Journal articles on the topic 'Forbidden Blocks'

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1

Walker, P. M. "Isomer building blocks andK-forbidden decays." Physica Scripta 92, no. 5 (April 12, 2017): 054001. http://dx.doi.org/10.1088/1402-4896/aa694d.

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2

Haglund, J., J. Morse, and M. Zabrocki. "A Compositional Shuffle Conjecture Specifying Touch Points of the Dyck Path." Canadian Journal of Mathematics 64, no. 4 (August 1, 2012): 822–44. http://dx.doi.org/10.4153/cjm-2011-078-4.

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Abstract We introduce a q, t-enumeration of Dyck paths that are forced to touch the main diagonal at specific points and forbidden to touch elsewhere and conjecture that it describes the action of the Macdonald theory ∇ operator applied to a Hall–Littlewood polynomial. Our conjecture refines several earlier conjectures concerning the space of diagonal harmonics including the “shuffle conjecture” (Duke J. Math. 126 (2005), pp. 195 − 232) for ∇ en[X]. We bring to light that certain generalized Hall–Littlewood polynomials indexed by compositions are the building blocks for the algebraic combinatorial theory of q, t-Catalan sequences, and we prove a number of identities involving these functions.
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Samoshkin, Vladlen, Victor Meleshko, and Artem Yakovenko. "DOPING IN SPORTS AND WAYS COMBATING VIOLATIONS ANTI-DOPING LEGISLATION." Sports Bulletin of the Dnieper 1 (2020): 142–54. http://dx.doi.org/10.32540/2071-1476-2019-1-142.

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Introduction and purpose of the study. In article to perform that doping is one of the serious of problem of modern sport. Defines important questions regarding antidoping rules and anti-doping control in sport. Given the promising solutions to the problems of doping in Ukraine. It is an extremely complex because it involves the interrelated medical, legal, political, moral, organizational, social and pedagogical aspects. To use the doping is the same to spread and the most to chase’s infringement of the law in branch of sport which to lie in the area of several fields by law. Just for this offence to foresee the several kinds of responsibility at the same time-administrative, civic. discipline’s and is particular event the criminal. The hypothesis of the study lies in the fact that in modern Olympics sport to observe the tendency of introduction in quality of doping by new improved substances and methods, gene and cellular doping and other achievement by medicine and biology. And according constantly to widen a list of drugs and methods WADA-AMA which inclusive three measures of inhibition: complete forbidden, forbidden only on the match and the drugs what limited at kinds of sport. Experts of Olympics sport by Ukraine would be constancy monitoring that tendencies and to improve of legislative and normative-legal base and infrastructure of the anti-doping policy which should be brought in line with modern international standards. The aim of the research is to determine the parents’ attitude to systematize the modern knowledge about the ways of effective counteraction to infringe by anti-doping legislation. Methods. Analysis, synthesis and systematization of scientific literature data and materials from the Internet. Results. The analysis of literary sources has found the next. To suppose that the partial modification’ athletes on the gene and cellular level will be appearance earlier than will be official to approve of cellular technologies treatment by ills. The world anti-doping code to action joint with International standards as documents what to concern by of all constituent part doping checkup that nostrified in Ukraine. By effort of WADA-AMA to exploit a new analytic methods to research of human growth hormone and biomarkers of gene doping and steroid profile of athletes. A list complete forbidden by WADA-AMA of drugs and methods include: anabolic mediators, hormones and modulators of metabolism, diuretics and camouflage agents, beta-2 agonists, peptide hormones and factors of growth, to manipulate with blood and urine, genetics doping (sexual modifications). The drugs that forbidden only on the match: stimulates, narcotics, cannabinoids, steroid hormones glucocorticoids. The drugs what limited at kinds of sport: beta-blocks. Method of doping checkup as analysis by proofs of biological passport athlete what to put together with steroid, hematological and endocrinology modules, don’t substitution traditional doping checkup by method search of forbidden substances in specimens but to add its. The underline what adversary of doping to insist on therefore that ergolitic substances and methods to kill the just idea of “fair play” - the moral code of world sport. According to code on the start all athletes must to have equal chances on the victory. Conclusions. Defines such class from forbidden WADA-AMA from a list of drugs and methods what is: complete forbidden; forbidden only on the match; limited the kinds of sport and frequency offence there for internal use. Defines that analysis by proofs of biological passport athlete to add the traditional doping checkup. To accentuate on the fact that doping pursuit to threaten for social functions of sport. Key words: doping, athlete, sport, anti-doping measures
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4

Rezig, Sadok, Nidhal Rezg, and Zied Hajej. "Online Activation and Deactivation of a Petri Net Supervisor." Symmetry 13, no. 11 (November 20, 2021): 2218. http://dx.doi.org/10.3390/sym13112218.

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This paper highlights algebraic and mathematical properties in symmetry with Petri nets in order to control automated systems such as flexible workshops, which represent one of the most important examples in industry and for discrete event systems in general. This project deals with the problem of forbidden state transition by using a new application of the theory of regions for supervisory control. In the literature, most control synthesis methods suffer greatly from a cumbersome calculation burden of the Petri net supervisor given the complex exploration of the state graph. Our new methodology lightens the computational load of the Petri net supervisor by choosing specific regions on the reachability graph, on which the control is calculated offline using CPLEX. The determined controller is activated online if the process enters the chosen region, and deactivated otherwise. All our experiments were applied in a flexible workshop implemented in our research laboratory, which was used to engrave selected models on glass blocks of different colors.
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5

Li, Xu Jia. "Homology, Hierarchy, and Space - A Case Study of Wu’s House." Advanced Materials Research 243-249 (May 2011): 1694–700. http://dx.doi.org/10.4028/www.scientific.net/amr.243-249.1694.

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This paper is a case study of Wu’s house, which is located at the Majiamiao hutong, only several blocks away from the imperial palace—the Forbidden City in Beijing. It is a typical quadrangle called Siheyuan, or "four-side enclosed courtyard". Historians declared that, judging by the architectural style and interior decoration, the house might have been constructed in the late Ming dynasty [1], which means the history of the house could go back for more than 400 years. The complete story of the house and its owners can be divided into three parts: first, a house for a large feudal family before 1949; secondly, a house for a famous dramatist until 1966; and finally, a house for the city poor from the Great Cultural Revolution on. During 400 years of social evolution and revolution, especially in the past 50 years, the house and the families who lived in it underwent great changes. The precise homology and strict hierarchy in Siheyuan, implied by the order of orientation and scale of the buildings within the house, was weakened gradually by the “revolutionists” who tried to establish an absolute equality among the people in every detail of their lives, including their house. However, never will a house like Siheyuan be equal to every member in it because it was born of politics.
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6

Benedetto, Alessandro, Elena Biasibetti, Chiara Beltramo, Valentina Audino, Simone Peletto, Elena Maria Bozzetta, and Marzia Pezzolato. "Regucalcin expression profiles in veal calf testis: validation of histological and molecular tests to detect sex steroids illicit administration." PeerJ 9 (February 19, 2021): e10894. http://dx.doi.org/10.7717/peerj.10894.

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Background Sex steroids administration in meat producing animals is forbidden within the EU to preserve consumers’ safety, but continuous monitoring to identify resurgence of their misuse is needed. Among biomarkers related to sex steroids abuse in veal calves the regucalcin (RGN) mRNA perturbations in testis have been described in RNAlater samples. To setup novel diagnostic method, to update current tests available in National Residue Control Plans (NRCPs) and in legal dispute when illicit practices on farm animals are suspected, the reliability of RGN profiling was assessed by histological and molecular techniques. Methods Formalin fixed paraffin embedded (FFPE) testis samples, chosen being the most effective preservation strategy adopted by histological NRCPs and allowing easier retrospective analysis if required by legal disputes, were analyzed from veal calves treated with nandrolone, 17β-estradiol and a cocktail of the two hormones. RGN levels were determined by quantitative Real Time PCR and Immunohistochemistry assays. Test performances were assessed and compared by multiple ROC curves. Results Both tests resulted sensitive and specific, allowing to enrich, in future field investigation, novel integrated diagnostic protocols needed to unveil sex steroid abuse. Discussion Developed RT-qPCR and IHC methods confirmed RGN as a useful and robust biomarker to detect illegal administration of sex steroid hormones in veal calves. The developed methods, successfully applied to ten years old FFPE blocks, could allow both retrospective analysis, when supplementary investigations are requested by authorities, and future implementation of current NRCPs.
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7

Pappalardo, Giovanna, Simone Mineo, Serafina Carbone, Carmelo Monaco, Domenico Catalano, and Giovanni Signorello. "Preliminary Recognition of Geohazards at the Natural Reserve “Lachea Islet and Cyclop Rocks” (Southern Italy)." Sustainability 13, no. 3 (January 21, 2021): 1082. http://dx.doi.org/10.3390/su13031082.

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In this study, we present a preliminary recognition of geohazards at the natural reserve archipelago “Lachea Islet and Cyclop Rocks” by integrating infrared thermography (IRT) and morphological-aerial interpretation. The study area, located in the wider setting of the UNESCO (United Nations Educational, Scientific and Cultural Organization) World Heritage Mount Etna (eastern Sicily), is a worldwide renowned tourist destination suffering from a limited fruition due to the instability of rock masses. The peculiar setting of the area, represented by steep sea rocks and an islet, requires the employment of remote surveying methodologies for the preliminary slope characterization in the perspective of safe ground surveys. In this paper, IRT analysis allowed the recognition of signs of past rockfalls, as well as the presence of loose rock material likely laying in unstable conditions, thanks to the variation of the surface temperature characterizing the slope. The combination of IRT outcomes with morphological-aerial data allowed recognizing the potential source areas of future rockfalls, which were modeled through trajectory simulations. Results showed that a relevant strip of sea surrounding the studied sea rock could be crossed by falling blocks, suggesting the need of instituting a forbidden area for a safe fruition of the reserve. Furthermore, IRT allowed for the recognition of some peculiar features linked to the presence of tectonic lines. Such correspondence was validated by a comparison with literature structural data, proving the potential of such remote methodological approach. This represents a new aspect of the application of IRT to other fields of geosciences, thus representing a starting point for the scientific development of new technological branches.
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8

Fitzgerald, Des. "A Forest, a Maze, a Garden, a City." Cultural Politics 18, no. 3 (November 1, 2022): 388–406. http://dx.doi.org/10.1215/17432197-9964843.

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Abstract This article argues for a mutation in how mental health is conceived in the early twenty-first century. In this mutation, physical environments, in the form of homes, workplaces, and streetscapes, are understood as central to the production and maintenance of good mental health. Much writing on this topic has taken place within a rhetorical division between stereotypically urban buildings or spaces (tower blocks, for example), which are said to be harmful to the human mind, and idealized rural or green spaces, such as parks or small hamlets, understood to be psychologically restorative. This discourse, which has its roots in both cultural and scientific developments, has rendered mental disorder as, at least in part, a spatial problem—which is to say, as a problem that might be both understood through but also treated by spatial practices. The goal of the article is to establish the ground of this claim and to make some of its epistemic roots visible. The article begins with an ethnographic account of a contemporary intellectual movement aimed at populating urban spaces with trees in the name of global mental health. Then the discussion turns to a series of critical developments in the psychological and neurobiological sciences—the article demonstrates how these, in turn, are efflorescing into new links between the architectural and psychological sciences. The article shows how this scientific discussion is paralleled by developments in urban planning—Ebenezer Howard's program of the early twentieth century, set out in Garden Cities of To-Morrow, is taken as exemplary here. The article ends with a reading of Clive Barker's 1985 short story “The Forbidden” and of the film Candyman, which it gave rise to, whose shared sense of horror at the visceral consequences of failed urban experiments, I argue, should be read as a critical inflection point for the contemporary relationship between psychology and architecture.
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9

Lei, Wanpeng, Liming Xiong, Junfeng Du, and Jun Yin. "Forbidden Pairs of Disconnected Graphs for Traceability of Block-Chains." Symmetry 14, no. 6 (June 13, 2022): 1221. http://dx.doi.org/10.3390/sym14061221.

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Each traceable graph must be a block-chain; however, a block-chain is not necessarily traceable in general. Whether a given graph is a block-chain or not can be easily verified by a polynomial algorithm. It occurs to us that forbidden subgraph conditions for a block-chain are traceable. In this article, we characterize all pairs of disconnected forbidden subgraphs for the traceability of block-chains, so as to completely solve pairs of forbidden subgraphs for the traceability of block-chains (including disconnected and connected).
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10

Kulli, V. R., and K. M. Niranjan. "The Semi-splitting Block Graph of a Graph." Journal of Scientific Research 2, no. 3 (August 23, 2010): 485. http://dx.doi.org/10.3329/jsr.v2i3.3626.

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We present here characterizations of graphs whose semi-splitting block graphs are planar, outer planar. Also we characterize graphs whose semi-splitting block graphs are planar and outer planar in terms of forbidden sub graphs. Keywords: Semi-splitting; Block; Planar; Outer planar; Forbidden. © 2010 JSR Publications. ISSN: 2070-0237 (Print); 2070-0245 (Online). All rights reserved. DOI: 10.3329/jsr.v2i3.3626 J. Sci. Res. 2 (3), 485-488 (2010)
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11

Li, Binlong, Hajo Broersma, and Shenggui Zhang. "Forbidden subgraph pairs for traceability of block-chains." Electronic Journal of Graph Theory and Applications 1, no. 1 (April 30, 2013): 1–10. http://dx.doi.org/10.5614/ejgta.2013.1.1.1.

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12

Cherlin, Gregory, and Saharon Shelah. "Universal graphs with a forbidden subgraph: Block path solidity." Combinatorica 36, no. 3 (May 25, 2015): 249–64. http://dx.doi.org/10.1007/s00493-014-3181-5.

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13

K M, Niranjan. "The Semi-Image Neighbouhood Block Graph Crossing Number and Forbidden Subgraphs." International Journal of Mathematics Trends and Technology 68, no. 4 (April 25, 2022): 52–58. http://dx.doi.org/10.14445/22315373/ijmtt-v68i4p509.

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14

Sundaram, Sheila. "On the topology of two partition posets with forbidden block sizes." Journal of Pure and Applied Algebra 155, no. 2-3 (January 2001): 271–304. http://dx.doi.org/10.1016/s0022-4049(99)00090-0.

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15

Yen, William Chung-Kung. "The connected p-center problem on block graphs with forbidden vertices." Theoretical Computer Science 426-427 (April 2012): 13–24. http://dx.doi.org/10.1016/j.tcs.2011.12.013.

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16

Donau, Ralf. "On a quotient topology of the partition lattice with forbidden block sizes." Topology and its Applications 159, no. 8 (May 2012): 2052–57. http://dx.doi.org/10.1016/j.topol.2012.01.012.

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17

Panaite, Adriana, and Alexandru Barnea. "Tropeum Traiani. Monument și propaganda." CaieteARA. Arhitectură. Restaurare. Arheologie, no. 1 (2010): 223–34. http://dx.doi.org/10.47950/caieteara.2010.1.09.

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Many times History was used to legitimate the Power, speaking about the past means speaking about the present. The past was re-constructed and reinterpreted as to support the policy and the propaganda of the rulers, also by building official monuments. But sometimes the monuments were used by the subsequent political regimes to legitimate themselves. The triumphal monument Tropaeum Traiani was erected in 109 to celebrate the victory of the Romans against the local inhabitants. In the vicinity was founded the roman town with the same name. First excavations were made by Grigore Tocilescu beginning with 1882, shortly after Romania wins the state independence. During a period when the national states appear this monument became an important support for the origins of the Romanians. The idea to reconstruct it on a central square from Bucharest seems natural. The original pieces were brought to Bucharest but the monument was never reconstructed. Till the 60’s they were exposed in different places in the city (museum and park) and then were brought back to Adamclisi. During the communist regime the idea of the reconstruction of the monument was again brought to life in connection with the celebration of a century since the wining of the state independence. In May 1977 Nicolae Ceauşescu featured the opening ceremony of the recently restored monument. The main newspapers on the first pages presented the event as the final moment of a so-called “working visit” in Constanţa county. The press presents almost the same photos and commentaries, reflecting the official propaganda, even “Pontica” the publication of the Archaeological and Historical Museum in Constanţa, published three articles concerning the restoration of the monument and also the future development of the village into a “model village” (rather a “communist” town, with blocks, factories nearby and a modern agriculture). According to the propaganda Tropaeum Traiani was “a true chronicle engraved in stone, telling of the bloody confrontations of the 101-106 A.D. period”. The manifestation from Adamclisi is specific for the communist propaganda and manipulation: a historical event is turned into an occasion to demonstrate the unity of the nation all around the Party and to express love for the unique leader of the Party and Country. The propaganda was based on a very complex system of rituals which were supposed to be more powerful then the religion, forbidden in the communist countries. In 1992 the local authorities organized a new anniversary – 1890 years from the Romans’ victory against the Dacians. The ritual is the same like before and for the people participating it is not so difficult to remember the past, in their mind the clichés are still alive. But this time a group of orthodox priests participate at the celebration. This was a double abuse! In 2007 during the electoral campaign for a referendum for the president Traian Băsescu the posters in the village puts the accent on the name of the president (the same with the Roman Emperor) and on the fact that he has to come back to make History!
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Serabyn, E., and J. H. Lacy. "Forbidden NE II observations of the galactic center - Evidence for a massive block hole." Astrophysical Journal 293 (June 1985): 445. http://dx.doi.org/10.1086/163250.

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19

Vishwakarma, Prateek Kumar. "Positivity preservers forbidden to operate on diagonal blocks." Transactions of the American Mathematical Society, August 1, 2020, 1. http://dx.doi.org/10.1090/tran/8256.

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20

Bénabou, Roland, Davide Ticchi, and Andrea Vindigni. "Forbidden Fruits: The Political Economy of Science, Religion, and Growth." Review of Economic Studies, October 13, 2021. http://dx.doi.org/10.1093/restud/rdab069.

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Abstract We study the co-evolution of religion, science, and politics. We first uncover, in international and U.S. data, a robust negative relationship between religiosity and patents per capita. The model then combines: (1) scientific discoveries that raise productivity but sometimes erode religious beliefs; (2) a government that allows innovations to diffuse, or blocks them; (3) religious institutions that can invest in doctrinal reform. Three long-term outcomes emerge. The “Western-European Secularization” regime has declining religiosity, unimpeded science, and high taxes and transfers. The “Theocratic” regime involves knowledge stagnation, unquestioned dogma, and high religious-public-goods spending. The “American” regime combines scientific progress and stable religiosity through doctrinal adaptations, with low taxes and some fiscal-legal advantages for religious activities. Rising income inequality can, however, empower a Religious-Right alliance that starts blocking belief-eroding ideas.
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21

Doke, Prakash Prabhakarrao, Jayashree Sachin Gothankar, Prasad Dnyandeo Pore, Sonali Hemant Palkar, Amruta Paresh Chutke, Archana Vasantrao Patil, Aniruddha Vinayakrao Deshpande, Khanindra Kumar Bhuyan, Madhusudan Vaman Karnataki, and Aparna Nishikant Shrotri. "Meager Perception of Preconception Care Among Women Desiring Pregnancy in Rural Areas: A Qualitative Study Using Focus Group Discussions." Frontiers in Public Health 9 (October 15, 2021). http://dx.doi.org/10.3389/fpubh.2021.689820.

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Background: India has the second-highest number of under-five deaths in any country in the world. WHO and the Government of India recommended the rollout of preconception care (PCC) to reduce maternal and child mortality. However, very few countries, including India, have started a comprehensive package of PCC services. It implies that women, mainly from rural and tribal areas, are not aware of PCC. PCC has been rolled out through the government health system in two blocks of Nashik district in Maharashtra state, India, among all women who desire to be pregnant within 1 year. This project is the first of its kind in India. To assess basic perceptions, knowledge, and behavior of women on PCC before the implementation of the project, focus group discussions (FGDs) were carried out. The authors think that the finding may help to develop strategies for behavioral change communication.Methods: From each of the four blocks, two villages having subcenter were selected for conducting FGD. A house-to-house survey was conducted by Accredited Social Health Activist (ASHA) to enlist women who desire a baby in 1 year and invite them to subcenter for FGDs, which were conducted in June 2018.Results: A total of 76 women having a mean age of 23.97 years participated in the FGDs. Most of them (46.05%) had completed 10 years of education. About 50% of pregnancies were planned. The decision about the timing of the first pregnancy is influenced by the mother-in-law. Women knew that they should not conceive before 20 years of age, and their suboptimal weight may have an adverse impact on the health of the newborn. There are many myths about food like “hot and cold foods” and “forbidden food” etc. Women had some knowledge about the adverse effects of tobacco and alcohol; very few consumed these. Most of them did not practice behaviors or accessed services related to PCC.Conclusions: Women neither have the knowledge nor adopt behaviors or accessed services related to PCC. Roll out of PCC among them may help in further reduction of maternal and neonatal morbidity and mortality in India.
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Gardiner MBBS MBioEth, Dale, and Caroline Hird MBChB MPH. "What an Internist Needs to Know about Statistics." Canadian Journal of General Internal Medicine 7, no. 3 (November 8, 2016). http://dx.doi.org/10.22374/cjgim.v7i3.136.

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The basics of medical statistics can be readily understood but are often approached by clinicians as if mysterious or forbidding. This may be because statistics was poorly taught at medical school or due to a tendency for articles on statistics to rapidly overcomplicate concepts. It is our hope that this series will be enlightening and provide a solid grounding in the building blocks to all evidence-based medicine.This series is divided into the three main statistical areas: descriptive statistics as may be used commonly in audit projects, inferential statistics as may be used in therapeutic trials, and diagnostic tests in which sensitivity and specificity are important. Statistical concepts are illustrated with examples predominantly from the critical care literature. The choice of examples, however, should be regarded as non-significant when compared with any personal clinical practice. (There is no p value for this statement.)
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23

Hancox, Donna. "Stories with Impact: The Potential of Storytelling to Contribute to Cultural Research and Social Inclusion." M/C Journal 14, no. 6 (November 18, 2011). http://dx.doi.org/10.5204/mcj.439.

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Our capacity to tell stories is a skill that can be considered both natural and learned. Storytelling and oral history are parts of all human societies, and we seek to understand ourselves and each other through our stories. Our individual and collective memories collide in our stories, and reconcile to construct what Kansteiner calls our "collectively shared representations of the past" (182). It is our personal narratives that are the building blocks to public understanding, and as Harter, Japp and Beck maintain in Narratives, Health and Healing, "narrative is a fundamental human way of giving meaning to experience" (3). Adding to this idea of narrative as way of illuminating meaning, Goodall posits narrative as also being a way of knowing and as a research methodology, stating "narrative provides us with a range of forms and styles for discovering meaning and communicating it to readers through stories. It is an epistemology" (13). This re-imaging and re-purposing of narrative and storytelling has the capacity to significantly influence and shift the ways in which cultural and social research is carried out. This emerging approach can also influence the ways we understand the experiences of marginalised groups, and consequently how we respond to issues around social inclusion through policy and community based solutions. For researchers personal stories and narratives have the capacity to illuminate the nuances of broad issues; this potential also means that seemingly intractable social problems are given a human face with which to engage. It is in this way that personal narratives energise public narratives and shape our ways of thinking and collective understandings (Harter et al. 4). This paper investigates a digital storytelling project conducted in late 2009 with a group of Forgotten Australians in the months leading up to the public apology in the Australian Parliament, and how the personal stories of the participants brought to life previous research about the marginalisation of individuals who had experienced out-of-home care as children. This paper also explores how the endemic, institutionalised abuse of a group of people was translated to the broader community and galvanised support through the impact of their personal stories. Digital Storytelling As a dynamic practice storytelling, in all its forms, must be nurtured and developed if it is to contribute to the lives of individuals and communities. The number of storytelling, and in particular digital storytelling, initiatives and projects in Australia has increased rapidly since the early 2000s, and are utilised by various public and community organisations for a variety of reasons. Digital technology has had a profound impact on the ability for "ordinary" people to tell their stories, and research has identified the potential of digital storytelling in these contexts to assist in the representation of multiple voices and viewpoints in society through inclusive processes of co-creation (cf. see Burgess; Hartley, Uses and "TV"; Klaebe and Burgess). The storytelling project that forms the basis for this paper used some traditional written storytelling practices but was mainly concerned with digital storytelling. Digital stories are generally a two to four minute multi-media story that uses photographs, film and drawings to convey a personal story which the author narrates in their own voice over the series of images. Much has been, and continues to be written, about digital storytelling as a site of participatory culture and as a means of improving digital literacy in pockets of the community traditionally absent in the realm of digital citizenship (cf. Hartley, Uses; Hartley and McWilliam; Burgess; Meadows; Lundby). As Hartley points out digital storytelling has become such a compelling medium in which to record stories in communities because it "fills a gap between everyday cultural practice and professional media" (Uses 122). As a means of creating narratives digital storytelling has proven to be a significant mode, due in part to its ability to reach a large number of people relatively easily. The rise of digital storytelling partially mirrors the broad shift towards more participatory online culture that privileges user generated content and ordinary voices over official content. The origins of digital storytelling lie in a response to the absence of "ordinary" voices in mainstream media and policy making and grew with the increasing affordability of digital technology. The potential for social inclusion and participation along with the promise of self-representation is implicit in the discourse surrounding digital storytelling. "The ability to express oneself in digital media and in the case of digital storytelling using digital video editing, has become a central literary for full participation in society" (Lambert 85). Social Inclusion in an Australian context is defined by the Australian Government as all Australians feeling valued and having "the opportunity to participate fully in the life of our society. Achieving this vision means that all Australians will have the resources, opportunities and capability to" learn, work, engage in the community and have a voice (Social Inclusion Unit). The aims articulated by Lambert in the previous paragraph and the philosophy of social inclusion and the belief that individual stories have the capacity to impact on national agendas and policy lay at the heart of the digital storytelling project outlined later in this paper. The Forgotten Australians As cohort the Forgotten Australians are defined as individuals who were removed from their families, or were orphaned or child immigrants from the United Kingdom. These children were placed in institutions where they suffered abuse or neglect between 1930 and 1970, and it is estimated that up approximately 500,000 children were placed in out of home care during this time. In November 2009 the Australian Parliament delivered a bi-partisan apology to the Forgotten Australians for the pain and suffering they experienced in church and state run institutions. The stories of the Forgotten Australians were beginning to make their way into the consciousness of the Australian public in the lead up to the apology through documentaries on the national broadcasting service and stories in the mainstream media. Like most large groups the demographic of the Forgotten Australians is diverse, within those who identify as part of this group are successful and well-known Australians, along with ordinary Australians many of whom have struggled significantly as a direct result of their childhood experiences. Those involved in this project were considered to be individuals who were quite profoundly marginalised in mainstream society. A number lived with mental illness, the majority lacked stable housing and all had been severely emotionally, physically and sexually abused during their time in State or Church run institutions as children. The apology to the Forgotten Australians was preceded many years of advocacy and activism by community groups and individuals. They utilised personal stories, the digitisation of records and as the apology drew closer a number of digital storytelling projects to bring the personal narratives into the public arena in the hope of affecting change. Stories from these projects were broadcast across a variety of platforms such as YouTube, the websites for the major advocacy groups and community organisations and more recently the National Library Australia website. The stories differed from site to site and served different functions depending on the place from which they were disseminated. Hildebrand identifies the role of YouTube as a site for the intersection of personal experience, popular culture and historical narratives, and, as such, a vehicle for cultural memory "allow[ing] users to seek out the media texts that have shaped them and that would otherwise be forgotten in 'objective' histories" (54). YouTube videos relevant to the Forgotten Australians ranged from locally made stories and documentation, news items and presentations recorded by major organisations, but uploaded by individuals, and also those posted by these institutions themselves. A notable feature of all of these contributions is their role in the representation of witnesses' stories. In the case of reports on Forgotten Australians from major news organisations the commentary they attracted was largely from those who identified as fellow forgotten Australians attesting to—and corroborating—the interviewees' stories. Whether they were posted by survivors themselves or by mainstream media or other institutions, they exhibited a unity around a particular will to memory: setting the record straight through testimony. Here, the clips and posts were characterised by the provision of information as evidence for the assertion of cultural trauma as a shared experience and focus of identification (Adkins et al. 15). Storytelling functions as one of our most powerful forms for experiencing, expressing, and enacting sorrow and pain...it is pivotal in the process of sense making, allowing individuals to cope with chaotic, equivocal, and confusing conditions of everyday life, including illness and suffering. (152) Advocacy and community groups such as CLAN were focused on creating a sense of community amongst survivors with no story or artefact too small or insignificant to be included, which differed slightly from the agenda of the National Library of Australia—the institution of public memory that has been most closely involved in recording and disseminating the stories of the Forgotten Australians. The Forgotten Australians and Former Child Migrants Oral History Project conducted by the National Library Australia was one of the recommendations of the two Senate Community Affairs References Committee reports following the Senate Inquiries and receives funding from the Commonwealth Department of Families, Housing, Community Services and Indigenous Affairs. According to the National Library Australia website, this oral history project will run for three years and aims to document a rounded history of the experiences of the children in institutional care and the lifelong impact of these experiences on their lives and their families. This project will also interview a selection of advocates, and allied professionals including welfare officers, employees of institutions and administrators. (Project Team) In many important ways the purposes served in this project were those of the governments—previous and present, which was to capture and keep the stories, memories, documents and artefacts, and to share the officially selected stories with the rest of the nation, and those stories would support and affirm the government's roadmap for moving on from the apology. These digital storytelling projects, to varying degrees and levels of impact, served to provide the public with the personal narratives behind the issue being presented in the media and by advocacy groups as a large scale issue concerning hundreds of thousands of victims. Although the sheer size of the numbers of children affected was confronting, it was the personal stories that created a momentum towards the public apology. The findings of both Senate Inquiries recommended a formal apology; however this did not occur until the individual experiences of the Forgotten Australians were translated and represented in narratives and, through this, the construction of a sense of cultural memory resulting in formal recognition. Many Australians were sceptical about the importance of a public apology to the Forgotten Australians, as they had been of the apology to the Stolen Generation in 2008. To be a genuine act of reconciliation an apology requires the act of listening as much as speaking, fittingly Prime Minister Rudd quoted predominantly from personal oral history testimonies that had been collected over the years and that were of public record, but had not been digitally accessible to all, as many stories now are in the Bringing Them Home report. The Case Study In August 2009 I was funded by the Australasian Centre for Interactive Design (ACID) to conduct a series of digital storytelling and writing workshops in conjunction with Micah Projects, a community building and social justice organisation based in Brisbane. Micah delivers services for people experiencing homelessness, runs programmes for young mothers and is responsible for the Historical Abuse Network which is a network servicing the Forgotten Australians. After some discussion with the CEO of Micah it was decided that the clients involved with the Historical Abuse Network would benefit most from this project. Many of the participants had been involved in the 2003 senate inquiry into the treatment of children in institutional care. In the intervening years they had told the story of their abuse many times in official contexts and provided statements of harm for the inquiry. However, for this project we wanted to encourage the participants to create stories that allowed them some agency in their own lives rather, to re-claim some of their story from the official framework of abuse, and to use digital storytelling as a tool for this. The participants were between 45 and 65 in age, and were divided equally between women and men. There were a number of complexities inherent in this project, some of which were specific to this particular cohort and some specific to all marginalised individuals and groups. The most significant problem arose out the expectation that the "authors" will bring with them photographs and keepsakes from their lives to use in the stories. Many of the participants did not have photographs of their childhoods or of their families; some did not know how old they were (in many institutions all birthdays were celebrated on a single day, and consequently most lost track of their age and birth date) or had not had contact with their biological family for decades and as a result had few keepsakes. These hallmarks of legitimate biography were absent from their pasts and their presents. The combination of these factors meant that for many the ability to create a coherent narrative about their life or to feel ownership over their life had been seriously compromised. However, it became apparent that by using sounds and images in the digital story the technology was able to create a materiality out of memory for the participants. As it became clearer that the foundation of the stories was memory rather than a narrative arc, the more it became imperative to embrace the fragmentation, inconsistency and incoherence of the memories, and to incorporate these aspects into the digital stories. Instead of being easy to follow or emotionally satisfying narratives, some of the stories had much more in common with what is referred to in psychology and health frameworks as "chaos narratives". A chaos narrative has a sense of disconnected events characterised by a lack of closure and the presence of day-to-day uncertainty (Harter 4). Often such stories seem too incoherent to be told and too painful to be heard by others, as was certainly the case with some of the stories created for this project. Conclusion The Finding a Voice digital storytelling project led by Professor Jo Tacchi aligns with the aims of this project in its social innovation, and the role of storytelling and voice as having the genuine potential to impact on the understanding of poverty and disadvantage. Tacchi states that it "is an approach that allows those who are living in conditions that might constitute 'poverty' to tell those who are not what this experience is like, in their own words. Such an approach might challenge our 'expert' conceptions of poverty itself" (170), and confront mainstream or approved versions of social issues. Carabas posits that the agency embedded in the narrative act reforms or reframes the meanings of events through counter narratives and the act of telling transformed personal and social suffering. Those who had been objects of other's reports started to tell their own stories and rewrite official history in the first person singular (154). For the Forgotten Australians, those involved in this project and in similar ones the opportunity to tell their stories in their own words allowed them to push past the detached, impersonal representation of their experiences. Instead they could re-position the debate to being about individuals and the effect of government policy on their lives, and in doing so agitate for a formal apology. Storytelling and narrative as a research methodology, and as a way of knowing, is continuing to be refined by social and cultural researchers and by community organisations. Despite the emerging and nebulous nature of this field one thing is clear: our human desire to tell stories has the ability to be harnessed to build narratives which create understanding and insight and consequently demand that as communities and nations we respond to injustice and disadvantage accordingly. References Adkins, Barbara, Donna Hancox, and Helen Klaebe. "The Role of the Internet and Digital Technologies in the Struggle for Recognition of the Forgotten Australians." Proceedings of the A Decade in Internet Time: OII Symposium on the Dynamics of the Internet and Society, 21-24 September 2011. Oxford U of Oxford, 2011: 1-23. Burgess, Jean. "Hearing Ordinary Voices: Cultural Studies, Vernacular Creativity and Digital Storytelling." Continuum 20.2 (2006): 201-14. Carabas, Teodora, and Lynn Harter. "State-Induced Illness and Forbidden Stories: The Role of Storytelling in Healing, Individual and Social Traumas in Romania." Narratives, Health and Healing. Eds. Lynn Harter, Linda Japp, and Christina Beck. New York: Taylor and Francis, 2005. 149-69. Harter, Lynn, Linda Japp, and Christina Beck, eds. Narratives, Health & Healing. New York: Taylor & Francis. 2005. Hartley, John. "TV Stories: From Representation to Productivity." Story Circle: Digital Storytelling around the World. Eds. John Hartley and Kelly McWilliam. Oxford: Blackwell, 2009. 16-37.———. Uses of Digital Literacy. St. Lucia: U of Queensland P. 2009. Hildebrand, Lucas. "YouTube: Where Cultural Memory and Copyright Converge." Film Quarterly 61.1 (2007): 48-57. Kansteiner, Wolf. "Finding Meaning in Memory: A Methodological Critique of Collective Memory Studies." History & Theory 41 (2002): 179-97. Klaebe, Helen, and Jean Burgess. "Mediatisation and Institutions of Public Memory: Digital Storytelling and the Apology." Australian Historical Studies 41 (2002): 149-65. Lambert, Joe. "Where It All Started: The Centre of Digital Storytelling in California." Story Circle: Digital Storytelling around the World. Eds. John Hartley and Kelly McWilliam. Oxford: Blackwell, 2010. 79-90. Lundby, Kunt. Digital Storytelling, Mediatized Stories: Self-Representations in New Media. New York: Peter Lang, 2008. Meadows, Daniel. "Digital Storytelling - Research Based Practice in New Media." Visual Communication 2.2 (2003): 189-93. McWilliam, Kelly. "The Global Diffusion of a Community Media Practice: Digital Storytelling Online." Eds. John Hartley and Kelly McWilliam. Oxford: Blackwell, 2010. 37-77. Project Team. "Forgotten Australians and Former Child Migrants Oral History Project." National Library of Australia. 16 Sep. 2011 ‹http://www.nla.gov.au/oral-history/forgotten-australians-and-former-child-migrants-oral-history-project›. Social Inclusion Unit. "The Social Inclusion Agenda." Social Inclusion. Australian Government, 2011. 19 Sep. 2011 ‹http://www.socialinclusion.gov.au/›. Tacchi, Jo. "Finding a Voice: Participatory Development in Southeast Asia." Story Circle: Digital Storytelling around the World. Eds. John Hartley and Kelly McWilliam. Oxford: Blackwell, 2009. 167-75.
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Chen, Jasmine Yu-Hsing. "Bleeding Puppets: Transmediating Genre in Pili Puppetry." M/C Journal 23, no. 5 (October 7, 2020). http://dx.doi.org/10.5204/mcj.1681.

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IntroductionWhat can we learn about anomaly from the strangeness of a puppet, a lifeless object, that can both bleed and die? How does the filming process of a puppet’s death engage across media and produce a new media genre that is not easily classified within traditional conventions? Why do these fighting and bleeding puppets’ scenes consistently attract audiences? This study examines how Pili puppetry (1984-present), a popular TV series depicting martial arts-based narratives and fight sequences, interacts with digital technologies and constructs a new media genre. The transmedia constitution of a virtual world not only challenges the stereotype of puppetry’s target audience but also expands the audience’s bodily imagination and desires through the visual component of death scenes. Hence, the show does not merely represent or signify an anomaly, but even creates anomalous desires and imaginary bodies.Cultural commodification and advancing technologies have motivated the convergence and displacement of traditional boundaries, genres, and media, changing the very fabric of textuality itself. By exploring how new media affect the audience’s visual reception of fighting and death, this article sheds light on understanding the metamorphoses of Taiwanese puppetry and articulates a theoretical argument regarding the show’s artistic practice to explain how its form transverses traditional boundaries. This critical exploration focusses on how the form represents bleeding puppets, and in doing so, explicates the politics of transmedia performing and viewing. Pili is an example of an anomalous media form that proliferates anomalous media viewing experiences and desires in turn.Beyond a Media Genre: Taiwanese Pili PuppetryConverging the craft technique of puppeteering and digital technology of filmmaking and animation, Pili puppetry creates a new media genre that exceeds any conventional idea of a puppet show or digital puppet, as it is something in-between. Glove puppetry is a popular traditional theatre in Taiwan, often known as “theatre in the palm” because a traditional puppet was roughly the same size as an adult’s palm. The size enabled the puppeteer to easily manipulate a puppet in one hand and be close to the audience. Traditionally, puppet shows occurred to celebrate the local deities’ birthday. Despite its popularity, the form was limited by available technology. For instance, although stories with vigorous battles were particularly popular, bleeding scenes in such an auspicious occasion were inappropriate and rare. As a live theatrical event featuring immediate interaction between the performer and the spectator, realistic bleeding scenes were rare because it is hard to immediately clean the stage during the performance. Distinct from the traditional puppet show, digital puppetry features semi-animated puppets in a virtual world. Digital puppetry is not a new concept by any means in the Western film industry. Animating a 3D puppet is closely associated with motion capture technologies and animation that are manipulated in a digitalised virtual setting (Ferguson). Commonly, the target audience of the Western digital puppetry is children, so educators sometimes use digital puppetry as a pedagogical tool (Potter; Wohlwend). With these young target audience in mind, the producers often avoid violent and bleeding scenes.Pili puppetry differs from digital puppetry in several ways. For instance, instead of targeting a young audience, Pili puppetry consistently extends the traditional martial-arts performance to include bloody fight sequences that enrich the expressiveness of traditional puppetry as a performing art. Moreover, Pili puppetry does not apply the motion capture technologies to manipulate the puppet’s movement, thus retaining the puppeteers’ puppeteering craft (clips of Pili puppetry can be seen on Pili’s official YouTube page). Hence, Pili is a unique hybrid form, creating its own anomalous space in puppetry. Among over a thousand characters across the series, the realistic “human-like” puppet is one of Pili’s most popular selling points. The new media considerably intervene in the puppet design, as close-up shots and high-resolution images can accurately project details of a puppet’s face and body movements on the screen. Consequently, Pili’s puppet modelling becomes increasingly intricate and attractive and arguably makes its virtual figures more epic yet also more “human” (Chen). Figure 1: Su Huan-Jen in the TV series Pili Killing Blade (1993). His facial expressions were relatively flat and rigid then. Reproduced with permission of Pili International Multimedia Company.Figure 2: Su Huan-Jen in the TV series Pili Nine Thrones (2003). The puppet’s facial design and costume became more delicate and complex. Reproduced with permission of Pili International Multimedia Company.Figure 3: Su Huan-Jen in the TV series Pili Fantasy: War of Dragons (2019). His facial lines softened due to more precise design technologies. The new lightweight chiffon yarn costumes made him look more elegant. The multiple-layer costumes also created more space for puppeteers to hide behind the puppet and enact more complicated manipulations. Reproduced with permission of Pili International Multimedia Company.The design of the most well-known Pili swordsman, Su Huan-Jen, demonstrates how the Pili puppet modelling became more refined and intricate in the past 20 years. In 1993, the standard design was a TV puppet with the size and body proportion slightly enlarged from the traditional puppet. Su Huan-Jen’s costumes were made from heavy fabrics, and his facial expressions were relatively flat and rigid (fig. 1). Pili produced its first puppetry film Legend of the Sacred Stone in 2000; considering the visual quality of a big screen, Pili refined the puppet design including replacing wooden eyeballs and plastic hair with real hair and glass eyeballs (Chen). The filmmaking experience inspired Pili to dramatically improve the facial design for all puppets. In 2003, Su’s modelling in Pili Nine Thrones (TV series) became noticeably much more delicate. The puppet’s size was considerably enlarged by almost three times, so a puppeteer had to use two hands to manipulate a puppet. The complex costumes and props made more space for puppeteers to hide behind the puppet and enrich the performance of the fighting movements (fig. 2). In 2019, Su’s new modelling further included new layers of lightweight fabrics, and his makeup and props became more delicate and complex (fig. 3). Such a refined aesthetic design also lends to Pili’s novelty among puppetry performances.Through the transformation of Pili in the context of puppetry history, we see how the handicraft-like puppet itself gradually commercialised into an artistic object that the audience would yearn to collect and project their bodily imagination. Anthropologist Teri Silvio notices that, for some fans, Pili puppets are similar to worship icons through which they project their affection and imaginary identity (Silvio, “Pop Culture Icons”). Intermediating with the new media, the change in the refined puppet design also comes from the audience’s expectations. Pili’s senior puppet designer Fan Shih-Ching mentioned that Pili fans are very involved, so their preferences affect the design of puppets. The complexity, particularly the layer of costumes, most clearly differentiates the aesthetics of traditional and Pili puppets. Due to the “idolisation” of some famous Pili characters, Shih-Ching has had to design more and more gaudy costumes. Each resurgence of a well-known Pili swordsman, such as Su Huan-Jen, Yi Ye Shu, and Ye Hsiao-Chai, means he has to remodel the puppet.Pili fans represent their infatuation for puppet characters through cosplay (literally “costume play”), which is when fans dress up and pretend to be a Pili character. Their cosplay, in particular, reflects the bodily practice of imaginary identity. Silvio observes that most cosplayers choose to dress as characters that are the most visually appealing rather than characters that best suit their body type. They even avoid moving too “naturally” and mainly move from pose-to-pose, similar to the frame-to-frame techne of animation. Thus, we can understand this “cosplay more as reanimating the character using the body as a kind of puppet rather than as an embodied performance of some aspect of self-identity” (Silvio 2019, 167). Hence, Pili fans’ cosplay is indicative of an anomalous desire to become the puppet-like human, which helps them transcend their social roles in their everyday life. It turns out that not only fans’ preference drives the (re)modelling of puppets but also fans attempt to model themselves in the image of their beloved puppets. The reversible dialectic between fan-star and flesh-object further provokes an “anomaly” in terms of the relationship between the viewers and the puppets. Precisely because fans have such an intimate relationship with Pili, it is important to consider how the series’ content and form configure fans’ viewing experience.Filming Bleeding PuppetsDespite its intricate aesthetics, Pili is still a series with frequent fighting-to-the-death scenes, which creates, and is the result of, extraordinary transmedia production and viewing experiences. Due to the market demand of producing episodes around 500 minutes long every month, Pili constantly creates new characters to maintain the audience’s attention and retain its novelty. So far, Pili has released thousands of characters. To ensure that new characters supersede the old ones, numerous old characters have to die within the plot.The adoption of new media allows the fighting scenes in Pili to render as more delicate, rather than consisting of loud, intense action movements. Instead, the leading swordsmen’s death inevitably takes place in a pathetic and romantic setting and consummates with a bloody sacrifice. Fighting scenes in early Pili puppetry created in the late 1980s were still based on puppets’ body movements, as the knowledge and technology of animation were still nascent and underdeveloped. At that time, the prestigious swordsman mainly relied on the fast speed of brandishing his sword. Since the early 1990s, as animation technology matured, it has become very common to see Pili use CGI animation to create a damaging sword beam for puppets to kill target enemies far away. The sword beam can fly much faster than the puppets can move, so almost every fighting scene employs CGI to visualise both sword beams and flame. The change in fighting manners provokes different representations of the bleeding and death scenes. Open wounds replace puncture wounds caused by a traditional weapon; bleeding scenes become typical, and a special feature in Pili’s transmedia puppetry.In addition to CGI animation, the use of fake blood in the Pili studio makes the performance even more realistic. Pili puppet master Ting Chen-Ching recalled that exploded puppets in traditional puppetry were commonly made by styrofoam blocks. The white styrofoam chips that sprayed everywhere after the explosion inevitably made the performance seem less realistic. By contrast, in the Pili studio, the scene of a puppet spurting blood after the explosion usually applies the technology of editing several shots. The typical procedure would be a short take that captures a puppet being injured. In its injury location, puppeteers sprinkle red confetti to represent scattered blood clots in the following shot. Sometimes the fake blood was splashed with the red confetti to make it further three-dimensional (Ting). Bloody scenes can also be filmed through multiple layers of arranged performance conducted at the same time by a group of puppeteers. Ting describes the practice of filming a bleeding puppet. Usually, some puppeteers sprinkle fake blood in front of the camera, while other puppeteers blasted the puppets toward various directions behind the blood to make the visual effects match. If the puppeteers need to show how a puppet becomes injured and vomits blood during the fight, they can install tiny pipes in the puppet in advance. During the filming, the puppeteer slowly squeezes the pipe to make the fake blood flow out from the puppet’s mouth. Such a bloody scene sometimes accompanies tears dropping from the puppet’s eyes. In some cases, the puppeteer drops the blood on the puppet’s mouth prior to the filming and then uses a powerful electric fan to blow the blood drops (Ting). Such techniques direct the blood to flow laterally against the wind, which makes the puppet’s death more aesthetically tragic. Because it is not a live performance, the puppeteer can try repeatedly until the camera captures the most ideal blood drop pattern and bleeding speed. Puppeteers have to adjust the camera distance for different bleeding scenes, which creates new modes of viewing, sensing, and representing virtual life and death. One of the most representative examples of Pili’s bleeding scenes is when Su’s best friend, Ching Yang-Zi, fights with alien devils in Legend of the Sacred Stone. (The clip of how Ching Yang-Zi fights and bleeds to death can be seen on YouTube.) Ting described how Pili prepared three different puppets of Ching for the non-fighting, fighting, and bleeding scenes (Ting). The main fighting scene starts from a low-angle medium shot that shows how Ching Yang-Zi got injured and began bleeding from the corner of his mouth. Then, a sharp weapon flies across the screen; the following close-up shows that the weapon hits Ching and he begins bleeding immediately. The successive shots move back and forth between his face and the wound in medium shot and close-up. Next, a close-up shows him stepping back with blood dripping on the ground. He then pushes the weapon out of his body to defend enemies; a final close-up follows a medium take and a long take shows the massive hemorrhage. The eruption of fluid plasma creates a natural effect that is difficult to achieve, even with 3D animation. Beyond this impressive technicality, the exceptional production and design emphasise how Pili fully embraces the ethos of transmedia: to play with multiple media forms and thereby create a new form. In the case of Pili, its form is interactive, transcending the boundaries of what we might consider the “living” and the “dead”.Epilogue: Viewing Bleeding Puppets on the ScreenThe simulated, high-quality, realistic-looking puppet designs accompanying the Pili’s featured bloody fighting sequence draw another question: What is the effect of watching human-like puppets die? What does this do to viewer-fans? Violence is prevalent throughout the historical record of human behaviour, especially in art and entertainment because these serve as outlets to fulfill a basic human need to indulge in “taboo fantasies” and escape into “realms of forbidden experience” (Schechter). When discussing the visual representations of violence and the spectacle of the sufferings of others, Susan Sontag notes, “if we consider what emotions would be desirable” (102), viewing the pain of others may not simply evoke sympathy. She argues that “[no] moral charge attaches to the representation of these cruelties. Just the provocation: can you look at this? There is the satisfaction of being able to look at the image without flinching. There is the pleasure of flinching” (41). For viewers, the boldness of watching the bloody scenes can be very inviting. Watching human-like puppets die in the action scenes similarly validates the viewer’s need for pleasure and entertainment. Although different from a human body, the puppets still bears the materiality of being-object. Therefore, watching the puppets bleeding and die as distinctly “human-like’ puppets further prevent viewers’ from feeling guilty or morally involved. The conceptual distance of being aware of the puppet’s materiality acts as a moral buffer; audiences are intimately involved through the particular aesthetic arrangement, yet morally detached. The transmedia filming of puppetry adds another layer of mediation over the human-like “living” puppets that allows such a particular experience. Sontag notices that the media generates an inevitable distance between object and subject, between witness and victim. For Sontag, although images constitute “the imaginary proximity” because it makes the “faraway sufferers” be “seen close-up on the television screen”, it is a mystification to assume that images serve as a direct link between sufferers and viewers. Rather, Sontag insists: the distance makes the viewers feel “we are not accomplices to what caused the suffering. Our sympathy proclaims our innocence as well as our impotence” (102). Echoing Sontag’s argument, Jeffrey Goldstein points out that “distancing” oneself from the mayhem represented in media makes it tolerable. Media creates an “almost real” visuality of violence, so the audience feels relatively safe in their surroundings when exposed to threatening images. Thus, “violent imagery must carry cues to its unreality or it loses appeal” (280). Pili puppets that are human-like, thus not human, more easily enable the audience to seek sensational excitement through viewing puppets’ bloody violence and eventual death on the screen and still feel emotionally secure. Due to the distance granted by the medium, viewers gain a sense of power by excitedly viewing the violence with an accompanying sense of moral exemption. Thus, viewers can easily excuse the limits of their personal responsibility while still being captivated by Pili’s boundary-transgressing aesthetic.The anomalous power of Pili fans’ cosplay differentiates the viewing experience of puppets’ deaths from that of other violent entertainment productions. Cosplayers physically bridge viewing/acting and life/death by dressing up as the puppet characters, bringing them to life, as flesh. Cosplay allows fans to compensate for the helplessness they experience when watching the puppets’ deaths on the screen. They can both “enjoy” the innocent pleasure of watching bleeding puppets and bring their adored dead idols “back to life” through cosplay. The onscreen violence and death thus provide an additional layer of pleasure for such cosplayers. They not only take pleasure in watching the puppets—which are an idealized version of their bodily imagination—die, but also feel empowered to revitalise their loved idols. Therefore, Pili cosplayers’ desires incite a cycle of life, pleasure, and death, in which the company responds to their consumers’ demands in kind. The intertwining of social, economic, and political factors thus collectively thrives upon media violence as entertainment. Pili creates the potential for new cross-media genre configurations that transcend the traditional/digital puppetry binary. On the one hand, the design of swordsman puppets become a simulation of a “living object” responding to the camera distance. On the other hand, the fighting and death scenes heavily rely on the puppeteers’ cooperation with animation and editing. Therefore, Pili puppetry enriches existing discourse on both puppetry and animation as life-giving processes. What is animated by Pili puppetry is not simply the swordsmen characters themselves, but new potentials for media genres and violent entertainment. AcknowledgmentMy hearty gratitude to Amy Gaeta for sharing her insights with me on the early stage of this study.ReferencesChen, Jasmine Yu-Hsing. “Transmuting Tradition: The Transformation of Taiwanese Glove Puppetry in Pili Productions.” Journal of the Oriental Society of Australia 51 (2019): 26-46.Ferguson, Jeffrey. “Lessons from Digital Puppetry: Updating a Design Framework for a Perceptual User Interface.” IEEE International Conference on Computer and Information Technology, 2015.Goldstein, Jeffrey. “The Attractions of Violent Entertainment.” Media Psychology 1.3 (1999): 271-282.Potter, Anna. “Funding Contemporary Children’s Television: How Digital Convergence Encourages Retro Reboot.” International Journal on Communications Management 19.2 (2017): 108-112.Schechter, Harold. Savage Pastimes: A Cultural History of Violent Entertainment. New York: St. Martin’s, 2005.Silvio, Teri. “Pop Culture Icons: Religious Inflections of the Character Toy in Taiwan.” Mechademia 3.1 (2010): 200-220.———. Puppets, Gods, and Brands: Theorizing the Age of Animation from Taiwan. Honolulu: U Hawaii P, 2019. Sontag, Susan. Regarding the Pain of Others. New York: Farrar, Straus, and Giroux, 2004.Ting, Chen-Ching. Interview by the author. Yunlin, Taiwan. 24 June 2019.Wohlwend, Karen E. “One Screen, Many Fingers: Young Children's Collaborative Literacy Play with Digital Puppetry Apps and Touchscreen Technologies.” Theory into Practice 54.2 (2015): 154-162.
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Rodriguez, Aleesha, and Amanda Levido. "“My Little Influencer”." M/C Journal 26, no. 2 (April 25, 2023). http://dx.doi.org/10.5204/mcj.2948.

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Introduction Wooden toys have been a staple in many family homes. Even LEGO's iconic plastic building blocks had humble beginnings as wooden toys (Lauwaert). Arguably, the materiality of wooden toys evokes normative feelings of nostalgia for a simpler past, where the uncomplicated nature of the wooden product provided the space for all sorts of imaginative play. It is through this lens that we find the adaptation of wooden toys into playsets that emulate particular vocations, like a doctor's kit and a carpenter's toolbox, an interesting entry point to consider the boundary of what is an acceptable toy within the contemporary wooden toy genre. And it is the blurry nature of this boundary, as exemplified by public outcry regarding a wooden vlogger set that had a ringlight, which is the subject of this article. In Australia in May 2022, global supermarket chain Aldi released a set of wooden toys for children aged 3+ based on various technologies used in contemporary jobs in the creative industries (Wannis). These ‘futuristic’ role-play toy sets (Kanna)—which sat alongside more ‘traditional’ vocation sets about transport, cooking, and manufacturing—included a wooden laptop set, a DJ set, and a vlogger set. The vlogger set came with a rope-like ringlight on a tripod, a wooden point-and-shoot camera, mobile phone device, and remote microphone with a receiver (see fig. 1 & 2). The wooden vlogger set replicates the real-life experience of using a ringlight, a round, donut-like light that often attaches to a recording device or a tripod to create an even lighting effect. The ringlight has become a symbol of content creation on social media and the Influencer industry—a cultural practice and line of work that often evokes negative connotations (Abidin, "Aren’t These"). And we see these negative connotations evidenced through an instance of public criticism on social media about the wooden vlogger set, which stands as a proxy for more significant concerns about children and digital media. Fig. 1 & 2: Outer box of wooden vlogger set, sold at Aldi in May 2022. (Photo by authors.) First shared as a story on Instagram by a private account, a follower and journalist then re-shared an image of the box for the wooden vlogger set to Twitter with the caption ‘it’s a no for me’. Many public comments under this tweet agreed with the original poster’s sentiment, calling the toy ‘exploitative’ and ‘dire’, exclaiming ‘wtf [what the fuck]’ and ‘absolutely not’. Other comments mocked the toy by joking ‘like and subscribe’ and rebranded it as ‘my little influencer’; a take on the popular 1980s toy series My Little Pony. This public opposition to the wooden vlogger set stands out as an interesting case study to interrogate how the convergence of wooden toys with contemporary technologies (re)surfaces moral panic regarding children and digital media. The wooden vlogger set, and specifically the symbolism of the toy ringlight, forms the basis of a case study into how digital technologies provoke moral panic about children’s (future) media practices. We highlight in this article that while moral panic about young people and their relationship with new media is a longstanding practice, the development of new media technologies—including the ringlight which is used to aid digital media production—evokes what Marwick calls technopanic, that is, exaggerated fears about young people's online practices which result in the denial or removal of access to said technologies. While we take the stance that content creation on social media is a valid and valuable practice, in this article we highlight how toys like the wooden vlogger set continue to be met with trepidation from some adults due to their connections with taking selfies and the Influencer industry on social media—as evidenced by the social media comments mentioned above. Furthermore, we argue in this article that these technopanics, evidenced by the public outcry on social media to the wooden vlogger set, obscure the opportunity that toys that replicate digital media technologies can afford, such as developing media literacy through playful, offline, and analogue ways. In the first section of the article, we argue that the toy ringlight acts as a proxy for media practices that endorses young children spending time online in ways that some consider problematic. We argue that these fears are an illustration of technopanic. In the second section of the article, we argue how the toy ringlight offers children a way to connect with imagined futures (and the present) by mimicking the everyday media practices they see elsewhere—through their families, media consumption, and popular culture. Studies have shown how children’s play can sometimes be based on popular culture, including television programs (Marsh and Bishop). We argue that as children today watch content creators on YouTube Kids and their parents use technology, they are learning about everyday media practices. The wooden vlogger set offers a way for children to explore those practices. We conclude the article by advocating that opposition to the wooden vlogger set is misdirected energy, as the critical skills of media literacy can be nurtured precisely through play with toys like the ringlight and wooden vlogger set. Won’t Somebody Please Think of the Children! The public outcry over this wooden vlogger set is another example of moral panic regarding children and their participation with the media. Moral panic is defined as an overreaction to a perceived social problem; they are often temporal, in the sense of being short-lived, and the media are known as a driving factor that reproduces and compounds the supposed concerns (Critcher; Hall). Historical illustrations of moral panics are known to involve youths and youth culture with the example of ‘mod and rockers’ in the 1960s (Cohen), ‘youth gangs’ in the 1980s (Zatz), and more recently, the ‘Tide-Pod Challenge’ that conjured panic about youths eating dishwashing pods for clout on social media (Sleight-Price et al.). By framing public opposition to the wooden vlogger set as an example of moral panic, we aim to draw attention to the media ecology which this toy signifies, and critically unpack the ways in which it plays into longstanding concerns about children and new media. To critically examine the moral panic about the vlogger set, we first draw attention to the vocation imitated through the wooden toy: a vlogger. The term ‘vlogger’ stands for ‘video-blogger’, a dominant form of user-created content shared on social media platforms like YouTube, that centres on recording the ‘ordinary’ aspects of one's life (Burgess and Green). It is important to underscore that engaging in practices of vlogging does not inherently mean that this is one's vocation, as a person can vlog as a hobby or creative outlet. But the more contemporary term associated with being a vlogger, that is, an ‘Influencer’, muddles the conception of what it means to vlog due to the increasing platformisation of cultural production (Duffy et al.). An Influencer is an ordinary Internet user who has accumulated “a relatively large following on blogs and social media through the textual and visual narration of their personal lives and lifestyles” who then “monetise their following by integrating advertorials into their blog or social media posts” (Abidin, "Aren’t These" 3). Advertorials—a term that combines ‘advertising’ and ‘editorial’—are the “highly personalised, opinion-laden promotions of products/services that Influencers personally experience and endorse for a fee” (Abidin, "Micro­microcelebrity" par. 3). The increasing commercialisation of content creation on digital media platforms has been met with criticism regarding the erosion of authenticity (Arriagada and Bishop). This is because Influencers are seen to adapt their media practices, and arguably part of themselves, to fit the logics of the platform, such as producing particular types of content to increase views, like taking ‘selfies’. One of the key signifiers of vlogging or being an Influencer on social media is ‘the selfie’, a self-made image of oneself, for which the ringlight plays a central role. Ringlights are used “to take brighter, clearer, high-resolution photographs” or videos, wherein the “even” lighting avoids casting “unsightly shadows” on faces and bodies (Abidin, "Aren’t These" 12). It is this utility of the ringlight that evokes conceptions that dismiss posting selfies as “frivolous and self-absorbed” (Tiidenberg and Gómez Cruz 78). Selfies have been argued as promoting “negative feminine stereotypes” such as “feminine vanity and triviality” as they are seen to be performative of particular conceptions around beauty (Burns 1716-1718). As such, Abidin argues in “‘Aren’t These Just Young, Rich Women Doing Vain Things Online?’: Influencer Selfies as Subversive Frivolity”, drawing on the work of Dobson and Coffey, that selfies anchor moral panics over the safety and wellbeing, particularly of women, online. Again, while we take the stance that no value judgement ought to be cast towards the use of ringlights in touching up appearances, as lighting is often used as a tool in both everyday and commercial media production, we argue that the toy ringlight brings forth these anxieties around vanity for some adults. The toy ringlight manifests these grievances about Influencers and, specifically, child influencers. Controversy about child influencers or ‘kidfluencers’ continues to fuel debate about the presence and exploitation of children in online media entertainment. A media practice known as “sharenting”, where parents share footage of their children as they grow up online (Blum-Rose), means that children can amass large followings on social media and become “micro-microcelebrities” (Abidin, "Micromicrocelebrity"). Notably, one of the public comments in opposition to the wooden vlogger set situated their grievance in the fact that the toy is designed for children aged 3+; as though the toy advocates for the notion of kidinfluencers—a prospect framed in the comment as inherently problematic. While the existence of kidfluencers is complex in nature—as both rewarding and challenging outcomes surmount from the practice—concerns about children’s privacy and online exploitation experiences dominate the issue. The problematic nature of child influencers is exemplified through notorious cases such as YouTube channel DaddyOFive, where the children’s reactions to ‘pranks’ were exploited for views (Leaver and Abidin). And issues regarding children promoting products or services online are raised through examples such as child unboxing videos on YouTube (Craig and Cunningham). Concerns regarding child influencers understandably call for greater consideration of how children participate with online media practices. It is essential to critically examine exploitative commercialisation practices and champion children’s right to privacy (Livingstone et al.; Verdoodt et al.). At the same time, it is important to remember that not all media produced by children, or by parents with children, are inherently harmful. The notion that children have this innate innocence that needs protection from the media is an established trope known to spur moral panic. Panic around mass media and their ‘bad’ influence on youth and youth culture, including children, is not a new phenomenon (Springhall). For example, media theorist Neil Postman famously argued in the 1980s that the “new media environment, with television at its centre, is leading to the rapid disappearance of childhood” (286). It is an argument that suggests that children’s increasingly mediated lives through communication technologies ‘force’ them to live in an ‘adult’s world’; thus eroding their childhood. We argue that the toy ringlight in the wooden vlogger set stimulates this same type of thinking, as though playing with the toy will ‘force’ children into the ‘adult world’ of social media production—which is not exclusively true. Through this lens, we also extend our argument that the opposition to the toy is not only a moral panic but, specifically, a technopanic. Panics occur when adults begin to be excluded from the ways young people engage with the media (Leick). The toy ringlight—as a proxy to ‘unsavoury’ new media practices—thus taps into a generational concern. A concept that helps explain this phenomenon is what Marwick calls a technopanic. Technopanics relies on the idea that harm will come to children through the use of new media technologies, and thus a justification is made to restrict access. In this way, the potential benefits of engaging with new media technologies, like the toy ringlight, are ignored in favour of focussing on the negative and exaggerated harms the media cause (Buckingham). This opposition fails to recognise that as technologies and media practices emerge, there are new risks but also new opportunities for children (Livingstone). Developing Media Literacy through the Toy Ringlight Ringlights are now prolific, not only among Influencers or those involved in social media production. Interest in ringlights has grown considerably since the start of the COVID-19 pandemic, with searches for the term rising dramatically in March 2020 (Google Trend for ‘Ring Light’). Although the toy ringlight in the wooden vlogger set is not digital, in that there are no electronic components and it does not connect to any networks, there are opportunities for the toy to help children develop digital media literacy understandings from an early age through playful exploration. Above, we have discussed how adults perceive the toy ringlight and how it mirrors the everyday and commercial media practices of adults, which can be confronting for some. Here, we examine how children could explore the toy ringlight through play. Children learn about technology through everyday familial practices (Plowman and Stevenson). Those children without access to a ringlight in their everyday life will likely treat the toy differently from what the toy creators anticipated. However, children who share technology practices with their families (e.g. seeing parents use a ringlight for Zoom meetings) or learn these through popular culture (e.g. seeing ringlights used by their favourite content creators on YouTube Kids) will have a different set of practices more closely aligned to the intended use of a toy ringlight to play and experiment with. Ringlights are part of the fabric of everyday life for many people and their use is not inherently positive or negative. Instead, they contribute to our increasingly complex media practices. Toys and everyday tools provided across different aspects of children’s lives offer ways to engage with and transfer knowledge of cultural and everyday experiences (Sheina et al.). The ringlight as an object can provide opportunities for children to play with the material practices of media production in ways that reflect the cultural experiences and practices they are part of. Bird contends that technologies, including non-working technologies such as old keyboards and phones, provide children with opportunities to engage with concepts related to the digital, as they bring to life experiences they have observed through imaginative play. We argue that the toy ringlight is situated within the concept of converged play, where the boundary between digital and non-digital play has blurred significantly (Marsh; Wood et al.). The material and the digital can be attended to when we consider how young children engage in play (Marsh et al.). Through play with material objects, like the wooden vlogger set and the toy ringlight, children engage with their worlds and learn the processes, practices, and concepts of media production. Pretend play can support children’s exploration of digital ideas (Vogt and Hollenstein) as they learn to communicate and tell stories. In a media production sense, Buckingham says that children and young people can deepen their understanding of the media by imitating media forms and styles. Playing with technology can serve similar purposes to playing with traditional toys (Robb and Lauricella). Similarly, we argue that children playing with toys that replicate social media production, such as the wooden vlogger set, are also developing early understandings of media literacy. As young children tell stories, play, and communicate with friends through new digital technologies, they develop an understanding of the media. Media literacy, the ability to critically engage with the media in our everyday lives (Australia Media Literacy Alliance), develops over time (Potter). The toy ringlight does not have to be positioned as problematic as per the technopanic we described earlier. Instead, it offers opportunities for children to explore and reflect on the key concepts of media literacy: technologies, institutions, representations, languages, audiences, and relationships. There are two scenarios where the concept of technologies could be central to children's play using the wooden vlogger set and toy ringlight. Firstly, the toy has multiple components that work together. Children can explore how the camera, light and lapel microphone connect to the device. They can consider if they need all these components and play the different roles required to operate the technology. Secondly, by incorporating the toy into their play, children can develop understandings of the role of digital technology in their lives and how it impacts or shapes media practices. Technologies allow or prevent certain choices from being made (Lüders; Williamson). The wooden vlogger set operates similarly, although children can use the toy outside of these constraints, resulting in forms of disruption. The practices of engaging with media technologies can be bound socially and culturally (du Gay et al.), and through materials (Burnett and Merchant); as children, the wooden vlogger set, and their context come into relation with each other. While the technology is visible to children and adults in this case, working in conjunction with the notion of using technology is the idea of how we use technology to distribute or share our media productions. This refers to the concept of institutions, which offers a lens for how to examine the business of the media and who benefits from media production and distribution—including media platforms—politically, socially, and economically (Alvarado). The inclusion of the small device that looks like a mobile phone in the wooden vlogger set hints at the toy privileging sharing and distribution practices. The various app icons painted on the wooden toy phone provide an opportunity for children to play with the idea of sharing their productions with others. Some children might play with ideas of uploading their productions to YouTube or other social media platforms if that is something they have been exposed to, integrating the digital and non-digital. Media productions do not exist in a technological vacuum. We use media technologies to communicate meaning and tell stories—we (re)present people, places, events, and ideas for a range of purposes (Masterman) through the construction of codes and conventions (Buckingham). Through incorporating the wooden vlogger set into their play, children can experiment with different media forms and representations, where they might, for instance, depict characters (e.g. heroes or villains), locations (e.g. school, the supermarket or space), events (e.g. going to the hairdresser or making food), and simple ideas (e.g. it is cold in winter). While some children may create imaginative worlds where the toy ringlight is part of a wider dramatic story, as per the examples just provided, there are also opportunities for children to act out and produce different forms of media, for example a television show. Children often draw on popular culture understandings to practise and re-enact scenarios (Gillen et al.; Merchant). In doing this, children play with the part of a narrative and consider how media texts are constructed, an important aspect of media languages. As they play with media production ideas, children can decide who might view their content and how they can ensure their audience understands their message—essentially playing with how to encode and decode texts (Morley). As they engage in dramatic play, children might also show different understandings of popular culture texts they enjoy, offering insights into how children understand media productions aimed at their age group, including those produced by child influencers. The wooden vlogger set, most importantly, is a material through which children can consider the relationships between media producers and their audiences (Dezuanni). This brings us to the crux of where we believe the outrage about the wooden vlogger set and toy ringlight lies. The toy ringlight normalises ideas around children developing relationships through and with the media—perhaps as an Influencer or perhaps as a casual vlogger. But the toys of today may not even prepare children for the cultural practices of tomorrow. Thus, while the outcry towards the wooden vlogger set and toy ringlight is just another cycle of moral panic about youth and emerging technologies, we hope that by positioning the toy as an opportunity for media literacy education, the discussion can move forward. Acknowledgement This research was supported by the Australian Research Council Centre of Excellence for the Digital Child through project number CE200100022. References Abidin, Crystal. "Micromicrocelebrity: Branding Babies on the Internet." M/C Journal 18.5 (2015). 25 Apr. 2023 <https://doi.org/10.5204/mcj.1022>. ———. “‘Aren’t These Just Young, Rich Women Doing Vain Things Online?’: Influencer Selfies as Subversive Frivolity.” Social Media and Society 2.2 (2016). 25 Apr. 2023 <https://doi.org/10.1177/2056305116641342>. 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Eubanks, Kevin P. "Becoming-Samurai." M/C Journal 10, no. 2 (May 1, 2007). http://dx.doi.org/10.5204/mcj.2643.

Full text
Abstract:
Samurai and Chinese martial arts themes inspire and permeate the uniquely philosophical lyrics and beats of Wu-Tang Clan, a New York-based hip-hop collective made popular in the mid-nineties with their debut album Enter the Wu-Tang: Return of the 36 Chambers. Original founder RZA (“Rizza”) scored his first full-length motion-picture soundtrack and made his feature film debut with Ghost Dog: The Way of the Samurai (Jim Jarmusch, 2000). Through a critical exploration of the film’s musical filter, it will be argued that RZA’s aesthetic vision effectively deterritorialises the figure of the samurai, according to which the samurai “change[s] in nature and connect[s] with other multiplicities” (Deleuze and Guattari, 9). The soundtrack consequently emancipates and redistributes the idea of the samurai from within the dynamic context of a fundamentally different aesthetic intensity, which the Wu-Tang has always hoped to communicate, that is to say, an aesthetics of adaptation or of what is called in hip-hop music more generally: an aesthetics of flow. At the center of Jarmusch’s film is a fundamental opposition between the sober asceticism and deeply coded lifestyle of Ghost Dog and the supple, revolutionary, itinerant hip-hop beats that flow behind it and beneath it, and which serve at once as philosophical foil and as alternate foundation to the film’s themes and message. Ghost Dog: The Way of the Samurai tells the story of Ghost Dog (Forest Whitaker), a deadly and flawlessly precise contract killer for a small-time contemporary New York organised crime family. He lives his life in a late 20th-century urban America according to the strict tenets of the 18th century text Hagakure, which relates the principles of the Japanese Bushido (literally, the “way of the warrior,” but more often defined and translated as the “code of the samurai”). Others have noted the way in which Ghost Dog not only fails as an adaptation of the samurai genre but thematises this very failure insofar as the film depicts a samurai’s unsuccessful struggle to adapt in a corrupt and fractured postmodern, post-industrial reality (Lanzagorta, par. 4, 9; Otomo, 35-8). If there is any hope at all for these adaptations (Ghost Dog is himself an example), it lies, according to some, in the singular, outmoded integrity of his nostalgia, which despite the abstract jouissance or satisfaction it makes available, is nevertheless blank and empty (Otomo, 36-7). Interestingly, in his groundbreaking book Spectacular Vernaculars, and with specific reference to hip-hop, Russell Potter suggests that where a Eurocentric postmodernism posits a lack of meaning and collapse of value and authority, a black postmodernism that is neither singular nor nostalgic is prepared to emerge (6-9). And as I will argue there are more concrete adaptive strategies at work in the film, strategies that point well beyond the film to popular culture more generally. These are anti-nostalgic strategies of possibility and escape that have everything to do with the way in which hip-hop as soundtrack enables Ghost Dog in his becoming-samurai, a process by which a deterritorialised subject and musical flow fuse to produce a hybrid adaptation and identity. But hip-hip not only makes possible such a becoming, it also constitutes a potentially liberating adaptation of the past and of otherness that infuses the film with a very different but still concrete jouissance. At the root of Ghost Dog is a conflict between what Deleuze and Guattari call state and nomad authority, between the code that prohibits adaptation and its willful betrayer. The state apparatus, according to Deleuze and Guattari, is the quintessential form of interiority. The state nourishes itself through the appropriation, the bringing into its interior, of all that over which it exerts its control, and especially over those nomadic elements that constantly threaten to escape (Deleuze and Guattari, 380-7). In Ghost Dog, the code or state-form functions throughout the film as an omnipresent source of centralisation, authorisation and organisation. It is attested to in the intensely stratified urban environment in which Ghost Dog lives, a complicated and forbidding network of streets, tracks, rails, alleys, cemeteries, tenement blocks, freeways, and shipping yards, all of which serve to hem Ghost Dog in. And as race is highlighted in the film, it, too, must be included among the many ways in which characters are always already contained. What encounters with racism in the film suggest is the operative presence of a plurality of racial and cultural codes; the strict segregation of races and cultures in the film and the animosity which binds them in opposition reflect a racial stratification that mirrors the stratified topography of the cityscape. Most important, perhaps, is the way in which Bushido itself functions, at least in part, as code, as well as the way in which the form of the historical samurai in legend and reality circumscribes not only Ghost Dog’s existence but the very possibility of the samurai and the samurai film as such. On the one hand, Bushido attests to the absolute of religion, or as Deleuze and Guattari describe it: “a center that repels the obscure … essentially a horizon that encompasses” and which forms a “bond”, “pact”, or “alliance” between subject/culture and the all-encompassing embrace of its deity: in this case, the state-form which sanctions samurai existence (382-3). On the other hand, but in the same vein, the advent of Bushido, and in particular the Hagakure text to which Ghost Dog turns for meaning and guidance, coincides historically with the emergence of the modern Japanese state, or put another way, with the eclipse of the very culture it sponsors. In fact, samurai history as a whole can be viewed to some extent as a process of historical containment by which the state-form gradually encompassed those nomadic warring elements at the heart of early samurai existence. This is the socio-historical context of Bushido, insofar as it represents the codification of the samurai subject and the stratification of samurai culture under the pressures of modernisation and the spread of global capitalism. It is a social and historical context marked by the power of a bourgeoning military, political and economic organisation, and by policies of restraint, centralisation and sedentariness. Moreover, the local and contemporary manifestations of this social and historical context are revealed in many of the elements that permeate not only the traditional samurai films of Kurosawa, Mizoguchi or Kobayashi, but modern adaptations of the genre as well, which tend to convey a nostalgic mourning for this loss, or more precisely, for this failure to adapt. Thus the filmic atmosphere of Ghost Dog is dominated by the negative qualities of inaction, nonviolence and sobriety, and whether these are taken to express the sterility and impotence of postmodern existence or the emptiness of a nostalgia for an unbroken and heroic past, these qualities point squarely towards the transience of culture and towards the impossibility of adaptation and survival. Ghost Dog is a reluctant assassin, and the inherently violent nature of his task is always deflected. In the same way, most of Ghost Dog’s speech in the film is delivered through his soundless readings of the Hagakure, silent and austere moments that mirror as well the creeping, sterile atmosphere in which most of the film’s action takes place. It is an atmosphere of interiority that points not only towards the stratified environment which restricts possibility and expressivity but also squarely towards the meaning of Bushido as code. But this atmosphere meets resistance. For the samurai is above all a man of war, and, as Deleuze and Guattari suggest, “the man of war [that is to say, the nomad] is always committing an offence against” the State (383). In Ghost Dog, for all the ways in which Ghost Dog’s experience is stratified by the Bushido as code and by the post-industrial urban reality in which he lives and moves, the film shows equally the extent to which these strata or codes are undermined by nomadic forces that trace “lines of flight” and escape (Deleuze and Guattari, 423). Clearly it is the film’s soundtrack, and thus, too, the aesthetic intensities of the flow in hip-hop music, which both constitute and facilitate this escape: We have an APB on an MC killer Looks like the work of a master … Merciless like a terrorist Hard to capture the flow Changes like a chameleon (“Da Mystery of Chessboxin,” Enter) Herein lies the significance of (and difference between) the meaning of Bushido as code and as way, a problem of adaptation and translation which clearly reflects the central conflict of the film. A way is always a way out, the very essence of escape, and it always facilitates the breaking away from a code. Deleuze and Guattari describe the nomad as problematic, hydraulic, inseparable from flow and heterogeneity; nomad elements, as those elements which the State is incapable of drawing into its interior, are said to remain exterior and excessive to it (361-2). It is thus significant that the interiority of Ghost Dog’s readings from the Hagakure and the ferocious exteriority of the soundtrack, which along with the Japanese text helps narrate the tale, reflect the same relationship that frames the state and nomad models. The Hagakure is not only read in silence by the protagonist throughout the film, but the Hagakure also figures prominently inside the diegetic world of the film as a visual element, whereas the soundtrack, whether it is functioning diegetically or non-diegetically, is by its very nature outside the narrative space of the film, effectively escaping it. For Deleuze and Guattari, musical expression is inseparable from a process of becoming, and, in fact, it is fair to say that the jouissance of the film is supplied wholly by the soundtrack insofar as it deterritorialises the conventional language of the genre, takes it outside of itself, and then reinvests it through updated musical flows that facilitate Ghost Dog’s becoming-samurai. In this way, too, the soundtrack expresses the violence and action that the plot carefully avoids and thus intimately relates the extreme interiority of the protagonist to an outside, a nomadic exterior that forecloses any possibility of nostalgia but which suggests rather a tactics of metamorphosis and immediacy, a sublime deterritorialisation that involves music becoming-world and world becoming-music. Throughout the film, the appearance of the nomad is accompanied, even announced, by the onset of a hip-hop musical flow, always cinematically represented by Ghost Dog’s traversing the city streets or by lengthy tracking shots of a passenger pigeon in flight, both of which, to take just two examples, testify to purely nomadic concepts: not only to the sheer smoothness of open sky-space and flight with its techno-spiritual connotations, but also to invisible, inherited pathways that cross the stratified heart of the city undetected and untraceable. Embodied as it is in the Ghost Dog soundtrack, and grounded in what I have chosen to call an aesthetics of flow, hip-hop is no arbitrary force in the film; it is rather both the adaptive medium through which Ghost Dog and the samurai genre are redeemed and the very expression of this adaptation. Deleuze and Guattari write: The necessity of not having control over language, of being a foreigner in one’s own tongue, in order to draw speech to oneself and ‘bring something incomprehensible into the world.’ Such is the form of exteriority … that forms a war machine. (378) Nowhere else do Deleuze and Guattari more clearly outline the affinities that bind their notion of the nomad and the form of exteriority that is essential to it with the politics of language, cultural difference and authenticity which so color theories of race and critical analyses of hip-hop music and culture. And thus the key to hip-hop’s adaptive power lies in its spontaneity and in its bringing into the world of something incomprehensible and unanticipated. If the code in Ghost Dog is depicted as nonviolent, striated, interior, singular, austere and measured, then the flow in hip-hop and in the music of the Wu-Tang that informs Ghost Dog’s soundtrack is violent, fluid, exterior, variable, plural, playful and incalculable. The flow in hip-hop, as well as in Deleuze and Guattari’s work, is grounded in a kinetic linguistic spontaneity, variation and multiplicity. Its lyrical flow is a cascade of accelerating rhymes, the very speed and implausibility of which often creates a sort of catharsis in performers and spectators: I bomb atomically, Socrates’ philosophies and hypotheses can’t define how I be droppin’ these mockeries, lyrically perform armed robberies Flee with the lottery, possibly they spotted me Battle-scarred shogun, explosion. … (“Triumph”, Forever) Over and against the paradigm of the samurai, which as I have shown is connected with relations of content and interiority, the flow is attested to even more explicitly in the Wu-Tang’s embrace of the martial arts, kung-fu and Chinese cinematic traditions. And any understanding of the figure of the samurai in the contemporary hip-hop imagination must contend with the relationship of this figure to both the kung-fu fighting traditions and to kung-fu cinema, despite the fact that they constitute very different cultural and historical forms. I would, of course, argue that it is precisely this playful adaptation or literal deterritorialisation of otherwise geographically and culturally distinct realities that comprises the adaptive potential of hip-hop. Kung-fu, like hip-hop, is predicated on the exteriority of style. It is also a form of action based on precision and immediacy, on the fluid movements of the body itself deterritorialised as weapon, and thus it reiterates that blend of violence, speed and fluidity that grounds the hip-hop aesthetic: “I’ll defeat your rhyme in just four lines / Yeh, I’ll wax you and tax you and plus save time” (RZA and Norris, 211). Kung-fu lends itself to improvisation and to adaptability, essential qualities of combat and of lyrical flows in hip-hop music. For example, just as in kung-fu combat a fighter’s success is fundamentally determined by his ability to intuit and adapt to the style and skill and detailed movements of his adversary, the victory of a hip-hop MC engaged in, say, a freestyle battle will be determined by his capacity for improvising and adapting his own lyrical flow to counter and overcome his opponent’s. David Bordwell not only draws critical lines of difference between the Hong Kong and Hollywood action film but also hints at the striking differences between the “delirious kinetic exhilaration” of Hong Kong cinema and the “sober, attenuated, and grotesque expressivity” of the traditional Japanese samurai film (91-2). Moreover, Bordwell emphasises what the Wu-Tang Clan has always known and demonstrated: the sympathetic bond between kung-fu action or hand-to-hand martial arts combat and the flow in hip-hop music. Bordwell calls his kung-fu aesthetic “expressive amplification”, which communicates with the viewer through both a visual and physical intelligibility and which is described by Bordwell in terms of beats, exaggerations, and the “exchange and rhyming of gestures” (87). What is pointed to here are precisely those aspects of Hong Kong cinema that share essential similarities with hip-hop music as such and which permeate the Wu-Tang aesthetic and thus, too, challenge or redistribute the codified stillness and negativity that define the filmic atmosphere of Ghost Dog. Bordwell argues that Hong Kong cinema constitutes an aesthetics in action that “pushes beyond Western norms of restraint and plausibility,” and in light of my thesis, I would argue that it pushes beyond these same conventions in traditional Japanese cinema as well (86). Bruce Lee, too, in describing the difference between Chinese kung-fu and Japanese fighting forms in A Warrior’s Journey (Bruce Little, 2000) points to the latter’s regulatory principles of hesitation and segmentarity and to the former’s formlessness and shapelessness, describing kung-fu when properly practiced as “like water, it can flow or it can crash,” qualities which echo not only Bordwell’s description of the pause-burst-pause pattern of kung-fu cinema’s combat sequences but also the Wu-Tang Clan’s own self-conception as described by GZA (“Jizza”), a close relative of RZA and co-founder of the Wu-Tang Clan, when he is asked to explain the inspiration for the title of his album Liquid Swords: Actually, ‘Liquid Swords’ comes from a kung-fu flick. … But the title was just … perfect. I was like, ‘Legend of a Liquid Sword.’ Damn, this is my rhymes. This is how I’m spittin’ it. We say the tongue is symbolic of the sword anyway, you know, and when in motion it produces wind. That’s how you hear ‘wu’. … That’s the wind swinging from the sword. The ‘Tang’, that’s when it hits an object. Tang! That’s how it is with words. (RZA and Norris, 67) Thus do two competing styles animate the aesthetic dynamics of the film Ghost Dog: The Way of the Samurai: an aesthetic of codified arrest and restraint versus an aesthetic of nomadic resistance and escape. The former finds expression in the film in the form of the cultural and historical meanings of the samurai tradition, defined by negation and attenuated sobriety, and in the “blank parody” (Otomo, 35) of a postmodern nostalgia for an empty historical past exemplified in the appropriation of the Samurai theme and in the post-industrial prohibitions and stratifications of contemporary life and experience; the latter is attested to in the affirmative kinetic exhilaration of kung-fu style, immediacy and expressivity, and in the corresponding adaptive potential of a hip-hop musical flow, a distributive, productive, and anti-nostalgic becoming, the nomadic essence of which redeems the rhetoric of postmodern loss described by the film. References Bordwell, David. “Aesthetics in Action: Kungfu, Gunplay, and Cinematic Expressivity.” At Full Speed: Hong Kong Cinema in a Borderless World. Ed. and Trans. Esther Yau. Minneapolis: Minnesota UP, 2004. Bruce Lee: A Warrior’s Journey. Dir./Filmmaker John Little. Netflix DVD. Warner Home Video, 2000. Daidjo, Yuzan. Code of the Samurai. Trans. Thomas Cleary. Tuttle Martial Arts. Boston: Tuttle, 1999. Deleuze, Gilles, and Félix Guattari. A Thousand Plateaus. Trans. Brian Massumi. Minneapolis: Minnesota UP,1987. Forman, Murray, and Mark Anthony Neal, eds. That’s the Joint!: The Hip-Hop Studies Reader. New York: Routledge, 2004. Ghost Dog: The Way of the Samurai. Dir. Jim Jarmusch. Netflix DVD. Artisan, 2000. Hurst, G. Cameron III. Armed Martial Arts of Japan. New Haven: Yale UP,1998. Ikegami, Eiko. The Taming of the Samurai. Cambridge: Harvard UP, 1995. Jansen, Marius, ed. Warrior Rule in Japan. Cambridge: Cambridge UP, 1995. Kurosawa, Akira. Seven Samurai and Other Screenplays. Trans. Donald Richie. London: Faber and Faber, 1992. Lanzagorta, Marco. “Ghost Dog: The Way of the Samurai.” Senses of Cinema. Sept-Oct 2002. http://www.sensesofcinema.com/contents/cteq/02/22/ghost_dog.htm>. Mol, Serge. Classical Fighting Arts of Japan. Tokyo/New York: Kodansha Int., 2001. Otomo, Ryoko. “‘The Way of the Samurai’: Ghost Dog, Mishima, and Modernity’s Other.” Japanese Studies 21.1 (May 2001) 31-43. Potter, Russell. Spectacular Vernaculars. Albany: SUNY P, 1995. RZA, The, and Chris Norris. The Wu-Tang Manual. New York: Penguin, 2005. Silver, Alain. The Samurai Film. Woodstock, New York: Overlook, 1983. Smith, Christopher Holmes. “Method in the Madness: Exploring the Boundaries of Identity in Hip-Hop Performativity.” Social Identities 3.3 (Oct 1997): 345-75. Watkins, Craig S. Representing: Hip Hop Culture and the Production of Black Cinema. Chicago: Chicago UP, 1998. Wu-Tang Clan. Enter the Wu-Tang: 36 Chambers. CD. RCA/Loud Records, 1993. ———. Wu-Tang Forever. CD. RCA/Loud Records, 1997. Xing, Yan, ed. Shaolin Kungfu. Trans. Zhang Zongzhi and Zhu Chengyao. Beijing: China Pictorial, 1996. Citation reference for this article MLA Style Eubanks, Kevin P. "Becoming-Samurai: Samurai (Films), Kung-Fu (Flicks) and Hip-Hop (Soundtracks)." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/11-eubanks.php>. APA Style Eubanks, K. (May 2007) "Becoming-Samurai: Samurai (Films), Kung-Fu (Flicks) and Hip-Hop (Soundtracks)," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/11-eubanks.php>.
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