Journal articles on the topic 'Digital dream space'

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1

Bommarito, Concetta, and Kathryn Dunlap. "Dream Lucidity." International Journal of Gaming and Computer-Mediated Simulations 6, no. 3 (July 2014): 35–49. http://dx.doi.org/10.4018/ijgcms.2014070103.

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In this paper, the authors examine digital environments as a learning spaces and site of extended cognition by demonstrating the presence of active learning in both video games and their linked online collaborative communities. The authors use Shaun Gallagher's theory of extended mind to posit the notion that the shared cognitive space created in the game between creator and player can be extend to include many others through the digital communities of those players though gaming literacy. The authors conducted a think-aloud protocol with participants playing Yume Nikki, a minimalist Japanese indie game, then reading materials on hikikomori, a condition the creator is believed to have. They conclude from their results that active and creative learning of human communities should not be undervalued when designing virtual environments even when the environment is single-player.
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Younan, Sarah, and Cathy Treadaway. "Digital 3D models of heritage artefacts: Towards a digital dream space." Digital Applications in Archaeology and Cultural Heritage 2, no. 4 (2015): 240–47. http://dx.doi.org/10.1016/j.daach.2015.11.001.

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Shea, Kristina. "Digital canopy: high-end computation/low-tech construction." Architectural Research Quarterly 6, no. 3 (September 2002): 230–45. http://dx.doi.org/10.1017/s1359135503001738.

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The design and construction of this canopy and landscape for a small courtyard [1] took the form of an adventure in digital design and low-tech construction. The installation was for the end of year party in June 2002 at the Academie van Bouwkunst in Amsterdam. The courtyard occupies a central space in the school adjacent to the main lecture hall and contains a historic cobblestone court [2]. One of the design team, Neil Leach, proposed that it should be transformed into an enchanted garden suggestive of Dutch greenhouses and Shakespeare's A Midsummer Night's Dream.
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Novikov, Vasily N. "VR cinema. Virtual spectacle as a dream." Journal of Flm Arts and Film Studies 11, no. 2 (June 15, 2019): 43–52. http://dx.doi.org/10.17816/vgik11243-52.

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The essay analyzes the meaning of the term immersion in relation to its application in modern cinema, explores the significance of physiological sensations in the perception of artistic and entertaining VR content, and discusses the main features of the aesthetics of 360 spherical video. In a state of immersion, a person ceases to psychologically perceive the screen as a repeater of an artificially created world, actually merging with the surrounding space. This technology, embodied in VR films, poses many still unresolved issues: the management of the subjects attention, the role of editing, the quality of sound, the use of music, film narration, the participation of the viewer in a film's events, work with light and color. The VR video format with a 360 overview is used in many areas: music videos, virtual tours, documentary travels, independent dives into art works, digital painting, and installations. In all these cases, the viewer feels like an observer, finding himself in the very center of an infinite, all-encompassing virtuality. In contrast to the traditional film that appeals to the mass consciousness of the audience, the viewing of VR content is aimed at the personal self-awareness of the individual. Images perceived in this format have a potentially higher impact on the human psyche and the human unconscious because they are remembered more vividly as a result of the complex involvement in the personalized experience here and now. The ability of the author-artist to create for the viewer an emotionally saturated dream with the psychological fusion of the subject and the space takes place is a qualitatively new quality of VR dives, a feature uncharacteristic of traditional visual arts.
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Pestovska, Zoia S. "TOKENIZATION OF UKRAINE’S ECONOMY: DREAM OR REALITY." Academic Review 1, no. 56 (June 2022): 24–34. http://dx.doi.org/10.32342/2074-5354-2022-1-56-3.

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The two most common blockchain-based digital assets are cryptocurrencies and tokens. This paper is devoted to investigation of the nature and purpose of tokens, their relationship with the blockchain, cryptocurrencies and digital assets, as well as the study of legal aspects of Ukrainian economy tokenization. Tokenization is the replacement of true values with virtual ones, a way to protect personal data with tokens (combinations of symbols on the Internet that do not valuable to fraudsters). The purpose of tokenization is to protect sensitive data. Obstacles to the transition of real assets into the digital space: unlimited access to assets and excessive ease of registration and closing of accounts; there is no single approach to tokenization that affects other aspects (asset management and role allocation, security, integration with traditional payment systems). Therefore, state regulation is necessary. Ukraine adopts the law project #3637 “On Virtual Assets”, which determines the legal status of virtual assets, provides legal protection to users and market participants, allows foreign and Ukrainian crypto exchanges to operate officially, gives banks the right to open accounts for crypto companies, allows Ukrainians to declare their profits in virtual assets. A detailed study of the bill #3637 raised a number of questions: - what is the legal meaning of the term “token” (the definition of virtual assets is given, but their variants are not there, virtual assets are considered as property and not as a financial instrument); - who will actually be the regulator of the virtual assets market; - classification of tokens (there is only a division of virtual assets into secured and unsecured, although, depending on asset which is the basis for token, it may be difficult to determine its type, which may lead to incorrect regulation or lack thereof where necessary); - establishment of types of secured tokens, regulation of the order of their issuance and turnover, set of requirements to issuers and token issuance system; - providing legal mechanisms to protect the rights of investors, ensuring the security of the underlying asset (unclear legal status of tokenized assets carries a risk for market participants, i.e. it is necessary to ensure guarantees of issued tokens connection with real objects); - determining the legal status of smart contracts, as they are the basis of token agreements, but are not considered legal agreements; - interaction with other jurisdictions, harmonization of legislation. Therefore, the bill needs to be finalized and supplemented with relevant bylaws - so that domestic and foreign potential investors can take advantage of assets tokenization: inclusiveness; justice; transparency; liquidity; accountability; reduction in price; security (entry in the register in the form of a unique code); efficiency (speed); flexibility (crushing); availability (online without physical presence). Therefore, any investor and issuer of tokenized assets must act with reasonable caution and taking into account possible inaccuracies in the law, assess legal and financial risks, and only then decide on tokenization.
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Griffiths, Alison. "The crystal reveals the whole: medieval dreamscapes and cinematic space as virtual media." Journal of Visual Culture 20, no. 1 (April 2021): 85–112. http://dx.doi.org/10.1177/1470412921994617.

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This article examines the rich visual culture of the medieval period in order to better understand dreaming as a kind of visual thought experiment, one in which ideas associated with cinema, such as embodied viewing, narrative sequencing, projection, and sensory engagement, are palpable in a range of visual and literary works. The author explores the theoretical connections between the oneiric qualities of cinema and the visual culture of medieval dreams, dealing in turn with the following themes: (i) media and mediation; (ii) projection and premonition; (iii) virtual spatiality; and (iv) automata and other animated objects. The wide swath of medieval literary dream texts, with their mobile perspectives, sensory plentitude, and gnostic mission, resonate with the cinematic in the structuring of the gaze. Investigating the codes of medieval culture provides us with an unusually rich episteme for thinking about how the dreamscapes of the Middle Ages evoke media dispositifs. Opening up these thought lines across distinct eras can help us extrapolate similarities around ways of imagining objects, spaces, sensations of embodied viewing or immersion, reminding us that our contemporary cinematic and digital landscapes are not divorced from earlier ways of seeing and believing. Whether stoking religious fear and veneration or providing sensual pleasure as in Le Roman de la Rose, the dreamworlds of the Middle Ages have bequeathed us a number of an extraordinarily rich creative works that are the imaginative building blocks of media worlds-in-the-making, as speculative in many ways as current discourses around new media.
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Samuel, Ben, James Ryan, Adam Summerville, Michael Mateas, and Noah Wardrip-Fruin. "Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 2 (June 25, 2021): 79–85. http://dx.doi.org/10.1609/aiide.v12i2.12900.

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Computationally assisted performance is a burgeoning area for AI applications, and an important stepping stone toward the dream of generative and personalized narrative experiences. As more pieces of computationally assisted performance are developed, it will become ever more important to develop a vocabulary with which to describe them. Inspired by previous work in creating taxonomies for other related domains, this paper outlines a taxonomy for performance-based experiences, drawn from digital games, traditional theatre, and the hybrid of the two. Having such a taxonomy not only creates a common language with which to discuss such experiences, but reveals unexplored design space in the field, and the particular applications of artificial intelligence necessary to realize them.
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Loza, Susana. "Sampling (hetero)sexuality: diva-ness and discipline in electronic dance music." Popular Music 20, no. 3 (October 2001): 349–57. http://dx.doi.org/10.1017/s0261143001001544.

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Cyborgs, fembots and posthumans: electronic dance music and the biopolitics of fucking machinesIn the technophilic West, netizens, infomorphs and the audio digerati triumphantly-if-precociously herald this as the dawn of disembodiment. These reality hackers dream in binary code. They yearn to manufacture human-alien hybrids, ethical androids and genetically programmed clones. They already engineer digital soul divas, aural cyborgs, Nintendo's voluptuously overdrawn robo-bimbos, and the supernaturally and surgically perfect bodies purchased at Lasers R' US. They share the meat-hating philosophies of the cyber-protagonists of Neuromancer, Snow Crash and Software. They willingly computerise their passions via text sex, MUD-based gender masquerades, naughty newsgroups, techno-fetishistic video games, virtual reality-based erotic escapades, and pornosonic digital samples. Nonetheless, it seems that for the rest of us to join these intrepid cybernauts in their Age of immaterial Information, our too-solid bodies must first be anaesthetised with utopian visions and sounds of an incorporeal future. So electronic dance music, popular culture and modern science inject the flesh with fantasies of immortality, limitless pleasures, and unadulterated agency. With their tax-funded market research and their potent techno-imaginings, entertainment systems, netters, digital dance music producers, and radically hopeful scientists prepare human matter to be dematerialised and devoured byte by agonising byte. In other words, they passionately fabricate the human-machine hybrid also known as the cyborg, the fembot and the posthuman. These techno-organic entities traverse the space between desire and dread; their indeterminate forms simultaneously destabilise and reconfigure the dualistic limits of liberal humanist subjectivity. Each incarnation plots the feared consequences and perplexing possibilities of boundary transgressions between the human and the machine quite differently.
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Landolfi, Claudia. "Beyond the Society of Judgement: Deleuze and the Social Transitivity of Affects." Deleuze and Guattari Studies 13, no. 4 (November 2019): 541–51. http://dx.doi.org/10.3366/dlgs.2019.0379.

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Legal apparatus looks like a set of norms which rely on a rational project of life, yet it is possible, following Deleuze but also Hume and Kafka, to recognise the irrational aspect of this system. Is the law a dream? In what relation is the law with the subject? If the legal subject acts in a dream, what are the results? This paper develops around such questions with the aim of critically reflecting on the foundations of subjectivity and its connections with the legal normativity that requires obedience as the main form of respect and adherence. In this apparently free and creative present, which is unfolded on a digital codex of information, it seems relevant to be highly suspicious of the barriers that are going to be tightened more and more around thought and its potential creative evolutions. Can we think of – beyond the legal/illegal, obedient/disobedient dichotomy – a system of social relations that, instead of giving space to the permanent and repetitive features of subjects, discovers a wider margin of affective, innovative and creative connections in response to the behavioral exemplifications of diktats?
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Ali, Salah Hamed Ramadan, and Gehan A. Ebrahim. "The Impact of 3D Coordinate Technology Using Nanomaterials on Architecture Engineering Industry." Applied Mechanics and Materials 904 (January 4, 2022): 7–15. http://dx.doi.org/10.4028/www.scientific.net/amm.904.7.

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Coordinate technologies play an important role in many industrial applications, especially for eco nanobuildings and spaces. Lately, the global new architecture seems to be more automated as appeared in the parametric architecture, topological, animate, metamorphic, and isomorphic and per formative architecture. They all depend on the visualization, the high precision techniques, and the 4th dimension all within sustainability. But till now, there is no main environmental space code, unit or standards to deal with to insure that the environmental design became in a form of an easier one to be the design of the era as all the global calls aware us to preserve the nature from pollution. Mainly within the call for the nanotechnology, if there is found a least architectural volumetric unit which can fulfill all the environmental sustainable systems within the visionary and the 4th dimensional acts, then we can act with the environment with easier spaces that can be duplicated in a uniform way, to work easily for measure and estimate the budget of his supposed built space. Therefore, the main liable issue concerns the research for the least architectural volumetric unit, and we can call it the nanoarchitectural unit. As nanoarchitecture is a virtual and proposed kind of architecture, which the architects aim to create it or follow it the nanotechnology to insure that the 3D technology is to submit as an application in all branches of science, to achieve a dream of the present-day from sustainability and environment for future generations. Accordingly, recent studies have confirmed that 3D coordinate technology using digital printing has an important subtle impact on industry, especially for green buildings and spaces.
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11

Slater, Benjamin Alexander. "Back to the Future." IMOVICCON Conference Proceeding 2, no. 1 (July 6, 2021): 1–6. http://dx.doi.org/10.37312/imoviccon.v2i1.73.

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When speculating about the state of moving image in 2021, it might be instructive to explore the ‘pre-history’ of the current streaming era – and therefore this paper will initially focus on a particular cultural/historical moment, the year 2000 (and the very early 2000s); the start of a new millennium and the peak of the ‘dot com era’. This period was characterized by a huge burst of creative and technological energy related to moving image on the web, manifested in the emergence of specialised web portals such as Atomfilms, Shockwave, Heavy, Brickflims; independent creators such as Evan Mather and hi.res; a global plethora of Fanfilms (particularly based around Star Wars); as well as digital moving image festivals such as One Dot Zero (UK) and Res.Fest (US), which purported to be a window into the future, or at least the ‘bleeding edge’ of new media aesthetics intersecting with cinema. In this pre-Broadband and pre-YouTube period, the web was a ‘clunky’ and unreliable platform for a variety of technically complicated moving image files. However, it is possible to look back on the early 2000s as a liminal moment between the celluloid/video/physical media era and our remotely hosted, high-definition present. This paper will describe it as a fertile and open space, where artists and curators had the opportunity to dream of what the future might become, grappling with how moving image on the web (and their narrative language and aesthetics) could be envisioned differently from what had come before. If the Internet was a ‘site’, what types of moving image work could be ‘site-specific’? The paper will offer up key examples from that period and then jump forward in time to apply a similar framework of speculation to moving image online in the year 2021, and in the latter stages will explore what if any radical new ways of storytelling might arise as we move forward into an uncertain ‘future’.
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Daukste-Silasproģe, Ingūna. "Jelgavas meitene pasaulē: ieskats rakstnieces Indras Gubiņas dzīves ģeogrāfijā." Aktuālās problēmas literatūras un kultūras pētniecībā rakstu krājums 27 (March 10, 2022): 253–68. http://dx.doi.org/10.37384/aplkp.2022.27.253.

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The aim of the present article, based on the vast archive of the writer Indra Gubiņa’s (1927–2017) kept in several repositories, like the University of Latvia Academic Library named after Jānis Misiņš, Museum of Literature and Music, and the National Archive of Latvia, was to select the appropriate data and create a map of the Gubiņa’s places of residence and her travels. Such a map was created using the mapping method of the digital humanities, it is available at the site www.literatura.lv – within Gubiņa’s profile. The writer Gubiņa belongs to the generation of writers who left Latvia at the end of WWII, having to leave unfinished studies, then trying to complete their education while at the camps of the displaced persons in Germany, but later – in the countries of their exile. Gubiņa started her literary activities while living in England, later continued them in Canada. Her literary works show everyday life and situation of the Latvian exiles in England and Canada, the impressions of the foreign environment, relationships of people, family and the problems of married life, complications of a woman’s inner world, as well as the relationships between generations, search for the meaning of life, as well as problems of art. The author reflects on life and culture of her age, trying to show the surrounding people as seen through her own eyes, that is the people of that particular age with their characteristic problems. The works follow the tradition of the psychological realistic prose; her poetry is characterized by a romantic, restrained mood, and personal experience. Gubiņa’s literary heritage is quite voluminous, consisting of twenty-seven books – novels, short prose, poetry, and travelogues (Europe, Mexico, Australia). Her writings in general are characterised by strong autobiographical or biographical features and aspects. Several of her works have been reissued in Latvia. She also wrote reviews of art and exhibitions. Gubiņa believed that a person is formed by one’s age, society, and geographical surroundings. The article provides an insight into the personality and work of Gubiņa from the location or geography aspect. It reveals that the most significant locations in the life of the author have been the following seemingly unlikely list: Līvbērze, Jelgava, Lübeck, Bradford, and Toronto. Arriving in Canada provided to Gubiņa her liberty, opportunity to travel and see the world, provided her with new creative impulses, or sometimes simply an occasion to relax, while the way home – to Latvia – was closed. In 1975 Gubiņa visited Soviet Latvia for the first time, then returning more frequently after 1990, though she never found a true feeling of belonging there. For the life geography of Gubiņa, Jelgava is of particularly great importance, though the town was virtually destroyed at the end of WWII. For Gubiņa, this town meant home, now completely lost; all that was left was a dream of home. She lived in Toronto, Canada, for 65 years, always viewing it as a mere place of residence. “This is anxiety, and longing for peace, that makes one time and time again to pack up the belongings and leave for the world in search of happiness somewhere else,” Gubiņa wrote. The memories of home and the town of Jelgava hold her in their power, while she admits in her poetry: “The road is grown over with nettles, / the ditches full of willows, / and the eyes – of recollections.” Work with the aforementioned digital tools and creat of the map of Gubiņa’s life space allows to visualise the vastness of this space while providing a compact view of it. Such mapping of movements or travels also provides the basis for a better understanding of the writer’s literary works. The experiences, travels and transcultural memories of Gubiņa reveal themselves in the travelogues and the moods and the depicted landscapes of her poetry, thus also enriching the ‘geography’ of the literary texts.
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Sobchack, Vivian. "When the Ear Dreams: Dolby Digital and the Imagination of Sound." Film Quarterly 58, no. 4 (2005): 2–15. http://dx.doi.org/10.1525/fq.2005.58.4.2.

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Abstract Nine Dolby theatrical ““trailers”” were made from the mid-1990s to 2003 specifically to visualize and promote the audio capabilities of digital sound. Drawing on Bachelard's The Poetics of Space and Chion's Audio-Vision, this essay explores the trailers' sound-driven imagery and suggests its implications for contemporary ““mainstream”” narrative cinema.
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Colvert, Angela. "Dreams of time and space: exploring digital literacies through playful transmedia storying in school." Literacy 56, no. 1 (January 2022): 59–72. http://dx.doi.org/10.1111/lit.12271.

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Hogue, Michelle, and Joanne Forrest. "Bridging Cultures Over-Under: Digital Navigation to Create Liminal Spaces of Possibility." Canadian Journal of Family and Youth / Le Journal Canadien de Famille et de la Jeunesse 10, no. 2 (April 9, 2018): 67–84. http://dx.doi.org/10.29173/cjfy29390.

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In this paper, we as educators of Indigenous students transitioning into post-secondary education, reflect on our collaborative pilot project: Bridging Cultures Over-Under, a connection of Indigenous students in similar preparation for university programs at the University of Lethbridge in Lethbridge, AB, Canada, and at Batchelor Institute in Darwin, NT, AU. Unbeknownst to the students, the story of attempted assimilation of Indigenous peoples in both countries, and the resultant socio-economic conditions, is both parallel and similar. Through Skype sessions, Indigenous students in polar opposite countries shared their own experiences, culture, history, stories, dreams and desires and some of their academic work. The goal was to understand their shared experience and further build on these relationships so they might learn from and support each other through peer mentoring. Outcomes of this project have lead to a continued connection and the development of a secure Facebook site so that the students can further build their relationships and develop a more extensive network as they continue on their academic journey.
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Kurniawaty, G., V. Horlanso, M. Y. Aditama, and D. Larasati. "Digital Placemaking and Its Effect to The Architectural Development (Case Study: City of Dreams, Macau)." IOP Conference Series: Earth and Environmental Science 1058, no. 1 (July 1, 2022): 012021. http://dx.doi.org/10.1088/1755-1315/1058/1/012021.

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Abstract Placemaking is the process of creating a place, with space and users as the main elements, and aims to increase the value of a place. Along with developments of technology especially the digitalization of architecture, the adjustment of the process of creating a place becomes an issue that deserves attention in the field of architecture. Therefore, the term digital placemaking was born as a form of adaptation to the existence of digital interventions on placemaking. This paper aims to determine the role of digital technology in creating a place (placemaking) with an architectural context and knowing the development of design products as a result of technological developments related to placemaking. The methods used in this research are quantitative and qualitative. A Likert scale scoring method is used in the quantitative method to classify the sub-aspects that meet and do not meet the placemaking parameters. The qualitative method used is a grounded theory of the respondents’ open questions which are then packaged in a descriptive discussion. The findings of this study indicate that the level of placemaking fulfilment through digital interventions can be achieved and has the potential to be applied in Indonesia. This is shown by the achievement of the placemaking parameter from a case study of digital placemaking applications in the City of Dreams, Macau. All sub-aspects from the aspects of sociability, uses and activities, as well as access and linkages, meet the placemaking parameter. Almost all sub aspects of comfort and image fulfill the placemaking parameter, except for the sub-historic and green aspects.
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P., Reethi, and Dr Milon Franz. "Himalayan Dreams-Travel Blogs as Cultural Constructs in Post -Truth Era." SMART MOVES JOURNAL IJELLH 9, no. 1 (January 28, 2021): 233–39. http://dx.doi.org/10.24113/ijellh.v9i1.10895.

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Travel blogs can be considered as alternative literature. Travel blogs are the digitised version of travelogues or travel narratives. The blogs give impressive, cost effective and immediate impressions of travel. Earlier, the traveller prepares notes during the travel and writes it after reaching his native place. It involves revisualising the entire trip and jotting down the entire memories. The narration adds the real and the images he visualized. The narration will be a mix of myths and personal perspectives. The blogs are live reports of the travel. The rationale of the study understands the digital space and the awareness of “truth”. In the post truth era frontiers are blurred between truth and lie, honesty and dishonesty, fiction and non fiction.
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Gozálvez-Pérez, Vicent. "Education for Democratic Citizenship in a Digital Culture." Comunicar 18, no. 36 (March 1, 2011): 131–38. http://dx.doi.org/10.3916/c36-2011-03-04.

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Given the importance of new technologies in the classroom, especially in today’s information and communication societies, and following European Union recommendations to promote media literacy, this article reflects the need to educate not only in technical and efficient applications of communication technologies but also in their civic and responsible use, thus promoting participatory and deliberative processes which are the lifeline of a functioning democracy. The Greek dream of «isegoria», everyone’s right to speak, can become a reality in a digital culture, yet the highly selective use of communication technology can have the opposite effect: new forms of socialization can contribute to the expansion of «echo chambers» or «digital niches», shrinking communication spaces in which the right to speak dissociates itself from the responsibility to listen critically to what arises from a more open, plural and public sphere. One of the goals of education in a digital culture is precisely to diminish this trend that authors such as Sunstein, Wolton and Cortina have detected in recent years. This article proposes educational guidelines to avoid this bias by using communication technology to promote digital citizenship and the ethical values sustained by democratic societies.Asumiendo la importancia de las nuevas tecnologías en las aulas, especialmente en las actuales sociedades de la información y la comunicación, y siguiendo las recomendaciones de la Unión Europea a favor de la alfabetización mediática, el presente trabajo reflexiona acerca de la necesidad de educar no solo en los usos técnicos y eficientes de las tecnologías comunicativas, sino también en el uso responsable y cívico de las mismas, favoreciendo así los procesos participativos y deliberativos que son el sustento de una democracia viva. El sueño griego de la «isegoría», del igual derecho de todos al uso de la palabra, puede hacerse realidad en la cultura digital, si bien es cierto que un uso hiperselectivo de la tecnología comunicativa puede producir un efecto contrario: las nuevas formas de socialización pueden contribuir a la expansión de «cámaras de eco» o «nichos digitales», es decir, espacios discursivos cada vez más reducidos en donde el derecho a decir se desvincula de la responsabilidad de escuchar críticamente lo que procede de un espacio público más abierto y plural. Una de las metas de la educación en la cultura digital es precisamente frenar esta tendencia, detectada en los últimos años por autores como Sunstein, Wolton o Cortina. En el presente artículo se proponen orientaciones educativas para evitar estos sesgos y para fomentar, mediante la tecnología comunicativa, la ciudadanía digital y los valores éticos propios de sociedades democráticas.
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Horváth, Adrienn. "Examination of enterpreneurship ecosystem in Debrecen from the direction of open innovation spaces." Applied Studies in Agribusiness and Commerce 8, no. 2-3 (September 30, 2014): 51–59. http://dx.doi.org/10.19041/apstract/2014/2-3/6.

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Innovation is not just a technology, but it is rather a comprehensive vision of what the future should look like and which requires changes in many ambits. Innovation is driven by people’s needs, ambitions and dreams, and it is necessary that people at different positions in the society change the way they work and live. Innovation, as a result of human interactions, often fails because people do not understand each other, as they belong to different worlds which have their own languages and cultures. While innovation system-like thinking recognizes that the needs are a good mix of factors for innovation, it is hard to establish the perfect mix beforehand: innovation systems and policies need to be adaptive” (Klerkx, Mierlo & Leeuwis 2012). I tried to bring this complex vision to our future. The actuality of the topic is provided by the fact that we are in the period of the development of digital industrial revolution, on the peak of the technology innovations, slowly resulting in the revolutions of the machines. These technological innovations, trends, equipment or new technological achievements often make our work easier, or they may replace us, and will bring changes transforming the world with them. At present era, the availability and use of the relevant knowledge is essential. In Western Europe and in other more developed countries different spaces provide places for evolving various trends, applying the acquired knowledge, e.g. development of Silicon Valley, polices, clusters, co-workings. These innovative spaces may form a bridge for evolving a global, international or regional technology and knowledge transfer, sharing our knowledge and developing our competitiveness. They may be the engine of a “new world”. The entrepreneurship ecosystem in Debrecen was investigated regarding the presence of open innovation spaces. Though Debrecen has already had open innovation spaces, it does not have space operating as HUB. „HUB is a global platform, where people from all corners of the planet connect and engage in collaborative action to realize enterprising ideas for a better world” (HUB GMBH 2012). Furthermore, I studied the fact that why the creation of HUB in Debrecen is reasonable concerning every sector, and what characteristics this space may have. In order to analyze my hypotheses, I used questionnaires made by Delphi survey. During the process experts of this field were asked in two turns. Selecting the experts occurred on the basis of Helix model.
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Davydov, Igor. "Revising affect as a foundation of digital discourse." Socium i vlast, no. 3 (September 2022): 7–16. http://dx.doi.org/10.22394/1996-0522-2022-3-07-16.

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Introduction. Deleuze and Guattari’s concept of affects found its further development in the works of the Canadian philosopher Brian Massoumi, who was engaged in popularizing the heritage of the French tandem of philosophers in the English- speaking environment. Massumi continues to explore society and man, based on the concepts of rhizome and the dominance of affective flows in forming social and political dimensions of people’s lives, as well as the coherence of the emergence of affect and the digital environment. Massumi argues that the influence of the affective on human behavior is extremely strong; it takes revenge on consciousness, the sensory-emotional sphere and the rationality of the individual. Breaking a single field of consciousness into many streams, Massumi postulates the initial splitting of the human psyche, in which he continues the schizoanalytic line of Deleuze and Guattari, who set this discourse in the latest Western philosophy. The purpose of the article is to answer the question: “Can a person become transparent in the world of numerical relations?” In the answers to this question, two main positions can be identified: a scientific view of a person as an incalculable and observable object and the idea of a person as an expression of unobservable subjectivity, his inner world, trans- gressed by imagination in self–cognition. Methods. The article analyzes Brian Massumi’s work from the view point of singular anthropology, which asserts the unity of consciousness, and also examines the genesis of affect from its description by Spinoza to the complexity theory of post-non- classical scientific discourse, a special place in which belongs to the phenomenon of an observer of complex processes. Scientific novelty of the research. The discovery of new optics, expressed in an appeal to subjectiv- ity and showing the insufficiency of describing a person exclusively with an objectified view of digital reality, constitutes the scientific novelty of this work. Results. On the basis of the thesis that it is impos- sible to identify a person by attributing his essence to a digital structure, there is a special attitude to anthropological reality as a unique event that is not included in the frames of the digital paradigm. Conclusions. Anthropological reality is based on affect, this is its territory, but there is no single definition of affect that would unite the often polar directions of philosophical thought. In this article, the author comes to the conclusion that Massumi’s attempt to fix affect on the EEG and present these results as a fact of finding affect in space reduces the concept of affect to the manifested electro- magnetic signals of the brain. While the affective field includes the non-objectifiable phenomena of dreams, emotions, and the supersensible. On the other hand, complexity theory does not exclude working with the latest phenomena, but still chooses flat ontologies and digital languages for describing anthropological reality as a philosophical guideline, which, in general, develops Massumi’s idea of human readability and transparency. But, unlike the above-mentioned approaches, Rus- sian philosophical thought asserts the reality of a person not in space, but in time, thereby offering to expand the range of optics to the very concept of affect.
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GUROV, OLEG N. "HUMAN AND TECHNOLOGIES: WHO IS A PARASITE? RESEARCH EXPERIENCE OF FOREIGN TV SERIES AND MOVIES." ART AND SCIENCE OF TELEVISION 17, no. 2 (2021): 35–58. http://dx.doi.org/10.30628/1994-9529-2021-17.2-35-58.

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Development and spread of digital technologies over all spheres of public life boost formation of a new civilizational paradigm. The very logic of political, economic and cultural processes is changing under the influence of digital technologies. The main categories of culture are undergoing transformation as a result of the rapid rearrangement of the entire way of life. In some societies, the technological component has already begun modifying the civilizational values. Various digital products acquire subjective characteristics and, among other things, influence certain cultural categories overcoming their own “natural” boundaries (in the sense of being within the framework of traditional concepts of human nature), and embrace the entire space of the technosphere. The challenges in communication and cooperation, rivalry and competition between humans and artificial subjects of various kind, be they androids or operating systems, proceed from the field of sci-fi predictions to the social and cultural spheres, turning them into the subject of legal regulation. Thus, human nature is changing: humans integrate technologies into the methods of communication, living their own corporeity and turning themselves from Homo sapiens into “inforgs” and cyborgs. At the same time, the sociocultural space is rapidly expanding primarily in two directions: firstly, spreading into a virtual, digital area and, secondly, integrating artificial subjects into human culture. Such convergence causes tectonic changes in society, even without so much as prospects for a literal, physical expansion of horizons, which should soon be disclosed to humanity in connection with a new round of global plans for outer space exploration. However, so far, the multilevel deployment of the Ecumene does not effectively contribute to solution of global problems. Instead, these problems multiply, acquire an even larger scale and superimpose on one another, posing challenges to humanity, the price of which is the survival of civilization and human beings themselves. Is it possible that its essence lies in a parasitic nature destructive to everything around it? Will human beings, thanks to new opportunities, be able to preserve the best of themselves, getting rid of their own toxic origin? Or is the destructive charge so strong that the cumulative effect, enhanced by technologies, will destroy humanity and its dreams? Nowadays, the minds of politicians and scientists, artists, writers and filmmakers are occupied with these questions. The following article analyzes the ideas, expressed by great thinkers and supported by examples from modern movies and TV series, on the scenarios of the human future in terms of our ambiguous nature.
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Chávez Santiago, Janet. "Keynote: Tramando la palabra / Weaving the word." Digital Scholarship in the Humanities 36, Supplement_1 (June 1, 2021): i4—i8. http://dx.doi.org/10.1093/llc/fqaa038.

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Abstract The weft is a thread that is woven among the warp's yarns; these are our paper and pencil in the creation of a rug. Together, warp and weft are the bridge that unites the threads with our past and our present, and we weave the patterns of Mitla s friezes as a form of reading, or of interpreting, and of writing our ancestors, but also as a way to recount our dreams and our experiences. We weave in Zapotec. When we complete a rug, we share it with the world, and although the weave is in Zapotec, it can be interpreted in English, in Spanish, in Mixtec, or in Chatino. Digital media can be seen as a warp on which the speakers of indigenous languages have an opportunity to weave their word and to share it within their own community and beyond. Although in our times digital media and social networks are a practical part of our daily lives and of our interactions with the world, we as speakers of indigenous languages must truly appropriate these spaces, to weave our word well, in order to liberate ourselves from the a denial of the present. This DH2018 opening keynote speech is presented here in both its original Spanish and in the author's English translation
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Poznin, Vitaly F. "Color in the System of Artistic Means of Cinema." Vestnik of Saint Petersburg University. Arts 11, no. 3 (2021): 410–36. http://dx.doi.org/10.21638/spbu15.2021.304.

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Although the main visual information in film is carried out by the shape of objects, their position in space and their correlation with other objects, color in the motion picture also plays a significant role because the color scale has a strong aesthetic and emotional impact on the viewer. Color is often an organic part of the dramaturgy of film. The exact coloristic solution of a frame, episode or film is able to create the desired atmosphere of action. Different screen chronotopes are often indicated with the help of color — it could be an artistic space of reality, memories, fantasies or a movie character’s dreams. Color helps to convey the subjective perception of reality by the film’s heroes. In a certain context, the color scheme of a film, shot or an individual object, can acquire a metaphorical or symbolic sound. Cinematography initially adopted many of the techniques related to compositional and light-color solutions from painting, which is especially noticeable in the works of directors who pay great attention to the plastic solution of the frame. Today with the introduction into filmmaking of digital technologies, work on the visual solution and color harmonization of the screen image is becoming in many ways similar to the art of an artist. The article analyzes and summarizes the creative experience accumulated by cinema in working with color images and investigates the functional role of color in film, the psychophysiological and emotional impact of color on the viewer, the symbolism of color, and various methods of color solutions in modern films.
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Kim, Eunjung. "Analysis of the Relationship of the Multi-layered World of the Movie <Serenity> : Focusing on the Possible World Theory." Academic Association of Global Cultural Contents 51 (May 31, 2022): 41–58. http://dx.doi.org/10.32611/jgcc.2022.5.51.41.

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This study analyzed the movie <Serenity> which is storytelling in the form of a mixture of virtual world and reality world using digital games as the central material of movies. This study analyzed how digital games interact with a person's real-world, virtual world, and the possible world to change individuals. This film deals with the discourse of game phobia in our society and reveals the murder process of a boy in a world that overlaps reality and virtual reality. The main space in the movie, Plymouth Island, is a world in a virtual reality game. On the other hand, the scene in which the boy Patrick, the developer and player of the game, appears is a story from the real world. In the real world, the boy is isolated as a victim of violence, and he lives in an unsafe environment. However, the virtual world in the game Patrick created is a world that satisfies the needs of safety, social relationships, recognition, and self-actualization. The boy kills his stepfather who threatens his survival in the virtual world and dreams of a new possible world because living in the virtual world rather than the real world is the only way to be real. The film talks that the absence of an adult who should play a role in the process of a young boy's growth and a violent environment that hinders his holistic growth is a more fundamental problem than a violent game experience. The audience will have a new perception of the game after experiencing the story world that intersects from the fictional reality of a movie to the virtual world of the game and back to reality.
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Mussin, A. "MOTIVATIONAL FACTOR OF ANIME AND MANGA IN THE CONTEXT OF INDIVIDUAL IDENTIFICATION." Al-Farabi 78, no. 2 (June 15, 2022): 134–48. http://dx.doi.org/10.48010/2022.2/1999-5911.10.

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This article is devoted to the study of the problem of the influence of anime on the identity of the younger generation. Anime is an important problem not only for Japanese society, as it has been developed within the country for a long time, but also occupies a certain place in the cultural space of the world during the period of globalization, shaping the self-awareness of adolescents. The aim of the study is to determine the influence of anime and manga on the identity of Kazakhstani youth. Research objectives: To identify the motivational factors of the anime and manga storyline; characterize the values ​​of anime and manga; assess the degree of influence of anime and manga on Kazakh teenagers. The study focuses on the plot of anime and manga as a means of motivating the younger generation. The potential of Japanese animation in modern pop culture and multiculturalism is determined. As a result of a sociological survey, the effect of anime and manga as an extraordinary approach to educating young people was revealed. We found out that anime inspires and encourages viewers to pursue their dreams. We clarified which characters leave a special imprint in the mind of a teenager. In fact, anime is the digital media language of today's youth. Anime forms the otaku subculture, where teenagers discuss their favorite animated series, this is the language of communication in the context of globalization.
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Beris, Yeter, and Ismail Erim Gulacti. "Effects of fine art print artworks on the art viewer in contemporary art presentation." Journal of graphic engineering and design 13, no. 2 (June 2022): 21–28. http://dx.doi.org/10.24867/jged-2022-2-021.

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The social and cultural changes brought about by industrialization and the Industrial Revolution highlighted the value of printmaking as a new means of expression in artistic presentation. The innovative mechanical production methods influenced their artistic production through the interest and experimentation of many artists, whose numbers should not be underestimated. On the other hand, the transfer of examples of traditional Japanese printmaking (Ukiyo-e) to Europe in 1700-1900 caused profound effects on Western art, beginning with Impressionism, one of the modern art movements. Especially in the last two decades, rapidly digitalizing technology has also provided radical changes in many social-cultural and economic fields. As a reflection of this, it has caused a change in the presentation of contemporary art and caused the formation of an innovative attitude that transforms-triggers the perception of the audience. Two effective factors are emphasized in the context of the effect of fine art print works on the phenomenon of art. One is the artist of the time, who uses all the media tools of his time with pure intuition to transform his artistic expression, his dreams into reality, and another is the audience of the artwork, who accepts only a part of his artistic presentation, which is helped by all technological tools, by discussing, and few of which will be praised by future generations. In this context, digital technology promises a free space to thousands of artists who produce screen presentations or artistic prints on many different media, enabling us to see them everywhere. It has indisputable that digital technologies are a new tool with a different line for artists, apart from the usual art presentation of contemporary art, which is in different quests with an innovative attitude in every period. From this point of view, in addition to the dynamic visual presentations in different places and platforms where the art audience can be involved and integrated into the contemporary art environment, the innovative attitude that fine art print artworks brings to the effect and behavior of the audience should also be considered. The purpose of this paper is to investigate how digital print technology and print works influence audience perception. The survey data analysis is interpreted in this article through excerpts from the dissertation titled “Effects of fine art printmaking on phenomenon of the art” which is still in progress.
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Олег Геннадійович Данильян and Олександр Петрович Дзьобань. "THE VIRTUALNESS IS IN SOCIAL ENVIRONMENT: SPATIAL MODUS." Bulletin of Yaroslav Mudryi National Law University. Series:Philosophy, philosophies of law, political science, sociology 1, no. 48 (March 9, 2021): 34–50. http://dx.doi.org/10.21564/2075-7190.48.224377.

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Problem setting. An identity is formed and develops on a border social and personal realities, by submitting a soba their contradictory unity the study of that helps social philosophy to expose the features of life of modern society. For the study of virtuality the analysis of totality of spatially-judicial descriptions of authentication is needed, that will allow to overcome the context of her opening out in the conditions of virtualization of society, when the potential prevails above available. Life is impossible out of time and space, it has specific spatial descriptions. Recent research and publications analysis. Despite the growing interest in the study of the virtual, in modern scientific discourse there is still no unambiguous interpretation of the term "virtual reality": it is understood as an artificial environment supported by computer programming tools (including the Internet and computer simulators), a number of human mental states ( hypnotic trance, dreams, creative process, etc.), as well as a set of phenomena associated with the functioning of the media environment (media, digital economy, etc.). As a result of this posture, the attention of researchers remained the problems of the influence of spatial parameters of virtuality in the social environment. Paper objective. The purpose of the article is to consider the features of spatiality inherent in virtual reality in general, as well as the specifics of cyber-virtuality as a special manifestation of the virtual in social reality. Paper main body. Entering the virtual environment involves going through the initial registration procedure and subsequent identification, a kind of simplified initiation rites, “initiation” into users. In addition, the user gets the opportunity to identify himself as “his”, acquires a different status than the “guest”, which is anonymous, invisible, in many cases does not have access to information or cannot leave comments. Leaving the Web returns a person to a state of anonymity, while re-entering leads to individuation and return to the cyber-virtual microspace, the person's immediate environment on the Web. The concept of "virtual ghetto" is considered, which means a space that isolates subjects within the framework of a virtual social community from other groups through borrowing patterns of social interaction and through the choice of contexts of self-presentation that allow them to best "fit" into their environment. The Internet is a new space for social practices, a space of boundless, relatively free, communication, despite the desire to control the processes taking place there by the authorities. This is a space for free self-expression of a person, a refuge for creative research, a repository of wisdom, an arena for debate, a work of art that can be valued as a masterpiece of music, painting or architecture. Here it is possible to create social movements based on value identities, independent of the so-called flows (informational, symbolic, monetary, etc.) that regulate social life, set its pace and often contribute to human alienation in the modern world, in particular, through control over access to the Internet. Comprehension of the category of virtual space leads to the statement that traditional spatial oppositions are erased here, and any point in the world can become close and even central. The cycles of entry and exit from this space set the rhythm of relations within virtual communities, self-developing intellectual systems, united by a semantic field that is significant for each of their members. Conclusions of the research. Relations within virtual communities are determined in a certain way by the functioning of social fields characterized by a set of norms, the internalization of which leads to the inclusion of the individual in the field, where he is endowed with some freedom of action. Human limitation by the framework of the field, his dependence on the virtual microspace in decision-making, being on the “virtual periphery” is opposed to absolute freedom, leading, ultimately, to the limitation of the framework of personal space, fraught with alienation from society, the loss of the need for communication and society.
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Watters, Audrey. "Teaching Machines: The History of Personalized Learning." Perspectives on Science and Christian Faith 74, no. 3 (September 2022): 190–91. http://dx.doi.org/10.56315/pscf9-22watters.

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TEACHING MACHINES: The History of Personalized Learning by Audrey Watters. Cambridge, MA: The MIT Press, 2021. 313 pages. Hardcover; $34.95. ISBN: 9780262045698. *Teaching Machines, by freelance writer, researcher, and technology commentator Audrey Watters, is a history framed by a critical rallying cry. The main body of the book is a history of the development and demise of "teaching machines" (mechanical devices for self-paced, programmed instruction) from the 1920s to the 1960s. It attends closely to the extent and limits of the influence of B. F. Skinner (and his forerunner Sidney Pressey), the role of commercial interests and processes, the development of a receptive social imaginary through popular media, the inconclusive nature of empirical findings about the learning that resulted, the eclipse of the mid-century teaching machine by programmed learning in book form, and the rise of computers. This account by itself might seem a little arcane. It is, however, given added heft by a framing argument that ties the history of teaching machines to present-day trends, and critiques some common myths regarding the history of educational technologies that are used to sell current technological options. This framing argument contends, on the one hand, that the "Silicon Valley mythology" (p. 249), regarding education's digital future, rests on misinformation about the past, and, on the other hand, that current digital developments have more continuity with the behaviorist and totalitarian impulses of that past than is commonly admitted. *Concerning the former point, Watters points to a common narrative purveyed by figures such as Sal Khan and Bill Gates that presents education as beset by a static factory model rooted in the nineteenth century and buttressed by resistance to change on the part of Luddite educators. The solution then comes in the form of commercially sourced digital tools that now offer revolutionary degrees of individualization and access to learning. Watters's account undermines both halves of this story. She marshals a substantial body of evidence to show that education has been far from static over the past century, that technological innovations designed by educators regularly stalled due to inertia and disorganization on the part of the business world, and that the rhetoric of revolutionary individualization and personalization of learning has been the stock-in-trade of purveyors of a long string of new educational technologies but has also consistently fallen short in practice. A generous amount of space is devoted to B. F. Skinner's bouts of epistolary fury directed at his business partners who stalled development of his teaching machines until their moment had passed. More significantly, Watters makes clear that the recurring claim of individualization came within a recurring and expanding envelope of standardization. Proponents of teaching machines made much of the potential for individualized instruction, understood as the capacity for learners to proceed at their own pace. Those same learners were expected to follow programmed sequences, assemble predetermined atoms of knowledge, prepare for standardized tests, and submit to a rather deterministic process of behavioral manipulation. The talk of individualization may perhaps have been sincere, but it amounted in the end to something comparable to today's processes of "personalizing" your smartphone by choosing the same device as millions of others in one of a handful of colors, or perhaps clicking on the same online instructional video, framed by the same perspective, as everyone else. In the meantime, the appeal to individualization helped to shift product. *The suggestion of contemporary parallels points to the second part of the book's framing agenda, which claims that teaching machines were not just a curious episode that met its demise with the rise of computing. Watters points out that claims to revolutionary breakthroughs in education through technology commonly end up looking oddly conservative. Dreams of technocratic learning and robot teachers in the 1950s and 1960s still placed the robots in front of classrooms with rows of chairs in which students answered multiple-choice questions. Watters suggests that contrary to some tellings of the story, the teaching machines of the day did not give way to computers so much as help to establish assumptions about programmed learning rooted in behavioral manipulation, atomization of content, and linear progress that continue to inform today's digital educational technologies. The commercial involvement in all of this is, moreover, far from disinterested, with considerable research and design acumen going into the creation of digital products that reinforce behaviors favorable to those who make their living from eyeballs remaining on webpages and apps. After a chapter starkly comparing the Skinnerian vision of education based on control through behavioral engineering to protests from figures such as Freire and Chomsky in the name of freedom, Watters wonders aloud in the concluding chapter whether the quaint teaching machines of yore were just setting us up for a larger-scale loss of freedom in the name of surveillance capitalism, a loss sold under the aegis of the latest reiteration of educational utopia based on individualization. *The book is engaging, well written, and highly readable. Its deconstruction of the popular narratives about technology and education that it targets is persuasive, patient, and useful. For a book that ultimately has some larger points to make, it narrates the history carefully and in a measured tone. The concluding argument about the continuities between Skinnerian teaching machines and the mechanisms of surveillance capitalism rings true, but comes as a bigger leap given that all of the detail is focused on the decades between 1920 and 1970, after which we race somewhat headlong to the present in a welter of telling one-liners from various authors. That there are family resemblances between now and then seems undeniable based on the evidence presented, but detailed lines of descent are less clearly established. One also wonders whether the key opposition of totalitarian control versus radical individual freedom is quite adequate to do justice to the landscape. The closing sections are a little broad-brush, but certainly well worth pondering. The book is recommended reading for anyone interested in technology's relationship to society and education, and for anyone who imagines that educational technologies are just tools for making schools better. *Reviewed by David I. Smith, Professor, Director, Kuyers Institute for Christian Teaching and Learning, Calvin University, Grand Rapids, MI 49546.
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Magana, Urtzi Grau, and Guillermo Fernández-Abascal. "The Austerity Chic Interior, Gen Z, and Millennials' Domestic Dream." Interiority 5, no. 2 (July 30, 2022). http://dx.doi.org/10.7454/in.v5i2.216.

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This paper reviews domestic spaces completed in the last ten years to address the following research questions: How do Australian Gen Z and millennials in Sydney, who are currently shaping their future life, imagine their home? What are the domestic values and hopes of two generations that had their coming of age in the Information Era, and who naturally embrace digital technology and social media? What do size, scale, material, and technical innovation mean for a climate-conscious group of people that have lived through COVID-19 confinement, an endless real estate bubble, and recurrent economic crises? Grouped in five categories—sharing life, managing climate, naturalised interiors, reusing new materials, and austerity chic—the analysis of the study cases outlines these generations' emerging architectural interests. The five categories also inform a proposal for an interior constructed with fragments of the study cases that illustrates the paper’s conclusions and imagines a possible domestic space for Gen Z and millennials.
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Zou, Ranran, and Shenze Liu. "Geography and Human Geography Development in the Information Age." Journal of Geographical Research 1, no. 1 (October 22, 2018). http://dx.doi.org/10.30564/jgr.v1i1.179.

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The information technology represented by computers has brought abouttremendous changes in the development of various disciplines, and the basicdiscipline geography as a scientific research is also deeply influenced by thedevelopment of information technology. The development significance of geography and human geography in the information age lies in guiding the development of geographical practice activities, facilitating the harmonious development of human-land relations, and facilitating the realization of the Chinese Dream. The development of geography and human geography in the information age is reflected in the further expansion of the discipline of geography and human geography, the application of 3S technology, large-area research and big data applications. Future geography and human geography will further expand into digital urban space, behavioral geography, geography response and other fields with the support of information technology.
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Stork, Matthias. "The cultural economics of performance space: Negotiating fan, labor, and marketing practice in Glee’s transmedia geography." Transformative Works and Cultures 15 (January 6, 2014). http://dx.doi.org/10.3983/twc.2014.0490.

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The Fox television show Glee (2009–present) constitutes a cultural phenomenon of the digital age. Through its multiplatform marketing of musical and theatrical performance, the show has attracted a substantial fan base and created a self-sustaining economy of cultural expression. As a serialized narrative with a focus on the underdog's struggle for fame, it constructs a populist forum for fans to live their dream of becoming a star vicariously and learn how to realize it in real life—how to make it. Glee's marketing approach postulates performance as the essential element in forming an intimate relationship between the show and its core fans, the Gleeks. Performances are distributed across several spaces, including a multitude of video and audio channels, to satisfy Gleeks' desire for maximum content. The show's cast and crew further offer to discuss these performances and grant special insights into their creation. Glee's promotional discourse overtly characterizes fans as equals, positioning its programming as a gift to them. The overarching message of this marketing methodology is that Glee rewards its fans for their investment and loyalty by offering up content and interaction in a variety of performative spaces—a transmedia geography—that transcend television. By using an interdisciplinary framework of political economy, cultural geography, and transmedia communications, Glee may be examined in relation to its diegetic and nondiegetic conceptualization and commodification of performance space. Doing this illuminates how the show negotiates—indeed exploits—the concepts of fan and labor practice in contemporary media industries.
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Johnson-Hunt, Nancy. "Dreams for Sale: Ideal Beauty in the Eyes of the Advertiser." M/C Journal 23, no. 1 (March 18, 2020). http://dx.doi.org/10.5204/mcj.1646.

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Introduction‘Dream’ has been researched across numerous fields in its multiplicity within both a physical and emotional capacity. For Pagel et al., there is no fixed definition of what ‘dream’ is or are. However, in an advertising context, ’dream’ is the idealised version of our desires, re-visualised in real life (Coombes and Batchelor 103). It could be said that for countless consumers, advertising imagery has elicited dreams of living the perfect life and procuring material pleasures (Manca et al.; Hood). Goodis asserts, “advertising doesn’t always mirror how people are acting but how they are dreaming, in a sense what we are doing is wrapping up your emotions and selling them back to you” (qtd. in Back and Quaade 65). One component of this notion of ‘dream’ in advertising is captured by wishful images of the face and body in their ‘perfect form’ presented in a field of other beauty ideals. For our purposes, ‘dream’ is a “philosophical concept” (Pagel et al. 14) by which dreams are a series of aspirations and desires that consumers internalise, while at the same time, find difficult to achieve. ‘Dream’, then, will be used to critically explore how the beauty and advertising industries collectively employ ethnic ambiguity in addition to other tactics and strategies to sell us dream-like visions of idealised beauty. Forever Dreaming: The Introduction of Ethnic AmbiguityWe can link dreams to beauty as both areas of analysis contain many cultural interpretations and can be deconstructed to reveal different meanings (Sontag). In many ways, beauty is another dream and Sontag notes that the concept of beauty is often linked to certain physical traits that an individual possesses. These physical traits are capitalised upon by product marketing by which Hood claims, aims to enhance one, or even more, of them. For example, lipstick is not marketed as simply as a mixture of wax and pigment but rather a way to “obtain beauty, find romance or gain confidence” (7). As a result, global beauty brands can find long term marketing success through meaningful product marketing. This long-term marketing success relies on influencing human behaviour and perceptions. As a result of meaningful marketing, consumers may find themselves driven to purchase implicit qualities in products advertised to reflect their dreams (Hood).Following the 1980s, this version of meaningful marketing has become a driving purpose for advertising agencies around the globe (Steel). Advertising agencies rely on deeper human insights, identifying latent desires to create a brief that must ultimately sell a dream (Steel). The ideal strategy needs to define something that will build brand loyalty and encourage consumers to have a symbiotic relationship connecting their dreams with the product being sold. As Hood argues, “advertising consists of selling not just things but also dreams”. While this concept is one that “some see as inherently damning”, it is also inherently necessary (7). We understand that people are emotional beings, investing in the artefacts they build, obtain or use with significance “beyond merely utilitarian” (7). For these reasons, beauty advertisers act as the purveyors of dreams in the form of physical perfection as an articulation of consumer’s own aspirations of beauty.These aspirations of dream beauty are a direct representation of our thoughts and feelings. As such, it should be noted that we as consumers are often encouraged to draw inspiration from imagery that is often times seen as ethnically ambiguous. “Ethnic ambiguity” is the absence of any one prominent ethnic or racial feature that is easily discernible to one specific group (Garcia 234; Harrison et al.). An example of this ethnic ambiguity can be seen in marketing campaigns by high end makeup artist and her eponymous range of cosmetics, Charlotte Tilbury. Most notably, in a 2015 launch for her “Makeup Wardrobe”, Tilbury’s makeup palettes boasted 10 aspirational ‘looks’ and personas that could be achieved simply through purchase. The images of women featured on a figurative ‘wheel of fortune’ digital display used to market products online. This digital ‘wheel of fortune’ comprised of ethnically ambiguous models against descriptive persona’s such as “The Dolce Vita” and “The Glamour Muse”. These kinds of digital marketing tools required consumers to make a decision based on what their dream ‘look’ is through an ethnically ambiguous lens and from here are guided to purchase their desired aesthetic. Like Charlotte Tilbury, the beauty industry has seen a growing body of cosmetic brands that employ ethnic ambiguity to sell dreams of homogenised beauty. We will see the ways in which modern day beauty brands, such as Kylie Jenner Cosmetics and Fenty Beauty have come to adopt ethnic ambiguity or embrace entire ethnic and racial groups in order to expand their consumer influence.Aspirational Ambiguity: Dreams of DisempowermentSince the early 2000s, beauty advertising has seen a prominent rise in the use of ethnically ambiguous models. Some see this as an effort to answer the global desire for diversity and inclusion. However, the notion that beauty standards transcend racial boundaries and is inclusive, is simply another form of appropriating and fetishising ethnicity (R. Sengupta). In many ways, these manufactured dream-like versions of beauty have evolved to reach wider markets, in the hope that consumers will be emboldened to both embrace their racial heritage, and at the same time conform to homogenised standards of beauty (Frith et al.; Harrison et al.).In this bid to diversify and extend consumer reach, there are three prominent reasons why ethnically ambiguous models are more likely to be featured over models whose African, Indigenous, and/or Asian heritage is more prominent. Firstly, ethnically ambiguous models do not seem to conform to a particular notion of what is considered beautiful. For many decades, popular culture has been saturated with images of thin, of young, of narrow noses and hips, of blonde, blue eyes, and Caucasian hair textures (Harrison et al.; Hunter; Saraswati). These Westernised beauty ideals have been historically shaped through years of colonial influence, grounded in an imbalance of power and imposed to create a culture of dominance and oppression (Saraswati). Secondly, ethnic models are featured to convey “the sense of the ‘exotic’, and their ‘otherness’ acts to normalise and entrench the dominant ideal of white beauty” (qtd. in Redmond 175). ‘Otherness’ can be defined as the opposite of the majority, in Westernised society this ‘other’ can mean “people who are other than white, male, able bodied, heterosexual” (qtd. in Graycar 74). This ‘otherness’ showcased by ethnically ambiguous models draws viewers in. Physical features that were possessed by one specific ethnic group such as African, Asian, Latinx or Indigenous peoples have now become blended and are no longer confined to one race. Additionally, ethnically ambiguous models enable white consumers to dream about an exotic local or lifestyle, while at the same time providing ethnic audiences a way to see themselves.Finally, it is undeniable that ethnically ambiguous and mixed-race models have become desirable due to a historical preference for light skin (Saraswati). The visual references of light-skinned beauty epitomise a colonial dream and this standardisation has been transferred to indigenous peoples, or ethnic minorities in Western countries. According to Harrison et al, “marketers use mixed-race representations as cultural currency by mythologising mixed-race bodies as the new beauty standard” to represent a racial bridge, “tailored to ameliorate perceived racial divides” (503). Therefore, ethnically ambiguous models have an assumed advantage over their racially dominant counterparts, because they appear to straddle various racial boundaries. They are constructed to embody whomever, from wherever and whenever, fetishising their roleplay for the industry, when it pleases. This further exoticises multi-racial beauty models and renders them a commodified fantasy for many consumers alike. The continued commodification of ethnic ambiguity is problematic as it exploits models with distinctly mixed-race heritage to continue to sell images of white-washed beauty (Solomon et al.). An argument could be made that scarcity contributes to mixed-race models’ value, and therefore the total number of advertising opportunities that are offered to mixed-race models remains limited. To date, numerous studies highlight a limited use of racially diverse models within the beauty industry and does not reflect the growing global body of diverse consumers with purchasing power (Wasylkiw et al.; Redmond; Johnson; Jung and Lee; Frith et al.). In fact, prior to globalisation, Yan and Bissell claim that “each culture had a unique standard of attractiveness, derived from traditional views about beauty as well as the physical features of the people” (197) and over time the construction of dream beauty is characterised using Western features combined with exoticised traits of indigenous ethnic groups. Akinro and Mbunyuza-Memani claim that this “trend of normalising white or 'western' feminine looks as the standard of beauty” has pervaded a number of these indigenous cultures, eventually disseminated through the media as the ultimate goal (308). It can also be argued that the “growing inclusion of mixed-race models in ads is driven less by the motivation to portray diversity and driven more by pragmatism,” and in a more practical sense has implications for the “financial future of the advertised brands and the advertising industry as a whole” (Harrison et al. 513). As a result, uses of mixed-race models “are rather understood as palatable responses within dominant white culture to racial and ethnic minority populations growing in … cultural prominence” (513) in a tokenistic bid to sell a dream of unified beauty.The Dream Girl: Normalisation of Mixed-RaceIn 2017, an article in CNN’s Style section highlighted the growing number of mixed-race models in Japan’s fashion and beauty industry as a modern-day phenomenon from Japan’s interlocking history with the United States (Chung and Ogura). These beauty and fashion influencers refer to themselves as hafu, an exclusionary term that historically represented an “othered” minority of mixed-race heritage in Japanese society signalling complex and troubled interactions with majority Japanese (Oshima). The complications once associated with the term ‘hafu’ are now being reclaimed by bi-racial beauty and fashion models and as such, these models are beginning to defy categorisation and, in some ways, national identity because of their chameleon-like qualities. However, while there is an increasing use of mixed-race Japanese models, everyday mixed-race women are regularly excluded within general society; which highlights the incongruent nature of ‘half’ identity. And yet there is an increasing preference and demand from fashion and beauty outlets to feature them in Japanese and Western popular culture (Harrison et al.; Chung and Ogura). Numéro Tokyo’s editorial director Sayumi Gunji, estimated that almost 30-40 per cent of runway models in present day Japan, identify as either bi-racial mixed-race or multi-racial (Chung and Ogura).Gunji claims:"Almost all top models in the their 20s are hafu, especially the top models of popular fashion magazines ... . [In] the Japanese media and market, a foreigner's flawless looks aren't as readily accepted -- they feel a little distant. But biracial models, who are taller, have bigger eyes, higher noses [and] Barbie-doll-like looks, are admired because they are dreamy looking but not totally different from the Japanese. That's the key to their popularity," she adds. (Qtd. in Chung and Ogura)The "dreamy look" that Gunji describes is attributed to a historical preference toward light skin and a kind of willingness and sensuality, that once, only white models could be seen to tout (Frith et al. 58). Frith et al. and O’Barr discuss that beauty in Japanese advertising mirrors “the way women are portrayed in advertising in the West” (qtd. in Frith et al. 58). The emergence of hafu in Japanese beauty advertising sees these two worlds, a mixture of doll-like and sensual beauty, converging to create a dream-like standard for Japanese consumers. The growing presence of Japanese-American models such as Kiko Mizuhara and Jun Hasegawa are both a direct example of the unattainable ‘dreamy look’ that pervades the Japanese beauty industry. Given this ongoing trend of mixed-race models in beauty advertising, a recent article on Refinery29 talks about the significance of how mixed-race models are disassembling their once marginalised status.A. Sengupta writes:In contrast to passing, in which mixedness was marginalized and hidden, visibly multiracial models now feature prominently in affirmative sites of social norms. Multiracial looks are normalized, and, by extension, mixed identity is validated. There’s no cohesive social movement behind it, but it’s a quiet sea change that’s come with broadened beauty standards and the slow dismantling of social hierarchies.Another example of the normalisation in multi-racial identity is Adwoa Aboah, a mixed-race British model and feminist activist who has been featured on the covers of numerous fashion publications and on runways worldwide. In British Vogue’s December 2017 issue, titled “Great BRITAIN”, Adwoa Aboah achieved front cover status, alongside her image featured other politically powerful names, perhaps suggesting that Aboah represents not only the changing face of a historically white publication but as an embodiment of an increasingly diverse consumer landscape. Not only is she seen as both as a voice for those disenfranchised by the industry, by which she is employed, but as a symbol of new dreams. To conclude this section, it seems the evolution of advertising’s inclusion of multi-racial models reveals a progressive step change for the beauty industry. However, relying simply on the faces of ethnically ambiguous talent has become a covert way to fulfil consumer’s desire for diversity without wholly dismantling the destructive hierarchies of white dominance. Over this time however, new beauty creations have entered the market and with it two modern day icons.Architecting Black Beauty through the American DreamAccording to Kiick, the conception of the ‘American Dream’ is born out of a desire to “seek out a more advantageous existence than the current situation” (qtd. in Manca et al. 84). As a result of diligent hard work, Americans were rewarded with an opportunity for a better life (Manca et al.). Kylie Jenner’s entry into the beauty space seemed like a natural move for the then eighteen-year-old; it was a new-age representation of the ‘American Dream’ (Robehmed 2018). In less than five years, Jenner has created Kylie Cosmetics, a beauty empire that has since amassed a global consumer base, helping her earn billionaire status. A more critical investigation into Jenner’s performance however illustrates that her eponymous range of beauty products sells dreams which have been appropriated from black culture (Phelps). The term cultural appropriation refers to the way dominant cultures “adopt and adapt certain aspects of another’s culture and make it their own” (qtd. in Han 9). In Jenner’s case, her connection to ethnic Armenian roots through her sisters Kourtney, Kim, and Khloe Kardashian have significantly influenced her expression of ‘othered’ culture and moreover ethnic beauty ideals such as curvier body shapes and textured hair. Jenner’s beauty advertisements have epitomised what it means to be black in America, cherry picking racialised features of black women (namely their lips, hips/buttocks and afro-braided hairstyles) and rearticulated them through a white lens. The omission of the ‘black experience’ in her promotion of product is problematic for three reasons. Firstly, representing groups or people without invitation enables room for systemic stereotyping (Han). Secondly, this stereotyping can lead to continued marginalisation of minority cultures (Kulchyski). And finally, the over exaggeration of physical attributes, such as Jenner’s lips, hips and buttocks, reinforces her complicity in exoticising and fetishising the “other”. As a result, consumers of social media beauty advertising may pay less attention to cultural appropriation if they are already unaware that the beauty imagery they consume is based on the exploitation of black culture.Another perspective on Jenner’s use of black culture is in large part due to her cultural appreciation of black beauty. This meaning behind Jenner’s cultural appreciation can be attributed to the inherent value placed on another person’s culture, in the recognition of the positive qualities and the celebration of all aspects of that culture (Han). This is evidenced by her recent addition of cosmetic products for darker complexions (Brown). However, Jenner’s supposed fascination with black culture may be in large part due to the environment in which she was nurtured (Phelps). As Phelps reveals, “consider the cultural significance of the Kardashian family, and the various ways in which the Kardashian women, who are tremendously wealthy and present as white, have integrated elements of black culture as seemingly “natural” in their public bodily performances” (9). Although the Kardashian-Jenner family have faced public backlash for their collective appropriation they have acquired a tremendous “capital gain in terms of celebrity staying power and hyper-visibility” (Phelps 9). Despite the negative attention, Kylie Jenner’s expression of black culture has resurfaced the very issues that had once been historically deemed insignificant. In spite of Jenner’s cultural appropriation of black beauty, her promotion through Kylie Cosmetics continues to sell dreams of idealised beauty through the white lens.In comparison, Rihanna Fenty’s cosmetic empire has been touted as a celebration of diversity and inclusion for modern-age beauty. Unlike Kylie Cosmetics, Fenty’s eponymous brand has become popular for its broader message of inclusivity across both skin tone, body shape and gender. Upon her product release, Fenty Beauty acknowledged a growing body of diverse consumers and as a direct response to feature models of diverse skin tones, cultural background and racial heritage. Perhaps more importantly, Fenty Beauty’s challenge to the ongoing debate around diversity and inclusion has been in stark contrast to Kylie Jenner’s ongoing appropriation of black culture. Images featured at the first brand and product launch of Fenty Beauty and in present day advertising, show South Sudanese model Duckie Thot and hijab-wearing model Halima Aden as central characters within the Fenty narrative, illustrating that inclusion need not remain ambiguous and diversity need not be appropriated. Fenty’s initial product line up included ninety products, but most notably, the Pro Filt’r foundation caused the most publicity. Since its introduction in 2017, the foundation collection contained range of 40 (now 50) inclusive foundation shades, 13 of these shades were designed to cater for much darker complexions, an industry first (Walters). As a result of the brand’s inclusion of diverse product shades and models, Fenty Beauty has been shown to push boundaries within the beauty industry and the social media landscape (Walters). Capitalising on all races and expanding beauty ideals, Fenty’s showcase of beauty subscribes to the notion that for women everywhere in the world, their dreams can and do come true. In conclusion, Fenty Beauty has played a critical role in re-educating global consumers about diversity in beauty (Walters) but perhaps more importantly Rihanna, by definition, has become a true embodiment of the ‘American Dream’.Conclusion: Future Dreams in BeautyIt is undeniable that beauty advertising has remained complicit in selling unattainable dreams to consumers. 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Rogers, Ian, Dave Carter, Benjamin Morgan, and Anna Edgington. "Diminishing Dreams." M/C Journal 25, no. 2 (April 25, 2022). http://dx.doi.org/10.5204/mcj.2884.

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Introduction In a 2019 report for the International Journal of Communication, Baym et al. positioned distributed blockchain ledger technology, and what would subsequently be referred to as Web3, as a convening technology. Riffing off Barnett, a convening technology “initiates and serves as the focus of a conversation that can address issues far beyond what it may ultimately be able to address itself” (403). The case studies for the Baym et al. research—early, aspirant projects applying the blockchain concept to music publishing and distribution—are described in the piece as speculations or provocations concerning music’s commercial and social future. What is convened in this era (pre-2017 blockchain music discourse and practice) is the potential for change: a type of widespread, broadly discussed, reimagination of the 21st-century music industries, productive precisely because near-future applications suggest the realisation of what Baym et al. call dreams. In this article, we aim to examine the Web3 music field as it lies some years later. Taking the latter half of 2021 as our subject, we present a survey of where music then resided within Web3, focussing on how the dreams of Baym et al. have morphed and evolved, and materialised and declined, in the intervening years. By investigating the discourse and functionality of 2021’s current crop of music NFTs—just one thread of music Web3’s far-reaching aspiration, but a potent and accessible manifestation nonetheless—we can make a detailed analysis of concept-led application. Volatility remains throughout the broader sector, and all of the projects listed here could be read as conditionally short-term and untested, but what they represent is a series of clearly evolved case studies of the dream, rich precisely because of what is assumed and disregarded. WTF Is an NFT? Non-fungible tokens inscribe indelible, unique ledger entries on a blockchain, detailing ownership of, or rights associated with, assets that exist off-chain. Many NFTs take the form of an ERC-721 smart-contract that functions as an indivisible token on the Ethereum blockchain. Although all ERC-721 tokens are NFTs, the inverse is not true. Similar standards exist on other blockchains, and bridges allow these tokens to be created on alternative networks such as Polygon, Solana, WAX, Cardano and Tezos. The creation (minting) and transfer of ownership on the Ethereum network—by far the dominant chain—comes with a significant and volatile transaction cost, by way of gas fees. Thus, even a “free” transaction on the main NFT network requires a currency and time investment that far outweighs the everyday routines of fiat exchange. On a technical level, the original proposal for the ERC-721 standard refers to NFTs as deeds intended to represent ownership of digital and physical assets like houses, virtual collectibles, and negative value assets such as loans (Entriken et al.). The details of these assets can be encoded as metadata, such as the name and description of the asset including a URI that typically points to either a file somewhere on the Internet or a file hosted via IPFS, a decentralised peer-to-peer hosting network. As noted in the standard, while the data inscribed on-chain are immutable, the asset being referred to is not. Similarly, while each NFT is unique, multiple NFTs could, in theory, point to a single asset. In this respect ERC-721 tokens are different from cryptocurrencies and other tokens like stable-coins in that their value is often contingent on their accurate and ongoing association with assets outside of the blockchain on which they are traded. Further complicating matters, it is often unclear if and how NFTs confer ownership of digital assets with respect to legislative or common law. NFTs rarely include any information relating to licencing or rights transfer, and high-profile NFTs such as Bored Ape Yacht Club appear to be governed by licencing terms held off-chain (Bored Ape Yacht Club). Finally, while it is possible to inscribe any kind of data, including audio, into an NFT, the ERC-721 standard and the underpinning blockchains were not designed to host multimedia content. At the time of writing, storing even a low-bandwidth stereo audio file on the ethereum network appears cost-prohibitive. This presents a challenge for how music NFTs distinguish themselves in a marketplace dominated by visual works. The following sections of this article are divided into what we consider to be the general use cases for NFTs within music in 2021. We’ve designated three overlapping cases: audience investment, music ownership, and audience and business services. Audience Investment Significant discourse around NFTs focusses on digital collectibles and artwork that are conceptually, but not functionally, unique. Huge amounts of money have changed hands for specific—often celebrity brand-led—creations, resulting in media cycles of hype and derision. The high value of these NFTs has been variously ascribed to their high novelty value, scarcity, the adoption of NFTs as speculative assets by investors, and the lack of regulatory oversight allowing for price inflation via practices such as wash-trading (Madeline; Das et al.; Cong et al.; Le Pennec, Fielder, and Ante; Fazil, Owfi, and Taesiri). We see here the initial traditional split of discourse around cultural activity within a new medium: dual narratives of utopianism and dystopianism. Regardless of the discursive frame, activity has grown steadily since stories reporting the failure of Blockchain to deliver on its hype began appearing in 2017 (Ellul). Early coverage around blockchain, music, and NFTs echoes this capacity to leverage artificial scarcity via the creation of unique digital assets (cf Heap; Tomaino). As NFTs have developed, this discourse has become more nuanced, arguing that creators are now able to exploit both ownership and abundance. However, for the most part, music NFTs have essentially adopted the form of digital artworks and collectibles in editions ranging from 1:1 or 1:1000+. Grimes’s February 2021 Mars NFT pointed to a 32-second rotating animation of a sword-wielding cherubim above the planet Mars, accompanied by a musical cue (Grimes). Mars sold 388 NFTs for a reported fixed price of $7.5k each, grossing $2,910,000 at time of minting. By contrast, electronic artists Steve Aoki and Don Diablo have both released 1:1 NFT editions that have been auctioned via Sotheby’s, Superrare, and Nifty Gateway. Interestingly, these works have been bundled with physical goods; Diablo’s Destination Hexagonia, which sold for 600 Eth or approximately US$1.2 million at the time of sale, proffered ownership of a bespoke one-hour film hosted online, along with “a unique hand-crafted box, which includes a hard drive that contains the only copy of the high-quality file of the film” (Diablo). Aoki’s Hairy was much less elaborate but still promised to provide the winner of the $888,888 auction with a copy of the 35-second video of a fur-covered face shaking in time to downbeat electronica as an Infinite Objects video print (Aoki). In the first half of 2021, similar projects from high-profile artists including Deadmau5, The Weekend, Snoop Dogg, Eminem, Blondie, and 3Lau have generated an extraordinary amount of money leading to a significant, and understandable, appetite from musicians wanting to engage in this marketplace. Many of these artists and the platforms that have enabled their sales have lauded the potential for NFTs to address an alleged poor remuneration of artists from streaming and/or bypassing “industry middlemen” (cf. Sounds.xyz); the millions of dollars generated by sales of these NFTs presents a compelling case for exploring these new markets irrespective of risk and volatility. However, other artists have expressed reservations and/or received pushback on entry into the NFT marketplace due to concerns over the environmental impact of NFTs; volatility; and a perception of NFT markets as Ponzi schemes (Poleg), insecure (Goodin), exploitative (Purtill), or scammy (Dash). As of late 2021, increased reportage began to highlight unauthorised or fraudulent NFT minting (cf. TFL; Stephen), including in music (Newstead). However, the number of contested NFTs remains marginal in comparison to the volume of exchange that occurs in the space daily. OpenSea alone oversaw over US$2.5 billion worth of transactions per month. For the most part, online NFT marketplaces like OpenSea and Solanart oversee the exchange of products on terms not dissimilar to other large online retailers; the space is still resolutely emergent and there is much debate about what products, including recently delisted pro-Nazi and Alt-Right-related NFTs, are socially and commercially acceptable (cf. Pearson; Redman). Further, there are signs this trend may impact on both the willingness and capacity of rightsholders to engage with NFTs, particularly where official offerings are competing with extant fraudulent or illegitimate ones. Despite this, at the time of writing the NFT market as a whole does not appear prone to this type of obstruction. What remains complicated is the contested relationship between NFTs, copyrights, and ownership of the assets they represent. This is further complicated by tension between the claims of blockchain’s independence from existing regulatory structures, and the actual legal recourse available to music rights holders. Music Rights and Ownership Baym et al. note that addressing the problems of rights management and metadata is one of the important discussions around music convened by early blockchain projects. While they posit that “our point is not whether blockchain can or can’t fix the problems the music industries face” (403), for some professionals, the blockchain’s promise of eliminating the need for trust seemed to provide an ideal solution to a widely acknowledged business-to-business problem: one of poor metadata leading to unclaimed royalties accumulating in “black boxes”, particularly in the case of misattributed mechanical royalties in the USA (Rethink Music Initiative). As outlined in their influential institutional research paper (partnered with music rights disruptor Kobalt), the Rethink Music Initiative implied that incumbent intermediaries were benefiting from this opacity, incentivising them to avoid transparency and a centralised rights management database. This frame provides a key example of one politicised version of “fairness”, directly challenging the interest of entrenched powers and status quo systems. Also present in the space is a more pragmatic approach which sees problems of metadata and rights flows as the result of human error which can be remedied with the proper technological intervention. O’Dair and Beaven argue that blockchain presents an opportunity to eliminate the need for trust which has hampered efforts to create a global standard database of rights ownership, while music business researcher Opal Gough offers a more sober overview of how decentralised ledgers can streamline processes, remove inefficiencies, and improve cash flow, without relying on the moral angle of powerful incumbents holding on to control accounts and hindering progress. In the intervening two years, this discourse has shifted from transparency (cf. Taghdiri) to a practical narrative of reducing system friction and solving problems on the one hand—embodied by Paperchain, see Carnevali —and ethical claims reliant on the concept of fairness on the other—exemplified by Resonate—but with, so far, limited widespread impact. The notion that the need for b2b collaboration on royalty flows can be successfully bypassed through a “trustless” blockchain is currently being tested. While these earlier projects were attempts to either circumvent or fix problems facing the traditional rights holders, with the advent of the NFT in particular, novel ownership structures have reconfigured the concept of a rights holder. NFTs promise fans an opportunity to not just own a personal copy of a recording or even a digitally unique version, but to share in the ownership of the actual property rights, a role previously reserved for record labels and music publishers. New NFT models have only recently launched which offer fans a share of IP revenue. “Collectors can buy royalty ownership in songs directly from their favorite artists in the form of tokens” through the service Royal. Services such as Royal and Vezt represent potentially massive cultural shifts in the traditional separation between consumers and investors; they also present possible new headaches and adventures for accountants and legal teams. The issues noted by Baym et al. are still present, and the range of new entrants into this space risks the proliferation, rather than consolidation, of metadata standards and a need to put money into multiple blockchain ecosystems. As noted in RMIT’s blockchain report, missing royalty payments … would suggest the answer to “does it need a blockchain?” is yes (although further research is needed). However, it is not clear that the blockchain economy will progress beyond the margins through natural market forces. Some level of industry coordination may still be required. (18) Beyond the initial questions of whether system friction can be eased and standards generated without industry cooperation lie deeper philosophical issues of what will happen when fans are directly incentivised to promote recordings and artist brands as financial investors. With regard to royalty distribution, the exact role that NFTs would play in the ownership and exploitation of song IP remains conceptual rather than concrete. Even the emergent use cases are suggestive and experimental, often leaning heavily on off-chain terms, goodwill and the unknown role of existing legal infrastructure. Audience and Business Services Aside from the more high-profile NFT cases which focus on the digital object as an artwork providing a source of value, other systemic uses of NFTs are emerging. Both audience and business services are—to varying degrees—explorations of the utility of NFTs as a community token: i.e. digital commodities that have a market value, but also unlock ancillary community interaction. The music industries have a longstanding relationship with the sale of exclusivity and access tailored to experiential products. Historically, one of music’s most profitable commodities—the concert ticket—contains very little intrinsic value, but unlocks a hugely desirable extrinsic experience. As such, NFTs have already found adoption as tools of music exclusivity; as gateways into fan experiences, digital communities, live events ticketing and closed distribution. One case study incorporating almost all of these threads is the Deathbats club by American heavy metal band Avenged Sevenfold. Conceived of as the “ultimate fan club”, Deathbats is, according to the band’s singer M. Shadows, “every single thing that [fans] want from us, which is our time, our energy” (Chan). At the time of writing, the Deathbats NFT had experienced expected volatility, but maintained a 30-day average sale price well above launch price. A second affordance provided by music NFTs’ ability to tokenise community is the application of this to music businesses in the form of music DAOs: decentralised autonomous organisations. DAOs and NFTs have so far intersected in a number of ways. DAOs function as digital entities that are owned by their members. They utilise smart contracts to record protocols, votes, and transactions on the blockchain. Bitcoin and Ethereum are often considered the first DAOs of note, serving as board-less venture capital funds, also known as treasuries, that cannot be accessed without the consensus of their members. More recently, DAOs have been co-opted by online communities of shared interests, who work towards an agreed goal, and operate without the need for leadership. Often, access to DAO membership is tokenised, and the more tokens a member has, the more voting rights they possess. All proposals must pass before members, and have been voted for by the majority in order to be enacted, though voting systems differ between DAOs. Proposals must also comply with the DAO’s regulations and protocols. DAOs typically gather in online spaces such as Discord and Zoom, and utilise messaging services such as Telegram. Decentralised apps (dapps) have been developed to facilitate DAO activities such as voting systems and treasury management. Collective ownership of digital assets (in the form of NFTs) has become commonplace within DAOs. Flamingo DAO and PleasrDAO are two well-established and influential examples. The “crypto-backed social club” Friends with Benefits (membership costs between $5,000 and $10,000) serves as a “music discovery platform, an online publication, a startup incubator and a kind of Bloomberg terminal for crypto investors” (Gottsegen), and is now hosting its own curated NFT art platform with work by the likes of Pussy Riot. Musical and cross-disciplinary artists and communities are also exploring the potential of DAOs to empower, activate, and incentivise their communities as an extension of, or in addition to, their adoption and exploration of NFTs. In collaboration with Never Before Heard Sounds, electronic artist and musical pioneer Holly Herndon is exploring ideological questions raised by the growing intelligence of AI to create digital likeness and cloning through voice models. Holly+ is a custom voice instrument that allows users to process pre-existing polyphonic audio through a deep neural network trained by recordings of Holly Herndon’s voice. The output is audio-processed through Holly Herndon’s distinct vocal sound. Users can submit their resulting audio to the Holly+ DAO, to whom she has distributed ownership of her digital likeness. DAO token-holders steward which audio is minted and certified as an NFT, ensuring quality control and only good use of her digital likeness. DAO token-holders are entitled to a percentage of profit from resales in perpetuity, thereby incentivising informed and active stewardship of her digital likeness (Herndon). Another example is LA-based label Leaving Records, which has created GENRE DAO to explore and experiment with new levels of ownership and empowerment for their pre-existing community of artists, friends, and supporters. They have created a community token—$GENRE—for which they intend a number of uses, such as “a symbol of equitable growth, a badge of solidarity, a governance token, currency to buy NFTs, or as a utility to unlock token-gated communities” (Leaving Records). Taken as a whole, the spectrum of affordances and use cases presented by music NFTs can be viewed as a build-up of interest and capital around the technology. Conclusion The last half of 2021 was a moment of intense experimentation in the realms of music business administration and cultural expression, and at the time of writing, each week seemed to bring a new high-profile music Web3 project and/or disaster. Narratives of emancipation and domination under capitalism continue to drive our discussions around music and technology, and the direct link to debates on ecology and financialisation make these conversations particularly polarising. High-profile cases of music projects that overstep norms of existing IP rights, such as Hitpiece’s attempt to generate NFTs of songs without right-holders’ consent, point to the ways in which this technology is portrayed as threatening and subversive to commercial musicians (Blistein). Meanwhile, the Water and Music research DAO promises to incentivise a research community to “empower music-industry professionals with the knowledge, network and skills to do more collaborative and progressive work with technology” through NFT tokens and a DAO organisational structure (Hu et al.). The assumption in many early narratives of the ability of blockchain to provide systems of remuneration that musicians would embrace as inherently fairer is far from the reality of a popular discourse marked by increasing disdain and distrust, currently centred on NFTs as lacking in artistic merit, or even as harmful. We have seen all this talk before, of course, when jukeboxes and player pianos, film synchronisation, radio, recording, and other new communication technologies steered new paths for commercial musicians and promised magical futures. All of these innovations were met with intense scrutiny, cries of inauthentic practice, and resistance by incumbent musicians, but all were eventually sustained by the emergence of new forms of musical expression that captured the interest of the public. On the other hand, the road towards musical nirvana passes by not only the more prominent corpses of the Digital Audio Tape, SuperAudio, and countless recording formats, but if you squint and remember that technology is not always about devices or media, you can see the Secure Download Music Initiative, PressPlay, the International Music Registry, and Global Repertoire Databases in the distance, wondering if blockchain might correct some of the problems they dreamed of solving in their day. The NFT presents the artistic and cultural face of this dream of a musical future, and of course we are first seeing the emergence of old models within its contours. 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Nairn, Angelique. "Chasing Dreams, Finding Nightmares: Exploring the Creative Limits of the Music Career." M/C Journal 23, no. 1 (March 18, 2020). http://dx.doi.org/10.5204/mcj.1624.

Full text
Abstract:
In the 2019 documentary Chasing Happiness, recording artist/musician Joe Jonas tells audiences that the band was “living the dream”. Similarly, in the 2012 documentary Artifact, lead singer Jared Leto remarks that at the height of Thirty Seconds to Mars’s success, they “were living the dream”. However, for both the Jonas Brothers and Thirty Seconds to Mars, their experiences of the music industry (much like other commercially successful recording artists) soon transformed into nightmares. Similar to other commercially successful recording artists, the Jonas Brothers and Thirty Seconds to Mars, came up against the constraints of the industry which inevitably led to a forfeiting of authenticity, a loss of creative control, increased exploitation, and unequal remuneration. This work will consider how working in the music industry is not always a dream come true and can instead be viewed as a proverbial nightmare. Living the DreamIn his book Dreams, Carl Gustav Jung discusses how that which is experienced in sleep, speaks of a person’s wishes: that which might be desired in reality but may not actually happen. In his earlier work, The Interpretation of Dreams, Freud argued that the dream is representative of fulfilling a repressed wish. However, the creative industries suggest that a dream need not be a repressed wish; it can become a reality. Jon Bon Jovi believes that his success in the music industry has surpassed his wildest dreams (Atkinson). Jennifer Lopez considers the fact that she held big dreams, had a focussed passion, and strong aspirations the reason why she pursued a creative career that took her out of the Bronx (Thomas). In a Twitter post from 23 April 2018, Bruno Mars declared that he “use [sic] to dream of this shit,” in referring to a picture of him performing for a sold out arena, while in 2019 Shawn Mendes informed his 24.4 million Twitter followers that his “life is a dream”. These are but a few examples of successful music industry artists who are seeing their ‘wishes’ come true and living the American Dream.Endemic to the American culture (and a characteristic of the identity of the country) is the “American Dream”. It centres on “a land in which life should be better and richer and fuller for every man, with opportunity for each according to his ability and achievement” (Adams, 404). Although initially used to describe having a nice house, money, stability and a reasonable standard of living, the American Dream has since evolved to what the scholar Florida believes is the new ‘aspiration of people’: doing work that is enjoyable and relies on human creativity. At its core, the original American Dream required striving to meet individual goals, and was promoted as possible for anyone regardless of their cultural, socio-economic and political background (Samuel), because it encourages the celebrating of the self and personal uniqueness (Gamson). Florida’s conceptualisation of the New American dream, however, tends to emphasise obtaining success, fame and fortune in what Neff, Wissinger, and Zukin (310) consider “hot”, “creative” industries where “the jobs are cool”.Whether old or new, the American Dream has perpetuated and reinforced celebrity culture, with many of the young generation reporting that fame and fortune were their priorities, as they sought to emulate the success of their famous role models (Florida). The rag to riches stories of iconic recording artists can inevitably glorify and make appealing the struggle that permits achieving one’s dream, with celebrities offering young, aspiring creative people a means of identification for helping them to aspire to meet their dreams (Florida; Samuel). For example, a young Demi Lovato spoke of how she idolised and looked up to singer Beyonce Knowles, describing Knowles as a role model because of the way she carries herself (Tishgart). Similarly, American Idol winner Kelly Clarkson cited Aretha Franklin as her musical inspiration and the reason that she sings from a place deep within (Nilles). It is unsurprising then, that popular media has tended to portray artists working in the creative industries and being paid to follow their passions as “a much-vaunted career dream” (Duffy and Wissinger, 4656). Movies such as A Star Is Born (2018), The Coal Miner’s Daughter (1980), Dreamgirls (2006), Begin Again (2013) and La La Land (2016) exalt the perception that creativity, talent, sacrifice and determination will mean dreams come true (Nicolaou). In concert with the American dream is the drive among creative people pursuing creative success to achieve their dreams because of the perceived autonomy they will gain, the chance of self-actualisation and social rewards, and the opportunity to fulfil intrinsic motivations (Amabile; Auger and Woodman; Cohen). For these workers, the love of creation and the happiness that accompanies new discoveries (Csikszentmihalyi) can offset the tight budgets and timelines, precarious labour (Blair, Grey, and Randle; Hesmondhalgh and Baker), uncertain demand (Caves; Shultz), sacrifice of personal relationships (Eikhof and Haunschild), the demand for high quality products (Gil & Spiller), and the tense relationships with administrators (Bilton) which are known to plague these industries. In some cases, young, up and coming creative people overlook these pitfalls, instead romanticising creative careers as ideal and worthwhile. They willingly take on roles and cede control to big corporations to “realize their passions [and] uncover their personal talent” (Bill, 50). Of course, as Ursell argues in discussing television employees, such idealisation can mean creatives, especially those who are young and unfamiliar with the constraints of the industry, end up immersed in and victims of the “vampiric” industry that exploits workers (816). They are socialised towards believing, in this case, that the record label is a necessary component to obtain fame and fortune and whether willing or unwilling, creative workers become complicit in their own exploitation (Cohen). Loss of Control and No CompensationThe music industry itself has been considered by some to typify the cultural industries (Chambers). Popular music has potency in that it is perceived as speaking a universal language (Burnett), engaging the emotions and thoughts of listeners, and assisting in their identity construction (Burnett; Gardikiotis and Baltzis). Given the place of music within society, it is not surprising that in 2018, the global music industry was worth US$19.1billion (IFPI). The music industry is necessarily underpinned by a commercial agenda. At present, six major recording companies exist and between them, they own between 70-80 per cent of the recordings produced globally (Konsor). They also act as gatekeepers, setting trends by defining what and who is worth following and listening to (Csikszentmihalyi; Jones, Anand, and Alvarez). In essence, to be successful in the music industry is to be affiliated with a record label. This is because the highly competitive nature and cluttered environment makes it harder to gain traction in the market without worthwhile representation (Moiso and Rockman). In the 2012 documentary about Thirty Seconds to Mars, Artifact, front man Jared Leto even questions whether it is possible to have “success without a label”. The recording company, he determines, “deal with the crappy jobs”. In a financially uncertain industry that makes money from subjective or experience-based goods (Caves), having a label affords an artist access to “economic capital for production and promotion” that enables “wider recognition” of creative work (Scott, 239). With the support of a record label, creative entrepreneurs are given the chance to be promoted and distributed in the creative marketplace (Scott; Shultz). To have a record label, then, is to be perceived as legitimate and credible (Shultz).However, the commercial music industry is just that, commercial. Accordingly, the desire to make money can see the intrinsic desires of musicians forfeited in favour of standardised products and a lack of remuneration for artists (Negus). To see this standardisation in practice, one need not look further than those contestants appearing on shows such as American Idol or The Voice. Nowhere is the standardisation of the music industry more evident than in Holmes’s 2004 article on Pop Idol. Pop Idol first aired in Britain from 2001-2003 and paved the way for a slew of similar shows around the world such as Australia’s Popstars Live in 2004 and the global Idol phenomena. According to Holmes, audiences are divested of the illusion of talent and stardom when they witness the obvious manufacturing of musical talent. The contestants receive training, are dressed according to a prescribed image, and the show emphasises those melodramatic moments that are commercially enticing to audiences. Her sentiments suggest these shows emphasise the artifice of the music industry by undermining artistic authenticity in favour of generating celebrities. The standardisation is typified in the post Idol careers of Kelly Clarkson and Adam Lambert. Kelly Clarkson parted with the recording company RCA when her manager and producer Clive Davis told her that her album My December (2007) was “not commercial enough” and that Clarkson, who had written most of the songs, was a “shitty writer… who should just shut up and sing” (Nied). Adam Lambert left RCA because they wanted him to make a full length 80s album comprised of covers. Lambert commented that, “while there are lots of great songs from that decade, my heart is simply not in doing a covers album” (Lee). In these instances, winning the show and signing contracts led to both Clarkson and Lambert forfeiting a degree of creative control over their work in favour of formulaic songs that ultimately left both artists unsatisfied. The standardisation and lack of remuneration is notable when signing recording artists to 360° contracts. These 360° contracts have become commonplace in the music industry (Gulchardaz, Bach, and Penin) and see both the material and immaterial labour (such as personal identities) of recording artists become controlled by record labels (Stahl and Meier). These labels determine the aesthetics of the musicians as well as where and how frequently they tour. Furthermore, the labels become owners of any intellectual property generated by an artist during the tenure of the contract (Sanders; Stahl and Meier). For example, in their documentary Show Em What You’re Made Of (2015), the Backstreet Boys lament their affiliation with manager Lou Pearlman. Not only did Pearlman manufacture the group in a way that prevented creative exploration by the members (Sanders), but he withheld profits to the point that the Backstreet Boys had to sue Pearlman in order to gain access to money they deserved. In 2002 the members of the Backstreet Boys had stated that “it wasn’t our destinies that we had to worry about in the past, it was our souls” (Sanders, 541). They were not writing their own music, which came across in the documentary Show Em What You’re Made Of when singer Howie Dorough demanded that if they were to collaborate as a group again in 2013, that everything was to be produced, managed and created by the five group members. Such a demand speaks to creative individuals being tied to their work both personally and emotionally (Bain). The angst encountered by music artists also signals the identity dissonance and conflict felt when they are betraying their true or authentic creative selves (Ashforth and Mael; Ashforth and Humphrey). Performing and abiding by the rules and regulations of others led to frustration because the members felt they were “being passed off as something we aren’t” (Sanders 539). The Backstreet Boys were not the only musicians who were intensely controlled and not adequately compensated by Pearlman. In the documentary The Boy Band Con: The Lou Pearlman Story 2019, Lance Bass of N*Sync and recording artist Aaron Carter admitted that the experience of working with Pearlman became a nightmare when they too, were receiving cheques that were so small that Bass describes them as making his heart sink. For these groups, the dream of making music was undone by contracts that stifled creativity and paid a pittance.In a similar vein, Thirty Seconds to Mars sought to cut ties with their record label when they felt that they were not being adequately compensated for their work. In retaliation EMI issued Mars with a US$30 million lawsuit for breach of contract. The tense renegotiations that followed took a toll on the creative drive of the group. At one point in the documentary Artifact (2012), Leto claims “I can’t sing it right now… You couldn’t pay me all the money in the world to sing this song the way it needs to be sung right now. I’m not ready”. The contract subordination (Phillips; Stahl and Meier) that had led to the need to renegotiate financial terms came at not only a financial cost to the band, but also a physical and emotional one. The negativity impacted the development of the songs for the new album. To make music requires evoking necessary and appropriate emotions in the recording studio (Wood, Duffy, and Smith), so Leto being unable to deliver the song proved problematic. Essentially, the stress of the lawsuit and negotiations damaged the motivation of the band (Amabile; Elsbach and Hargadon; Hallowell) and interfered with their creative approach, which could have produced standardised and poor quality work (Farr and Ford). The dream of making music was almost lost because of the EMI lawsuit. Young creatives often lack bargaining power when entering into contracts with corporations, which can prove disadvantaging when it comes to retaining control over their lives (Phillips; Stahl and Meier). Singer Demi Lovato’s big break came in the 2008 Disney film Camp Rock. As her then manager Phil McIntyre states in the documentary Simply Complicated (2017), Camp Rock was “perceived as the vehicle to becoming a superstar … overnight she became a household name”. However, as “authentic and believable” as Lovato’s edginess appeared, the speed with which her success came took a toll on Lovato. The pressure she experienced having to tour, write songs that were approved by others, star in Disney channel shows and movies, and look a certain way, became too much and to compensate, Lovato engaged in regular drug use to feel free. Accordingly, she developed a hybrid identity to ensure that the squeaky clean image required by the moral clauses of her contract, was not tarnished by her out-of-control lifestyle. The nightmare came from becoming famous at a young age and not being able to handle the expectations that accompanied it, coupled with a stringent contract that exploited her creative talent. Lovato’s is not a unique story. Research has found that musicians are more inclined than those in other workforces to use psychotherapy and psychotropic drugs (Vaag, Bjørngaard, and Bjerkeset) and that fame and money can provide musicians more opportunities to take risks, including drug-use that leads to mortality (Bellis, Hughes, Sharples, Hennell, and Hardcastle). For Lovato, living the dream at a young age ultimately became overwhelming with drugs her only means of escape. AuthenticityThe challenges then for music artists is that the dream of pursuing music can come at the cost of a musician’s authentic self. According to Hughes, “to be authentic is to be in some sense real and true to something ... It is not simply an imitation, but it is sincere, real, true, and original expression of its creator, and is believable or credible representations or example of what it appears to be” (190). For Nick Jonas of the Jonas Brothers, being in the spotlight and abiding by the demands of Disney was “non-stop” and prevented his personal and musical growth (Chasing Happiness). As Kevin Jonas put it, Nick “wanted the Jonas Brothers to be no more”. The extensive promotion that accompanies success and fame, which is designed to drive celebrity culture and financial motivations (Currid-Halkett and Scott; King), can lead to cynical performances and dissatisfaction (Hughes) if the identity work of the creative creates a disjoin between their perceived self and aspirational self (Beech, Gilmore, Cochrane, and Greig). Promoting the band (and having to film a television show and movies he was not invested in all because of contractual obligations) impacted on Nick’s authentic self to the point that the Jonas Brothers made him feel deeply upset and anxious. For Nick, being stifled creatively led to feeling inauthentic, thereby resulting in the demise of the band as his only recourse.In her documentary Gaga: Five Foot Two (2017), Lady Gaga discusses the extent she had to go to maintain a sense of authenticity in response to producer control. As she puts it, “when producers wanted me to be sexy, I always put some absurd spin on it, that made me feel like I was still in control”. Her words reaffirm the perception amongst scholars (Currid-Halkett and Scott; King; Meyers) that in playing the information game, industry leaders will construct an artist’s persona in ways that are most beneficial for, in this case, the record label. That will mean, for example, establishing a coherent life story for musicians that endears them to audiences and engaging recording artists in co-branding opportunities to raise their profile and to legitimise them in the marketplace. Such behaviour can potentially influence the preferences and purchases of audiences and fans, can create favourability, originality and clarity around artists (Loroz and Braig), and can establish competitive advantage that leads to producers being able to charge higher prices for the artists’ work (Hernando and Campo). But what impact does that have on the musician? Lady Gaga could not continue living someone else’s dream. She found herself needing to make changes in order to avoid quitting music altogether. As Gaga told a class of university students at the Emotion Revolution Summit hosted by Yale University:I don’t like being used to make people money. It feels sad when I am overworked and that I have just become a money-making machine and that my passion and creativity take a backseat. That makes me unhappy.According to Eikof and Haunschild, economic necessity can threaten creative motivation. Gaga’s reaction to the commercial demands of the music industry signal an identity conflict because her desire to create, clashed with the need to be commercial, with the outcome imposing “inconsistent demands upon” her (Ashforth and Mael, 29). Therefore, to reduce what could be considered feelings of dissonance and inconsistency (Ashforth and Mael; Ashforth and Humphrey) Gaga started saying “no” to prevent further loss of her identity and sense of authentic self. Taking back control could be seen as a means of reorienting her dream and overcoming what had become dissatisfaction with the commercial processes of the music industry. ConclusionsFor many creatives working in the creative industries – and specifically the music industry – is constructed as a dream come true; the working conditions and expectations experienced by recording artists are far from liberating and instead can become nightmares to which they want to escape. The case studies above, although likely ‘constructed’ retellings of the unfortunate circumstances encountered working in the music industry, nevertheless offer an inside account that contradicts the prevailing ideology that pursuing creative passions leads to a dream career (Florida; Samuel). If anything, the case studies explored above involving 30 Seconds to Mars, the Jonas Brothers, Lady Gaga, Kelly Clarkson, Adam Lambert and the Backstreet Boys, acknowledge what many scholars writing in the creative industries have already identified; that exploitation, subordination, identity conflict and loss of control are the unspoken or lesser known consequences of pursuing the creative dream. That said, the conundrum for creatives is that for success in the industry big “creative” businesses, such as recording labels, are still considered necessary in order to break into the market and to have prolonged success. This is simply because their resources far exceed those at the disposal of independent and up-and-coming creative entrepreneurs. Therefore, it can be argued that this friction of need between creative industry business versus artists will be on-going leading to more of these ‘dream to nightmare’ stories. The struggle will continue manifesting in the relationship between business and artist for long as the recording artists fight for greater equality, independence of creativity and respect for their work, image and identities. 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Pulse Films, 2015.Bain, Alison. “Constructing an Artistic Identity.” Work, Employment and Society 19.1 (2005): 25-46.Beech, Nic, Charlotte Gilmore, Eilidh Cochrane, and Gail Greig. “Identity Work as a Response to Tensions: A Re-Narration in Opera Rehearsals.” Scandinavian Journal of Management 28.1 (2012): 39-47.Bellis, Mark A, Karen Hughes, Olivia Sharples, Tom Hennell, and Katherine A. Hardcastle. “Dying to Be Famous: Retrospective Cohort of Rock and Pop Star Mortality and Its Association with Adverse Childhood Experiences.” BMJ 2.6 (2012): 1-8. Bill, Amanda. “’Blood, Sweat and Shears’: Happiness, Creativity, and Fashion Education.” Fashion Theory 16.1 (2012): 49-66. Bilton, Chris. Management and Creativity: From Creative Industries to Creative Management. Malden: Blackwell, 2007.Blair, Helen, Susan Grey, and Keith Randle. “Working in Film: Employment in a Project Based Industry.” Personnel Review 30.2 (2001): 170-185.Burnett, Robert. 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35

Parikka, Jussi. "Viral Noise and the (Dis)Order of the Digital Culture." M/C Journal 7, no. 6 (January 1, 2005). http://dx.doi.org/10.5204/mcj.2472.

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“We may no longer be able to trust technology. A computer program could, without warning, become an uncontrollable force, triggered by a date, an event or a timer.” (Clough and Mungo 223) Introduction In 1991 the Information Security Handbook noted how “society is becoming increasingly dependent on the accurate and timely distribution of information” (Shain 4). This dependence, however, exposed the society to new kinds of dangers, accidents that have to do with information disorders – viruses, worms, bugs, malicious hackers etc. In this essay, I focus on digital viruses as disorderly elements within the digital culture. It is due to certain key principles in computing and computer security that viruses and worms have acquired their contemporary status as malicious software, that is, malware – elements of chaos, accident and disorder. According to my claim, the fear of viruses does not stem just from the contemporary culture of digital technology. It is part of a longer genealogy of modern computing, which has emphasized issues of control, reliability and order. Viruses and worms threaten the conceptual ontology of digital culture in a similar fashion as epidemic diseases have been figures for social disorder throughout Western history. Unlike AIDS or other deadly biological viruses, computer viruses have not been known to cause casualties to humans, yet they have been treated the last years as the “killer viruses of digital culture”, connotating the seriousness of the threat. A “viral perspective” to digital culture reveals how underlying articulations of order are used to construct an all-too-harmonious picture of computers in modern society. Reliability Anti-virus manuals, guidebooks and other such publications have especially contributed to our understanding of viruses as threats to the orderly digital society. The editorial of the first issue of Virus Bulletin (July 1989) sees viruses as a cunning form of vandalism and an indication of ”sabotage mentality”. Viruses destroy information and produce uncontrollability: Rather like Hitler’s V1 ‘flying bomb’, no-one knows when or where a computer virus will strike. They attack indiscriminately. Virus writers, whether or not they have targeted specific companies or individuals, must know that their programs, once unleashed, soon become uncontrollable. (Virus Bulletin 2) Computer viruses mean unreliable and unexpected danger: they are a chaotic element within a system based on security and order. According to a widely embraced view computer security means 1) confidentiality (the privacy of sensitive information), 2) integrity (authorized information and program exchange) and 3) availability (systems work promptly and allow access to authorized users). (E.g. Shain 5). Viruses and other forms of malicious code are, consequently, a direct threat to these values, part of the modern episteme in general. This is what I will here define as “a computational way of thinking”. The concept refers not only to the epistemological and ontological presuppositions in actual computer science discussions, but also to the larger cultural historical contexts surrounding the design, implementation and use of computers. Of course, one has to note that computers have never been those reliable and rational dream-machines they have been taken to be, as they are exposed to various potentials for breaking down of which viruses and worms form only a minor part. Yet, interestingly, reading professional and popular depictions of digital viruses reveals that these sources do consider computers as otherwise integrated, coherent and pristine machines of rationality, which are only temporarily disturbed by the evil occurrences of external malicious software. Control The virus researcher Vesselin Bontchev acknowledges how issues of trust and control are at the heart of computing and the virus threat: “a computer virus steals the control of the computer from the user. The virus activity ruins the trust that the user has in his/her machine, because it causes the user to lose his or her belief that she or he can control this machine” (31). This definition resonates with broader cultural trends of modernization. Zygmunt Bauman has expressed the essence of modern science as an ”ambition to conquer Nature and subordinate it to human needs” (39). Bauman understands this as ”control management”: the moulding of things to suit human needs. The essence of modern technology proceeds along the same lines, defined through values of progress, controllability, subordination of chaos and reification of the world. From the 19th-century on, technology became closely associated with advances in science. The values of order and control were embedded in the machines and technological systems, and with time, these values became the characteristics of modern technological culture. In this vein modernity can be defined as a new attitude towards controlling information. Capitalism and digital culture as historical phenomena share the valuation of abstraction, standardization and mechanization, which were already part of the technological culture of the 19th-century. Similarly, Turing’s universal machine was above all a machine of ordering and translation, with which heterogenous phenomena could be equated. This idea, concretised in typewriters, conveyer belts, assembly lines, calculators and computers served the basis for both digital machines and capitalism. The concrete connection was the capitalist need to control the increasingly complex amount of production, circulation and signs. Rationalism – as exemplified in Babbage’s differential calculators, Taylor’s ideas of work-management and cybernetics – was the image of thought incorporated in these machines (Gere 19–40). Rationalism In general, first order cybernetics fulfilled the project of modern abstract rationalism. In other words, notions of control and order play a significant role in the archaeology of information technological security, and these themes are especially visible in the thinking of Norbert Wiener, the pioneer of cybernetics. Wiener’s cybernetics touches, most of all, upon the question of understanding the world as communication circuits and controlling them via successful feedback loops that maintain the stasis of a system. This theory relates closely the problem of entropy, a classical notion in statistical mechanics from the 19th-century: “Just as the amount of information in a system is a measure of its degree of organization, so the entropy of a system is a measure of its degree of disorganization; and the one is simply the negative of the other” (Wiener 11). Wiener and the modern era share a respect for control and security. As products of modernity, cybernetics, systems theory and information theory are all in a way theories of order and cleanliness. This is the main theme of Stephen Pfohl’s essay “The Cybernetic Delirium of Norbert Wiener”, in which he describes the cultural historical background of modern cybernetic culture. To Pfohl, cybernetics does not mean a purely academic discipline but “a term connoting the most far-reaching of ultramodern forms of social control.” Pfohl delineates the genealogy of cybernetics from the early projects on anti-aircraft artillery to the functioning of the contemporary capitalist media culture. For Pfohl, Wiener’s theories connect directly to the power structures of modern society, sacrificing other ways of being, restricting other possible worlds from emerging. Paraphrasing Pfohl, cybernetics regulates and modifies the dynamic flows of the world into fixed, stabilized and controlled boundaries. Noise The engineering problem of logical calculation and communication of signals without noise expands towards the more general cultural fields of power and articulation. I would especially like to pick up the notion of noise, which, as understood by Bauman, means undefinability, incoherence, incongruity, incompatibility, illogicality, irrationality, ambiguity, confusion, undecidability, ambivalence, all tropes of “the other of order” (7). For cybernetics and early computer pioneers, noise meant a managing problem, objects in the way of transmitting signals. Noise as the most important problem for the rise of modern discourse networks was not solved once and for all in any historical phase, but remained part of the communication acts ever since, and the only resolution to the problem of non-communication was to incorporate it within the system (Kittler 242). Computer viruses can be understood as contemporary instances of this notion of noise. They are software that short-circuit the “normal” operations of a computer and connect themselves to the basic functioning of the machine. Viruses mean short-term wiring of noise to the components of a computer. By definition, viruses have been conceived as a threat to any computer system for a) virus activity is always uncontrollable, because the actions of the virus program are autonomous and b) viruses behave indeterminately and unpredictably (Lamacka 195). In a much more positive vein, this coupling of computing order and viral disorder has been noted by recent net art projects. According to the net artist Jaromil the digital domain produces a form of chaos – which is inconvenient because it is unusual and fertile – on which people can surf. In that chaos, viruses are spontaneous compositions which are like lyrical poems in causing imperfections in machines ”made to work” and in representing the rebellion of our digital serfs. Jaromil takes noise as the starting point and articulates how viruses function also as forms of resistance to the contemporary informational capitalist ideology of the digital. Charlie Gere’s analysis of the connections between modern technology and capitalism is apt in this regard as well: the abstract, standardizing and mechanizing machines of modernization serve the basis for both the cult of the digital and contemporary capitalism in a way that makes these two almost siblings. Thus, also accidents of this techno-capitalist culture are not solely technical, but social in that they are articulated on a plane of society and cultural interaction. Viruses can thus be understood as those “unwanted bads” that are a by-product of post-industrial culture of production of goods (Van Loon), as well as they can be viewed alongside other mass mediated apocalyptic monsters threatening the order of contemporary Western culture, as Luca Lampo from the net art group _[epidemiC]_ suggests: We feel that “The Virus” is the “stranger”, the “other”, in our machine, a sort of digital sans papier—uncontrollable diversity. Once Hollywood, like Empire, finished killing “Indians” and the “Soviet Russians”, the Hollywood propaganda machine had to build other anti-Empire monsters to keep alive the social imaginary of 2001: aliens, meteors, epidemic… so many monsters. In this light, while being technical bits of code that from time to time cause trouble for users, viruses act also as social signs which can be activated in various contexts. For representatives of the official computer culture viruses and worms are signs of disorder, chaos and crime that undermine the presumed reliability of digital culture, which would otherwise function “normally.” Yet, according to some commentators, viral disorder should not mean solely anarchy but a space for variation and experimentation that resist the one-way ideology of computer rationalism. (See Sampson; Cohen; Deleuze.) For some, that ideology has been crystallized in the figure of Microsoft, a popular target for virus attacks. This view accentuates that the genealogy of computers and rationalism analysed above is but one potential history. There is always the possibility to write the counter-memory of the disorderly, accidental, probabilistic and contingent nature of technological culture. Hence, viruses might prove out to be also intellectual tools, with which to create new concepts and viewpoints to digital culture and the cultural history of computing and technology in general. Already Martin Heidegger (§ 16) proposed that modern technology reveals itself at the moment of its breaking. In this sense, viruses reveal the functioning of a certain ideological or micro-political constitution of digital order. The challenge is not to take any notion of a “healthy” cultural network without disturbances as the starting point, but to see elements of break-up as part and parcel of those systems. Even if we are used to thinking of systems as orderly and harmonious, “[i]n the beginning there was noise”, as Serres (13) notes. This emphasizes the conceptual space we should give to the parasites who reveal the networks of power that otherwise are left unnoticed. References Bauman, Zygmunt. Modernity and Ambivalence. Cambridge: Polity Press, 1995 Bontchev, Vesselin. “Are ‘Good’ Computer Viruses Still a Bad Idea?” EICAR Conference Proceedings 1994, 25–47. Clough, Bryan and Mungo, Paul. Approaching Zero: Data Crime and the Computer Underworld. London & Boston: Faber & Faber, 1992. Cohen, Fred. It’s Alive! The New Breed of Living Computer Programs. New York: John Wiley & Sons, 1994. Deleuze, Gilles. “Post-scriptum sur les sociétés de contrôle” In: Pourparlers 1972–1990. Paris: Les éditions de minuit, 1990, 240–7. Gere, Charlie. Digital Culture. London: Reaktion Books, 2002. Heidegger, Martin. Being and Time. Albany: New York University Press, 1996. Jaromil. “:(){ :|:& };:” ‘I love You’ – exhibition catalogue, 2002, http://www.digitalcraft.org/index.php?artikel_id=292> Kittler, Friedrich. Draculas Vermächtnis: Technische Schriften. Leipzig: Reclam Verlag Leipzig, 1993. Lamacka, Pavel. “Harmless and useful viruses can hardly exist.” Virus Bulletin Conference Proceedings 1995, 193–8. Lampo, Luca. “When The Virus Becomes Epidemic.” An Interview with Luca Lampo by Snafu and Vanni Brusadin, 18.4.2002, http://www.epidemic.ws/downJones_press/THE_THING_ Interview_files/index_files/display.forum> Pfohl, Stephen. “The Cybernetic Delirium of Norbert Wiener.” C-Theory 30.1.1997 http://www.ctheory.net/text_file.asp?pick=86>. Sampson, Tony. ”A Virus in Info-Space.” M/C Journal http://www.media-culture.org.au/0406/07_Sampson.html>. Serres, Michel. The Parasite. Baltimore & London: The Johns Hopkins University Press, 1982. Shain, Michael. ”An Overview of Security”. Information Security Handbook. Eds. Michael Caelli, Dennis Longley & Michael Shain. Basingstoke: Macmillan, 1994 (1991). Van Loon, Joost. Risk and Technological Culture: Towards a Sociology of Virulence. London & New York: Routledge, 2002. Virus Bulletin, “Editorial”, July 1989. Wiener, Norbert. Cybernetics, or Control and Communication in the Animal and the Machine. 2nd edition. (1st edition 1948). New York & London: The M.I.T. Press and John Wiley & Sons, 1961. Citation reference for this article MLA Style Parikka, Jussi. "Viral Noise and the (Dis)Order of the Digital Culture." M/C Journal 7.6 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0501/05-parikka.php>. APA Style Parikka, J. (Jan. 2005) "Viral Noise and the (Dis)Order of the Digital Culture," M/C Journal, 7(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0501/05-parikka.php>.
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36

Rimbaud, Robin. "Scan and Deliver." M/C Journal 8, no. 4 (August 1, 2005). http://dx.doi.org/10.5204/mcj.2390.

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As I sit here, the radio announcer announces a feature on the forthcoming Big Brother series, another chance to engage in this collective shared experience, another opportunity to revel in your very own voyeuristic impulse, what once was private is now made public. Curiously it’s almost fifteen years ago since I released the first Scanner recordings Scanner 1 [1992] and Scanner 2 [1993] featuring the intercepted cellular phone conversations of unsuspecting talkers, which I edited into minimalist musical settings as if they were instruments, bringing into focus issues of privacy and the dichotomy between the public and the private spectrum. Sometimes the high frequency of cellular noise would pervade the atmosphere, at other junctures it would erupt into words and melt down to radio hiss. Intercepted in the data stream, transmissions would blend, blurring the voices and rupturing the light, creating audio transparencies of dreamy, cool ambience. In many ways they pre-empted our reality culture as it exists today. Having the technology to peel open virtually any zone of information and consume the contents, I used the scanner device itself – a modestly sophisticated radio receiver – to explore the relationship between the public and private spheres. Working with sound in this manner suggested a means of mapping the city, in which the scanner device provided an anonymous window into reality, cutting and pasting information to structure an alternative vernacular. It was a rare opportunity to record experience and highlight the threads of desire and interior narrative that we weave into our everyday lives. The sounds of an illicit affair, a liaison with a prostitute, a drug deal or a simple discussion of “what’s for dinner” all exist within an indiscriminate ocean of signals flying overhead, but just beyond our reach. Applying the tools in this manner, I was able to twist state-of-the-art technology in unconventional ways to intercept highly personalised and voyeuristic forms of info food: sound recordings, phone scans, modem and Net intercepts, all of which became material for my multi-layered soundscapes. Every live performance, recording or mix that has followed is still in its way a “true” representation of that moment in time and in that way relates to performance art in the temporality of its data – a “Sound Polaroid” – a way of capturing the moment in sound similar to that of a Polaroid camera, which seizes an image and immediately exposes it to permanence of interception. Is there an innate desire to remain invisible and yet hear the world, scanning it for its stories and secrets? Today for our media saturated culture, this almost fetishistic desire to know all, is expressed in the publishing of private communications, of letters, faxes or telephone conversations, giving rise to all kinds of debate on the nature of privacy and the extent to which its protection can be legislated for. Images come to mind from Wim Wender’s film Wings of Desire where the lead character is a fallen angel left on earth to try and understand the madness of mortal behaviour. At various points he is able to pass through public spaces, the library, an underground train, people’s innermost thoughts and concerns become audible to him while he remains invisible to them. It is here that these Scanner CDs mirror this fantasy of the 20th century: to know everything and to have access to all secrets without being observed. This desire continues to inform our entertainment and cultural channels and looks to continue to do so for some years yet. This listening-in and scanning of the private channels has a clear relationship to surveillance, and connects to an aesthetic explored in works such as the seminal video piece, Der Riese – The Giant (1983) where the artist collaged the contents of surveillance cameras from German supermarkets, subway platforms, traffic crossings and shopping centres, using the tools of commercial voyeurism. Without a director, nor actors nor script, this is a dehumanised exploration of a contemporary history of our post-modern times. Connecting the invisible dots between Vertov’s The Man with a Movie Camera and the Rodney King TV footage, this detached work resonates and celebrates new technology’s ability to film and map everything, scanning our landscape for future reference. We watch with a constant anticipation of resolution, of catching a moment, yet the suspension finally gives way to an exquisite boredom, the true revelation of watching others. The film closes with an alien landscape, unmarked by any human presence, moving over a simulated environment, a toy-town yet still patrolled by the power of surveillance. This corporate datasphere, revealed as a kind of digital fingerprint through its storage and distribution, has moved from security and surveillance to entertainment consumption. For me, zooming in on these spaces in between – between language and understanding, between the digital fallout of ones and zeros, between the redundant and undesired flotsam and jetsam of environmental acoustic space, led to a focus towards the cityscape. Scanning technology led towards an understanding and reading of the environment and city in a fresh manner. If an accent suggested a certain class, age or attitude, then how suggestive was the raw sound around these conversations, how influential was the location where each conversation was held? Sound is ever-present, sometimes as a constantly shifting whir, as a damp grain of footsteps, as the drone-like spangle of distant traffic, as the seemingly motionless air that ripples past our ears, or as the elegant stuttering trill of a bird overhead. How influential was this common envelope of space, the environment in which we consume sound and music? How does one define the spaces between music and sound? When we listen to a Walkman, how do we distinguish between that which is intended – the sound carrier – and that which is incidental: passing traffic, the roar of a plane, the screech of a train door, your own footsteps? Whether active (creator) or passive (listener) we set up a virtual space in which we are each free to explore the sonorous and acoustic strata of what is an intimate yet global expression of space, a simple translation of the social transformations wrought by new technologies. Projects that have followed since then have expanded upon these notions. In 1998 Liverpool became this cityscape of focus, where I produced a project, Stopstarting, which explored the acoustic debris of the city, premiering at the International Symposion on Electronic Art (ISEA) conference in September of that year. For this project I chose significant points of sound located in the city, partly based on random questions in interviewing local people, partly out of self-interest. From these I mapped out a walk that took me from one point to another, minidisc in hand, recording the acoustic data in that place, mapping out the city in sound, teasing out the language that the city speaks. I wanted to create, in a sense, a sound work similar to the opening scene in Robert Altman’s movie Short Cuts (1993), in which a helicopter hovers gently over the densely packed city landscape and the film scans into moments in the daily lives of its inhabitants. It is a motion across a city, an architectural electronic scanning of an almost invisible sound wave. Liverpool, like most cities, has its very own unique sound dialect. Historically one can recall the sound of the docks, the railway station, the Cavern Club where the Beatles played their earliest live shows, their brittle tunes floating through the air of memory. As in Der Riese, voices, traffic lights, announcement speakers, buses, building work, footsteps, telephones and cash machines became the key subjects, the lead players, and were manipulated and transformed into a composition that captured this Sound Polaroid of Liverpool at this particular point in 1998. The following year Surface Noise (1999) which explored the wow and flutter of my own city, London; taking people on a red Routemaster bus journey across the city from Big Ben to St. Paul’s Cathedral, where the sheet music of “London Bridge Is Falling Down” became the score and A-Z for both musical and geographical direction following a Cageian use of indeterminacy. Where each note fell onto the map of the city between these two points not only suggested a location at which to record but also a route that the bus would later follow with the public aboard. Performances followed this routing every night for three nights, at intervals throughout the evening, each re-assembling fragments of the city in terms of sound and image, suggesting the slight shifts in tone and shape in similar places but at very different hours, so that a busy West End street at 18:00 would transform into a ghostly emptiness at 21:00. Surface Noise became a form of alternative film soundtrack, where the film was simply the view through the dusty window of a double-decker bus. Through the brief space of a bus journey the work drew upon many of our common reserves of sonic recognition, mingling the folk memory of the nursery rhyme, the background roar of traffic and the private sounds we make, secure in the knowledge that no one else is listening. Most recently I was commissioned to create a work to celebrate Italian film director Michelangelo Antonioni’s 90th birthday. 52 Space (2002) uses sounds of the city of Rome and elements of his movie The Eclipse (1962) to create a soundtrack of an image of a city suspended in time, anonymous and surreal. The resulting work is a distilled narrative of seductive conversation, musical fragments and scanned city soundscapes. Selecting a series of 52 framed images from the closing moments of the film slowed down to a kind of mnemonic slide show and accompanied by audio culled from the movie, processed with twinkling elements from the soundtrack’s original melody, the live performance conveys a complex and mysterious chronicle, offering up a space for contemplation and reflection as the soundtrack weaves an imaginary narrative. It’s almost as if you are gently floating through the city, experiencing this dream-like state. All of my works have explored the hidden resonances and meanings within memory and, in particular, the subtle traces that people and their actions leave behind. My role has often been to discover and reveal these layers of history, scanning across the mediums, so the works are part urban guide, part urban geography and part detective fiction, raising questions about public and private space. Engaging with the tools of surveillance and scanning technology has given rise to an understanding of communication that was otherwise hidden. Revelation followed from a discovery of the possibilities of these devices. Recording and redirecting these moments back into the public stream has enabled me to construct an archaeology of loss, pathos and missed connections, a momentary forgotten past in our digital future, radioactive fossils of sound, image and the imagination. Citation reference for this article MLA Style Rimbaud, Robin. "Scan and Deliver." M/C Journal 8.4 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0508/05-rimbaud.php>. APA Style Rimbaud, R. (Aug. 2005) "Scan and Deliver," M/C Journal, 8(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0508/05-rimbaud.php>.
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37

Brabazon, Tara. "A Red Light Sabre to Go, and Other Histories of the Present." M/C Journal 2, no. 4 (June 1, 1999). http://dx.doi.org/10.5204/mcj.1761.

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If I find out that you have bought a $90 red light sabre, Tara, well there's going to be trouble. -- Kevin Brabazon A few Saturdays ago, my 71-year old father tried to convince me of imminent responsibilities. As I am considering the purchase of a house, there are mortgages, bank fees and years of misery to endure. Unfortunately, I am not an effective Big Picture Person. The lure of the light sabre is almost too great. For 30 year old Generation Xers like myself, it is more than a cultural object. It is a textual anchor, and a necessary component to any future history of the present. Revelling in the aura of the Australian release for Star Wars: The Phantom Menace, this paper investigates popular memory, an undertheorised affiliation between popular culture and cultural studies.1 The excitement encircling the Star Wars prequel has been justified in terms of 'hype' or marketing. Such judgements frame the men and women cuing for tickets, talking Yodas and light sabres as fools or duped souls who need to get out more. My analysis explores why Star Wars has generated this enthusiasm, and how cultural studies can mobilise this passionate commitment to consider notions of popularity, preservation and ephemerality. We'll always have Tattooine. Star Wars has been a primary popular cultural social formation for a generation. The stories of Luke Skywalker, Princess Leia, Han Solo, Chewbacca, Darth Vader, Yoda, C-3PO and R2D2 offer an alternative narrative for the late 1970s and 1980s. It was a comfort to have the Royal Shakespearian tones of Alec Guinness confirming that the Force would be with us, through economic rationalism, unemployment, Pauline Hanson and Madonna discovering yoga. The Star Wars Trilogy, encompassing A New Hope, The Empire Strikes Back and Return of the Jedi, was released between 1977 and 1983. These films have rarely slipped from public attention, being periodically 'brought back' through new cinematic and video releases. The currency of Star Wars is matched with the other great popular cultural formations of the post-war period: the James Bond series and Star Trek. One reason for the continued success of these programmes is that other writers, film makers and producers cannot leave these texts alone. Bond survives not only through Pierce Brosnan's good looks, but the 'Hey Baby' antics of Austin Powers. Star Trek, through four distinct series, has become an industry that will last longer than Voyager's passage back from the Delta Quadrant. Star Wars, perhaps even more effectively than the other popular cultural heavyweights, has enmeshed itself into other filmic and televisual programming. Films like Spaceballs and television quizzes on Good News Week keep the knowledge system and language current and pertinent.2 Like Umberto Eco realised of Casablanca, Star Wars is "a living example of living textuality" (199). Both films are popular because of imperfections and intertextual archetypes, forming a filmic quilt of sensations and affectivities. Viewers are aware that "the cliches are talking among themselves" (Eco 209). As these cinematic texts move through time, the depth and commitment of these (con)textual dialogues are repeated and reinscribed. To hold on to a memory is to isolate a moment or an image and encircle it with meaning. Each day we experience millions of texts: some are remembered, but most are lost. Some popular cultural texts move from ephemera to popular memory to history. In moving beyond individual reminiscences -- the personal experiences of our lifetime -- we enter the sphere of popular culture. Collective or popular memory is a group or community experience of a textualised reality. For example, during the Second World War, there were many private experiences, but certain moments arch beyond the individual. Songs by Vera Lynn are fully textualised experiences that become the fodder for collective memory. Similarly, Star Wars provides a sense-making mechanism for the 1980s. Like all popular culture, these texts allow myriad readership strategies, but there is collective recognition of relevance and importance. Popular memory is such an important site because it provides us, as cultural critics, with a map of emotionally resonant sites of the past, moments that are linked with specific subjectivities and a commonality of expression. While Star Wars, like all popular cultural formations, has a wide audience, there are specific readings that are pertinent for particular groups. To unify a generation around cultural texts is an act of collective memory. As Harris has suggested, "sometimes, youth does interesting things with its legacy and creatively adapts its problematic into seemingly autonomous cultural forms" (79). Generation X refers to an age cohort born between the mid-1960s and the mid-1970s. Finally cultural studies theorists have found a Grail subculture. Being depthless, ambivalent, sexually repressed and social failures, Xers are a cultural studies dream come true. They were the children of the media revolution. Star Wars is integral to this textualised database. A fan on the night of the first screening corrected a journalist: "we aren't Generation X, we are the Star Wars generation" (Brendon, in Miller 9). An infatuation and reflexivity with the media is the single framework of knowledge in which Xers operate. This shared understanding is the basis for comedy, and particularly revealed (in Australia) in programmes like The Panel and Good News Week. Television themes, lines of film dialogue and contemporary news broadcasts are the basis of the game show. The aesthetics of life transforms television into a real. Or, put another way, "individual lives may be fragmented and confused but McDonald's is universal" (Hopkins 17). A group of textual readers share a literacy, a new way of reading the word and world of texts. Nostalgia is a weapon. The 1990s has been a decade of revivals: from Abba to skateboards, an era of retro reinscription has challenged linear theories of history and popular culture. As Timothy Carter reveals, "we all loved the Star Wars movies when we were younger, and so we naturally look forward to a continuation of those films" (9). The 1980s has often been portrayed as a bad time, of Thatcher and Reagan, cold war brinkmanship, youth unemployment and HIV. For those who were children and (amorphously phrased) 'young adults' of this era, the popular memory is of fluorescent fingerless gloves, Ray Bans, 'Choose Life' t-shirts and bubble skirts. It was an era of styling mousse, big hair, the Wham tan, Kylie and Jason and Rick Astley's dancing. Star Wars action figures gave the films a tangibility, holding the future of the rebellion in our hands (literally). These memories clumsily slop into the cup of the present. The problem with 'youth' is that it is semiotically too rich: the expression is understood, but not explained, by discourses as varied as the educational system, family structures, leisure industries and legal, medical and psychological institutions. It is a term of saturation, where normality is taught, and deviance is monitored. All cultural studies theorists carry the baggage of the Birmingham Centre into any history of youth culture. The taken-for-granted 'youth as resistance' mantra, embodied in Resistance through Rituals and Subculture: The Meaning of Style, transformed young people into the ventriloquist's puppet of cultural studies. The strings of the dancing, smoking, swearing and drinking puppet took many years to cut. The feminist blade of Angela McRobbie did some damage to the fraying filaments, as did Dick Hebdige's reflexive corrections in Hiding in the Light. However, the publications, promotion and pedagogy of Gen X ended the theoretical charade. Gen X, the media sophisticates, played with popular culture, rather than 'proper politics.' In Coupland's Generation X, Claire, one of the main characters believed that "Either our lives become stories, or there's just no way to get through them." ... We know that this is why the three of us left our lives behind us and came to the desert -- to tell stories and to make our own lives worthwhile tales in the process. (8) Television and film are part of this story telling process. This intense connection generated an ironic and reflexive literacy in the media. Television became the basis for personal pleasures and local resistances, resulting in a disciplined mobilisation of popular cultural surfaces. Even better than the real thing. As the youngest of Generation Xers are now in their late twenties, they have moved from McJobs to careers. Robert Kizlik, a teacher trainer at an American community college expressed horror as the lack of 'commonsensical knowledge' from his new students. He conducted a survey for teachers training in the social sciences, assessing their grasp of history. There was one hundred percent recognition of such names as Madonna, Mike Tyson, and Sharon Stone, but they hardly qualify as important social studies content ... . I wondered silently just what it is that these students are going to teach when they become employed ... . The deeper question is not that we have so many high school graduates and third and fourth year college students who are devoid of basic information about American history and culture, but rather, how, in the first place, these students came to have the expectations that they could become teachers. (n. pag.) Kizlik's fear is that the students, regardless of their enthusiasm, had poor recognition of knowledge he deemed significant and worthy. His teaching task, to convince students of the need for non-popular cultural knowledges, has resulted in his course being termed 'boring' or 'hard'. He has been unable to reconcile the convoluted connections between personal stories and televisual narratives. I am reminded (perhaps unhelpfully) of one of the most famous filmic teachers, Mr Holland. Upon being attacked by his superiors for using rock and roll in his classes, he replied that he would use anything to instil in his students a love of music. Working with, rather than against, popular culture is an obvious pedagogical imperative. George Lucas has, for example, confirmed the Oprahfied spirituality of the current age. Obviously Star Wars utilises fables, myths3 and fairy tales to summon the beautiful Princess, the gallant hero and the evil Empire, but has become something more. Star Wars slots cleanly into an era of Body Shop Feminism, John Gray's gender politics and Rikki Lake's relationship management. Brian Johnson and Susan Oh argued that the film is actually a new religion. A long time ago in a galaxy far far away -- late 1970s California -- the known universe of George Lucas came into being. In the beginning, George created Star Wars. And the screen was without form, and void. And George said, 'Let there be light', and there was Industrial Light and Magic. And George divided the light from the darkness, with light sabres, and called the darkness the Evil Empire.... And George saw that it was good. (14) The writers underestimate the profound emotional investment placed in the trilogy by millions of people. Genesis narratives describe the Star Wars phenomenon, but do not analyse it. The reason why the films are important is not only because they are a replacement for religion. Instead, they are an integrated component of popular memory. Johnson and Oh have underestimated the influence of pop culture as "the new religion" (14). It is not a form of cheap grace. The history of ideas is neither linear nor traceable. There is no clear path from Plato to Prozac or Moses to Mogadon. Obi-Wan Kenobi is not a personal trainer for the ailing spirituality of our age. It was Ewan McGregor who fulfilled the Xer dream to be the young Obi Wan. As he has stated, "there is nothing cooler than being a Jedi knight" (qtd. in Grant 15). Having survived feet sawing in Shallow Grave and a painfully large enema in Trainspotting, there are few actors who are better prepared to carry the iconographic burden of a Star Wars prequel. Born in 1971, he is the Molly Ringwall of the 1990s. There is something delicious about the new Obi Wan, that hails what Hicks described as "a sense of awareness and self- awareness, of detached observation, of not taking things seriously, and a use of subtle dry humour" (79). The metaphoric light sabre was passed to McGregor. The pull of the dark side. When fans attend The Phantom Menace, they tend to the past, as to a loved garden. Whether this memory is a monument or a ruin depends on the preservation of the analogue world in the digital realm. The most significant theoretical and discursive task in the present is to disrupt the dual ideologies punctuating the contemporary era: inevitable technological change and progress.4 Only then may theorists ponder the future of a digitised past. Disempowered groups, who were denied a voice and role in the analogue history of the twentieth century, will have inequalities reified and reinforced through the digital archiving of contemporary life. The Web has been pivotal to the new Star Wars film. Lucasfilm has an Internet division and an official Website. Between mid November and May, this site has been accessed twenty million times (Gallott 15). Other sites, such as TheForce.net and Countdown to Star Wars, are a record of the enthusiasm and passion of fans. As Daniel Fallon and Matthew Buchanan have realised, "these sites represent the ultimate in film fandom -- virtual communities where like-minded enthusiasts can bathe in the aura generated by their favourite masterpiece" (27). Screensavers, games, desktop wallpaper, interviews and photo galleries have been downloaded and customised. Some ephemeral responses to The Phantom Menace have been digitally recorded. Yet this moment of audience affectivity will be lost without a consideration of digital memory. The potentials and problems of the digital and analogue environments need to be oriented into critical theories of information, knowledge, entertainment and pleasure. The binary language of computer-mediated communication allows a smooth transference of data. Knowledge and meaning systems are not exchanged as easily. Classifying, organising and preserving information make it useful. Archival procedures have been both late and irregular in their application.5 Bocher and Ihlenfeldt assert that 2500 new web sites are coming on-line every day ("A Higher Signal-to-Noise Ratio"). The difficulties and problems confronting librarians and archivists who wish to preserve digital information is revealed in the Australian government's PADI (Preserving Access to Digital Information) Site. Compared with an object in a museum which may lie undisturbed for years in a storeroom, or a book on a shelf, or even Egyptian hieroglyd on the wall of a tomb, digital information requires much more active maintenance. If we want access to digital information in the future, we must plan and act now. (PADI, "Why Preserve Access to Digital Information?") phics carve The speed of digitisation means that responsibility for preserving cultural texts, and the skills necessary to enact this process, is increasing the pressure facing information professionals. An even greater difficulty when preserving digital information is what to keep, and what to release to the ephemeral winds of cyberspace. 'Qualitative criteria' construct an historical record that restates the ideologies of the powerful. Concerns with quality undermine the voices of the disempowered, displaced and decentred. The media's instability through technological obsolescence adds a time imperative that is absent from other archival discussions.6 While these problems have always taken place in the analogue world, there was a myriad of alternative sites where ephemeral material was stored, such as the family home. Popular cultural information will suffer most from the 'blind spots' of digital archivists. While libraries rarely preserve the ephemera of a time, many homes (including mine) preserve the 'trash' of a culture. A red light sabre, toy dalek, Duran Duran posters and a talking Undertaker are all traces of past obsessions and fandoms. Passion evaporates, and interests morph into new trends. These objects remain in attics, under beds, in boxes and sheds throughout the world. Digital documents necessitate a larger project of preservation, with great financial (and spatial) commitments of technology, software and maintenance. Libraries rarely preserve the ephemera -- the texture and light -- of the analogue world. The digital era reduces the number of fan-based archivists. Subsequently forfeited is the spectrum of interests and ideologies that construct the popular memory of a culture. Once bits replace atoms, the recorded world becomes structured by digital codes. Only particular texts will be significant enough to store digitally. Samuel Florman stated that "in the digital age nothing need be lost; do we face the prospect of drowning in trivia as the generations succeed each other?" (n. pag.) The trivia of academics may be the fodder (and pleasures) of everyday life. Digitised preservation, like analogue preservation, can never 'represent' plural paths through the past. There is always a limit and boundary to what is acceptable obsolescence. The Star Wars films suggests that "the whole palette of digital technology is much more subtle and supple; if you can dream it, you can see it" (Corliss 65). This film will also record how many of the dreams survive and are archived. Films, throughout the century, have changed the way in which we construct and remember the past. They convey an expressive memory, rather than an accurate history. Certainly, Star Wars is only a movie. Yet, as Rushkoff has suggested, "we have developed a new language of references and self-references that identify media as a real thing and media history as an actual social history" (32). The build up in Australia to The Phantom Menace has been wilfully joyful. This is a history of the present, a time which I know will, in retrospect, be remembered with great fondness. It is a collective event for a generation, but it speaks to us all in different ways. At ten, it is easy to be amazed and enthralled at popular culture. By thirty, it is more difficult. When we see Star Wars, we go back to visit our memories. With red light sabre in hand, we splice through time, as much as space. Footnotes The United States release of the film occurred on 19 May 1999. In Australia, the film's first screenings were on 3 June. Many cinemas showed The Phantom Menace at 12:01 am, (very) early Thursday morning. The three main players of the GNW team, Paul McDermott, Mikey Robbins and Julie McCrossin, were featured on the cover of Australia's Juice magazine in costumes from The Phantom Menace, being Obi-Wan, Yoda and Queen Amidala respectively. Actually, the National Air and Space Museum had a Star Wars exhibition in 1997, titled "Star Wars: The Magic of Myth". For example, Janet Collins, Michael Hammond and Jerry Wellington, in Teaching and Learning with the Media, stated that "the message is simple: we now have the technology to inform, entertain and educate. Miss it and you, your family and your school will be left behind" (3). Herb Brody described the Net as "an overstuffed, underorganised attic full of pictures and documents that vary wildly in value", in "Wired Science". The interesting question is, whose values will predominate when the attic is being cleared and sorted? This problem is extended because the statutory provision of legal deposit, which obliges publishers to place copies of publications in the national library of the country in which the item is published, does not include CD-ROMs or software. References Bocher, Bob, and Kay Ihlenfeldt. "A Higher Signal-to-Noise Ratio: Effective Use of WebSearch Engines." State of Wisconsin Department of Public Instruction Website. 13 Mar. 1998. 15 June 1999 <http://www.dpi.state.wi.us/dpi/dlcl/lbstat/search2.php>. Brody, Herb. "Wired Science." Technology Review Oct. 1996. 15 June 1999 <http://www.techreview.com/articles/oct96/brody.php>. Carter, Timothy. "Wars Weary." Cinescape 39 (Mar./Apr. 1999): 9. Collins, Janet, Michael Hammond, and Jerry Wellington. Teaching and Learning with Multimedia. London: Routledge, 1997. Corliss, Richard. "Ready, Set, Glow!" Time 18 (3 May 1999): 65. Count Down to Star Wars. 1999. 15 June 1999 <http://starwars.countingdown.com/>. Coupland, Douglas. Generation X. London: Abacus, 1991. Eco, Umberto. Travels in Hyper-Reality. London: Picador, 1987. Fallon, Daniel, and Matthew Buchanan. "Now Screening." Australian Net Guide 4.5 (June 1999): 27. Florman, Samuel. "From Here to Eternity." MIT's Technology Review 100.3 (Apr. 1997). Gallott, Kirsten. "May the Web Be with you." Who Weekly 24 May 1999: 15. Grant, Fiona. "Ewan's Star Soars!" TV Week 29 May - 4 June 1999: 15. Hall, Stuart, and Tony Jefferson, eds. Resistance through Rituals. London: Hutchinson, 1976. Harris, David. From Class Struggle to the Politics of Pleasure: the Effects of Gramscianism on Cultural Studies. London: Routledge, 1992. Hebdige, Dick. Hiding in the Light. London: Routledge, 1988. Hopkins, Susan. "Generation Pulp." Youth Studies Australia Spring 1995. Johnson, Brian, and Susan Oh. "The Second Coming: as the Newest Star Wars Film Illustrates, Pop Culture Has Become a New Religion." Maclean's 24 May 1999: 14-8. Juice 78 (June 1999). Kizlik, Robert. "Generation X Wants to Teach." International Journal of Instructional Media 26.2 (Spring 1999). Lucasfilm Ltd. Star Wars: Welcome to the Official Site. 1999. 15 June 1999 <http://www.starwars.com/>. Miller, Nick. "Generation X-Wing Fighter." The West Australian 4 June 1999: 9. PADI. "What Digital Information Should be Preserved? Appraisal and Selection." Preserving Access to Digital Information (PADI) Website. 11 March 1999. 15 June 1999 <http://www.nla.gov.au/padi/what.php>. PADI. "Why Preserve Access to Digital Information?" Preserving Access to Digital Information (PADI) Website. <http://www.nla.gov.au/padi/why.php>. Rushkoff, Douglas. Media Virus. Sydney: Random House, 1994. Citation reference for this article MLA style: Tara Brabazon. "A Red Light Sabre to Go, and Other Histories of the Present." M/C: A Journal of Media and Culture 2.4 (1999). [your date of access] <http://www.uq.edu.au/mc/9906/sabre.php>. Chicago style: Tara Brabazon, "A Red Light Sabre to Go, and Other Histories of the Present," M/C: A Journal of Media and Culture 2, no. 4 (1999), <http://www.uq.edu.au/mc/9906/sabre.php> ([your date of access]). APA style: Tara Brabazon. (1999) A red light sabre to go, and other histories of the present. M/C: A Journal of Media and Culture 2(4). <http://www.uq.edu.au/mc/9906/sabre.php> ([your date of access]).
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38

Caldwell, Nick. "Rocketships, Rayguns and UFOs." M/C Journal 1, no. 2 (August 1, 1998). http://dx.doi.org/10.5204/mcj.1707.

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A curious sense of the past, the present, and the future is evoked when I consider the sweeping curves and gleaming surfaces of the rocketships, rayguns and UFOs beloved of 1950s SF illustrators and filmmakers. A sense of the past, of course, because they are things of history, designed and conceived at the pre-dawn of the space age, and representing an old aesthetic and innocent notions of infinite progress and glistening technology. Modernity, pure and distilled. A sense of the present, because these designs and aesthetics are constantly being reworked, re-modelled, re-contextualised and re-incorporated into new images and artefacts by highly reflexive and postmodern designers. In them, I also see the future, because the present imagery of space travel is somewhat lacking in boldness and excitement. Humans went to the Moon a few times in a stubby little module, left most of it behind, and never returned. Whereas in the old movies (Forbidden Planet, Destination Moon, Flash Gordon), we elegantly traversed the ether in giant rockets that looked like interplanetary cruise liners. It's a strange nostalgia, to feel that we lost something we never really had. The second world war temporarily suspended the production of designed consumer artefacts, as the production resources of nations were funnelled into military purposes (McDermott 17). The devastation that the war caused meant that resources and money were in short supply for many years -- it was not until the 1950s that Western economies had sufficiently recovered for excess to come back in fashion. With it came new materials and technologies like nylon and anodised aluminium, developed for the war effort, and soon to be channelled into commercial applications. The explosion in fashion and industrial design has been called by Leslie Jackson "The New Look", after Christian Dior's "New Look" spring collection of 1947 (Jackson 7). The extravagance of Dior's New Look was initially funded by the French Government, eager to exploit the nation's reputation for excellence in design. There was initial hostility to such extravagance from nations inured to hardship and utility, but this soon dissipated (8). Overwhelmingly, a post-war austerity was replaced by a "vision of the future" (McDermott 19). Nowhere was this vision more evident than in the excitement over space exploration (21). Science and design again interacted at a high level and the symbols of the atom and the rocketship became central motifs in the New Look (21), harking back to Art Deco, the style movement of the 1920s, which was one of the first movements to apply contemporary technology to design. Industrial design became highly influenced by the organic sculpture of Moore, Calder and Arp (McDermott 20), and the preference for curving, fluid shapes became evident in everything from automobile design (complete with rocket fins) and interior decoration (20). It was a period where the visions of the future seemed to perfectly match the reality. Anything seemed possible. Space exploration was gearing up, Science Fiction was in its golden age, authors such as Heinlein, Asimov, Bester and Clarke were at the height of their creative powers. The UFO movement began in force with the activation of American military groups investigating sightings. Science Fiction films, when they weren't agitating over pseudo-communist alien menaces, depicted space travel as effortless and everyday occurrences. And the tool by which this was accomplished was the rocketship. There was a democratic notion of technology attached to these early visions of interplanetary craft: plot lines would frequently revolve around inspired individuals constructing their craft in back yards and sheds, sponsored by enlightened commercial interests. Truly, the American Dream. Technology and power that anyone could access, wrapped in a free-market ideology that was, ironically, almost eliminated by the billion dollar budgets of the resolutely governmental NASA Apollo projects, but still lives on in the cult of hobbyist miniature rocket builders. Much of the inspiration for the shape of those rocket ships undoubtedly sprang from the same well as contemporary aircraft design (indeed, many leading SF writers of the time were trained physicists and engineers). Central themes in the rocket designs were cigar shaped bodies, sweeping wings and foils; they usually took off like aeroplanes as well. This aesthetic stayed in SF illustration and filmmaking until the late 1960s, when Kubrick's 2001: A Space Odyssey and the success of the Apollo missions changed the design paradigm forever. No longer were spaceships smooth tapering rockets. No longer did aliens arrive in spinning metal discs. In their place were textured and massively detailed objects, the functional products of heavy industry. Star Wars added speed, dirt, and rust to the equation. And so it remained, until the 1990s. The 1990s have become a time of (certainly not quiet) reflection, of looking to the past for fashion and philosophy, to rework, to revisit. In the early 1990s, music became the target, and first the 1960s, then the 70s, then the 80s were plundered for riffs, lyrics and attitudes. That's died down -- stealing from the early 1990s would be galling even for Oasis. Two very different media forms, Cinema and computer games, have taken up the challenge of stealing from the past. The 1980s are at last a definite historical era; ripe for parody, even if it can't be taken seriously just yet. And digital art makes the old look newer than ever. Like a pristine and gleaming Ed Wood movie, Tim Burton's Mars Attacks made the flying saucer cool again; The X-Files reworks the hoariest of horror and B-movie clichés with knowing, post-modern humour. The instruction manual for the computer game Fallout hilariously revisits 1950s cold war nuclear paranoia with cartoon diagrams depicting duck and cover techniques. In the game itself, a crashed flying saucer (complete with large headed skeletal remains) delivers to the player a powerful raygun (which despatches the mutant foe with a dayglo disintegration effect) and a velvet covered photograph of Elvis. These icons have remained with us, transformed, almost forgotten, from the age of the Atom (to rework Nicholas Negroponte) to the age of the Bit. If the visionaries are right, we might be headed back to atoms, with the oncoming Age of the Nano: technology that's constructed atom-by-atom into motors, circuits and eventually, perhaps, robots. If it happens, the economic and ideological constraints on our cultural and industrial production will fall away almost over night. Freed from our limitations, who's to say that the space vessels of the future might not take any shape we wish -- even those old fond shapes of our distant memory? The rhetoric is exciting, but I'm reminded of the optimism about atomic power. Time will tell. References Collins, Michael. Towards Post-Modernism: Design since 1851. London: British Museum Press, 1987. Jackson, Lesley. The New Look: Design in the Fifties. Manchester: Thames and Hudson: 1991. McDermott, Catherine. Essential Design. London: Bloomsbury, 1992. Pye, David. The Nature and Aesthetics of Design. Bethel, CT: Cambium Press, 1978. Citation reference for this article MLA style: Nick Caldwell. "Rocketships, Rayguns and UFOs: Memories of Kitsch SF Iconography." M/C: A Journal of Media and Culture 1.2 (1998). [your date of access] <http://www.uq.edu.au/mc/9808/sf.php>. Chicago style: Nick Caldwell, "Rocketships, Rayguns and UFOs: Memories of Kitsch SF Iconography," M/C: A Journal of Media and Culture 1, no. 2 (1998), <http://www.uq.edu.au/mc/9808/sf.php> ([your date of access]). APA style: Nick Caldwell. (1998) Rocketships, rayguns and UFOs: memories of kitsch SF iconography. M/C: A Journal of Media and Culture 1(2). <http://www.uq.edu.au/mc/9808/sf.php> ([your date of access]).
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39

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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40

Lyubchenko, Irina. "NFTs and Digital Art." M/C Journal 25, no. 2 (April 25, 2022). http://dx.doi.org/10.5204/mcj.2891.

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Introduction This article is concerned with the recent rise in popularity of crypto art, the term given to digital artworks whose ownership and provenance are confirmed with a non-fungible token (NFT), making it possible to sell these works within decentralised cryptocurrency art markets. The goal of this analysis is to trace a genealogy of crypto art to Dada, an avant-garde movement that originated in the early twentieth century. My claim is that Dadaism in crypto art appears in its exhausted form that is a result of its revival in the 1950s and 1960s by the Neo Dada that reached the current age through Pop Art. Dada’s anti-art project of rejecting beauty and aesthetics has transformed into commercial success in the Neo Dada Pop Art movement. In turn, Pop Art produced its crypto version that explores not only the question of what art is and is not, but also when art becomes money. In what follows, I will provide a brief overview of NFT art and its three categories that could generally be found within crypto marketplaces: native crypto art, non-digital art, and digital distributed-creativity art. Throughout, I will foreground the presence of Dadaism in these artworks and provide art historical context. NFTs: Brief Overview A major technological component that made NFTs possible was developed in 1991, when cryptographers Stuart Haber and W. Scott Stornetta proposed a method for time-stamping data contained in digital documents shared within a distributed network of users (99). This work laid the foundation for what became known as blockchain and was further implemented in the development of Bitcoin, a digital currency invented by Satoshi Nakamoto in 2008. The original non-fungible tokens, Coloured Coins, were created in 2012. By “colouring” or differentiating bitcoins, Coloured Coins were assigned special properties and had a value independent of the underlying Bitcoin, allowing their use as commodity certificates, alternative currencies, and other financial instruments (Assia et al.). In 2014, fuelled by a motivation to protect digital artists from unsanctioned distribution of their work while also enabling digital art sales, media artist Kevin McCoy and tech entrepreneur Anil Dash saw the potential of blockchain to satisfy their goals and developed what became to be known as NFTs. This overnight invention was a result of McCoy and Dash’s participation in the Seven on Seven annual New York City event, a one-day creative collaboration that challenged seven pairs of artists and engineers to “make something” (Rhizome). McCoy and Dash did not patent their invention, nor were they able to popularise it, mentally archiving it as a “footnote in internet history”. Ironically, just a couple of years later NFTs exploded into a billion-dollar market, living up to an ironic name of “monetized graphics” that the pair gave to their invention. Crypto art became an international sensation in March 2021, when a digital artist Mike Winklemann, known as Beeple, sold his digital collage titled Everydays: The First 5000 Days for US$69.3 million, prompting Noah Davis, a curator who assisted with the sale at the Christie’s auction house, to proclaim: “he showed us this collage, and that was my eureka moment when I knew this was going to be extremely important. It was just so monumental and so indicative of what NFTs can do” (Kastrenakes). As a technology, a non-fungible token can create digital scarcity in an otherwise infinitely replicable digital space. Contrary to fungible tokens, which are easily interchangeable due to having an equal value, non-fungible tokens represent unique items for which one cannot find an equivalent. That is why we rely on the fungibility of money to exchange non-fungible unique goods, such as art. Employing non-fungible tokens allows owning and exchanging digital items outside of the context in which they originated. Now, one can prove one’s possession of a digital skin from a videogame, for example, and sell it on digital markets using crypto currency (“Bible”). Behind the technology of NFTs lies the use of a cryptographic hash function, which converts a digital artwork of any file size into a fixed-length hash, called message digest (Dooley 179). It is impossible to revert the process and arrive at the original image, a quality of non-reversibility that makes the hash function a perfect tool for creating a digital representation of an artwork proofed from data tampering. The issued or minted NFT enters a blockchain, a distributed database that too relies on cryptographic properties to guarantee fidelity and security of data stored. Once the NFT becomes a part of the blockchain, its transaction history is permanently recorded and publicly available. Thus, the NFT simultaneously serves as a unique representation of the artwork and a digital proof of ownership. NFTs are traded in digital marketplaces, such as SuperRare, KnownOrigin, OpenSea, and Rarible, which rely on a blockchain to sustain their operations. An analysis of these markets’ inventory can be summarised by the following list of roughly grouped types of artistic works available for purchase: native crypto art, non-digital art, distributed creativity art. Native Crypto Art In this category, I include projects that motivated the creation of NFT protocols. Among these projects are the aforementioned Colored Coins, created in 2012. These were followed by issuing other visual creations native to the crypto-world, such as LarvaLabs’s CryptoPunks, a series of 10,000 algorithmically generated 8-bit-style pixelated digital avatars originally available for free to anyone with an Ethereum blockchain account, gaining a cult status among the collectors when they became rare sought-after items. On 13 February 2022, CryptoPunk #5822 was sold for roughly $24 million in Ethereum, beating the previous record for such an NFT, CryptoPunk #3100, sold for $7.58 million. CryptoPunks laid the foundation for other collectible personal profile projects, such Bored Ape Yacht Club and Cool Cats. One of the ultimate collections of crypto art that demonstrates the exhaustion of original Dada motivations is titled Monas, an NFT project made up of 5,000 programmatically generated versions of a pixelated Mona Lisa by Leonardo da Vinci (c. 1503-1506). Each Monas, according to the creators, is “a mix of Art, history, and references from iconic NFTs” (“Monas”). Monas are a potpourri of meme and pop culture, infused with inside jokes and utmost silliness. Monas invariably bring to mind the historic Dadaist gesture of challenging bourgeois tastes through defacing iconic art historical works, such as Marcel Duchamp’s treatment of Mona Lisa in L.H.O.O.Q. In 1919, Duchamp drew a moustache and a goatee on a reproduction of La Joconde, as the French called the painting, and inscribed “L.H.O.O.Q.” that when pronounced sounds like “Elle a chaud au cul”, a vulgar expression indicating sexual arousal of the subject. At the time of its creation, this Dada act was met with the utmost public contempt, as Mona Lisa was considered a sacred work of art and a patron of the arts, an almost religious symbol (Elger and Grosenick 82). Needless to say, the effect of Monas on public consciousness is far from causing disgust and, on the contrary, brings childish joy and giggles. As an NFT artist, Mankind, explains in his YouTube video on personal profile projects: “PFPs are built around what people enjoy. People enjoy memes, people enjoy status, people enjoy being a part of something bigger than themselves, the basic primary desire to mix digital with social and belong to a community”. Somehow, “being bigger than themselves” has come to involve collecting defaced images of Mona Lisa. Turning our attention to historical analysis will help trace this transformation of the Dada insult into a collectible NFT object. Dada and Its Legacy in Crypto Art Dada was founded in 1916 in Zurich, by Hugo Ball, Tristan Tzara, Hans Richter, and other artists who fled their homelands during the First World War (Hapgood and Rittner 63). One of Dada’s primary aspirations was to challenge the dominance of reason that brought about the tragedy of the First World War through attacking the postulates of culture this form of reason produced. Already in 1921, such artists as André Breton, Louis Aragon, and Max Ernst were becoming exhausted by Dada’s nihilist tendencies and rejection of all programmes for the arts, except for the one that called for the total freedom of expression. The movement was pronounced dead about May 1921, leaving no sense of regret since, in the words of Breton, “its omnipotence and its tyranny had made it intolerable” (205). An important event associated with Dada’s revival and the birth of the Neo Dada movement was the publication of The Dada Painters and Poets in 1951. This volume, the first collection of Dada writings in English and the most comprehensive anthology in any language, was introduced to the young artists at the New School by John Cage, who revived Tristan Tzara’s concept that “life is far more interesting” than art (Hapgood and Rittner 64). The 1950s were marked by a renewed interest in Dadaism that can also be evidenced in galleries and museums organising numerous exhibitions on the movement, such as Dada 1916 –1923 curated by Marcel Duchamp at the Sidney Janis Gallery in 1953. By the end of the decade, such artists as Jasper Johns and Robert Rauschenberg began exploring materials and techniques that can be attributed to Dadaism, which prompted the title of Neo Dada to describe this thematic return (Hapgood and Rittner 64). Among the artistic approaches that Neo Dada borrowed from Dada are Duchampian readymades that question the status of the art object, Kurt Schwitters’s collage technique of incorporating often banal scraps and pieces of the everyday, and the use of chance operations as a compositional device (Hapgood and Rittner 63–64). These approaches comprise the toolbox of crypto artists as well. Monas, CryptoPunks, and Bored Ape Yacht Club are digital collages made of scraps of pop culture and the everyday Internet life assembled into compositional configurations through chance operation made possible by the application of algorithmic generation of the images in each series. Art historian Helen Molesworth sees the strategies of montage, the readymade, and chance not only as “mechanisms for making art objects” but also as “abdications of traditional forms of artistic labor” (178). Molesworth argues that Duchamp’s invention of the readymade “substituted the act of (artistic) production with consumption” and “profoundly questioned the role, stability, nature, and necessity of the artist’s labor” (179). Together with questioning the need for artistic labour, Neo Dadaists inherited what an American art historian Jack D. Flam terms the “anything goes” attitude: Dada’s liberating destruction of rules and derision of art historical canon allowed anything and everything to be considered art (xii). The “anything goes” approach can also be traced to the contemporary crypto artists, such as Beeple, whose Everydays: The First 5000 Days was a result of assembling into a collage the first 5,000 of his daily training sketches created while teaching himself new digital tools (Kastrenakes). When asked whether he genuinely liked any of his images, Beeple explained that most digital art was created by teams of people working over the course of days or even weeks. When he “is pooping something out in 45 minutes”, it “is probably not gonna look that great comparatively” (Cieplak-Mayr von Baldegg). At the core of Dada was a spirit of absurdism that drove an attack on the social, political, artistic, and philosophical norms, constituting a radical movement against the Establishment (Flam xii). In Dada Art and Anti-Art, Hans Richter’s personal historical account of the Dada movement, the artist describes the basic principle of Dada as guided by a motivation “to outrage public opinion” (66). Richter’s writings also point out a desensitisation towards Dada provocations that the public experienced as a result of Dada’s repetitive assaults, demanding an invention of new methods to disgrace the public taste. Richter recounts: our exhibitions were not enough. Not everyone in Zurich came to look at our pictures, attending our meetings, read our poems and manifestos. The devising and raising of public hell was an essential function of any Dada movement, whether its goal was pro-art, non-art or anti-art. And the public (like insects or bacteria) had developed immunity to one of kind poison, we had to think of another. (66) Richter’s account paints a cultural environment in which new artistic provocations mutate into accepted norms in a quick succession, forming a public body that is immune to anti-art “poisons”. In the foreword to Dada Painters and Poets, Flam outlines a trajectory of acceptance and subjugation of the Dadaist spirit by the subsequent revival of the movement’s core values in the Neo Dada of the 1950s and 1960s. When Dadaism was rediscovered by the writers and artists in the 1950s, the Dada spirit characterised by absurdist irony, self-parody, and deadpan realism was becoming a part of everyday life, as if art entered life and transformed it in its own image. The Neo Dada artists, such as Jasper Johns, Robert Rauschenberg, Claes Oldenburg, Roy Lichtenstein, and Andy Warhol, existed in a culturally pluralistic space where the project of a rejection of the Establishment was quickly absorbed into the mainstream, mutating into the high culture it was supposedly criticising and bringing commercial success of which the original Dada artists would have been deeply ashamed (Flam xiii). Raoul Hausmann states: “Dada fell like a raindrop from heaven. The Neo-Dadaists have learnt to imitate the fall, but not the raindrop” (as quoted in Craft 129). With a similar sentiment, Richard Huelsenbeck writes: “Neo-Dada has turned the weapons used by Dada, and later by Surrealism, into popular ploughshares with which to till the fertile soil of sensation-hungry galleries eager for business” (as quoted in Craft 130). Marcel Duchamp, the forefather of the avant-garde, comments on the loss of Dada’s original intent: this Neo-Dada, which they call New Realism, Pop Art, Assemblage, etc., is an easy way out, and lives on what Dada did. When I discovered ready-mades I thought to discourage aesthetics. In Neo-Dada they have taken my ready-mades and found aesthetic beauty in them. I threw the bottle-rack and the urinal into their faces as a challenge and now they admire them for their aesthetic beauty. (Flam xiii) In Neo Dada, the original anti-art impulse of Dadaism was converted into its opposite, becoming an artistic stance and a form of aesthetics. Flam notes that these gradual transformations resulted in the shifts in public consciousness, which it was becoming more difficult to insult. Artists, among them Roy Lichtenstein, complained that it was becoming impossible to make anything despicable: even a dirty rug could be admired (Flam xiii). The audience lost their ability to understand when they were being mocked, attacked, or challenged. Writing in 1981, Flam proclaimed that “Dada spirit has become an inescapable condition of modern life” (xiv). I contend that the current crypto art thrives on the Dada spirit of absurdism, irony, and self-parody and continues to question the border between art and non-art, while fully subscribing to the “anything goes” approach. In the current iteration of Dada in the crypto world, the original subversive narrative can be mostly found in the liberating rhetoric promoted by the proponents of the decentralised economic system. While Neo Dada understood the futility of shocking the public and questioning their tastes, crypto art is ignorant of the original Dada as a form of outrage, a revolutionary movement ignited by a social passion. In crypto art, the ambiguous relationship that Pop Art, one of the Neo Dada movements, had with commercial success is transformed into the content of the artworks. As Tristan Tzara laconically explained, the Dada project was to “assassinate beauty” and with it all the infrastructure of the art market (as quoted in Danto 39). Ironically, crypto artists, the descendants of Dada, erected the monument to Value artificially created through scarcity made possible by blockchain technology in place of the denigrated Venus demolished by the Dadaists. After all, it is the astronomical prices for crypto art that are lauded the most. If in the pre-NFT age, artistic works were evaluated based on their creative merit that included considering the prominence of the artist within art historical canon, current crypto art is evaluated based on its rareness, to which the titles of the crypto art markets SuperRare and Rarible unambiguously refer (Finucane 28–29). In crypto art, the anti-art and anti-commercialism of Dada has fully transformed into its opposite. Another evidence for considering crypto art to be a descendant of Dada is the NFT artists’ concern for the question of what art is and is not, brought to the table by the original Dada artists. This concern is expressed in the manifesto-like mission statement of the first Museum of Crypto Art: at its core, the Museum of Crypto Art (M○C△) challenges, creates conflict, provokes. M○C△ puts forward a broad representation of perspectives meant to upend our sense of who we are. It poses two questions: “what is art?” and “who decides?” We aim to resolve these questions through a multi-stakeholder decentralized platform of art curation and exhibition. (The Museum of Crypto Art) In the past, the question regarding the definition of art was overtaken by the proponent of the institutional approach to art definition, George Dickie, who besides excluding aesthetics from playing a part in differentiating art from non-art famously pronounced that an artwork created by a monkey is art if it is displayed in an art institution, and non-art if it is displayed elsewhere (Dickie 256). This development might explain why decentralisation of the art market achieved through the use of blockchain technology still relies on the endorsing of the art being sold by the widely acclaimed art auction houses: with their stamp of approval, the work is christened as legitimate art, resulting in astronomical sales. Non-Digital Art It is not surprising that an NFT marketplace is an inviting arena for the investigation of questions of commercialisation tackled in the works of Neo Dada Pop artists, who made their names in the traditional art world. This brings us to a discussion of the second type of artworks found in NFT marketplaces: non-digital art sold as NFT and created by trained visual artists, such as Damien Hirst. In his recent NFT project titled Currency, Hirst explores “the boundaries of art and currency—when art changes and becomes a currency, and when currency becomes art” (“The Currency”). The project consists of 10,000 artworks on A4 paper covered in small, coloured dots, a continuation of the so-called “spot-paintings” series that Hirst and his assistants have been producing since the 1980s. Each artwork is painted on a hand-made paper that bears the watermark of the artist’s bust, adorned with a microdot that serves as a unique identification, and is made to look very similar to the others—visual devices used to highlight the ambiguous state of these artworks that simultaneously function as Hirst-issued currency. For Hirst, this project is an experiment: after the purchase of NFTs, buyers are given an opportunity to exchange the NFT for the original art, safely stored in a UK vault; the unexchanged artworks will be burned. Is art going to fully transform into currency? Will you save it? In Hirst’s project, the transformation of physical art into crypto value becomes the ultimate act of Dada nihilism, except for one big difference: if Dada wanted to destroy art as a way to invent it anew, Hirst destroys art to affirm its death and dissolution in currency. In an ironic gesture, the gif NFT artist Nino Arteiro, as if in agreement with Hirst, attempts to sell his work titled Art Is Not Synonymous of Profit, which contains a crudely written text “ART ≠ PROFIT!” for 0.13 Ether or US$350. Buying this art will negate its own statement and affirm its analogy with money. Distributed-Creativity Art When browsing through crypto art advertised in the crypto markets, one inevitably encounters works that stand out in their emphasis on aesthetic and formal qualities. More often than not, these works are created with the use of Artificial Intelligence (AI). To a viewer bombarded with creations unconcerned with the concept of beauty, these AI works may serve as a sensory aesthetic refuge. Among the most prominent artists working in this realm is Refik Anadol, whose Synthetic Dreams series at a first glance may appear as carefully composed works of a landscape painter. However, at a closer look nodal connections between points in rendered space provide a hint at the use of algorithmic processes. These attractive landscapes are quantum AI data paintings created from a data set consisting of 200 million raw images of landscapes from around the world, with each image having been computed with a unique quantum bit string (“Synthetic Dreams”). Upon further contemplation, Anadol’s work begins to remind of the sublime Romantic landscapes, revamped through the application of AI that turned fascination with nature’s unboundedness into awe in the face of the unfathomable amounts of data used in creation of Anadol’s works. These creations can be seen as a reaction against the crypto art I call exhausted Dada, or a marketing approach that targets a different audience. In either case, Anadol revives aesthetic concern and aligns himself with the history of sublimity in art that dates back to the writings of Longinus, becoming of prime importance in the nineteenth-century Romantic painting, and finding new expressions in what is considered the technological sublime, which, according to David E. Nye. concentrates “on the triumph of machines… over space and time” (as quoted in Butler et al. 8). In relation to his Nature Dreams project, Anadol writes: “the exhibition’s eponymous, sublime AI Data Sculpture, Nature Dreams utilizes over 300 million publicly available photographs of nature collected between 2018- 2021 at Refik Anadol Studio” (“Machine Hallucinations Nature Dreams”). From this short description it is evident that Anadol’s primary focus is on the sublimity of large sets of data. There is an issue with that approach: since experiencing the sublime involves loss of rational thinking (Longinus 1.4), these artworks cease the viewer’s ability to interrogate cultural adaptation of AI technology and stay within the realm of decorative ornamentations, demanding an intervention akin to that brought about by the historical avant-garde. Conclusions I hope that this brief analysis demonstrates the mechanisms by which the strains of Dada entered the vocabulary of crypto artists. It is probably also noticeable that I equate the nihilist project of the exhausted Dada found in such works as Hirst’s Cryptocurrency with a dead end similar to so many other dead ends in art history—one only needs to remember that the death of painting was announced a myriad of times, and yet it is still alive. Each announcement of its death was followed by its radiant return. It could be that using art as a visual package for monetary value, a death statement to art’s capacity to affect human lives, will ignite artists to affirm art’s power to challenge, inspire, and enrich. References Assia, Yoni et al. “Colored Coins Whitepaper.” 2012-13. <https://docs.google.com/document/d/1AnkP_cVZTCMLIzw4DvsW6M8Q2JC0lIzrTLuoWu2z1BE/edit>. Breton, André. “Three Dada Manifestoes, before 1924.” The Dada Painters and Poets: An Anthology, Ed. Robert Motherwell, Cambridge, Mass: Belknap Press of Harvard UP, 1989. 197–206. Butler, Rebecca P., and Benjamin J. Butler. “Examples of the American Technological Sublime.” TechTrends 57.1 (2013): 9–10. Craft, Catherine Anne. Constellations of Past and Present: (Neo-) Dada, the Avant- Garde, and the New York Art World, 1951-1965. 1996. PhD dissertation. University of Texas at Austin. Cieplak-Mayr von Baldegg, Kasia. “Creativity Is Hustle: Make Something Every Day.” The Atlantic, 7 Oct. 2011. 12 July 2021 <https://www.theatlantic.com/video/archive/2011/10/creativity-is-hustle-make-something-every-day/246377/#slide15>. Danto, Arthur Coleman. The Abuse of Beauty: Aesthetics and the Concept of Art. Chicago, Ill: Open Court, 2006. Dash, Anil. “NFTs Weren’t Supposed to End like This.” The Atlantic, 2 Apr. 2021. 16 Apr. 2022 <https://www.theatlantic.com/ideas/archive/2021/04/nfts-werent-supposed-end-like/618488/>. Dickie, George. “Defining Art.” American Philosophical Quarterly 6.3 (1969): 253–256. Dooley, John F. History of Cryptography and Cryptanalysis: Codes, Ciphers, and Their Algorithms. Cham: Springer, 2018. Elder, R. Bruce. Dada, Surrealism, and the Cinematic Effect. Waterloo: Wilfried Laurier UP, 2015. Elger, Dietmar, and Uta Grosenick. Dadaism. Köln: Taschen, 2004. Flam, Jack. “Foreword”. The Dada Painters and Poets: An Anthology. Ed. Robert Motherwell. Cambridge, Mass: Belknap Press of Harvard UP, 1989. xi–xiv. Finucane, B.P. Creating with Blockchain Technology: The ‘Provably Rare’ Possibilities of Crypto Art. 2018. Master’s thesis. University of British Columbia. Haber, Stuart, and W. Scott Stornetta. “How to Time-Stamp a Digital Document.” Journal of Cryptology 3.2 (1991): 99–111. Hapgood, Susan, and Jennifer Rittner. “Neo-Dada: Redefining Art, 1958-1962.” Performing Arts Journal 17.1 (1995): 63–70. Kastrenakes, Jacob. “Beeple Sold an NFT for $69 million: Through a First-of-Its-Kind Auction at Christie’s.” The Verge, 11 Mar. 2021. 14 July 2021 <https://www.theverge.com/2021/3/11/22325054/beeple-christies-nft-sale-cost-everydays-69-million>. Longinus. On the Sublime. Lewiston/Queenston: Edwin Mellen, 1987. Mankind, “What Are PFP NFTs”. YouTube. 2 Feb. 2022 <https://www.youtube.com/watch?v=Drh_fAV4XNM>. “Machine Hallucinations.” Refik Anadol. 20 Jan. 2022 <https://refikanadol.com/works/machine-hallucination/>. “Machine Hallucinations Nature Dreams.” Refik Anadol. 18 Apr. 2022 <https://refikanadol.com/works/machine-hallucinations-nature-dreams/>. Molesworth, Helen. “From Dada to Neo-Dada and Back Again.” October 105 (2003): 177–181. “Monas”. OpenSea. 17 Feb. 2022 <https://opensea.io/collection/monas>. Museum of Crypto Art. 23 Jan. 2022 <https://museumofcryptoart.com/>. Nakamoto, Satoshi. “Bitcoin: A Peer-to-Peer Electronic Cash System.” 2008. <https://bitcoin.org/bitcoin.pdf>. Richter, Hans. Dada: Art and Anti-Art. London: Thames and Hudson, 2016. Rhizome. “Seven on Seven 2019.” rhizome.org, 26 Mar. 2019. 16 Apr. 2022 <https://rhizome.org/editorial/2019/mar/26/announcing-seven-on-seven-2019-participants-details/>. “Synthetic Dreams.” OpenSea. 23 Jan. 2022 <https://opensea.io/collection/synthetic-dreams>. “The Currency.” OpenSea. 15 Feb. 2022 <https://opensea.io/collection/thecurrency>. “The Non-Fungible Token Bible: Everything You Need to Know about NFTs.” OpenSea Blog, 10 Jan. 2020. 10 June 2021 <https://blog.opensea.io/guides/non-fungible-tokens/>.
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Rodriguez, Mario George. "“Long Gone Hippies in the Desert”: Counterculture and “Radical Self-Reliance” at Burning Man." M/C Journal 17, no. 6 (October 10, 2014). http://dx.doi.org/10.5204/mcj.909.

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Abstract:
Introduction Burning Man (BM) is a festival of art and music that materialises for one week each year in the Nevada desert. It is considered by many to be the world’s largest countercultural event. But what is BM, really? With record attendance of 69,613 in 2013 (Griffith) (the original event in 1986 had twenty), and recent event themes that have engaged with mainstream political themes such as “Green Man” (2007) and “American Dream” (2008), can BM still be considered countercultural? Was it ever? In the first part of this article, we define counterculture as a subculture that originates in the hippie movement of 1960s America and the rejection of “mainstream” values associated with post-WWII industrial culture, that aligns itself with environmentalism and ecological consciousness, and that is distinctly anti-consumer (Roszak, Making). Second, we identify BM as an art and music festival that transcends the event to travel with its desert denizens out into the “real world.” In this way, it is also a festival that has countercultural connections. Third, though BM bears some resemblance to counterculture, given that it is founded upon “Radical Self-Reliance”, BM is actually anything but countercultural because it interlocks with the current socioeconomic zeitgeist of neoliberalism, and that reflects a “new individualism” (Elliot & Lemert). BM’s ambition to be a commercial-free zone runs aground against its entanglement with market relations, and BM is also arguably a consumer space. Finally, neoliberal ideology and “new individualism” are encoded in the space of BM at the level of the spectacle (Debord). The Uchronian’s structure from BM 2006 (a cavernous wooden construction nicknamed the “Belgian Waffle”) could be read as one example. However, opportunities for personal transformation and transcendent experience may persist as counterculture moves into a global age. Defining Counterculture To talk about BM as a counterculture, we must first define counterculture. Hebdige provided a useful distinction between subculture and counterculture in an endnote to a discussion of Teds versus Rockers (148). According to Hebdige, what distinguishes counterculture from mere subculture and related styles is its association with a specific era (1967–70), that its adherents tended to hail from educated, middle-class families, and that it is “explicitly political and ideological” and thus more easily “read” by the dominant powers. Finally, it opposes the dominant culture. Counterculture has its roots in “the hippies, the flower children, the yippies” of the 60s. However, perhaps Hebdige’s definition is too narrow; it is more of an instance of counterculture than a definition. A more general definition of counterculture might be a subculture that rejects “mainstream” values, and examples of this have existed throughout time. For example, we might include the 19th century Romantics with their rejection of the Enlightenment and distrust of capitalism (Roszak 1972), or the Beat generation and post-War America (Miller). Perhaps counterculture even requires one to be a criminal: the prominent Beat writer William S. Burroughs shot guns and heroin, was a homosexual, and accidentally shot and killed his wife in a drug haze (Severo). All of these are examples of subcultures that rejected or opposed the mainstream values of the time. But it was Roszak (Making) who originally defined counterculture as the hippie movement of 1960s era college-aged middle-class American youth who revolted against the values and society inherited not only from their parents, but from the “military-industrial complex” itself, which “quite simply was the American political system” (3). Indeed, the 1960s counterculture—what the term “counterculture” has more generally come to mean—was perhaps the most radical expression of humanity ever in its ontological overthrow of industrial culture and all that it implied (and also, Roszak speculates, in so much that it may have been an experiment gone wrong on the part of the American establishment): The Communist and Socialist Left had always been as committed to industrialism as their capitalist foes, never questioning it as an inevitable historical stage. From this viewpoint, all that needed to be debated was the ownership and control of the system. But here was a dissenting movement that yearned for an entirely different quality of life. It was not simply calling the political superstructure into question; with precocious ecological insight, it was challenging the culture of industrial cities on which that superstructure stood. And more troubling still, there were those among the dissenters who questioned the very sanity of that culture. These psychic disaffiliates took off in search of altered states of consciousness that might generate altered states of society. (8) For the purposes of this paper, then, counterculture refers specifically to those cultures that find their roots in the hippie movement of the late 1960s. I embrace both Roszak’s and Hebdige’s definitions of counterculture because they define it as a unique reaction of post-WWII American youth against industrial culture and a rejection of the accompanying values of home, marriage and career. Instead, counterculture embraced ecological awareness, rejected consumption, and even directed itself toward mystical altered states. In the case of the espoused ecological consciousness, that blossomed into the contemporary (increasingly mainstream) environmental movement toward “green” energy. In the case of counterculture, the specific instance really is the definition in this case because the response of postwar youth was so strong and idiosyncratic, and there is overlap between counterculture and the BM community. So what is Burning Man? Defining Burning Man According to the event’s website: Burning Man is an annual event and a thriving year-round culture. The event takes place the week leading up to and including Labor Day, in Nevada’s Black Rock Desert. The Burning Man organization […] creates the infrastructure of Black Rock City, wherein attendees (or “participants”) dedicate themselves to the spirit of community, art, self-expression, and self-reliance. They depart one week later, leaving no trace […] Outside the event, Burning Man’s vibrant year-round culture is growing through the non-profit Burning Man Project, including worldwide Regional Groups and associated non-profits who embody Burning Man’s ethos out in the world. (“What is Burning Man?”) I interpret BM as a massive art festival and party that materialises in the desert once a year to produce one of the largest cities in Nevada, but one with increasingly global reach in which the participants feel compelled to carry the ethos forward into their everyday lives. It is also an event with an increasing number of “regional burns” (Taylor) that have emerged as offshoots of the original. Creator Larry Harvey originally conceived of burning the effigy of a man on San Francisco’s Baker Beach in 1986 in honor of the solstice (“Burning Man Timeline”). Twenty people attended the first BM. That figure rapidly rose to 800 by 1990 when for legal reasons it became necessary to relocate to the remote Black Rock desert in Nevada, the largest expanse of flat land in the United States. In the early 90s, when BM had newly relocated and attendees numbered in the low thousands, it was not uncommon for participants to mix drugs, booze, speeding cars and firearms (Bonin) (reminiscent of the outlaw associations of counterculture). As the Internet became popular in the mid-1990s word spread quickly, leading to a surge in the population. By the early 2000s attendance regularly numbered in the tens of thousands and BM had become a global phenomenon. In 2014 the festival turned 28, but it had already been a corporation for nearly two decades before transitioning to a non-profit (“Burning Man Transitions”). Burning Man as Countercultural Event BM has connections to the counterculture, though the organisation is quick to dispel these connections as myths (“Media Myths”). For example, in response to the notion that BM is a “90s Woodstock”, the organisers point out that BM is for all ages and not a concert. Rather, it is a “noncommercial environment” where the participants come to entertain each other, and thus it is “not limited by the conventions of any subculture.” The idea that BM is a “hippie” festival is also a myth, but one with some truth to it: Hippies helped create environmental ethics, founded communes, wore colorful clothing, courted mysticism, and distrusted the modern industrial economy. In some ways, this counterculture bears a resemblance to aspects of Burning Man. Hippie society was also a youth movement that often revolved around drugs, music, and checks from home. Burning Man is about “radical self-reliance”–it is not a youth movement, and it is definitely not a subculture (“Media Myths”). There are some familiar aspects of counterculture here, particularly environmental consciousness, anti-consumer tendencies and mysticism. Yet, looking at the high attendance numbers and the progression of themes in recent years one might speculate that BM is no longer as countercultural as it once was. For instance, psychedelic themes such as “Vault of Heaven” (2004) and “Psyche” (2005) gave way to “The Green Man” (2007) and “American Dream” (2008). Although “Green Man” was an environmental theme it debuted the year after Vice President Al Gore’s “An Inconvenient Truth” (2006) brought the issue of climate change to a mainstream audience. Indeed, as a global, leaderless event with a strong participatory ethos in many respects BM followed suit with the business world, particularly given it was a Limited Liability Corporation (LLC) for many years (though it was ahead of the curve): “Capitalism has learned from the counter culture. But this is not news” (Rojek 355). Similarly, just in time for the 2008 U.S. Presidential election the organisational committee decided to juxtapose “the Man” with the American flag. Therefore, there has been an arguable shift toward engagement with mainstream issues and politics in recent years (and away from mysticism). Recent themes are really re-appropriations of mainstream discourses; hence they are “agonistic” readings (Mouffe). Take for example the VoterDrive Bus, an early example of political talk at BM that engaged with mainstream politics. The driver was seven-time BM veteran Corey Mervis (also known as “Misty Mocracy”) (“Jack Rabbit Speaks”). Beginning on 22 July 2004, the VoterDrive Bus wrote the word VOTE in script across the continental United States in the months before the election, stopping in the Black Rock City (BRC) for one week during the BM festival. Four years later the theme “American Dream” would reflect this countercultural re-appropriation of mainstream political themes in the final months leading up to the 2008 Presidential election. In that year, “the Man,” a massive wooden effigy that burns on the last night of the event, stood atop a platform of windows, each inscribed with the flag of a different country. “American Dream” was as politically as it was poetically inspired. Note the agonistic appeal: “This year's art theme is about patriotism—not that kind which freights the nation state with the collective weight of ego, but a patriotism that is based upon a love of country and culture. Leave ideology at home…Ask yourself, instead…What can postmodern America, this stumbling, roused, half-conscious giant, yet give to the world?” (“2008 Art Theme: American Dream”). BM has arguably retained its countercultural authenticity despite engagement with mainstream political themes by virtue of such agonistic appeals to “American Dream”, and to “Green Man” which promoted environmental awareness, and which after all started out in the counterculture. I attended BM twice in 2006 and 2007 with “The Zombie Hotel”, one among a thousand camps in the BRC, Nevada (oddly, there were numerous zombie-themed camps). The last year I attended, the festival seemed to have come of age, and 2007 was the first in its history that BM invited corporate presence in the form of green energy companies (and informational kiosks, courtesy of Google) (Taylor). Midway through the week, as I stumbled through the haphazard common area that was The Zombie Hotel hiding from the infernal heat of the desert sun, two twin fighter jets, their paths intertwining, disturbed the sanctity of the clear, blue afternoon sky followed by a collective roar from the city. One can imagine my dismay at rumours that the fighter jets—which I had initially assumed to be some sort of military reconnaissance—were in fact hired by the BM Organizational Committee to trace the event’s symbol in the sky. Speculation would later abound on Tribe.net (“What was up with the fighter jets?”). What had BM become after all? Figure 1: Misty Mocracy & the VoterDrive Bus. Photo: Erick Leskinen (2004). Reproduced with permission. “Radical Self-Reliance”, Neoliberalism and the “New Individualism” Despite overlap with elements of counterculture, there is something quite normative about BM from the standpoint of ideology, and thus “mainstream” in the sense of favouring values associated with what Roszak calls “industrial society”, namely consumption and capitalist labor relations. To understand this, let us examine “The Ten Principles of BM”. These include: Radical Inclusion, Gifting, Decommodification, Radical Self-Reliance, Radical Self-Expression, Communal Effort, Civic Responsibility, Leaving No Trace, Participation and Immediacy (“Ten Principles of Burning Man”). These categories speak to BM’s strong connection to the counterculture. For example, “Decommodification” is a rejection of consumerism in favour of a culture of giving; “Immediacy” rejects mediation, and “Participation” stresses transformative change. Many of these categories also evoke political agonism, for example “Radical Inclusion” requires that “anyone may be a part of Burning Man”, and “Radical Self-Expression”, which suggests that no one other than the gift-giver can determine the content of the message. Finally, there are categories that also engage with concepts associated with traditional civil society and democracy, such as “Civic Responsibility”, which refers to the “public welfare”, “Participation”, and “Communal Effort.” Though at first it may seem to connect with countercultural values, upon closer inspection “Radical Self-Reliance” aligns BM with the larger socioeconomic zeitgeist under late-capitalism, subverting its message of “Decommodification.” Here is what it says: “Burning Man encourages the individual to discover, exercise and rely on his or her inner resources.” That message is transformative, even mystical, but it aligns well with a neoliberal ideology and uncertain labor relations under late capitalism. Indeed, Elliot and Lemert explore the psychological impact of a “new individualism”, setting the self in opposition to the incoming forces of globalisation. They address the question of how individuals respond to globalisation, perhaps pathologically. Elliot and Lemert clarify the socio-psychological ramifications of economic fragmentation. They envision this as inextricably caught up with the erosion of personal identity and the necessity to please “self-absorbed others” in a multiplicity of incommensurate realities (20, 21). Individuals are not merely atomised socially but fragmented psychologically, while at the macroscopic level privatisation of the economy spawns this colonisation of the personal Lifeworld, as social things move into the realm of individualised dilemmas (42). It is interesting to note how BM’s principles (in particular “Radical Self-Reliance”) evoke this fracturing of identity as identities and realities multiply in the BRC. Furthermore, the spectre of neoliberal labour conditions on “the Playa” kicks down the door for consumer culture’s entrée. Consumer society “technicises” the project of the self as a series of problems having consumer solutions with reference to expert advice (Slater 86), BM provides that solution in the form of a transformative experience through “Participation”, and acolytes of the BM festival can be said to be deeply invested in the “experience economy” (Pine & Gilmore): “We believe that transformative change, whether in the individual or in society, can occur only through the medium of deeply personal participation” (“Ten Principles”). Yet, while BM rejects consumption as part of “Decommodification”, the event has become something of a playground for new technological elites (with a taste for pink fur and glow tape rather than wine and cheese) with some camps charging as much as US $25,000 in fees per person for the week (most charge $300) (Bilton). BM is gentrifying, or as veteran attendee Tyler Hanson put it, “Burning Man is no longer a counterculture revolution. It’s now become a mirror of society” (quoted in Bilton). Neoliberalism and “new individualism” are all around at BM, and a reading of space and spectacle in the Uchronian structure reveals this encoding. Figure 2: “Message Out of the Future by Night” (also known as “the Belgian Waffle). Photo: Laurent Chavanne (2006). Reproduced with permission. “Long Gone Hippies” Republican tax reformist Grover Norquist made his way to BM for the first time this year, joining the tech elites. He subsequently proclaimed that America had a lot to learn from BM: “The story of Burning Man is one of radical self-reliance” (Norquist). As the population of the BRC surges toward seventy thousand, it may be difficult to call BM a countercultural event any longer. Given parallels between the BM ethos and neoliberal market relations and a “new individualism”, it is hard to deny that BM is deeply intertwined with counterposing forces of globalisation. However, if you ask the participants (and Norquist) they will have a different story: After you buy your ticket to Burning Man to help pay for the infrastructure, and after you pay for your own transportation, food and water, and if you optionally decide to pay to join a camp that provides some services THEN you never have to take your wallet out while at Burning Man. Folks share food, massages, alcohol, swimming pools, trampolines, many experiences. The expenses that occur prior to the festival are very reasonable and it is wonderful to walk around free from shopping or purchasing. Pockets are unnecessary. So are clothes. (Alex & Allyson Grey) Consumerism is a means to an end in an environment where the meanings of civic participation and “giving back” to the counterculture take many forms. Moreover, Thornton argued that the varied definitions of what is “mainstream” among subcultures point more to a complex and multifaceted landscape of subculture than to any coherent agreement as to what “mainstream” actually means (101), and so perhaps our entire discussion of the counterculture/mainstream binary is moot. Perhaps there is something yet to be salvaged in the spaces of participation at BM, some agonistic activity to be harnessed. The fluid spaces of the desert are the loci of community action. Jan Kriekels, founder of the Uchronia Community, holds out some hope. The Belgian based art collective hauled 150 kilometres of lumber to the BRC in the summer of 2006 to construct a freestanding, cavernous structure with a floor space of 60 by 30 metres at its center and a height of 15 metres (they promised a reforestation of the equivalent amount of trees) (Figure 1). “Don’t mistake us for long gone hippies in the desert”, wrote Kriekels in Message Out of the Future: Uchronia Community, “we are trying to build a bridge between materialism and spiritualism” (102). The Uchronians announced themselves as not only desert nomads but nomads in time (“U” signifying “nothing” and “chronos” or “time”), their time-traveller personas designed to subvert commodification, their mysterious structure (nicknamed the “Belgian Waffle” by the burners, a painful misnomer in the eyes of the Uchronians) evoking a sense of timelessness. I remember standing within that “cathedral-like” (60) structure and feeling exhilarated and lonely and cold all at once for the chill of the desert at night, and later, much later, away from the Playa in conversations with a friend we recalled Guy Debord’s “Thesis 30”: “The spectator feels at home nowhere, for the spectacle is everywhere.” The message of the Uchronians provokes a comparison with Virilio’s conceptualisations of “world time” and “simultaneity” that emerge from globalisation and digital technologies (13), part of the rise of a “globalitarianism” (15)—“world time (‘live’) takes over from the ancient, immemorial supremacy of the local time of regions” (113). A fragmented sense of time, after all, accompanies unstable labour conditions in the 21st century. Still, I hold out hope for the “resistance” inherent in counterculture as it fosters humanity’s “bothersomely unfulfilled potentialities” (Roszak, Making 16). I wonder in closing if I have damaged the trust of burners in attempting to write about what is a transcendent experience for many. It may be argued that the space of the BRC is not merely a spectacle—rather, it contains the urban “forests of gestures” (de Certeau 102). These are the secret perambulations—physical and mental—at risk of betrayal. References An Inconvenient Truth. Dir. Davis Guggenheim. Perf. Al Gore. Paramount Pictures, 2006. Bilton, Nick. “At Burning Man, the Tech Elite One-Up One Another.” The New York Times: Fashion & Style, 20 Aug. 2014. 10 Oct. 2014 ‹http://www.nytimes.com/2014/08/21/fashion/at-burning-man-the-tech-elite-one-up-one-another.html› “Burning Man Timeline.” Burningman. 10 Oct. 2014 ‹http://burningman.org/timeline/›. “Burning Man Transitions to Non-Profit Organization.” Burningman 3 Mar. 2014. 10 Oct. 2014 ‹http://blog.burningman.com/2014/03/news/burning-man-transitions-to-non-profit-organization/›. De Bord, Guy. The Society of the Spectacle. New York: Zone, 1994. De Certeau, Michel. The Practice of Everyday Life. Berkeley, Calif.: U of California P, 1984. Dust & Illusions: 30 Years of History of Burning Man. Dir. Oliver Bonin. Perf. Jerry James, Larry Harvey, John Law. Imagine, 2009. Elliot, Anthony, and Charles Lemert. The New Individualism. New York: Routledge, 2006. Grey, Alex, and Alyson Grey. “Ticket 4066, Burning Man Study.” Message to the author. 30 Nov. 2007. E-mail. Griffith, Martin. “Burning Man Draws 66,000 People to the Nevada Desert.” The Huffington Post 2 Sep. 2014. 10 Oct. 2014 ‹http://www.huffingtonpost.com/2014/09/02/burning-man-2014_n_5751648.html›. Hebdige, Dick. Subculture: The Meaning of Style. New York: Methuen, 1979. “Jack Rabbit Speaks.” JRS 8.32 (2004). 10 Oct. 2014 ‹http://www.burningman.com/blackrockcity_yearround/jrs/vol08/jrs_v08_i32.html›. Kriekels, Jan. Message Out of the Future: Uchronia Community. 2006. 10 Oct. 2014 ‹http://issuu.com/harmenvdw/docs/uchronia-book-low#›. “Media Myths.” Burningman. 6 Nov. 2014 ‹http://www.burningman.com/press/myths.html›. Miller, Timothy. The Hippies and American Values. Knoxville: U of Tennessee P, 1999. Mouffe, Chantal. On the Political. London: Routledge, 2005. Norquist, Grover. “My First Burning Man: Confessions of a Conservative from Washington.” The Guardian 2 Sep. 2014. 10 Oct. 2014 ‹http://www.theguardian.com/commentisfree/2014/sep/02/my-first-burning-man-grover-norquist›. Pine, B. Joseph, and James H. Gilmore. The Experience Economy. Boston: Harvard Business School P, 1999. Rojek, Chris. "Leaderless Organization, World Historical Events and Their Contradictions: The ‘Burning Man’ City Case.” Cultural Sociology 8.3 (2014): 351–364. Roszak, Theodore. The Making of a Counter Culture. Oakiland, Calif.: U of California P, 1995 [1968]. Roszak, Theodore. Where the Wasteland Ends. Charlottesville, Va.: U of Virginia P, 1972. Severo, Richard. “William S. Burroughs Dies at 83.” New York Times 3 Aug. 1997. 6 Nov. 2014 ‹http://www.nytimes.com/1997/08/03/nyregion/william-s-burroughs-dies-at-83-member-of-the-beat-generation-wrote-naked-lunch.html›. Slater, Don. Consumer Culture and Modernity. Cambridge, U.K.: Polity, 1997. Taylor, Chris. “Burning Man Grows Up.” CNN: Money. 10 Oct. 2014 ‹http://money.cnn.com/magazines/business2/business2_archive/2007/07/01/100117064›. “Ten Principles of Burning Man.” Burningman. 10 Oct. 2014 ‹http://burningman.org/culture/philosophical-center/10-principles/›. Thornton, Sarah. Club Cultures: Music, Media and Subcultural Capital. Hanover, NH: Wesleyan UP, 1996. Virilio, Paul. The Information Bomb. London: Verso, 2000. “What Was Up with the Fighter Jets?” Tribe 7 Sep. 2007. 10 Oct. 2014 ‹http://bm.tribe.net/thread/84f762e0-2160-4e6e-b5af-1e35ce81a1b7›. “2008 Art Theme: American Dream.” Tribe 3 Sep. 2007. 10 Oct. 2014 ‹http://bm.tribe.net/thread/60b9b69c-001a-401f-b69f-25e9bdef95ce›.
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42

Parnell, Claire, Andrea Anne Trinidad, and Jodi McAlister. "Hello, Ever After." M/C Journal 24, no. 3 (June 21, 2021). http://dx.doi.org/10.5204/mcj.2769.

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On 12 March 2020, Philippine President Rodrigo Duterte announced a lockdown of Manila to stop the spread of COVID-19. The cities, provinces, and islands of the Philippines remained under various levels of community quarantine for the remainder of the year. Under the strictest lockdown measures, known as Enhanced Community Quarantine (ECQ), no one aged below 21 or over 60 years was allowed out, a curfew was implemented between 10pm and 5am, and only one person per household, carrying a quarantine pass, was allowed to go out for essential items (Bainbridge & Vimonsuknopparat; Ratcliffe & Fonbuena). The policing of these measures was strict, with a heavy reliance on police and military to enforce health protocols (Hapal). In early April, Duterte warned that violators of the lockdown who caused trouble could be shot (Reuters). Criticisms concerning the dissemination of information about the pandemic were exacerbated when on 5 May, 2020, Filipinos lost an important source of news and entertainment as the country’s largest media network ABS-CBN was shut down after the government denied the renewal of its broadcast franchise (Gutierrez; “ABS-CBN”; “Independent Broadcaster”). The handling of the pandemic by the Duterte government has been characterised by inaction, scapegoating, and framed as a war on an existential threat (Hapal). This has led to feelings of frustration, anger, and despair that has impacted and been incorporated into the artistic expression of some Filipino creatives (Esguerra, “Reflecting”). As they did in the rest of the world, social media platforms became a vital source of entertainment for many facing these harsh lockdown measures in the Philippines in 2020. Viral forms included the sharing of videos of recipes for whipped Dalgona coffee and ube-pandesal on TikTok, binge-watching KDramas like Crash Landing on You on Netflix, playing Animal Crossing on Nintendo Switch, and watching Thailand’s Boys’ Love genre web series 2Gether: The Series on YouTube. Around the world, many arts and cultural organisations turned to online platforms to continue their events during the COVID-19 pandemic. #RomanceClass, a Filipino community of authors, artists, and actors who consume, produce, and enact mostly self-published English-language romance fiction in the Philippines, also turned to these platforms to hold their community’s live literature events. This article analyses this shift by #RomanceClass. It contends that, due to their nature as an independent, born-digital literary organisation, they were able to adapt swiftly and effectively to online-only events in response to the harshness of the Filipino lockdown, creating new forms of artistic innovation by adopting the aesthetics of Zoom into their creative practice (for example, name tags and gallery camera view). This aesthetic swiftly became familiar to people all over the world in 2020, and adopting digital platforms encodes within it the possibility for a global audience. However, while #RomanceClass are and have been open to a global audience, and their creative innovations during the pandemic have clearly been informed by transcultural online trends, this article argues that their adoption of digital platforms and creative innovations represented a continuation of their existing ethos, producing material explicitly intended for a Filipino audience, and more specifically, their existing community, prioritising community connection over any more expansive marketing efforts (McAlister et al.). The Live Literature of #RomanceClass The term #RomanceClass refers to a biblio-community of authors, readers, artists, and actors, all involved in the production and consumption of English-language romance novels in the Philippines. #RomanceClass began online in 2013 via a free writing class run predominantly on Facebook by author Mina V. Esguerra (for more on this, see McAlister et al.). As the community has developed, in-person events have become a major part of the community’s activities. However, as a born-digital social formation, #RomanceClass has always existed, to some extent, online. Their comfort in digital spaces was key to their ability to pivot swiftly to the circumstances in the Philippines during the lockdowns in 2020. One of the most distinctive practices of #RomanceClass is their live reading events. Prior to 2020, community members would gather in April for April Feels Day, and in October for Feels Fest for events where local actors would read curated passages from community-authored romance novels, and audiences’ verbal and physical responses became part of the performance. The live readings represent a distinctive form of live literature – that is, events where literature is the dominant art form presented or performed (Wiles), a field which encompasses phenomena like storytelling festivals, author readings, and literary festivals (Dane; Harvey; Weber; Wilson). In October 2019, we interviewed several #RomanceClass community members and attended one of these live reading events, Feels Fest, where we observed that the nature of the event very clearly reflected the way the community functions: they are “highly professionalised, but also tightly bound on an affective level, regularly describing [themselves] as a found family” (McAlister et al. 404). Attendance at live readings is capped (50 people, for the event we attended). The events are thus less about audience-building than they are community-sustaining, something which they do by providing community comforts. In particular, this includes kilig, a Filipino term referring to a kind of affective romantic excitement, usually demonstrated by the audience members in reaction to the actors’ readings. While the in-person component is very important to the live reading events, they have always spanned online and offline contexts – the events are usually live-tweeted by participants, and the readings are recorded and posted to YouTube by an official community videographer, with the explicit acknowledgment that if you attended the event, you are more than welcome to relive it as many times as you want. (Readings which contain a high degree of sexual content are not searchable on YouTube so as not to cause any harm to the actors, but the links are made privately available to attendees.) However, the lockdown measures implemented in the Philippines in 2020 meant that only the online context was available to the community – and so, like so many other arts communities around the world, they were forced to adapt. We tend to think of platforms like Zoom as encoded with the potential to allow people into a space who might not have been able to access it before. However, in their transition to an online-only context, #RomanceClass clearly sought to prioritise the community-sustaining practices of their existing events rather than trying in any major way to court new, potentially global, audiences. This prioritisation of community, rather than marketing, provided a space for #RomanceClass authors to engage cathartically with their experiences of lockdown in the Philippines (Esguerra, “Reflecting”). Embracing the Zoom Aesthetic: #RomanceClass in 2020 #RomanceClass’s first online event in 2020 was April Feels Day 2020, which occurred not long after lockdown began in the Philippines. Its production reflects the quick transition to an online-only co-presence space. It featured six books recently published by community authors. For each, the author introduced the book, and then an actor read an excerpt – a different approach to that hitherto taken in live events, where two actors, playing the roles of the romantic protagonists, would perform the readings together. Like the in-person live readings, April Feels Day 2020 was a synchronous event with a digital afterlife. It was streamed via Twitch, and participants could log on to watch and join the real-time conversations occurring in the chat. Those who did not sign up for a Twitch account could still watch the stream and post about the event on Twitter under the hashtag #AprilFeelsDay2020. After the event, videos featuring each book were posted to YouTube, as they had been for previous in-person live reading events, allowing participants to relive the experience if they so desired, and for authors to use as workshopping tools to allow them to hear how their prose and characters’ voices sounded (something which several authors reported doing with recordings of live readings in our interviews with them in 2019). April Feels Day 2020 represented a speedy pivot to working and socialising from home by the #RomanceClass community, something enabled by the existing digital architecture they had built up around their pre-pandemic live reading events, and their willingness to experiment with platforms like Twitch. However, it also represented a learning experience, a place to begin to think about how they might adapt creatively to the circumstances provoked by the global pandemic. They innovated in several ways. For instance, they adopted mukbang – a South Korean internet phenomenon which has become popular worldwide, wherein a host consumes a large amount of food while interacting with their audience in an online audiovisual broadcast – in their Mukbang Nights videos, where a few members of #RomanceClass would eat food and discuss their books (Anjani et al.). Food is a beloved part of both #RomanceClass events and books (“there’s lots of food, always. At some point someone always describes what the characters are eating. No exceptions”, author Carla de Guzman told us when we interviewed her in 2019), and so their adoption of mukbang shows the ways in which their 2020 digital events sought to recreate established forms of communal cohesion in a virtual co-presence space. An even more pointed example of this is their Hello, Ever After web series, which drew on the growing popularity of born-digital web series in Southeast Asia and other virtual performances around the globe. Hello, Ever After was both a natural extension of and significantly differed from #RomanceClass in-person live events. Usually, April Feels Day and October Feels Fest feature actors reading and performing passages from already published community books. By contrast, Hello, Ever After featured original short scripts written by community authors. These scripts took established characters from these authors’ novels and served as epilogues, where viewers could see how these characters and their romances fared during the pandemic. Like in-person live reading events – and unlike the digital April Feels Day 2020 – it featured two actors playing virtually side-by-side, reinforcing that one of the key pleasures derived from the reading events is the kilig produced through the interaction between the actors playing against each other (something we also observed in our 2019 fieldwork: the community has developed hashtags to refer specifically to the live reading performance interactions of some of their actors, such as #gahoates, in reference to actors Gio Gahol and Rachel Coates). The scenes are purposefully written as video chats, which allows not only for the fact that the actors were unable to physically interact with each other because of the lockdowns, but also tapped into the Zoom communication aesthetic that commandeered many people’s personal and professional communications during COVID-19 restrictions. Although the web series used a different video conferencing technology, community member Tania Arpa, who directed the web series episodes, adapted the nameplate feature that displayed the characters’ names to more closely align with the Zoom format, demonstrating #RomanceClass’s close attentiveness to developments in the global media environment. Zoom and other virtual co-presence platforms became essentially universal in 2020. One of their affordances was that people could virtually attend events from anywhere in the world, which encodes in it the possibility of reaching a broader, more global audience base. However, #RomanceClass maintained their high sensitivity to the local Filipino context through Hello, Ever After. By setting episodes during the Philippines’ lockdown, emphasised by the video chat mise en scène, Hello, Ever After captures the nuances of the sociopolitical and sometimes mundane aspects of the local pandemic response. Moreover, the series features characters known to and beloved by the community, as the episodes function as epilogues to #RomanceClass books, taking place in what An Goris calls the “post-HEA” [happily ever after] space. #RomanceClass books are available digitally – and have a readership – outside the Philippines, and so the Hello, Ever After web series is theoretically a text that can be enjoyed by many. However, the community was not necessarily seeking to broaden their audience base through Hello, Ever After; it was community-sustaining, rather than community-expanding. It built on the extant repository of community knowledge and affect by using characters that #RomanceClass members know intimately and have emotional connections to, who are not as familiar and legible to those outside the community, intended for an audience with a level of genre knowledge (McAlister et al.; Fletcher et al.). While the pandemic experience these characters were going through was global, as the almost universal familiarity with the Zoom aesthetic shows, Hello, Ever After was highly attentive to the local context. Almost all the episodes featured “Easter eggs” and dialogues that pointed to local situations that only members of the targeted Filipino audience would understand and be familiar with, echoing the pandemic challenges of the country’s present reality. Episodes featured recurrent themes like dissatisfaction with the government’s slow response and misaligned priorities, anger towards politicians exacerbating the impact of the pandemic with poor health and transportation policies, and recognition of voluntary service and aid rendered by private individuals. For example, the first episode, Make Good Days, an epilogue to Mina V. Esguerra’s novel What Kind of Day, focusses on the challenges “essential worker” hero Ben (played by Raphael Robes) faces as a local politician’s speechwriter, who has been tasked to draft a memorial speech for his boss to deliver in honour of an acquaintance who has succumbed to COVID-19. He has developed a “3:00 habit” of a Zoom call with his partner Naya (Rachel Coates), mirroring the “3:00 habit” or “3:00 Prayer to the Divine Mercy” many Catholic Filipino devotees pray and recite daily at that specific hour, a habit reinforced through schools, churches, and media, where entertainment shows allow time for the prayer to be televised. Ben and Naya’s conversation in this particular 3:00 call dwells on what they think Filipino citizens deserve, especially from local government officials who repeatedly fail them (Baizas; Torres). They also discuss the impact that the pandemic has had on Naya’s work life. She runs a tourism and travel business – which is the way that the two characters met in What Kind of Day – which she has been forced to close because of the pandemic. Naya grieves not just for the dream job she has had to give up, but also sympathises with the enormous number of Filipinos who suddenly became unemployed because of the economy closing down (Tirona). Hello, Ever After draws together the political realities of living in the Philippines during the pandemic with the personal, by showing the effects of these realities on characters like Ben and Naya, who are well-known to the #RomanceClass community. #RomanceClass books encompass a wide variety of protagonists, and so the episodes of Hello, Ever After were able to explore how the lives of health workers, actors, single parents, students, scientists, office workers, development workers, CEOs and more could be impacted by the pandemic and the lockdowns in the Philippines. They also allowed the authors to express some of their personal frustrations with living through quarantine, something they admit fueled some parts of the scripts (“Behind the Scenes: Hello, Ever After”). #RomanceClass novels like What Kind of Day all end happily, with the romantic protagonists together (in contrast to a lot of other Filipino media, which ends unhappily – for more on this, see McAlister et al.). Make Good Days and the other episodes of Hello, Ever After reflect the grim realities of pandemic life in the Philippines; however, they do not undercut this happy ending, and instead seek to reinforce it. Through Hello, Ever After, the community literally seeks to “make good days” for themselves by creating opportunities to access the familiar comfort and warmth of kilig scenes. Kilig refers to a kind of affective romantic emotion that usually has a physical manifestation (Trinidad, “Shipping”; “Kilig”). It does not have an equivalent word or phrase in English, but can be used as a noun to denote a thrilling state of excitement or as an adjective to describe moments or scenes that evoke this feeling. Creating and becoming immersed in kilig is central to #RomanceClass texts and events: authors attempt to produce kilig through their writing, and actors attempt to provoke it during live reading performances (something which, as mentioned above, was probably made more difficult in the one-actor live readings of the fully online Aprils Feels Day 2020, as much of the kilig is generated by the interactions between the actors). Kilig scenes are plentiful in Hello, Ever After. For instance, in Make Good Days, Naya asks Ben to name a thing he hated before the pandemic that he now misses. He replies that he misses being stuck in traffic with her – that he still hates traffic, but he misses spending that time with her. Escapism was a high priority for many people and communities creating art during the 2020 lockdowns. Given this, it is interesting that #RomanceClass chose to create kilig in their web series by leaning into the temporal moment and creating material specifically revolving around the lockdown in the Philippines, showing couples like Ben and Naya supporting each other and sharing their pandemic-caused burdens. Hello, Ever After both reflected the harsh reality in which the community found themselves but also gave them something to cling to in the hardest days of lockdown, showing that kilig could be found even in the toughest of circumstances when both characters and community members found themselves separated. Conclusion As a community which began in a digital space, #RomanceClass was well-positioned to pivot to an online-only environment during the pandemic, even though in-person events had become such a distinctive part of their community outputs. They experimented and innovated significantly in 2020, producing a range of digital outputs, including the Hello, Ever After web series. On the surface, this does not seem especially unusual: many arts organisations innovated digitally during the pandemic. What was particularly notable about #RomanceClass’s digital outputs, however, was that they were not designed to be marketing tools. They were not actively courting a new audience; rather, outputs like Hello, Ever After were designed to be community-sustaining, providing the existing audience comfort, familiarity, and kilig in a situation (local and global) that was not in any way comfortable or familiar. We Will Be Okay is the title of the second Hello, Ever After video, an epilogue to Celestine Trinidad’s Ghost of a Feeling: a neat summary of the message the episodes offered to the #RomanceClass audience through these revisitings of beloved characters and relationships. As we have discussed elsewhere, #RomanceClass is a professionalised community, but their affective ties are very strong (McAlister et al.). Their digital outputs during the pandemic showed this, and demonstrated again the way their community bonds are reinforced through their repeated re-engagement with their texts, just as their pre-pandemic forms of live literature did. There was kilig to be found in revisiting well-known couples, even in depressing circumstances. As the community engage together with these new epilogues and share their affective reactions, their social ties are reinforced – even when they are forced to be separated. References “ABS-CBN: Philippines’ Biggest Broadcaster Forced Off Air.” BBC, 5 May 2020. 22 Mar. 2021 <http://www.bbc.com/news/world-asia-52548703>. Anjani, Laurensia, et al. “Why Do People Watch Others Eat Food? An Empirical Study on the Motivations and Practices of Mukbang Viewers.” Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. April 2020. DOI: 10.1145/3313831.3376567. Bainbridge, Amy, and Supattra Vimonsuknopparat. “This Is What Life Is Like in the Philippines amid One of the World’s Toughest Coronavirus Lockdowns.” ABC News, 29 Apr. 2020. 22 Mar. 2021 <http://www.abc.net.au/news/2020-04-29/philippines-social-volcano-threatening-to-erupt-amid-covid-19/12193188>. Baizas, Gaby. “‘Law Is Law Unless Friends Kayo’: Netizens Slam Gov’t Double Standards.” Rappler, 13 May 2020. 22 Mar. 2021 <http://www.rappler.com/nation/netizens-reaction-law-is-law-double-standards-government-ecq-guidelines>. “Behind the Scenes: Hello, Ever After.” Facilitated by Mina V. Esguerra. RomanceClass, 7 Aug. 2020. 22 Mar. 2021 <http://www.youtube.com/watch?v=3-9FuCSX08M>. Dane, Alexandra. “Cultural Capital as Performance: Tote Bags and Contemporary Literary Festivals.” Mémoires du Livre 11.2 (2020). <http://www.erudit.org/fr/revues/memoires/2020-v11-n2-memoires05373/1070270ar.pdf>. Esguerra, Mina V. What Kind of Day. Self-published, 2018. ———. “Reflecting on Hello, Ever After.” Mina V. Esguerra, 23 April 2021. 17 May 2021 <http://minavesguerra.com/news/reflecting-on-hello-ever-after/>. Fletcher, Lisa, Beth Driscoll, and Kim Wilkins. “Genre Worlds and Popular Fiction: The Case of Twenty-First Century Australian Romance.” Journal of Popular Culture 51.4 (2018): 997-1015. Goris, An. “Happily Ever After… and After: Serialisation and the Popular Romance Novel.” Americana: The Journal of American Popular Culture 12.1 (2013). 22 Mar. 2021 <http://www.americanpopularculture.com/journal/articles/spring_2013/goris.htm>. Gutierrez, Jason. “Philippine Congress Officially Shuts Down Leading Broadcaster.” New York Times, 10 July 2020. 22 Mar. 2021 <http://www.nytimes.com/2020/07/10/world/asia/philippines-congress-media-duterte-abs-cbn.html>. Hapal, Karl. “The Philippines’ COVID-19 Response: Securitising the Pandemic and Disciplining the Pasaway.” Journal of Current Southeast Asian Affairs (2021). <http://doi.org/10.1177/1868103421994261>. Harvey, Hannah. “On the Edge of the Storytelling World: The Festival Circuit and the Fringe.” Storytelling, Self, Society 4.2 (2008): 134-151. “Independent Broadcaster ABS-CBN Shut Down by Philippines Government in ‘Crushing Blow’ to Press Freedom.” ABC News, 6 May 2020. 22 Mar. 2021 <http://www.abc.net.au/news/2020-05-06/philippines-news-outlet-closure-abs-cbn-duterte/12218416>. “Make Good Days.” Dir. Tania Arpa. RomanceClass, 26 June 2020. 22 Mar. 2021 <http://www.youtube.com/watch?v=6bqpij-S7DU&t=5s>. McAlister, Jodi, Claire Parnell, and Andrea Anne Trinidad. “#RomanceClass: Genre World, Intimate Public, Found Family.” Publishing Research Quarterly 36 (2020): 403-417. Ratcliffe, Rebecca, and Carmela Fonbuena. “Millions in Manila Back in Lockdown as Duterte Loses Control of Coronavirus Spread.” The Guardian, 4 Aug. 2020. 22 Mar. 2021 <http://www.theguardian.com/world/2020/aug/04/millions-in-manila-philippines-back-in-lockdown-as-duterte-loses-control-of-coronavirus-spread>. Reuters. “‘Shoot Them Dead’ – Philippine Leader Says Won’t Tolerate Lockdown Violators.” CNBC, 2 April 2020. 22 Mar. 2021 <https://www.cnbc.com/2020/04/02/philippines-duterte-threatens-to-shoot-lockdown-violators.html>. Tirona, Ana Olivia A. “Unemployment Rate Hits Record High in 2020.” Business World, 9 Mar. 2021. 22 Mar. 2021 <http://www.bworldonline.com/unemployment-rate-hits-record-high-in-2020/>. Torres, Thets. “5 Times the Government Disobeyed and Ignored Their Own Laws.” NoliSoli, 13 May 2020. 22 Mar. 2021 <http://nolisoli.ph/80192/ph-government-disobeyed-and-ignored-their-own-laws-ttorres-20200513/>. Trinidad, Andrea Anne. “‘Kilig to the Bones!’: Kilig as the Backbone of the Filipino Romance Experience.” Paper presented at the International Association for the Study of Popular Romance conference, 2020. ———. “‘Shipping’ Larry Stylinson: What Makes Pairing Appealing Boys Romantic?” Paper presented at the International Association for the Study of Popular Romance conference, 2018. Trinidad, Celestine. Ghost of a Feeling. Self-published, 2018. Weber, Millicent. Literary Festivals and Contemporary Book Culture. Cham: Palgrave, 2018. “We Will Be Okay.” Dir. Tania Arpa. RomanceClass, 3 July 2020. 22 Mar. 2021 <http://www.youtube.com/watch?v=Ed2SamGU3Tk>. Wiles, Ellen. “Live Literature and Cultural Value: Explorations in Experiential Literary Ethnography.” PhD thesis. University of Stirling, 2019. Wilson, Michael. Storytelling and Theatre: Contemporary Professional Storytellers and Their Art. Houndsmills: Palgrave, 2005.
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43

Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1875.

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Abstract:
Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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44

Podkalicka, Aneta. "To Brunswick and Beyond: A Geography of Creative and Social Participation for Marginalised Youth." M/C Journal 14, no. 4 (August 18, 2011). http://dx.doi.org/10.5204/mcj.367.

Full text
Abstract:
This article uses a case study of a Melbourne-based youth media project called Youthworx to explore the processes at stake in cultural engagement for marginalised young people. Drawing on ethnographic research conducted between 2008 and 2010, I identify some ways in which the city is implicated in promoting or preventing access to socially valued spaces of creativity and intended social mobility. The ethnographic material presented here has both empirical and theoretical value. It reveals the important relationships between the experience of place, creativity, and social life, demonstrating potentialities and limits of creativity-focused development interventions for marginalised youth. The articulation of these relationships and processes taking place within a particular city setting has theoretical implications. It opens up an opportunity to consider "suburbs" as enacted by specific forms of access, contingencies, and opportunities for a particular demographic, rather than treating "suburbs" as abstract, analytical constructs. Finally, my empirically grounded discussion draws attention to cultural and social consequences that inhabiting certain social worlds and acts of travelling "to and beyond" them have for young people. Youthworx is a community-based youth media initiative employing pathway-based semi-formal creative practices to re-engage young people who have a history of drug or alcohol abuse or juvenile justice, who have been long disconnected from mainstream education, or who are homeless. The focus on media production allows it to tap into, and in fact leverage, popular creativity, tacit knowledge, and familiar media-based activities that young people bring to bear on their media training and work in this context. Underpinned by social and creative industry policy, Youthworx brings together social service agency The Salvation Army (TSA), educational provider Northern Melbourne Institute of TAFE (NMIT), youth community media organisation SYN Media, and researchers at Institute for Social Research, Swinburne University. Its day-to-day operation is run by contractual, part-time media facilitators, social workers (as part of TSA’s in-kind support), as well as media industry experts who provide casual media training. Youthworx is characterised by the diversity of its young demographic. One can differentiate between at least two groups of participants: those who join Youthworx because of the social opportunities, and those who put more value on its skill-development, or vocational creative industries orientation. This social organisation is, however, far from static. Over the two years of research (2008-2010) we observed evolving ideas about the identity of the program, its key social functions, and how they can be best served. This had proceeded with the construction of what the Youthworx staff term "a community of safe belonging" to a more "serious" media work environment, exemplified by the establishment of a social enterprise (Youthworx Productions) in 2010 that offers paid traineeships to the most capable and determined young creators. To accommodate the diversity of literacy levels, needs, and aspirations of its young participants, the project offers a tailored media education program with a mix of diversionary, educational, and commercial objectives. One-on-one media training sessions, accredited courses in Creative Industries (Media), and industry training within Youthworx Productions are provided to help young people develop a range of skills transferable into a variety of personal, social and professional contexts. Its creative studio, where learning occurs, is located in a former jeans factory warehouse in the heart of an industrial area of Melbourne’s northern inner-city suburb of Brunswick. Young people are referred to Youthworx by a range of social agencies, and they travel to Brunswick from across Melbourne. Some participants are known to spend over three hours commuting from outer suburbs such as Frankston or even regional towns such as King Lake. Unlike community-based creative programs reliant on established community structures within local suburbs (for example, ICE in Western Sydney), Youthworx moved into Tinning Street in Brunswick because its industry partner—The Salvation Army—had existing youth service infrastructure there. The program, however, was not tapping into an existing media “community of practice” (Lane and Wenger); it had to forge its own culture of media participation. In the early days of the program, there were necessary material resources and professional expertise (teachers/social workers/a creative venue), but it took a long while, and a high level of dedication, passion, and practical optimism on the part of the project managers and teaching staff, for young people to genuinely engage in media training and production. Now, Youthworx’s creative space is a “practised place” in de Certeau’s sense. As “the street geometrically defined by urban planning is transformed into a space by walkers” (De Certeau 117), so is the Youthworx space produced by practices of media learning and making by professional creative practitioners and young amateur creators (Raffo; for ideas on institutionalised co-creative practice see Spurgeon et al.). The Brunswick location is where our extensive ethnographic research has taken place, including regular participant observation and qualitative interviews with staff and young participants. The ethnographers frequently travelled with young people to other locations within Melbourne, accompanying them on their trips to youth community radio station SYN Media in the CBD, where they produce a weekly radio show, as well as to film shoots and public social events around the city. As an access learning program for marginalised youth from around Melbourne, Youthworx provides an interesting example to explore how the concerns of material and cultural capital, geographic and cultural distance intersect and shape processes of creative participation and social inclusion. I draw on our ethnographic material to illustrate how these metonymic relationships play out in the ways young participants “travel distance” (Dewson et. al.) on the project and across the city, both figuratively and literally. The idea of “distance travelled” is adapted here from evaluation literature (for other relevant references see Dowmunt et al.; Hayes and Edwards; Holdsworth et al.), and builds on the argument made previously (Podkalicka and Staley 5), to encompass both the geographical mobility and cultural transformation that young people are supported to undergo as an intended outcome of their involvement in Youthworx. This paper also takes inspiration from ethnographic approaches that study a productive and transformative relationship between material culture, spatial geography and processes of identity formation (see Miller). What happens to Youthworx young participants as they travel in a trivial, and at first sight perhaps inconsequential, way between the suburbs they live in, the Youthworx Brunswick location and the city is both experientially real and meaningful. “Suburban space” is then a cultural site that simultaneously refers to concrete, literal places as well as “a state of mind”—that is, identification and connections that are generative of a sense of identity and belonging (Ferber et al.). Youthworx is an intermediary point on these young people’s travels, rather than the final destination (Podkalicka and Staley 5). It provides access to various forms of new spatial, social, and creative experiences and modes of expression. Creating opportunities for highly disenfranchised young people to access and develop new social and creative experiences is an important aspect of Youthworx’s developmental agenda, and is played out at both philosophical and practical levels. On the one hand, a strength-based approach to youth work assumes respect for young people’s potential and knowledges—unlike public discourses that deny them agency due to an assumed lack of life experience (e.g., Poletti). In addition to the material provision of "food and shelter" typical of traditional social work, attention is paid the higher levels of the Maslow hierarchy of human needs, with creativity, self-esteem, and social connectedness at the top of the scale (see also Podkalicka and Campbell; Podkalicka and Thomas). Former Manager of The Salvation Army’s Brunswick Youth Services (BYS)—one of Youthworx’s partners—Craig Campbell argues: Things like truth and beauty are a higher order of dreams for these kids. And by truth I don’t mean the simple lies that can be told to get them out of trouble [but] is there a greater truth to life than a grinding existence in the impoverished neighbourhood, is there something like beauty and aesthetics that wakes us up in the morning and calls a larger life out of us? Most of those kids only faintly dream of such a thing, and this dream is rapidly being extinguished under the weight of drugs and alcohol, abusive family systems, savage interaction with law and justice system, and education as a toxic environment and experience. (Campbell) Campbell's articulate reflection captures the way the Youthworx project has been conceived. It is also a pertinent example of the many reflections on experience and practice at Youthworx that were recorded in my fieldwork, which illustrate the way these kinds of social projects can be understood, interpreted and evaluated. The following personal narrative and contextual description introduce some of the important issues at stake. (The names and other personal details of young people have been changed.) Nineteen-year-old Dave is temporarily staying in an inner-city refuge. Normally, however, like most Youthworx participants, he lives in Broadmeadows, a far northern suburb of Melbourne. To get to Brunswick, where he does his accredited media course three days a week, he either catches a train or waits for a mini-bus to drive him there. The early-morning pick-up for about ten young people is organised by the program’s partner—The Salvation Army. At the Youthworx creative studio, located in the heart of Brunswick, right next to railway tracks, young people produce an array of media products: live and pre-recorded radio programs, digital storytelling, mini-documentaries, and original music. Once at Youthworx, they share the local neighbourhood with other artists who have adapted warehouses into art workshops, studios and galleries. The suburb of Brunswick is well-known for its multicultural profile, a combination of industrial and residential estates, high rates of tertiary students due to its proximity to universities, and its place in the recent history of urban gentrification. However, Youthworx participants don’t seek out or engage with the existing, physically proximate creative base, even within the same street. On a couple of occasions, the opposite has been the case: Youthworx students have been involved in acts of vandalism of local residents’ property, including nearby parked cars. Their connections to the Brunswick neighbourhood remain poor, often reflecting their low social capital as a result of unstable residential situations, isolation, and fraught relationships with family. From Brunswick, they often travel to the city on their own, wander around, sit on the steps of Flinders Street train station—an inner-city hub and popular meeting place for locals and tourists alike. Youthworx plays an important role in these young people’s lives, as an important access point to not only creative digital media-based experiences and skill development, but also to greater and basic geographical mobility and experiences within the city. As one of the students commented: They are giving us chances that we wouldn’t usually get. Every day you’re getting to a place, where it’s pretty damn easy to get into; that’s what’s good about it. There are so many places where you have to do so much to get there and half the time, some people don’t even have the bloody bus ticket to get a [job] interview. But [at Youthworx/BYS], they will pick you up and drive you around if you need it. They are friends. It is reportedly a common practice for many young people at Youthworx and BYS to catch a train or a tram (rather than bus) without paying for a ticket. However, to be caught dodging a fare a few times has legal consequences and young people often face court as a result. The program responds by offering its young participants tickets for public transport, ready for pick-up after afternoon activities, or, if possible, "driving them around"—as some young people told me. The program’s social workers revealed that girls are particularly afraid to travel on their own, especially when catching trains to the outer northern suburbs, for fear of being harassed or attacked. These supported travels are as practical and necessary as they are meaningful for young people’s identity formation, and as such are recognised and built into the project’s design, co-ordination and delivery. At the most basic level, The Salvation Army’s social workers pick young people up from the Broadmeadows area in the mornings. Youthworx creative practitioners assist young people to make trips to SYN Media in the city. For most participants, this is either the first or sporadic experience of travelling to the city, something they enjoy very much but are also somewhat daunted by. Additionally, as part of the curriculum, Youthworx staff make a point of taking young people to inner-city movie theatres or public media events. The following vignette from the fieldwork highlights another important connection between physical journey and creative expression. There is an excitement in Dave’s voice when he talks about his favourite pastime: hanging out around the city. “Why would you walk around the streets?” a curious female friend interjects. Dave replies: “No, it’s not the streets, man. It’s just Federation Square, everywhere … There is just all these young wannabe criminals and shit. People don’t know what goes on; and I want to do a doco on the city, a little doco of the people there, because I know a lot of it.” Dave’s interest in exploring the city may be interpreted as a rather common, mundane routine shared by mildly adventurous adolescents of all walks. And yet, there is much more at stake in his account, and for Youthworx young participants more generally. As mentioned before, for many of these young people, it is the first opportunity to travel to the city. This experience then is crucial in a sense of self-exploration and self-discovery. As they overcome their fear of venturing out into the city on their own, they also learn that they have knowledge which others might lack. This moment of realisation is significant and empowering, and they want to communicate this knowledge to others. Youthworx assists them in learning how to translate this knowledge in a creative and constructive way, through an expression that weaves between the free individual and the social voice constructed to enable a dialogue or understanding (Podkalicka; Podkalicka and Campbell; Podkalicka and Thomas; also Soep and Chavez). For an effective communication to occur, a crafted social voice requires skills and a critical awareness of oneself and an audience, which is very different from the modes of expression that these young people might have accessed previously. Youthworx's young participants draw heavily on their life experiences, geographical locations, the suburbs they come from, and places they visit in the city: their cultural productions often reference their homes, music clubs and hang-out venues, inner city streets, Federation Square, and Youthworx’s immediate physical surroundings, with graffiti-covered narrow alleys and railway tracks. The frequent depiction of Youthworx in young people’s creative outputs is often a token of appreciation of the creative, educational and social opportunities it has offered them. Social and professional connections they make there are found to be very valuable. The existing creative industries literature emphasises the importance of social networks to existing communities of interest and practice for human capacity building. Value is argued to lie not only in specific content produced, but in participatory processes that establish a link between personal growth, individual skills and social and professional networks (Hearn and Bridgestock). In a similar vein, Carlo Raffo uses Granovetter’s concept of “weak ties” to suggest that access to “social relations that go beyond the immediate locality and hence their immediate experiences” can provide marginalised young people with “pathways for authentic and informal learning that go beyond the structuring influences of class, gender and ethnicity and into new and emerging economic experiences” (Raffo 11). But higher levels of confidence or social skills are required to make the most of vocational or professional opportunities beyond the supportive context of Youthworx. Connections between Youthworx participants and other creative practitioners within the creative locality of Brunswick have been absent thus far. Transitions into mainstream education and employment have also proven challenging for this group of heavily marginalised youth. As we found during our ongoing fieldwork, even the most talented students find it hard to get into mainstream education courses, or to get or keep jobs. The project serves as a social basis for young people to develop self-agency and determination so they can start engaging with new opportunities and social networks outside the program (Raffo 15). Indeed, the creative practitioners at Youthworx are key facilitators of connections between young people and the external world. They act as positive role models socially, and illustrate what is possible professionally in terms of media excellence and employment (see also Raffo). There are indications that this very supportive, gradual process of social learning is starting to bear fruit for individual students and the Youthworx community as a whole as they grow more confident with themselves, in interactions with others, and the media work they do. Media projects such as Youthworx are examples of what Leadbeater and Wong call “disruptive innovation,” as they provide new ways of learning for those alienated by formal education. The use of digital hands-on media production makes educational processes relevant and engaging for young people. However, as I demonstrate in this paper, there are tangible, material barriers to releasing creativity, or enhancing self-discovery and sociality. There are, as Leadbeater and Wong observe, persistent links between cultural environment, socio-economic status, corresponding attitudes to learning and educational success in the developed world. In the UK, for example, only small percent of those from the lowest socio-economic background go to university (Leadbeater and Wong 10). Youthworx provides an opportunity and motivation for young people to break a cycle of individual self-destructive behaviour (e.g. getting locked up every 6 months), intergenerational reliance on welfare, or entrenched negative attitudes to learning. At the basic level, it encourages and often insists that young people get up in the morning, with social workers often reporting to have to “knock at people’s houses and get them ready.” The involvement in Youthworx is often an important reason to start delineating between day and night, week and weekend. A couple of students commented: I slept a lot. Yeah, I was always sleeping during the day and out at night; I could have still been doing nothing with my life [were it not for Youthworx]. Now people ask if I want to go out during the week, and I just can’t be bothered. I just want to sleep and then go to [Youthworx] and then weekends are when you go out. It also offers a concrete means to begin exploring the city beyond the constraints of their local suburbs. This literal, geographical mobility is interlocked with potential for a changed perception of opportunities, individual transformation and, consequently, social mobility. Dave, as we have seen, is attracted to the idea of exploring the city but also has creative aspirations, and contemplates professional prospects in the creative industries. It is important to note that the participants are resilient in their negotiation between the suburban, Youthworx and inner city worlds they can inhabit. Accessing learning, despite previous negative schooling experiences, is for many of them very important, and reaffirming of life they aspire to. An opportunity to pursue dreams, creative forms of expression, social networks and education is a vital part of human existence. These aspects of social inclusion are recognised in the current articulation of social policy reconceptualised beyond material, economic equality. Creative industry policy, on the other hand, is concerned with fostering creative outputs and skills to generate engagement and employment opportunities in the knowledge-based economies for wide sections of the population. The value is located in human capacity building, involving basic social as well as vocational skills, and links to social networks. The Youthworx project merges these two policy frameworks of the social and creative to test in practice new collaborative approaches to youth development. The spatial and cultural practices of young people described here serve a basis for proposing a theoretical framework that can help understand the term "suburb" in an intrinsically relational, grounded way. The relationships at stake in cultural and social participation for marginalised young people lead me to suggest that the concept of ‘suburb’ takes on two tightly interwoven meanings. The first refers symbolically to a particular locale for popular creativity (Burgess) or even marginal creativity by a group of young people living at the periphery of the social system. The second meaning refers to the interlocked forms of material and cultural capital (and distance), as theorised in Bourdieu’s work (e.g., Bourdieu). It includes physical, spatial conditions and relations, as well as cultural resources and possibilities made available to young participants by the project (e.g., the instituted, supported travel across the city, or the employment of creative practitioners), and interlinked with everyday dispositions, practices, and status of young people (e.g., taste). This empirically-grounded discussion allows to theorise ‘suburbs’ as perceived and socially enacted by concrete, relational forms of access, contingencies, and opportunities for a particular demographic, rather than analytically pre-conceived, designated spaces within an urban system. The ethnographic material reveals that cultural participation for marginalised youth requires an integrated approach, with a parallel focus on material and creative opportunities made available within creative sites such as Youthworx or even the Brunswick creative area. The important material constraints exemplified in this paper concern socio-economic background, cultural disadvantage and geographical isolation and point to the limits of the creative industries-based interventions to address social inclusion if carried out in isolation. They tap into the very basis of risks for this specific demographic of marginalised youth or "youth at risk." The paper suggests that the productive emphasis on the role of media and communication for (youth) development needs to be contextualised and considered along with the actual realities of everyday existence that often limit young people’s educational and vocational prospects (see Bentley et al.; Leadbeater and Wong). On the other hand, an exclusive focus on material support risks cancelling out the possibilities for positive life transitions, such as those triggered by constructive, non-reductionist engagement with “beauty, aesthetics” (Campbell) and creativity. By exploring how participation in Youthworx engenders both the physical mobility between suburbs and the city, and identity transformation, we are able to gain insights into the nature of social exclusion, its meanings for the youth involved and the project managers and staff. Thinking about Youthworx not just as a hub of creative production but as a cultural site—“a space within a practiced place of identity” (De Certeau 117) in the suburb of Brunswick—opens up a discussion that combines the policy language of opportunity and necessity with concrete creative and material possibilities. Social inclusion objectives aimed at positive youth transitions need to be considered in the light of the connection—or disconnection—between the Youthworx Brunswick site itself, young participants’ suburbs, and, by extension, the trajectory between the inner city and other spaces that young people travel through and inhabit. Acknowledgment I would like to thank all the young participants, staff and industry partners involved in the Youthworx project. I also acknowledge the comments of anonymous peer reviewer which helped to strengthen the argument by foregrounding the value of the empirical material. The paper draws on the larger project funded by the Centre of Excellence in Creative Industries and Innovation. Youthworx research team includes: Prof Denise Meredyth (CI); Prof Julian Thomas (CI); Ass/Prof David MacKenzie (CI); Ass/Prof Ellie Rennie; Chris Wilson (PhD candidate), and Jon Staley (Youthworx Manager and PhD candidate). References Bentley, Tom, and Kate Oakley. “The Real Deal: What Young People Think about Government, Politics and Social Exclusion.” Demos. 12 Jan. 2011 ‹http://www.demos.co.uk/files/theRealdeal.pdf›. Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Cambridge: Harvard U P, 1987. Burgess, Jean. “Hearing Ordinary Voices: Cultural Studies, Vernacular Creativity and Digital Storytelling.” Continuum 20.2 (2006): 201–14. Campbell, Craig. Personal Interview. Melbourne, 2009. De Certeau, Michel. The Practice of Everyday Life. Los Angeles: University of California Press, 1984. Dewson, Sara, Judith Eccles, Nii Djan Tackey and Annabel Jackson. “Guide to Measuring Soft Outcomes and Distance Travelled.” The Institute for Employment Studies. 12 Jan. 2011‹http:// www.dwp.gov.uk/docs/distance.pdf›. Dowmunt, Tom, Mark Dunford, and N. van Hemert. Inclusion through Media. London: Open Mute, 2007. Ferber, Sarah, Chris Healy, and Chris McAuliffe. Beasts of Suburbia: Reinterpreting Cultures in Australian Suburbs. Melbourne: Melbourne UP, 1994. Hayes, Alan, Matthew Gray, and Ben Edwards. “Social Inclusion: Origins, Concepts and Key Themes.” Australian Institute of Family Studies, prepared for the Social Inclusion Unit, Department of the Prime Minister and Cabinet. 2008.12 Jan. 2011 ‹http://www.socialinclusion.gov.au/Documents/AIFS_SI_concepts_report_20April09.pdf›. Hearn, Gregory, and Ruth Bridgstock. “Education for the Creative Economy: Innovation, Transdisciplinarity, and Networks. Education in the Creative Economy: Knowledge and Learning in the Age of Innovation. Ed. Daniel Araya and Michael Peters. New York: Peter Lang, 2010. 93–116. Holdsworth, Roger, Murray Lake, Kathleen Stacey, and John Safford. “Doing Positive Things: You Have to Go Out and Do It: Outcomes for Participants in Youth Development Programs.” Australian Youth Research Centre. 12 Jan. 2011 ‹http://www.dest.gov.au/NR/rdonlyres/5385FE14-A74C-4B24-98EA-D31EEA8447B2/21803/doing_positive_things1.pdf›. Lave, Jean, and Etienne Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge UP, 1991. Leadbeater, Charles, and Annika Wong. “Learning from the Extremes.” CISCO. 12 Jan. 2011 ‹http://www.socialinclusion.gov.au/Documents/AIFS_SI_concepts_report_20April09.pdf›. Miller, Daniel. Stuff. Cambridge: Polity, 2010. Podkalicka, Aneta. “Young Listening: An Ethnography of Youthworx Media's Radio Project." Continuum: Journal of Media & Cultural Studies 23.4 (2009): 561–72. ———, and Jon Staley. “Youthworx Media: Creative Media Engagement for ‘at Risk’ Young People.” 3CM 5 (2009). ———, and Julian Thomas. “The Skilled Social Voice: An Experiment in Creative Economy and Communication Rights.’’ International Communication Gazette 72.4–5 (2010): 395–406. ———, and Craig Campbell. “Understanding Digital Storytelling: Beyond the Politics of Voice in Youth Participation Programs.” seminar.net: Media Technology and Lifelong Learning 6.2 (2010). ‹http://www.seminar.net/index.php/home/75-current-issue/150-understanding-digital-storytelling-individual-voice-and-community-building-in-youth-media-programs›. Poletti, Anna. Intimate Ephemera: Reading Young Lives in Australian Zine Culture. Melbourne: Melbourne University Press, 2008. Raffo, Carlo. "Mentoring Disenfranchised Young People: An Action Research Project on the Development of 'Weak Ties' and Social Capital Enhancement." Education and Industry in Partnership 6.3 (2000): 22–42. Soep, Elizabeth, and Vivian Chavez. Drop That Knowledge: Youth Radio Stories. Berkeley: University of California Press, 2010. Spurgeon, Christina, Jean Burgess, Helen Klaebe, Kelly McWilliam, Jo Tacchi, and Mimi Tsai. “Co-Creative Media: Theorising Digital Storytelling as a Platform for Researching and Developing Participatory Culture.” 2009 ANZC Conference Proceedings. 2009. 16 Nov. 2010 ‹http://eprints.qut.edu.au/25811/2/25811.pdf›.
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45

Campbell, Sian Petronella. "On the Record: Time and The Self as Data in Contemporary Autofiction." M/C Journal 22, no. 6 (December 4, 2019). http://dx.doi.org/10.5204/mcj.1604.

Full text
Abstract:
In January of this year, artist Christian Marclay’s 24-hour video installation The Clock came to Melbourne. As Ben Lerner explains in 10:04, the autofictional novel Lerner published in 2014, The Clock by Christian Marclay “is a clock: it is a twenty-four hour montage of thousands of scenes from movies and a few from TV edited together so as to be shown in real time; each scene indicates the time with a shot of a timepiece or its mention in dialogue, time in and outside of the film is synchronized” (52). I went to see The Clock at ACMI several times, with friends and alone, in the early morning and late at night. Each time I sank back into the comfortable chairs and settled into the communal experience of watching time pass on a screen in a dark room. I found myself sucked into the enforced narrative of time, the way in which the viewer – in this case myself, and those sharing the experience with me – sought to impose a sort of meaning on the arguably meaningless passing of the hours. In this essay, I will explore how we can expand our thinking of the idea of autofiction, as a genre, to include contemporary forms of digital media such as social media or activity trackers, as the authors of these new forms of digital media act as author-characters by playing with the divide between fact and fiction, and requiring their readers to ascertain meaning by interpreting the clues layered within. I will analyse the ways in which the meaning of autofictional texts—such as Lerner’s 10:04, but also including social media feeds, blogs and activity trackers—shifts depending on their audience. I consider that as technology develops, we increasingly use data to contextualise ourselves within a broader narrative – health data, media, journalistic data. As the sociologist John B. Thompson writes, “The development of the media not only enriches and transforms the process of self-formation, it also produces a new kind of intimacy which did not exist before … individuals can create and establish a form of intimacy which is essentially non-reciprocal” (208). New media and technologies have emerged to assist in this process of self-formation through the collection and publication of data. This essay is interested in analysing this process of self-formation, and its relationship to the genre of autofiction.Contemporary Digital Media as AutofictionWhile humans have always recorded themselves throughout history, with the rise of new technologies the instinct to record the self is increasingly becoming an automatic one; an instinct we can tie to what media theorist Nick Couldry terms as “presencing”: an “emerging requirement in everyday life to have a public presence beyond one’s bodily presence, to construct an objectification of oneself” (50). We are required to participate in ‘presencing’ by opting-in to new media; it is now uncommon – even unfavourable – for someone not to engage in any forms of social media or self-monitoring. We are now encouraged to participate in ‘presencing’ through the recording and online publication of data that would have once been considered private, such as employment histories and activity histories. Every Instagram photo, Snapchat or TikTok video contributes to an accumulating digital presence, an emerging narrative of the self. Couldry notes that presencing “is not the same as calling up a few friends to tell them some news; nor, although the audience is unspecific, is it like putting up something on a noticeboard. That is because presencing is oriented to a permanent site in public space that is distinctively marked by the producer for displaying that producer’s self” (50).In this way, we can see that in effect we are all becoming increasingly positioned to become autofiction authors. As an experimental form of literature, autofiction has been around for a long time, the term having first been introduced in the 1970s, and with Serge Doubrovsky widely credited with having introduced the genre with the publication of his 1977 novel Fils (Browning 49). In the most basic terms, autofiction is simply a work of fiction featuring a protagonist who can be interpreted as a stand-in for its author. And while autofiction is also confused with or used interchangeably with other genres such as metafiction or memoir, the difference between autofiction and other genres, writes Arnaud Schmitt, is that autoficton “relies on fiction—runs on fiction, to be exact” (141). Usually the reader can pick up on the fact that a novel is an autofictional one by noting that the protagonist and the author share a name, or key autobiographical details, but it is debatable as to whether the reader in fact needs to know that the work is autofictional in the first place in order to properly engage with it as a literary text.The same ideas can be applied to the application of digital media today. Kylie Cardell notes that “personal autobiographical but specifically diaristic (confessional, serial, quotidian) disclosure is increasingly positioned as a symptomatic feature of online life” (507). This ties in with Couldry’s idea of ‘presencing’; confession is increasingly a requirement when it comes to participation in digital media. As technology advances, the ways in which we can present and record the self evolve, and the narrative we can produce of the self expands alongside our understanding of the relationship between fact and fiction. Though of course we have always fabricated different narratives of the self, whether it be through diary entries or letter-writing, ‘presencing’ occurs when we literally present these edited versions of ourselves to an online audience. Lines become blurred between fiction and non-fiction, and the ability to distinguish between ‘fake’ and ‘real’ becomes almost impossible.Increasingly, such a distinction fails to seem important, and in some cases, this blurred line becomes the point, or a punchline; we can see this most clearly in TikTok videos, wherein people (specifically, or at least most typically, young people—Generation Z) play with ideas of truth and unreality ironically. When a teenager posts a video of themselves on TikTok dancing in their school cafeteria with the caption, “I got suspended for this, don’t let this flop”, the savvy viewer understands without it needing to be said that the student was not actually suspended – and also understands that even less outlandish or unbelievable digital content is unreliable by nature, and simply the narrative the author or producer wishes to convey; just like the savvy reader of an autofiction novel understands, without it actually being said, that the novel is in part autobiographical, even when the author and protagonist do not share a name or other easily identifiable markers.This is the nature of autofiction; it signals to the reader its status as a work of autofiction by littering intertextual clues throughout. Readers familiar with the author’s biography or body of work will pick up on these clues, creating a sense of uneasiness in the reader as they work to discern what is fact and what is not.Indeed, in 10:04, Lerner flags the text as a work of autofiction by sketching a fictional-not-fictional image of himself as an author of a story, ‘The Golden Vanity’ published in The New Yorker, that earned him a book deal—a story the ‘real’ Ben Lerner did in fact publish, two years before the publication of 10:04: “a few months before, the agent had e-mailed me that she believed I could get a “strong six-figure” advance based on a story of mine that had appeared in The New Yorker” (Lerner 4).In a review of 10:04 for the Sydney Review of Books, Stephanie Bishop writes:we learn that he did indeed write a proposal, that there was a competitive auction … What had just happened? Where are we in time? Was the celebratory meal fictional or real? Can we (and should we) seek to distinguish these categories?Here Lerner is ‘presencing’, crafting a multilayered version of himself across media by assuming that the reader of his work is also a reader of The New Yorker (an easy assumption to make given that his work often appears in, and is reviewed in, The New Yorker). Of course, this leads to the question: what becomes of autofiction when it is consumed by someone who is unable to pick up on the many metareferences layered within its narrative? In this case, the work itself becomes a joke that doesn’t land – much like a social media feed being consumed by someone who is not its intended audience.The savvy media consumer also understands that even the most meaningless or obtuse of media is all part of the overarching narrative. Lerner highlights the way we try and impose meaning onto (arguably) meaningless media when he describes his experience of watching time pass in Marclay’s The Clock:Big Ben, which I would come to learn appears frequently in the video, exploded, and people in the audience applauded… But then, a minute later, a young girl awakes from a nightmare and, as she’s comforted by her father (Clark Gable as Rhett Butler), you see Big Ben ticking away again outside their window, no sign of damage. The entire preceding twenty-four hours might have been the child’s dream, a storm that never happened, just one of many ways The Clock can be integrated into an overarching narrative. Indeed it was a greater challenge for me to resist the will to integration. (Lerner 52-53)This desire to impose an overarching narrative that Lerner speaks of – and which I also experienced when watching The Clock, as detailed in the introduction to this essay – is what the recording of the self both aims to achieve and achieves by default; it is the point and also the by-product. The Self as DataThe week my grandmother died, in 2017, my father bought me an Apple Watch. I had recently started running and—perhaps as an outlet for my grief—was looking to take my running further. I wanted a smart watch to help me record my runs; to turn the act of running into data that I could quantify and thus understand. This, in turn, would help me understand something about myself. Deborah Lupton explains my impulse here when she writes, “the body/self is portrayed as a conglomerate of quantifiable data that can be revealed using digital devices” (65). I wanted to reveal my ‘self’ by recording it, similar to the way the data accumulated in a diary, when reflected upon, helps a diarist understand their life more broadly. "Is a Fitbit a diary?”, asks Kylie Cardell. “The diary in the twenty-first century is already vastly different from many of its formal historical counterparts, yet there are discursive resonances. The Fitbit is a diary if we think of diary as a chronological record of data, which it can be” (348). The diary, as with the Apple Watch or Fitbit, is simply just a record of the self moving through time.Thus I submitted myself to the task of turning as much of myself into digital data as was possible to do so. Every walk, swim, meditation, burst of productivity, lapse in productivity, and beat of my heart became quantified, as Cardell might say, diarised. There is a very simple sort of pleasure in watching the red, green and blue rings spin round as you stand more, move more, run more. There is something soothing in knowing that at any given moment in time, you can press a button and see exactly what your heart is doing; even more soothing is knowing that at any given time, you can open up an app and see what your heart has been doing today, yesterday, this month, this year. It made sense to me that this data was being collected via my timepiece; it was simply the accumulation of my ‘self,’ as viewed through the lens of time.The Apple Watch was just the latest in a series of ways I have tasked technology with the act of quantifying myself; with my iPhone I track my periods with the Clue app. I measure my mental health with apps such as Shine, and my daily habits with Habitica. I have tried journaling apps such as Reflectly and Day One. While I have never actively tracked my food intake, or weight, or sex life, I know if I wanted to I could do this, too. And long before the Apple Watch, and long before my iPhone, too, I measured myself. In the late 2000s, I kept an online blog. Rebecca Blood notes that the development of blogging technology allowed blogging to become about “whatever came to mind. Walking to work. Last night’s party. Lunch” (54). Browning expands on this, noting that bloggingemerged as a mode of publication in the late ’90s, expressly smudging the boundaries of public and private. A diaristic mode, the blog nonetheless addresses (a) potential reader(s), often with great intimacy — and in its transition to print, as a boundary-shifting form with ill-defined goals regarding its readership. (49)(It is worth noting here that while of course many different forms of blogging exist and have always existed, this essay is only concerned with the diaristic blog that Blood and Browning speak of – arguably the most popular, and at least the most well known, form of blog.)My blog was also ostensibly about my own life, but really it was a work of autofiction, in the same way that my Apple Watch data, when shared, became a work of autofiction – which is to say that I became the central character, the author-character, whose narrative I was shaping with each post, using time as the setting. Jenny Davis writes:if self-quantifiers are seeking self-knowledge through numbers, then narratives and subjective interpretations are the mechanisms by which data morphs into selves. Self-quantifiers don’t just use data to learn about themselves, but rather, use data to construct the stories that they tell themselves about themselves.Over time, I became addicted to the blogging platform’s inbuilt metrics. I would watch with interest as certain posts performed better than others, and eventually the inevitable happened: I began – mostly unconsciously – to try and mould the content of my blogs to achieve certain outcomes – similar to the way that now, in 2019, it is hard to say whether I use an app to assist myself to meditate/journal/learn/etc, or whether I meditate/journal/learn/etc in order to record myself having done so.David Sedaris notes how the collection of data subconsciously, automatically leads to its manipulation in his essay collection, Calypso:for reasons I cannot determine my Fitbit died. I was devastated when I tapped the broadest part of it and the little dots failed to appear. Then I felt a great sense of freedom. It seemed that my life was now my own again. But was it? Walking twenty-five miles, or even running up the stairs and back, suddenly seemed pointless, since, without the steps being counted and registered, what use were they? (Sedaris, 49)In this way, the data we collect on and produce about ourselves, be it fitness metrics, blog posts, Instagram stories or works of literature or art, allows us to control and shape our own narrative, and so we do, creating what Kylie Cardell describes as “an autobiographical representation of self that is coherent and linear, “excavated” from a mass of personal data” (502).Of course, as foregrounded earlier, it is important to highlight the way ideas of privacy and audience shift in accordance with the type of media being consumed or created. Within different media, different author-characters emerge, and the author is required to participate in ‘presencing’ in different ways. For instance, data that exists only for the user does not require the user, or author, to participate in the act of ‘presencing’ at all – an example of this might be the Clue app, which records menstruation history. This information is only of interest to myself, and is not published or shared anywhere, with anyone. However even data intended for a limited audience still requires participation in ‘presencing’. While I only ‘share’ my Apple Watch’s activity with a few people, even just the act of sharing this activity influences the activity itself, creating an affect in which the fact of the content’s consumption shapes the creation of the content itself. Through consumption of Apple Watch data alone, a narrative can be built in which I am lazy, or dedicated, an early riser or a late sleeper, the kind of person who prefers setting their own goals, or the kind of person who enjoys group activities – and knowing that this narrative is being built requires me to act, consciously, in the experience of building it, which leads to the creation of something unreal or fictional interspersed with factual data. (All of which is to admit that sometimes I go on a run not because I want to go on a run, but because I want to be the sort of person who has gone on a run, and be seen as such: in this way I am ‘presencing’.)Similarly, the ephemeral versus permanent nature of data shared through media like Snapchat or Instagram dictates its status as a work of autofiction. When a piece of data – for instance, a photograph on Instagram – is published permanently, it contributes to an evolving autofictional narrative. The ‘Instagrammed’ self is both real and unreal, both fictional and non-fictional. The consumer of this data can explore an author’s social media feed dating back years and consume this data in exactly the way the author intends. However, the ‘stories’ function on Instagram, for instance, allows the consumption of this data to change again. Content is published for a limited amount of time—usually 24 hours—then disappears, and is able to be shared with either the author’s entire group of followers, or a select audience, allowing an author more creative freedom to choose how their data is consumed.Anxiety and AutofictionWhy do I feel the need to record all this data about myself? Obviously, this information is, to an extent, useful. If you are a person who menstruates, knowing exactly when your last period was, how long it lasted and how heavy it was is useful information to have, medically and logistically. If you run regularly, tracking your runs can be helpful in improving your time or routine. Similarly, recording the self in this way can be useful in keeping track of your moods, your habits, and your relationships.Of course, as previously noted, humans have always recorded ourselves. Cardell notes that “although the forms, conditions, and technology for diary keeping have changed, a motivation for recording, documenting, and accounting for the experience of the self over time has endured” (349). Still, it is hard to ignore the fact that ultimately, we seem to be entering some sort of age of digital information hoarding, and harder still to ignore the sneaking suspicion that this all seems to speak to a growing anxiety – and specifically, an anxiety of the self.Gayle Greene writes that “all writers are concerned with memory, since all writing is a remembrance of things past; all writers draw on the past, mine it as a quarry. Memory is especially important to anyone who cares about change, for forgetting dooms us to repetition” (291). If all writers are concerned with memory, as Greene posits, then perhaps we can draw the conclusion that autofiction writers are concerned with an anxiety of forgetting, or of being forgotten. We are self-conscious as authors of autofictional media; concerned with how our work is and will continue to be perceived – and whether it is perceived at all. Marjorie Worthington believes that that the rise in self-conscious fiction has resulted in an anxiety of obsolescence; that this anxiety in autofiction occurs “when a cultural trope (such as 'the author' is deemed to be in danger of becoming obsolete (or 'dying')” (27). However, it is worth considering the opposite – that an anxiety of obsolescence has resulted in a rise of self-conscious fiction, or autofiction.This fear of obsolescence is pervasive in new digital media – Instagram stories and Snapchats, which once disappeared forever into a digital void, are now able to be saved and stored. The fifteen minutes of fame has morphed into fifteen seconds: in this way, time works both for and against the anxious author of digital autofiction. Technologies evolve quicker than we can keep up, with popular platforms becoming obsolete at a rapid pace. This results in what Kylie Cardell sees as an “anxiety around the traces of lives accumulating online and the consequences of 'accidental autobiography,' as well as the desire to have a 'tidy,' representable, and 'storied' life” (503).This same desire can be seen at the root of autofiction. The media theorist José van Dijck notes thatwith the advent of photography, and later film and television, writing tacitly transformed into an interior means of consciousness and remembrance, whereupon electronic forms of media received the artificiality label…writing gained status as a more authentic container of past recollection. (15)Autofiction, however, disrupts this tacit transformation. It is a co-mingling of a desire to record the self, as well as a desire to control one’s own narrative. The drive to represent oneself in a specific way, with consideration to one’s audience and self-brand, has become the root of social media, but is so pervasive now that it is often an unexamined, subconscious one. In autofiction, this drive is not subconscious, it is self-conscious.ConclusionAs technology has developed, new ways to record, present and evaluate the self have emerged. While an impulse to self-monitor has always existed within society, with the rise of ‘presencing’ through social media this impulse has been made public. In this way, we can see presencing, or the public practice of self-performing through media, as an inherently autofictional practice. We can understand that the act of presencing stems from a place of anxiety and self-consciousness, and understand that is in fact impossible to create autofiction without self-consciousness. As we begin to understand that all digital media is becoming inherently autofictional in nature, we’re increasingly required to force to draw our own conclusions about the media we consume—just like the author-character of 10:04 is forced to draw his own conclusions about the passing of time, as represented by Big Ben, when interacting with Marclay’s The Clock. By analysing and comparing the ways in which the emerging digital landscape and autofiction both share a common goal of recording and preserving an interpretation of the ‘self’, we can then understand a deeper understanding of the purpose that autofiction serves. ReferencesBishop, Stephanie. “The Same but Different: 10:04 by Ben Lerner.” Sydney Review of Books 6 Feb. 2015. <https://sydneyreviewofbooks.com/10-04-ben-lerner/>.Blood, Rebecca. "How Blogging Software Reshapes the Online Community." Communications of the ACM 47.12 (2004): 53-55.Browning, Barbara. "The Performative Novel." TDR: The Drama Review 62.2 (2018): 43-58. Davis, Jenny. “The Qualified Self.” Cyborgology 13 Mar. 2013. <http://thesocietypages.org/cyborgology/2013/03/13/the-qualified-self/>.Cardell, Kylie. “The Future of Autobiography Studies: The Diary.” a/b: Auto/Biography Studies 32.2 (2017): 347-350.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.Couldry, Nick. Media, Society, World: Social Theory and Digital Media Practice. Great Britain: Polity Press, 2012.Greene, Gayle. “Feminist Fiction and the Uses of Memory.” Signs 16.2 (1991): 290-321.Lerner, Ben. 10:04. London: Faber and Faber, 2014.Lerner, Ben. “The Golden Vanity.” The New Yorker 11 June 2012. <https://www.newyorker.com/magazine/2012/06/18/the-golden-vanity>.Lupton, Deborah. “You Are Your Data: Self-Tracking Practices and Concepts of Data.” Lifelogging. Ed. Stefan Selke. Wiesbaden: Springer, 2016. 61-79.Schmitt, Arnaud. “David Shields's Lyrical Essay: The Dream of a Genre-Free Memoir, or beyond the Paradox.” a/b: Auto/Biography Studies 31.1 (2016): 133-146.Sedaris, David. Calypso. United States: Little Brown, 2018.Thompson, John B. The Media and Modernity: A Social Theory of the Media. California: Stanford University Press, 1995.Van Dijck, José. Mediated Memories in the Digital Age. Stanford: Stanford UP, 2007.Worthington, Marjorie. The Story of "Me": Contemporary American Autofiction. Nebraska: University of Nebraska Press, 2018.
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Drummond, Rozalind, Jondi Keane, and Patrick West. "Zones of Practice: Embodiment and Creative Arts Research." M/C Journal 15, no. 4 (August 14, 2012). http://dx.doi.org/10.5204/mcj.528.

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Introduction This article presents the trans-disciplinary encounters with and perspectives on embodiment of three creative-arts practitioners within the Deakin University research project Flows & Catchments. The project explores how creative arts participate in community and the possibility of well-being. We discuss our preparations for creative work exhibited at the 2012 Lake Bolac Eel Festival in regional Western Victoria, Australia. This festival provided a fertile time-place-space context through which to meet with one regional community and engage with scales of geological and historical time (volcanoes, water flows, first contact), human and animal roots and routes (settlement, eel migrations, hunting and gathering), and cultural heritage (the eel stone traps used by indigenous people, settler stonewalling, indigenous language recovery). It also allowed us to learn from how a festival brings to the surface these scales of time, place and space. All these scales also require an embodied response—a physical relation to the land and to the people of a community—which involves how specific interests and ways of engaging coordinate experience and accentuate particular connections of material to cultural patterns of activity. The focus of our interest in “embody” and embodiment relates to the way in which the term constantly slides from metaphor (figural connection) to description (literal process). Our research question, therefore, addresses the specific interaction of these two tendencies. Rather than eliminate one in preference to the other, it is the interaction and movement from one to the other that an approach through creative-arts practices makes visible. The visibility of these tendencies and the mechanisms to which they are linked (media, organising principle or relational aesthetic) are highlighted by the particular time-place-space modalities that each of the creative arts deploys. When looking across different creative practices, the attachments and elisions become more fine-grained and clearer. A key aim of practice-led research is to observe, study and learn, but also to transform the production of meaning and its relationship to the community of users (Barrett and Bolt). The opportunity to work collaboratively with a community like the one at Lake Bolac provided an occasion to gauge our discerning and initiating skills within creative-arts research and to test the argument that the combination of our different approaches adds to community and individual well-being. Our approach is informed by Gilles Deleuze’s ethical proposition that the health of a community is directly influenced by the richness of the composition of its parts. With this in mind, each creative-arts practitioner will emphasize their encounter with an element of community. Zones of Practice–Drawing Together (Jondi Keane) Galleries are strange in-between places, both destinations and non-sites momentarily outside of history and place. The Lake Bolac Memorial Hall, however, retains its character of place, participating in the history of memorial halls through events such as the Eel Festival. The drawing project “Stone Soup” emphasizes the idea of encounter (O’Sullivan), particularly the interactions of sensibilities shaped by a land, a history and an orientation that comprise an affective field. The artist’s brief in this situation—the encounter as the rupture of habitual modes of being (O’Sullivan 1)—provides a platform of relations to be filled with embodied experience that connects the interests, actions and observations produced outside the gallery to the amplified and dilated experience presented within the gallery. My work suggests that person-to person in-situ encounters intensify the movement across embodied ways of knowing. “Stone Soup”. Photograph by Daniel Armstrong.Arts practice and practice-led research makes available the spectrum of embodied engagements that are mixed to varying degrees with the conceptual positioning of material, both social and cultural. The exhibition and workshop I engaged with at the Eel Festival focused on three level of attention: memory (highly personal), affection (intra-personal) and exchange (communal, non-individual). Attention, the cognitive activity of directing and guiding perception, observation and interpretation, is the thread that binds body to environment, body to history, and body to the constructs of person, family and community. Jean-Jacques Lecercle observes that, for Deleuze, “not only is the philosopher in possession of a specific techne, essential to the well-being of the community, a techne the practice of which demands the use of specialized tools, but he makes his own tools: a system of concepts is a box of tools” (Lecercle 100). This notion is further enhanced when informed by enactive theories of cognition in which, “bodily practices including gesture are part of the activity in which concepts are formed” (Hutchins 429) Creative practices highlight the role of the body in the delicate interaction between a conceptually shaped gallery “space” and the communally constructed meeting “place.” My part of the exhibition consisted of a series of drawings/diagrams characterized under the umbrella of “making stone soup.” The notion of making stone soup is taken from folk tales about travelers in search of food who invent the idea of a magical stone soup to induce cooperation by asking local residents to garnish the “magical” stone soup with local produce. Other forms of the folk tale from around the world include nail soup, button soup and axe soup. Participants were able to choose from three different types of soup (communal drawing) that they would like to help produce. When a drawing was completed another one could be started. The mix of ideas and images constituted the soup. Three types of soup were on offer and required assistance to make: Stone soup–communal drawing of what people like to eat, particularly earth-grown produce; what they would bring to a community event and how they associate these foods with the local identity. Axe soup–communal drawing of places and spaces important to the participants because of connection to the land, to events and/or people. These might include floor plans, scenes of rooms or views, or memories of places that mix with the felt importance of spaces.Heirloom soup–communal drawing of important objects associated with particular persons. The drawings were given to the festival organizer to exhibit at the following year’s festival. "Story Telling”. Photograph by Daniel Armstrong.Drawing in: Like taking a breath, the act of drawing and putting one’s thought and affections into words or pictures is focused through the sensation of the drawing materials, the size of the paper, and the way one orients oneself to the paper and the activity. These pre-drawing dispositions set up the way a conversation might occur and what the tenor of that exchange may bring. By asking participants to focus on three types of attachments or attentions and contributing to a collective drawing, the onus on art skills or poignancy is diminished, and the feeling of turning inward to access feeling and memory turns outward towards inscription and cooperation. Drawing out: Like exhaling around vowels and consonants, the movement of the hand with brush and ink or pen and ink across a piece of paper follows our patterns of engagement, the embodied experience consistent with all our other daily activities. We each have a way of orchestrating the sequence of movements that constitute an image-story. The maker of stone soup must provide a new encounter, a platform for cooperation. I found that drawing alongside the participants, talking to them, inscribing and witnessing their stories in this way, heightened the collective activity and produced a new affective field of common experience. In this instance the stone soup became the medium for an emergent composition of relations. Zones of Practice–Embodying Photographic Space (Rozalind Drummond) Photography inevitably entails a certain characterization of reality. From being “out there” the world comes to be “inside” photographs—a visual sliver, a grab, and an upload, a perpetual tumble cycle of extruded images existing everywhere yet nowhere. While the outside, the “out there” is brought within the frame of the photograph, I am interested rather in looking, through the viewfinder, to spaces that work the other way, which suggest the potential to locate a “non-space”—where the inside suggests an outside or empty space. Thus, the photograph becomes disembodied to reveal space. I consider embodiment as the trace of other embodiments that frame the subject. Mark Auge’s conception of “non-places” seems apt here. He writes about non-places as those that are lived or passed through on the way to some place else, an accumulation of spaces that can be understood and named (94). These are spaces that can be defined in everyday terms as places with which we are familiar, places in which the real erupts: a borderline separating the outside from the inside, temporary spaces that can exist for the camera. The viewer may well peer in and look for everything that appears to have been left out. Thus, the photograph becomes a recollection of what Roland Barthes calls “a disruption in the topography”—we imagine a “beyond” that evokes a sense of melancholy or of irrevocably sliding toward it (238). How then could the individual embody such a space? The groups of photographs of Lake Bolac are spread out on a table. I play some music awhile, Glenn Gould, whose performing embodies what, to me, represents such humanity. Hear him breathing? It is Prelude and Fugue No. 16 in G Minor by Bach, on vinyl; music becomes a tangible and physical presence. When we close our eyes, our ears determine a sound’s location in a room; we map out a space, by listening, and can create a measureable dimension to sound. Walking about the territory of a living room, in suburban Melbourne, I consider too a small but vital clue: that while scrutinizing these details of a photographic image on paper, simultaneously I am returning to a small town in the Western District of Victoria. In the fluid act of looking at images in a house in Melbourne, I am now also walking down a road to Lake Bolac and can hear the incidental sounds of the environment—birdcalls and human voices—elements that inhabit and embody space: a borderline, alongside the photographs. What is imprinted in actual time, what is fundamental, is that the space of a photograph is actually devoid of sound and that I am still standing in a living room in Melbourne. In Against Architecture, Denis Hollier states of Bataille, “he wrote of the psychological power of space as a fluid, boundary effacing, always displaced and displacing medium. The non-spaces of cities and towns are locations where it is possible to be lost in a collective space, a progression of thoroughfares that are transitional, delivering the individual from one point and place to another—stairwells, laneways and roadsides—a constellation of streets….” (Hollier 79). Though photographs are sound-less, sound gives access to the outside of the image. “Untitled”. Photograph by Rozalind Drummond from “Stay with me here.” 2012 Type C Digital Print. Is there an outline of an image here? The enlargement of a snapshot of a photograph does not simply render what in any case was visible, though unclear. What is the viewer to look for in this photograph? Upon closer inspection a young woman stands to the right within the frame—she wears a school uniform; the pattern of the garment can be seen and read distinctly. In the detail it is finely striped, with a dark hue of blue, on a paler background, and the wearer’s body is imprinted upon the clothing, which receives the body’s details and impressions. The dress has a fold or pleat at the back; the distinct lines and patterns are reminiscent of a map, or an incidental grid. Here, the leitmotif of worn clothing is a poetic one. The young woman wears her hair piled, vertiginous, in a loosely constructed yet considered fashion; she stands assured, looking away and looking forward, within the compositional frame. The camera offers a momentary pause. This is our view. Our eye is directed to look further away past the figure, and the map of her clothing, to a long hallway in the school, before drifting to the left and right of the frame, where the outside world of Lake Bolac is clear and visible through the interior space of the hallway—the natural environment of daylight, luminescent and vivid. The time frame is late summer, the light reflecting and reverberating through glass doors, and gleaming painted surfaces, in a continuous rectangular pattern of grid lines. In the near distance, the viewer can see an open door, a pictorial breathing space, beyond the spatial line and coolness of the photograph, beyond the frame of the photograph and our knowing. The photograph becomes a signpost. What is outside, beyond the school corridors, recalled through the medium of photography, are other scenes, yet to be constructed from the spaces, streets and roads of Lake Bolac. Zones of Practice–Time as the “Skin” of Writing, Embodiment and Place (Patrick West) There is no writing without a body to write. Yet sometimes it feels that my creative writing, resisting its necessary embodiment, has by some trick of metaphor retreated into what Jondi Keane refers to as a purely conceptual mode of thought. This slippage between figural connection and literal process alerted me, in the process of my attempt to foster place-based well-being at Lake Bolac, to the importance of time to writerly embodiment. My contribution to the Lake Bolac Eel Festival art exhibition was a written text, “Stay with me here”, conceived as my response to the themes of Rozalind Drummond’s photographs. To prepare this joint production, we mixed with staff and students at the Lake Bolac Secondary College. But this mode of embodiment made me feel curiously dis-embodied as a place-based writer. My embodiment was apparently superficial, only skin deep. Still this experience started me thinking about how the skin is actually thickly embodied as both body and where the body encounters, not only other bodies, but place itself—conceivably across many times. Skin is also the embodiment of writing to the degree that writing suggests an uncertain and queered form of embodiment. Skin, where the body reaches its limit, expires, touches other bodies or not, is inevitably implicated with writing as a fragile and always provisional, indexical embodiment. Nothing can be more easily either here or somewhere else than writing. Writing is an exhibition or gallery of anywhere, like skin in that both are un-placed in place. The one-pager “Stay with me here” explores how the instantaneous time and present-ness of Drummond’s photographs relate to the profusion of times and relations to other places immanent in Lake Bolac’s landscape and community (as evidenced, for example, in the image of a prep student yawning at the end of a long day in the midst of an ancient volcanic landscape, dreaming, perhaps, of somewhere else). To get to such issues of time and relationality of place, however, involves detouring via the notion of skin as suggested to me by my initial sense of dis-embodiment in Lake Bolac. “Stay with me here” works with an idea of skin as answer to the implied question, Where is here? It creates the (symbolic) embodiment of place precisely as a matter of skin, making skin-like writing an issue of transitory topography. The only permanent “here” is the skin. Emphasizing something valid for all writing, “here” (grammatically a context-dependent deictic) is the skin, where embodiment is defined by the constant possibility of re-embodiment, somewhere else, some time else. Reminding us that it is eminently possible to be elsewhere (from this place, from here), skin also suggests that you cannot be in two places at the one time (at least, not with the same embodiment). My skin is a sign that, because my embodiment in any particular place (any “here”) is only ever temporary, it is time that necessarily sustains my embodiment in any place whatsoever into the future. According to Henri Bergson, time must be creative, as the future hasn’t happened yet! “Time is invention or it is nothing at all” (341). The future of place, as much as of writing and of embodiment itself, is thus creatively sheathed in time as if within a skin. On Bergson’s view, time might be said to be least and greatest embodiment, for it is (dis-embodied) time that enables all future and currently un-created modes of embodiment. All of these time-inspired modes will involve a relationship to place (time can only “happen” in some version of place). And all of them will involve writing too, because time is the ultimate (dis-)embodiment of writing. As writing is like a skin, a minimal embodiment shared actually or potentially with more than one body, so time is the very possibility of writing (embodiment) into the future. “Stay with me here” explores how place is always already embodied in a relationship to other places, through the skin, and to the future of (a) place through the creativity of time as the skin of embodiment. By enriching descriptive and metaphoric practices of time, instability of place and awarenesses of the (dis-)embodied nature of writing—as a practice of skin—my text is useful to well-being as an analogue to the lived experience, in time and place, of the people of Lake Bolac. Theoretically, it weaves Bergson’s philosophy of time (time richly composed) into the fabric of Deleuze’s proposition that the health of a community is linked to the richness of the composition of its parts. Creatively, it celebrates the identity that the notion of “here” might enable, especially when read alongside and in dialogue with Drummond’s photographs in exhibition. Here is an abridged text of “Stay with me here:” “Stay with me here” There is salt in these lakes, anciently—rectilinear lakes never to be without ripple or stir. Pooling waters the islands of otherwise oceans, which people make out from hereabouts, make for, dream of. Stay with me here. Trusting to lessons delivered at the shore of a lake moves one closer to a deepness of instruction, where the water also learns. From our not being where we are, there. Stay with me here. What is perfection to water if not water? A time when photographs were born out of its swill and slosh. The image swimming knowingly to the surface—its first breaths of the perceiving air, its glimpsing itself once. The portraits of ourselves we do not dare. Such magical chemical reactions, as in, I react badly to you. Such salts! Stay with me here, elsewhere. As if one had simply washed up by chance, onto this desert island or any other place of sand and water trickling. Daring to imagine we’ll be there together. This is what I mean by… stay with me here. Notice these things—how music sounds different as one walks away; the emotional gymnastics with which you plan to impress; the skin of the eye that watches over you. Stay with me here—in your spectacular, careless brilliance. The edge of whatever it is one wants to say. The moment never to be photographed. Conclusion It is not for the artists to presume that they can empower a community. As Tasmin Lorraine notes, community is not a single person’s empowerment but “the empowerment of many assemblages of which one is part” (128). All communities, regional communities on the scale of Lake Bolac or communities of interest, are held in place by enthusiasm and common histories. We have focused on the embodiment of these common histories, which vary in an infinite number of degrees from the most literal to the most figurative, pulling from the filigree of experiences a web of interpersonal connections. Oscillating between metaphor and description, embodiment as variously presented in this article helps promote community and, by extension, individual well-being. The drawing out of sensations into forms that produce new experiences—like the drawing of breath, the drawing of a hot bath, or the drawing out of a story—enhances the permeability of boundaries opened to what touches upon them. It is not just that we can embody our values, but that we are able to craft, manifest, enact, sense and evoke the connections that take shape as our richly composed world, in which, as Deleuze notes, “it is no longer a matter of utilizations or captures, but of sociabilities and communities” (126). ReferencesAuge, Mark. Non-Places: An Introduction to an Anthropology of Supermodernity. London: Verso, 1995. Barrett, Estelle, and Barbara Bolt. Eds. Practice as Research: Approaches to Creative Arts Enquiry. London: I. B. Tauris, 2007. Barthes, Roland. The Responsibility of Forms. New York: Hill and Wang, 1985. Bergson, Henri. Creative Evolution. Mineola, New York: Dover Publications, 1998. Deleuze, Gilles. Spinoza: Practical Philosophy. San Francisco: City Lights Books, 1988. Hollier, Denis. Against Architecture: The Writings of Georges Bataille. Cambridge, MA: MIT Press, 1989. Hutchins, Edwin. “Enaction, Imagination and Insight.” Enaction: Towards a New Paradigm for Cognitive Science. Eds. J. Stewart, O. Gapenne, and E.A. Di Paolo. Cambridge, MA: MIT Press, 2010. 425–450.Lecercle, Jean-Jacques. Deleuze and Language. New York: Palgrave Macmillan, 2002.Lorraine, Tamsin. Deleuze and Guattari’s Immanent Ethics: Theory, Subjectivity and Duration. Albany: State University of New York at Albany, 2011.O’Sullivan, Simon. Art Encounters: Deleuze and Guattari—Thought beyond Representation. London: Palgrave Macmillan, 2006.
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Schillaci, Rossella, and Alexandra D’Onofrio. "Exhibition of a VR Experimental Documentary." Interactive Film & Media Journal 2, no. 2 (May 25, 2022). http://dx.doi.org/10.32920/ifmj.v2i2.1583.

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During the exhibition session, we propose to view a VR experimental documentary of 20’. The VR film is made after a three-year practice-based collaborative research on mothers and children living together in a condition of imprisonment. The objective is to understand their different points of view about the confined spaces they are - or have been living - and how they endured the challenges of raising children in prison, and also which are their hopes and dreams for the future. This Ph.D. research mixes theory and practice, with the intent to analyze the production of the VR film, made combining live-action shooting and animation Objectives and methodology: The aim is to discuss which are the potentialities and also limitations of immersive storytelling applied to visual anthropology in closed contexts such as prisons, with the collaboration of multiple approaches and forms of art, like animation. VR filmmaking process helped to research confinement - in confined places - during the pandemic. The objective is to understand their different points of view about the confined spaces where they have been living in the past, and how they endured the challenges and the crises they faced during their childhood and motherhood, worsened by the pandemic. The attempt to hear their own voices and their perspective following Mirzoeff’s ideas (Mirzoeff 2011, 2015) brought me and a group of artists and practitioners to experiment and employ different forms of art and methodologies, such as illustration, animation, digital storytelling, photo-elicitation and anthropological observational fieldwork. My hypothesis is that the VR filmmaking process – more than the normal ‘flat’ documentary cinema – helped to build and share a collaborative process (between academics, practitioners and the protagonists of the research). Furthermore, I (Rossella Schillaci) think VR technology helped to support the participation of children and youth, envisioning new possibilities for interdisciplinary collaborations and to better listening to children’s ideas of participation, and expression of their point of view about the present, past and mostly future, representing their thoughts, fears and dreams. Intended results: reflection and debate about ethical problems, the potentiality of using new technology in the research and also in the dissemination of the results. How new media can facilitate and open a broad discussion about the topics that involved not only academics but also practitioners and decision-makers? The VR film will be available for participants. An excerpt will be available for publication, together with a paper about the making process, the methodology, the challenges faced and the results obtained.
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Dodd, Adam. "Unacceptable Renewals." M/C Journal 3, no. 6 (December 1, 2000). http://dx.doi.org/10.5204/mcj.1883.

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The object of mapping is to produce a "correct" relational model of the terrain. Its assumptions are that the objects in the world to be mapped are real and objective, and that they enjoy an existence independent of the cartographer; that their reality can be expressed in mathematical terms; that systematic observation and measurement offer the only route to cartographic truth; and that this truth can be independently verified. -- J. B. Harley, "Deconstructing the Map" Cartography, in its pragmatic operation under these assumptions, avoids almost all of the problems of representation with which cultural studies is only too familiar. Maps are representations, and all representations, even "scientific" ones, are cultural signs rather than truths produced in an ideological vacuum. The notion that mathematics, as a tool of Renaissance rationality, allowed real, objective detachment from an object of study was slowly absorbed into the cartographic tradition of Europe about four hundred years ago. "From at least the seventeenth century onward there was an epistemic break in activities such as cartography and architecture, and European map makers increasingly promoted what we would describe today as a standard scientific model of knowledge and cognition" (Harley 234). This model, in its increasing reliance upon mathematics and mathematical probability, essentially avoids or denies the objection that scientific observation and interpretation, and especially the technological gaze of its lens, produce anything other than objective, "real" knowledge. Through a mathematical detachment from the world, aided by the gaze of the lens, we see not the world itself (which includes us in its unmappable flux) but the numbers, straight lines and generalisations (which do not) that modern maps, including photographs, must employ to give the world fixed form and meaning. We find this model of cartography most impressively represented today in NASA's Mars Global Surveyor (MGS) probe, not merely as a sign of the technical success of mathematics, but also of its conceptual failure to provide the "true" representations of terrain to which a truly scientific cartography must aspire. MGS's 1998 attempt to "solve" the controversy surrounding a particularly contentious area on Mars, called Cydonia, with newer, "truer" images of the infamous Face on Mars was, contrary to popular opinion, an unsuccessful one; unsuccessful because NASA failed to remove all reasonable doubt that the Face was a natural geological formation. Not that this was particularly evident from media coverage of the image's release and reception -- the maverick researchers who comprised the protest were given a less than admirable hearing at the trial. Australian headlines reported that the Mars "romantics" (The Australian) had their Face theory "scuttled" (Courier-Mail). Professor Stanley V. McDaniel was demoted to "Mr McDaniel" in the The Australian, someone who wants NASA to continue re-imaging Cydonia to document other nearby features because "he believes [they] are further evidence of a Martian civilisation" (6). Also misrepresented was the like-minded, if slightly more adventurous researcher, Richard Hoagland, author of the underground classic, The Monuments of Mars: A City on the Edge of Forever (1987). Hoagland carelessly became (in both newspapers) Richard "Hoaglund", "leader of the movement" that believes the face is a monument left in Mars's Cydonia region by an ancient civilisation. The Australian, in line with the rest of the Earth's media, was apparently closing the door on the annoyingly persistent research into the Artificial Origin at Cydonia (AOC) hypothesis, which actually "does not claim that there is proof of artificial features on Mars, but that the probability of there being artificial features is strong enough to make new high-resolution photographs a top priority for any future mission to that planet" (McDaniel 2). Rather than confront the hypothesis itself, The Australian merely reminded us that "despite the image being 10 times better than the Viking photograph [a simplified qualification of the imaging process], it seems that some people still want to dream about ancient Martians building huge monuments to themselves" (The Australian). Dr. Mark J. Carlotto, a widely published specialist in the areas of digital image processing, pattern recognition, and computer vision, apparently still wants to dream that dream. An advocate of the AOC hypothesis, he notes that close examination of the image reveals the formation to be rough and highly eroded. Many have therefore concluded that the Face is natural. But others contend that if the Face is artificial it must certainly be very old and highly eroded. Thus the question remains as to how to distinguish an eroded artificial feature from a natural one. (Carlotto) This interestingly portentous question is one which NASA's Jet Propulsion Laboratory (JPL) and their contracted image processors, the privately owned Malin Space Science Systems (MSSS) have been somewhat reluctant to confront since the image of the Face was first captured in Viking frame 35A72. NASA's inaugural public statement on the Cydonia issue, for example, was handled ... "clumsily". As McDaniel reports: Upon the discovery of the Face in July, 1976, a Viking Project Scientist held up Viking frame 35A72, containing the Face, and announced to the assembled press corps that in a picture taken a few hours later "it all went away; it was just the way the light fell on it" -- but with a significant omission: the alleged later photograph, in which the facial features were supposed to have disappeared, was not shown for comparison [because] the statement could not possibly have been true. Frame 35A72 was taken in the early evening at approximately 6pm local time (sun angle 10 degrees). The object was in darkness a few hours later; the spacecraft, with an orbital period of about 24 hours, was no longer in a position to re-photograph the site; nor would it return to the site for many more orbits to come. Thus NASA's first official response to this strange object was an inexplicable misstatement based upon an apparent impossibility. (McDaniel 11-2) Things did not improve from there. NASA was never able to produce the elusive second photograph, yet continued to maintain that it both existed and conclusively disproved that the landform in question could possibly be artificial. In May 1993 the paradox attracted the attention of Senator John Glenn, who received (along with at least ten other members of the House and the Senate) a copy of the NASA document "Information on NASA's Re-Photographing of the Cydonia Region of Mars", which still held that the Face disappeared in the different lighting angles of a separate frame, which it did not reference. Finally in June 1993, after another inquiry by Senator Dianne Feinstein, a revised draft was issued which omits reference to the mysterious "real" photograph of the Face (McDaniel 12-3). NASA's next attempt to re-image Mars, including Cydonia, was the Observer probe, which failed to observe much at all and was declared lost in space. In conjunction with the recent mysterious failure of the Russian Phobos probe, and NASA's constant public relations blunders, conspiracy theories abounded. Was there something lurking at the threshold? The answer came in 1998 through the MGS, from which MSSS had produced a newer, clearer, "truer" image of the contentious feature which seemed to confirm Dr. Michael Malin's own earlier (and strangely self-contradictory) evaluation of 35A72: "it's simply a funny looking hill -- there is nothing unusual about it" (McDaniel 55). The MGS image certainly appeared, at least to the "naked eye" perusing the newspaper, to be just that. The wilderness had been tamed, and the coals cooled, temporarily. We had melted the witch. But exorcisms are never "final". Although NASA had apparently relegated the monstrous Face back to the realm of nature, restoring it within the parameters of conventional geology, McDaniel, Carlotto and others have maintained that NASA's conclusions were drastically premature, noting, as mentioned previously, that if the Face is artificial it must certainly be very old and, considering the Martian environment, highly eroded (Carlotto). According to their independent research, detailed analysis of the MGS image (which NASA appears not to have commissioned), does not invalidate the hypothesis that the Face may be artificial. Rather, it confirms many of the facial features recorded by the Viking, provides further evidence for the formation's high degree of lateral symmetry, and illuminates more anomalous internal detail (Carlotto). The Face on Mars, like the classical monsters of history, will not die easily. Ironically, perusal of Carlotto's dense research is an entry into the latent but undeniable plasticity of numbers, which itself is the quality of the monster that haunts modern cartographic representation. Mathematics, in almost every field of application, is finding it increasingly difficult to keep its disordering unknowns at bay. Geographer Erol Torun, for example, examined the angles formed by the facets of the two-mile long "D & M pyramid" (named after its discoverers, Vincent DiPietro and Gregory Molenaar). As Brian O'Leary writes, he subsequently found that the ratios between the five principal angles at the pyramid apex "express the universal mathematical constants of the square roots of 2,3,5,6, e, and pi ... . These constants should be known by any civilisation possessing Egyptian level technology (or greater) ... . The constants themselves are universal because they exist regardless of the number of the base being used". Regarding the other angles, Torun continued to find mathematically significant numbers "no matter how I looked at the object" (O'Leary 210). As the Cydonia controversy seems to clearly demonstrate, rather than revealing obvious, fixed truths about the world, mathematics and the observational tools they inspire require us to learn to see an approximation of the object they construct and represent as "real". We are thus compelled to draw the Other closer, but not "really", through the technological gaze of the artificial lens, a gaze that works to mask its own latent epistemic crisis. Indeed, this very compulsion inspired the growth of popular microscopy in the mid-eighteenth century, which required a new mode of seeing that could only very generously be termed "observation". Captain Basil Hall vividly recalls a meeting of the Geological Society, when a bottle was produced which was said to contain certain zoophytes. It was handed round, in the first instance, among the initiated on the foremost benches, who commented freely with one another on the forms of the animals in the fluid; but, when it came to our hands, we could discover nothing in the bottle but the most limpid fluid, -- without any trace, so far as our optics could make out, of animals dead or alive, the whole appearing absolutely transparent. The surprise of the ignorant at seeing nothing was only equal to that of the learned who saw so much to admire; nor was it till we were specifically instructed what we were to look for, and the shape, size, and general aspect of the zoophytes pointed out, that our understandings began to co-operate with our eyesight in peopling the fluid, which, up to that moment, had seemed perfectly uninhabited. The wonder then was, how we could possibly have omitted seeing objects now so palpable. (Mantell 8) Indeed, as Harley indicates, the relationship between the geographic and microscopic gaze is fundamental to the modern cartographic tradition. He cites Monmonier and Schnell's Map Appreciation (1988) as a recent example: Geography thrives on cartographic generalisation. The map is to the geographer what the microscope is to the microbiologist, for the ability to shrink the earth and generalise about it ... the microbiologist must choose a suitable objective lens, and the geographer must select a map scale appropriate to both the phenomenon in question and the "regional laboratory" in which the geographer is studying it. (in Harley 245) Importantly for this discussion, through both microscopy and cartography, "photography has also played a large role in twentieth-century ethnological representation", writes James Duncan. What better way to assert the primacy of the visual, produce a "true" representation of the place in question and establish presence than through the use of photography? But the mimetic claims of photography can also be called into question. A camera is a machine constructed to produce an image based upon artificial perspective. Only if one accepts the claims of the naturalness of Renaissance artificial perspective can we accept photography as a mimetic representation of the world. Such claims can be cast in doubt, for example, by the failure of peoples unfamiliar with photographs to be able to "read" them. (43) At the end of the day, though, it all may have more to do with down-to-earth economics than Martian "geopolitics". For many researchers, McDaniel among them, NASA's evasive treatment of the Face and surrounding features (variously labelled the Tholus, the D&M pyramid, the Fort, and the City Square) suggests a cover-up. Specifically, a cover-up of NASA's own inexplicable lack of investigation into apparently artificial structures on the Martian surface. Since the Jet Propulsion Laboratory's data imaging is contracted to a private company legally unaccountable to the public, McDaniel has confronted the somewhat disheartening possibility that financial motives may be obscuring investigation into what seem to be the most intriguing features of the Martian surface. He "does not personally believe in the conspiracy theory", but simply suggests that the Cydonia controversy may demonstrate that the financial interests of Malin Space Science Systems have assumed higher priority than the search for extraterrestrial artefacts: The contract for the Mars Observer (now MGS) involved close to 10 million dollars for Malin Space Science Systems ... . If it became clear that the probability of artificial structures on Mars is very high [or even that such a probability existed], it seems the focus of investigation would shift radically. The emphasis would fall to an accelerated manned mission to Mars. Archaeologists and perhaps biologists would assume an increasingly important role. It would be the manned mission (Johnson Space Flight Centre), not JPL, that takes the driver's seat. (McDaniel 1999) In other words, by producing results which indicated that the Cydonia region was worthy of closer attention, MSSS would jeopardise the future of its own multi-million dollar contract with NASA's Jet Propulsion Laboratory -- hardly a wise business venture, regardless of their geopolitical stance. But whatever the "true" source of the Martian controversy (it is, after all, the mythic planet of war), it seems undeniable that the Face on Mars is at once both an appropriately postmodern enigma and a genuine cartographic anomaly. For we find embodied within its monstrous form (through the lens), the message that our gaze is destined to be returned by ourselves. From the stars to the quarks, "we" seem to forever inhabit the very wilderness our technological gaze functions to both distance and draw closer; to abject. References Berland, Jody. "Mapping Space: Imaging Technologies and the Planetary Body." Technoscience and Cyberculture. Eds. Stanley Aronowitz, Barbara Martinsons, and Michael Menser. New York: Routledge, 1996. 123-37. Bull, Sandra. "Images from Mars Scuttle Face Theory." The Courier-Mail 8 April 1998. Carlotto, Mark J. "Analysis of Global Surveyor Imagery of the Face on Mars." 1998. 4 Oct. 2000 <http://www.psrw.com/~markc/Articles/MGSreport/paper.php>. ---. "New Cydonia Images -- April 2000: Preliminary Data Analysis." 2000. 4 Oct. 2000 <http://www.psrw.com/~markc/Articles/April_2000/April2000.php>. Crowley, Brian, and James J. Hurtak. The Face on Mars: Evidence of a Lost Martian Civilisation. 1986. Melbourne: Sun/Macmillan, 1989. Duncan, James. "Sites of Representation: Place, Time and the Discourse of the Other." Place/Culture/Representation. Eds. James Duncan and David Ley. London: Routledge, 1993. 39-56. Harley, J. B. "Deconstructing the Map." Writing Worlds: Discourse, Text and Metaphor in the Representation of Landscape. Eds. Trevor J. Barnes and James Duncan. London: Routledge, 1992. 231-47. Leech, Graeme. "Mars Romantics Face the Truth: There's Nothing Out There." The Australian 8 April 1998. Mantell, Gideon Algernon. The Invisible World Revealed by the Microscope; or, Thoughts on Animalcules. London: John Murray, 1850. McDaniel, Stanley V. The McDaniel Report: On the Failure of Executive, Congressional and Scientific Responsibility in Investigating Possible Evidence of Artificial Structures on the Surface of Mars and in Setting Mission Priorities for NASA's Mars Exploration Program. Berkeley: North Atlantic, 1993. ---. "Here It Is! But What Is It?" 1998. 4 Oct. 2000 <http://www.mcdanielreport.com/homepage.htm>. ---. "The Cydonia Question: Where Do We Stand?" 1999. 4 Oct. 2000. <http://www.mcdanielreport.com/standing.php>. O'Leary, Brian. "Mars and the Search for Extraterrestrial Life." Suppressed Inventions and Other Discoveries. Ed. Jonathan Eisen. Auckland: AIT, 1994. 204-13. Picknett, Lynn, and Clive Prince. The Stargate Conspiracy: Revealing the Truth behind Extraterrestrial Contact, Military Intelligence and the Mysteries of Ancient Egypt. London: Little, Brown and Co., 1999. Citation reference for this article MLA style: Adam Dodd. "'Unacceptable Renewals': The Geopolitics of Martian Cartography." M/C: A Journal of Media and Culture 3.6 (2000). [your date of access] <http://www.api-network.com/mc/0012/mars.php>. Chicago style: Adam Dodd, "'Unacceptable Renewals': The Geopolitics of Martian Cartography," M/C: A Journal of Media and Culture 3, no. 6 (2000), <http://www.api-network.com/mc/0012/mars.php> ([your date of access]). APA style: Adam Dodd. (2000) 'Unacceptable renewals': the geopolitics of Martian cartography. M/C: A Journal of Media and Culture 3(6). <http://www.api-network.com/mc/0012/mars.php> ([your date of access]).
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49

Leotta, Alfio. "Navigating Movie (M)apps: Film Locations, Tourism and Digital Mapping Tools." M/C Journal 19, no. 3 (June 22, 2016). http://dx.doi.org/10.5204/mcj.1084.

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Abstract:
The digital revolution has been characterized by the overlapping of different media technologies and platforms which reshaped both traditional forms of audiovisual consumption and older conceptions of place and space. John Agnew claims that, traditionally, the notion of place has been associated with two different meanings: ‘the first is a geometric conception of place as a mere part of space and the second is a phenomenological understanding of a place as a distinctive coming together in space’ (317). Both of the dominant meanings have been challenged by the idea that the world itself is increasingly “placeless” as space-spanning connections and flows of information, things, and people undermine the rootedness of a wide range of processes anywhere in particular (Friedman). On the one hand, by obliterating physical distance, new technologies such as the Internet and the cell phone are making places obsolete, on the other hand, the proliferation of media representations favoured by these technologies are making places more relevant than ever. These increasing mediatisation processes, in fact, generate what Urry and Larsen call ‘imaginative geographies’, namely the conflation of representational spaces and physical spaces that substitute and enhance each other in contingent ways (116). The smartphone as a new hybrid media platform that combines different technological features such as digital screens, complex software applications, cameras, tools for online communication and GPS devices, has played a crucial role in the construction of new notions of place. This article examines a specific type of phone applications: mobile, digital mapping tools that allow users to identify film-locations. In doing so it will assess how new media platforms can potentially reconfigure notions of both media consumption, and (physical and imagined) mobility. Furthermore, the analysis of digital movie maps and their mediation of film locations will shed light on the way in which contemporary leisure activities reshape the cultural, social and geographic meaning of place. Digital, Mobile Movie MapsDigital movie maps can be defined as software applications, conceived for smart phones or other mobile devices, which enable users to identify the geographical position of film locations. These applications rely on geotagging which is the process of adding geospatial metadata (usually latitudinal and longitudinal coordinates) to texts or images. From this point of view these phone apps belong to a broader category of media that Tristan Thielmann calls geomedia: converging applications of interactive, digital, mapping tools and mobile and networked media technologies. According to Hjorth, recent studies on mobile media practices show a trend toward “re-enacting the importance of place and home as both a geo-imaginary and socio-cultural precept” (Hjorth 371). In 2008 Google announced that Google Maps and Google Earth will become the basic platform for any information search. Similarly, in 2010 Flickr started georeferencing their complete image stock (Thielmann 8). Based on these current developments media scholars such as Thielmann claim that geomedia will emerge in the future as one of the most pervasive forms of digital technology (8).In my research I identified 44 phone geomedia apps that offered content variously related to film locations. In every case the main functionality of the apps consisted in matching geographic data concerning the locations with visual and written information about the corresponding film production. ‘Scene Seekers’, the first app able to match the title of a film with the GPS map of its locations, was released in 2009. Gradually, subsequent film-location apps incorporated a number of other functions including:Trivia and background information about films and locationsSubmission forms which allow users to share information about their favourite film locatiosLocation photosLinks to film downloadFilm-themed itinerariesAudio guidesOnline discussion groupsCamera/video function which allow users to take photos of the locations and share them on social mediaFilm stills and film clipsAfter identifying the movie map apps, I focused on the examination of the secondary functions they offered and categorized the applications based on both their main purpose and their main target users (as explicitly described in the app store). Four different categories of smart phone applications emerged. Apps conceived for:Business (for location scouts and producers)Entertainment (for trivia and quiz buffs)Education (for students and film history lovers)Travel (for tourists)‘Screen New South Wales Film Location Scout’, an app designed for location scouts requiring location contact information across the state of New South Wales, is an example of the first category. The app provides lists, maps and images of locations used in films shot in the region as well as contact details for local government offices. Most of these types of apps are available for free download and are commissioned by local authorities in the hope of attracting major film productions, which in turn might bring social and economic benefits to the region.A small number of the apps examined target movie fans and quiz buffs. ‘James Bond and Friends’, for example, focuses on real life locations where spy/thriller movies have been shot in London. Interactive maps and photos of the locations show their geographical position. The app also offers a wealth of trivia on spy/thriller movies and tests users’ knowledge of James Bond films with quizzes about the locations. While some of these apps provide information on how to reach particular film locations, the emphasis is on trivia and quizzes rather than travel itself.Some of the apps are explicitly conceived for educational purposes and target film students, film scholars and users interested in the history of film more broadly. The Italian Ministry for Cultural Affairs, for example, developed a number of smartphone apps designed to promote knowledge about Italian Cinema. Each application focuses on one Italian city, and was designed for users wishing to acquire more information about the movie industry in that urban area. The ‘Cinema Roma’ app, for example, contains a selection of geo-referenced film sets from a number of famous films shot in Rome. The film spots are presented via a rich collection of historical images and texts from the Italian National Photographic Archive.Finally, the majority of the apps analysed (around 60%) explicitly targets tourists. One of the most popular film-tourist applications is the ‘British Film Locations’ app with over 100,000 downloads since its launch in 2011. ‘British Film Locations’ was commissioned by VisitBritain, the British tourism agency. Visit Britain has attempted to capitalize on tourists’ enthusiasm around film blockbusters since the early 2000s as their research indicated that 40% of potential visitors would be very likely to visit the place they had seen in films or on TV (VisitBritain). British Film Locations enables users to discover and photograph the most iconic British film locations in cinematic history. Film tourists can search by film title, each film is accompanied by a detailed synopsis and list of locations so users can plan an entire British film tour. The app also allows users to take photos of the location and automatically share them on social networks such as Facebook or Twitter.Movie Maps and Film-TourismAs already mentioned, the majority of the film-location phone apps are designed for travel purposes and include functionalities that cater for the needs of the so called ‘post-tourists’. Maxine Feifer employed this term to describe the new type of tourist arising out of the shift from mass to post-Fordist consumption. The post-tourist crosses physical and virtual boundaries and shifts between experiences of everyday life, either through the actual or the simulated mobility allowed by the omnipresence of signs and electronic images in the contemporary age (Leotta). According to Campbell the post-tourist constructs his or her own tourist experience and destination, combining these into a package of overlapping and disjunctive elements: the imagined (dreams and screen cultures), the real (actual travels and guides) and the virtual (myths and internet) (203). More recently a number of scholars (Guttentag, Huang et al., Neuhofer et al.) have engaged with the application and implications of virtual reality on the planning, management and marketing of post-tourist experiences. Film-induced tourism is an expression of post-tourism. Since the mid-1990s a growing number of scholars (Riley and Van Doren, Tooke and Baker, Hudson and Ritchie, Leotta) have engaged with the study of this phenomenon, which Sue Beeton defined as “visitation to sites where movies and TV programmes have been filmed as well as to tours to production studios, including film-related theme parks” (11). Tourists’ fascination with film sets and locations is a perfect example of Baudrillard’s theory of hyperreality. Such places are simulacra which embody the blurred boundaries between reality and representation in a world in which unmediated access to reality is impossible (Baudrillard).Some scholars have focused on the role of mediated discourse in preparing both the site and the traveller for the process of tourist consumption (Friedberg, Crouch et al.). In particular, John Urry highlights the interdependence between tourism and the media with the concept of the ‘tourist gaze’. Urry argues that the gaze dominates tourism, which is primarily concerned with the commodification of images and visual consumption. According to Urry, movies and television play a crucial role in shaping the tourist gaze as the tourist compares what is gazed at with the familiar image of the object of the gaze. The tourist tries to reproduce his or her own expectations, which have been “constructed and sustained through a variety of non-tourist practices, such as film, TV, literature, records, and videos” (Urry 3). The inclusion of the camera functionality in digital movie maps such as ‘British Film Locations’ fulfils the need to actually reproduce the film images that the tourist has seen at home.Film and MapsThe convergence between film and (virtual) travel is also apparent in the prominent role that cartography plays in movies. Films often allude to maps in their opening sequences to situate their stories in time and space. In turn, the presence of detailed geographical descriptions of space at the narrative level often contributes to establish a stronger connection between film and viewers (Conley). Tom Conley notes that a number of British novels and their cinematic adaptations including Tolkien’s The Lord of the Rings (LOTR) and Stevenson’s Treasure Island belong to the so called ‘cartographic fiction’ genre. In these stories, maps are deployed to undo the narrative thread and inspire alternative itineraries to the extent of legitimising an interactive relation between text and reader or viewer (Conley 225).The popularity of LOTR locations as film-tourist destinations within New Zealand may be, in part, explained by the prominence of maps as both aesthetic and narrative devices (Leotta). The authenticity of the LOTR geography (both the novel and the film trilogy) is reinforced, in fact, by the reoccurring presence of the map. Tolkien designed very detailed maps of Middle Earth that were usually published in the first pages of the books. These maps play a crucial role in the immersion into the imaginary geography of Middle Earth, which represents one of the most important pleasures of reading LOTR (Simmons). The map also features extensively in the cinematic versions of both LOTR and The Hobbit. The Fellowship of the Ring opens with several shots of a map of Middle Earth, anticipating the narrative of displacement that characterizes LOTR. Throughout the trilogy the physical dimensions of the protagonists’ journey are emphasized by the foregrounding of the landscape as a map.The prominence of maps and geographical exploration as a narrative trope in ‘cartographic fiction’ such as LOTR may be responsible for activating the ‘tourist imagination’ of film viewers (Crouch et al.). The ‘tourist imagination’ is a construct that explains the sense of global mobility engendered by the daily consumption of the media, as well as actual travel. As Crouch, Jackson and Thompson put it, “the activity of tourism itself makes sense only as an imaginative process which involves a certain comprehension of the world and enthuses a distinctive emotional engagement with it” (Crouch et al. 1).The use of movie maps, the quest for film locations in real life may reproduce some of the cognitive and emotional pleasures that were activated while watching the movie, particularly if maps, travel and geographic exploration are prominent narrative elements. Several scholars (Couldry, Hills, Beeton) consider film-induced tourism as a contemporary form of pilgrimage and movie maps are becoming an inextricable part of this media ritual. Hudson and Ritchie note that maps produced by local stakeholders to promote the locations of films such as Sideways and LOTR proved to be extremely popular among tourists (391-392). In their study about the impact of paper movie maps on tourist behaviour in the UK, O’Connor and Pratt found that movie maps are an essential component in the marketing mix of a film location. For example, the map of Pride and Prejudice Country developed by the Derbyshire and Lincolnshire tourist boards significantly helped converting potential visitors into tourists as almost two in five visitors stated it ‘definitely’ turned a possible visit into a certainty (O’Connor and Pratt).Media Consumption and PlaceDigital movie maps have the potential to further reconfigure traditional understandings of media consumption and place. According to Nana Verhoeff digital mapping tools encourage a performative cartographic practice in the sense that the dynamic map emerges and changes during the users’ journey. The various functionalities of digital movie maps favour the hybridization between film reception and space navigation as by clicking on the movie map the user could potentially watch a clip of the film, read about both the film and the location, produce his/her own images and comments of the location and share it with other fans online.Furthermore, digital movie maps facilitate and enhance what Nick Couldry, drawing upon Claude Levi Strauss, calls “parcelling out”: the marking out as significant of differences in ritual space (83). According to Couldry, media pilgrimages, the visitation of TV or film locations are rituals that are based from the outset on an act of comparison between the cinematic depiction of place and its physical counterpart. Digital movie maps have the potential to facilitate this comparison by immediately retrieving images of the location as portrayed in the film. Media locations are rife with the marking of differences between the media world and the real locations as according to Couldry some film tourists seek precisely these differences (83).The development of smart phone movie maps, may also contribute to redefine the notion of audiovisual consumption. According to Nanna Verhoeff, mobile screens of navigation fundamentally revise the spatial coordinates of previously dominant, fixed and distancing cinematic screens. One of the main differences between mobile digital screens and larger, cinematic screens is that rather than being surfaces of projection or transmission, they are interfaces of software applications that combine different technological properties of the hybrid screen device: a camera, an interface for online communication, a GPS device (Verhoeff). Because of these characteristics of hybridity and intimate closeness, mobile screens involve practices of mobile and haptic engagement that turn the classical screen as distanced window on the world, into an interactive, hybrid navigation device that repositions the viewer as central within the media world (Verhoeff).In their discussion of the relocation of cinema into the iPhone, Francesco Casetti and Sara Sampietro reached similar conclusions as they define the iPhone as both a visual device and an interactive interface that mobilizes the eye as well as the hand (Casetti and Sampietro 23). The iPhone constructs an ‘existential bubble’ in which the spectator can find refuge while remaining exposed to the surrounding environment. When the surrounding environment is the real life film location, the consumption or re-consumption of the film text allowed by the digital movie map is informed by multi-sensorial and cognitive stimuli that are drastically different from traditional viewing experiences.The increasing popularity of digital movie maps is a phenomenon that could be read in conjunction with the emergence of innovative locative media such as the Google glasses and other applications of Augmented Reality (A.R.). Current smart phones available in the market are already capable to support A.R. applications and it appears likely that this will become a standard feature of movie apps within the next few years (Sakr). Augmented reality refers to the use of data overlays on real-time camera view of a location which make possible to show virtual objects within their spatial context. The camera eye on the device registers physical objects on location, and transmits these images in real time on the screen. On-screen this image is combined with different layers of data: still image, text and moving image.In a film-tourism application of augmented reality tourists would be able to point their phone camera at the location. As the camera identifies the location images from the film will overlay the image of the ‘real location’. The user, therefore, will be able to simultaneously see and walk in both the real location and the virtual film set. The notion of A.R. is related to the haptic aspect of engagement which in turn brings together the doing, the seeing and the feeling (Verhoeff). In film theory the idea of the haptic has come to stand for an engaged look that involves, and is aware of, the body – primarily that of the viewer (Marx, Sobchack). The future convergence between cinematic and mobile technologies is likely to redefine both perspectives on haptic perception of cinema and theories of film spectatorship.The application of A.R. to digital, mobile maps of film-locations will, in part, fulfill the prophecies of René Barjavel. In 1944, before Bazin’s seminal essay on the myth of total cinema, French critic Barjavel, asserted in his book Le Cinema Total that the technological evolution of the cinematic apparatus will eventually result in the total enveloppement (envelopment or immersion) of the film-viewer. This enveloppement will be characterised by the multi-sensorial experience and the full interactivity of the spectator within the movie itself. More recently, Thielmann has claimed that geomedia such as movie maps constitute a first step toward the vision that one day it might be possible to establish 3-D spaces as a medial interface (Thielmann).Film-Tourism, Augmented Reality and digital movie maps will produce a complex immersive and inter-textual media system which is at odds with Walter Benjamin’s famous thesis on the loss of ‘aura’ in the age of mechanical reproduction (Benjamin), as one of the pleasures of film-tourism is precisely the interaction with the auratic place, the actual film location or movie set. According to Nick Couldry, film tourists are interested in the aura of the place and filming itself. The notion of aura is associated here with both the material history of the location and the authentic experience of it (104).Film locations, as mediated by digital movie maps, are places in which people have a complex sensorial, emotional, cognitive and imaginative involvement. The intricate process of remediation of the film-locations can be understood as a symptom of what Lash and Urry have called the ‘re-subjectification of space’ in which ‘locality’ is re-weighted with a more subjective and affective charge of place (56). According to Lash and Urry the aesthetic-expressive dimensions of the experience of place have become as important as the cognitive ones. By providing new layers of cultural meaning and alternative modes of affective engagement, digital movie maps will contribute to redefine both the notion of tourist destination and the construction of place identity. These processes can potentially be highly problematic as within this context the identity and meanings of place are shaped and controlled by the capital forces that finance and distribute the digital movie maps. Future critical investigations of digital cartography will need to address the way in which issues of power and control are deeply enmeshed within new tourist practices. 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50

Ali, Kawsar. "Zoom-ing in on White Supremacy." M/C Journal 24, no. 3 (June 21, 2021). http://dx.doi.org/10.5204/mcj.2786.

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Abstract:
The Alt Right Are Not Alright Academic explorations complicating both the Internet and whiteness have often focussed on the rise of the “alt-right” to examine the co-option of digital technologies to extend white supremacy (Daniels, “Cyber Racism”; Daniels, “Algorithmic Rise”; Nagle). The term “alt-right” refers to media organisations, personalities, and sarcastic Internet users who promote the “alternative right”, understood as extremely conservative, political views online. The alt-right, in all of their online variations and inter-grouping, are infamous for supporting white supremacy online, “characterized by heavy use of social media and online memes. Alt-righters eschew ‘establishment’ conservatism, skew young, and embrace white ethnonationalism as a fundamental value” (Southern Poverty Law Center). Theoretical studies of the alt-right have largely focussed on its growing presence across social media and websites such as Twitter, Reddit, and notoriously “chan” sites 4chan and 8chan, through the political discussions referred to as “threads” on the site (Nagle; Daniels, “Algorithmic Rise”; Hawley). As well, the ability of online users to surpass national boundaries and spread global white supremacy through the Internet has also been studied (Back et al.). The alt-right have found a home on the Internet, using its features to cunningly recruit members and to establish a growing community that mainstream politically extreme views (Daniels, “Cyber Racism”; Daniels, “Algorithmic Rise; Munn). This body of knowledge shows that academics have been able to produce critically relevant literature regarding the alt-right despite the online anonymity of the majority of its members. For example, Conway et al., in their analysis of the history and social media patterns of the alt-right, follow the unique nature of the Christchurch Massacre, encompassing the use and development of message boards, fringe websites, and social media sites to champion white supremacy online. Positioning my research in this literature, I am interested in contributing further knowledge regarding the alt-right, white supremacy, and the Internet by exploring the sinister conducting of Zoom-bombing anti-racist events. Here, I will investigate how white supremacy through the Internet can lead to violence, abuse, and fear that “transcends the virtual world to damage real, live humans beings” via Zoom-bombing, an act that is situated in a larger co-option of the Internet by the alt-right and white supremacists, but has been under theorised as a hate crime (Daniels; “Cyber Racism” 7). Shitposting I want to preface this chapter by acknowledging that while I understand the Internet, through my own external investigations of race, power and the Internet, as a series of entities that produce racial violence both online and offline, I am aware of the use of the Internet to frame, discuss, and share anti-racist activism. Here we can turn to the work of philosopher Michel de Certeau who conceived the idea of a “tactic” as a way to construct a space of agency in opposition to institutional power. This becomes a way that marginalised groups, such as racialised peoples, can utilise the Internet as a tactical material to assert themselves and their non-compliance with the state. Particularly, shitposting, a tactic often associated with the alt-right, has also been co-opted by those who fight for social justice and rally against oppression both online and offline. As Roderick Graham explores, the Internet, and for this exploration, shitposting, can be used to proliferate deviant and racist material but also as a “deviant” byway of oppositional and anti-racist material. Despite this, a lot can be said about the invisible yet present claims and support of whiteness through Internet and digital technologies, as well as the activity of users channelled through these screens, such as the alt-right and their digital tactics. As Vikki Fraser remarks, “the internet assumes whiteness as the norm – whiteness is made visible through what is left unsaid, through the assumption that white need not be said” (120). It is through the lens of white privilege and claims to white supremacy that online irony, by way of shitposting, is co-opted and understood as an inherently alt-right tool, through the deviance it entails. Their sinister co-option of shitposting bolsters audacious claims as to who has the right to exist, in their support of white identity, but also hides behind a veil of mischief that can hide their more insidious intention and political ideologies. The alt-right have used “shitposting”, an online style of posting and interacting with other users, to create a form of online communication for a translocal identity of white nationalist members. Sean McEwan defines shitposting as “a form of Internet interaction predicated upon thwarting established norms of discourse in favour of seemingly anarchic, poor quality contributions” (19). Far from being random, however, I argue that shitposting functions as a discourse that is employed by online communities to discuss, proliferate, and introduce white supremacist ideals among their communities as well as into the mainstream. In the course of this article, I will introduce racist Zoom-bombing as a tactic situated in shitposting which can be used as a means of white supremacist discourse and an attempt to block anti-racist efforts. By this line, the function of discourse as one “to preserve or to reproduce discourse (within) a closed community” is calculatingly met through shitposting, Zoom-bombing, and more overt forms of white supremacy online (Foucault 225-226). Using memes, dehumanisation, and sarcasm, online white supremacists have created a means of both organising and mainstreaming white supremacy through humour that allows insidious themes to be mocked and then spread online. Foucault writes that “in every society the production of discourse is at once controlled, selected, organised and redistributed according to a certain number of procedures, whose role is to avert its powers and danger, to cope with chance events, to evade ponderous, awesome materiality” (216). As Philippe-Joseph Salazar recontextualises to online white supremacists, “the first procedure of control is to define what is prohibited, in essence, to set aside that which cannot be spoken about, and thus to produce strategies to counter it” (137). By this line, the alt-right reorganises these procedures and allocates a checked speech that will allow their ideas to proliferate in like-minded and growing communities. As a result, online white supremacists becoming a “community of discourse” advantages them in two ways: first, ironic language permits the mainstreaming of hate that allows sinister content to enter the public as the severity of their intentions is doubted due to the sarcastic language employed. Second, shitposting is employed as an entry gate to more serious and dangerous participation with white supremacist action, engagement, and ideologies. It is important to note that white privilege is embodied in these discursive practices as despite this exploitation of emerging technologies to further white supremacy, there are approaches that theorise the alt-right as “crazed product(s) of an isolated, extremist milieu with no links to the mainstream” (Moses 201). In this way, it is useful to consider shitposting as an informal approach that mirrors legitimised white sovereignties and authorised white supremacy. The result is that white supremacist online users succeed in “not only in assembling a community of actors and a collective of authors, on the dual territory of digital communication and grass-roots activism”, but also shape an effective fellowship of discourse that audiences react well to online, encouraging its reception and mainstreaming (Salazar 142). Continuing, as McBain writes, “someone who would not dream of donning a white cap and attending a Ku Klux Klan meeting might find themselves laughing along to a video by the alt-right satirist RamZPaul”. This idea is echoed in a leaked stylistic guide by white supremacist website and message board the Daily Stormer that highlights irony as a cultivated mechanism used to draw new audiences to the far right, step by step (Wilson). As showcased in the screen capture below of the stylistic guide, “the reader is at first drawn in by curiosity or the naughty humor and is slowly awakened to reality by repeatedly reading the same points” (Feinburg). The result of this style of writing is used “to immerse recruits in an online movement culture built on memes, racial panic and the worst of Internet culture” (Wilson). Figure 1: A screenshot of the Daily Stormer’s playbook, expanding on the stylistic decisions of alt-right writers. Racist Zoom-Bombing In the timely text “Racist Zoombombing”, Lisa Nakamura et al. write the following: Zoombombing is more than just trolling; though it belongs to a broad category of online behavior meant to produce a negative reaction, it has an intimate connection with online conspiracy theorists and white supremacy … . Zoombombing should not be lumped into the larger category of trolling, both because the word “trolling” has become so broad it is nearly meaningless at times, and because zoombombing is designed to cause intimate harm and terrorize its target in distinct ways. (30) Notwithstanding the seriousness of Zoom-bombing, and to not minimise its insidiousness by understanding it as a form of shitposting, my article seeks to reiterate the seriousness of shitposting, which, in the age of COVID-19, Zoom-bombing has become an example of. I seek to purport the insidiousness of the tactical strategies of the alt-right online in a larger context of white violence online. Therefore, I am proposing a more critical look at the tactical use of the Internet by the alt-right, in theorising shitposting and Zoom-bombing as means of hate crimes wherein they impose upon anti-racist activism and organising. Newlands et al., receiving only limited exposure pre-pandemic, write that “Zoom has become a household name and an essential component for parties (Matyszczyk, 2020), weddings (Pajer, 2020), school and work” (1). However, through this came the strategic use of co-opting the application by the alt-right to digitise terror and ensure a “growing framework of memetic warfare” (Nakamura et al. 31). Kruglanski et al. label this co-opting of online tools to champion white supremacy operations via Zoom-bombing an example of shitposting: Not yet protesting the lockdown orders in front of statehouses, far-right extremists infiltrated Zoom calls and shared their screens, projecting violent and graphic imagery such as swastikas and pornography into the homes of unsuspecting attendees and making it impossible for schools to rely on Zoom for home-based lessons. Such actions, known as “Zoombombing,” were eventually curtailed by Zoom features requiring hosts to admit people into Zoom meetings as a default setting with an option to opt-out. (128) By this, we can draw on existing literature that has theorised white supremacists as innovation opportunists regarding their co-option of the Internet, as supported through Jessie Daniels’s work, “during the shift of the white supremacist movement from print to digital online users exploited emerging technologies to further their ideological goals” (“Algorithmic Rise” 63). Selfe and Selfe write in their description of the computer interface as a “political and ideological boundary land” that may serve larger cultural systems of domination in much the same way that geopolitical borders do (418). Considering these theorisations of white supremacists utilising tools that appear neutral for racialised aims and the political possibilities of whiteness online, we can consider racist Zoom-bombing as an assertion of a battle that seeks to disrupt racial justice online but also assert white supremacy as its own legitimate cause. My first encounter of local Zoom-bombing was during the Institute for Culture and Society (ICS) Seminar titled “Intersecting Crises” by Western Sydney University. The event sought to explore the concatenation of deeply inextricable ecological, political, economic, racial, and social crises. An academic involved in the facilitation of the event, Alana Lentin, live tweeted during the Zoom-bombing of the event: Figure 2: Academic Alana Lentin on Twitter live tweeting the Zoom-bombing of the Intersecting Crises event. Upon reflecting on this instance, I wondered, could efforts have been organised to prevent white supremacy? In considering who may or may not be responsible for halting racist shit-posting, we can problematise the work of R David Lankes, who writes that “Zoom-bombing is when inadequate security on the part of the person organizing a video conference allows uninvited users to join and disrupt a meeting. It can be anything from a prankster logging on, yelling, and logging off to uninvited users” (217). However, this beckons two areas to consider in theorising racist Zoom-bombing as a means of isolated trolling. First, this approach to Zoom-bombing minimises the sinister intentions of Zoom-bombing when referring to people as pranksters. Albeit withholding the “mimic trickery and mischief that were already present in spaces such as real-life classrooms and town halls” it may be more useful to consider theorising Zoom-bombing as often racialised harassment and a counter aggression to anti-racist initiatives (Nakamura et al. 30). Due to the live nature of most Zoom meetings, it is increasingly difficult to halt the threat of the alt-right from Zoom-bombing meetings. In “A First Look at Zoom-bombings” a range of preventative strategies are encouraged for Zoom organisers including “unique meeting links for each participant, although we acknowledge that this has usability implications and might not always be feasible” (Ling et al. 1). The alt-right exploit gaps, akin to co-opting the mainstreaming of trolling and shitposting, to put forward their agenda on white supremacy and assert their presence when not welcome. Therefore, utilising the pandemic to instil new forms of terror, it can be said that Zoom-bombing becomes a new means to shitpost, where the alt-right “exploits Zoom’s uniquely liminal space, a space of intimacy generated by users via the relationship between the digital screen and what it can depict, the device’s audio tools and how they can transmit and receive sound, the software that we can see, and the software that we can’t” (Nakamura et al. 29). Second, this definition of Zoom-bombing begs the question, is this a fair assessment to write that reiterates the blame of organisers? Rather, we can consider other gaps that have resulted in the misuse of Zoom co-opted by the alt-right: “two conditions have paved the way for Zoom-bombing: a resurgent fascist movement that has found its legs and best megaphone on the Internet and an often-unwitting public who have been suddenly required to spend many hours a day on this platform” (Nakamura et al. 29). In this way, it is interesting to note that recommendations to halt Zoom-bombing revolve around the energy, resources, and attention of the organisers to practically address possible threats, rather than the onus being placed on those who maintain these systems and those who Zoom-bomb. As Jessie Daniels states, “we should hold the platform accountable for this type of damage that it's facilitated. It's the platform's fault and it shouldn't be left to individual users who are making Zoom millions, if not billions, of dollars right now” (Ruf 8). Brian Friedberg, Gabrielle Lim, and Joan Donovan explore the organised efforts by the alt-right to impose on Zoom events and disturb schedules: “coordinated raids of Zoom meetings have become a social activity traversing the networked terrain of multiple platforms and web spaces. Raiders coordinate by sharing links to Zoom meetings targets and other operational and logistical details regarding the execution of an attack” (14). By encouraging a mass coordination of racist Zoom-bombing, in turn, social justice organisers are made to feel overwhelmed and that their efforts will be counteracted inevitably by a large and organised group, albeit appearing prankster-like. Aligning with the idea that “Zoombombing conceals and contains the terror and psychological harm that targets of active harassment face because it doesn’t leave a trace unless an alert user records the meeting”, it is useful to consider to what extent racist Zoom-bombing becomes a new weapon of the alt-right to entertain and affirm current members, and engage and influence new members (Nakamura et al. 34). I propose that we consider Zoom-bombing through shitposting, which is within “the location of matrix of domination (white supremacy, heteropatriarchy, ableism, capitalism, and settler colonialism)” to challenge the role of interface design and Internet infrastructure in enabling racial violence online (Costanza-Chock). Conclusion As Nakamura et al. have argued, Zoom-bombing is indeed “part of the lineage or ecosystem of trollish behavior”, yet these new forms of alt-right shitposting “[need] to be critiqued and understood as more than simply trolling because this term emerged during an earlier, less media-rich and interpersonally live Internet” (32). I recommend theorising the alt-right in a way that highlights the larger structures of white power, privilege, and supremacy that maintain their online and offline legacies beyond Zoom, “to view white supremacy not as a static ideology or condition, but to instead focus on its geographic and temporal contingency” that allows acts of hate crime by individuals on politicised bodies (Inwood and Bonds 722). This corresponds with Claire Renzetti’s argument that “criminologists theorise that committing a hate crime is a means of accomplishing a particular type of power, hegemonic masculinity, which is described as white, Christian, able-bodied and heterosexual” – an approach that can be applied to theorisations of the alt-right and online violence (136). This violent white masculinity occupies a hegemonic hold in the formation, reproduction, and extension of white supremacy that is then shared, affirmed, and idolised through a racialised Internet (Donaldson et al.). Therefore, I recommend that we situate Zoom-bombing as a means of shitposting, by reiterating the severity of shitposting with the same intentions and sinister goals of hate crimes and racial violence. References Back, Les, et al. “Racism on the Internet: Mapping Neo-Fascist Subcultures in Cyber-Space.” Nation and Race: The Developing Euro-American Racist Subculture. Eds. Jeffrey Kaplan and Tore Bjørgo. 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Donaldson, Mike. “What Is Hegemonic Masculinity?” Theory and Society 22 (1993): 643-657. Feinburg, Ashley. “This Is The Daily Stormer’s Playbook.” Huffington Post 13 Dec. 2017. <http://www.huffpost.com/entry/daily-stormer-nazi-style-guide_n_5a2ece19e4b0ce3b344492f2>. Foucault, Michel. “The Discourse on Language.” The Archaeology of Knowledge and the Discourse on Language. Ed. A.M. Sheridan Smith. Pantheon, 1971. 215-237. Fraser, Vicki. “Online Bodies and Sexual Subjectivities: In Whose Image?” The Racial Politics of Bodies, Nations and Knowledges. Eds. Barbara Baird and Damien W. Riggs. Newcastle: Cambridge Scholars Publishing, 2015. 116-132. Friedberg, Brian, Gabrielle Lim, and Joan Donovan. “Space Invaders: The Networked Terrain of Zoom Bombing.” Harvard Shorenstein Center, 2020. Graham, Roderick. “Race, Social Media and Deviance.” The Palgrave Handbook of International Cybercrime and Cyberdeviance. Eds. Thomas J. Holt and Adam M. Bossler, 2019. 67-90. Hawley, George. Making Sense of the Alt-Right. Columbia UP, 2017. Henry, Matthew G., and Lawrence D. Berg. “Geographers Performing Nationalism and Hetero-Masculinity.” Gender, Place & Culture 13 (2006): 629-645. Kruglanski, Arie W., et al. “Terrorism in Time of the Pandemic: Exploiting Mayhem.” Global Security: Health, Science and Policy 5 (2020): 121-132. Lankes, R. David. Forged in War: How a Century of War Created Today's Information Society. Rowman & Littlefield, 2021. Ling, Chen, et al. “A First Look at Zoombombing, 2021.” Proceedings of the 42nd IEEE Symposium on Security and Privacy. Oakland, 2021. McBain, Sophie. “The Alt-Right, and How the Paranoia of White Identity Politics Fuelled Trump’s Rise.” New Statesman 27 Nov. 2017. <http://www.newstatesman.com/culture/books/2017/11/alt-right-and-how-paranoia-white-identity-politics-fuelled-trump-s-rise>. McEwan, Sean. “Nation of Shitposters: Ironic Engagement with the Facebook Posts of Shannon Noll as Reconfiguration of an Australian National Identity.” Journal of Media and Communication 8 (2017): 19-39. Morgensen, Scott Lauria. “Theorising Gender, Sexuality and Settler Colonialism: An Introduction.” Settler Colonial Studies 2 (2012): 2-22. Moses, A Dirk. “‘White Genocide’ and the Ethics of Public Analysis.” Journal of Genocide Research 21 (2019): 1-13. Munn, Luke. “Algorithmic Hate: Brenton Tarrant and the Dark Social Web.” VoxPol, 3 Apr. 2019. <http://www.voxpol.eu/algorithmic-hate-brenton-tarrant-and-the-dark-social-web>. Nagle, Angela. Kill All Normies: Online Culture Wars from 4chan and Tumblr to Trump and the Alt-Right. Zero Books, 2017. Nakamura, Lisa, et al. Racist Zoom-Bombing. Routledge, 2021. Newlands, Gemma, et al. “Innovation under Pressure: Implications for Data Privacy during the COVID-19 Pandemic.” Big Data & Society July-December (2020): 1-14. Perry, Barbara, and Ryan Scrivens. “White Pride Worldwide: Constructing Global Identities Online.” The Globalisation of Hate: Internationalising Hate Crime. Eds. Jennifer Schweppe and Mark Austin Walters. Oxford UP, 2016. 65-78. Renzetti, Claire. Feminist Criminology. Routledge, 2013. Ruf, Jessica. “‘Spirit-Murdering' Comes to Zoom: Racist Attacks Plague Online Learning.” Issues in Higher Education 37 (2020): 8. Salazar, Philippe-Joseph. “The Alt-Right as a Community of Discourse.” Javnost – The Public 25 (2018): 135-143. Selfe, Cyntia L., and Richard J. Selfe, Jr. “The Politics of the Interface: Power and Its Exercise in Electronic Contact Zones.” College Composition and Communication 45 (1994): 480-504. Southern Poverty Law Center. “Alt-Right.” <http://www.splcenter.org/fighting-hate/extremist-files/ideology/alt-right>. Wilson, Jason. “Do the Christchurch Shootings Expose the Murderous Nature of ‘Ironic’ Online Fascism?” The Guardian, 16 Mar. 2019. <http://www.theguardian.com/world/commentisfree/2019/mar/15/do-the-christchurch-shootings-expose-the-murderous-nature-of-ironic-online-fascism>.
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