the process of skating. The SI notion of detournement can be seen in the actions of many skaters, as the process of skating brings new meanings to the urban landscape. Whether the Pro Skater series adds to the possibilities for detournement, or further limits the actual skating that happens in the city, is only relevant to those who skate and those who attempt to prevent this sport from taking place. As you skate through the city, writing the text of your experience through railslides and grinds, you are also given the ability to ‘tag’ the walls of Los Angeles, literally inscribing your place in the environment. The control of urban spaces, and the possibilities for rewriting these spaces—for detournement—brings me to my third example. Getting Up Marc Ecko, clothing designer and hip-hop aficionado, released Getting Up: Contents under Pressure in 2006. Players assume the identity of ‘Trane,’ a young graffiti artists desparate to learn the ropes in the city of ‘New Radius.’ New Radius is currently under the draconian control of ‘Mayor Sung,’ who has promised to rid the city of the scourge of graffiti. As Trane, you make your way through New Radius, battling foes and meeting graffiti legends, who teach you new skills along the way. Getting Up is unique from the games previously mentioned, as you have the ability to interact with the urban environment in a manner that is not incessantly violent or overtly destructive. In fact, the game is marketed as a way to get the thrill of ‘tagging’ without actually taking part in illegal activity. It is also a unique experience, as Trane walks through the entire environment. This slows down the gameplay, and allows the character to take in the highly detailed environments. It a very literal way, the player in Getting Up is writing the city, as de Certeau describes it, though this writing is typically underappreciated as creative activity, much less art. Conclusion The games that I have described present the city in very different ways, and offer players diverse options for interacting and thinking about the city. While, the impact of these games remains to be seen, and may never register beyond the world of the gamer, these games present urban environments as active spaces for engagement, even if it is the thuggishness reinforced in Grand Theft Auto. I would hope that the creativity shown in Tony Hawk’s Pro Skater would lead to the creation of not only more skateparks in suburban spaces, but the acknowledgement of the need for detournement in public urban spaces such as Philadelphia’s Love Park, a favorite East Coast US skate spot that has been the center of much controversy as a result of its popularity. If Pro Skater brings the issue of street skating to a national audience, it is doing good, both as entertainment and social force. Similarly, Marc Ecko’s Getting Up has the potential to not only memorialize the birth of graffiti and hip hop in 1970’s New York; it can also instruct on the flourishing worldwide graffiti scene, allowing those who deserve (and desire) attention to have it. Recent projects such as pacmanhattan have inverted the relationships between gaming and the urban environment that I have described. Taking the game to the city, players engage in interpretations of the video game classic Pac Man in the streets of Manhattan, utilizing a variety of locative media devices. While these games do not change the physicality of the city, they surely change our psycheographical interpretation of that space, in a way that folds together the freedom of gameplay with the control of the street. Jenkins suggests that designers should pay more attention to the work of architects and urban planners as they create interactive worlds (“Game Design”). I would also suggest that the opposite take place. Urban designers might learn from the urban spaces created in games such as American Wasteland and Getting Up, as they present options for the detournement of fixed spaces evident in the graffiti and skate cultures. Increased control will result in diverse responses that subvert this control. Cities should remain spaces for walking, for drifting, for protesting: for games. References Bureau of Public Secrets. Situationist International Anthology. Ed. K. Knabb. Berkeley, Calif.: Bureau of Public Secrets, 1981. Debord, Guy. Society of the Spectacle. New York: Zone Books, 1991. De Certeau, Michel. The Practice of Everyday Life. Berkeley, Calif.: University of California Press, 1984. Flynn, B. Languages of Navigation within Computer Games. Paper presentation, Digital Art and Culture, Melbourne, Australia, 2003. April 2006 http://hypertext.rmit.edu.au/dac/papers/Flynn.pdf>. Jenkins, Henry. “Complete Freedom of Movement: Videogames as Gendered Play Spaces.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Jenkins, Henry. “Game Design as Narrative Architecture.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Frasca, G. Sim Sin City: Some Thoughts on Grand Theft Auto. Game Studies 2003. April 2006 http://www.gamestudies.org/0302/frasca/>. Sadler, S. The Situationist City. Cambridge, Mass.: MIT Press, 1998. Citation reference for this article MLA Style Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9.3 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0607/07-sweeny.php>. APA Style Sweeny, R. (Jul. 2006) "Code of the Streets: Videogames and the City," M/C Journal, 9(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0607/07-sweeny.php>.
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Broderick, Mick, Stuart Marshall Bender, and Tony McHugh. "Virtual Trauma: Prospects for Automediality." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1390.

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Unlike some current discourse on automediality, this essay eschews most of the analysis concerning the adoption or modification of avatars to deliberately enhance, extend or distort the self. Rather than the automedial enabling of alternative, virtual selves modified by playful, confronting or disarming avatars we concentrate instead on emerging efforts to present the self in hyper-realist, interactive modes. In doing so we ask, what is the relationship between traumatic forms of automediation and the affective impact on and response of the audience? We argue that, while on the one hand there are promising avenues for valuable individual and social engagements with traumatic forms of automediation, there is an overwhelming predominance of suffering as a theme in such virtual depictions, comingled with uncritically asserted promises of empathy, which are problematic as the technology assumes greater mainstream uptake.As Smith and Watson note, embodiment is always a “translation” where the body is “dematerialized” in virtual representation (“Virtually” 78). Past scholarship has analysed the capacity of immersive realms, such as Second Life or online games, to highlight how users can modify their avatars in often spectacular, non-human forms. Critics of this mode of automediality note that users can adopt virtually any persona they like (racial, religious, gendered and sexual, human, animal or hybrid, and of any age), behaving as “identity tourists” while occupying virtual space or inhabiting online communities (Nakamura). Furthermore, recent work by Jaron Lanier, a key figure from the 1980s period of early Virtual Reality (VR) technology, has also explored so-called “homuncular flexibility” which describes the capacity for humans to seemingly adapt automatically to the control mechanisms of an avatar with multiple legs, other non-human appendages, or for two users to work in tandem to control a single avatar (Won et. al.). But this article is concerned less with these single or multi-player online environments and the associated concerns over modifying interactive identities. We are principally interested in other automedial modes where the “auto” of autobiography is automated via Artificial Intelligences (AIs) to convincingly mimic human discourse as narrated life-histories.We draw from case studies promoted by the 2017 season of ABC television’s flagship science program, Catalyst, which opened with semi-regular host and biological engineer Dr Jordan Nguyen, proclaiming in earnest, almost religious fervour: “I want to do something that has long been a dream. I want to create a copy of a human. An avatar. And it will have a life of its own in virtual reality.” As the camera followed Nguyen’s rapid pacing across real space he extolled: “Virtual reality, virtual human, they push the limits of the imagination and help us explore the impossible […] I want to create a virtual copy of a person. A digital addition to the family, using technology we have now.”The troubling implications of such rhetoric were stark and the next third of the program did little to allay such techno-scientific misgivings. Directed and produced by David Symonds, with Nguyen credited as co-developer and presenter, the episode “Meet the Avatars” immediately introduced scenarios where “volunteers” entered a pop-up inner city virtual lab, to experience VR for the first time. The volunteers were shown on screen subjected to a range of experimental VR environments designed to elicit fear and/or adverse and disorienting responses such as vertigo, while the presenter and researchers from Sydney University constantly smirked and laughed at their participants’ discomfort. We can only wonder what the ethics process was for both the ABC and university researchers involved in these broadcast experiments. There is little doubt that the participant/s experienced discomfort, if not distress, and that was televised to a national audience. Presenter Nguyen was also shown misleading volunteers on their way to the VR lab, when one asked “You’re not going to chuck us out of a virtual plane are you?” to which Nguyen replied “I don't know what we’re going to do yet,” when it was next shown that they immediately underwent pre-programmed VR exposure scenarios, including a fear of falling exercise from atop a city skyscraper.The sweat-inducing and heart rate-racing exposures to virtual plank walks high above a cityscape, or seeing subjects haptically viewing spiders crawl across their outstretched virtual hands, all elicited predictable responses, showcased as carnivalesque entertainment for the viewing audience. As we will see, this kind of trivialising of a virtual environment’s capacity for immersion belies the serious use of the technology in a range of treatments for posttraumatic stress disorder (see Rizzo and Koenig; Rothbaum, Rizzo and Difede).Figure 1: Nguyen and researchers enjoying themselves as their volunteers undergo VR exposure Defining AutomedialityIn their pioneering 2008 work, Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien, Jörg Dünne and Christian Moser coined the term “automediality” to problematise the production, application and distribution of autobiographic modes across various media and genres—from literary texts to audiovisual media and from traditional expression to inter/transmedia and remediated formats. The concept of automediality was deployed to counter the conventional critical exclusion of analysis of the materiality/technology used for an autobiographical purpose (Gernalzick). Dünne and Moser proffered a concept of automediality that rejects the binary division of (a) self-expression determining the mediated form or (b) (self)subjectivity being solely produced through the mediating technology. Hence, automediality has been traditionally applied to literary constructs such as autobiography and life-writing, but is now expanding into the digital domain and other “paratextual sites” (Maguire).As Nadja Gernalzick suggests, automediality should “encourage and demand not only a systematics and taxonomy of the constitution of the self in respectively genre-specific ways, but particularly also in medium-specific ways” (227). Emma Maguire has offered a succinct working definition that builds on this requirement to signal the automedial universally, noting it operates asa way of studying auto/biographical texts (of a variety of forms) that take into account how the effects of media shape the kinds of selves that can be represented, and which understands the self not as a preexisting subject that might be distilled into story form but as an entity that is brought into being through the processes of mediation.Sidonie Smith and Julia Watson point to automediality as a methodology, and in doing so emphasize how the telling or mediation of a life actually shapes the kind of story that can be told autobiographically. They state “media cannot simply be conceptualized as ‘tools’ for presenting a preexisting, essential self […] Media technologies do not just transparently present the self. They constitute and expand it” (Smith and Watson “Virtually Me” 77).This distinction is vital for understanding how automediality might be applied to self-expression in virtual domains, including the holographic avatar dreams of Nguyen throughout Catalyst. Although addressing this distinction in relation to online websites, following P. David Marshall’s description of “the proliferation of the public self”, Maguire notes:The same integration of digital spaces and platforms into daily life that is prompting the development of new tools in autobiography studies […] has also given rise to the field of persona studies, which addresses the ways in which individuals engage in practices of self-presentation in order to form commoditised identities that circulate in affective communities.For Maguire, these automedial works operate textually “to construct the authorial self or persona”.An extension to this digital, authorial construction is apparent in the exponential uptake of screen mediated prosumer generated content, whether online or theatrical (Miller). According to Gernalzick, unlike fictional drama films, screen autobiographies more directly enable “experiential temporalities”. Based on Mary Anne Doane’s promotion of the “indexicality” of film/screen representations to connote the real, Gernalzick suggests that despite semiotic theories of the index problematising realism as an index as representation, the film medium is still commonly comprehended as the “imprint of time itself”:Film and the spectator of film are said to be in a continuous present. Because the viewer is aware, however, that the images experienced in or even as presence have been made in the past, the temporality of the so-called filmic present is always ambiguous” (230).When expressed as indexical, automedial works, the intrinsic audio-visual capacities of film and video (as media) far surpass the temporal limitations of print and writing (Gernalzick, 228). One extreme example can be found in an emergent trend of “performance crime” murder and torture videos live-streamed or broadcast after the fact using mobile phone cameras and FaceBook (Bender). In essence, the political economy of the automedial ecology is important to understand in the overall context of self expression and the governance of content exhibition, access, distribution and—where relevant—interaction.So what are the implications for automedial works that employ virtual interfaces and how does this evolving medium inform both the expressive autobiographical mode and audiences subjectivities?Case StudyThe Catalyst program described above strove to shed new light on the potential for emerging technology to capture and create virtual avatars from living participants who (self-)generate autobiographical narratives interactively. Once past the initial gee-wiz journalistic evangelism of VR, the episode turned towards host Nguyen’s stated goal—using contemporary technology to create an autonomous virtual human clone. Nguyen laments that if he could create only one such avatar, his primary choice would be that of his grandfather who died when Nguyen was two years old—a desire rendered impossible. The awkward humour of the plank walk scenario sequence soon gives way as the enthusiastic Nguyen is surprised by his family’s discomfort with the idea of digitally recreating his grandfather.Nguyen next visits a Southern California digital media lab to experience the process by which 3D virtual human avatars are created. Inside a domed array of lights and cameras, in less than one second a life-size 3D avatar is recorded via 6,000 LEDs illuminating his face in 20 different combinations, with eight cameras capturing the exposures from multiple angles, all in ultra high definition. Called the Light Stage (Debevec), it is the same technology used to create a life size, virtual holocaust survivor, Pinchas Gutter (Ziv).We see Nguyen encountering a life-size, high-resolution 2D screen version of Gutter’s avatar. Standing before a microphone, Nguyen asks a series of questions about Gutter’s wartime experiences and life in the concentration camps. The responses are naturalistic and authentic, as are the pauses between questions. The high definition 4K screen is photo-realist but much more convincing in-situ (as an artifact of the Catalyst video camera recording, in some close-ups horizontal lines of transmission appear). According to the project’s curator, David Traum, the real Pinchas Gutter was recorded in 3D as a virtual holograph. He spent 25 hours providing 1,600 responses to a broad range of questions that the curator maintained covered “a lot of what people want to say” (Catalyst).Figure 2: The Museum of Jewish Heritage in Manhattan presented an installation of New Dimensions in Testimony, featuring Pinchas Gutter and Eva SchlossIt is here that the intersection between VR and auto/biography hybridise in complex and potentially difficult ways. It is where the concept of automediality may offer insight into this rapidly emerging phenomenon of creating interactive, hyperreal versions of our selves using VR. These hyperreal VR personae can be questioned and respond in real-time, where interrogators interact either as casual conversers or determined interrogators.The impact on visitors is sobering and palpable. As Nguyen relates at the end of his session, “I just want to give him a hug”. The demonstrable capacity for this avatar to engender a high degree of empathy from its automedial testimony is clear, although as we indicate below, it could simply indicate increased levels of emotion.Regardless, an ongoing concern amongst witnesses, scholars and cultural curators of memorials and museums dedicated to preserving the history of mass violence, and its associated trauma, is that once the lived experience and testimony of survivors passes with that generation the impact of the testimony diminishes (Broderick). New media modes of preserving and promulgating such knowledge in perpetuity are certainly worthy of embracing. As Stephen Smith, the executive director of the USC Shoah Foundation suggests, the technology could extendto people who have survived cancer or catastrophic hurricanes […] from the experiences of soldiers with post-traumatic stress disorder or survivors of sexual abuse, to those of presidents or great teachers. Imagine if a slave could have told her story to her grandchildren? (Ziv)Yet questions remain as to the veracity of these recorded personae. The avatars are created according to a specific agenda and the autobiographical content controlled for explicit editorial purposes. It is unclear what and why material has been excluded. If, for example, during the recorded questioning, the virtual holocaust survivor became mute at recollecting a traumatic memory, cried or sobbed uncontrollably—all natural, understandable and authentic responses given the nature of the testimony—should these genuine and spontaneous emotions be included along with various behavioural ticks such as scratching, shifting about in the seat and other naturalistic movements, to engender a more profound realism?The generation of the photorealist, mimetic avatar—remaining as an interactive persona long after the corporeal, authorial being is gone—reinforces Baudrillard’s concept of simulacra, where a clone exists devoid of its original entity and unable to challenge its automedial discourse. And what if some unscrupulous hacker managed to corrupt and subvert Gutter’s AI so that it responded antithetically to its purpose, by denying the holocaust ever happened? The ethical dilemmas of such a paradigm were explored in the dystopian 2013 film, The Congress, where Robyn Wright plays herself (and her avatar), as an out of work actor who sells off the rights to her digital self. A movie studio exploits her screen persona in perpetuity, enabling audiences to “become” and inhabit her avatar in virtual space while she is limited in the real world from undertaking certain actions due to copyright infringement. The inability of Wright to control her mimetic avatar’s discourse or action means the assumed automedial agency of her virtual self as an immortal, interactive being remains ontologically perplexing.Figure 3: Robyn Wright undergoing a full body photogrammetry to create her VR avatar in The Congress (2013)The various virtual exposures/experiences paraded throughout Catalyst’s “Meet the Avatars” paradoxically recorded and broadcast a range of troubling emotional responses to such immersion. Many participant responses suggest great caution and sensitivity be undertaken before plunging headlong into the new gold rush mentality of virtual reality, augmented reality, and AI affordances. Catalyst depicted their program subjects often responding in discomfort and distress, with some visibly overwhelmed by their encounters and left crying. There is some irony that presenter Ngyuen was himself relying on the conventions of 2D linear television journalism throughout, adopting face-to-camera address in (unconscious) automedial style to excitedly promote the assumed socio-cultural boon such automedial VR avatars will generate.Challenging AuthenticityThere are numerous ethical considerations surrounding the potential for AIs to expand beyond automedial (self-)expression towards photorealist avatars interacting outside of their pre-recorded content. When such systems evolve it may be neigh impossible to discern on screen whether the person you are conversing with is authentic or an indistinguishable, virtual doppelganger. In the future, a variant on the Turning Test may be needed to challenge and identify such hyperreal simulacra. We may be witnessing the precursor to such a dilemma playing out in the arena of audio-only podcasts, with some public intellectuals such as Sam Harris already discussing the legal and ethical problems from technology that can create audio from typed text that convincingly replicate the actual voice of a person by sampling approximately 30 minutes of their original speech (Harris). Such audio manipulation technology will soon be available to anybody with the motivation and relatively minor level of technological ability in order to assume an identity and masquerade as automediated dialogue. However, for the moment, the ability to convincingly alter a real-time computer generated video image of a person remains at the level of scientific innovation.Also of significance is the extent to which the audience reactions to such automediated expressions are indeed empathetic or simply part of the broader range of affective responses that also include direct sympathy as well as emotions such as admiration, surprise, pity, disgust and contempt (see Plantinga). There remains much rhetorical hype surrounding VR as the “ultimate empathy machine” (Milk). Yet the current use of the term “empathy” in VR, AI and automedial forms of communication seems to be principally focused on the capacity for the user-viewer to ameliorate negatively perceived emotions and experiences, whether traumatic or phobic.When considering comments about authenticity here, it is important to be aware of the occasional slippage of technological terminology into the mainstream. For example, the psychological literature does emphasise that patients respond strongly to virtual scenarios, events, and details that appear to be “authentic” (Pertaub, Slater, and Barker). Authentic in this instance implies a resemblance to a corresponding scenario/activity in the real world. This is not simply another word for photorealism, but rather it describes for instance the experimental design of one study in which virtual (AI) audience members in a virtual seminar room designed to treat public speaking anxiety were designed to exhibit “random autonomous behaviours in real-time, such as twitches, blinks, and nods, designed to encourage the illusion of life” (Kwon, Powell and Chalmers 980). The virtual humans in this study are regarded as having greater authenticity than an earlier project on social anxiety (North, North, and Coble) which did not have much visual complexity but did incorporate researcher-triggered audio clips of audience members “laughing, making comments, encouraging the speaker to speak louder or more clearly” (Kwon, Powell, and Chalmers 980). The small movements, randomly cued rather than according to a recognisable pattern, are described by the researchers as creating a sense of authenticity in the VR environment as they seem to correspond to the sorts of random minor movements that actual human audiences in a seminar can be expected to make.Nonetheless, nobody should regard an interaction with these AIs, or the avatar of Gutter, as in any way an encounter with a real person. Rather, the characteristics above function to create a disarming effect and enable the real person-viewer to willingly suspend their disbelief and enter into a pseudo-relationship with the AI; not as if it is an actual relationship, but as if it is a simulation of an actual relationship (USC). Lucy Suchman and colleagues invoke these ideas in an analysis of a YouTube video of some apparently humiliating human interactions with the MIT created AI-robot Mertz. Their analysis contends that, while it may appear on first glance that the humans’ mocking exchange with Mertz are mean-spirited, there is clearly a playfulness and willingness to engage with a form of AI that is essentially continuous with “long-standing assumptions about communication as information processing, and in the robot’s performance evidence for the limits to the mechanical reproduction of interaction as we know it through computational processes” (Suchman, Roberts, and Hird).Thus, it will be important for future work in the area of automediated testimony to consider the extent to which audiences are willing to suspend disbelief and treat the recounted traumatic experience with appropriate gravitas. These questions deserve attention, and not the kind of hype displayed by the current iteration of techno-evangelism. Indeed, some of this resurgent hype has come under scrutiny. From the perspective of VR-based tourism, Janna Thompson has recently argued that “it will never be a substitute for encounters with the real thing” (Thompson). Alyssa K. Loh, for instance, also argues that many of the negatively themed virtual experiences—such as those that drop the viewer into a scene of domestic violence or the location of a terrorist bomb attack—function not to put you in the position of the actual victim but in the position of the general category of domestic violence victim, or bomb attack victim, thus “deindividuating trauma” (Loh).Future work in this area should consider actual audience responses and rely upon mixed-methods research approaches to audience analysis. In an era of alt.truth and Cambridge Analytics personality profiling from social media interaction, automediated communication in the virtual guise of AIs demands further study.ReferencesAnon. “New Dimensions in Testimony.” Museum of Jewish Heritage. 15 Dec. 2017. 19 Apr. 2018 <http://mjhnyc.org/exhibitions/new-dimensions-in-testimony/>.Australian Broadcasting Corporation. “Meet The Avatars.” Catalyst, 15 Aug. 2017.Baudrillard, Jean. “Simulacra and Simulations.” Jean Baudrillard: Selected Writings. Ed. Mark Poster. Stanford: Stanford UP, 1988. 166-184.Bender, Stuart Marshall. Legacies of the Degraded Image in Violent Digital Media. Basingstoke: Palgrave Macmillan, 2017.Broderick, Mick. “Topographies of Trauma, Dark Tourism and World Heritage: Hiroshima’s Genbaku Dome.” Intersections: Gender and Sexuality in Asia and the Pacific. 24 Apr. 2010. 14 Apr. 2018 <http://intersections.anu.edu.au/issue24/broderick.htm>.Debevec, Paul. “The Light Stages and Their Applications to Photoreal Digital Actors.” SIGGRAPH Asia. 2012.Doane, Mary Ann. The Emergence of Cinematic Time: Modernity, Contingency, the Archive. Cambridge: Harvard UP, 2002.Dünne, Jörg, and Christian Moser. “Allgemeine Einleitung: Automedialität”. Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien. Eds. Jörg Dünne and Christian Moser. München: Wilhelm Fink, 2008. 7-16.Harris, Sam. “Waking Up with Sam Harris #64 – Ask Me Anything.” YouTube, 16 Feb. 2017. 16 Mar. 2018 <https://www.youtube.com/watch?v=gMTuquaAC4w>.Kwon, Joung Huem, John Powell, and Alan Chalmers. “How Level of Realism Influences Anxiety in Virtual Reality Environments for a Job Interview.” International Journal of Human-Computer Studies 71.10 (2013): 978-87.Loh, Alyssa K. "I Feel You." Artforum, Nov. 2017. 10 Apr. 2018 <https://www.artforum.com/print/201709/alyssa-k-loh-on-virtual-reality-and-empathy-71781>.Marshall, P. David. “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-170.Mathews, Karen. “Exhibit Allows Virtual ‘Interviews’ with Holocaust Survivors.” Phys.org Science X Network, 15 Dec. 2017. 18 Apr. 2018 <https://phys.org/news/2017-09-virtual-holocaust-survivors.html>.Maguire, Emma. “Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website” M/C Journal 17.9 (2014).Miller, Ken. More than Fifteen Minutes of Fame: The Evolution of Screen Performance. Unpublished PhD Thesis. Murdoch University. 2009.Milk, Chris. “Ted: How Virtual Reality Can Create the Ultimate Empathy Machine.” TED Conferences, LLC. 16 Mar. 2015. <https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine>.Nakamura, Lisa. “Cyberrace.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison, Wisconsin: U of Wisconsin P, 2014. 42-54.North, Max M., Sarah M. North, and Joseph R Coble. "Effectiveness of Virtual Environment Desensitization in the Treatment of Agoraphobia." International Journal of Virtual Reality 1.2 (1995): 25-34.Pertaub, David-Paul, Mel Slater, and Chris Barker. “An Experiment on Public Speaking Anxiety in Response to Three Different Types of Virtual Audience.” Presence: Teleoperators and Virtual Environments 11.1 (2002): 68-78.Plantinga, Carl. "Emotion and Affect." The Routledge Companion to Philosophy and Film. Eds. Paisley Livingstone and Carl Plantinga. New York: Routledge, 2009. 86-96.Rizzo, A.A., and Sebastian Koenig. “Is Clinical Virtual Reality Ready for Primetime?” Neuropsychology 31.8 (2017): 877-99.Rothbaum, Barbara O., Albert “Skip” Rizzo, and JoAnne Difede. "Virtual Reality Exposure Therapy for Combat-Related Posttraumatic Stress Disorder." Annals of the New York Academy of Sciences 1208.1 (2010): 126-32.Smith, Sidonie, and Julia Watson. Reading Autobiography: A Guide to Interpreting Life Narratives. 2nd ed. Minneapolis: U of Minnesota P, 2010.———. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison: U of Wisconsin P, 2014. 70-95.Suchman, Lucy, Celia Roberts, and Myra J. Hird. "Subject Objects." Feminist Theory 12.2 (2011): 119-45.Thompson, Janna. "Why Virtual Reality Cannot Match the Real Thing." The Conversation, 14 Mar. 2018. 10 Apr. 2018 <http://theconversation.com/why-virtual-reality-cannot-match-the-real-thing-92035>.USC. "Skip Rizzo on Medical Virtual Reality: USC Global Conference 2014." YouTube, 28 Oct. 2014. 2 Apr. 2018 <https://www.youtube.com/watch?v=PdFge2XgDa8>.Won, Andrea Stevenson, Jeremy Bailenson, Jimmy Lee, and Jaron Lanier. "Homuncular Flexibility in Virtual Reality." Journal of Computer-Mediated Communication 20.3 (2015): 241-59.Ziv, Stan. “How Technology Is Keeping Holocaust Survivor Stories Alive Forever”. Newsweek, 18 Oct. 2017. 19 Apr. 2018 <http://www.newsweek.com/2017/10/27/how-technology-keeping-holocaust-survivor-stories-alive-forever-687946.html>.
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Zienkiewicz, Joanna. "“The Right Can’t Meme”: Transgression and Dissimulation in the Left Unity Memeolution of PixelCanvas." M/C Journal 23, no. 3 (July 7, 2020). http://dx.doi.org/10.5204/mcj.1661.

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Abstract:
Disclaimer: The situation on PixelCanvas is constantly changing due to raids from both sides. The figures in this article represent the state as of April 2020. In the politicized digital environment, the superiority of the alt-right’s weaponization of memes is often taken for granted. As summarized in the buzzword-phrase “the left can’t meme”, the digital engagements of self-identified leftist activists are usually seen as less effective than the ones of the right: their attempts at utilizing Internet culture described as too “politically correct” and “devoid of humour”. This supposedly “immutable law of the Internet” (Dankulous Memeulon) often found confirmation in research.Described by Phillips and Milner, Internet culture – “a highly insular clique”, now seeping into popular culture – is by design rooted in liberalism and fetishized sight. Through its principles of “free speech”, “harmless fun”, and dehumanizing detachment of memes from real-life production and consequence, meme-sharing was enabling deception, “bigoted pollution”, and reinforcing white racial frames, regardless of intentions (Phillips and Milner). From Andersson to Nagle, many come to the conclusion that the left’s presence online is simply not organized, not active, not transgressive enough to appeal to the sensibilities of Internet culture. Meanwhile, the playful, deceptive online engagements of the alt-right are found to be increasingly viral, set to recruit numerous young rebels, hence upholding a cultural hegemony which has already transcended over to the offline world. This online right style is one where a rejection of morality and nihilistic nonconformity reign supreme – all packaged in carnivalesque laughter and identity-bending “trolling” (Nagle 28-39). Even if counterculture and transgression used to be domains of the left, nowadays the nihilistic, fetishizing landscape of online humour is popularized via alt-right aligned message boards like 4chan (Nagle 28-39).Left-wing alternatives, encompassed by Nagle in the term “Tumblr liberalism”, were often described as “fragmented” through identitarianism and call-out-culture, enclosed in echo chambers, “nannying, language policing, and authoritarian” (68-85). This categorization has been rightfully criticized for reductionism that lumps together diverse political strands, focuses on form only, and omits the importance of subcultural logic in its caricature of the censorious left (Davies). However, it would be difficult to deny that this is exactly how the online left is, unfortunately, often perceived by the right and liberals/centrists alike, evidenced by its niche quality.The solutions to the problem of the right’s dominance in the memeosphere – and their Gramscian cultural hegemony – offered by Phillips and Milner could include disavowing fetishized sight while maintaining “slapdash, quippy, and Internet Ugly” qualities to deconstruct meme culture’s whiteness; Davies suggests that “if the left is to have the same degree of success in translating online cultures into political movements then it needs to understand both the online world and its own IRL history”.Nonetheless, some strands of the online left have been rather close in style and form to the ones of the alt-right, despite their clear difference of “stance” (Shifman 367). In this article, I demonstrate an example of a multi-faceted, united, witty, and countercultural meme leftism on PixelCanvas.io (PixelCanvas): a nearly unlimited online canvas, where anyone can place coloured pixels with an obligatory cooldown time after each. Intended for creative expression, PixelCanvas became a site of click-battles between organized dichotomous extremes of the left and the alt-right, and is swarmed with political imagery. The right’s use of this platform has been already examined by Thibault, well-fitting into the consensus about the efficiency of right-wing online activity. My focus is the rebuttal of alt-right imagery that the radical left replaces with their own.With a brief account of PixelCanvas’s affordances and recounting the recent history of its culture wars, I trace the hybrid leftist activity on PixelCanvas to argue that it is comparably grounded in dissimulation and transgression to the alt-right’s. Based on the case study, I explore how certain strands of online left might reappropriate the carnivalesque, deceptive, and countercultural meme culture sensibilities and forms, while simultaneously rejecting its “bigoted pollution” (Phillips and Milner) aspects. While arguably problematic, these new strategies might be necessary to combat the alt-right’s hegemony in the meme environment – and by extension, in popular culture.PixelCanvas as a Metapolitical Platform of Culture WarsPixelCanvas affords a blend of 4chan-style open-access, no-login anonymity and the importance of organized collective effort. As described by Thibault, it is an “online ‘game’ that allows players to colour pixels ..., either collaborating or competing for the control of the shared space” (102). The obligatory cooldown period on PixelCanvas results in most of the works requiring either dedication of long periods of time or collaboration: as such, the majority of canvas art has a “shared authorship” (102). As a space for creative expression, PixelCanvas encourages expressing aspects of genuine personal identity (political views, sexuality, etc.) albeit reduced to symbols and memes that rarely remain personal. Although the primary medium of information transfer on the platform is visual, brief written catchphrases are also utilized. While the canvas is not lacking in free areas, competition for space is prevalent: between political viewpoints, nationalist groups (Bakalım), and other communities (PixelCanvas.io).Given this setup, it might be expected that battling for hegemony took over the game. The affordances of PixelCanvas as accepting anonymous unmoderated expressions of identity/political views encourage dissimulation similarly to boards such as 4chan; its immediate visual/one-liner focus overlaps with the prerequisites of meme culture. Meanwhile, the game’s competition aspect leads to large-scale organization of polarized metapolitical groups and to imagery that is increasingly larger, more taboo-breaking, and playful: meant to catch the eye of a viewer before the opponents do. PixelCanvas, as such, is a platform fitting into transgressive, trolling, fetishizing, and “liberal” affordances of Internet culture: the same affordances that made it, according to Nagle or Phillips and Milner, into a space of desensitized white supremacy and right-wing dominance.Such a setup may seem to work in favour of the 4chan-style raids and against the supposed identitarianism of “Tumblr liberalism”. One could recall the importance of united collective efforts on 4chan: from meme-sharing to Gamergate raids (Beran). Meanwhile, suggested by Citarella, a problem of the online left is its fragmentation, and its “poorly organized and smaller followings” (10). As he observed on Politigram, “DemSocs, Syndicalists, ML’s, AnComs, … and so on, all hated each other. The online right was equally divided but managed to coordinate cultural agitations” (Citarella 10).Indeed, the platform displayed the effects of alt-right virality multiple times, involving creations of self-identified Kekistanis (KnowYourMeme), anarcho-capitalists, 4chan-aligned “bronies” (My Little Pony fans), etc. However, since 2017, the left joined the game, becoming another example of a united, well-organized and strongly participatory group, which continuously resists alt-right attacks and establishes its own raids, often gaining an upper hand.Named “Battle of Pixelgrad”, the influx of leftist activity began to combat the forming Reich Iron Cross posted by “a user on 4chan's /pol/” which has caught the attention of Leftbook/meme groups and subreddits (PLK Wiki) (Wrigley). The groups involved spanned “all beliefs under a unified socialist umbrella” (Pixel Liberation Front) ranging from communism through anarchism subtypes to identity politics: all associating with the “left unity” flag that they replaced the Iron Cross with. Their efforts against alt-right raids were coordinated through Discord servers and a public Facebook group. Soon, a Facebook page for Left Unity Fighting Front (LUFF) was set up, with the PixelCanvas flag in the banner and the description: “We decided to form the new rival of 4chan, LUFF. We are the new united front of the internet. Promoting left unity, trolling Nazis, and taking on sectarianism.”Figure 1: The ’Left Unity’ flag. Source: https://pixelcanvas.io/@-1554,3594.The concept of left unity has been criticised before, as one that would lead to “the co-optation of anarchism under a Marxist leadership”, charged with the history of anarchist-Bolshevik clashes in USSR, and marred by a “lack of willingness among some Marxists to actually engage with anarchists in legitimate debate” (Springer). Still, the PixelCanvas left unity is one of the rare instances of Marxist, anarchist, and other leftist online groups working together on rather equal grounds, without cracking down on discourse and historical contexts: which is afforded by a subcultural logic and focus on combating a common enemy. The PixelCanvas leftists support common projects, readily bending their beliefs/ identity to create an efficient community that can resist 4chan: self-identifying as an “allyship” with anonymous “soldiers”/comrades belonging together on the left side of the pixel “war” (Pixel Liberation Front). While the diversity of their beliefs is made clear through the variously aligned flags/thinkers they choose to represent with pixels, the union stands without in-fighting, emulating simplistic versions of history as a dichotomous struggle between left and right (which deliberately rejects centrism): from Nazi/communist battles to Cold War imagery. Although reductionist, this us/them thinking is especially necessary in the visual, time-sensitive, and competitive space of PixelCanvas. No matter how extreme the common projects are, what matters in the pixel war is camaraderie and defeating the enemy in the most striking manner possible. After all, the setup of the platform (and the immediacy of Internet culture) supports attention- grabbing transgression and memes better than nuanced discourse. Figure 2: Representation of the left uniting against Nazism and anarcho-capitalism. Source: https://pixelcanvas.io/@-143,-782.As of April 2020, hardly any Nazi/4chan/ancap imagery on PixelCanvas stands without being challenged by the Left Unity. Although some of the groups involved in Pixelgrad do not exist anymore, Discord servers (e.g. RedPixel) and Pixel Liberation Front (PLF) Facebook group remain, defending the platform from continued raids. These coordinating bodies are easily accessible to anyone willing to contribute (shall one wish for complete anonymity, they are also free to participate without joining the servers). Their efforts could be understood as “clicktivism” (Halupka); however, the involved leftists view it as a “war” (PLF) or “Memeolution” (Wrigley), an important way in which the “virality of right-wing populism” (Thibault) must be resisted. This use of language highlights their serious awareness of the need for combating the right’s digital hegemony, no matter how playful their activity seems.Even if this phenomenon is specific to PixelCanvas, one should acknowledge that the identity-bending unity of the left has been enough to challenge continued raids. Niche practices, as seen through 4chan, might break into the mainstream: according to Hobson and Modi, online spaces “are a rich recruiting ground for previously antithetical/apolitical young people” (345) who find refuge in memes and trolling. The agenda of the PixelCanvas left (counterplatforming activism) in this case differs from 4chan’s. However, the forms they assume to reach their goal are often “pithy, funny, or particularly striking” enough to potentially make one “pause to think, and/or laugh” (Hobson and Modi 345) regardless of political alignment.The Form, Content, and Stance of PixelCanvas Left ActivityDespite the unity in the organization of the PixelCanvas left, the approaches/strategies of its various pixel artworks are far from uniform. At the first sight, the creations of RedPixel members already appear as a multi-faceted (and potentially confusing) mixture of serious real-life agenda and playful Internet culture. Guided by Shifman’s communication-oriented typology of memes, I analyze the different “contents, forms, and stances” (367) that the PixelCanvas left displays in its creations. For analytical clarity, I distinguish three main approaches which overlap and play various roles in contributing to the collective image of RedPixel as simultaneously activist, serious, inclusive, and Internet-culture-savvy, transgressive, deceptive.The first approach of PixelCanvas leftist creations is most serious and least grounded in Internet culture. A portion of RedPixel activity directly reproduces real-life protest chants, posters, flags, murals, movement symbols, and portraits of leftist icons, with little alteration to the form other than pixelating. The contents of such creations vary, however, they remain serious and focused on real-life issues: voicing support for contemporary leftist movements (Black Lives Matter, pro-refugee, Rojava liberation, etc.), celebrating the countercultural, class-centric leftist history (anarchist, communist, socialist victories, thinkers, and revolutionaries), and representing a plethora of identities within hyper-inclusive flag clusters (of various sexualities, genders, and ethnicities). The stance of these images can be plausibly interpreted as charged with serious/genuine “keying” (Shifman 367), and “conative” (imperative) or “emotive” (367) functions. Within those images, the meme culture’s problematic affordances (“fetishization” and “liberalism” (Phillips and Milner)) are disavowed clearly: exemplified by a banner on the site suggesting that “just a meme” mentality created a shield for “meme Nazis” that led to the 2019 Christchurch mosque shooting. Although this strand of RedPixel’s works could be criticized as “humourless” and rather detached from the platform’s affordances, its role lies in displaying the connection to the real world with potential suggestions for mobilization, the awareness of meme culture’s problematic nature, and the image of radical left cooperation. Figure 3: The Christchurch memorial. Source: https://pixelcanvas.io/@-2815,3321. Figure 4: Posters and symbols in support of Rojava, Palestine liberation, and Black Lives Matter. Source: https://pixelcanvas.io/@5340,4121. Figure 5: Early Paris Commune poster reproduced on PixelCanvas. Source: https://pixelcanvas.io/@7629,2134. Figure 6: Example of a PixelCanvas hyper-inclusive flag cluster. Source: https://pixelcanvas.io/@2741,-3508.The second approach, while similar in the diversity of content, adopts memetic forms, and the light-hearted “harmless fun” of Internet culture. Through popular meme formats (molded to call for action), slang expressions, pop-cultural references (anime/cartoon/video game characters), to adopting “cutesy” aesthetics, these creations present identity politics, anti-fascism, and anti-capitalism in a light, aestheticized form. Popular characters, colourful art, and repetitive base colour schemes (red, black, rainbow) are likely to attract attention; recognition of the pop-cultural references, and of known meme formats might sustain it, urging one to focus on the only uncertain element: the politics behind it. Being visually and contextually appealing to online youth, this political-memetic imagery is well-adapted to the platform. Simultaneously, the carnivalesque forms contrast with the frequently more transgressive contents this approach employs. As a result, the tone of their work seems lighthearted even in its incitement to “kill the Nazis” and “eat the rich”. Clearly aware of the language of its opposition, RedPixel reacts similarly to how 4chan reacted to Tumblr liberalism: responding to “lightly thrown accusations” (Nagle) by intensifying them to the point where they can be seen as “owning” the labels they have been given – instead of “getting offended”. Through memes and reappropriated posters they present themselves as “Red Menace,” as a direct threat to 4channers, and as a “trigger-warning” club, using the existing criticisms to self-identify as formidable enemies of the right. While the transgression in RedPixel style often remains acceptable by radical left standards, it is certainly not the same as “virtue signalling”, “hypersensitive”, “vulnerable” Tumblr liberalism (Nagle 68–85); and it might be shocking or amoral to some. Much of their imagery is provocative: inciting violence, glorifying deeply problematic parts of communist history, using religious symbols in a potentially blasphemous way, supporting occultism/ Satanism, and explicitly amplifying (queer) sexuality. In the mix of (sometimes) extreme contents and forms that suggest a light-hearted attitude, it might be difficult to determine the keying of their stance. Although it is unlikely that RedPixel would avow politics they do not actually believe (given the activist, anti-fetishizing agenda of their first approach), their political choices are frequently amplified to their full “tankie” form, and even up to Stalin support: raising the question how much of it is serious intent masked with humour, and what could be written off as deliberate identity play, deceptive “trolling” and jokes, similar in style to 4chan’s. Figure 7: Revolution-inciting appropriation of a popular meme format. Source: https://pixelcanvas.io/@-1765,3376. Figure 8: Fictional characters Stevonnie (Steven Universe) and Cirno (Touhou) with leftist captions. Source: https://pixelcanvas.io/@-847,-748. Figure 9: Call for fighting fascism referencing a Pacman video game and Karl Marx. Source: https://pixelcanvas.io/@-712,-395. Figure 10: Joseph Stalin reimagined as a My Little Pony character. Source: https://pixelcanvas.io/@-1197,966. Figure 11: “A spectre is haunting Kekistan.” Source: https://pixelcanvas.io/@-2196,3248. Figure 12: “Trigger Warning Gun Club” badge. Source: https://pixelcanvas.io/@2741,-3508.Figure 13: “Have you heard that Nazis get vored?” anime catgirl. Source: https://pixelcanvas.io/@1684,928. Figure 14: Rainbow genitals on a former Kekistan flag. Source: https://pixelcanvas.io/@-2513,3221. Figure 15: “Eat the Rich — OK Boomer” wizard ghost. Source: https://pixelcanvas.io/@-4390,-697.The third approach can be read as a subset of the second: however, what distinguishes it is a clearly parodic stance and reappropriating of 4chan’s forms. The PixelCanvas activists, unlike the supposed “anti-free speech” left (Lukianoff and Haidt) do not try to get the alt-right imagery removed by others, and do not fully erase it. Instead, they repurpose 4chan memes and flags, ridiculing them or making them stand for leftist views. An unaware viewer could mistake their parodies of 4chan for parodies of the left made by 4chaners; the true stance sometimes only suggested by their placement within RedPixel-reclaimed areas. Communist and LGBTQ+ Pepes or Ponies, modified Kekistan flags, and even claiming that “the right can’t meme” all point to an interesting trend that instead of banning symbols associated with alt-right groups wants to exploit the malleability of memes: confusing and parodying their original content and stance while maintaining the form and style. This aim is perhaps best exemplified in the image The Greatest Game of Capture the Flag where Pepes in anarcho-communist, communist, and transgender Pride hoodies are escaping from a crying white man while carrying a 4chan flag. Interpreted in context, this image summarizes the new direction that leftists take against 4chan. This is a direction of left unity (with various strands of radical left maintaining their identities but establishing an overarching collective “allyship” identification), of mixing identity politics with classic ideologies, of reconciling Internet culture with IRL socio-political awareness, and finally, of reappropriating proven-effective play, dissimulation, and transgression from 4chan. Figure 16: Pride flag cluster with Pride-coloured Pepes. Source: https://pixelcanvas.io/@-1599,3516. Figure 17: Communist/anarchist thinkers and leaders reimagined as Pepes. Source: https://pixelcanvas.io/@-1885,3203. Figure 18: “The Right Can’t Meme.” Source: https://pixelcanvas.io/@-1885,3203. Figure 19: The reclaimed Kekistan area. Source: https://pixelcanvas.io/@-2439,3210. Figure 20: “The Greatest Game of Capture the Flag.” Source: https://pixelcanvas.io/@-1885,3203.ConclusionThe PixelCanvas left can serve as an example of a united stronghold which managed to counterplatform the alt-right: assuming dominance in 2017 to later rebuild and expand their pixel spheres of influence after each 4chan raid. Online culture wars are nowadays recognized as Gramscian in their roots: according to Burton, “the young people confronting this reactionary shift head-on with memes normalizing are … on the front lines of a culture war with global repercussions” (13). By far, this “war” for digital hegemony has been overwhelmingly evaluated as one that the alt-right is simply better at, due to the natural affordances of Internet culture. However, the “united front of the internet” “promoting left unity and trolling Nazis” (LUFF) exemplifies a possible direction which the online radical left could follow to take on 4chan’s digital dominance. This direction is complex and hybrid: with overlapping/combined approaches. The activities of PixelCanvas left include practices that are well-adapted to the immediate meme culture and those based on IRL movements; practices similar to 4chan’s problematic transgression and those that are activist, disavowing fetishized sight; serious practices and deceptive/ironic ones. Their 2017 PixelCanvas victory and later resistance persisting despite continuing raids might suggest that this strategy works, with the key to its coordination laying in the subcultural logic of an “allyship” that privileges fast-paced mobilization and swift comebacks over careful nuance: necessitated by meme culture affordances. Although only time can prove if this new left digital language will become more widespread, it has the potential to become an alternative to “hypersensitive Tumblr liberalism” and to challenge the idea that meme culture is doomed to be right-wing.ReferencesAndersson, Linus. “No Digital ‘Castles in the Air’: Online Non-Participation and the Radical Left.” Media and Communication 4.4 (2016): 53–62.Bakalım, Seyret. “Pixel io Türkiye vs Brezilya [Turkey vs Brazil] Pixel War.” YouTube, 23 June 2017. <https://www.youtube.com/watch?v=NsPHVNpB8Hg>.Beran, Dale. “4chan: The Skeleton Key to the Rise of Trump.” Medium, 14 Feb. 2017. <https://medium.com/@DaleBeran/4chan-the-skeleton-key-to-the-rise-of-trump-624e7cb798cb>.Burton, Julian. “Look at Us, We Have Anxiety: Youth, Memes, and the Power of Online Cultural Politics.” Journal of Childhood Studies 44.3 (2019): 3–17.Dankulous Memeulon. “The Left Can’t Meme.” UrbanDictionary, 11 May 2018. <https://www.urbandictionary.com/define.php?term=The%20Left%20can%27t%20Meme>.Davies, Josh. “Tumblr Liberalism’ vs the Serious Authentic Left: On Angela Nagle’s Kill All Normies.” Ceasefire Magazine, 8 Sep. 2017. <https://ceasefiremagazine.co.uk/tumblr-liberalism-authentic-left-review-kill-normies/>.Halupka, Max. “Clicktivism: A Systematic Heuristic.” Policy & Internet 6.2 (2014): 115–32.Hobson, Thomas, and Kaajal Modi. “Socialist Imaginaries and Queer Futures: Memes as Sites of Collective Imagining.” Post Memes: Seizing the Memes of Production. Eds. Alfie Bown and Dan Bristow. New York: Punctum Books, 2019. 327–52.KnowYourMeme. “Kekistan.” KnowYourMeme, 2017. <https://knowyourmeme.com/memes/kekistan>.Left Unity Fighting Front. “About.” Facebook, 6 July 2017. <https://www.facebook.com/pg/LeftUnityFightingFront/about/>.Lukianoff, Greg, and Jonathan Haidt. The Coddling of the American Mind. New York: Penguin Books, 2018.Nagle, Angela. Kill All Normies: Online Culture Wars from 4chan and Tumblr to Trump and the Alt-Right. Winchester, Washington: Zero Books, 2017.Phillips, Whitney, and Ryan M. Milner. “The Root of All Memes.” You Are Here, 27 Apr. 2020. <https://you-are-here.pubpub.org/pub/wsl350qp/release/1>.PixelCanvas. <https://pixelcanvas.io/>.PixelCanvas.io. “PixelCanvas.io | The Death of Pac-Man - The Void vs SDLG.” YouTube, 19 June 2017. <https://www.youtube.com/watch?v=gV70eV38z3A>.Pixel Liberation Front. “About.” Facebook, 8 June 2017. <https://www.facebook.com/groups/1933096136902765/about/>.PLK Wiki. “Battle of Pixelgrad.” PLK Wiki, 2017. <https://plk.fandom.com/wiki/Battle_of_Pixelgrad>.QueenButtrix. “Brocialist.” Urban Dictionary, 18 Sep. 2016. <https://www.urbandictionary.com/define.php?term=brocialist>.Shifman, Limor. “Memes in a Digital World: Reconciling with a Conceptual Troublemaker.” Journal of Computer-Mediated Communication 18.3 (2013): 362–377.Springer, Simon. “Who's Afraid of the Big Bad Anarchist? Rejecting Left Unity and Raising Hell in Radical Geography.” Anarchist Studies, 28 Jan. 2018. <https://anarchiststudies.noblogs.org/whos-afraid-of-the-big-bad-anarchist-rejecting-left-unity-and-raising-hell-in-radical-geography/>.Thibault, Mattia. “A Picture of the Internet: Conflict, Power and Politics on Pixelcanvas.” Virality and Morphogenesis of Right-Wing Internet Populism. Eds. Eva Kimminich and Julius Erdmann. Berlin: Peter Lang, 2018. 102–12.TheCissKing. “Tucute.” Urban Dictionary, 17 Jan. 2019. <https://www.urbandictionary.com/define.php?term=tucute>.Wrigley, Jack. “Battle of Pixelgrad.” YouTube, 24 July 2017. <https://www.youtube.com/watch?v=ZJa1Hi2j1_E>.
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Gerrand, Vivian, Kim Lam, Liam Magee, Pam Nilan, Hiruni Walimunige, and David Cao. "What Got You through Lockdown?" M/C Journal 26, no. 4 (August 23, 2023). http://dx.doi.org/10.5204/mcj.2991.

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Abstract:
Introduction While individuals from marginalised and vulnerable communities have long been confronted with the task of developing coping strategies, COVID-19 lockdowns intensified the conditions under which resilience and wellbeing were/are negotiated, not only for marginalised communities but for people from all walks of life. In particular, the pandemic has highlighted in simple terms the stark divide between the “haves” and “have nots”, and how pre-existing physical conditions and material resources (or lack thereof), including adequate income, living circumstances, and access to digital and other resources, have created different conditions for people to be able to physically isolate, avoid working in conditions that put them at greater risk of exposure to the virus, and maintain up-to-date information. The COVID-19 pandemic has changed the way we live, and its conditions have tested our capacity for resilience to varying degrees. Poor mental health has become an increasingly urgent concern, with almost one in ten people contemplating suicide during Victoria’s second wave and prolonged lockdown in 2020 (Ali et al.; Czeisler & Rajaratnam; Paul). The question of what enables people to cope and adapt to physical distancing is critical for building a more resilient post-pandemic society. With the understanding that resilience is comprised of an intersection of material and immaterial resources, this project takes as its focus the material dimensions of everyday resilience. Specifically, “Objects for Everyday Resilience” explores the intersection of material objects and everyday resilience, focussing on the things that have supported mental and physical health of different sections of the community in Melbourne, Australia, during the pandemic. People in the Victorian city of Melbourne, Australia – including the research team authors of this article – experienced 262 days of lockdown due to the COVID-19 pandemic, more than any other city in the world. The infection rate was high, as was the death rate. Hospitals were in crisis attempting to deal with the influx (McReadie). During lockdowns in 2020 and 2021, all movement in the city was restricted, with 9 pm to 5 am curfews and a five-kilometre travel limit. Workplaces, schools, businesses, sports and leisure clubs were closed. One person per household could shop. Masks were mandatory at all times. PCR testing was extensive. People stayed in their homes, with no visitors. The city limits were closed by roadblocks. Rare instances of air travel required a hard-to-get exemption. Vaccines were delayed. The state government provided financial support for most workers who lost income from their regular work due to the restrictions. However, the financial assistance criteria rejected many casual workers, including foreign students who normally supported themselves through casual employment (McReadie). The mental health toll of protracted lockdowns on Melbourne residents was high (Klein, Tyler-Parker, and Bastian). Yet people developed measures of resilience that helped them cope with lockdown isolation (Gerrand). While studies of resilience have been undertaken during the pandemic, including increased attention towards the affordances of online platforms in lockdown, relatively little attention has been paid to whether and how material objects support everyday resilience. The significant amount of literature on objects and things (e.g. Whitlock) offers a wide range of potential applications when brought to bear on the material conditions of resilience in the COVID-19 pandemic as it continues to unfold. As ethnographer Paula Zuccotti notes in her study of objects that people used in lockdowns around the world, “Future Archeology of a Global Lockdown”, the everyday items we use tell us stories about how we exist (Zuccotti). Paying attention to the intersection of objects with resilience in everyday contexts can enable us to view resilience as a potential practice that can shape the conditions of social life that produce adversity in the first place (Chalmers). By studying relationships between material objects and people in conditions of adversity, this project aims to enhance and extend emerging understandings of multisystemic resilience (Ungar). Objects have been central to human history, culture, and life. According to Maurizio Ferraris, objects are characterised by four qualities: sensory-ness, manipulability, ordinariness, and relationality. “Unlike the three spheres of biological life – the mineral, the vegetable and the animal – objects and things have been customarily considered dependent on humans’ agency and presence” (Bartoloni). In everyday life, objects can enhance resilience when they are mobilised in strategies of resourcefulness and “making do” (de Certeau). Objects may also support the performance of identity and enable inter-subjective relations that create a sense of agency and of being at home, wherever one is located (Ahmed et al.; Gerrand). From an existential perspective, the experience of being confined in lockdown, “stuck” in one place, challenges cosmopolitan connectedness and sense of belonging. It also bears some similarities to the experiences of migrants and refugees who have endured great uncertainty, distance, and immobility due to detention or vintage of migration (Yi-Neumann et al.). It is possible that certain objects, although facilitating resilience, might also trigger mixed feelings in the individuals who relied on them during the lockdown (Svašek). From domestic accoutrements to digital objects, what kinds of things supported wellbeing in situations of confinement? Multisystemic Resilience in Lockdown It is especially useful to consider the material dimensions of resilience when working with people who have experienced trauma, marginalisation, or mental health challenges during the pandemic, as working with objects enables interaction beyond language barriers and enables alternatives to the re-telling of experiences. Resilience has been theorised as a social process supported (or inhibited) by a range of “everyday” intersecting external and contextual factors at individual, family, social, institutional, and economic resource levels (Ungar; Sherrieb et al.; Southwick et al.). The socio-ecological approach to resilience demonstrates that aspects of individual, family, and community resilience can be learned and reinforced (Bonanno), but they can also be eroded or weakened, depending on the dynamic interplay of various forces and influences in the social ecology of an individual or a group. This means that while factors at the level of the individual, family, community, or institutions may strengthen resistance to harms or the ability to overcome adversity in one context, the same factors can promote vulnerability and erode coping abilities in others (Rutter). Our project asked to what extent this social-ecological understanding of resilience might be further enhanced by attending to nonhuman materialities that can contribute or erode resilience within human relations. We were particularly interested in understanding the potential of the exhibition for creating an inclusive and welcoming space for individuals who had experienced long COVID lockdowns to safely reflect on the material conditions that supported their resilience. The aim of this exercise was not to provide answers to a problem, but to draw attention to complexity, and generate additional questions and uncertainties, as encouraged by Barone and Eisner. The exhibition, through its juxtaposition of (lockdown-induced) loneliness with the conviviality of the public exhibition format, enabled an exploration of the tension between the neoliberal imperative to physically isolate oneself and the public messaging concerning the welfare of the general populace. Our project emerged from insights collected on the issue of mental health during “Living Lab” Roundtables undertaken in 2020 by our Centre For Resilient and Inclusive Societies, convened as part of the Foundation Project (Lam et al.). In particular, we deployed an object-based analysis to investigate the art- and object-based methodology in the aftermath of a potentially traumatising lockdown, particularly for individuals who may not respond as well to traditional research methods. This approach contributes to the emerging body of work exploring the affordances of visual and material methods for capturing feelings and responses generated between people and objects during the pandemic (Watson et al.). “Objects for Everyday Resilience” sought to facilitate greater openness to objects’ vitality (Bennett) in order to produce new encounters that further understandings of multisystemic resilience. Such insights are critically tied to human mental health and physical wellbeing. They also enabled us to develop shared resources (as described below) that support such resilience during the period of recovery from the pandemic and beyond. Arts and Objects as Research The COVID-19 pandemic provoked not only a global health response, but also a reorientation of the ways COVID-related research is conducted and disseminated. Javakhishvili et al. describe the necessity of “a complex, trauma-informed psycho-socio-political response” in the aftermath of “cultural/societal trauma” occurring at a society-wide scale, pointing out the prevalence of mental health issues following previous epidemics (1). As they note, an awareness of such trauma is necessary “to avoid re-traumatization and to facilitate recovery”, with “safety, trustworthiness, transparency, collaboration and peer support, empowerment, choice” among the key principles of trauma-informed policies, strategies, and practices (3). Our project received funding from the Centre for Resilient and Inclusive Societies (CRIS) in July 2021, and ethics approval in November 2021. Centring materiality, in November 2021 we circulated a “call for objects” through CRIS’ and the research team’s social media channels, and collected over 40 objects from participants of all ages for this pilot study. Our participants comprised 33 women and 10 men. Following is a breakdown of the self-described cultural background of some participants: Five Australian (including one ‘6th generation Australian’); four Vietnamese; two Caucasian; one Anglo-Australian; one Asian; one Brazilian; one British; one Caucasian/English Australian; one Filipino; one Filipino-Australian; one German/Portuguese/US; one Greek Australian; one Iranian; one Irish and Welsh; one Israeli; one Half German, Half Middle Eastern; one Middle Eastern; one Singaporean; one White British. Participants’ objects and stories were analysed by the team both in terms of their ‘people, place, and things’ affordances – enhancing participants’ reflections of life in the pandemic – and through the prism of their vibrancy, drawing on object-oriented ontology and materiality as method (Ravn). Our participants were encouraged to consider how their chosen object(s) supported their resilience during the pandemic. For example, some objects enabled linking with memories that assist in elaborating experiences of loss or grief (Trimingham Jack and Devereux). To guide those submitting objects, we asked about: 1) their relationship to the object, 2) the meaning of the object, and 3) which features of resilience are mobilised by the object. From an analysis of our data, we have developed a working typology of objects to understand their particular relationship role to features of resilience (social capital, temporality) and to thematise our data in relation to emerging priorities in research in multisystemic resilience, materiality, and mental health. Things on Display Whilst we were initially unable to gather in person, we built an online Instagram gallery (@objectsforeverydayresilience) of submitted objects, with accompanying stories from research participants. Relevant hashtags in several languages were added to each post by the research team to ensure their widest possible visibility. This gallery features objects such as a female participant’s jigsaw puzzle which “helped me to pass the downtime in an enjoyable way”. Unlike much of her life in lockdown that was consumed by chores that “did not necessarily make me feel content or happy”, jigsaw puzzles made this participant “happy for that time I was doing them, transport[ing] me out of the confines of the lockdown with landscapes and images from across the globe”. Another female participant submitted a picture of her worn sneakers, which she used to go on what she called her “sanity walks”. To counteract the overwhelm of “being in the house all the time with 3 (autistic) children who were doing home learning and needed a lot of support”, while attempting to work on her PhD, going for walks every day helped clear my mind, get some fresh air, keep active and have some much needed quiet / me time. I ordered these shoes online because we couldn’t go to the shops and wore them almost daily during the extended lockdowns. Books were also popular. During lockdowns, according to a female participant, reading helped me connect with the outside world and be able to entertain myself without unhealthy coping mechanisms such as scrolling endlessly through TikTok. It also helped me feel less alone during the pandemic. Another female participant found that her son’s reading gave her time to work. Olfactory objects provided comfort for a participant who mourned the loss of smell due to mask wearing: perfumes were my sensory transport during this time – they could evoke memories of places I’d travelled to, seasons, people, feelings and even colours. I could go to far-off places in my mind through scent even though my body was largely stationary within my home. (Female participant) Through scent objects, this participant was “able to bring the world to meet me when I was unable to go out to meet the world”. Other participants sought to retreat from the world through homely objects: throughout lockdown I felt that my bed became an important object to my sanity. When I felt overwhelmed, I would come to bed and take a nap which helped me feel less out of control with everything going on in the world. (Female participant) For an essential worker who injured her leg whilst working in a hospital, an Ikea couch enabled recovery: “the couch saved my throbbing leg for many months. It served as a place to eat, paint and rest.” (Female participant) While pets were not included as objects within this project, several participants submitted their pets’ accoutrements. A female participant who submitted a photograph of her cat’s collar and tree movingly recounts how while I was working online in lockdown, this cat tree kept my cat entertained. She was so enthusiastic while scratching (covered in her fur) she somehow managed to remove her collar. I call Bouny my Emotional support cat … . She really stepped up her treatments of me during the pandemic. My mother had advanced dementia and multiple lockdowns [which] meant I could not see her in the weeks leading up to her death. These objects highlight the ways in which this participant found comfort during lockdown at a time of deep grief. For other participants, blankets and shawls provided sources of comfort “since much of lockdown was either in cool weather or deepest winter”. I found myself taking [my shawl] whenever I went out for any of the permitted activities and I also went to bed with it at night. The soft texture and the warmth against my face, neck and shoulders relaxed my body and I felt comforted and safe. (Female participant) Another used a calming blanket during lockdown “for time-outs on my bed (I was confined to a tiny flat at the time and separated from my family). It gave me a safe space”. (Female participant) In a similar vein, journalling provided several participants with “a safe space to explore thoughts and make them more tangible, acting as a consistent mindful practice I could always turn to”. The journal provided consistency throughout the ever-changing lockdown conditions and a strong sense of stability. Recording thoughts daily allowed me to not only process adversity, but draw attention to the areas in my life which I was grateful for … even from home. (Female participant) In addition to fostering mindfulness, the creative practice of journalling enabled this participant to exercise her imagination: writing from the perspectives of other people, from friends to strangers, also allowed me to reflect on the different experiences others had during lockdown. I found this fostered empathy and motivated me to reach out and check in on others, which in turn also benefited my own mental health. (Female participant) Creative practices were critical to sustaining many participants of this study. The Norman family, for example, submitted an acrylic on canvas artwork, Surviving COVID in Port Melbourne (2021), as their object of resilience: this work represents the sentiments and experiences of our family after a year of successive COVID lockdowns. Each section of the canvas has been completed a member of our family – 2 parents and a 21, 18 and 14 year-old. (Norman family) Likewise, musical instruments and sound objects – whether through analogue or digital means – helped participants to stay sane in long lockdowns: wen I didn’t know what to do with myself I always turned to the guitar. (Male participant) Music was so important to us throughout the lockdowns. It helped us express and diffuse big feelings. We played happy songs to amplify nice moments, funny songs to cheer each other up, angry songs to dance out rage. (Family participants) Curating the Lockdown Lounge To enhance the capacity of our project’s connections to the wider community, and respond to the need we felt to gather in person to reflect on what it meant for each of us to endure long lockdowns, we held an in-person exhibition after COVID-19 restrictions had eased in Melbourne in November 2022. The decision to curate the “Lockdown Lounge” art and research exhibition featuring objects submitted by research participants was consistent with a trauma-informed approach to research as described above. According to Crowther, art exhibits have the potential to redirect viewers’ attention from “aesthetic critique” to emotional connection. They can facilitate what Moon describes as “relational aesthetics”, whereby viewers may connect with the art and artists, and enhance their awareness of the self, artist, and the world. As a form of “guided relational viewing” (Potash), art exhibits are non-coercive in that they invite responses, discussion, and emotional involvement while placing no expectation on viewers to engage with or respond to the exhibition in a particular way. When considering such questions, our immersive in-person exhibition featured a range of object-based installations including audio-visual and sound objects, available for viewing in our Zine, The Lockdown Lounge (Walimunige et al.). The living room design was inspired by French-Algerian artist Zineb Sedira’s immersive living room installation, “Dreams Don’t Have Titles”, at the 59th Venice Art Biennale’s French pavilion (Sedira), attended by project co-lead Vivian Gerrand in June 2022. The project team curated the gallery space together, which was located at Deakin University’s city conference venue, “Deakin Downtown”, in Melbourne, Australia. Fig. 1: The Lockdown Lounge, living room. “What Got You through Lockdown?” research exhibition and experience, Deakin Downtown, Melbourne, 21-25 November 2022. In the centre of the Lockdown Lounge’s living room (see fig. 1), for example, a television screen played a looped collection of popular YouTube videos, many of which had gone viral in the early months of the COVID-19 pandemic. There was Victorian Premier Daniel Andrews, admonishing Victorians to avoid non-essential activities through the example of an illicit dinner party held that resulted in a spike in coronavirus cases in March 2020 (ABC News). This short video excerpt of the Premier’s press conference concluded with his advice not to “get on the beers”. While not on display in this instance, many visitors would have been familiar with the TikTok video remix made later in the pandemic that featured the same press conference, with Premier Andrews’s words spliced to encourage listeners to “get on the beers!” (Kutcher). We recalled the ways in which such videos provided light relief through humour at a time of grave illness and trauma: when army trucks were being summoned to carry the deceased from Northern Italian hospitals to makeshift gravesites, those of us privileged to be at home, at a remove from the ravages of the virus, shared videos of Italian mayors shouting at their constituents to “vai a casa!” (Go home!). Or of Italians walking fake dogs to have an excuse to go outside. We finished the loop with a reproduction of the viral Kitten Zoom Filter Mishap, in which in online American courtroom defendant Rod Ponton mistakenly dons a cat filter while telling the judge, ‘I am not a cat’. The extraordinary nature of living in lockdown initially appeared as an opportunity to slow down, and this pandemic induced immobility appeared to prompt a kind of “degrowth” as industries the world over paused operation and pollution levels plummeted (Gerrand). In reflection of this, we included videos in our YouTube playlist of wild animals returning to big cities, and of the waters of Venice appearing to be clear. These videos recalled how the pandemic has necessitated greater appreciation of the power of things. The spread of the novel coronavirus’s invisible variants has permanently altered the conditions and perceptions of human life on the planet, forcing us to dwell on the vitality intrinsic to materiality, and renewing awareness of human lives as taking place within a broader ecology of life forms (Bennett). Within this posthuman perspective, distinctions between life and matter are blurred, and humans are displaced from a hierarchical ontological centre. In an essay titled “The Go Slow Party”, anthropologist Michael Taussig theorises a “mastery of non-mastery” that yields to the life of the object. This yielding – a necessary response to the conditions of the pandemic – can enable greater attentiveness to the interconnectedness and enmeshment of all things, leading to broader understandings of self and of resilience. To understand how participants responded to the exhibition, we asked them to respond to the following questions in the form of open-ended comments: What if anything affected you most? Did any of the objects resonate with you? Did the exhibition provide a safe environment for you to reflect on your sense of resilience during the pandemic? Fig. 2: Research exhibition participant standing beside artwork by the Norman family: Surviving COVID in Port Melbourne, acrylic on canvas (2021), The Lockdown Lounge. Through curating the art exhibition, we engaged in what Wang et al. describe as “art as research”, whereby the artist-researcher aims to “gain a deeper understanding of what art, art creation, or an artistic installation can do or activate … either in terms of personal experiences or environmental circumstances” (15). As Wang et al. write, “the act of creating is simultaneously the act of researching”, neither of which can be distinguished from one another (15). Accordingly, the process of curating the gallery space triggered memories of living in lockdown for members of our team, including one male youth researcher who remembers: as the space gradually began to be populated with object submissions … the objects began to find their place … . We slowly developed an understanding of the specific configurations of objects and the feelings that these combinations potentially could invoke. As we negotiated where my object might be placed, I felt an odd sense of melancholy seeing my record player and guitar at the exhibition, reminiscing about the music that I used to play and listen to with my family when we were all in lockdown … . As my Bon Iver record spun, and the familiar melodies rung out into the space, I felt as if I was sharing an intimate memory with others … . It also reminded me of the times when I had felt the most uplifted, when I was with family, near and far, knowing that we all were a unit. Another of our youth researcher team members served as an assistant curator and agreed to monitor the gallery space by being there for most of the five days of the exhibition’s opening to the public. She describes her work in the gallery thus: my role involved general exhibition upkeep – setup, answering visitor inquiries and monitoring the space – which meant being in the exhibition space for around 7.5 hours a day. Although it cannot be fully compared to living through Melbourne’s lockdowns, being in a space meant to mimic that time meant that comparisons naturally arose. I can see similarities between the things that supported my resilience during the lockdowns and the things that made my time at the gallery enjoyable. Through engaging with the gallery, this researcher was reminded of how spending time engaging in hands-on tasks made physical distancing more manageable. Spending time in the exhibition space also facilitated her experience of the lockdowns and the material conditions supporting resilience. She reflects that the hands-on, creative tasks of setting up the exhibition space and helping design a brochure reminded me of how I turned to baking so I could create something using my hands … . In the beginning, I approached my time at the gallery as a requirement of my work in this project … . Looking back now, I believe I understand both the person I was those years ago, and resilience itself, a little bit better. Fig. 3: Research exhibition participant wearing an Oculus virtual reality headset, watching the film Melbourne Locked Down (van Leeuwen), The Lockdown Lounge, November 2022. As these examples demonstrate, complex assemblages of people, places, and things during the COVID-19 pandemic were, and are, “suffused with multisensory and affective feelings”; exploring the ways affect is distributed through socio-spatialities of human experience enables researchers to better unpack individuals’ COVID experiences in ways that include their surroundings (Lupton). This was further evident in the feedback received from participants who attended the exhibition. Exhibition Feedback Feedback from participants suggested that the public exhibition format enabled them to explore this tension between isolation and orientation to the greater good in a safe and inclusive way (e.g. fig. 2). For Harry (29/m/Argentinian/New Zealand), interacting with the exhibition “reminded me that I wasn’t the only one that went through it”, while Sam (40/m/Chinese Australian) resonated with “many … people’s testimonials” of how objects helped support their resilience during long periods of confinement. Sam further added that participating in the exhibition was a “pleasant, friendly experience”, and that “everyone found something to do”, speaking to the convivial and inclusive nature of the exhibition. This resonates with Chaplin’s observation that “the production and reception of visual art works are social processes” that cannot be understood with reference to aesthetic factors alone (161-2). In the quotes above, it is evident that participants’ experience of the exhibition was inherently entwined with the sociality of the exhibition, evoking a sense of connection to others who had experienced the pandemic (in Harry’s case), and other exhibition attendees, whom he observed “all found something to do”. Additionally, participants’ responses highlighted the crucial role of the “artist researcher”, whom Wang et al. describe as qualitative researchers who use “artistically inspired methods or approaches” to blend research and art to connect with participants (10). In particular, the curation of the exhibition was something participants highlighted as key to facilitating their recollections of the pandemic in ways that were relatable. Nala (19/f/East-African Australian) commented that “the room’s layout allowed for this the most”: “the room was curated so well, it encaptured [sic] all the various stages of COVID lockdown – it made me feel like I was 16 again”. Returning to Wang et al.’s description of “art as research” as a means through which artist researchers can “gain a deeper understanding of what art, art creation, or an artistic installation can do or activate” (15), participant responses suggest that the curation of Lockdown Lounge as a trauma-informed art exhibition allowed participants to re-experience the pandemic lockdowns in ways that did not re-traumatise, but enabled the past and present to coexist safely and meaningfully for participants. Conclusion: Object-Oriented Wellbeing From different sections of the community, “Objects for Everyday Resilience” collected things that tell stories about how people coped in long lockdowns. Displaying the objects and practices that sustained us through the peak of the COVID-19 health crisis helped our participants to safely reflect on their experiences of living through long lockdowns. The variety of objects submitted and displayed draws our attention to the complex nuances of resilience and its material and immaterial intersections. These contributions composed, as fig. 1 illustrates, an almost accidentally curated diorama of a typical lockdown scene, imitating not only the materiality of living room itself but something also, through the very process of contribution, of the strange collectivity that the city of Melbourne experienced during lockdown periods. Precisely partitioned within domestic zones (with important differences for many “essential workers”, residents of public housing high-rises, and other exceptions), lockdowns enforced a different and necessarily unifying rhythm: attention to daily briefings on COVID numbers, affective responses to the heaves and sighs of infection rates, mourning over a new and untameable cause of loss of life, and routine check-ins on newly isolated friends and family. In hindsight, as the city has regained – perhaps redoubled, a sign of impatience with earlier governmental languages of austerity and moderation? – its economic and hedonistic pulse, there are also signs that any lockdown collectivity – which we also acknowledge was always partial and differentiated – has dispersed into the fragmentation of social interests and differences typical of late capitalism. The fascination with “public” objects – the Northface jacket of the state premier, COVID masks and testing kits, even toilet paper rolls, serving metonymically for a shared panic over scarcity – has receded. To the point, less than two years on, of this media attention being a scarcely remembered dream. The Lockdown Lounge is an example of a regathering of experiences through a process that, through its methods, also serves as a reminder of a common sociality integral to resilience. Our project highlights the role of objects- and arts-based research approaches in understanding the resources required to enhance and enable pandemic recovery and multisystemic wellbeing. Acknowledgments We would like to thank the Centre for Resilient and Inclusive Societies for their funding and support of the Objects for Everyday Resilience Project. Thanks also to the Alfred Deakin Institute’s Mobilities, Diversity and Multiculturalism Stream for providing a supplementary grant for our research exhibition. Objects for Everyday Resilience received ethics clearance from Deakin University in November 2021, project ID: 2021-275. References ABC News. “’No Getting on the Beers’ at Home with Mates as Coronavirus Clampdown Increases.” Daniel Andrews Coronavirus Press Conference, 22 Mar. 2020. <https://www.theguardian.com/world/video/2020/mar/23/no-getting-on-the-beers-at-home-with-mates-as-coronavirus-clampdown-increases-video>. Ahmed, Sara, et al. Uprootings, Regrounding: Questions of Home and Migration. Oxford: Berg, 2003. Ali, Kathina, et al.“ A Cross-Sectional Investigation of the Mental Health and Wellbeing among Individuals Who Have Been Negatively Impacted by the COVID-19 International Border Closure in Australia.” Globalization and Health 18.1 (2022): 1–10. Bartoloni, Paolo. Objects in Italian Life and Culture: Fiction, Migration and Artificiality. Palgrave Macmillan, 2016. Bennett, Jane. Vibrant Matter: A Political Ecology of Things. Durham: Duke UP, 2010. Bolzan, Natalie, and Fran Gale. “Using an Interrupted Space to Explore Social Resilience with Marginalized Young People.” Qualitative Social Work 11.5 (2011): 502–516. Bonanno, George A. “Resilience in the Face of Potential Trauma.” Current Directions in Psychological Science 14 (2005): 135-38. Candlin, Fiona, and Railford Guins. The Object Reader. London: Routledge, 2009. Carter, Paul. Material Thinking: The Theory and Practice of Cultural Research. Melbourne: Melbourne UP, 2004. Centre for Resilient and Inclusive Societies. “Youth Diversity and Wellbeing in a Digital Age”. <https://www.crisconsortium.org/youth-diversity-wellbeing>. Chaplin, Elizabeth. Sociology and Visual Representation. London: Routledge, 1994. Crowther, Paul. Art and Embodiment: From Aesthetics to Self-Consciousness. Oxford: Oxford UP, 1993. Czeisler, Mark et al. “Mental Health, Substance Abuse, and Suicidal Ideation during a Prolonged COVID-19-Related Lockdown in a Region with Low SARS-CoV-2 Prevalence.” Journal of Psychiatric Research 140 (2021): 533–544. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Ferraris, Maurizio. Documentalità: Perché è Necessario Lasciar Tracce. Bari: Laterza, 2009. Flemming, Jennie. “Young People’s Involvement in Research: Still a Long Way to Go?” Journal of Qualitative Social Work 10.2 (2010): 326-340. Foundation Project. “Youth Diversity and Wellbeing in a Digital Age”. Centre for Resilient and Inclusive Societies. <https://www.crisconsortium.org/youth-diversity-wellbeing/foundation>. Gerrand, Vivian. Possible Spaces of Somali Belonging. Melbourne: Melbourne UP, 2016. ———. “Resilience, Radicalisation and Democracy in the COVID-19 Pandemic.” Open Democracy 2 Apr. 2020. <https://www.opendemocracy.net/en/global-extremes/resilience-radicalisation-and-democracy-covid-19-pandemic/>. Gerrand, Vivian, et al. The Lockdown Lounge. Research Exhibition and Experience. Deakin Downtown, Melbourne, 21-25 Nov. 2022. Guruge, Sepali, et al. “Refugee Youth and Migration: Using Arts-Informed Research to Understand Changes in Their Roles and Responsibilities.” Qualitative Social Research 16.3 (2015): Article 15. 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Melbourne: Centre for Resilient and Inclusive Societies, 2022. <https://static1.squarespace.com/static/5d48cb4d61091100011eded9/t/624a97804aabab6e6ae16a13/ 1649055623526/Social+Issues+and+Diverse+Young+Australians+Final.pdf>. Lodberg, Ulrika, et al. “Young Migrants’ Experiences and Conditions for Health: A Photovoice Study.” Sage Open 10.2 (2020): 1–12. Oliver, Kylie G., et al. “Building Resilience in Young People through Meaningful Participation.” Australian e-Journal for the Advancement of Mental Health 5.1 (2006): 34–40. Lupton, Deborah. “Socio-Spatialities and Affective Atmospheres of COVID-19: A Visual Essay.” Thesis Eleven 172.1 (2022): 36–65. Macreadie, Ian. “Reflections from Melbourne, the World’s Most Locked-down City, through the COVID-19 Pandemic and Beyond.” Microbiology Australia 43.1 (2022): 3–4. Moon, Catherine Hyland. Studio Art Therapy: Cultivating the Artist Identity in the Art Therapist. Philadelphia: Jessica Kingsley, 2002. Norman family. Surviving COVID in Port Melbourne. Painting. Melbourne, 2021. O’Donoghue, Dónal. “Are We Asking the Wrong Questions in Arts-based Research?” Studies in Art Education 50.4 (2009): 352–368. Paul, Margaret. “Nearly One in 10 Victorians ‘Seriously Considered Suicide’ during the 2020 COVID Lockdown, Report Finds.” ABC News, 25 June 2021. <https://www.abc.net.au/news/2021-06-25/one-in-10-victorians-considered-suicide-in-2020-research-finds/100242310>. Potash, Jordan. “Art Therapists as Intermediaries for Social Change.” Journal of Art for Life 2.1 (2011): 48–58. Potash, Jordan et al. “Viewing and Engaging in an Art Therapy Exhibit by People Living with Mental Illness: Implications for Empathy and Social Change.” Public Health 127.8 (2013): 735–744. Ravn, Signe. “Exploring Future Narratives and the Materialities of Futures: Material Methods in Qualitative Interviews with Young Women.” International Journal of Social Research Methodology 25.5 (2021): 611–623. 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Chicago: U of Chicago P, 2015. Trimingham Jack, C., and L. Devereux. “Memory Objects and Boarding School Trauma.” History of Education Review 28.2 (2019): 214–226. Ungar, Michael. “Resilience across Cultures.” British Journal of Social Work 38.2 (2008): 218–235. ———. “Resilience, Trauma, Context and Culture.” Trauma, Violence and Abuse 14 (2013): 25566. ———. Multisystemic Resilience: Adaptation and Transformation in Contexts of Change. London: Oxford UP, 2021. Van Leeuwen, Jamie. Melbourne Locked Down, 2020. <https://vimeo.com/475352586>. Wang, Caroline. “Youth Participation in Photovoice as a Strategy for Community Change.” Journal of Community Practice 14.1-2 (2006): 147–161. Wang, Caroline, and Mary Ann Burris. “Photovoice: Concept, Methodology, and Use for Participatory Needs Assessment.” Health Education & Behavior 24.3 (1997): 369–387. Whitlock, Gillian. “Objects and Things.” Research Methodologies for Auto/biography Studies. Eds. K. Douglas and A. Barnwell. New York: Routledge, 2019. Walimunige, Hiruni, et al. The Lockdown Lounge. Zine published by the Centre for Resilient and Inclusive Societies, Deakin University, Melbourne, 2023. Watson, Ash, et al. “Fieldwork at Your Fingertips: Creative Methods for Social Research under Lockdown.” Nature 3 Mar. 2021. <https://www.nature.com/articles/d41586-021-00566-2>. Yi-Neumann, Friedemann, et al. Material Culture and (Forced) Migration. London: UCL P, 2021. Zuccotti, Paula. ‘‘Future Archaeology of a Global Lockdown." 2021.
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Radywyl, Natalia. "“A little bit more mysterious…”: Ambience and Art in the Dark." M/C Journal 13, no. 2 (March 9, 2010). http://dx.doi.org/10.5204/mcj.225.

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A Site for the Study of Ambience Deep in Melbourne’s subterranean belly lies a long, dark space dedicated to screen-based art. Built along disused train platforms, it’s even possible to hear the ghostly rumblings and clatter of trains passing alongside the length of the gallery on quiet days. Upon descending the single staircase leading into this dimly-lit space, visitors encounter a distinctive sensory immersion. A flicker of screens dapple the windowless vastness ahead, perhaps briefly highlighting entrances into smaller rooms or the faintly-outlined profiles of visitors. This space often houses time-based moving image artworks. The optical flicker and aural stirrings of adjacent works distract, luring visitors’ attention towards an elsewhere. Yet on other occasions, this gallery’s art is bounded by walls, private enclosures which absorb perceptions of time into the surrounding darkness. Some works lie dormant awaiting visitors’ intervention, while others rotate on endless loops, cycling by unheeded, at times creating an environment of visual and aural collision. A weak haze of daylight falls from above mid-way through the space, marking the gallery’s only exit – an escalator fitted with low glowing lights. This is a space of thematic and physical reinvention. Movable walls and a retractable mezzanine enable the 110 metre long, 15 metre wide and almost 10 metre high space to be reformed with each exhibition, as evidenced by the many exhibitions that this Screen Gallery has hosted since opening as a part of the Australian for the Moving Image (ACMI) in 2002. ACMI endured controversial beginnings over the public funds dedicated to its gallery, cinemas, public editing and games labs, TV production studio, and screen education programs. As media interrogation of ACMI’s role and purpose intensified, several pressing critical and public policy questions surfaced as to how visitors were engaging with and valuing this institution and its spaces. In this context, I undertook the first, in depth qualitative study of visitation to ACMI, so as to address these issues and also the dearth of supporting literature into museum visitation (beyond broad, quantitative analyses). Of particular interest was ACMI’s Screen Gallery, for it appeared to represent something experientially unique and historically distinctive as compared to museums and galleries of the past. I therefore undertook an ethnographic study of museum visitation to codify the expression of ACMI’s institutional remit in light of the modalities of its visitors’ experiences in the Gallery. This rich empirical material formed the basis of my study and also this article, an ethnography of the Screen Gallery’s ambience. My study was undertaken across two exhibitions, World without End and White Noise (2005). While WWE was thematically linear in its charting of the dawn of time, globalisation and apocalypse, visitor interaction was highly non-linear. The moving image was presented in a variety of forms and spaces, from the isolation of works in rooms, the cohabitation of the very large to very small in the gallery proper, to enclosures created by multiple screens, laser-triggered interactivity and even plastic bowls with which visitors could ‘capture’ projections of light. Where heterogeneity was embraced in WWE, WN offered a smoother and less rapturous environment. It presented works by artists regarded as leaders of recent practices in the abstraction of the moving image. Rather than recreating the free exploratory movement of WWE, the WN visitor was guided along one main corridor. Each work was situated in a room or space situated to the right-hand side of the passageway. This isolation created a deep sense of immersion and intimacy with each work. Low-level white noise was even played across the Gallery so as to absorb the aural ‘bleed’ from neighbouring works. For my study, I used qualitative ethnographic techniques to gather phenomenological material, namely longitudinal participant observation and interviews. The observations were conducted on a fortnightly basis for seven months. I typically spent two to three hours shadowing visitors as they moved through the Gallery, detailing patterns of interaction; from gross physical movement and speech, to the very subtle modalities of encounter: a faint smile, a hesitation, or lapsing into complete stillness. I specifically recruited visitors for interviews immediately after their visit so as to probe further into these phenomenological moments while their effects were still fresh. I also endeavoured to capture a wide cross-sample of responses by recruiting on the basis of age, gender and reason for visitation. Ten in-depth interviews (between 45 minutes and one hour) were undertaken, enquiring into the factors influencing impressions of the Gallery, such as previous museum and art experiences, and opinions about media art and technology. In this article, I particularly draw upon my interviews with Steven, Fleur, Heidi, Sean, Trevor and Mathew. These visitors’ commentaries were selected as they reflect upon the overall ambience of the Gallery–intimate recollections of moving through darkness and projections of light–rather than engagement with individual works. When referring to ambience, I borrow from Brian Eno’s 1978 manifesto of Ambient Music, as it offers a useful analogy for assessing the complexity within subtle aesthetic experiences, and more specifically, in a spatial environment generated by electronic means. An ambience is defined as an atmosphere, or a surrounding influence: a tint…Whereas the extant canned music companies proceed from the basis of regularizing environments by blanketing their acoustic and atmospheric idiosyncrasies, Ambient Music is intended to enhance these. Whereas conventional background music is produced by stripping away all sense of doubt and uncertainty (and thus all genuine interest) from the music, Ambient Music retains these qualities. And whereas their intention is to ‘brighten’ the environment by adding stimulus to it… Ambient Music is intended to induce calm and a space to think…Ambient Music must be able to accommodate many levels of listening attention without enforcing one in particular; it must be as ignorable as it is interesting. (Eno, "Ambient Music")While Eno’s definition specifically discusses a listening space, it is comparable to the predominantly digital and visual gallery environment as it elicits similar states of attention, such as calm reflection, or even a peaceful emptying of thoughts. I propose that ACMI’s darkened Screen Gallery creates an exploratory space for such intimate, bodily, subjective experiences. I firstly locate this study within the genealogical context of visitor interaction in museum exhibition environments. We then follow the visitors through the Gallery. As the nuances of their journey are presented, I assess the significance of an alternate model for presenting art which encourages ‘active’ aesthetic experience by privileging ambiguity and subtlety–yet heightened interactivity–and is similar to the systemic complexity Eno accords his Ambient Music. Navigating Museums in the Past The first public museums appeared in the context of the emerging liberal democratic state as both a product and articulation of the early stages of modernity in the nineteenth century. Museum practitioners enforced boundaries by prescribing visitors’ routes architecturally, by presenting museum objects within firm knowledge categories, and by separating visitors from objects with glass cabinets. By making their objects publicly accessible and tightly governing visitors’ parameters of spatial interaction, museums could enforce a pedagogical regulation of moral codes, an expression of ‘governmentality’ which constituted the individual as both a subject and object of knowledge (Bennett "Birth", Culture; Hooper-Greenhill). The advent of high modernism in the mid-twentieth century enforced positivist doctrines through a firm direction of visitor movement, exemplified by Le Corbusier’s Musée à Croissance Illimitée (1939) and Frank Lloyd Wright’s Guggenheim Museum in New York (1959) (Davey 36). In more recent stages of modernity, architecture has attempted to reconcile the singular authority imposed by a building’s design. Robert Venturi, a key theorist of post-modern architecture, argued that the museum’s pedagogical failure to achieve social and political reforms was due to the purist and universalist values expressed within modern architecture. He proposed that post-modern architecture could challenge aesthetic modernism with a playful hybridity which emphasises symbolism and sculptural forms in architecture, and expresses a more diverse set of pluralist ideologies. Examples might include Hans Hollein’s Abteiberg Museum (1972-1982), or the National Museum of Australia in Canberra (2001). Contemporary attempts to design museum interactions reflect the aspirations of the ‘new museum.’ They similarly address a pluralist agenda, but mediate increasingly individualised forms of participation though highly interactive technological interfaces (Message). Commenting about art galleries, Lev Manovich greets this shift with some pessimism. He argues that the high art of the ‘white cube’ gallery is now confronting its ‘ideological enemy’, the ‘black box’, a historically ‘lower’ art form of cinema theatre (10). He claims that the history of spatial experimentation in art galleries is being reversed as much moving image art has been exhibited using a video projection in a darkened room, thereby limiting visitor participation to earlier, static forms of engagement. However, he proposes that new technologies could have an important presence and role in cultural institutions as an ‘augmented space’, in which layers of data overlay physical space. He queries whether this could create new possibilities for spatial interaction, such that cultural institutions might play a progressive role in exploring new futures (14). The Screen Gallery at ACMI embodies the characteristics of the ‘new museum’ as far as it demands multiple modalities of participation in a technological environment. It could perhaps also be regarded an experimental ‘black box’ in that it houses multiple screens, yet, as we shall see, elicits participation unbefitting of a cinema. We therefore turn now to examine visitors’ observations of the Gallery’s design, thereby garnering the experiential significance of passage through a moving image art space. Descending into Darkness Descending the staircase into the Gallery is a process of proceeding into shadows. The blackened cavity (fig. 1) therefore looms ahead as a clear visceral departure from the bustle of Federation Square above (fig. 2), and the clean brightness of ACMI’s foyer (fig. 3). Figure 1: Descent into ACMI's Screen Gallery Figure 2: ACMI at Federation Square, Melbourne Figure 3: ACMI’s foyer One visitor, Fleur, described this passage as a sense of going “deep underground,” where the affective power of darkness overwhelmed other sensory details: “I can’t picture it in my mind – sort of where the gallery finishes… And it’s perfect, it’s dark, and it’s… quiet-ish.” Many visitors found that an entrance softened by shadows added a trace of suspense to the beginnings of their journey. Heidi described how, “because it’s dark and you can’t actually see the people walking about… it’s a little bit more mysterious.” Fleur similarly remarked that “you’re not quite sure what you’re going to meet when you go around. And there’s a certain anticipation.” Steven found that the ambiguity surrounding the conventions of procedure through Gallery was “quite interesting, that experience of being a little bit unsure of where you’re going or not being able to see.” He attributed feelings of disorientation to the way the deep shadows of the Gallery routinely obscured measurement of time: “it’s that darkness that makes it a place where it’s like a time sync… You could spend hours in there… You sort of lose track of time… The darkness kind of contributes to that.” Multiple Pathways The ambiguity of the Gallery compelled visitors to actively engage with the space by developing their own rules for procedure. For example, Sean described how darkness and minimal use of signage generated multiple possibilities for passage: “you kind of need to wander through and guide yourself. It’s fairly dark as well and there aren’t any signs saying ‘Come this way,’ and it was only by sort of accident we found some of the spaces down the very back. Because, it’s very dark… We could very well have missed that.” Katrina similarly explained how she developed a participatory journey through movement: “when you first walk in, it just feels like empty space, and not exactly sure what’s going on and what to look at… and you think nothing is going on, so you have to kind of walk around and get a feel for it.” Steven used this participatory movement to navigate. He remarked that “there’s a kind of basic ‘what’s next?’… When you got down you could see maybe about four works immediately... There’s a kind of choice about ‘this is the one I’ll pay attention to first’, or ‘look, there’s this other one over there – that looks interesting, I might go and come back to this’. So, there’s a kind of charting of the trip through the exhibition.” Therefore while ambiguous rules for procedure undermine traditional forms of interaction in the museum, they prompted visitors to draw upon their sensory perception to construct a self-guided and exploratory path of engagement. However, mystery and ambiguity can also complicate visitors’ sense of self determination. Fleur noted how crossing the threshold into a space without clear conventions for procedure could challenge some visitors: “you have to commit yourself to go into a space like that, and I think the first time, when you’re not sure what’s down there… I think people going there for the first time would probably… find it difficult.” Trevor found this to be the case, objecting that “the part that doesn’t work, is that it doesn’t work as a space that’s easy to get around.” These comments suggest that an ‘unintended consequence’ (Beck) of relaxing contemporary museum conventions to encourage greater visitor autonomy, can be the contrary effect of making navigation more difficult. Visitors struggling to negotiate these conditions may find themselves subject to what Daniel Palmer terms the ‘paradox of user control’, in which contemporary forms of choice prove to be illusory, as they inhibit an individual’s freedom through ‘soft’ forms of domination. The ambiguity created by the Gallery’s darkness therefore brings two disparate – if not contradictory – tendencies together, as concluded by Fleur: “The darkness is – it’s both an advantage and a disadvantage… You can’t sort of see each other as well, but there’s also a bit of freedom in that. In that it sort of goes both ways.” A Journey of Subtle Cues Several strategies to ameliorate disorienting navigation experiences were employed in the Screen Gallery, attempting to create new possibilities for meaningful interaction. Some reflect typical curatorial conventions, such as mounting didactic panels along walls and strategically placing staff as guides. However, visitors frequently eschewed these markers and were instead drawn powerfully to affective conventions, including the shadings of light and sound. Sean noted how small beacons of light at foot level were prominent features, as they illuminated the entrances to rooms and corridors: “That’s your over-whelming impression, because it’s dark and there’s just these feature spotlights… and they’re an interesting device, because they sort of lead your eye through the space as well, and say ‘oh that’s where the next event is, there’s a spotlight over there’.” The luminescence of artworks served a similar purpose, for within “the darkness, the boundaries are less visible, and… you’re drawn to the light, you know, you’re drawn to those screens.” He found that directional sound above artworks also created a comparable effect: “I was aware of the fact that things were quiet until you approached the right spot and obviously it’s where the sound was focussed.” These conventions reflect what Trini Castelli calls ‘soft design’, by which space is made cohesively sensual (Glibb in Mitchell 87-88). The Gallery uses light and sound to fashions this visceral ‘feeling’ of spatial continuity, a seamless ambience. Paul described how this had a pleasurable effect, where the “atmosphere of the space” created “a very nice place to be… Lots of low lighting.” Fleur similarly recalled lasting somatic impressions: “It’s a bit like a cave, I suppose… The atmosphere is so different… it’s warm, I find it quite a relaxing place to be, I find it quite calm…Yeah, it has that feeling of private space to it.” Soft design therefore tempers the spatial severity of museums past through this sensuous ‘participatory environment.’ Interaction with art therefore becomes, as Steven enthused, “an exhibition experience” where “it’s as much (for me) the experience of moving between works as attending to the work itself… That seems really prominent in the experience, that it’s not these kind of isolated, individual works, they’re in relation to each other.” Disruptions to this experiential continuity – what Eno had described as a ‘stimulus’ – were subject to harsh judgement. When asked why he preferred to stand against the back wall of a room, rather than take a seat on the chairs provided, Matthew protested that “the spotlight was on those frigging couches, who wants to sit there? That would’ve been horrible.” Visitors clearly expressed a preference towards a form of spatial interaction in which curatorial conventions heighten, rather than detract from, the immersive dynamic of the museum environment. They showed how the feelings of ambiguity and suspense which absorbed them in the Gallery’s entrance gradually began to dissipate. In their place, a preference arose for conventions which maintained the Gallery’s immersive continuity, and where cues such as focused sound and footlights had a calming effect, and created a cohesive sensual journey through the dark. The Ambience of Art Space Visitors’ comments acquire an additional significance when examined in light of Eno’s earlier definition of what he called Ambient Music. He suggested that even in relative stillness, there exists a capacity for active forms of listening which create a “space to think” and generate a “quiet interest.” In addition, and perhaps most importantly, these active forms of listening are augmented by the “atmospheric idiosyncrasies” which are derived from conditions of uncertainty. As I have shown, the darkened Screen Gallery obscures the rules for visitor participation and consequently elicits doubt and hesitation. Visitors must self-navigate and be guided by sensory perception, responding to the kinaesthetic touch of light on skin and the subtle drifts of sound to constructing a journey through the enveloping darkness. This spatial ambience can therefore be understood as the specific condition which make the Gallery a fertile site for new exchanges between visitors, artworks and curation within the museum. Arjun Mulder defines this kind of dynamism in architectural space as a form of systemic interactivity, the “default state of any living system,” in the way that any system can be considered interactive if it links into, and affects change upon another (Mulder 332). Therefore while museums have historically been spaces for interaction, they have not always been interactive spaces in the sense described by Mulder, where visitor participation and processes of exchange are heightened by the conditions of ambience, and can compel self-determined journeys of visitor enquiry and feelings of relaxation and immersion. ACMI’s Screen Gallery has therefore come to define its practices by heightening these forms of encounter, and elevating the affective possibilities for interacting with art. Traditional museum conventions have been challenged by playing with experiential dynamics. These practices create an ambience which is particular to the gallery, and historically unlike the experiential ecologies of preceding forms of museum, gallery or moving space, be it the white cube or a simple ‘black box’ room for video projections. This perhaps signifies a distinctive moment in the genealogy of the museum, indicating how one instance of an art environment’s ambience can become a rubric for new forms of visitor interaction. References Beck, Ulrich. “The Reinvention of Politics: Towards a Theory of Reflexive Modernization.” Reflexive Modernization: Politics, Tradition and Aesthetics in the Modern Social Order. Eds. Ulrich Beck, Anthony Giddens, and Scott Lash. Cambridge: Politics, 1994. 1-55. Bennett, Tony. The Birth of the Museum: History, Theory, Politics. London; New York: Routledge. 1995. ———. “Culture and Governmentality.” Foucault, Cultural Studies and Governmentality. Eds. J.Z. Bratich, J. Packer, and C. McCarthy. Albany: State University of New York Press, 2003. 47-64. Davey, Peter. “Museums in an N-Dimensional World.” The Architectural Review 1242 (2000): 36-37. Eno, Brian. “Resonant Complexity.” Whole Earth Review (Summer 1994): 42-43. ———. “Ambient Music.” A Year with Swollen Appendices: The Diary of Brian Eno. London: Faber and Faber, 1996. 293-297. Hooper-Greenhill, Eileen. “Museums and Education for the 21st Century.” Museum and Gallery Education. London: Leicester University Press, 1991. 187-193. Manovich, Lev. “The Poetics of Augmented Space: Learning from Prada.” 27 April 2010 ‹http://creativetechnology.salford.ac.uk/fuchs/modules/creative_technology/architecture/manovich_augmented_space.pdf›. Message, Kylie. “The New Museum.” Theory, Culture and Society: Special Issue on Problematizing Global Knowledge. Eds. Mike Featherstone, Couze Venn, and Ryan Bishop, John Phillips. Thousand Oaks, CA: Sage, 2006. 603-606. Mitchell, T. C. Redefining Designing: From Form to Experience. New York: Van Nostrand Reinhold, 1993. Mulder, Arjun. “The Object of Interactivity.” NOX: Machining Architecture. London: Thames and Hudson, 2004. 332-340. Palmer, Daniel. “The Paradox of User Control.” Melbourne Digital Art and Culture 2003 Conference Proceedings. Melbourne: RMIT, 2003. 167-172. Venturi, Robert. Complexity and Contradiction in Architecture. New York: Museum of Modern Art, 1966.
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Green, Lelia, Richard Morrison, Andrew Ewing, and Cathy Henkel. "Ways of Depicting: The Presentation of One’s Self as a Brand." M/C Journal 20, no. 4 (August 16, 2017). http://dx.doi.org/10.5204/mcj.1257.

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Ways of Seeing"Images … define our experiences more precisely in areas where words are inadequate." (Berger 33)"Different skins, you know, different ways of seeing the world." (Morrison)The research question animating this article is: 'How does an individual creative worker re-present themselves as a contemporary - and evolving - brand?' Berger notes that the "principal aim has been to start a process of questioning" (5), and the raw material energising this exploration is the life's work of Richard Morrison, the creative director and artist who is the key moving force behind The Morrison Studio collective of designers, film makers and visual effects artists, working globally but based in London. The challenge of maintaining currency in this visually creative marketplace includes seeing what is unique about your potential contribution to a larger project, and communicating it in such a way that this forms an integral part of an evolving brand - on trend, bleeding edge, but reliably professional. One of the classic outputs of Morrison's oeuvre, for example, is the title sequence for Terry Gilliam's Brazil.Passion cannot be seen yet Morrison conceives it as the central engine that harnesses skills, information and innovative ways of working to deliver the unexpected and the unforgettable. Morrison's perception is that the design itself can come after the creative artist has really seen and understood the client's perspective. As he says: "What some clients are interested in is 'How can we make money from what we're doing?'" Seeing the client, and the client's motivating needs, is central to Morrison's presentation of self as a brand: "the broader your outlook as a creative, the more chance you have of getting it right". Jones and Warren draw attention to one aspect of this dynamic: "Wealthy and private actors, both private and state, historically saw creative practice as something that money was spent on - commissioning a painting or a sculpture, giving salaries to composers to produce new works and so forth. Today, creativity has been reimagined as something that should directly or indirectly make money" (293). As Berger notes, "We never look at just one thing; we are always looking at the relation between things and ourselves…The world-as-it-is is more than pure objective fact, it includes consciousness" (9, 11). What is our consciousness around the creative image?Individuality is central to Berger's vision of the image in the "specific vision of the image-maker…the result of an increasing consciousness of individuality, accompanying an increasing awareness of history" (10). Yet, as Berger argues "although every image embodies a way of seeing, our perception or appreciation of an image depends also upon our own way of seeing" (10). Later, Berger links the meanings viewers attribute to images as indicating the "historical experience of our relation to the past…the experience of seeking to give meaning to our lives" (33). The seeing and the seeking go hand in hand, and constitute a key reason for Berger's assertion that "the entire art of the past has now become a political issue" (33). This partly reflects the ways in which it is seen, and in which it is presented for view, by whom, where and in which circumstances.The creation of stand-out images in the visually-saturated 21st century demands a nuanced understanding of ways in which an idea can be re-presented for consumption in a manner that makes it fresh and arresting. The focus on the individual also entails an understanding of the ways in which others are valuable, or vital, in completing a coherent package of skills to address the creative challenge to hand. It is self-evident that other people see things differently, and can thus enrich the broadened outlook identified as important for "getting it right". Morrison talks about "little core teams, there's four or five of you in a hub… [sometimes] spread all round the world, but because of the Internet and the way things work you can still all be connected". Team work and members' individual personalities are consequently combined, in Morrison's view, with the core requirement of passion. As Morrison argues, "personality will carry you a long way in the creative field".Morrison's key collaborator, senior designer and creative partner/art director Dean Wares lives in Valencia, Spain whereas Morrison is London-based and their clients are globally-dispersed. Although Morrison sees the Internet as a key technology for collaboratively visualising the ways in which to make a visual impact, Berger points to the role of the camera in relation to the quintessential pre-mechanical image: the painting. It is worth acknowledging here that Berger explicitly credits Walter Benjamin, including the use of his image (34), as the foundation for many of Berger's ideas, specifically referencing Benjamin's essay "The work of art in the age of mechanical reproduction". Noting that, prior to the invention of the camera, a painting could never be seen in more than one place at a time, Berger suggests that the camera foments a revolutionary transformation: "its meaning changes. Or, more exactly, its meaning multiplies and fragments into many meanings" (19). This disruption is further fractured once that camera-facilitated image is viewed on a screen, ubiquitous to Morrison's stock in trade, but in Berger's day (1972) particularly associated with the television:The painting enters each viewer's house. There it is surrounded by his wallpaper, his furniture, his mementoes. It enters the atmosphere of his family. It becomes their talking point. It lends its meaning to their meaning. At the same time it enters a million other houses and, in each of them, is seen in a different context. Because of the camera, the painting now travels to the spectator, rather than the spectator to the painting. In its travels, its meaning is diversified. (Berger, 19-20)Even so, that image, travelling through space and time is seen on the screen in a sequential and temporal context: "because a film unfolds in time and a painting does not. In a film the way one image follows another, their succession constructs an argument which becomes irreversible. In a painting all its elements are there to be seen simultaneously." Both these dynamics, the still and the sequence, are key to the work of a visual artist such as Morrison responsible for branding a film, television series or event. But the works also create an unfolding sequence which tells a different story to each recipient according to the perceptions of the viewer/reader. For example, instead of valorising Gilliam's Brazil, Morrison's studio could have been tagged with Annaud's Enemy at the Gates or, even, the contemporary Sky series, Niel Jordan's Riviera. Knowing this sequence, and that the back catalogue begins with The Who's Quadrophenia (1979), changes the way we see what the Morrison Studio is doing now.Ways of WorkingRichard Morrison harnesses an evolutionary metaphor to explain his continuing contribution to the industry: "I've adapted, and not been a dinosaur who's just sunk in the mud". He argues that there is a need to explore where "the next niche is and be prepared for change 'cause the only constant thing in life is change. So as a creative you need to have that known." Effectively, adaptation and embracing innovation has become a key part of the Morrison Studio's brand. It is trumpeted in the decision that Morrison and Ware made when they decided to continue their work together, even after Ware moved to Spain. This demonstrated, in an age of faxes and landlines, that the Morrison Studio could make cross country collaboration work: the multiple locations championed the fact that they were open for business "without boundaries".There was travel, too, and in those early pre-Internet days of remote location Morrison was a frequent visitor to the United States. "I'd be working in Los Angeles and he'd be wherever he was […] we'd use snail mail to actually get stuff across, literally post it by FedEx […]." The intercontinental (as opposed to inter-Europe) collaboration had the added value of offering interlocking working days: "I'd go to sleep, he wakes up […] We were actually doubling our capacity." If anything, these dynamics are more entrenched with better communications. Currah argues that Hollywood attempts to manage the disruptive potential of the internet by "seeking to create a 'closed' sphere of innovation on a global scale […] legitimated, enacted and performed within relational networks" (359). The Morrison Studio's own dispersed existence is one element of these relational networks.The specific challenge of technological vulnerability was always present, however, long before the Internet: "We'd have a case full of D1 tapes" - the professional standard video tape (1986-96) - "and we'd carefully make sure they'd go through the airport so they don't get rubbed […] what we were doing is we were fitting ourselves up for the new change". At the same time, although the communication technologies change, there are constants in the ways that people use them. Throughout Morrison's career, "when I'm working for Americans, which I'm doing a lot, they expect me to be on the telephone at midnight [because of time zones]. […] They think 'Oh I want to speak to Richard now. Oh it's midnight, so what?' They still phone up. That's constant, that never goes away." He argues that American clients are more complex to communicate with than his Scandinavian clients, giving the example that people assume a UK-US consistency because they share the English language. But "although you think they're talking in a tongue that's the same, their meaning and understanding can sometimes be quite a bit different." He uses the example of the A4 sheet of paper. It has different dimensions in the US than in the UK, illustrating those different ways of seeing.Morrison believes that there are four key constants in his company's continuing success: deadlines; the capacity to scope a job so that you know who and how many people to pull in to it to meet the deadline; librarian skills; and insecurity. The deadlines have always been imposed on creative organisations by their clients, but being able to deliver to deadlines involves networks and self-knowledge: "If you can't do it yourself find a friend, find somebody that's good at adding up, find somebody that's good at admin. You know, don't try and take on what you can't do. Put your hand up straight away, call in somebody that can help you". Chapain and Comunian's work on creative and cultural industries (CCIs) also highlights the importance of "a new centrality to the role of individuals and their social networks in understanding the practice of CCIs" (718).Franklin et al. suggest that this approach, adopted by The Morrison Studio, is a microcosm of the independent film sector as a whole. They argue that "the lifecycle of a film is segmented into sequential stages, moving through development, financing, production, sales, distribution and exhibition stages to final consumption. Different companies, each with specialized project tasks, take on responsibility and relative financial risk and reward at each stage" (323). The importance that Morrison places on social networks, however, highlights the importance of flexibility within relationships of trust - to the point where it might be as valid to engage someone on the basis of a history of working with that person as on the basis of that person's prior experience. As Cristopherson notes, "many creative workers are in vaguely defined and rapidly changing fields, seemingly making up their careers as they go along" (543).The skills underlying Morrison's approach to creative collaboration, however, include a clear understanding of one's own strength and weaknesses and a cool evaluation of others, "just quietly research people". This people-based research includes both the capabilities of potential colleagues, in order to deliver the required product in the specified time frame, along with research into creative people whose work is admired and who might provide a blueprint for how to arrive at an individual's dream role. Morrison gives the example of Quentin Tarantino's trajectory to directing: "he started in a video rental and all he did is watch lots and lots of films, particularly westerns and Japanese samurai films and decided 'I can do that'". One of his great pleasures now is to mentor young designers to help them find their way in the industry. That's a strategy that may pay dividends into the future, via Storper and Scott's "traded and untraded interdependencies" which are, according to Gornostaeva, "expressed as the multiple economic and social transactions that the participants ought to conduct if they wish to perpetuate their existence" (39).As for the library skills, he says that they are crucial but a bit comical:It's a bit like being a constant librarian in old-fashioned terms, you know, 'Where is that stuff stored?' Because it's not stored in a plan chest anymore where you open the drawer and there it is. It's now stored in, you know, big computers, in a cloud. 'Where did we put that file? Did we dump it down? Have we marked it up? […] Where's it gone? What did we do it on?'While juggling the demands of technology, people and product The Morrison brand involves both huge confidence and chronic insecurity. The confidence is evident in the low opinion Morrison has of the opportunities offered by professional disruptor sites such as 99designs: "I can't bear anything like that. I can see why it's happening but I think what you're doing is devaluing yourself even before you start […] it would destroy your self-belief in what you're doing". At the same time, Morrison says, his security is his own insecurity: "I'm always out hunting to see what could be next […] the job you finish could be your last job."Ways of BrandingChristopherson argues that there is "considerable variation in the occupational identities of new media workers among advanced economies. In some economies, new media work is evolving in a form that is closer to that of the professional [in contrast to economies where it is] an entrepreneurial activity in which new media workers sell skills and services in a market" (543). For The Morrison Studio, its breadth, history and experience supports their desire to be branded as professional, but their working patterns entirely resonate with, and are integrated within, the entrepreneurial. Seeing their activity in this way is a juxtaposition with the proposition advanced by Berger that:The existing social conditions make the individual feel powerless. He lives in the contradiction between what he is and what he would like to be. Either he then becomes fully conscious of the contradiction and its causes, and so joins the political struggle for a full democracy which entails, among other things, the overthrow of capitalism; or else he lives, continually subject to an envy which, compounded with his sense of powerlessness, dissolves into recurrent day-dreams (148).The role of the brand, and its publicity, is implicated by Berger in both the tension between what an individual is and what s/he would like to be; and in the creation of an envy that subjugates people. For Berger, the brand is about publicity and the commodifying of the future. Referring to publicity images, Berger argues that "they never speak of the present. Often they refer to the past and always they speak of the future". Brands are created and marketed by such publicity images that are often, these days, incorporated within social media and websites. At the same time, Berger argues that "Publicity is about social relationships, not objects [or experiences]. Its promise is not of pleasure, but of happiness: happiness as judged from the outside by others. The happiness of being envied is glamour." It is the dual pressure from the perception of the gap between the individual's actual and potential life, and the daydreaming and envy of that future, that helps construct Berger's powerless individual.Morrison's view, fashioned in part by his success at adapting, at not being a dinosaur that sinks into the mud, is that the authenticity lies in the congruence of the brand and the belief. "A personal brand can help you straight away but as long as you believe it […] You have to be true to what you're about and then it works. And then the thing becomes you [… you] just go for it and, you know, don't worry about failure. Failure will happen anyway".Berger's commentary on publicity is partially divergent from branding. Publicity is generally a managed message, on that is paid for and promoted by the person or entity concerned. A brand is a more holistic construction and is implicated in ways of seeing in that different people will have very different perceptions of the same brand. Morrison's view of his personal brand, and the brand of the Morrison Studio, is that it encompasses much more than design expertise and technical know-how. He lionises the role of passion and talks about the importance of ways of managing deadlines, interlocking skills sets, creative elements and the insecurity of uncertainty.For the producers who hire Morrison, and help build his brand, Berger's observation of the importance of history and the promise for the future remains key to their hiring decisions. Although carefully crafted, creative images are central to the Morrison Studio's work, it is not the surface presentation of those images that determines the way their work is perceived by people in the film industry, it is the labour and networks that underpin those images. While Morrison's outputs form part of the visual environment critiqued in Ways of Seeing, it is informed by the dynamics of international capitalism via global networks and mobility. Although one of myriad small businesses that help make the film industry the complex and productive creative sphere that it is, Morrison Studios does not so much seek to create a public brand as to be known and valued by the small group of industry players upon whom the Studio relies for its existence. Their continued future depends upon the ways in which they are seen.ReferencesBenjamin, Walter. Illuminations: Essays and Reflections. United States of America, 1969.Berger, John. Ways of Seeing. London: Penguin Books, 1972.Brazil. Dir. Terry Gilliam. Universal Pictures. 1985. Film. Chapain, Caroline, and Roberta Comunian. "Enabling and Inhibiting the Creative Economy: The Role of the Local and Regional Dimensions in England." Regional Studies 44.6 (2010): 717-734. Christopherson, Susan. "The Divergent Worlds of New Media: How Policy Shapes Work in the Creative Economy." Review of Policy Research 21.4 (2004): 543-558. Currah, Andrew. "Hollywood, the Internet and the World: A Geography of Disruptive Innovation." Industry and Innovation 14.4 (2007): 359-384. Enemies at the Gates. Dir. Jean-Jacques Annaud. Paramount. 2001. FilmFranklin, Michael, et al. "Innovation in the Application of Digital Tools for Managing Uncertainty: The Case of UK Independent Film." Creativity and Innovation Management 22.3 (2013): 320-333. Gornostaeva, Galina. "The Wolves and Lambs of the Creative City: The Sustainability of Film and Television Producers in London." Geographical Review (2009): 37-60. Jones, Phil, and Saskia Warren. "Time, Rhythm and the Creative Economy." Transactions of the Institute of British Geographers 41.3 (2016): 286-296. Morrison, Richard. Personal Interview. 13 Oct 2016.The Morrison Studio. The Morrison Studio, 2017. 16 June 2017 <https://themorrisonstudio.com/>.Quadrophenia. Dir. Franc Roddam. Brent Walker Film Distributing. 1979. Film.Riviera. Dir. Neil Jordan. Sky Atlantic HD. 2017. Film.Storper, Michael, and Scott, Allen. "The Geographical Foundations and Social Regulation of Flexible Production Complexes". The Power of Geography: How Territory Shapes Social Life. Eds. Jennifer Wolch and Michael Dear. New York: Routledge, 1989. 21-40.
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Smith, Royce W. "The Image Is Dying." M/C Journal 6, no. 2 (April 1, 2003). http://dx.doi.org/10.5204/mcj.2172.

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Abstract:
The whole problem of speaking about the end…is that you have to speak of what lies beyond the end and also, at the same time, of the impossibility of ending. Jean Baudrillard, The Illusion of the End(110) Jean Baudrillard’s insights into finality demonstrate that “ends” always prompt cultures to speculate on what can or will happen after these terminations and to fear those traumatic ends, in which the impossible actually occurs, may only be the beginning of chaos. In the absence of “rational” explanations for catastrophic ends and in the whirlwind of emotional responses that are their after-effects, the search for beginnings and origins – the antitheses of Baudrillard’s finality – characterises human response to tragedy. Strangely, Baudrillard’s engagement with the end is linked to an articulation predicated on our ability “to speak” events into existence, to conjure and to bridle those events in terms of recognisable, linear, and logical arrangements of words. Calling this verbal ordering “the poetry of initial conditions” (Baudrillard 113) in which memory imposes a structure so that the chaotic/catastrophic may be studied and its elements may be compared, Baudrillard suggests that this poetry “fascinates” because “we no longer possess a vision of final conditions” (113). The images of contemporary catastrophes and their subsequent visualisation serve as the ultimate reminders that we, as viewers and survivors, were not there – that visualisation itself involves a necessary distance between the horrified viewer and the viewed horror. In the case of the September 11, 2001, attacks on the World Trade Centre, the need to “be there,” to experience vicariously a trauma as similarly as possible to those who later became its victims, perhaps explains why images of the planes first slamming into each of the towers were played and repeated ad nauseam. As Baudrillard suggests, “it would be interesting to know whether…effects persist in the absence of causes … whether something can exist apart from any origin and reference” (111). The ongoing search for these causes – particularly in the case of the World Trade Centre’s obliteration – has manifested itself in a persistent cycle of image production and consumption, prompting those images to serve as the visible/visual join between our own survival and the lost lives of the attacks or as surrogates for those whose death we could not witness. These images frequently allowed the West to legitimise its mourning, served as the road map by which we could (re-)explore the halcyon days prior to September 11, and provided the evidence needed for collective retribution. Ultimately, images served as the fictive embodiments of unseen victims and provided the vehicle by which mourning could be transformed from an isolated act to a shared experience. Visitors on the Rooftop: Visualising Origins and the Moments before Destruction It goes without saying that most have seen the famous photograph of the bundled-up tourist standing on the observation deck of the World Trade Centre with one of the jets ready to strike the tower shortly thereafter (see Figure 1). Though the photograph was deemed a macabre photo-manipulation, it reached thousands of e-mail inboxes almost two weeks following the horrific attacks and led many to ponder excitedly whether this image truly was the “last” image of a pre-September 11 world. Many openly debated why someone would fabricate such an image, yet analysts believe that its creation was a means to heal and to return to the unruffled days prior to September 11, when terrorism was thought to be a phenomenon relegated to the “elsewhere” of the Middle East. A Website devoted to the analysis of cultural rumours, Urban Legends, somewhat melodramatically suggested that the photograph resurrects what recovery efforts could not re-construct – a better understanding of the moments before thousands of individuals perished: The online world is fraught with clever photo manipulations that often provoke gales of laughter in those who view them, so we speculate that whoever put together this particular bit of imaging did so purely as a lark. However, presumed lighthearted motives or not, the photo provokes sensations of horror in those who view it. It apparently captures the last fraction of a second of this man’s life ... and also of the final moment of normalcy before the universe changed for all of us. In the blink of an eye, a beautiful yet ordinary fall day was transformed into flames and falling bodies, buildings collapsing inwards on themselves, and wave upon wave of terror washing over a populace wholly unprepared for a war beginning in its midst…The photo ripped away the healing distance brought by the nearly two weeks between the attacks and the appearance of this digital manipulation, leaving the sheer horror of the moment once again raw and bared to the wind. Though the picture wasn’t real, the emotions it stirred up were. It is because of these emotions the photo has sped from inbox to inbox with the speed that it has. (“The Accidental Tourist”) While the photograph does help the viewer recall the times before our fears of terrorism, war, and death were realised, this image does not episodically capture “the last fraction of a second” in a man’s life, nor does it give credibility to the “blink-of-an-eye” shifts between beautiful and battered worlds. The photographic analysis provided by Urban Legends serves as a retrospective means of condensing the space of time in which we must imagine the inevitable suffering of unseen individuals. Yet, the video of the towers, from the initial impacts to their collapse, measured approximately 102 minutes – a massive space of time in which victims surely contemplated escape, the inevitability of escape, the possibility of their death, and, ultimately, the impossibility of their survival (“Remains of a Day” 58). Post-traumatic visualising serves as the basis for constructing the extended horror as instantaneous, a projection that reflects how we hoped the situation might be for those who experienced it, rather than an accurate representation of the lengthy period of time between the beginning and end of the attacks. The photograph of the “accidental tourist” does not subscribe to the usual tenets of photography that suggest the image we see is, to quote W.J.T. Mitchell, “a purely objective transcript of reality” (Mitchell 281). Rather, this image invites a Burginian “inva[sion] by language in the very moment it is looked at: in memory, in association, [where] snatches of words and images continually intermingle and exchange one for the other” (Burgin 51). One sees the tourist in the photograph as a smiling innocent, posing at the wrong place and at the wrong time. Through that ascription, viewers may justify their anger and melancholy as this singular, visible body (about to be harmed) stands in for countless, unseen others awaiting the same fate. Its discrepancies with the actual opening hours of the WTC observation deck and the positioning of the aircraft largely ignored, the “accidental tourist” photo-manipulation was visualised by countless individuals and forwarded to a plethora of in-boxes because September 11 realities could not be shared intimately on that day, because the death of aircraft passengers, WTC workers, and rescue personnel was an inevitable outcome that could not be visualised as even remotely “actual” or explainable. Computer-based art and design have shown us that approximations to reality often result in its overall conflation. Accordingly, our desperate hope that we have seen glimpses of the moments before tragedy is ultimately dismantled by an acknowledgement of the illogical or impossible elements that go against the basic rules of visualisation. The “accidental tourist” is a phenomenon that not only epitomises Baudrillard’s search for origins in the wake of catastrophic effects, but underscores a collective need to visualise bodies as once-living rather than presently and inevitably dead. Faces in the Smoke: Visualising the Unseen Although such photo-manipulations were rampant in the days and weeks following the attack, many people constructed their own realities in the untouched images that the media streamed to them. The World Trade Centre disaster seemed to implore photography, in particular, to resurrect both the unseen, unremembered moments prior to the airliners’ slamming into the building and to perform two distinct roles as the towers burned: to reaffirm the public’s perception of the attack as an act of evil and to catalyse a sense of hope that those who perished were touched by God or ushered peacefully to their deaths. Within hours of the attacks, photographic stills captured what many thought to be the image of Satan – complete with horns, face, eyes, nose, and mouth – within the plumes of smoke billowing from one of the towers (see Figure 2 and its detail in Figure 3). The Associated Press, whose footage was most frequently used to reference this visual phenomenon, quickly dismissed the speculation; as Vin Alabiso, an executive photo editor for AP, observed: AP has a very strict policy which prohibits the alteration of the content of a photo in any way…The smoke in this photo combined with light and shadow has created an image which readers have seen in different ways. (“Angel or Devil?”) Although Alabiso’s comments defended the authenticity of the photographs, they also suggested the ways in which visual representation and perception could be affected by catastrophic circumstances. While many observers openly questioned whether the photographs had been “doctored,” others all too willingly invested these images with ethereal qualities by asking if the “face” they saw was that of Satan – a question mirroring their belief that such an act of terrorism was clear evidence of evil masterminding. If, as Mitchell has theorised, photographs function through a dialogical exchange of connotative and denotative messages, the photographs of the burning towers instead bombarded viewers with largely connotative messages – in other words, nothing that could precisely link specific bodies to the catastrophe. The visualising of Satan’s face happens not because Satan actually dwells within the plumes of smoke, but because the photograph resists Mitchell’s dialogue with the melancholic eye. The photograph refuses to “speak” for the individuals we know are suffering behind the layers of smoke, so our own eye constructs what the photograph will not reveal: the “face” of a reality we wish to be represented as deplorably and unquestionably evil. Barthes has observed that such “variation in readings is not … anarchic, [but] depends on the different types of knowledge … invested in the image…” (Barthes 46). In traumatic situations, one might amend this analysis to state that these various readings occur because of gaps in this knowledge and because visualisation transforms into an act based on knowledge that we wish we had, that we wish we could share with victims and fellow mourners. These visualisations highlight a desperate need to bridge the viewer’s experience of survival and their concomitant knowledge of others’ deaths and to link the “safe” visualisation of the catastrophic with the utter submission to catastrophe likely felt by those who died. Explaining the faces in the smoke as “natural indentations” as Alabiso did may be the technical and emotionally neutral means of cataloguing these images; however, the spotting of faces in photographic stills is a mechanism of visualisation that humanises a tragedy in which physical bodies (their death, their mutilation) cannot be seen. Other people who saw photographic stills from other angles and degrees of proximity were quick to highlight the presence of angels in the smoke, as captured by WABC from a perspective entirely different from that in Figure 2 (instead, see Figure 3). In either scenario, photography allows the visual personification of redemptive or evil influences, as well as the ability to visualise the tragedy not just as the isolated destruction of an architectural marvel, but as a crime against humanity with cosmic importance. Sharing the Fall: Desperation and the Photographing of Falling Bodies Perhaps what became even more troubling than the imagistic conjuring of human forms within the smoke was the photographing of bodies falling from the upper floors of the North Tower (see Figure 5). Though newspapers (re-)published photographs of the debris and hysteria of the attacks and television networks (re-)broadcast video sequences of the planes’ crashing into the towers and their collapse, the pictures of people jumping from the building were rarely circulated by the media. Dennis Cauchon and Martha T. Moore characterised these consequences of the terrorist attacks as “the most sensitive aspect of the Sept. 11 tragedy … [that] shocked the nation” (Cauchon and Moore). A delicate balance certainly existed between the media’s desire to associate faces with the feelings of desperation we know those who died must have experienced and a now-numb general public who ascribed to the photographs an unequivocal “too-muchness.” To read about those who jumped to escape smoke and flames reveals a horrific and frightfully swift narrative of panic: For those who jumped, the fall lasted 10 seconds. They struck the ground at just less than 150 miles per hour – not fast enough to cause unconsciousness while falling, but fast enough to ensure instant death on impact. People jumped from all four sides of the north tower. They jumped alone, in pairs and in groups. (Cauchon and Moore) The text contextualises these leaps to death in terms that are understandable to survivors who read the story and later discover these descriptions can never approximate the trauma of “being there”: Why did they jump? How fast were they travelling? Did they feel anything when their bodies hit the ground? Were they conscious during their jump? Did they die alone? These questions and their answers put into motion the very moment that the photograph of the jumping man has frozen. Words act as extensions of the physical boundaries of the photograph and underscore the horror of that image, from the description of the conditions that prompted the jump to the pondering of the death that was its consequence. If, as Jonathan Crary’s analysis of photographic viewing might intimate, visualisation prompts both an “autonomy of vision” and a “standardisation and regulation of the observer” (Crary 150), the photograph of a man plummeting to his death fashions the viewer’s eye as autonomous and alive because the image he/she views is the undeniable representation of a now-deceased Other. Yet, as seen in the often-hysterical responses to the threats of terrorism in the days following September 11, this “Other” embodies the very possibility of our own demise. Suddenly, the man we see in mid-air becomes the visualised “Every(wo)man” whose photographic representation also represents our unacknowledged vulnerabilities. Thus, trauma is shared through a poignant visual negotiation of dying: the certainty of the photographed man’s death juxtaposed with the newly realised or conjured threat of the viewer’s own death. In terms of humanness, those who witnessed these falls firsthand recall the ways in which the falling people became objectified – their fall seemingly robbing them of any visible sense of humanity. Eric Thompson, an employee on the seventy-seventh floor of the South Tower, shared an instantaneous moment with one of the victims: Thompson looked the man in the face. He saw his tie flapping in the wind. He watched the man’s body strike the pavement below. “There was no human resemblance whatsoever,” Thompson says. (Cauchon and Moore) Obviously, the in-situ experience of viewing these individuals hopelessly jumping to their deaths served as the prompt to run away, to escape, but the photograph acts as the frozen-in-time re-visitation and sharing of – a turning back toward – this scenario. The act of viewing the photographs reinstates the humanness that the panic of the moment seemingly removed; yet, the disparity between the photograph’s foreground (the jumping man) and its background (the building’s façade) remains its greatest disconcerting element. Unlike those photographic portraits that script behaviours and capture us in our most presentable states of being, this photograph reveals the unwilling subject – he who has not consented to share his state of being with the camera. Though W.J.T. Mitchell suggests that “[p]hotographs…seem necessarily incomplete in their imposition of a frame that can never include everything that was there to be…‘taken’” (Mitchell 289), the eye in times of catastrophe shifts between its desire to maintain the frame (that does not visually engage the inferno from which the man jumped or the concrete upon which he died) and its inability to do so. This photograph, as Mitchell might assert, “speaks” because visualisation allows its total frame of reference to extend beyond its physical boundaries and, as evidenced by post-September 11 phobias and our responses to horrific images, to affect the very means by which catastrophe is imagined and visualised. Technically speaking, the negotiated balance between foreground and background in the photograph is lost: the desperation of the falling man juxtaposed with a seemingly impossible background that should not have been there. Lost, too, is the viewer’s ability to “connect” visually with – literally, to share – that experience, to see oneself within the contexts of that particular visual representation. This inability to see the viewing self in the photograph is an ironic moment of experiential possibility that lingers still in the Western world’s fears surrounding terrorism: when the supposedly impossible act is finally visualised, territorialised, and rendered as possible. Dead Art: The Destructions and Resurrections of Works by Rodin In many ways, the photographing of those experiences so divorced from our own contributed to intense discussions of perspective in visualisation: the viewer’s witnessing of trauma by means of a camera and photographer that captured the image from a “safe” distance. However, the recovery of artwork that actually suffered damage as a result of the World Trade Centre collapse prompted many art historians and theorists to ponder the possibilities of art’s death and to contemplate the fate of art that is physically victimised. In an anticipatory vein, J.M. Bernstein suggests that “art ends as it becomes progressively further distanced from truth and moral goodness, as it loses its capacity to speak the truth about our most fundamental categorical engagements…” (Bernstein 5). If Bernstein’s theory is applied to those works damaged at the World Trade Centre site, the sculptures of Rodin, so famously photographed in the weeks of excavation that followed September 11, could be categorised as “dead” – distanced from the “truth” of human form that Rodin cast, even further from the moral goodness and the striving toward global peace that the Cantor Fitzgerald collection aimed to embrace. While many art critics believed that the destroyed works should not be displayed again, many (including Fritz Koenig, who designed The Sphere, which was damaged in the terrorist attacks) believe that such “dead art” deserves, even requires, resuscitation (see Figure 6). Much like the American flags that survived the infernos at the World Trade Centre and Pentagon site, these lost and re-discovered artworks have served as rallying points to accomplish both the sharing of trauma and an artistically inspired foundation for the re-development of the lower Manhattan site. In the case of Rodin’s The Thinker, which was recovered at the site and later presumed stolen, the statue’s discovery alongside aircraft parts and twisted steel girders served as a unique and rare survival story, almost as the surrogate representative body for those human bodies that were never found, never seen. Dan Barry and William K. Rashbaum recall that in the days following the sculpture’s disappearance, “investigators have been at Fresh Kills [landfill] and at ground zero in recent weeks, flashing a photograph of ‘The Thinker’ and asking, in effect: Have you seen this symbol of humanity” (Barry and Rashbaum)? Given such symbolic weight, sculpture most certainly took on superhuman proportions. Yet, in the days that followed the discovery of artwork that survived the attacks, only passing references were made to those figurative paintings and drawings by Picasso, Hockney, Lichtenstein, and Miró that were lost – perhaps because their subject matter or manner of artistic representation did not (or could not) reflect a “true” infliction of damage and pain the way a three-dimensional, human-like sculpture could. Viewers visualised not only the possibility of their own cultural undoing by seeing damaged Rodins, but also the embodiment of unseen victims’ bodies that could not be recovered. In a rousing speech about September 11 as an attack upon the humanities and the production of culture, Bruce Cole stated that “the loss of artifacts and art, no matter how priceless and precious, is dwarfed by the loss of life” (Cole). Nevertheless, the visualisation of maimed, disfigured art was the lens through which many individuals understood the immensity of that loss of life and the finality of their loved ones’ disappearances. What the destruction and damaging of artwork on September 11 created was an atmosphere in which art, traditionally conjured as the studied and inanimate subject, transformed from a determined to a determining influence, a re-working of Paul Smith’s theory in which “the ‘subject’ … is determined – the object of determinant forces; whereas ‘the individual’ is assumed to be determining” (Smith xxxiv). Damaged sculptures gave representative form to the thousands of victims we, as a visualising public, knew were inside the towers, but their survival spoke to larger artistic issues: the impossibility of art’s end and the foiling of its death. Baudrillard’s notion of the “impossibility of ending” demonstrates that the destruction of art (in the capitalistic sense that is contingent on its undamaged condition and its prescribed worth and “value”) does not equate to the destruction of meaning as such, but that the new and re-negotiated meanings deployed by injured art frighteningly implicate us – viewers who once assigned meaning becoming the subjects who long to be assigned something, anything, be it solace, closure, or retribution. Importantly, the latest plans for the re-vitalised World Trade Centre site indicate that the damaged Rodin and Koenig sculptures will semiotically mediate the significations established when the original World Trade Centre was a vital nexus of activity in lower Manhattan, the shock and pain experienced when the towers collapsed and individuals were searching for meaning in art’s destruction and survival, and the hope many have invested in the new buildings and their role in the maintenance and recovery of memory. A Concluding Thought Digital manipulation, photography, and the re-contextualisation of artistic “masterpieces” from their hermetic placement in the gallery to their brutal dumping in a landfill have served as the humanistic prompts that actively determined the ways in which culture grappled with and shared unimaginable horror. Images have transformed in purpose from static re(-)presentations of reality to active, changing conduits by which pasts can be remembered, by which the intangibility of death can be given substance, by which unshared moments can be more intimately considered. Oddly, visualisation has performed simultaneously two disparate functions: separating the living from the dead through a panoply of re-affirming visual experiences and permitting the re-visitation of those times, events, and people that the human eye could not see itself. Ultimately, what the manipulations, misinterpretations, and destructions of art show us is that the conveyance of meaning between individuals, whether dead or alive, whether seen or unseen, is the image’s most pressing and difficult charge. Works Cited “Angel or Devil? Viewers See Images in Smoke.” Click on Detroit. 17 Sep. 2001. 10 February 2003 <http://www.clickondetroit.com/sh/news/stories/nat-news-96283920010917-120936.php>. Barry, Dan, and William K. Rashbaum. “Rodin Work from Trade Center Survived, and Vanished.” New York Times. 20 May 2002: B1. Barthes, Roland. Image, Music, Text. New York: Hill and Wang, 1977. Baudrillard, Jean. The Illusion of the End. Cambridge: Polity Press, 1994. Bernstein, J.M. The Fate of Art: Aesthetic Alienation from Kant to Derrida and Adorno. Cambridge: Polity Press, 1992. Burgin, Victor. The End of Art Theory: Criticism and Post-Modernity. Atlantic Highlands, N.J.: Humanities Press, 1986. Cauchon, Dennis and Martha T. Moore. “Desperation Drove Sept. 11 Victims Out World Trade Center Windows.” Salt Lake Tribune Online. 4 September 2002. 19 Jan. 2003 <http://www.sltrib.com/2002/sep/09042002/nation_w/768120.htm>. Crary, Jonathan. Techniques of the Observer: On Vision and Modernity in the Nineteenth Century. Cambridge: MIT Press, 1990. Mitchell, W.J.T. Picture Theory. Chicago: University of Chicago P, 1994. “Remains of a Day.” Time 160.11 (9 Sep. 2002): 58. Smith, Paul. Discerning the Subject. Minneapolis: U of Minnesota P, 1988. “The Accidental Tourist.” Urban Legends. 20 Nov. 2001. 21 Feb. 2003 <http://www.snopes2.com/rumors/crash.htm>. Links http://www.clickondetroit.com/sh/news/stories/nat-news-96283920010917-120936.html http://www.sltrib.com/2002/sep/09042002/nation_w/768120.htm http://www.snopes2.com/rumors/crash.htm Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Smith, Royce W.. "The Image Is Dying" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/09-imageisdying.php>. APA Style Smith, R. W. (2003, Apr 23). The Image Is Dying. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/09-imageisdying.php>
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46

Cruikshank, Lauren. "Articulating Alternatives: Moving Past a Plug-and-Play Prosthetic Media Model." M/C Journal 22, no. 5 (October 9, 2019). http://dx.doi.org/10.5204/mcj.1596.

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Abstract:
The first uncomfortable twinges started when I was a grad student, churning out my Master’s thesis on a laptop that I worked on at the library, in my bedroom, on the kitchen table, and at the coffee shop. By the last few months, typing was becoming uncomfortable for my arms, but as any thesis writer will tell you, your whole body is uncomfortable with the endless hours sitting, inputting, and revising. I didn’t think much of it until I moved on to a new city to start a PhD program. Now the burning that accompanied my essay-typing binges started to worry me more, especially since I noticed the twinges didn’t go away when I got up to chat with my roommate, or to go to bed. I finally mentioned the annoying arm to Sonja, a medical student friend of mine visiting me one afternoon. She asked me to pick up a chair in front of me, palms out. I did, and the attempt stabbed pain up my arm and through my elbow joint. The chair fell out of my hands. We looked at each other, eyebrows raised.Six months and much computer work later, I still hadn’t really addressed the issue. Who had time? Chasing mystery ailments around and more importantly, doing any less typing were not high on my likely list. But like the proverbial frog in slowly heated water, things had gotten much worse without my really acknowledging it. That is, until the day I got up from my laptop, stretched out and wandered into the kitchen to put some pasta on to boil. When the spaghetti was ready, I grabbed the pot to drain it and my right arm gave as if someone had just handed me a 200-pound weight. The pot, pasta and boiling water hit the floor with a scalding splash that nearly missed both me and the fleeing cat. Maybe there was a problem here.Both popular and critical understandings of the body have been in a great deal of flux over the past three or four decades as digital media technologies have become ever more pervasive and personal. Interfacing with the popular Internet, video games, mobile devices, wearable computing, and other new media technologies have prompted many to reflect on and reconsider what it means to be an embodied human being in an increasingly digitally determined era. As a result, the body, at various times in this recent history, has been theoretically disowned, disavowed, discarded, disdained, replaced, idealised, essentialised, hollowed out, re-occupied, dismembered, reconstituted, reclaimed and re-imagined in light of new media. Despite all of the angst over the relationships our embodied selves have had to digital media, of course, our embodied selves have endured. It remains true, that “even in the age of technosocial subjects, life is lived through bodies” (Stone 113).How we understand our embodiments and their entanglements with technologies matter deeply, moreover, for these understandings shape not only discourse around embodiment and media, but also the very bodies and media in question in very real ways. For example, a long-held tenet in both popular culture and academic work has been the notion that media technologies extend our bodies and our senses as technological prostheses. The idea here is that media technologies work like prostheses that extend the reach of our eyes, ears, voice, touch, and other bodily abilities through time and space, augmenting our abilities to experience and influence the world.Canadian media scholar Marshall McLuhan is one influential proponent of this notion, and claimed that, in fact, “the central purpose of all my work is to convey this message, that by understanding media as they extend man, we gain a measure of control over them” (McLuhan and Zingrone 265). Other more contemporary media scholars reflect on how “our prosthetic technological extensions enable us to amplify and extend ourselves in ways that profoundly affect the nature and scale of human communication” (Cleland 75), and suggest that a media technology such as one’s mobile device, can act “as a prosthesis that supports the individual in their interactions with the world” (Glitsos 161). Popular and commercial discourses also frequently make use of this idea, from the 1980’s AT&T ad campaign that nudged you to “Reach out and Touch Someone” via the telephone, to Texas Instruments’s claim in the 1990’s that their products were “Extending Your Reach”, to Nikon’s contemporary nudge to “See Much Further” with the prosthetic assistance of their cameras. The etymology of the term “prosthesis” reveals that the term evolves from Greek and Latin components that mean, roughly, “to add to”. The word was originally employed in the 16th century in a grammatical context to indicate “the addition of a letter or syllable to the beginning of a word”, and was adopted to describe “the replacement of defective or absent parts of the body by artificial substitutes” in the 1700’s. More recently the world “prosthesis” has come to be used to indicate more simply, “an artificial replacement for a part of the body” (OED Online). As we see in the use of the term over the past few decades, the meaning of the word continues to shift and is now often used to describe technological additions that don’t necessarily replace parts of the body, but augment and extend embodied capabilities in various ways. Technology as prosthesis is “a trope that has flourished in a recent and varied literature concerned with interrogating human-technology interfaces” (Jain 32), and now goes far beyond signifying the replacement of missing components. Although the prosthesis has “become somewhat of an all-purpose metaphor for interactions of body and technology” (Sun 16) and “a tempting theoretical gadget” (Jain 49), I contend that this metaphor is not often used particularly faithfully. Instead of invoking anything akin to the complex lived corporeal experiences and conundrums of prosthetic users, what we often get when it comes to metaphors of technology-as-prostheses is a fascination with the potential of technologies in seamlessly extending our bodies. This necessitates a fantasy version of both the body and its prostheses as interchangeable or extendable appendages to be unproblematically plugged and unplugged, modifying our capabilities and perceptions to our varying whims.Of course, a body seamlessly and infinitely extended by technological prostheses is really no body. This model forgoes actual lived bodies for a shiny but hollow amalgamation based on what I have termed the “disembodimyth” enabled by technological transcendence. By imagining our bodies as assemblages of optional appendages, it is not far of a leap to imagine opting out of our bodies altogether and using technological means to unfasten our consciousness from our corporeal parts. Alison Muri points out that this myth of imminent emancipation from our bodies via unity with technology is a view that has become “increasingly prominent in popular media and cultural studies” (74), despite or perhaps because of the fact that, due to global overpopulation and wasteful human environmental practices, “the human body has never before been so present, or so materially manifest at any time in the history of humanity”, rendering “contradictory, if not absurd, the extravagantly metaphorical claims over the past two decades of the human body’s disappearance or obsolescence due to technology” (75-76). In other words, it becomes increasingly difficult to speak seriously about the body being erased or escaped via technological prosthetics when those prosthetics, and our bodies themselves, continue to proliferate and contribute to the piling up of waste and pollution in the current Anthropocene. But whether they imply smooth couplings with alluring technologies, or uncoupling from the body altogether, these technology-as-prosthesis metaphors tell us very little about “prosthetic realities” (Sun 24). Actual prosthetic realities involve learning curves; pain, frustrations and triumphs; hard-earned remappings of mental models; and much experimentation and adaption on the part of both technology and user in order to function. In this vein, Vivian Sobchak has detailed the complex sensations and phenomenological effects that followed the amputation of her leg high above the knee, including the shifting presence of her “phantom limb” perceptions, the alignments, irritations, movements, and stabilities offered by her prosthetic leg, and her shifting senses of bodily integrity and body-image over time. An oversimplistic application of the prosthetic metaphor for our encounters with technology runs the risk of forgetting this wealth of experiences and instructive first-hand accounts from people who have been using therapeutic prosthetics as long as assistive devices have been conceived of, built, and used. Of course, prosthetics have long been employed not simply to aid function and mobility, but also to restore and prop up concepts of what a “whole,” “normal” body looks like, moves like, and includes as essential components. Prosthetics are employed, in many cases, to allow the user to “pass” as able-bodied in rendering their own technological presence invisible, in service of restoring an ableist notion of embodied normality. Scholars of Critical Disability Studies have pushed back against these ableist notions, in service of recognising the capacities of “the disabled body when it is understood not as a less than perfect form of the normative standard, but as figuring difference in a nonbinary sense” (Shildrick 14). Paralympian, actress, and model Aimee Mullins has lent her voice to this cause, publicly contesting the prioritisation of realistic, unobtrusive form in prosthetic design. In a TED talk entitled It’s Not Fair Having 12 Pairs of Legs, she showcases her collection of prosthetics, including “cheetah legs” designed for optimal running speed, transparent glass-like legs, ornately carved wooden legs, Barbie doll-inspired legs customised with high heel shoes, and beautiful, impractical jellyfish legs. In illustrating the functional, fashionable, and fantastical possibilities, she challenges prosthetic designers to embrace more poetry and whimsy, while urging us all to move “away from the need to replicate human-ness as the only aesthetic ideal” (Mullins). In this same light, Sarah S. Jain asks “how do body-prosthesis relays transform individual bodies as well as entire social notions about what a properly functioning physical body might be?” (39). In her exploration of how prostheses can be simultaneously wounding and enabling, Jain recounts Sigmund Freud’s struggle with his own palate replacement following surgery for throat cancer in 1923. His prosthesis allowed him to regain the ability to speak and eat, but also caused him significant pain. Nevertheless, his artificial palate had to be worn, or the tissue would shrink and necessitate additional painful procedures (Jain 31). Despite this fraught experience, Freud himself espoused the trope of technologically enhanced transcendence, pronouncing “Man has, as it were, become a prosthetic god. When he puts on all his auxiliary organs, he is truly magnificent.” However, he did add a qualification, perhaps reflective of his own experiences, by next noting, “but those organs have not grown on him and they still give him much trouble at times” (qtd. in Jain 31). This trouble is, I argue, important to remember and reclaim. It is also no less present in our interactions with our media prostheses. Many of our technological encounters with media come with unacknowledged discomforts, adjustments, lag, strain, ill-fitting defaults, and fatigue. From carpal tunnel syndrome to virtual reality vertigo, our interactions with media technologies are often marked by pain and “much trouble” in Freud’s sense. Computer Science and Cultural Studies scholar Phoebe Sengers opens a short piece titled Technological Prostheses: An Anecdote, by reflecting on how “we have reached the post-physical era. On the Internet, all that matters is our thoughts. The body is obsolete. At least, whoever designed my computer interface thought so.” She traces how concentrated interactions with computers during her graduate work led to intense tendonitis in her hands. Her doctor responded by handing her “a technological prosthesis, two black leather wrist braces” that allowed her to return to her keyboard to resume typing ten hours a day. Shortly after her assisted return to her computer, she developed severe tendonitis in her elbows and had to stop typing altogether. Her advisor also handed her a technological prosthesis, this time “a speech understanding system that would transcribe my words,” so that she could continue to work. Two days later she lost her voice. Ultimately she “learned that my body does not go away when I work. I learned to stop when it hurt […] and to refuse to behave as though my body was not there” (Sengers). My own experiences in grad school were similar in many ways to Sengers’s. Besides the pasta problem outlined above, my own computer interfacing injuries at that point in my career meant I could no longer turn keys in doors, use a screwdriver, lift weights, or play the guitar. I held a friend’s baby at Christmas that year and the pressure of the small body on my arm make me wince. My family doctor bent my arm around a little, then shrugging her shoulders, she signed me up for a nerve test. As a young neurologist proceeded to administer a series of electric shocks and stick pins into my arms in various places, I noticed she had an arm brace herself. She explained that she also had a repetitive strain injury aggravated by her work tasks. She pronounced mine an advanced repetitive strain injury involving both medial and lateral epicondylitis, and sent me home with recommendations for rest, ice and physiotherapy. Rest was a challenge: Like Sengers, I puzzled over how one might manage to be productive in academia without typing. I tried out some physiotherapy, with my arm connected to electrodes and currents coursing through my elbow until my arm contorted in bizarre ways involuntarily. I tried switching my mouse from my right side to my left, switching from typing to voice recognition software and switching from a laptop to a more ergonomic desktop setup. I tried herbal topical treatments, wearing an extremely ugly arm brace, doing yoga poses, and enduring chiropractic bone-cracking. I learned in talking with people around me at that time that repetitive strains of various kinds are surprisingly common conditions for academics and other computer-oriented occupations. I learned other things well worth learning in that painful process. In terms of my own writing and thinking about technology, I have even less tolerance for the idea of ephemeral, transcendent technological fusions between human and machine. Seductive slippages into a cyberspatial existence seem less sexy when bumping your body up against the very physical and unforgiving interface hurts more with each keystroke or mouse click. The experience has given me a chronic injury to manage carefully ever since, rationing my typing time and redoubling my commitment to practicing embodied theorising about technology, with attention to sensation, materiality, and the way joints (between bones or between computer and computant) can become points of inflammation. Although pain is rarely referenced in the myths of smooth human and technological incorporations, there is much to be learned in acknowledging and exploring the entry and exit wounds made when we interface with technology. The elbow, or wrist, or lower back, or mental health that gives out serves as an effective alarm, should it be ignored too long. If nothing else, like a crashed computer, a point of pain will break a flow of events typically taken for granted. Whether it is your screen or your pinky finger that unexpectedly freezes, a system collapse will prompt a step back to look with new perspective at the process you were engaged in. The lag, crash, break, gap, crack, or blister exposes the inherent imperfections in a system and offers up an invitation for reflection, critical engagement, and careful choice.One careful choice we could make would be a more critical engagement with technology-as-prosthesis by “re-membering” our jointedness with technologies. Of course, joints themselves are not distinct parts, but interesting articulated systems and relationships in the spaces in-between. Experiencing our jointedness with technologies involves recognising that this is not the smooth romantic union with technology that has so often been exalted. Instead, our technological articulations involve a range of pleasures and pain, flows and blockages, frictions and slippages, flexibilities and rigidities. I suggest that a new model for understanding technology and embodiment might employ “articulata” as a central figure, informed by the multiple meanings of articulation. At their simplest, articulata are hinged, jointed, plural beings, but they are also precarious things that move beyond a hollow collection of corporeal parts. The inspiration for an exploration of articulation as a metaphor in this way was planted by the work of Donna Haraway, and especially by her 1992 essay, “The Promises of Monsters: A Regenerative Politics for Inappropriate/d Others,” in which she touches briefly on articulation and its promise. Haraway suggests that “To articulate is to signify. It is to put things together, scary things, risky things, contingent things. I want to live in an articulate world. We articulate; therefore we are” (324). Following from Haraway’s work, this framework insists that bodies and technologies are not simply components cobbled together, but a set of relations that rework each other in complex and ongoing processes of articulation. The double-jointed meaning of articulation is particularly apt as inspiration for crafting a more nuanced understanding of embodiment, since articulation implies both physiology and communication. It is a term that can be used to explain physical jointedness and mobility, but also expressive specificities. We articulate a joint by exploring its range of motion and we articulate ideas by expressing them in words. In both senses we articulate and are articulated by our jointed nature. Instead of oversimplifying or idealising embodied relationships with prostheses and other technologies, we might conceive of them and experience them as part of a “joint project”, based on points of connexion that are not static, but dynamic, expressive, complex, contested, and sometimes uncomfortable. After all, as Shildrick reminds us, in addition to functioning as utilitarian material artifacts, “prostheses are rich in semiotic meaning and mark the site where the disordering ambiguity, and potential transgressions, of the interplay between the human, animal and machine cannot be occluded” (17). By encouraging the attentive embracing of these multiple meanings, disorderings, ambiguities, transgressions and interplays, my aim moving forward is to explore the ways in which we might all become more articulate about our articulations. After all, I too want to live in an articulate world.ReferencesAT&T. "AT&T Reach Out and Touch Someone Commercial – 1987." Advertisement. 13 Mar. 2014. YouTube. <http://www.youtube.com/watch?v=OapWdclVqEY>.Cleland, Kathy. "Prosthetic Bodies and Virtual Cyborgs." Second Nature 3 (2010): 74–101.Glitsos, Laura. "Screen as Skin: The Somatechnics of Touchscreen Music Media." Somatechnics 7.1 (2017): 142–165.Haraway, Donna. "Promises of Monsters: A Regenerative Politics for Inappropriate/d Others." Cultural Studies. Eds. Lawrence Grossberg, Cary Nelson and Paula A. Treichler. New York: Routledge, 1992. 295–337.Jain, Sarah S. "The Prosthetic Imagination: Enabling and Disabling the Prosthetic Trope." Science, Technology, & Human Values 31.54 (1999): 31–54.McLuhan, Eric, and Frank Zingrone, eds. Essential McLuhan. Concord: Anansi P, 1995.Mullins, Aimee. Aimee Mullins: It’s Not Fair Having 12 Pairs of Legs. TED, 2009. <http://www.ted.com/talks/aimee_mullins_prosthetic_aesthetics.html>.Muri, Allison. "Of Shit and the Soul: Tropes of Cybernetic Disembodiment in Contemporary Culture." Body & Society 9.3 (2003): 73–92.Nikon. "See Much Further! Nikon COOLPIX P1000." Advertisement. 1 Nov. 2018. YouTube. <http://www.youtube.com/watch?v=UtABWZX0U8w>.OED Online. "prosthesis, n." Oxford UP. June 2019. 1 Aug. 2019 <https://www-oed-com.proxy.hil.unb.ca/view/Entry/153069?redirectedFrom=prosthesis#eid>.Sengers, Phoebe. "Technological Prostheses: An Anecdote." ZKP-4 Net Criticism Reader. Eds. Geert Lovink and Pit Schultz. 1997.Shildrick, Margrit. "Why Should Our Bodies End at the Skin?: Embodiment, Boundaries, and Somatechnics." Hypatia 30.1 (2015): 13–29.Sobchak, Vivian. "Living a ‘Phantom Limb’: On the Phenomenology of Bodily Integrity." Body & Society 16.3 (2010): 51–67.Stone, Allucquere Roseanne. "Will the Real Body Please Stand Up? Boundary Stories about Virtual Cultures." Cyberspace: First Steps. Ed. Michael Benedikt. Cambridge: MIT P, 1991. 81–113.Sun, Hsiao-yu. "Prosthetic Configurations and Imagination: Dis/ability, Body and Technology." Concentric: Literacy and Cultural Studies 44.1 (2018): 13–39.Texas Instruments. "We Wrote the Book on Classroom Calculators." Advertisement. Teaching Children Mathematics 2.1 (1995): Back Matter. <http://www.jstor.org/stable/41196414>.
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