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1

Sandu, Nitirajsingh, and Ergun Gide. "Analysis of the Main Factors Affecting the Adoption of Cloud based Interactive Mobile Learning in the Australian Higher Education Sector." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 4 (August 30, 2018): 43. http://dx.doi.org/10.3991/ijim.v12i4.9200.

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<p>Today, every business depends on Information Technology (IT) for the efficient service delivery and cost-effective application of technological resources. Modern technologies are being adopted to overcome business pressure, streamline existing procedures and service delivery cost-efficiency for maximising profit due to the increase in global competition and shifts in the customer expectations. Cloud computing (CC) is an Internet-centric computing service that utilises and provides IT services to organisations through the provisioning of resources through the Internet using web-centric software and gadgets without the assistance of any private IT architecture within the firm. Cloud based interactive mobile learning platform is the result of such exploration and this practice of learning is improving with the time. New technologies such as smart mobile devices, Cloud computing and wireless connectivity are opening new opportunities of learning for students. </p><p>Thus, the aim of this paper is to evaluate the main factors affecting the adoption of Cloud based interactive mobile learning for the Australian Higher Education sector. In this research, a survey data collection technique with existing students using Mobile application for learning and also a literature review process were conducted. Research outcome shows that the use of Artificial intelligence and Machine learning can make learning more efficient and these technologies need to be integrated in applications designed for Australian Higher Education sector. It is expected that the research outcome will help interactive mobile application developers and higher education providers to better understand the requirements of students while providing an interactive learning platform for them. </p>
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Brown, Andrew R., Donald Stewart, Amber Hansen, and Alanna Stewart. "Making meaningful musical experiences accessible using the iPad." ScientiaTec 2, no. 2 (September 1, 2015): 8–15. http://dx.doi.org/10.35819/scientiatec.v2i2.1461.

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In this paper we report on our experiences using ubiquitous computing devices to introduce music-based creative activities into an Australian school. The use of music applications on mobile tablet computers (iPads) made these activities accessible to students with a limited range of prior musical background and in a general purpose classroom setting. The activities were designed to be meaningful and contribute toward personal resilience in the students. Two theoretical frameworks inform the research design; the meaningful engagement matrix and personal resilience. We describe these frameworks and how they inform the activity planning. We report on the activities undertaken to date and share preliminary results from questionnaires, interviews, musical outcomes, and observation.
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Hume, Craig, and Margee Hume. "What about us? Exploring small to medium Australian not for-profit firms and knowledge management." Journal of Knowledge Management 20, no. 1 (February 8, 2016): 104–24. http://dx.doi.org/10.1108/jkm-12-2014-0497.

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Purpose – The aim of this paper is to research the practice of knowledge management (KM) in not-for-profit (NFP), small and medium enterprises (SMEs) to identify gaps in the current body of knowledge. Previous work has been conducted in small, medium and large enterprises; however, NFP SMEs have been underexamined. Given the prevalence of NFP, SMEs’ further research is warranted. Design/methodology/approach – Using a case study methodology, this research advances previous KM work (Hume and Hume, 2008). Based on previous work in SMEs, KM and the application to NFP organizations, this work offers a set of propositions related to strategic development of KM in NFP organizations with multiple data sources across hierarchical levels sought and analyzed within each of the case studies. This process provided data variation. Collection continued until theoretical saturation was achieved. The paper supports analysis with the use of Leximancer 3.0 and offers a unique approach to qualitative research using textual and narrative analysis. Findings – This paper explores the definition of knowledge, the importance of knowledge planning, capture and diffusion and offers development in NFP SMEs. The paper concludes by introducing the link between KM and internal marketing to address the importance of cultural and social issues of “me” which are central to knowledge capture, renewal and sustainable KM in NFP organizations. The paper introduces socialization strategies and informal knowledge capture specific to the transient, volunteer and permanent employee mix in NFP organizations and introduces the notion of understanding the significance of social mission to employees and volunteers in the embodiment of KM. Research limitations/implications – This study has aimed to access all empirical articles in the field of KM in SMEs. To ensure the consideration of the advancement in wireless, mobile computing technology and smartphones as KM support, articles from 2005 onwards were primarily sought. This search restriction has limited the role of earlier works in the research. It is arguable that the sample cases may not offer a comprehensive coverage of all NFP firms, with the qualitative approach further limiting the generalization of the findings. Originality/value – To the best of the authors’ knowledge, KM has been applied specifically in very few NFP SME firms, with scant exploration of the constructs of socialization, social mission and informal knowledge structure in NFP considered or previously published in academic journals.
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Gibbs, Martin R., Graeme Shanks, and Reeva Lederman. "Data Quality, Database Fragmentation and Information Privacy." Surveillance & Society 3, no. 1 (September 1, 2002). http://dx.doi.org/10.24908/ss.v3i1.3319.

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In this paper we use an Information Systems (informatics) perspective to critically examine legislation designed to regulate the way private sector organizations collect, store, use, and disclose personal information. We focus on The Privacy Amendment (Private Sector) Act 2000 (Cth), which has recently been enacted in Australia. We argue that the ability of organizations to respond to the requirements of this legislation is affected by the data quality of the personal information they possess. In particular, this paper examines one problem associated with data quality that erodes an organization's ability to comply with legislation designed to protect the information privacy of individuals – the fragmentation of customer data across multiple databases owned and maintained by separate functional units within an organization. Given the ubiquity of these kinds of data quality problems we conclude that current legislative regimes to regulate private sector use of personal information in countries such as Australia and European Union member states can lead to contrary outcomes resulting in legislation that is either unenforceable or acts to encourage the development of high-quality, integrated customer databases that have the potential to erode information privacy. We believe that new models able to grapple with management of personal information in distributed, mobile and ubiquitous computing environments need to be developed.
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Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone." M/C Journal 10, no. 1 (March 1, 2007). http://dx.doi.org/10.5204/mcj.2602.

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Introduction As the country with the fifth largest population in the world, Indonesia is a massive potential market for mobile technology adoption and development. Despite an annual per capita income of only $1,280 USD (World Bank), there are 63 million mobile phone users in Indonesia (Suhartono, sec. 1.7) and it is predicted to reach 80 million in 2007 (Jakarta Post 1). Mobile phones are not only a symbol of Indonesian modernity (Barendregt 5), but like other communication technology can become a platform through which to explore socio-political issues (Winner 28). In this article we explore the role mobile phone technology in contemporary forms of social, intimate, and sexual relationships in Indonesia. We argue that new forms of expression and relations are facilitated by the particular features of mobile technology. We discuss two cases from contemporary Indonesia: a mobile dating service (BEDD) and mobile phone pornography. For each case study, we first discuss the socio-political background in Indonesia, then describe the technological affordances of the mobile phone which facilitate dating and pornography, and finally give examples of how the mobile phone is effecting change in dating and pornographic practices. This study is placed at a time when social relations, intimacy, and sexuality in Indonesia have become central public issues. Since the end of the New Order whilst many people have embraced the new freedoms of reformasi and democratization, there is also a high degree of social anxiety, tension and uncertainty (Juliastuti 139-40). These social changes and desires have played out in the formations of new and exciting modes of creativity, solidarity, and sociality (Heryanto and Hadiz 262) and equally violence, terror and criminality (Heryanto and Hadiz 256). The diverse and plural nature of Indonesian society is alive with a myriad of people and activities, and it is into this diverse social body that the mobile phone has become a central and prominent feature of interaction. The focus of our study is dating and pornography as mediated by the mobile phone; however, we do not suggest that these are new experiences in Indonesia. Rather over the last decade social, intimate, and sexual relationships have all been undergoing change and their motivations can be traced to a variety of sources including the factors of globalization, democratization and modernization. Throughout Asia “new media have become a crucial site for constituting new Asian sexual identities and communities” (Berry, Martin, and Yue 13) as people are connecting through new communication technologies. In this article we suggest that mobile phone technology opens new possibilities and introduces new channels, dynamics, and intensities of social interaction. Mobile phones are particularly powerful communication tools because of their mobility, accessibility, and convergence (Ling 16-19; Ito 14-15; Katz and Aakhus 303). These characteristics of mobile phones do not in and of themselves bring about any particular changes in dating and pornography, but they may facilitate changes already underway (Barendegt 7-9; Barker 9). Mobile Dating Background The majority of Indonesians in the 1960s and 1970s had arranged marriages (Smith-Hefner 443). Education reform during the 70s and 80s encouraged more women to attain an education which in turn led to the delaying of marriage and the changing of courtship practices (Smith-Hefner 450). “Compared to previous generations, [younger Indonesians] are freer to mix with the opposite sex and to choose their own marriage,” (Utomo 225). Modern courtship in Java is characterized by “self-initiated romance” and dating (Smith-Hefner 451). Mobile technology is beginning to play a role in initiating romance between young Indonesians. Technology One mobile matching or dating service available in Indonesia is called BEDD (www.bedd.com). BEDD is a free software for mobile phones in which users fill out a profile about themselves and can meet BEDD members who are within 20-30 feet using a Bluetooth connection on their mobile devices. BEDD members’ phones automatically exchange profile information so that users can easily meet new people who match their profile requests. BEDD calls itself mobile social networking community; “BEDD is a new Bluetooth enabled mobile social medium that allows people to meet, interact and communicate in a new way by letting their mobile phones do all the work as they go throughout their day.” As part of a larger project on mobile social networking (Humphreys 6), a field study was conducted of BEDD users in Jakarta, Indonesia and Singapore (where BEDD is based) in early 2006. In-depth interviews and open-ended user surveys were conducted with users, BEDD’s CEO and strategic partners in order to understand the social uses and effects BEDD. The majority of BEDD members (which topped 100,000 in January 2006) are in Indonesia thanks to a partnership with Nokia where BEDD came pre-installed on several phone models. In management interviews, both BEDD and Nokia explained that they partnered because both companies want to help “build community”. They felt that Bluetooth technology such as BEDD could be used to help youth meet new people and keep in touch with old friends. Examples One of BEDD’s functions is to help lower barriers to social interaction in public spaces. By sharing profile information and allowing for free text messaging, BEDD can facilitate conversations between BEDD members. According to users, mediating the initial conversation also helps to alleviate social anxiety, which often accompanies meeting new people. While social mingling and hanging out between Jakarta teenagers is a relatively common practice, one user said that BEDD provides a new and fun way to meet and flirt. In a society that must balance between an “idealized morality” and an increasingly sexualized popular culture (Utomo 226), BEDD provides a modern mode of self-initiated matchmaking. While BEDD was originally intended to aid in the matchmaking process of dating, it has been appropriated into everyday life in Indonesia because of its interpretive flexibility (Pinch & Bjiker 27). Though BEDD is certainly used to meet “beautiful girls” (according to one Indonesian male user), it is also commonly used to text message old friends. One member said he uses BEDD to text his friends in class when the lecture gets boring. BEDD appears to be a helpful modern communication tool when people are physically proximate but cannot easily talk to one another. BEDD can become a covert way to exchange messages with people nearby for free. Another potential explanation for BEDD’s increasing popularity is its ability to allow users to have private conversations in public space. Bennett notes that courtship in private spaces is seen as dangerous because it may lead to sexual impropriety (154). Dating and courtship in public spaces are seen as safer, particularly for conserving the reputation young Indonesian women. Therefore Bluetooth connections via mobile technologies can be a tool to make private social connections between young men and women “safer”. Bluetooth communication via mobile phones has also become prevalent in more conservative Muslim societies (Sullivan, par. 7; Braude, par. 3). There are, however, safety concerns about meeting strangers in public spaces. When asked, “What advice would you give a first time BEDD user?” one respondent answered, “harus bisa mnilai seseorang krn itu sangat penting, kita mnilai seseorang bukan cuma dari luarnya” (translated: be careful in evaluating (new) people, and don’t ever judge the book by its cover”). Nevertheless, only one person participating in this study mentioned this concern. To some degree meeting someone in a public may be safer than meeting someone in an online environment. Not only are there other people around in public spaces to physically observe, but co-location means there may be some accountability for how BEDD members present themselves. The development and adoption of matchmaking services such as BEDD suggests that the role of the mobile phone in Indonesia is not just to communicate with friends and family but to act as a modern social networking tool as well. For young Indonesians BEDD can facilitate the transfer of social information so as to encourage the development of new social ties. That said, there is still debate about exactly whom BEDD is connecting and for what purposes. On one hand, BEDD could help build community in Indonesia. One the other hand, because of its privacy it could become a tool for more promiscuous activities (Bennett 154-5). There are user profiles to suggest that people are using BEDD for both purposes. For example, note what four young women in Jakarta wrote in the BEDD profiles: Personal Description Looking For I am a good prayer, recite the holy book, love saving (money), love cycling… and a bit narcist. Meaning of life Ordinary gurl, good student, single, Owen lover, and the rest is up to you to judge. Phrenz ?! Peace?! Wondeful life! I am talkative, have no patience but so sweet. I am so girly, narcist, shy and love cute guys. Check my fs (Friendster) account if you’re so curious. Well, I am just an ordinary girl tho. Anybody who wants to know me. A boy friend would be welcomed. Play Station addict—can’t live without it! I am a rebel, love rock, love hiphop, naughty, if you want proof dial 081********* phrenz n cute guyz As these profiles suggest, the technology can be used to send different kinds of messages. The mobile phone and the BEDD software merely facilitate the process of social exchange, but what Indonesians use it for is up to them. Thus BEDD and the mobile phone become tools through which Indonesians can explore their identities. BEDD can be used in a variety of social and communicative contexts to allow users to explore their modern, social freedoms. Mobile Pornography Background Mobile phone pornography builds on a long tradition of pornography and sexually explicit material in Indonesia through the use of a new technology for an old art and product. Indonesia has a rich sexual history with a documented and prevalent sex industry (Suryakusuma 115). Lesmana suggests that the country has a tenuous pornographic industry prone to censorship and nationalist politics intent on its destruction. Since the end of the New Order and opening of press freedoms there has been a proliferation in published material including a mushrooming of tabloids, men’s magazines such as FHM, Maxim and Playboy, which are often regarded as pornographic. This is attributed to the decline of the power of the bureaucracy and government and the new role of capital in the formation of culture (Chua 16). There is a parallel pornography industry, however, that is more amateur, local, and homemade (Barker 6). It is into this range of material that mobile phone pornography falls. Amongst the myriad forms of pornography and sexually explicit material available in Indonesia, the mobile phone in recent years has emerged as a new platform for production, distribution, and consumption. This section will not deal with the ethics of representation nor engage with the debate about definitions and the rights and wrongs of pornography. Instead what will be shown is how the mobile phone can be and has been used as an instrument/medium for the production and consumption of pornography within contemporary social relationships. Technology There are several technological features of the mobile phone that make pornography possible. As has already been noted the mobile phone has had a large adoption rate in Indonesia, and increasingly these phones come equipped with cameras and the ability to send data via MMS and Bluetooth. Coupled with the mobility of the phone, the convergence of technology in the mobile phone makes it possible for pornography to be produced and consumed in a different way than what has been possible before. It is only recently that the mobile phone has been marketed as a video camera with the release of the Nokia N90; however, quality and recording time are severely limited. Still, the mobile phone is a convenient and at-hand tool for the production and consumption of individually made, local, and non-professional pieces of porn, sex and sexuality. It is impossible to know how many such films are in circulation. A number of websites that offer these films for downloads host between 50 and 100 clips in .3gp file format, with probably more in actual circulation. At the very least, this is a tenfold increase in number compared to the recent emergence of non-professional VCD films (Barker 3). This must in part be attributed to the advantages that the mobile phone has over standard video cameras including cost, mobility, convergence, and the absence of intervening data processing and disc production. Examples There are various examples of mobile pornography in Indonesia. These range from the pornographic text message sent between lovers to the mobile phone video of explicit sexual acts (Barendregt 14-5). The mobile phone affords privacy for the production and exchange of pornographic messages and media. Because mobile devices are individually owned, however, pornographic material found on mobile phones can be directly tied to the individual owners. For example, police in Kotabaru inspected the phones of high school students in search of pornographic materials and arrested those individuals on whose phones it was found (Barendregt 18). Mobile phone pornography became a national political issue in 2006 when an explicit one-minute clip of a singer and an Indonesian politician became public. Videoed in 2004, the clip shows Maria Eva, a 27 year-old dangdut singer (see Browne, 25-6) and Yahya Zaini, a married 42 year-old who was head of religious affairs for the Golkar political party. Their three-year affair ended in 2005, but the film did not become public until 2006. It spread like wildfire between phones and across the internet, however, and put an otherwise secret relationship into the limelight. These types of affairs and relationships were common knowledge to people through gossip, exposes such as Jakarta Undercover (Emka 93-108) and stories in tabloids; yet this culture of adultery and prostitution continued and remained anonymous because of bureaucratic control of evidence and information (Suryakusuma 115). In this case, however, the filming of Maria Eva once public proves the identities of those involved and their infidelity. As a result of the scandal it was further revealed that Maria Eva had been forced by Yayha Zaini and his wife to have an abortion, deepening the moral crisis. Yahya Zaini later resigned as his party’s head of Religious Affairs (Asmarani, sec. 1-2), due to what was called the country’s “first real sex scandal” (Naughton, par. 2). As these examples show, there are definite risks and consequences involved in the production of mobile pornography. Even messages/media that are meant to be shared between two consenting individuals can eventually make their way into the public mobile realm and have serious consequences for those involved. Mobile video and photography does, however, represent a potential new check on the Indonesian bureaucratic elite which has not been previously available by other means such as a watchdog media. “The role of the press as a control mechanism is practically nonexistent [in Jakarta], which in effect protects corruption, nepotism, financial manipulation, social injustice, and repression, as well as the murky sexual life of the bureaucratic power elite,” (Suryakusuma 117). Thus while originally a mobile video may have been created for personal pleasure, through its mass dissemination via new media it can become a means of sousveillance (Mann, Nolan and Wellman 332-3) whereby the control of surveillance is flipped to reveal the often hidden abuses of power by officials. Whilst the debates over pornography in Indonesia tend to focus on the moral aspects of it, the broader social impacts of technology on relationships are often ignored. Issues related to power relations or even media as cultural expression are often disregarded as moral judgments cast a heavy shadow over discussions of locally produced Indonesian mobile pornography. It is possible to move beyond the moral critique of pornographic media to explore the social significance of its proliferation as a cultural product. Conclusion In these two case studies we have tried to show how the mobile phone in Indonesia has become a mode of interaction but also a platform through which to explore other current issues and debates related to dating, sexuality and media. Since 1998 and the fall of the New Order, Indonesia has been struggling with blending old and new, a desire of change and nostalgia for past, and popular desire for a “New Indonesia” (Heryanto, sec. Post-1998). Cultural products within Indonesia have played an important role in exploring these issues. The mobile phone in Indonesia is not just a technology, but also a product in and through which these desires are played out. Changes in dating and pornography practices have been occurring in Indonesia for some time. As people use mobile technology to produce, communicate, and consume, the device becomes intricately related to identity struggle and cultural production within Indonesia. It is important to keep in mind, however, that while mobile technology adoption within Indonesia is growing, it is still limited to a particular subset of the population. As has been previously observed (Barendregt 3), it is wealthier, young people in urban areas who are most intensely involved in mobile technology. As handset prices decrease and availability in rural areas increases, however, no longer will mobile technology be so demographically confined in Indonesia. The convergent technology of the mobile phone opens many possibilities for creative adoption and usage. As a communication device it allows for the creation, sharing, and viewing of messages. Therefore, the technology itself facilitates social connections and networking. As demonstrated in the cases of dating and pornography, the mobile phone is both a tool for meeting new people and disseminating sexual messages/media because it is a networked technology. The mobile phone is not fundamentally changing dating and pornography practices, but it is accelerating social and cultural trends already underway in Indonesia by facilitating the exchange and dissemination of messages and media. As these case studies show, what kinds of messages Indonesians choose to create and share are up to them. The same device can be used for relatively innocuous behavior as well as more controversial behavior. With increased adoption in Indonesia, the mobile will continue to be a lens through which to further explore modern socio-political issues. References Asmarani, Devi. “Indonesia: Top Golkar Official Quits over Sex Video.” The Straits Times 6 Dec. 2006. Barendregt, Bart. “Between M-Governance and Mobile Anarchies: Pornoaksi and the Fear of New Media in Present Day Indonesia.” European Association of Social Anthropologists Media Anthropology Network e-Seminar Series, 2006. Barker, Thomas. “VCD Pornography of Indonesia.” Asian Studies Association of Australia, Wollongong, 2006. BEDD Press Release. “World’s First Mobile Communities Software Is Bringing People Together in Singapore.” 8 June 2004. Bennett, Linda Rae. Women, Islam and Modernity: Single Women, Sexuality and Reproductive Health in Contemporary Indonesia. London: Routledge Curzon, 2005. Berry, Chris, Fran Martin, and Audrey Yue, eds. Mobile Cultures: New Media in Queer Asia. Durham, NC: Duke UP, 2003. Braude, Joseph. “How Bluetooth Helps Young Kuwaitis Get It On.” The New Republic Online 14 Sep. 2006. Browne, Susan. “The Gender Implications of Dangdut Kampungan: Indonesian ‘Low Class’ Popular Music.”* *Working Paper 109, Centre of Southeast Asian Studies, Monash University. 2000. Chua, Beng-Huat. “Consuming Asians: Ideas and Issues.” Consumption in Asia: Lifestyles and Identities. Ed. Beng-Huat Chua. London: Routledge, 2003. 1-34. Emka, Moammar. Jakarta Undercover: Sex n’ the City. Yogyakarta: Galang Press, 2002. Heryanto, Ariel. “New Media and Pop Cultures in(ter) Asia.” Soft Power and Spheres of Influence in South and Southeast Asia. National University of Singapore, 2006. Heryanto, Ariel, and Vedi Hadiz. “Post-Authoritarian Indonesia: A Comparative Southeast Asian Perspective.” Critical Asian Studies 37.2 (2005): 251-75. Humphreys, Lee. “Mobile Devices and Social Networking.” Mobile Pre-Conference at the International Communication Association. Erfurt, Germany, 2006. Ito, Mizuko. “Introduction: Personal, Portable, Pedestrian.” Personal, Portable, Pedestrian: Mobile Phones in Japanese Life. Eds. Mizuko Ito, Diasuke Okabe, and Misa Matsuda. Cambridge, MA: MIT Press, 2005. 1-16. JakartaPost.com. “Cell-Phone Users May Reach 80m This Year.” 6 Jan. 2006. http://www.thejakartapost.com/detailheadlines.asp? fileid=20070106.@02&irec=1>. Juliastuti, Nuraini. “Whatever I Want: Media and Youth in Indonesia before and after 1998.” Inter-Asia Cultural Studies 7 (2006): 1. Katz, James E., and Mark Aakhus, eds. Perpetual Contact: Mobile Communication, Private Talk, Public Performance. New York: Cambridge UP, 2002. Lesmana, Tjipta. Pornografi dalam Media Massa. Jakarta: Puspa Swara, 1994. Ling, Richard. The Mobile Connection: The Cell Phone’s Impact on Society. San Francisco, CA: Morgan Kaufmann, 2004. Mann, Steve, Jason Nolan, and Barry Wellman. “Sousveillance: Inventing and Using Wearable Computing Devices for Data Collection in Surveillance Environments.” Surveillance and Society 1.3 (2003): 331-55. Naughton, Philippe. “Video Sex Scandal Claims Indonesian MP.” The Times Online 8 Dec. 2006. Pinch, Trevor J., and Wiebe E. Bijker. “The Social Construction of Facts and Artifacts: Or How the Sociology of Science and the Sociology of Technology Might Benefit Each Other.” The Social Construction of Technological Systems: New Direction in the Sociology and History of Technology. Eds. W. E. Bijker, T. P. Hughes and T.J. Pinch. Cambridge, MA: MIT Press, 1987. 17-51. Smith-Hefner, Nancy J. “The New Muslim Romance: Changing Patterns of Courtship and Marriage among Educated Javanese Youth.” Journal of Southeast Asian Studies 36.3 (2005): 441-59. Suhartono, Harry. “Mobile Penetration to Drive Market Leader’s Profit Gain.” Reuters News 27 Oct. 2006. Sullivan, Kevin. “Saudi Youth Use Cellphone Savvy to Outwit the Sentries of Romance.” The Washington Post 6 Aug. 2006: A01. Suryakusuma, Julia. “The State and Sexuality in New Order Indonesia.” Fantasizing the Feminine in Indonesia. Ed. Laurie J. Sears. Durham, NC: Duke UP, 1996. 92-119. Utomo, Iwu Dwisetyani. “Sexual Values and Early Experiences among Young People in Jakarta: Youth, Courtship and Sexuality.” Coming of Age in South and Southeast Asia. Eds. Lenore Manderson and Pranee Liamputtong. Surey: Curzon, 2002. 207-27. Winner, Langdon. “Do Artifacts Have Politics?” Social Shaping of Technology. 2nd ed. Eds. Donald MacKenzie and Judy Wajcman. Buckingham, UK: Open UP, 2002. 28-40. World Bank. 2004 Indonesia Data & Statistics. 4 Jan. 2006. http://web.worldbank.org/WBSITE/EXTERNAL/COUNTRIES/ EASTASIAPACIFICEXT/INDONESIAEXTN/0,,menuPK:287097~pagePK: 141132~piPK:141109~theSitePK:226309,00.html>. Citation reference for this article MLA Style Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia." M/C Journal 10.1 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>. APA Style Humphreys, L., and T. Barker. (Mar. 2007) "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia," M/C Journal, 10(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>.
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6

Hardey, Mariann. "Going Live." M/C Journal 10, no. 1 (March 1, 2007). http://dx.doi.org/10.5204/mcj.2609.

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Introduction Australia’s mobile communications industry has been slower to embrace the convergence of digital communication technology compared to other areas of the Asia-Pacific region, in particular Japan. However, the introduction of new mobile networks and spread of broadband (albeit still limited in some areas) has given Australians opportunities to experience the new technosocial communications. As a result mobile communication resources have become embedded within a sociocultural infrastructure that is at once mobile, personalised and consumerist. This paper examines how the iGeneration (or ‘Internet Generation’, those born in the first half of the 1980s and who were the first to grow up in a networked and communications media driven society) of young Australians have taken up and embraced the mobile technologies as part of their everyday sociability. This journal issue is concerned to understand the significance of the convergence of mobile media. In this paper ‘mobile’ is taken to refer to the range of digital media that are owned and used by the iGeneration. These can include mobile phones, laptops, computers alongside an array of other digital social software and Web 2.0 resources such as email, Social Networking Systems (SNS), e.g. Facebook, that enable individuals to situate themselves and communicate across their social networks. The discussion that follows will touch on all of these mobile communication resources. It is argued that these should be seen as more than technical tools, as they offer a constant ‘tether’ to personalised and intimate connections (Ito et al, 2005). This in itself is significant because the emphasis is on a digitally mobile and connected sociability rather than any single device or piece of software. It will be concluded that this connected sociability means that for the iGeneration there is a seamless movement across what has been previously depicted as an off/online and disembodied dichotomy. Researching the iGeneration The paper draws on the data from 40 in-depth and open-ended interviews with undergraduate students who were in the last term of their first year at University in Australia in 2006. The conventions of anonymity have been followed to ensure that no individual may be identified. All interviews were digitally recorded (with permission) and detailed analysis undertaken utilising AtlasTi. The analysis involved identifying themes and issues as they emerged from reading and re-reading of the data. This group was chosen as they had established non-university social networks and new connections amongst university peers. The focus on what constitutes one of the more privileged sections of young people in terms of education, if not material resources, is appropriate in a study that seeks to explore those who are likely to be able to take advantage of innovative communications technology. Extracts from the interview data for this paper, are not intended to be representative, but rather are used for illustrative purposes. Mobile Life The diffusion of communications media has become ubiquitous amongst the iGeneration who are socially, temporally and spatially mobile and likely to immerse themselves in their social connections. This is a generation that has been said to “inhabit a different world” (Muller), where seemingly unregulated flows of information and methods of staying in touch with others ‘situate’ social lives as part of mobile sociability. Part of this more mobile sociability is the crossover between global and localised connections. Indeed, globalisation theorists have emphasised how the world is characterised by the flows of such information. Urry has paid particular attention to the forms of mobility that take place in a society characterised by the exchange and sharing of information and communication practices. This paper has a narrower focus and is concerned with what might be thought of as ‘local’ communicative practices between people situated in the same city and at the same, but dispersed, institutions. Mobile communications technology takes on an increasingly ‘invisible’ sociotechnological power that underlies the structure and shapes the experience of everyday sociability and relationships (Graham). Identified as “Digital Natives” by Prensky these individuals ‘thrive’ on their constant connectivity to one another. The following quote reflects the sentiments of many of the students interviewed: I would never be without my phone, or at least having some way of being in touch with my friends. People tend to have ties everywhere now and I find that I am always in touch at the click of a button anytime. (Jon) Key to social interaction for the iGeneration is to be constantly ‘switched on’ and available to others. Significantly, the mediated aspects of mobile technology means that social connections are valued for their ‘liveness’, whereby interactions are expected to take place in ‘real time’. In this way the iGeneration have become both the producers and consumers of ‘live’ content where personal engagements are ‘active’. This ensures that individuals are (and are seen to be) socially and digitally engaged. The new social practices that form part of an ‘on-the-go’ and ‘ever-current’ lifestyle means that to be ‘in touch’ has taken on a new symbolic and social form. All 40 of the students interviewed mentioned that they could not ‘imagine’ being detached from their social networks, or without some form of communication device on their person. The relationship between previously defined on and offline lives, or ‘real’ and ‘virtual’ situations are not separate entities in this context. Instead they are inextricably linked together as the individual is continually socially connected. Individuals are part of a constant present-ness and engagement to what is experienced as a lived or ‘worldspace’, rather than static ‘real’/’virtual’ world duality (Steinberg cited by White). As a result members of the iGeneration have to maintain two active and dynamic social presences, one that is ‘real’ world and the other that is virtual. They are always ‘situated’ in both their embodied and disembodied digital lives, and yet this is a duality that many do not consciously recognise as they move ‘seamlessly’ across different venues for sociability. In order to remain ‘up-to-date’ communication strategies are employed, as one student explained: Things are changing so fast, like you go away for just one day and you are just so out of the loop, things change continually and it’s nice to be part of that. It’s hard if you miss a message because then you are behind and don’t know what’s going on… you have to continue to make the effort if you want to stay in touch. (Kim) In Goffman’s classic analysis of face-to-face interaction he revealed the complexity of social communication and the nuanced use of ‘props’ and ‘backstage work’. In a similar fashion the mediated and real time interaction amongst the iGeneration is full of symbolic meanings and rituals. Ironically in what is often thought of as a disembodied sociability, where time and place cease to matter, it is the immediacy or live presence that is valued. Thus social life rotates around the emergence of a set of continually updated communications between individuals. Social relationships are ‘reworked’ as mobile communications introduces a new layer of social connectiveness. The process of communicating with someone is not just about what is expressed, but includes a set of subjective meanings as to the ‘whom’ an individual is and value of a relationship. Successful communication and development of relations through technology require the engagement of the self with shared social conventions and representations. Mobile technology has enabled a whole generation to mobilise relationships and connections whilst ‘on the move’ in a way that strengthen social bonds and facilitates a sense of social connectedness (Wei and Lo). Getting to Know Each Other For members of the iGeneration traditional forms of social meetings, and indeed settings, have become modified to take into account constant social connectivity. Students employ technologies to provide new ways of ‘getting-to-know’ others and to develop relationships. In particular, SNS is used to find out about potential new friends by drawing on the profiles and connections that are displayed on resources such as Facebook. Profiles involve the creation of a virtual ‘identity’ that represents an individual and may include digital photographs, music, a detailed self-description, lists of interests and of other ‘friends’ etc. Sites such as Facebook are popular because (at the time the research was undertaken) they require an email address from an academic institution in order to join. Consequently, users trusted the information displayed on these sites and rarely questioned whether the descriptions that they read were accurate (Jones and Soltren). Not only would it be seen as breaking communicative norms to, for example fabricate an identity on Facebook, it would also be a fabrication that would be difficult to maintain across the various media that are in use. Indeed it would be ultimately pointless in terms of a sociability that moves across media and between the virtual and non-virtual domains. Such sites are geared to the student population and it is often taken-for-granted that amongst students that they will have a Facebook profile. Reflecting this university clubs and societies distribute notices of events and so forth through Facebook. Individual profiles may also display mobile phone numbers and other points of contact so that the online descriptions of the self are linked to other forms of connection. As this Melbourne student explains, these resources provide new means of ‘getting to know’ others. The way in is different now if you are getting to know someone, before maybe you went out a few times and got to know their circle of friends, but now you can check out their MySpace profile, or send them a message on Facebook BEFORE you meet up. Just by messaging each other you know that there’s no awkwardness or danger of gaps in conversation before you get together. (Tom) In effect the individual is digitally represented in a range of digital spaces so that a stranger can imagine or construct a sense of the ‘real’ person without ‘knowing’ or engaging with them. Such imaginings represent an important means of being on familiar terms with others and the ‘social value’ or individuals ‘place’ within a social network (Gotved). In the early stages of becoming acquainted with someone the status of the individual was related to the how frequently they were contacted and the form of interaction that took place. As noted earlier Goffman’s (1978 [1959]) work is useful as social ceremonies and rules for interaction can be detected although these are often taken-for-granted unless people are prompted to talk about how they communicate with others. They are perhaps best exemplified by the following descriptions from students talking about how they ‘got-to-know’ one another at the beginning of the university term: When you are getting to know someone it’s interesting to see if they’ll message you or call, then your like ‘oh he’s a caller’ and can go from there. (Emma) If I don’t know the person well I like to text, I am not good on the phone and so it creates a way to say ‘hi’ without the danger of awkward gaps. Then you find yourself messaging back and forth and can meet up later… (Katie) You have to play to their agenda otherwise you never hook up. (Stu) Instant messaging like on MSN or texts or whatever totally helps with getting to know someone. Before you meet up you can find out whether you’ll get on or not and whether it’s worth you while meeting up. Kind of like a filtering process. (Dan) This mediated process may involve text messages, emails and mobile calls before individuals meet offline. Members of the iGeneration therefore use an integrated set of devices and software resources to initiate and maintain friendship networks. In effect the often-rich descriptions created in SNS reflect a visualisation of what Bourdieu has described as ‘habitus’. This notion of habitus, that can basically be seen as set of acquired dispositions is appropriate, as “when habitus encounters a social world of which it is the product, it is like a “fish in water” ... it takes the world about itself for granted” (Bourdieu and Wacquant 127). This neatly describes how the iGeneration incorporates mobile communications technology into their everyday lives. An Etiquette for Mobility The ‘rules’, attitudes and expectations, that come into play as part of these new mobile communication practices continue to remain tied to a recognised and preconceived social ordering. Indeed, one of the most important aspects of this kind of mobile communication is the adherence to a set of social rules through which individuals continually control the process of interaction itself. This includes for example, the pace of communication, when to text, to make a voice call, or to email, and so forth. Galloway has argued that there is a “decidedly playful” aspect to mobile interaction. However, a range of communicative strategies underwrites this ‘play’ as periods of non-contactability have to be ‘justified’ or explained. If such episodes are not explained these can become problematic, generate misunderstandings or cause anxieties within networks and emergent relationships. Indeed, the “simple fact of carrying a mobile phone generates in the carrier the expectation of being immediately available” (Licoppe and Heurtin 100). For this reason a sense of disappointment, or cause for concern, may be experienced if an individual receives for example no text messages for a period of time. Amongst those students who were in regular contact with one other a set of what can be thought of as ‘communicative regimes’ is negotiated. These arise out of social practices for connectivity that are part of virtual and face-to-face meetings. Such negotiations may be largely implicit but occur out of a shared sense of ‘knowing’ the other. Actions or non-actions such as not answering a voice call or responding to a message straight away can be seen as a social distancing. For example, a student talked about how he always immediately returned a text message to his housemate because “it was expected” and to delay a response without an explanation would not be seen as an appropriate response to a “close mate” (Riley). Consequently communication regimes are developed around relationships and may be layered in terms of status within a peer group. For the iGeneration such practices reflect what in pervious times would have been thought of as etiquette. It is interesting to note that at the time of writing this paper there were 11 global groups with some 2,870 members on Facebook dedicated to what is described as ‘Facebook etiquette’. Conclusion A purpose of this paper is to suggest that recent changes in the provision of information and communications services in Australia have created new opportunities for an iGeneration to incorporate the technologies within their everyday lives. There are similarities here with the practices found amongst young people in Japan, South Korea and other counties that have some of the most advanced publicly available communications infrastructures (Ito et al). It is worth noting that 3rd Generation mobile phones, and video technologies are less common in Australia, hence future convergence remains open to speculation and dependent upon improved network infrastructures and marketing. The emphasis in Australia is on the seamless use of different mobile communications technologies and the embedding of these within broader social practices. The convenience and ‘pocketability’ of communications devices has become one of the most important innovations for an iGeneration that desires communication, information and entertainment accessible in the palm of their hand, a first step “towards a digital paradise” (Standage). However, care has to be taken to differentiate between media and marketing hype and actual social practices. Commentaries and research in the early days of the Internet tended to focus on the possibilities it offered to escape the fleshy body through the screen into new identities, genders and bodily forms (Turkle; Haraway). While there are resources such as Second Life that provide a means to escape form the embodied self the main concern of the iGeneration is to promote sociability across the digital and real worlds. One reinforces and reflects the other so that the virtual self is always anchored in the embodied self. It is the convergence of the self through such representations that whilst not exactly embodied in a physical sense refer to a ‘real’ physicality and presence. This suggest that in terms of social practices for the iGeneration the virtual/place dichotomy is unhelpful and as Daniel Miller and Don Slater note “we need to treat Internet media as continuous with and embedded in other social spaces” (5). The convergence of mobile communicative resources highlighted in this paper and their embodiment into social practices suggests that users may have little more to gain in terms of sociability from, for example, streaming video on mobile phones. The emotive experience of being ‘in touch’ with one another remains a fundamental amongst the iGeneration who draw upon a range of mobile media and social software to form and sustain interactions. Such connections are conducted through a more or less nuanced set of communicative regimes that move across what for them is a seamless landscape of mediated and off line resources and relationships. References Bourdieu, Pierre, and L. Wacquant. An Invitation to Reflexive Sociology. Cambridge: Polity Press, 1992. Goffman, Erving. The Presentation of the Self in Everyday Life. Harmondsworth: Penguin, 1978 [1959]. Gotved, S. “Time and Space in Cyber Social Reality.” New Media and Society 8.3 (2006): 467-486. Graham, S. “Beyond the ‘Dazzling Light’: From Dreams of Transcendence to the ‘Remediation’.” New Media Society 6 (2004): 16-25. Haraway, Donna. “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century.” Simians, Cyborgs and Women: The Reinvention of Nature. New York: Routledge, 1991. Ito, Mizuko, Daisuke Okabe, and Misa Matsuda. Personal, Portable Pedestrian. Cambridge, Mass.: MIT Press, 2005. Harvey Jones, H., and J.H. Soltren. “Facebook: Threats to Privacy.” MIT, Dec. 2005. 6 Feb. 2007 http://www.swiss.ai.mit.edu/6.805/student-papers/fall05-papers/ facebook.pdf>. Licoppe, Christian, and J.P. Heurtin. “Managing One’s Availability to Telephone Communication through Mobile Phones.” Personal and Ubiquitous Computing 5 (201): 99-108. Miller, Daniel, and Don Slater. The Internet: An Ethnographic Approach. Oxford: Berg, 2000. Muller, D. “Y Bother? This Generation Inhabits a Different World.” Sydney Morning Herald 3 Oct. 2006. Prensky, M. “The Emerging Online Life of the Digital Native.” Marcprensky.com 2004. 2 Jan. 2007 http://www.marcprensky.com/writing/default.asp>. Standage, T. “Your Television Is Ringing.” The Economist: A Special Report on the Future of Telecoms. 14-20 Oct. 2006. Turkle, S. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster, 1995. Urry, John. “Mobile Sociology.” British Journal of Sociology 51.1 (2000): 185-203. White, M. “Television and Internet Differences by Design.” Convergence: The International Journal of Research into New Media Technologies 12.3 (2006): 341-355. Citation reference for this article MLA Style Hardey, Mariann. "Going Live: Converging Mobile Technology and the Sociability of the iGeneration." M/C Journal 10.1 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0703/09-hardey.php>. APA Style Hardey, M. (Mar. 2007) "Going Live: Converging Mobile Technology and the Sociability of the iGeneration," M/C Journal, 10(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0703/09-hardey.php>.
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Moore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (August 7, 2015). http://dx.doi.org/10.5204/mcj.1010.

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Abstract:
Released in 2012 as an Android only open-beta, Ingress is an alternate-reality game for mobile devices. Developed by Niantic Labs, a subsidiary of Google, Ingress now has 7 million users worldwide (Ingress) on both Android and Apple operating systems. Players are aligned to one of two opposing factions, the Resistance (Blue) and the Enlightened (Green). Working on behalf of their faction, individual players interact with “portals” in order to establish dominance over material environments. Portals are located at places of educational or historical value, public artworks, “hyper-local” locations, public libraries, and also places of worship (Google, “Candidate Portal Criteria”). Players take on the role of portal creators, submitting potential portals to the game developers after confirming their location in the game (Google, “New Portal Submissions”).Portals become the primary point of interaction for players, bridging the digital world of the game with the players’ surrounding material environments. Players may gain inventory by hacking portals in order to destroy and (re)claim portals. Territories are claimed by forging links between fully developed portals in order to establish control fields. Portals play an important part not only of the game but in situating the practice of play within the larger sociocultural and material framework of the urban environment. Players navigate their material environment, using portals and digital representations of such spaces alongside their existing knowledge of local environments, to engage with their immediate location as efficiently as possible. While numerous public landmarks are currently used as portals, the primary interest of this paper is the role street art plays within the game, and within the larger practice of curating the city. This paper addresses the practice of playing Ingress as a form of situated play—that is, the notion that play is underscored by sociocultural and material circumstance, while simultaneously contributing to a new shared understanding of what constitutes urban play and the conditions that underscore it. In doing so, this paper firstly addresses the notion of play as a situated practice, mobilising concepts from the field of human–computer interaction as well as cultural studies analyses of games and gaming culture. This framework is applied to the practice of playing Ingress with specific focus on the role street art has in the practice of playing. The discussion of urban play as a means of exhibiting street art is extended to discuss the cultural practice of street art itself, with both occupying the liminal space struggle over the functionality of public space. Both practices occupy this liminal space between subversive use of urban environments and a form of legitimate art—a debate which has been central to forms of urban gaming. By focusing on the role of street art in urban mobile gaming, this paper addresses the cultural function of both practices, while addressing larger questions of curatorship within the urban environment. That is: how can the practice of play, as informed by the practice of street art, be thought of as a means of curating urban spaces? This paper goes on to argue that the practice of urban play may be viewed as a form of curation via the practice of re-reading, re-mixing, and re-mediating urban environments—establishing a new shared understanding of street art, urban environments, and urban play. In this paper I argue that urban mobile games such as Ingress are best thought of as a situated practice. The idea of situated practice is drawn from the fields of game studies and human–computer interaction, and the concept of situated learning. Firstly, situated practice draws from the concept of situated gaming, a term established by Yates and Littleton to understand the cultural niches in which video gaming takes place. For Yates and Littleton, these cultural niches arise from an interaction between gaming, gamers, and gaming culture—all of which are discursively constructed and culturally relative practices. Apperley (Gaming) expands on these ideas to define situated gaming as, firstly, an inclusion of the materiality of embodied gaming experiences and, secondly, an intersection of local gaming cultures and a larger global gaming ecology. Drawing from Suchman’s concept of situated actions, such interactions with technology must be understood as contextualised within specific sociocultural and material circumstances. Dourish expands on Suchman’s work and suggests thinking less about these contexts and more on the practice of technological engagement, of making meaning out of our interaction with technology. This use of “practice” is influenced by the work of Lave and Wenger, who situate learning within a social setting, what they term a “community of practice”. In short, then, the act of playing Ingress is not only an interaction with underlying sociocultural and material circumstance which constitute the urban and play but also a process of generating a shared understanding of both the urban and play within this specific context.Fig. 1: A view of Ingress’s map showing nearby portal using navigation function.Playing with Street Art Ingress functions foremost as a form of urban play; it is a mobile game with location-aware capabilities. The practice of playing games within urban environments is often compared to historically situated forms of urban exploration, such as the Situationist International practice of dérive—a form of urban drifting that is often compared to contemporary forms of mobile-mediated urban play (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress players, in their creation and constant interaction with portals, assist in the mapping of material environments—benefiting both communities of play and the game’s designers, Niantic Labs and parent company Google. Players are able to submit portals to the game’s developers if their proposed portal meets the satisfaction of the developer’s portal requirements. Portals may be erected at “a location with a cool story, a place in history or educational value … a cool piece of art or unique architecture … a hidden gem of hyper-local spot” (Google, Candidate Portal criteria). A large number of public marks form the basis of Ingress portals, alongside plaques and prominent signage. Significantly, through their submission of portals players are participating in legitimising the history of a number of locations, ensuring up-to-date mapping of locations and landmarks. While a number of other landmarks form the basis of Ingress’s dense map of material environments, this paper is primarily concerned with the role public art plays in the practice of urban play and the curatorial possibilities of urban play. Given the portal criteria put in place by the game’s developers, Ingress pays a certain amount of attention to the historical, sociocultural, and material circumstance which constitute specific locations. As a mobile game, Ingress occupies a certain place within the history of playing in urban environments. Such historical practices have been previously discussed at length, drawing comparisons between practices of urban mobility which are themselves situated in specific historical and sociocultural movements (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress, via its inclusion of street art as a potential anchor for digital portals, draws on this historical struggle over urban environments and the inherent questions of functionality and organisation which emerge from this struggle. For Stenros, Montola, and Mäyrä (262), pervasive gaming, a form of urban mobile gaming, occupies a similar cultural space to that of street art or graffiti. They argue that both practices are located within a larger struggle over public space—a struggle grounded in urbanisation, legislation, and cultural norms. Drawing comparisons between more contemporary forms of urban mobility, such as the practice/sport of parkour or skateboarding, and the historically situated flâneur or urban stroller, the authors suggest that pervasive forms of gaming and play occupy a similar liminal space and are grounded in questions of urban functionality. Similarly, the urban space may become a gallery or canvas, a space that may be subject to curatorship that is not bound to institutional bodies. The organisation and experience of urban environments then becomes deeply involved in a contested ownership and questions of functionality that are at the heart of urban play.Within the context of Australia, the struggle over the legitimacy of both street art and video games has been subject to ongoing legal discourses. The liminal relationship between gaming and street art is perhaps best illustrated by the 2006 game Marc Ecko’s Getting Up: Contents Under Pressure. The game was granted an MA15+ rating under the existing model of video game regulation but was later refused classification due to its depiction of antisocial behaviour. The game’s rating was appealed by the Queensland Local Government Association. Apperley (“Video”) provides further details on this issue, situating the legislative decision within the historical and political context of Australia at the time, and offering insight into the means in which Getting Up represented street art as a legitimate art form. The game’s narrative, a dystopian future where graffiti is mobilised as a form of social protest against authoritarian bodies, is similar to that of the 2002 game Jet Set Radio Future. However, unlike Jet Set, Getting Up was grounded in a detailed representation of graffiti subcultures. Getting Up’s refused classification is symbolic of the later Australian landscape in which video games and street art occupy a liminal space between art form and artistic practice. The key issue, that of antisocial behaviour, links to the notion of cultural norms and the functionality, organisation, and representations within urban spaces and, moreover, within spaces of play. This struggle for legitimacy is key to understanding the relationship between street art and urban play. Despite the struggle to overcome the functionality of urban environments, street art retains levels of value as a form of cultural heritage. Both Merrill and MacDowall discuss the cultural functions of graffiti and street art, focusing on what Merrill terms a turn towards “post-graffiti”—a shift from the historical and cultural roots of street art and the practice of tagging (373). Such a turn is exemplified by an increased public interest: a legitimisation of artistic practices. Perhaps the most notable figure of such a shift is the Bristol artist Banksy, who is most famous for stencil based art. Graffiti and street art have arguably moved beyond their function as a subversive and subcultural movement, occupying a more legitimate space within urban environments and general public discourse. Within the context of Ingress, street art holds the potential to exist as a digital node of equal value to historical plaques, public libraries, or large commissioned public artworks. This shift, argues Merrill (385) allows for street art and graffiti to be viewed as a form of alternative heritage to urban environments and cultural movements within specific locations. For MacDowell (476), graffiti may be viewed as a form of folk art, subject to new-found romanticism within the context of this “post-graffiti” turn. That is, as a form of alternative heritage, graffiti and street art signify historically situated sociocultural movements and the roots of the practice itself. Games such as Ingress, then, not only legitimate street art as a form of cultural heritage via their inclusion in a non-hierarchical network alongside longstanding institutionalised buildings and artworks but also allow players to participate in an archiving of street art through interactive cartography. The practice of playing Ingress, then, is not only a means of viewing and exploring existing street art but also a direct process in achieving and curating historically situated works of art. Fig. 2: Portal information illustrating possible actions, portal level, and resonator information. Urban Play and “the New Curatorship”Having considered the role of graffiti or street art within urban play as a form of cultural heritage, as a means of linking to the roots of the practice itself and signifying a struggle over the urban environment as a space of predetermined functions, the question then is: what role does the practice of curatorship have within this mesh of interconnected practices? For Bennett and Beudel, the work of the curator, as a caretaker of cultural heritage, is often institutionalised. Within the context of the city, such institutionalisation is itself a symptom of the city as a spectacle. The authors argue that there is the potential for art to be present on a range of surfaces within the urban environment, and call into question the role of the curator within this process.As Groys notes, since Duchamp, the ontological division between the labour of making art and displaying art has collapsed. Public urban spaces, as designed spaces regulated by institutional bodies, are subject to the changing practice of audiences. That is, those who inhabit and experience the urban environment itself now have the possibility to participate or subvert traditional curatorial structures. Drawing on the etymology of the word “curate” as related to “cure,” Groys (53) suggests that the exhibition practice is thus a cure to the powerlessness of the image—a contextualisation of the image within new institutionalised frameworks for a viewing public. Who, then, in the network of relations that is urban play, constitutes this public? Ingress players function as one faction of a public who view, inhabit, move through, and experience the urban environment and any subsequent street art within. As such, they have the potential to take on a curatorial role within the organisation of street art—recontextualising such artworks and generating a new shared understanding of the sociocultural and material conditions which contribute to a broad understanding of the urban and urban play. As such, these forms of digitally mediated urban play blur boundaries between production, consumption, and play. Players, regardless of whether they had a hand in submitting portals to the game’s developers, are articulating a collectively organised database of public art. The practice of curation, as described by Potter, is essential for contemporary digital gaming practices. Players are constantly participating in transmedia landscapes, articulating their literacies through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling digital media (Apperley “Glitch” 240; Potter 175). Within Apperley’s example of Minecraft, play unites creativity and the curatorial as one activity. Within the context of Ingress, the practice of play brings together the practice of cartography and of the curatorial. Players, as individuals and as larger localised or global factions, participate in a global mapping of material space, expanding Google’s already extensive collection of cartographic data. Players are more concerned with exploring and territorialising within the context of local spaces, at the level of the national or regional. Such practices are an articulation of localised bodies of knowledge and often of local histories and contexts. Street art forms an integral part of this sociocultural and material fabric which underscores the practice of play. Thus, urban spaces are not subject to a transformative process, but rather to a collective curatorship whereby street art, and its embedded cultural heritage, form a key foundation of how play is performed within urban environments. Through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling, the practices of urban play may be thought of as what Potter terms “new curatorship.” Potter’s notion of curatorship is grounded in the identity formation of young children through their use of social media and articulation of digital literacy practices. With playful urban practices such as Ingress, this practice is an articulation of urban literacies: of understanding the rich cultural heritage of specific locations, and of constituting the player’s identity as tied to these specific locations. Players no longer perform merely as an audience for existing forms of urban or street art. Alongside the technological infrastructures put in place by the game’s developers, Niantic Labs and Google, players may be viewed as actively participating in a curatorial process. Players, in their articulation of complex systems and archives of street art, through the ability to constantly update, document, and construct urban narratives with street art at their core, may be viewed as co-curating urban environments. Working together with developers, street artists, and urban planners, players are constantly re-developing and sharing a new shared understanding of urban environments and the complex network of relations which constitutes the urban environment and the practice of urban play.Fig. 3: Players may vote on and contribute new photographs to maintain accurate records of art.Conclusion To play Ingress is to participate in a situated practice of play. Here, play is grounded in material and sociocultural circumstance, with street art and graffiti representing just one of many practices which inform contemporary urban play. Within the context of Ingress, street art is played with as an object within the game (a portal), but it also occupies a similar liminal space. Both urban games and street art have been subject to ongoing debates about the functionality of urban spaces and appropriate behaviour within these spaces. Ingress also taps into street art as a form of cultural heritage; it represents shifts in power dynamics, local histories, and a range of other significant local histories. To play with street art is to acknowledge its roots, both on an international and local level. With the ability to digitally archive these histories and locations, as well as engage in the cartographic practice of urban play, Ingress players can thus be thought of as curators of the city. Through the lens of new curatorship, urban play can be thought of as a form of re-reading of urban environments, as a process of exhibiting a new-found shared understanding of specific locations and public artworks. Street art and graffiti are just one of many sociocultural and material circumstances which inform the practice of urban play. During play, there is a critical reflection on the role street art has, not only during the current context of play but also more broadly as a key component of contemporary urban landscapes. Street art functions as a form of cultural heritage, as an element of urban exploration, and as a point of reference for navigating city spaces. Ingress brings together these interrelated forms of organising and sharing experiences of urban environments, through the practice of curation. Such practices are reflexively intertwined with playing urban mobile games as such Ingress. As such, the act of playing Ingress is, in essence, a form of urban literacy, as a practice of understanding the rich and complex sociocultural conditions which contribute to our understanding of urban environments. It is a practice of collecting, assembling, and exhibiting a range of locations. The practice of playing Ingress is a collective curation of city spaces on a global scale.References Apperley, Thomas. “Glitch Sorting: Minecraft, Curation, and the Post Digital.” Postdigital Aesthetics: Art, Computation and Design. Ed. David M. Berry and Michael Dieter. London: Palgrave Macmillan, 2015. 232–44.———. “Video Games in Australia.” The Video Game Explosion: A History from PONG to Playstation and Beyond. Ed. Mark J.P. Wolf. USA: Greenwood P, 2008. 22–29.———. Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute of Network Cultures, 2009.Bennett, Jill, and Saskia Beudel. Curating Sydney: Imagining the City’s Future. Sydney: UNSW P, 2014.De Souza e Silva, Adriana, and Larissa Hjorth. “Playful Urban Spaces: A Historical Approach to Mobile Games.” Simulation & Gaming 40.5 (2009): 602–25. Dourish, Paul. “What We Talk about When We Talk about Context.” Personal Ubiquitous Computing 8.1 (2004): 19–30.Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, MA: MIT P, 2009.———. “Locating Play and Politics: Real World Games & Activism.” Leonardo Electronic Almanac 16.2–3 (2008). 5 June 2015 ‹http://www.leonardo.info/LEA/perthDAC/MFlanagan_LEA160203.pdf›.Groys, Boris. Going Public. Ed. Julieta Aranda, Brian Kuan Wood, and Anton Vidokle. Berlin: Sternberg Press, 2010.Google. “Candidate Portal Criteria.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/3066197?hl=en›. ———. “New Portal Submissions.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/2808254?hl=en›. Lave, Jean, and Etienne Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge UP, 1991.MacDowall, Lachlan. “In Praise of 70K: Cultural Heritage and Graffiti Style.” Continuum 20.4 (2006): 471–84.Merrill, Samuel. “Keeping It Real? Subcultural Graffiti, Street Art, Heritage and Authenticity.” International Journal of Heritage Studies 21.4 (2015): 369–89.Niantic Labs. Ingress. Android Mobile Application. 2012.Potter, John. Digital Media and Learner Identity: The New Curatorship. New York: Palgrave Macmillan, 2012.Stenros, Jaakko, Markus Montola, and Frans Mäyrä. “Pervasive Games in Media Culture.” Pervasive Games: Theory and Design. Eds. Markus Montola, Jakko Stenros, and Annika Waern. Amsterdam: CRC P, 2009.Stevens, Quentin. The Ludic City: Exploring the Potential of Public Spaces. New York: Routledge, 2007.Suchman, Lucy. Human-Machine Reconfigurations: Plans and Situated Actions. 2nd ed. Cambridge: Cambridge UP, 2006.———. Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge: Cambridge UP, 1987.Yates, Simeon J., and Karen Littleton. “Understanding Computer Game Cultures: A Situated Approach.” Information, Communication & Society 2.4 (1999): 566–83.
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Pham, Linh Manh, and Xuan Tung Hoang. "An Elasticity Framework for Distributed Message Queuing Telemetry Transport Brokers." VNU Journal of Science: Computer Science and Communication Engineering 37, no. 1 (April 5, 2021). http://dx.doi.org/10.25073/2588-1086/vnucsce.267.

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Internet of Things (IoT) applications are increasingly making impact in all areas of humanlife. Day by day, its chatty embedded devices have been generating tons of data requiring effectivenetwork infrastructure. To deliver millions of IoT messages back and fort with as few faults aspossible, participation of communication protocols like MQTT is a must. Lightweight blueprintand friendly battery are just two of many advantages of this protocol making it become a dominantin IoT world. In real application scenarios, distributed MQTT solutions are usually required sincecentralized MQTT approach is incapable of dealing with huge amount of data. Although distributedMQTT solutions are scalable, they do not adapt to fluctuations of traffic workload. This might costIoT service provider because of redundant computation resources. This leads to the need of a novelapproach that can adapt its size changes in workload. This article proposes such an elastic solutionby proposing a flexible MQTT framework. Our MQTT framework uses off-the-shelf componentsto obtain server’s elasticity while keeping IoT applications intact. Experiments are conducted tovalidate elasticity function provided by an implementation of our framework. Keywords MQTT broker, Elasticity, Internet of Things, Cloud computing References [1] Sharma, D. Panwar, Green IoT: Advancements and Sustainability with Environment by 2050. In: 8th International Conference on Reliability, Infocom Technologies and Optimization (Trends and Future Directions) (ICRITO), Noida, India, 2020, pp. 1127-1132. [2] Turner, D. Reinsel, J.F. Gantz, S. Minton, The Digital Universe of Opportunities: Rich Data and the Increasing Value of the Internet of Things, IDC Report Apr, 2014. [3] MQ Telemetry Transport. http://mqtt.org/, 2020 (30 October 2020). [4] Mell, T. Grance, The NIST definition of cloud computing (draft), NIST special publication 800-145 (2011) 1-3. [5] T. Eugster, P.A. Felber, R. Guerraoui, A. Kermarrec, The many faces of publish/subscribe, ACM Comput, Surv. 35(2) (2003) 114-131. [6] Kawaguchi, M. Bandai, Edge Based MQTT Broker Architecture for Geographical IoT Applications, 2020 International Conference on Information Networking (ICOIN), Barcelona, Spain, 2020, pp. 232-235. [7] Gupta, S. Khera, N. Turk, MQTT protocol employing IOT based home safety system with ABE encryption, Multimed Tools Appl, 2020. [8] Mukambikeshwari, Poojary, Smart Watering System Using MQTT Protocol in IoT, Advances in Artificial Intelligence and Data Engineering. Advances in Intelligent Systems and Computing, Springer, Singapore 1133 (2020) số trang đầu-cuối. [9] C. See, E.X. Ho, IoT-Based Fire Safety System Using MQTT Communication Protocol, International Journal of Integrated Engineering. 12(6) (2020) 207-215. [10] Nazir, M. Kaleem, Reliable Image Notifications for Smart Home Security with MQTT, International Conference on Information Science and Communication Technology (ICISCT), Karachi, Pakistan, 2019, pp. 1-5. [11] Alqinsi, I.J.M. Edward, N. Ismail, W. Darmalaksana, IoT-Based UPS Monitoring System Using MQTT Protocols, 4th International Conference on Wireless and Telematics (ICWT), Nusa Dua, 2018, pp. 1-5. [12] Comparison of MQTT Brokers, https://tewarid.github.io/2019/03/21/comparison-of-mqtt-brokers.html”/, 2020 (30 October 2020). [13] Collina, G.E. Corazza, A. Vanelli-Coralli, Introducing the QEST broker: Scaling the IoT by bridging MQTT and REST, 2012 IEEE 23rd International Symposium on Personal, Indoor and Mobile Radio Communications - (PIMRC), Sydney, NSW, 2012, pp. 36-41. [14] Schmitt, F. Carlier, V. Renault, Data Exchange with the MQTT Protocol: Dynamic Bridge Approach, 2019 IEEE 89th Vehicular Technology Conference (VTC2019-Spring), Kuala Lumpur, Malaysia, 2019, pp. 1-5. [15] M.V. Zambrano, M.V. Zambrano, E.L.O. Mej´ıa, X.H. Calderon´, SIGPRO: A Real-Time Progressive Notification System Using MQTT Bridges and Topic Hierarchy for Rapid Location of Missing Persons, in IEEE Access. 8 (2020) 149190-149198. [16] The features that various MQTT servers (brokers) support. https://github.com/mqtt/mqtt.github.io/wiki/server-support”/, 2020 (30 October 2020). [17] Jutadhamakorn, T. Pillavas, V. Visoottiviseth, R. Takano, J. Haga, D. Kobayashi, A scalable and low-cost MQTT broker clustering system, 2017 2nd International Conference on Information Technology (INCIT), Nakhonpathom, 2017, pp. 1-5. [18] Y. Thean, V. Voon Yap, P.C. Teh, Container-based MQTT Broker Cluster for Edge Computing, 2019 4th International Conference and Workshops on Recent Advances and Innovations in Engineering (ICRAIE), Kedah, Malaysia, 2019, pp. 1-6. [19] Detti, L. Funari, N. Blefari-Melazzi, Sub-Linear Scalability of MQTT Clusters in Topic-Based Publish-Subscribe Applications, in IEEE Transactions on Network and Service Management 17(3) (2020) 1954-1968. [20] R. Righi, E, Correa, M.M. Gomes, C.A. Costa, Enhancing performance of IoT applications with load prediction and cloud elasticity, Future Generation Computer Systems 109 (2020) 689-701. [21] H. Fourati, S. Marzouk, K. Drira, M. Jmaiel, DOCKERANALYZER: Towards Fine Grained Resource Elasticity for Microservices-Based Applications Deployed with Docker, 20th International Conference on Parallel and Distributed Computing, Applications and Technologies (PDCAT), Gold Coast, Australia, 2019, pp. 220-225. [22] Nardelli, V. Cardellini, E. Casalicchio, Multi-Level Elastic Deployment of Containerized Applications in Geo-Distributed Environments, 2018 IEEE 6th International Conference on Future Internet of Things and Cloud (FiCloud), Barcelona, 2018, pp. 1-8. [23] M. Pham, A Big Data Analytics Framework for IoT Applications in the Cloud, VNU Journal of Science: Computer Science and Communication Engineering 31(2) (2015) 44-55. [24] F. Rodrigues, I.G. Wendt, R.R. Righi, C.A. Costa, J.L.V. Barbosa, A.M. Alberti, Brokel: Towards enabling multi-level cloud elasticity on publish/subscribe brokers, International Journal of Distributed Sensor Networks 13(8) (2017) 1-20. [25] Vavassori, J. Soriano, R. Fernandez, Enabling Large-Scale IoT-Based Services through Elastic Publish/Subscribe, Sensors, 2017. [26] A distributed, reliable key-value store. https://etcd.io/docs/v3.4.0/, 2020 (30 October 2020). [27] Roure, C. Goble, Software Design for Empowering Scientists, IEEE Software 26(1) (2009) 88-95. [28] EMQX Broker. https://docs.emqx.io/broker/latest/en/, 2020 (30 October 2020). [29] Kubernetes. https://kubernetes.io/, 2020 (30 October 2020). [30] HAProxy. https://www.haproxy.com/solutions/load-balancing/, 2020 (30 October 2020). [31] OpenStack: Open Source Cloud Computing Infrastructure. https://www.openstack.org/, 2020 (30 October 2020). [32] OpenStack Heat. https://docs.openstack.org/heat/latest/, 2020 (30 October 2020). [33] OpenStack Ceilometer. https://docs.openstack.org/ceilometer/latest/, 2020 (30 October 2020). [34] OpenStack Aodh. https://docs.openstack.org/aodh/latest/, 2020 (30 October 2020). [35] Gnocchi - Metric as a Service. https://gnocchi.xyz/, 2020 (30 October 2020). [36] RabbitMQ. https://www.rabbitmq.com/, 2020 (30 October 2020). [37] Apache Jmeter. https://jmeter.apache.org/, 2020 (30 October 2020). [38] M. Pham, T.T. Nguyen, M.D. Tran, A Benchmarking Tool for Elastic MQTT Brokers in IoT Applications, International Journal of Information and Communication Sciences 4(4) (2019) 59-67.
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Nansen, Bjorn. "Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques." M/C Journal 18, no. 5 (October 14, 2015). http://dx.doi.org/10.5204/mcj.1026.

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Introduction It is now commonplace for babies to begin their lives inhabiting media environments characterised by the presence, distribution, and mobility of digital devices and screens. Such arrangements can be traced, in part, to the birth of a new regime of mobile and touchscreen media beginning with the release of the iPhone in 2007 and the iPad in 2010, which stimulated a surge in household media consumption, underpinned by broadband and wireless Internet infrastructures. Research into these conditions of ambient mediation at the beginnings of life, however, is currently dominated by medical and educational literature, largely removed from media studies approaches that seek to understand the everyday contexts of babies using media. Putting aside discourses of promise or peril familiar to researchers of children’s media (Buckingham; Postman), this paper draws on ongoing research in both domestic and social media settings exploring infants’ everyday encounters and entanglements with mobile media and communication technologies. The paper identifies the ways infants’ mobile communication is assembled and distributed through touchscreen interfaces, proxy parent users, and commercial software sorting. It argues that within these interfacial, intermediary, and interactive contexts, we can conceptualise infants’ communicative agency through an emerging repertoire of techniques: accidental, assisted and automated. This assemblage of infant communication recognises that children no longer live with but in media (Deuze), which underscores the impossibility of a path of media resistance found in medical discourses of ‘exposure’ and restriction, and instead points to the need for critical and ethical responses to these immanent conditions of infant media life. Background and Approach Infants, understandably, have largely been excluded from analyses of mobile mediality given their historically limited engagement with or capacity to use mobile media. Yet, this situation is undergoing change as mobile devices become increasingly prominent in children’s homes (OfCom; Rideout), and as touchscreen interfaces lower thresholds of usability (Buckleitner; Hourcade et al.). The dominant frameworks within research addressing infants and media continue to resonate with long running and widely circulated debates in the study of children and mass media (Wartella and Robb), responding in contradictory ways to what is seen as an ever-increasing ‘technologization of childhood’ (McPake, Plowman and Stephen). Education research centres on digital literacy, emphasising the potential of mobile computing for these future digital learners, labourers, and citizens (McPake, Plowman and Stephen). Alternatively, health research largely positions mobile media within the rubric of ‘screen time’ inherited from older broadcast models, with paediatric groups continuing to caution parents about the dangers of infants’ ‘exposure’ to electronic screens (Strasburger and Hogan), without differentiating between screen types or activities. In turn, a range of digital media channels seek to propel or profit from infant media culture, with a number of review sites, YouTube channels and tech blogs promoting or surveying the latest gadgets and apps for babies. Within media studies, research is beginning to analyse the practices, conceptions and implications of digital interfaces and content for younger children. Studies are, for example, quantifying the devices, activities, and time spent by young children with mobile devices (Ofcom; Rideout), reviewing the design and marketing of children’s mobile application software products (e.g. Shuler), analysing digital content shared about babies on social media platforms (Kumar & Schoenebeck; Morris), and exploring emerging interactive spaces and technologies shaping young children’s ‘postdigital’ play (Giddings; Jayemanne, Nansen and Apperley). This paper extends this growing area of research by focusing specifically on infants’ early encounters, contexts, and configurations of mobile mediality, offering some preliminary analysis of an emerging repertoire of mobile communication techniques: accidental, assisted, and automated. That is, through infants playing with devices and accidentally activating them; through others such as parents assisting use; and through software features in applications that help to automate interaction. This analysis draws from an ongoing research project exploring young children’s mobile and interactive media use in domestic settings, which is employing ethnographic techniques including household technology tours and interviews, as well as participant observation and demonstrations of infant media interaction. To date 19 families, with 31 children aged between 0 and 5, located in Melbourne, Australia have participated. These participating families are largely homogeneous and privileged; though are a sample of relatively early and heavy adopters that reveal emerging qualities about young children’s changing media environments and encounters. This approach builds on established traditions of media and ethnographic research on technology consumption and use within domestic spaces (e.g. Mackay and Ivey; Silverstone and Hirsch), but turns to the digital media encountered by infants, the geographies and routines of these encounters, and how families mediate these encounters within the contexts of home life. This paper offers some preliminary findings from this research, drawing mostly from discussions with parents about their babies’ use of digital, mobile, and touchscreen media. In this larger project, the domestic and family research is accompanied by the collection of online data focused on the cultural context of, and content shared about, infants’ mobile media use. In this paper I report on social media analysis of publicly shared images tagged with #babyselfie queried from Instagram’s API. I viewed all publicly shared images on Instagram tagged with #babyselfie, and collected the associated captions, comments, hashtags, and metadata, over a period of 48 hours in October 2014, resulting in a dataset of 324 posts. Clearly, using this data for research purposes raises ethical issues about privacy and consent given the posts are being used in an unintended context from which they were originally shared; something that is further complicated by the research focus on young children. These issues, in which the ease of extracting online data using digital methods research (Rogers), needs to be both minimised and balanced against the value of the research aims and outcomes (Highfield and Leaver). To minimise risks, captions and comments cited in this paper have been de-identified; whist the value of this data lies in complementing and contextualising the more ethnographically informed research, despite perceptions of incompatibility, through analysis of the wider cultural and mediated networks in which babies’ digital lives are now shared and represented. This field of cultural production also includes analysis of examples of children’s software products from mobile app stores that support baby image capture and sharing, and in particular in this paper discussion of the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. The rationale for drawing on these multiple sources of data within the larger project is to locate young children’s digital entanglements within the diverse places, platforms and politics in which they unfold. This research scope is limited by the constraints of this short paper, however different sources of data are drawn upon here in order to identify, compare, and contextualise the emerging themes of accidental, assisted, and automated. Accidental Media Use The domestication and aggregation of mobile media in the home, principally laptops, mobile phones and tablet computers has established polymediated environments in which infants are increasingly surrounded by mobile media; in which they often observe their parents using mobile devices; and in which the flashing of screens unsurprisingly draws their attention. Living within these ambient media environments, then, infants often observe, find and reach for mobile devices: on the iPad or whatever, then what's actually happening in front of them, then naturally they'll gravitate towards it. These media encounters are animated by touchscreens interfaces that are responsive to the gestural actions of infants. Conversely, touchscreen interfaces drive attempts to swipe legacy media screens. Underscoring the nomenclature of ‘natural user interfaces’ within the design and manufacturer communities, screens lighting up through touch prompts interest, interaction, and even habituation through gestural interaction, especially swiping: It's funny because when she was younger she would go up the T.V. and she would try swiping to turn the channel.They can grab it and start playing with it. It just shows that it's so much part of their world … to swipe something. Despite demonstrable capacities of infants to interact with mobile screens, discussions with parents revealed that accidental forms of media engagement were a more regular consequence of these ambient contexts, interfacial affordances and early encounters with mobile media. It was not uncommon for infants to accidentally swipe and activate applications, to temporarily lock the screen, or even to dial contacts: He didn't know the password, and he just kept locking it … find it disabled for 15 minutes.If I've got that on YouTube, they can quite quickly get on to some you know [video] … by pressing … and they don't do it on purpose, they're just pushing random buttons.He does Skype calls! I think he recognizes their image, the icon. Then just taps it and … Similarly, in the analysis of publicly shared images on Instagram tagged with #babyselfie, there were instances in which it appeared infants had accidentally taken photos with the cameraphone based on the image content, photo framing or descriptions in the caption. Many of these photos showed a baby with an arm in view reaching towards the phone in a classic trope of a selfie image; others were poorly framed shots showing parts of baby faces too close to the camera lens suggesting they accidentally took the photograph; whilst most definitive was many instances in which the caption of the image posted by parents directly attributed the photographic production to an infant: Isabella's first #babyselfie She actually pushed the button herself! My little man loves taking selfies lol Whilst, then, the research identified many instances in which infants accidentally engaged in mobile media use, sometimes managing to communicate with an unsuspecting interlocutor, it is important to acknowledge such encounters could not have emerged without the enabling infrastructure of ambient media contexts and touchscreen interfaces, nor observed without studying this infrastructure utilising materially-oriented ethnographic perspectives (Star). Significantly, too, was the intermediary role played by parents. With parents acting as intermediaries in household environments or as proxy users in posting content on their behalf, multiple forms of assisted infant communication were identified. Assisted Media Use Assisted communication emerged from discussions with parents about the ways, routines, and rationale for making mobile media available to their children. These sometimes revolved around keeping their child engaged whilst they were travelling as a family – part of what has been described as the pass-back effect – but were more frequently discussed in terms of sharing and showing digital content, especially family photographs, and in facilitating infant mediated communication with relatives abroad: they love scrolling through my photos on my iPhone …We quite often just have them [on Skype] … have the computers in there while we're having dinner … the laptop will be there, opened up at one end of the table with the family here and there will be my sister having breakfast with her family in Ireland … These forms of parental mediated communication did not, however, simply situate or construct infants as passive recipients of their parents’ desires to make media content available or their efforts to establish communication with extended family members. Instead, the research revealed that infants were often active participants in these processes, pushing for access to devices, digital content, and mediated communication. These distributed relations of agency were expressed through infants verbal requests and gestural urging; through the ways parents initiated use by, for example, unlocking a device, preparing software, or loading an application, but then handed them over to infants to play, explore or communicate; and through wider networks of relations in which others including siblings, acted as proxies or had a say in the kinds of media infants used: she can do it, once I've unlocked … even, even with iView, once I'm on iView she can pick her own show and then go to the channel she wants to go to.We had my son’s birthday and there were some photos, some footage of us singing happy birthday and the little one just wants to watch it over and over again. She thinks it's fantastic watching herself.He [sibling] becomes like a proxy user … with the second one … they don't even need the agency because of their sibling. Similarly, the assisted communication emerging from the analysis of #babyselfie images on Instagram revealed that parents were not simply determining infant media use, but often acting as proxies on their behalf. #Selfie obsessed baby. Seriously though. He won't stop. Insists on pressing the button and everything. He sees my phone and points and says "Pic? Pic?" I've created a monster lol. In sharing this digital content on social networks, parents were acting as intermediaries in the communication of their children’s digital images. Clearly they were determining the platforms and networks where these images were published online, yet the production of these images was more uncertain, with accidental self-portraits taken by infants suggesting they played a key role in the circuits of digital photography distribution (van Dijck). Automated Media Use The production, archiving, circulation and reception of these images speaks to larger assemblages of media in which software protocols and algorithms are increasingly embedded in and help to configure everyday life (e.g. Chun; Gillespie), including young children’s media lives (Ito). Here, software automates process of sorting and shaping information, and in doing so both empowers and governs forms of infant media conduct. The final theme emerging from the research, then, is the identification of automated forms of infant mobile media use enabled through software applications and algorithmic operations. Automated techniques of interaction emerged as part of the repertoire of infant mobile mediality and communication through observations and discussions during the family research, and through surveying commercial software applications. Within family discussions, parents spoke about the ways digital databases and applications facilitated infant exploration and navigation. These included photo galleries stored on mobile devices, as well as children’s Internet television services such as the Australian Broadcasting Corporation’s catch-up online TV service, iView, which are visually organised and easily scrollable. In addition, algorithmic functions for sorting, recommending and autoplay on the video-sharing platform YouTube meant that infants were often automatically delivered an ongoing stream of content: They just keep watching it [YouTube]. So it leads on form the other thing. Which is pretty amazing, that's pretty interactive.Yeah, but the kids like, like if they've watched a YouTube clip now, they'll know to look down the next column to see what they want to play next … you get suggestions there so. Forms of automated communication specifically addressing infants was also located in examples of children’s software products from mobile app stores: the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. These applications are designed to support baby image capture and sharing, promising to “allow your baby to take a photo of him himself [sic]” (Giudicelli), based on automated software features that use sounds and images to capture a babies attention and touch sensors to activate image capture and storage. In one sense, these applications may appear to empower infants to participate in the production of digital content, namely selfies, yet they also clearly distribute this agency with and through mobile media and digital software. Moreover, they imply forms of conduct, expectations and imperatives around the possibilities of infant presence in a participatory digital culture. Immanent Ethic and Critique Digital participation typically assumes a degree of individual agency in deciding what to share, post, or communicate that is not typically available to infants. The emerging communicative practices of infants detailed above suggests that infants are increasingly connecting, however this communicative agency is distributed amongst a network of ambient devices, user-friendly interfaces, proxy users, and software sorting. Such distributions reflect conditions Deuze has noted, that we do not live with but in media. He argues this ubiquity, habituation, and embodiment of media and communication technologies pervade and constitute our lives becoming effectively invisible, negating the possibility of an outside from which resistance can be mounted. Whilst, resistance remains a solution promoted in medical discourses and paediatric advice proposing no ‘screen time’ for children aged below two (Strasburger and Hogan), Deuze’s thesis suggests this is ontologically futile and instead we should strive for a more immanent relation that seeks to modulate choices and actions from within our media life: finding “creative ways to wield the awesome communication power of media both ethically and aesthetically” ("Unseen" 367). An immanent ethics and a critical aesthetics of infant mediated life can be located in examples of cultural production and everyday parental practice addressing the arrangements of infant mobile media and communication discussed above. For example, an article in the Guardian, ‘Toddlers pose a serious risk to smartphones and tablets’ parodies moral panics around children’s exposure to media by noting that media devices are at greater risk of physical damage from children handling them, whilst a design project from the Eindhoven Academy – called New Born Fame – built from soft toys shaped like social media logos, motion and touch sensors that activate image capture (much like babyselfie apps), but with automated social media sharing, critically interrogates the ways infants are increasingly bound-up with the networked and algorithmic regimes of our computational culture. Finally, parents in this research revealed that they carefully considered the ethics of media in their children’s lives by organising everyday media practices that balanced dwelling with new, old, and non media forms, and by curating their digitally mediated interactions and archives with an awareness they were custodians of their children’s digital memories (Garde-Hansen et al.). I suggest these examples work from an immanent ethical and critical position in order to make visible and operate from within the conditions of infant media life. Rather than seeking to deny or avoid the diversity of encounters infants have with and through mobile media in their everyday lives, this analysis has explored the ways infants are increasingly configured as users of mobile media and communication technologies, identifying an emerging repertoire of infant mobile communication techniques. The emerging practices of infant mobile communication outlined here are intertwined with contemporary household media environments, and assembled through accidental, assisted, and automated relations of living with mobile media. Moreover, such entanglements of use are both represented and discursively reconfigured through multiple channels, contexts, and networks of public mediation. Together, these diverse contexts and forms of conduct have implications for both studying and understanding the ways babies are emerging as active participants and interpellated subjects within a continually expanding digital culture. Acknowledgments This research was supported with funding from the Australian Research Council (ARC) Discovery Early Career Researcher Award (DE130100735). I would like to express my appreciation to the children and families involved in this study for their generous contribution of time and experiences. References Buckingham, David. After the Death of Childhood: Growing Up in the Age of Electronic Media. Polity Press: Oxford, 2000. Buckleitner, Warren. “A Taxonomy of Multi-Touch Interaction Styles, by Stage.” Children's Technology Review 18.11 (2011): 10-11. Chun, Wendy. Programmed Visions: Software and Memory. Cambridge: MIT Press, 2011. Deuze, Mark. “Media Life.” Media, Culture and Society 33.1 (2011): 137-148. Deuze, Mark. “The Unseen Disappearance of Invisible Media: A Response to Sebastian Kubitschko and Daniel Knapp.” Media, Culture and Society 34.3 (2012): 365-368. Garde-Hansen, Joanne, Andrew Hoskins and Anna Reading. Save as … Digital Memories. Hampshire: Palgrave Macmillan, 2009. Giddings, Seth. Gameworlds: Virtual Media and Children’s Everyday Play. New York: Bloomsbury, 2014. Gillespie, Tarleton. “The Relevance of Algorithms.” Media Technologies: Essays on Communication, Materiality, and Society. Eds. Tarelton Gillespie, Pablo Boczkowski and Kirsten Foot. Cambridge: MIT Press, 2014. Giudicelli, Patrick. "My Baby Selfie." iTunes App Store. Apple Inc., 2015. Highfield, Tim, and Tama Leaver. “A Methodology for Mapping Instagram Hashtags.” First Monday 20.1 (2015). Hourcade, Juan Pablo, Sarah Mascher, David Wu, and Luiza Pantoja. “Look, My Baby Is Using an iPad! An Analysis of Youtube Videos of Infants and Toddlers Using Tablets.” Proceedings of CHI 15. New York: ACM Press, 2015. 1915–1924. Ito, Mizuko. Engineering Play: A Cultural History of Children’s Software. Cambridge: MIT Press, 2009. Jayemanne, Darshana, Bjorn Nansen and Thomas Apperley. “Post-Digital Play and the Aesthetics of Recruitment.” Proceedings of Digital Games Research Association (DiGRA) 2015. Lüneburg, 14-17 May 2015. Kumar, Priya, and Sarita Schoenebeck. “The Modern Day Baby Book: Enacting Good Mothering and Stewarding Privacy on Facebook.” Proceedings of CSCW 2015. Vancouver, 14-18 March 2015. Mackay, Hugh, and Darren Ivey. Modern Media in the Home: An Ethnographic Study. Rome: John Libbey, 2004. Morris, Meredith. “Social Networking Site Use by Mothers of Young Children.” Proceedings of CSCW 2014. 1272-1282. OfCom. Children and Parents: Media Use and Attitudes Report. London: OfCom, 2013. McPake, Joanna, Lydia Plowman and Christine Stephen. "The Technologisation of Childhood? Young Children and Technology in The Home.” Children and Society 24.1 (2010): 63–74. Postman, Neil. Technopoly: The Surrender of Culture to Technology. New York: Vintage, 1993. Rideout, Victoria. Zero to Eight: Children’s Media Use in America 2013. Common Sense Media, 2013. Rogers, Richard. Digital Methods. Boston. MIT Press, 2013. Silverstone, Roger, and Eric Hirsch (eds). Consuming Technologies: Media and Information in Domestic Spaces. London: Routledge, 1992. Shuler, Carly. iLearn: A Content Analysis of the iTunes App Store’s Education Section. New York: The Joan Ganz Cooney Center at Sesame Workshop, 2009. Star, Susan Leigh. “The Ethnography of Infrastructure.” American Behavioral Scientist 43.3 (1999): 377–391. Strasburger, Victor, and Marjorie Hogan. “Policy Statement from the American Academy of Pediatrics: Children, Adolescents, and the Media.” Pediatrics 132 (2013): 958-961. Van Dijck, José. “Digital Photography: Digital Photography: Communication, Identity, Memory.” Visual Communication 7.1 (2008): 57-76. Wartella, Ellen, and Michael Robb. “Historical and Recurring Concerns about Children’s Use of the Mass Media.” The Handbook of Children, Media, and Development. Eds. Sandra Calvert and Barbara Wilson. Malden: Blackwell, 2008.
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Holloway, Donell Joy, Lelia Green, and Kylie Stevenson. "Digitods: Toddlers, Touch Screens and Australian Family Life." M/C Journal 18, no. 5 (August 20, 2015). http://dx.doi.org/10.5204/mcj.1024.

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Introduction Children are beginning to use digital technologies at younger and younger ages. The emerging trend of very young children (babies, toddlers and pre-schoolers) using Internet connected devices, especially touch screen tablets and smartphones, has elicited polarising opinions from early childhood experts. At present there is little actual research about the risks or benefits of tablet and smartphone use by very young children. Current usage recommendations, based on research into passive television watching which claims that screen time is detrimental, is in conflict with advice from education experts and app developers who commend interactive screen time as engaging and educational. Guidelines from the health professions typically advise strict time limits on very young children’s screen-time. Based for the most part on policy developed by the American Academy of Paediatrics, it is usually recommended that children under two have no screen time at all (Brown), and children over this age have no more than two hours a day (Strasburger, et al.). On the other hand, early childhood education guidelines promote the development of digital literacy skills (Department of Education). Further, education-based research indicates that access to computers and the Internet in the preschool years is associated with overall educational achievement (Bittman et al.; Cavanaugh et al; Judge et al; Neumann). The US based National Association for Education of Young Children’s position statement on technology for zero to eight year-olds declares that “when used intentionally and appropriately, technology and interactive media are effective tools to support learning and development” (NAEYC). This article discusses the notion of Digitods—a name for those children born since the introduction of the iPhone in 2007 who have ready access to touchscreen technologies since birth. It reports on the limited availability of evidence-based research about these children’s ICT use concluding that current research and recommendations are not grounded in the everyday life of very young children and their families. The article then reports on the beginnings of a research project funded by the Australian Research Council entitled Toddlers and Tablets: exploring the risks and benefits 0-5s face online. This research project recognises that at this stage it is parents who “are the real experts in their toddlers’ use of screen technologies. Accordingly, the project’s methodological approach draws on parents, pre-schoolers and their families as communities of practice in the construction of social meaning around toddlers’ use of touch screen technology. Digitods In 2000 Bill Gates introduced the notion of Generation I to describe the first cohort of children raised with the Internet as a reality in their lives. They are those born after the 1990s and will, in most cases; have no memory of life without the Net. [...] Generation I will be able to conceive of the Internet’s possibilities far more profoundly than we can today. This new generation will become agents of change as the limits of the Internet expand to include educational, scientific, and business applications that we cannot even imagine. (Gates)Digitods, on the other hand, is a term that has been used in education literature (Leathers et al.) to describe those children born after the introduction of the iPhone in 2007. These children often begin their lives with ready access to the Internet via easily usable touch screen devices, which could have been designed with toddlers’ touch and swipe movements in mind. Not only are they the youngest group of children to actively engage with the Internet they are the first group to grow up with a range of mobile Internet devices (Leathers et al.). The difference between Digitods and Gates’s Generation I is that Digitods are the first pre-verbal, non-ambulant infants to have ready access to digital technologies. Somewhere around the age of 10 months to fourteen months a baby learns to point with his or her forefinger. At this stage the child is ready to swipe and tap a touch screen (Leathers et al.). This is in contrast to laptops and PCs given that very young children often need assistance to use a mouse or keyboard. The mobility of touch screen devices allows very young children to play at the kitchen table, in the bedroom or on a car trip. These mobile devices have, of course, a myriad of mobile apps to go with them. These apps create an immediacy of access for infants and pre-schoolers who do not need to open a web browser to find their favourite sites. In the lives of these children it seems that it has always been possible to touch and swipe their way into games, books and creative and communicative experiences (Holloway et al. 149). The interactivity of most pre-school apps, as opposed to more passive screen activities such as watching television shows or videos (both offline or online), requires toddlers and pre-schoolers to pay careful attention, think about things and act purposefully (Leathers et al.). It is this interactivity which is the main point of difference, one which holds the potential to engage and educate our youngest children. It should be noted within this discussion about Digitods that, while the trope Digital Natives tends to homogenise an entire generation, the authors do not assume that all children born today are Digitods by default. Many children do not have the same privileged opportunities as others, or the (parental) cultural capital, to enable access, ease of use and digital skill development. In addition to this it is not implied that Digitods will be more tech savvy than their older siblings. The term is used more to describe and distinguish those children who have digital access almost since birth—in order to differentiate or tease out everyday family practices around these children’s ICT use and the possible risks and benefits this access affords babies, toddlers and pre-schoolers. While the term Digital Native has also been criticised as being a white middle class phenomenon this is not necessarily the case with Digitods. In the Southeast Asia and the Pacific region developed countries like Japan, Korea, New Zealand and Singapore have extremely high rates of touchscreen use by very young children (Child Sciences; Jie; Goh; Unantenne). Other countries such as the Philippines and Indonesia have moved to a high smart phone usage by very young children while at the same time have only nascent ICT access and instruction within their education systems (Unantenne). The Digitod Parent Parents of Digitods are usually experienced Internet users themselves, and many are comfortable with their children using these child-friendly touch screen devices (Findahl). Digital technologies are integral to their everyday lives, often making daily life easier and improving communication with family and friends, even during the high pressure parenting years of raising toddlers and pre-schoolers. Even though many parents and caregivers are enabling very young children’s use of touch screen technologies, they are also concerned about the changes they are making. This is because very young children’s use of touch screen devices “has become another area where they fear possible criticism and in which their parental practices risk negative evaluation by others” (Holloway et al). The tensions between expert advice regarding young children’s screen-time and parents’ and caregivers’ own judgments are also being played out online. Parenting blogs, online magazines and discussion groups are all joining in the debate: On the one hand, parents want their children to swim expertly in the digital stream that they will have to navigate all their lives; on the other hand, they fear that too much digital media, too early, will sink them. Parents end up treating tablets like precision surgical instruments, gadgets that might perform miracles for their child’s IQ and help him win some nifty robotics competition—but only if they are used just so. (Rosin)Thus, with over 80 000 children’s apps marketed as educational in the Apple App Store alone, parents can find it difficult to choose apps that are worth purchasing (Yelland). Nonetheless, recent research regarding Australian children shows that three to five year olds who access touch screen devices will typically have five or more specific apps to choose from (5.23 on average) (Neumann). With little credible evidence or considered debate, parents have been left to make their own choices about the pros and cons of their young children’s access to touch screens. Nonetheless, one immediate benefit that comes to mind is toddlers and pre-schoolers video chatting with dispersed family member—due to increased globalisation, guest worker arrangements, FIFO (fly-in fly-out) workforces and family separation or divorce. Such clear benefits around sociability and youngsters’ connection with significant others make previous screen-related guidelines out of date and no longer contextually relevant. Little Research Attention Family ownership of tablet devices as well as touch screen phones has risen dramatically in the last five years. With very young children being loaned these technologies by mum or dad, and a tendency in Australia to rely on market-orientated research regarding ownership and usage, there is very little knowledge about touch screen usage rates for very young Australian children. UK and US usage figures indicate that over the last few years there has been a five-fold increase in tablet uptake by zero to eight year olds (Ofcom; Rideout). Although large scale, comparative Australian data is not available, previous research regarding older children indicates that Australia is similar to high use countries like some Scandinavian nations and the UK (Green et al.). In addition to this, two small research projects in Australia, with under 160 participant families each, indicate that two thirds of these children (0-5) use touchscreen devices (Neumann; Coenenna et. al.). Beyond usage figures, there is also very limited evidence-based research about very young children’s app use. Interactive technologies available via touch screen technologies have been available domestically for a very short time. Consequently, “valid scientific research has not been completed and replicated due to [the lack of] available time” (Leathers el al. 129) and longitudinal studies which rely on an intervention group (in this case exposure to children’s apps) and a control group (no exposure) are even fewer and more time-consuming. Interestingly, researchers have revisited the issue of passive screen viewing. A recent 2015 review of previous 2007 research, which linked babies watching videos with poor language development, has found that there was statistical and methodological issues with the 2007 study and that there are no strong inferences to be drawn between media exposure and language development (Ferguson and Donellan). Thus, there seems to be no conclusive evidence-based research on which to inform parents and educators about the possible downside or benefits of touch screen use. Nonetheless, early childhood experts have been quick to weigh in on the possible effects of screen usage, some providing restrictive guidelines and recommendations, with others advocating the use of interactive apps for very young children for their educational value. This knowledge-gap disguises what is actually happening in the lives of real Australian families. Due to the lack of local data, as well as worldwide research, it is essential that Australian researchers obtain a comprehensive understanding about actual behaviour around touch screen use in the lives of children aged between zero and five and their families. Beginning Research While research into very young children’s touch screen use is beginning to take place, few results have been published. When researching two to three year olds’ learning from interactive versus non-interactive videos Kirkorian, Choi and Pempek found that “toddlers may learn more from interactive media than from non-interactive video” (Kirkorian et al). This means that the use of interactive apps on touch screen devices may hold a greater potential for learning than passive video or television viewing for children in this age range. Another study considered the degree to which the young children could navigate to and use apps on touch screen devices by observing and analysing YouTube videos of infants and young children using touch screens (Hourcade et al.). It was found that between the ages of 12 months and 17 months the children filmed seemed to begin to “make meaningful use of the tablets [and] more than 90 per cent of children aged two [had] reached this level of ability” (1923). The kind of research mentioned above, usually the preserve of psychologists, paediatricians and some educators, does not, however, ground very young children’s use in their domestic context—in the spaces and with those people with whom most touch screen usage takes place. With funding from the Australian Research Council Australian, Irish and UK researchers are about to adopt a media studies (domestication) approach to comprehensively investigate digital media use in the everyday lives of very young children. This Australian-based research project positions very young children’s touch screen use within the family and will help provide an understanding of the everyday knowledge and strategies that this cohort of technology users (very young children and their parents) have already developed—in the knowledge vacuum left by the swift appropriation and incorporation of these new media technologies into the lives of families with very young children. Whilst using a conventional social constructionist perspective, the project will also adopt a co-creation of knowledge approach. The co-creation of knowledge approach (Fong) has links with the communities of practice literature (Wegner) and recognises that parents, care-givers and the children themselves are the current experts in this field in terms of the everyday uses of these technologies by very young children. Families’ everyday discourse and practices regarding their children’s touch screen use do not necessarily work through obvious power hierarchies (via expert opinions), but rather through a process of meaning making where they shape their own understandings and attitudes through experience and shared talk within their own everyday family communities of practice. This Toddlers and Tablets research is innovative in many ways. It seeks to capture the enthusiasm of young children’s digital interactions and to pioneer new ways of ‘beginnings’ researching with very young children, as well as with their parents. The researchers will work with parents and children in their broad domestic contexts (including in and out-of-home activities, and grandparental and wider-family involvement) to co-create knowledge about young children’s digital technologies and the social contexts in which these technologies are used. Aspects of these interactions, such as interviews and observations of everyday digital interactions will be recorded (audio and video respectively). In addition to this, data collected from media commentary, policy debates, research publications and learned articles from other disciplinary traditions will be interrogated to see if there are correlations, contrasts, trends or synergies between parents’ construction of meaning, public commentary and current research. Critical discourse tools and methods (Chouliaraki and Fairclough) will be used to analyse verbatim transcripts, video, and all written materials. Conclusion Very young children are uniquely dependent upon others for the basic necessities of life and for the tools they need, and will need to develop, to claim their place in the world. Given the ubiquitous role played by digital media in the lives of their parents and other caregivers it would be a distortion of everyday life for children to be excluded from the technologies that are routinely used to connect with other people and with information. In the same way that adults use digital media to renew and strengthen social and emotional bonds across distance, so young children delight in ‘Facetime’ and other technologies that connect them audio-visually with friends and family members who are not physically co-present. Similarly, a very short time spent in the company of toddlers using touch screens is sufficient to demonstrate the sheer delight that these young infants have in developing their sense of agency and autonomy (https://www.youtube.com/watch?v=aXV-yaFmQNk). Media, communications and cultural studies are beginning to claim a space for evidence based policy drawn from everyday activities in real life contexts. Research into the beginnings of digital life, with families who are beginning to find a way to introduce these technologies to the youngest generation, integrating them within social and emotional repertoires, may prove to be the start of new understandings into the communication skills of the preverbal and preliterate young people whose technology preferences will drive future development – with their parents likely trying to keep pace. Acknowledgment This research is supported under Australia Research Council’s Discovery Projects funding scheme (project number DP150104734). References Bittman, Michael, et al. "Digital Natives? New and Old Media and Children's Outcomes." Australian Journal of Education 55.2 (2011): 161-75. Brown, Ari. "Media Use by Children Younger than 2 Years." Pediatrics 128.5 (2011): 1040-45. Burr, Vivien. Social Constructionism. 2nd ed. London: Routledge, 2003. Cavanaugh, Cathy, et al. "The Effects of Distance Education on K–12 Student Outcomes: A Meta-Analysis." Naperville, Ill.: Learning Point Associates, 2004. 5 Mar. 2009 ‹http://www.ncrel.org/tech/distance/index.html›. Child Sciences and Parenting Research Office. Survey of Media Use by Children and Parents (Summary). Tokyo: Benesse Educational Research and Development Institute, 2014. Coenena, Pieter, Erin Howiea, Amity Campbella, and Leon Strakera. Mobile Touch Screen Device Use among Young Australian Children–First Results from a National Survey. Proceedings 19th Triennial Congress of the IEA. 2015. Chouliaraki, Lilie and Norman Fairclough. Discourse in Late Modernity: Rethinking Critical Discourse Analysis. Edinburgh: Edinburgh UP, 1999. Department of Education. "Belonging, Being and Becoming: The Early Years Learning Framework for Australia." Australian Government, 2009. Ferguson, Christopher J., and M. Brent Donnellan. "Is the Association between Children’s Baby Video Viewing and Poor Language Development Robust? A Reanalysis of Zimmerman, Christakis, and Meltzoff (2007)." Developmental Psychology 50.1 (2014): 129. Findahl, Olle. Swedes and the Internet 2013. Stockholm: The Internet Infrastructure Foundation, 2013. Fong, Patrick S.W. "Co-Creation of Knowledge by Multidisciplinary Project Teams." Management of Knowledge in Project Environments. Eds. E. Love, P. Fong, and Z. Irani. Burlington, MA: Elsevier, 2005. 41-56. Gates, Bill. "Enter 'Generation I': The Responsibility to Provide Access for All to the Most Incredible Learning Tool Ever Created." Instructor 109.6 (2000): 98. Goh, Wendy W.L., Susanna Bay, and Vivian Hsueh-Hua Chen. "Young School Children’s Use of Digital Devices and Parental Rules." Telematics and Informatics 32.4 (2015): 787-95. Green, Lelia, et al. "Risks and Safety for Australian Children on the Internet: Full Findings from the AU Kids Online Survey of 9-16 Year Olds and Their Parents." Cultural Science Journal 4.1 (2011): 1-73. Holloway, Donell, Lelia Green, and Carlie Love. "'It's All about the Apps': Parental Mediation of Pre-Schoolers' Digital Lives." Media International Australia 153 (2014): 148-56. Hourcade, Juan Pablo, Sarah Mascher, David Wu, and Luiza Pantoja. Look, My Baby Is Using an iPad! An Analysis of YouTube Videos of Infants and Toddlers Using Tablets. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, 2015. Jie S.H. "ICT Use Statistics of Households and Individuals in Korea." 10th World Telecommunication/ICT Indicators Meeting (WTIM-12). Korea Internet & Security Agency (KISA), 25-7 Sep. 2012.Judge, Sharon, Kathleen Puckett, and Sherry Mee Bell. "Closing the Digital Divide: Update from the Early Childhood Longitudinal Study." The Journal of Educational Research 100.1 (2006): 52-60. Kirkorian, H., K. Choi, and Pempek. "Toddlers' Word Learning from Contingent and Non-Contingent Video on Touchscreens." Child Development (in press). Leathers, Heather, Patti Summers, and Desollar. Toddlers on Technology: A Parents' Guide. Illinois: AuthorHouse, 2013. NAEYC. Technology and Interactive Media as Tools in Early Childhood Programs Serving Children from Birth through Age 8 [Position Statement]. Washington: National Association for the Education of Young Children, the Fred Rogers Center for Early Learning and Children’s Media at Saint Vincent College, 2012. Neumann, Michelle M. "An Examination of Touch Screen Tablets and Emergent Literacy in Australian Pre-School Children." Australian Journal of Education 58.2 (2014): 109-22. Ofcom. Children and Parents: Media Use and Attitudes Report. London, 2013. Rideout, Victoria. Zero to Eight: Children’s Media Use in America 2013. San Francisco: Common Sense Media, 2013. Rosin, Hanna. "The Touch-Screen Generation." The Atlantic, 20 Apr. 2013. Strasburger, Victor C., et al. "Children, Adolescents, and the Media." Pediatrics 132.5 (2013): 958-61. Unantenne, Nalika. Mobile Device Usage among Young Kids: A Southeast Asia Study. Singapore: The Asian Parent and Samsung Kids Time, 2014. Wenger, Etienne. Communities of Practice: Learning, Meaning, and Identity. New York: Cambridge University Press, 1998. Wenger, Etienne. "Communities of Practice and Social Learning Systems." Organization 7.2 (2000): 225-46. Yelland, Nicola. "Which Apps Are Educational and Why? It’s in the Eye of the Beholder." The Conversation 13 July 2015. 16 Aug. 2015 ‹http://theconversation.com/which-apps-are-educational-and-why-its-in-the-eye-of-the-beholder-37968›.
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Apperley, Tom, Bjorn Nansen, Michael Arnold, and Rowan Wilken. "Broadband in the Burbs: NBN Infrastructure, Spectrum Politics and the Digital Home." M/C Journal 14, no. 4 (August 23, 2011). http://dx.doi.org/10.5204/mcj.400.

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The convergence of suburban homes and digital media and communications technologies is set to undergo a major shift as next-generation broadband infrastructures are installed. Embodied in the Australian Government’s National Broadband Network (NBN) and the delivery of fibre-optic cable to the front door of every suburban home, is an anticipated future of digital living that will transform the landscape and experience of suburban life. Drawing from our research, and from industry, policy and media documents, we map some scenarios of the NBN rollout in its early stages to show that this imaginary of seamless broadband in the suburbs and the transformation of digital homes it anticipates is challenged by local cultural and material geographies, which we describe as a politics of spectrum. The universal implementation of policy across Australia faces a considerable challenge in dealing with Australia’s physical environment. Geography has always had a major impact on communications technologies and services in Australia, and a major impetus of building a national broadband network has been to overcome the “tyranny of distance” experienced by people in many remote, regional and suburban areas. In 2009 the minister for Broadband, Communications and the Digital Economy (DBCDE), Stephen Conroy, announced that with the Government’s NBN policy “every person and business in Australia, no-matter where they are located, will have access to affordable, fast broadband at their fingertips” (Conroy). This ambition to digitally connect and include imagines the NBN as the solution to the current patchwork of connectivity and Internet speeds experienced across the country (ACCAN). Overcoming geographic difference and providing fast, universal and equitable digital access is to be realised through an open access broadband network built by the newly established NBN Co. Limited, jointly owned by the Government and the private sector at a cost estimated at $43 billion over eight years. In the main this network will depend upon fibre-optics reaching over 90% of the population, and achieving download speeds of up to 100 Mbit/s. The remaining population, mostly living in rural and remote areas, will receive wireless and satellite connections providing speeds of 12 Mbit/s (Conroy). Differential implementation in relation to comparisons of urban and remote populations is thus already embedded in the policy, yet distance is not the only characteristic of Australia’s material geographies that will shape the physical implementation of the NBN and create a varied spectrum of the experience of broadband. Instead, in this article we examine the uneven experience of broadband we may see occurring within suburban regions; places in which enhanced and collective participation in the digital economy relies upon the provision of faster transmission speeds and the delivery of fibre “the last mile” to each and every premise. The crucial platform for delivering broadband to the ’burbs is the digital home. The notion of the connected or smart or digital home has been around in different guises for a number of decades (e.g. Edwards et al.), and received wide press coverage in the 1990s (e.g. Howard). It has since been concretised in the wake of the NBN as telecommunications companies struggle to envision a viable “next step” in broadband consumption. Novel to the NBN imaginary of the digital home is a shift from thinking about the digital home in terms of consumer electronics and interoperable or automatic devices, based on shared standards or home networking, to addressing the home as a platform embedded within the economy. The digital home is imagined as an integral part of a network of digital living with seamless transitions between home, office, supermarket, school, and hospital. In the imaginary of the NBN, the digital home becomes a vital connection in the growing digital economy. Communications Patchwork, NBN Roll-Out and Infrastructure Despite this imagined future of seamless connectivity and universal integration of suburban life with the digital economy, there has been an uneven take-up of fibre connections. We argue that this suggests that the particularities of place and the materialities of geography are relevant for understanding the differential uptake of the NBN across the test sites. Furthermore, we maintain that these issues provide a useful model for understanding the ongoing process and challenges that the rollout of the NBN will face in providing even access to the imagined future of the digital home to all Australians. As of June 2011 an average of 70 per cent of homes in the five first release NBN sites have agreed to have the fibre cables installed (Grubb). However, there is a dramatic variation between these sites: in Armidale, NSW, and Willunga, SA, the percentage of properties consenting to fibre connections on their house is between 80-90 per cent; whereas in Brunswick, Victoria, and Midway Point, Tasmania, the take-up rate is closer to 50 per cent (Grubb). We suggest that these variations are created by a differential geography of connectivity that will continue to grow in significance as the NBN is rolled out to more locations around Australia. These can be seen to emerge as a consequence of localised conditions relating to, for example, installation policy, a focus on cost, and installation logistics. Another significant factor, unable to be addressed within the scope of this paper, is the integration of the NBN with each household’s domestic network of hardware devices, internal connections, software, and of course skill and interest. Installation Policy The opt-in policy of the NBN Co requires that owners of properties agree to become connected—as opposed to being automatically connected unless they opt-out. This makes getting connected a far simpler task for owner-occupiers over renters, because the latter group were required to triangulate with their landlords in order to get connected. This was considered to be a factor that impacted on the relatively low uptake of the NBN in Brunswick and Midway Point, and is reflected in media reports (Grubb) and our research: There was a bit of a problem with Midway Point, because I think it is about fifty percent of the houses here are rentals, and you needed signatures from the owners for the box to be put onto the building (anon. “Broadband in the Home” project). …a lot of people rent here, so unless their landlord filled it in they wouldn’t know (anon. “Broadband in the Home” project). The issue is exacerbated by the concentration of rental properties in particular suburbs and complicated rental arrangements mediated through agents, which prevent effective communication between the occupiers and owners of a property. In order to increase take-up in Tasmania, former State Premier, David Bartlett, successfully introduced legislation to the Tasmanian state legislature in late 2010 to make the NBN opt-out rather than opt-in. This reversed the onus of responsibility and meant that in Tasmania all houses and businesses would be automatically connected unless otherwise requested, and in order to effect this simple policy change, the government had to change trespass laws. However, other state legislatures are hesitant to follow the opt-out model (Grubb). Differentials in owner-occupied and rental properties within urban centres, combined with opt-in policies, are likely to see a continuation of the connectivity patchwork that that has thus far characterised Australian communications experience. A Focus on Cost Despite a great deal of public debate about the NBN, there is relatively little discussion of its proposed benefits. The fibre-to-the-home structure of the NBN is also subject to fierce partisan political debate between Australia’s major political parties, particularly around the form and cost of its implementation. As a consequence of this preoccupation with cost, many Australian consumers cannot see a “value proposition” in connecting, and are not convinced of the benefits of the NBN (Brown). The NBN is often reduced to an increased minimum download rate, and to increased ISP fees associated with high speeds, rather than a broader discussion of how the infrastructure can impact on commerce, education, entertainment, healthcare, and work (Barr). Moreover, this lack of balance in the discussion of costs and benefits extends in some instances to outright misunderstandings about the difference between infrastructure and service provision: …my neighbour across the road did not understand what that letter meant, and she would have to have been one of dozens if not hundreds in the exactly the same situation, who thought they were signing up for a broadband plan rather than just access to the infrastructure (anon. “Broadband in the Home” project) Lastly, the advent of the NBN in the first release areas does not override the costs of existing contracts for broadband delivered over the current copper network. Australians are often required to sign long-term contracts that prevent them from switching immediately to the new HSB infrastructure. Installation Logistics Local variations in fibre installation were evident prior to the rollout of the NBN, when the increased provision of HSB was already being used as a marketing device for greenfield (newly developed) estates in suburban Australia. In the wake of the NBN rollouts, some housing developers have begun to lay “NBN-ready” optic fibre in greenfield estates. While this is a positive development for those who a purchasing a newly-developed property, those that invest in brownfield “re-developments,” may have to pay over twice the amount for the installation of the NBN (Neales). These varying local conditions of installation are reflected in the contractual arrangements for installing the fibre, the installers’ policies for installation, and the processes of installation (Darling): They’re gonna have to do 4000 houses a day … and it was a solid six months to get about 800 houses hooked up here. So, logistically I just can’t see it happening. (anon. “Broadband in the Home” project) Finally, for those who do not take-up the free initial installation offer, for whatever reason, there will be costs to have contractors return and connect the fibre (Grubb; Neales). Spectrum Politics, Fibre in the Neighbourhood The promise that the NBN will provide fast, universal and equitable digital access realised through a fibre-optic network is challenged by the experience of first release sites such as Midway Point. As evident above, and due to a number of factors, there is a likelihood in supposedly NBN-connected places of varied connectivity in which service will range from dial-up to DSL and ADSL to fibre and wireless, all within a single location. The varied connectivity in the early NBN rollout stages suggests that the patchwork of Internet connections commonly experienced in Australian suburbs will continue rather than disappear. This varied patchwork can be understood as a politics of spectrum. Rod Tucker (13-14) emphasises that the crucial element of spectrum is its bandwidth, or information carrying capacity. In light of this the politics of spectrum reframes the key issue of access to participation in the digital economy to examine stakes of the varying quality of connection (particularly download speeds), through the available medium (wireless, copper, coaxial cable, optical fibre), connection (modem, antenna, gateway) and service type (DSL, WiFi, Satellite, FTTP). This technical emphasis follows in the wake of debates about digital inclusion (e.g., Warschauer) to re-introduce the importance of connection quality—embedded in older “digital divide” discourse—into approaches that look beyond technical infrastructure to the social conditions of their use. This is a shift that takes account of the various and intertwined socio-technical factors influencing the quality of access and use. This spectrum politics also has important implications for the Universal Service Obligation (USO). Telstra (the former Telecom) continues to have the responsibility to provide every premise in Australia with a standard telephone service, that is at least a single copper line—or equivalent service—connection. However, the creation of the NBN Co. relieves Telstra of this obligation in the areas which have coverage from the fibre network. This agreement means that Telstra will gradually shut down its ageing copper network, following the pattern of the NBN rollout and transfer customers to the newly developed broadband fibre network (Hepworth and Wilson). Consequently, every individual phone service in those areas will be required to move onto the NBN to maintain the USO. This means that premises not connected to the NBN because the owners of the property opted out—by default or by choice—are faced with an uncertain future vis-à-vis the meaning and provision of the USO because they will not have access to either copper or fibre networks. At this extreme of spectrum politics, the current policy setting may result in households that have no possibility of a broadband connection. This potential problem can be resolved by a retro-rollout, in which NBN fibre connection is installed at some point in the future to every premises regardless of whether they originally agreed or not. Currently, however, the cost of a retrospective connection is expected to be borne by the consumer: “those who decline to allow NBN Co on to their property will need to pay up to $300 to connect to the NBN at a later date” (Grubb) Smaller, often brownfield development estates also face particular difficulties in the current long-term switch of responsibilities from Telstra to the NBN Co. This is because Telstra is reluctant to install new copper networks knowing that they will soon become obsolete. Instead, “in housing estates of fewer than 100 houses, Telstra is often providing residents with wireless phones that are unable to connect to the Internet” (Thompson). Thus a limbo is created, where new residents will not have access to either copper or fibre fixed line connections. Rather, they will have to use whatever wireless Internet is available in the area. Particularly concerning is that the period of the rollout is projected to last for eight years. As a result: “Thousands of Australians—many of them in regional areas—can expect years of worse, rather than better, Internet services as the National Broadband Network rolls out across the country” (Thompson). And, given different take-up rates and costs of retro-fitting, this situation could continue for many people and for many years after the initial rollout is completed. Implications of Spectrum Politics for the Digital Home What does this uncertain and patchwork future of connectivity imply for digital living and the next-generation broadband suburb? In contrast to the imagined post-NBN geography of the seamless digital home, local material and cultural factors will still create varied levels of service. This predicament challenges the ideals of organisations such as the Digital Living Network, an industry body comprised of corporate members, “based on principles of open standards and home networking interoperability [which] will unleash a rich digital media environment of interconnected devices that enable us all to experience our favorite content and services wherever and whenever we want” (Vohringer). Such a vision of convergence takes a domestic approach to the “Internet of things” by imagining a user-friendly network of personal computing, consumer electronics, mobile technologies, utilities, and other domestic technologies. The NBN anticipates a digital home that is integrated into the digital economy as a node of production and consumption. But this future is challenged by the patchwork of connectivity. Bruno Latour famously remarked that even the most extensive and powerful networks are local at every point. Although he was speaking of actor-networks, not broadband networks, analysis of the Australian experience of high-speed broadband would do well to look beyond its national characteristics to include its local characteristics, and the constellations between them. It is at the local level, importantly, at the level of the household and suburb, that the NBN will be experienced in daily life. As we have argued here, we have reason to expect that this experience will be as disparate as the network is distributed, and we have reason to believe that local cultural and material factors such as installation policies, discussions around costs and benefits, the household’s own internal digital infrastructure, and installation logistics at the level of the house and the neighbourhood, will continue to shape a patchworked geography of media and communications experiences for digital homes. References Australian Communications Consumer Action Network (ACCAN). National Broadband Network: A Guide for Consumers. Internet Society of Australia (ISOC-AU) and ACCAN, 2011. Barr, Trevor. “A Broadband Services Typology.” The Australian Economic Review 43.2 (2010): 187-193. Brown, Damien. “NBN Now 10 Times Faster.” The Mercury 13 Aug. 2010. ‹http://www.themercury.com.au/article/2010/08/13/165435_todays-news.html›. Conroy, Stephen (Minister for Broadband, Communications and the Digital Economy). “New National Broadband Network”. Canberra: Australian Government, 7 April 2009. ‹http://www.minister.dbcde.gov.au/media/media_releases/2009/022›. Darling, Peter. “Building the National Broadband Network.” Telecommunications Journal of Australia 60.3 (2010): 42.1-12. Department of Broadband, Communications and the Digital Economy (DBCDE). “Impacts of Teleworking under the NBN.” Report prepared by Access Economics. Canberra, 2010. Edwards, Keith, Rebecca Grinter, Ratul Mahajan, and David Wetherall. “Advancing the State of Home Networking.” Communications of the ACM 54.6 (2010): 62-71. Grubb, Ben. “Connect to NBN Now or Pay Up to $300 for Phone Line.” The Sydney Morning Herald 15 Oct. 2010. ‹http://www.smh.com.au/technology/technology-news/connect-to-nbn-now-or-pay-up-to-300-for-phone-line-20101015-16ms3.html›. Hepworth, Annabel, and Lauren Wilson. “Customers May Be Forced on to NBN to Keep Phones.” The Australian 12 Oct. 2010. ‹http://www.theaustralian.com.au/national-affairs/customers-may-be-forced-on-to-nbn-to-keep-phones/story-fn59niix-1225937394605›. Howard, Sandy. “How Your Home Will Operate.” Business Review Weekly 25 April 1994: 100. Intel Corporation. “Intel and the Digital Home.” ‹http://www.intel.com/standards/case/case_dh.htm›. Latour, Bruno. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2005. Neales, Sue. “Bartlett Looks at ‘Opt-out’ NBN.” The Mercury 28 July 2010. ‹http://www.themercury.com.au/article/2010/07/28/161721_tasmania-news.html›. Spigel, Lynn. “Media Homes: Then and Now.” International Journal of Cultural Studies 4.4 (2001): 385–411. Thompson, Geoff. “Thousands to Be Stuck in NBN ‘Limbo’.” ABC Online 26 April 2011. ‹http://www.abc.net.au/news/stories/2011/04/26/3200127.htm›. Tietze, S., and G. Musson. “Recasting the Home—Work Relationship: A Case of Mutual Adjustment?” Organization Studies 26.9 (2005): 1331–1352. Trulove, James Grayson (ed.). The Smart House. New York: HDI, 2003. Tucker, Rodney S. “Broadband Facts, Fiction and Urban Myths.” Telecommunications Journal of Australia 60.3 (2010): 43.1 to 43.15. Vohringer, Cesar. CTO of Philips Consumer Electronics (from June 2003 DLNA press release) cited on the Intel Corporation website. ‹http://www.intel.com/standards/case/case_dh.htm›. Warschauer, Mark. Technology and Social Inclusion: Rethinking the Digital Divide. Cambridge: MIT Press, 2003. Wilken, Rowan, Michael Arnold, and Bjorn Nansen. “Broadband in the Home Pilot Study: Suburban Hobart.” Telecommunications Journal of Australia 61.1 (2011): 5.1-16.
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12

Chesher, Chris. "Mining Robotics and Media Change." M/C Journal 16, no. 2 (March 8, 2013). http://dx.doi.org/10.5204/mcj.626.

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Introduction Almost all industries in Australia today have adopted digital media in some way. However, uses in large scale activities such as mining may seem to be different from others. This article looks at mining practices with a media studies approach, and concludes that, just as many other industries, mining and media have converged. Many Australian mine sites are adopting new media for communication and control to manage communication, explore for ore bodies, simulate forces, automate drilling, keep records, and make transport and command robotic. Beyond sharing similar digital devices for communication and computation, new media in mining employ characteristic digital media operations, such as numerical operation, automation and managed variability. This article examines the implications of finding that some of the most material practices have become mediated by new media. Mining has become increasingly mediated through new media technologies similar to GPS, visualisation, game remote operation, similar to those adopted in consumer home and mobile digital media. The growing and diversified adoption of digital media championed by companies like Rio Tinto aims not only ‘improve’ mining, but to change it. Through remediating practices of digital mining, new media have become integral powerful tools in prospective, real time and analytical environments. This paper draws on two well-known case studies of mines in the Pilbara and Western NSW. These have been documented in press releases and media reports as representing changes in media and mining. First, the West Angelas mines in the Pilbara is an open cut iron ore mine introducing automation and remote operation. This mine is located in the remote Pilbara, and is notable for being operated remotely from a control centre 2000km away, near Perth Airport, WA. A growing fleet of Komatsu 930E haul trucks, which can drive autonomously, traverses the site. Fitted with radars, lasers and GPS, these enormous vehicles navigate through the open pit mine with no direct human control. Introducing these innovations to mine sites become more viable after iron ore mining became increasingly profitable in the mid-2000s. A boom in steel building in China drove unprecedented demand. This growing income coincided with a change in public rhetoric from companies like Rio Tinto. They pointed towards substantial investments in research, infrastructure, and accelerated introduction of new media technologies into mining practices. Rio Tinto trademarked the term ‘Mine of the future’ (US Federal News Service 1), and publicised their ambitious project for renewal of mining practice, including digital media. More recently, prices have been more volatile. The second case study site is a copper and gold underground mine at Northparkes in Western NSW. Northparkes uses substantial sensing and control, as well as hybrid autonomous and remote operated vehicles. The use of digital media begins with prospecting, and through to logistics of transportation. Engineers place explosives in optimal positions using computer modelling of the underground rock formations. They make heavy use of software to coordinate layer-by-layer use of explosives in this advanced ‘box cut’ mine. After explosives disrupt the rock layer a kilometre underground, another specialised vehicle collects and carries the ore to the surface. The Sandvik loader-hauler-dumper (LHD) can be driven conventionally by a driver, but it can also travel autonomously in and out of the mine without a direct operator. Once it reaches a collection point, where the broken up ore has accumulated, a user of the surface can change the media mode to telepresence. The human operator then takes control using something like a games controller and multiple screens. The remote operator controls the LHD to fill the scoop with ore. The fully-loaded LHD backs up, and returns autonomously using laser senses to follow a trail to the next drop off point. The LHD has become a powerful mediator, reconfiguring technical, material and social practices throughout the mine. The Meanings of Mining and Media Are Converging Until recently, mining and media typically operated ontologically separately. The media, such as newspapers and television, often tell stories about mining, following regular narrative scripts. There are controversies and conflicts, narratives of ecological crises, and the economics of national benefit. There are heroic and tragic stories such as the Beaconsfield mine collapse (Clark). There are new industry policies (Middelbeek), which are politically fraught because of the lobbying power of miners. Almost completely separately, workers in mines were consumers of media, from news to entertainment. These media practices, while important in their own right, tell nothing of the approaching changes in many other sectors of work and everyday life. It is somewhat unusual for a media studies scholar to study mine sites. Mine sites are most commonly studied by Engineering (Bellamy & Pravica), Business and labour and cultural histories (McDonald, Mayes & Pini). Until recently, media scholarship on mining has related to media institutions, such as newspapers, broadcasters and websites, and their audiences. As digital media have proliferated, the phenomena that can be considered as media phenomena has changed. This article, pointing to the growing roles of media technologies, observes the growing importance that media, in these terms, have in the rapidly changing domain of mining. Another meaning for ‘media’ studies, from cybernetics, is that a medium is any technology that translates perception, makes interpretations, and performs expressions. This meaning is more abstract, operating with a broader definition of media — not only those institutionalised as newspapers or radio stations. It is well known that computer-based media have become ubiquitous in culture. This is true in particular within the mining company’s higher ranks. Rio Tinto’s ambitious 2010 ‘Mine of the Future’ (Fisher & Schnittger, 2) program was premised on an awareness that engineers, middle managers and senior staff were already highly computer literate. It is worth remembering that such competency was relatively uncommon until the late 1980s. The meanings of digital media have been shifting for many years, as computers become experienced more as everyday personal artefacts, and less as remote information systems. Their value has always been held with some ambivalence. Zuboff’s (387-414) picture of loss, intimidation and resistance to new information technologies in the 1980s seems to have dissipated by 2011. More than simply being accepted begrudgingly, the PC platform (and variants) has become a ubiquitous platform, a lingua franca for information workers. It became an intimate companion for many professions, and in many homes. It was an inexpensive, versatile and generalised convergent medium for communication and control. And yet, writers such as Gregg observe, the flexibility of networked digital work imposes upon many workers ‘unlimited work’. The office boundaries of the office wall break down, for better or worse. Emails, utility and other work-related behaviours increasingly encroach onto domestic and public space and time. Its very attractiveness to users has tied them to these artefacts. The trail that leads the media studies discipline down the digital mine shaft has been cleared by recent work in media archaeology (Parikka), platform studies (Middelbeek; Montfort & Bogost; Maher) and new media (Manovich). Each of these redefined Media Studies practices addresses the need to diversify the field’s attention and methods. It must look at more specific, less conventional and more complex media formations. Mobile media and games (both computer-based) have turned out to be quite different from traditional media (Hjorth; Goggin). Kirschenbaum’s literary study of hard drives and digital fiction moves from materiality to aesthetics. In my study of digital mining, I present a reconfigured media studies, after the authors, that reveals heterogeneous media configurations, deserving new attention to materiality. This article also draws from the actor network theory approach and terminology (Latour). The uses of media / control / communications in the mining industry are very complex, and remain under constant development. Media such as robotics, computer modelling, remote operation and so on are bound together into complex practices. Each mine site is different — geologically, politically, and economically. Mines are subject to local and remote disasters. Mine tunnels and global prices can collapse, rendering active sites uneconomical overnight. Many technologies are still under development — including Northparkes and West Angelas. Both these sites are notable for their significant use of autonomous vehicles and remote operated vehicles. There is no doubt that the digital technologies modulate all manner of the mining processes: from rocks and mechanical devices to human actors. Each of these actors present different forms of collusion and opposition. Within a mining operation, the budgets for computerised and even robotic systems are relatively modest for their expected return. Deep in a mine, we can still see media convergence at work. Convergence refers to processes whereby previously diverse practices in media have taken on similar devices and techniques. While high-end PCs in mining, running simulators; control data systems; visualisation; telepresence, and so on may be high performance, ruggedised devices, they still share a common platform to the desktop PC. Conceptual resources developed in Media Ecology, New Media Studies, and the Digital Humanities can now inform readings of mining practices, even if their applications differ dramatically in size, reliability and cost. It is not entirely surprising that some observations by new media theorists about entertainment and media applications can also relate to features of mining technologies. Manovich argues that numerical representation is a distinctive feature of new media. Numbers have always already been key to mining engineering. However, computers visualise numerical fields in simulations that extend out of the minds of the calculators, and into visual and even haptic spaces. Specialists in geology, explosives, mechanical apparatuses, and so on, can use plaftorms that are common to everyday media. As the significance of numbers is extended by computers in the field, more and more diverse sources of data provide apparently consistent and seamless images of multiple fields of knowledge. Another feature that Manovich identifies in new media is the capacity for automation of media operations. Automation of many processes in mechanical domains clearly occurred long before industrial technologies were ported into new media. The difference with new media in mine sites is that robotic systems must vary their performance according to feedback from their extra-system environments. For our purposes, the haul trucks in WA are software-controlled devices that already qualify as robots. They sense, interpret and act in the world based on their surroundings. They evaluate multiple factors, including the sensors, GPS signals, operator instructions and so on. They can repeat the path, by sensing the differences, day after day, even if the weather changes, the track wears away or the instructions from base change. Automation compensates for differences within complex and changing environments. Automation of an open-pit mine haulage system… provides more consistent and efficient operation of mining equipment, it removes workers from potential danger, it reduces fuel consumption significantly reducing greenhouse gas (GHG) emissions, and it can help optimize vehicle repairs and equipment replacement because of more-predictable and better-controlled maintenance. (Parreire and Meech 1-13) Material components in physical mines tend to become modular and variable, as their physical shape lines up with the logic of another of Manovich’s new media themes, variability. Automatic systems also make obsolete human drivers, who previously handled those environmental variations, for better or for worse, through the dangerous, dull and dirty spaces of the mine. Drivers’ capacity to control repeat trips is no longer needed. The Komatsu driverless truck, introduced to the WA iron ore mines from 2008, proved itself to be almost as quick as human drivers at many tasks. But the driverless trucks have deeper advantages: they can run 23 hours each day with no shift breaks; they drive more cautiously and wear the equipment less than human drivers. There is no need to put up workers and their families up in town. The benefit most often mentioned is safety: even the worst accident won’t produce injuries to drivers. The other advantage less mentioned is that autonomous trucks don’t strike. Meanwhile, managers of human labour also need to adopt certain strategies of modulation to support the needs and expectations of their workers. Mobile phones, televisions and radio are popular modes of connecting workers to their loved ones, particularly in the remote and harsh West Angelas site. One solution — regular fly-in-fly out shifts — tends also to be alienating for workers and locals (Cheshire; Storey; Tonts). As with any operations, the cost of maintaining a safe and comfortable environment for workers requires trade-offs. Companies face risks from mobile phones, leaking computer networks, and espionage that expose the site to security risks. Because of such risks, miners tend be subject to disciplinary regimes. It is common to test alcohol and drug levels. There was some resistance from workers, who refused to change to saliva testing from urine testing (Latimer). Contesting these machines places the medium, in a different sense, at the centre of regulation of the workers’ bodies. In Northparkes, the solution of hybrid autonomous and remote operation is also a solution for modulating labour. It is safer and more comfortable, while also being more efficient, as one experienced driver can control three trucks at a time. This more complex mode of mediation is necessary because underground mines are more complex in geology, and working environments to suit full autonomy. These variations provide different relationships between operators and machines. The operator uses a games controller, and watches four video views from the cabin to make the vehicle fill the bucket with ore (Northparkes Mines, 9). Again, media have become a pivotal element in the mining assemblage. This combines the safety and comfort of autonomous operation (helping to retain staff) with the required use of human sensorimotor dexterity. Mine systems deserve attention from media studies because sites are combining large scale physical complexity with increasingly sophisticated computing. The conventional pictures of mining and media rarely address the specificity of subjective and artefactual encounters in and around mine sites. Any research on mining communication is typically within the instrumental frames of engineering (Duff et al.). Some of the developments in mechanical systems have contributed to efficiency and safety of many mines: larger trucks, more rock crushers, and so on. However, the single most powerful influence on mining has been adopting digital media to control, integrate and mining systems. Rio Tinto’s transformative agenda document is outlined in its high profile ‘Mine of the Future’ agenda (US Federal News Service). The media to which I refer are not only those in popular culture, but also those with digital control and communications systems used internally within mines and supply chains. The global mining industry began adopting digital communication automation (somewhat) systematically only in the 1980s. Mining companies hesitated to adopt digital media because the fundamentals of mining are so risky and bound to standard procedures. Large scale material operations, extracting and processing minerals from under the ground: hardly to be an appropriate space for delicate digital electronics. Mining is also exposed to volatile economic conditions, so investing in anything major can be unattractive. High technology perhaps contradicts an industry ethos of risk-taking and masculinity. Digital media became domesticated, and familiar to a new generation of formally educated engineers for whom databases and algorithms (Manovich) were second nature. Digital systems become simultaneously controllers of objects, and mediators of meanings and relationships. They control movements, and express communications. Computers slide from using meanings to invoking direct actions over objects in the world. Even on an everyday scale, computer operations often control physical processes. Anti-lock Braking Systems regulate a vehicle’s braking pressure to avoid the danger when wheels lock-up. Or another example, is the ATM, which involves both symbolic interactions, and also exchange of physical objects. These operations are examples of the ‘asignifying semiotic’ (Guattari), in which meanings and non-meanings interact. There is no operation essential distinction between media- and non-media digital operations. Which are symbolic, attached or non-consequential is not clear. This trend towards using computation for both meanings and actions has accelerated since 2000. Mines of the Future Beyond a relatively standard set of office and communications software, many fields, including mining, have adopted specialised packages for their domains. In 3D design, it is AutoCAD. In hard sciences, it is custom modelling. In audiovisual production, it may be Apple and Adobe products. Some platforms define their subjectivity, professional identity and practices around these platforms. This platform orientation is apparent in areas of mining, so that applications such as the Gemcom, Rockware, Geological Database and Resource Estimation Modelling from Micromine; geology/mine design software from Runge, Minemap; and mine production data management software from Corvus. However, software is only a small proportion of overall costs in the industry. Agents in mining demand solutions to peculiar problems and requirements. They are bound by their enormous scale; physical risks of environments, explosive and moving elements; need to negotiate constant change, as mining literally takes the ground from under itself; the need to incorporate geological patterns; and the importance of logistics. When digital media are the solution, there can be what is perceived as rapid gains, including greater capacities for surveillance and control. Digital media do not provide more force. Instead, they modulate the direction, speed and timing of activities. It is not a complete solution, because too many uncontrolled elements are at play. Instead, there are moment and situations when the degree of control refigures the work that can be done. Conclusions In this article I have proposed a new conception of media change, by reading digital innovations in mining practices themselves as media changes. This involved developing an initial reading of the operations of mining as digital media. With this approach, the array of media components extends far beyond the conventional ‘mass media’ of newspapers and television. It offers a more molecular media environment which is increasingly heterogeneous. It sometimes involves materiality on a huge scale, and is sometimes apparently virtual. The mining media event can be a semiotic, a signal, a material entity and so on. It can be a command to a human. It can be a measurement of location, a rock formation, a pressure or an explosion. The mining media event, as discussed above, is subject to Manovich’s principles of media, being numerical, variable and automated. In the mining media event, these principles move from the aesthetic to the instrumental and physical domains of the mine site. The role of new media operates at many levels — from the bottom of the mine site to the cruising altitude of the fly-in-fly out aeroplanes — has motivated significant changes in the Australian industry. When digital media and robotics come into play, they do not so much introduce change, but reintroduce similarity. This inversion of media is less about meaning, and more about local mastery. Media modulation extends the kinds of influence that can be exerted by the actors in control. In these situations, the degrees of control, and of resistance, are yet to be seen. Acknowledgments Thanks to Mining IQ for a researcher's pass at Mining Automation and Communication Conference, Perth in August 2012. References Bellamy, D., and L. Pravica. “Assessing the Impact of Driverless Haul Trucks in Australian Surface Mining.” Resources Policy 2011. Cheshire, L. “A Corporate Responsibility? The Constitution of Fly-In, Fly-Out Mining Companies as Governance Partners in Remote, Mine-Affected Localities.” Journal of Rural Studies 26.1 (2010): 12–20. Clark, N. “Todd and Brant Show PM Beaconsfield's Cage of Hell.” The Mercury, 6 Nov. 2008. Duff, E., C. Caris, A. Bonchis, K. Taylor, C. Gunn, and M. Adcock. “The Development of a Telerobotic Rock Breaker.” CSIRO 2009: 1–10. Fisher, B.S. and S. Schnittger. Autonomous and Remote Operation Technologies in the Mining Industry: Benefits and Costs. BAE Report 12.1 (2012). Goggin, G. Global Mobile Media. London: Routledge, 2010. Gregg, M. Work’s Intimacy. Cambridge: Polity, 2011. Guattari, F. Chaosmosis: An Ethico-Aesthetic Paradigm. Trans. Paul Bains and Julian Pefanis. Bloomington: Indiana UP, 1992. Hjorth, L. Mobile Media in the Asia-Pacific: Gender and the Art of Being Mobile. Taylor & Francis, 2008. Kirschenbaum, M.G. Mechanisms: New Media and the Forensic Imagination. Campridge, Mass.: MIT Press, 2008. Latimer, Cole. “Fair Work Appeal May Change Drug Testing on Site.” Mining Australia 2012. 3 May 2013 ‹http://www.miningaustralia.com.au/news/fair-work-appeal-may-change-drug-testing-on-site›. Latour, B. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2007. Maher, J. The Future Was Here: The Commodore Amiga. Cambridge, Mass.: MIT Press, 2012. Manovich, Lev. The Language of New Media. Cambridge, Mass.: MIT Press, 2001. McDonald, P., R. Mayes, and B. Pini. “Mining Work, Family and Community: A Spatially-Oriented Approach to the Impact of the Ravensthorpe Nickel Mine Closure in Remote Australia.” Journal of Industrial Relations 2012. Middelbeek, E. “Australia Mining Tax Set to Slam Iron Ore Profits.” Metal Bulletin Weekly 2012. Montfort, N., and I. Bogost. Racing the Beam: The Atari Video Computer System. Cambridge, Mass.: MIT Press, 2009. Parikka, J. What Is Media Archaeology? London: Polity Press, 2012. Parreira, J., and J. Meech. “Autonomous vs Manual Haulage Trucks — How Mine Simulation Contributes to Future Haulage System Developments.” Paper presented at the CIM Meeting, Vancouver, 2010. 3 May 2013 ‹http://www.infomine.com/library/publications/docs/parreira2010.pdf›. Storey, K. “Fly-In/Fly-Out and Fly-Over: Mining and Regional Development in Western Australia.” Australian Geographer 32.2 (2010): 133–148. Storey, K. “Fly-In/Fly-Out: Implications for Community Sustainability.” Sustainability 2.5 (2010): 1161–1181. 3 May 2013 ‹http://www.mdpi.com/2071-1050/2/5/1161›. Takayama, L., W. Ju, and C. Nas. “Beyond Dirty, Dangerous and Dull: What Everyday People Think Robots Should Do.” Paper presented at HRI '08, Amsterdam, 2008. 3 May 2013 ‹http://www-cdr.stanford.edu/~wendyju/publications/hri114-takayama.pdf›. Tonts, M. “Labour Market Dynamics in Resource Dependent Regions: An Examination of the Western Australian Goldfields.” Geographical Research 48.2 (2010): 148-165. 3 May 2013 ‹http://onlinelibrary.wiley.com/doi/10.1111/j.1745-5871.2009.00624.x/abstract›. US Federal News Service, Including US State News. “USPTO Issues Trademark: Mine of the Future.” 31 Aug. 2011. Wu, S., H. Han, X. Liu, H. Wang, F. Xue. “Highly Effective Use of Australian Pilbara Blend Lump Ore in a Blast Furnace.” Revue de Métallurgie 107.5 (2010): 187-193. doi:10.1051/metal/2010021. Zuboff, S. In the Age of the Smart Machine: The Future of Work and Power. Heinemann Professional, 1988.
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Lee, Ashlin. "In the Shadow of Platforms." M/C Journal 24, no. 2 (April 27, 2021). http://dx.doi.org/10.5204/mcj.2750.

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Introduction This article explores the changing relational quality of “the shadow of hierarchy”, in the context of the merging of platforms with infrastructure as the source of the shadow of hierarchy. In governance and regulatory studies, the shadow of hierarchy (or variations thereof), describes the space of influence that hierarchal organisations and infrastructures have (Héritier and Lehmkuhl; Lance et al.). A shift in who/what casts the shadow of hierarchy will necessarily result in changes to the attendant relational values, logics, and (techno)socialities that constitute the shadow, and a new arrangement of shadow that presents new challenges and opportunities. This article reflects on relevant literature to consider two different ways the shadow of hierarchy has qualitatively changed as platforms, rather than infrastructures, come to cast the shadow of hierarchy – an increase in scalability; and new socio-technical arrangements of (non)participation – and the opportunities and challenges therein. The article concludes that more concerted efforts are needed to design the shadow, given a seemingly directionless desire to enact data-driven solutions. The Shadow of Hierarchy, Infrastructures, and Platforms The shadow of hierarchy refers to how institutional, infrastructural, and organisational hierarchies create a relational zone of influence over a particular space. This commonly refers to executive decisions and legislation created by nation states, which are cast over private and non-governmental actors (Héritier and Lehmkuhl, 2). Lance et al. (252–53) argue that the shadow of hierarchy is a productive and desirable thing. Exploring the shadow of hierarchy in the context of how geospatial data agencies govern their data, Lance et al. find that the shadow of hierarchy enables the networked governance approaches that agencies adopt. This is because operating in the shadow of institutions provides authority, confers bureaucratic legitimacy and top-down power, and offers financial support. The darkness of the shadow is thus less a moral or ethicopolitical statement (such as that suggested by Fisher and Bolter, who use the idea of darkness to unpack the morality of tourism involving death and human suffering), and instead a relationality; an expression of differing values, logics, and (techno)socialities internal and external to those infrastructures and institutions that cast it (Gehl and McKelvey). The shadow of hierarchy might therefore be thought of as a field of relational influences and power that a social body casts over society, by virtue of a privileged position vis-a-vis society. It modulates society’s “light”; the resources (Bourdieu) and power relationships (Foucault) that run through social life, as parsed through a certain institutional and infrastructural worldview (the thing that blocks the light to create the shadow). In this way the shadow of hierarchy is not a field of absolute blackness that obscures, but instead a gradient of light and dark that creates certain effects. The shadow of hierarchy is now, however, also being cast by decentralised, privately held, and non-hierarchal platforms that are replacing or merging with public infrastructure, creating new social effects. Platforms are digital, socio-technical systems that create relationships between different entities. They are most commonly built around a relatively fixed core function (such as a social media service like Facebook), that then interacts with a peripheral set of complementors (advertising companies and app developers in the case of social media; Baldwin and Woodard), to create new relationships, forms of value, and other interactions (van Dijck, The Culture of Connectivity). In creating these relationships, platforms become inherently political (Gillespie), shaping relationships and content on the platform (Suzor) and in embodied life (Ajunwa; Eubanks). While platforms are often associated with optional consumer platforms (such as streaming services like Spotify), they have increasingly come to occupy the place of public infrastructure, and act as a powerful enabler to different socio-technical, economic, and political relationships (van Dijck, Governing Digital Societies). For instance, Plantin et al. argue that platforms have merged with infrastructures, and that once publicly held and funded institutions and essential services now share many characteristics with for-profit, privately held platforms. For example, Australia has had a long history of outsourcing employment services (Webster and Harding), and nearly privatised its entire visa processing data infrastructure (Jenkins). Platforms therefore have a greater role in casting the shadow of hierarchy than before. In doing so, they cast a shadow that is qualitatively different, modulated through a different set of relational values and (techno)socialities. Scalability A key difference and selling point of platforms is their scalability; since they can rapidly and easily up- and down-scale their functionalities in a way that traditional infrastructure cannot (Plantin et al.). The ability to respond “on-demand” to infrastructural requirements has made platforms the go-to service delivery option in the neo-liberalised public infrastructure environment (van Dijck, Governing Digital Societies). For instance, services providers like Amazon Web Services or Microsoft Azure provide on demand computing capacity for many nations’ most valuable services, including their intelligence and security capabilities (Amoore, Cloud Ethics; Konkel). The value of such platforms to government lies in the reduced cost and risk that comes with using rented capabilities, and the enhanced flexibility to increase or decrease their usage as required, without any of the economic sunk costs attached to owning the infrastructure. Scalability is, however, not just about on-demand technical capability, but about how platforms can change the scale of socio-technical relationships and services that are mediated through the platform. This changes the relational quality of the shadow of hierarchy, as activities and services occurring within the shadow are now connected into a larger and rapidly modulating scale. Scalability allows the shadow of hierarchy to extend from those in proximity to institutions to the broader population in general. For example, individual citizens can more easily “reach up” into governmental services and agencies as a part of completing their everyday business through platform such as MyGov in Australia (Services Australia). Using a smartphone application, citizens are afforded a more personalised and adaptive experience of the welfare state, as engaging with welfare services is no-longer tied to specific “brick-and-mortar” locations, but constantly available through a smartphone app and web portal. Multiple government services including healthcare and taxation are also connected to this platform, allowing users to reach across multiple government service domains to complete their personal business, seeking information and services that would have once required separate communications with different branches of government. The individual’s capacities to engage with the state have therefore upscaled with this change in the shadow, retaining a productivity and capacity enhancing quality that is reminiscent of older infrastructures and institutions, as the individual and their lived context is brought closer to the institutions themselves. Scale, however, comes with complications. The fundamental driver for scalability and its adaptive qualities is datafication. This means individuals and organisations are inflecting their operational and relational logics with the logic of datafication: a need to capture all data, at all times (van Dijck, Datafication; Fourcade and Healy). Platforms, especially privately held platforms, benefit significantly from this, as they rely on data to drive and refine their algorithmic tools, and ultimately create actionable intelligence that benefits their operations. Thus, scalability allows platforms to better “reach down” into individual lives and different social domains to fuel their operations. For example, as public transport services become increasingly datafied into mobility-as-a-service (MAAS) systems, ride sharing and on-demand transportation platforms like Uber and Lyft become incorporated into the public transport ecosystem (Lyons et al.). These platforms capture geospatial, behavioural, and reputational data from users and drivers during their interactions with the platform (Rosenblat and Stark; Attoh et al.). This generates additional value, and profits, for the platform itself with limited value returned to the user or the broader public it supports, outside of the transport service. It also places the platform in a position to gain wider access to the population and their data, by virtue of operating as a part of a public service. In this way the shadow of hierarchy may exacerbate inequity. The (dis)benefits of the shadow of hierarchy become unevenly spread amongst actors within its field, a function of an increased scalability that connects individuals into much broader assemblages of datafication. For Eubank, this can entrench existing economic and social inequalities by forcing those in need to engage with digitally mediated welfare systems that rely on distant and opaque computational judgements. Local services are subject to increased digital surveillance, a removal of agency from frontline advocates, and algorithmic judgement at scale. More fortunate citizens are also still at risk, with Nardi and Ekbia arguing that many digitally scaled relationships are examples of “heteromation”, whereby platforms convince actors in the platform to labour for free, such as through providing ratings which establish a platform’s reputational economy. Such labour fuels the operation of the platform through exploiting users, who become both a product/resource (as a source of data for third party advertisers) and a performer of unrewarded digital labour, such as through providing user reviews that help guide a platform’s algorithm(s). Both these examples represent a particularly disconcerting outcome for the shadow of hierarchy, which has its roots in public sector institutions who operate for a common good through shared and publicly held infrastructure. In shifting towards platforms, especially privately held platforms, value is transmitted to private corporations and not the public or the commons, as was the case with traditional infrastructure. The public also comes to own the risks attached to platforms if they become tied to public services, placing a further burden on the public if the platform fails, while reaping none of the profit and value generated through datafication. This is a poor bargain at best. (Non)Participation Scalability forms the basis for a further predicament: a changing socio-technical dynamic of (non)participation between individuals and services. According to Star (118), infrastructures are defined through their relationships to a given context. These relationships, which often exist as boundary objects between different communities, are “loosely structured in common use, and become tightly bound in particular locations” (Star, 118). While platforms are certainly boundary objects and relationally defined, the affordances of cloud computing have enabled a decoupling from physical location, and the operation of platforms across time and space through distributed digital nodes (smartphones, computers, and other localised hardware) and powerful algorithms that sort and process requests for service. This does not mean location is not important for the cloud (see Amoore, Cloud Geographies), but platforms are less likely to have a physically co-located presence in the same way traditional infrastructures had. Without the same institutional and infrastructural footprint, the modality for participating in and with the shadow of hierarchy that platforms cast becomes qualitatively different and predicated on digital intermediaries. Replacing a physical and human footprint with algorithmically supported and decentralised computing power allows scalability and some efficiency improvements, but it also removes taken-for-granted touchpoints for contestation and recourse. For example, ride-sharing platform Uber operates globally, and has expressed interest in operating in complement to (and perhaps in competition with) public transport services in some cities (Hall et al.; Conger). Given that Uber would come to operate as a part of the shadow of hierarchy that transport authorities cast over said cities, it would not be unreasonable to expect Uber to be subject to comparable advocacy, adjudication, transparency, and complaint-handling requirements. Unfortunately, it is unclear if this would be the case, with examples suggesting that Uber would use the scalability of its platform to avoid these mechanisms. This is revealed by ongoing legal action launched by concerned Uber drivers in the United Kingdom, who have sought access to the profiling data that Uber uses to manage and monitor its drivers (Sawers). The challenge has relied on transnational law (the European Union’s General Data Protection Regulation), with UK-based drivers lodging claims in Amsterdam to initiate the challenge. Such costly and complex actions are beyond the means of many, but demonstrate how reasonable participation in socio-technical and governance relationships (like contestations) might become limited, depending on how the shadow of hierarchy changes with the incorporation of platforms. Even if legal challenges for transparency are successful, they may not produce meaningful change. For instance, O’Neil links algorithmic bias to mathematical shortcomings in the variables used to measure the world; in the creation of irritational feedback loops based on incorrect data; and in the use of unsound data analysis techniques. These three factors contribute to inequitable digital metrics like predictive policing algorithms that disproportionately target racial minorities. Large amounts of selective data on minorities create myopic algorithms that direct police to target minorities, creating more selective data that reinforces the spurious model. These biases, however, are persistently inaccessible, and even when visible are often unintelligible to experts (Ananny and Crawford). The visibility of the technical “installed base” that support institutions and public services is therefore not a panacea, especially when the installed base (un)intentionally obfuscates participation in meaningful engagement like complaints handling. A negative outcome is, however, also not an inevitable thing. It is entirely possible to design platforms to allow individual users to scale up and have opportunities for enhanced participation. For instance, eGovernance and mobile governance literature have explored how citizens engage with state services at scale (Thomas and Streib; Foth et al.), and the open government movement has demonstrated the effectiveness of open data in understanding government operations (Barns; Janssen et al.), although these both have their challenges (Chadwick; Dawes). It is not a fantasy to imagine alternative configurations of the shadow of hierarchy that allow more participatory relationships. Open data could facilitate the governance of platforms at scale (Box et al.), where users are enfranchised into a platform by some form of membership right and given access to financial and governance records, in the same way that corporate shareholders are enfranchised, facilitated by the same app that provides a service. This could also be extended to decision making through voting and polling functions. Such a governance form would require radically different legal, business, and institutional structures to create and enforce this arrangement. Delacoix and Lawrence, for instance, suggest that data trusts, where a trustee is assigned legal and fiduciary responsibility to achieve maximum benefit for a specific group’s data, can be used to negotiate legal and governance relationships that meaningfully benefit the users of the trust. Trustees can be instructed to only share data to services whose algorithms are regularly audited for bias and provide datasets that are accurate representations of their users, for instance, avoiding erroneous proxies that disrupt algorithmic models. While these developments are in their infancy, it is not unreasonable to reflect on such endeavours now, as the technologies to achieve these are already in use. Conclusions There is a persistent myth that data will yield better, faster, more complete results in whatever field it is applied (Lee and Cook; Fourcade and Healy; Mayer-Schönberger and Cukier; Kitchin). This myth has led to data-driven assemblages, including artificial intelligence, platforms, surveillance, and other data-technologies, being deployed throughout social life. The public sector is no exception to this, but the deployment of any technological solution within the traditional institutions of the shadow of hierarchy is fraught with challenges, and often results in failure or unintended consequences (Henman). The complexity of these systems combined with time, budgetary, and political pressures can create a contested environment. It is this environment that moulds societies' light and resources to cast the shadow of hierarchy. Relationality within a shadow of hierarchy that reflects the complicated and competing interests of platforms is likely to present a range of unintended social consequences that are inherently emergent because they are entering into a complex system – society – that is extremely hard to model. The relational qualities of the shadow of hierarchy are therefore now more multidimensional and emergent, and experiences relating to socio-technical features like scale, and as a follow-on (non)participation, are evidence of this. Yet by being emergent, they are also directionless, a product of complex systems rather than designed and strategic intent. This is not an inherently bad thing, but given the potential for data-system and platforms to have negative or unintended consequences, it is worth considering whether remaining directionless is the best outcome. There are many examples of data-driven systems in healthcare (Obermeyer et al.), welfare (Eubanks; Henman and Marston), and economics (MacKenzie), having unintended and negative social consequences. Appropriately guiding the design and deployment of theses system also represents a growing body of knowledge and practical endeavour (Jirotka et al.; Stilgoe et al.). Armed with the knowledge of these social implications, constructing an appropriate social architecture (Box and Lemon; Box et al.) around the platforms and data systems that form the shadow of hierarchy should be encouraged. This social architecture should account for the affordances and emergent potentials of a complex social, institutional, economic, political, and technical environment, and should assist in guiding the shadow of hierarchy away from egregious challenges and towards meaningful opportunities. To be directionless is an opportunity to take a new direction. The intersection of platforms with public institutions and infrastructures has moulded society’s light into an evolving and emergent shadow of hierarchy over many domains. With the scale of the shadow changing, and shaping participation, who benefits and who loses out in the shadow of hierarchy is also changing. Equipped with insights into this change, we should not hesitate to shape this change, creating or preserving relationalities that offer the best outcomes. Defining, understanding, and practically implementing what the “best” outcome(s) are would be a valuable next step in this endeavour, and should prompt considerable discussion. 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14

Jethani, Suneel. "Lists, Spatial Practice and Assistive Technologies for the Blind." M/C Journal 15, no. 5 (October 12, 2012). http://dx.doi.org/10.5204/mcj.558.

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Abstract:
IntroductionSupermarkets are functionally challenging environments for people with vision impairments. A supermarket is likely to house an average of 45,000 products in a median floor-space of 4,529 square meters and many visually impaired people are unable to shop without assistance, which greatly impedes personal independence (Nicholson et al.). The task of selecting goods in a supermarket is an “activity that is expressive of agency, identity and creativity” (Sutherland) from which many vision-impaired persons are excluded. In response to this, a number of proof of concept (demonstrating feasibility) and prototype assistive technologies are being developed which aim to use smart phones as potential sensorial aides for vision impaired persons. In this paper, I discuss two such prototypic technologies, Shop Talk and BlindShopping. I engage with this issue’s list theme by suggesting that, on the one hand, list making is a uniquely human activity that demonstrates our need for order, reliance on memory, reveals our idiosyncrasies, and provides insights into our private lives (Keaggy 12). On the other hand, lists feature in the creation of spatial inventories that represent physical environments (Perec 3-4, 9-10). The use of lists in the architecture of assistive technologies for shopping illuminates the interaction between these two modalities of list use where items contained in a list are not only textual but also cartographic elements that link the material and immaterial in space and time (Haber 63). I argue that despite the emancipatory potential of assistive shopping technologies, their efficacy in practical situations is highly dependent on the extent to which they can integrate a number of lists to produce representations of space that are meaningful for vision impaired users. I suggest that the extent to which these prototypes may translate to becoming commercially viable, widely adopted technologies is heavily reliant upon commercial and institutional infrastructures, data sources, and regulation. Thus, their design, manufacture and adoption-potential are shaped by the extent to which certain data inventories are accessible and made interoperable. To overcome such constraints, it is important to better understand the “spatial syntax” associated with the shopping task for a vision impaired person; that is, the connected ordering of real and virtual spatial elements that result in a supermarket as a knowable space within which an assisted “spatial practice” of shopping can occur (Kellerman 148, Lefebvre 16).In what follows, I use the concept of lists to discuss the production of supermarket-space in relation to the enabling and disabling potentials of assistive technologies. First, I discuss mobile digital technologies relative to disability and impairment and describe how the shopping task produces a disabling spatial practice. Second, I present a case study showing how assistive technologies function in aiding vision impaired users in completing the task of supermarket shopping. Third, I discuss various factors that may inhibit the liberating potential of technology assisted shopping by vision-impaired people. Addressing Shopping as a Disabling Spatial Practice Consider how a shopping list might inform one’s experience of supermarket space. The way shopping lists are written demonstrate the variability in the logic that governs list writing. As Bill Keaggy demonstrates in his found shopping list Web project and subsequent book, Milk, Eggs, Vodka, a shopping list may be written on a variety of materials, be arranged in a number of orientations, and the writer may use differing textual attributes, such as size or underlining to show emphasis. The writer may use longhand, abbreviate, write neatly, scribble, and use an array of alternate spelling and naming conventions. For example, items may be listed based on knowledge of the location of products, they may be arranged on a list as a result of an inventory of a pantry or fridge, or they may be copied in the order they appear in a recipe. Whilst shopping, some may follow strictly the order of their list, crossing back and forth between aisles. Some may work through their list item-by-item, perhaps forward scanning to achieve greater economies of time and space. As a person shops, their memory may be stimulated by visual cues reminding them of products they need that may not be included on their list. For the vision impaired, this task is near impossible to complete without the assistance of a relative, friend, agency volunteer, or store employee. Such forms of assistance are often unsatisfactory, as delays may be caused due to the unavailability of an assistant, or the assistant having limited literacy, knowledge, or patience to adequately meet the shopper’s needs. Home delivery services, though readily available, impede personal independence (Nicholson et al.). Katie Ellis and Mike Kent argue that “an impairment becomes a disability due to the impact of prevailing ableist social structures” (3). It can be said, then, that supermarkets function as a disability producing space for the vision impaired shopper. For the vision impaired, a supermarket is a “hegemonic modern visual infrastructure” where, for example, merchandisers may reposition items regularly to induce customers to explore areas of the shop that they wouldn’t usually, a move which adds to the difficulty faced by those customers with impaired vision who work on the assumption that items remain as they usually are (Schillmeier 161).In addressing this issue, much emphasis has been placed on the potential of mobile communications technologies in affording vision impaired users greater mobility and flexibility (Jolley 27). However, as Gerard Goggin argues, the adoption of mobile communication technologies has not necessarily “gone hand in hand with new personal and collective possibilities” given the limited access to standard features, even if the device is text-to-speech enabled (98). Issues with Digital Rights Management (DRM) limit the way a device accesses and reproduces information, and confusion over whether audio rights are needed to convert text-to-speech, impede the accessibility of mobile communications technologies for vision impaired users (Ellis and Kent 136). Accessibility and functionality issues like these arise out of the needs, desires, and expectations of the visually impaired as a user group being considered as an afterthought as opposed to a significant factor in the early phases of design and prototyping (Goggin 89). Thus, the development of assistive technologies for the vision impaired has been left to third parties who must adopt their solutions to fit within certain technical parameters. It is valuable to consider what is involved in the task of shopping in order to appreciate the considerations that must be made in the design of shopping intended assistive technologies. Shopping generally consists of five sub-tasks: travelling to the store; finding items in-store; paying for and bagging items at the register; exiting the store and getting home; and, the often overlooked task of putting items away once at home. In this process supermarkets exhibit a “trichotomous spatial ontology” consisting of locomotor space that a shopper moves around the store, haptic space in the immediate vicinity of the shopper, and search space where individual products are located (Nicholson et al.). In completing these tasks, a shopper will constantly be moving through and switching between all three of these spaces. In the next section I examine how assistive technologies function in producing supermarkets as both enabling and disabling spaces for the vision impaired. Assistive Technologies for Vision Impaired ShoppersJason Farman (43) and Adriana de Douza e Silva both argue that in many ways spaces have always acted as information interfaces where data of all types can reside. Global Positioning System (GPS), Radio Frequency Identification (RFID), and Quick Response (QR) codes all allow for practically every spatial encounter to be an encounter with information. Site-specific and location-aware technologies address the desire for meaningful representations of space for use in everyday situations by the vision impaired. Further, the possibility of an “always-on” connection to spatial information via a mobile phone with WiFi or 3G connections transforms spatial experience by “enfolding remote [and latent] contexts inside the present context” (de Souza e Silva). A range of GPS navigation systems adapted for vision-impaired users are currently on the market. Typically, these systems convert GPS information into text-to-speech instructions and are either standalone devices, such as the Trekker Breeze, or they use the compass, accelerometer, and 3G or WiFi functions found on most smart phones, such as Loadstone. Whilst both these products are adequate in guiding a vision-impaired user from their home to a supermarket, there are significant differences in their interfaces and data architectures. Trekker Breeze is a standalone hardware device that produces talking menus, maps, and GPS information. While its navigation functionality relies on a worldwide radio-navigation system that uses a constellation of 24 satellites to triangulate one’s position (May and LaPierre 263-64), its map and text-to-speech functionality relies on data on a DVD provided with the unit. Loadstone is an open source software system for Nokia devices that has been developed within the vision-impaired community. Loadstone is built on GNU General Public License (GPL) software and is developed from private and user based funding; this overcomes the issue of Trekker Breeze’s reliance on trading policies and pricing models of the few global vendors of satellite navigation data. Both products have significant shortcomings if viewed in the broader context of the five sub-tasks involved in shopping described above. Trekker Breeze and Loadstone require that additional devices be connected to it. In the case of Trekker Breeze it is a tactile keypad, and with Loadstone it is an aftermarket screen reader. To function optimally, Trekker Breeze requires that routes be pre-recorded and, according to a review conducted by the American Foundation for the Blind, it requires a 30-minute warm up time to properly orient itself. Both Trekker Breeze and Loadstone allow users to create and share Points of Interest (POI) databases showing the location of various places along a given route. Non-standard or duplicated user generated content in POI databases may, however, have a negative effect on usability (Ellis and Kent 2). Furthermore, GPS-based navigation systems are accurate to approximately ten metres, which means that users must rely on their own mobility skills when they are required to change direction or stop for traffic. This issue with GPS accuracy is more pronounced when a vision-impaired user is approaching a supermarket where they are likely to encounter environmental hazards with greater frequency and both pedestrian and vehicular traffic in greater density. Here the relations between space defined and spaces poorly defined or undefined by the GPS device interact to produce the supermarket surrounds as a disabling space (Galloway). Prototype Systems for Supermarket Navigation and Product SelectionIn the discussion to follow, I look at two prototype systems using QR codes and RFID that are designed to be used in-store by vision-impaired shoppers. Shop Talk is a proof of concept system developed by researchers at Utah State University that uses synthetic verbal route directions to assist vision impaired shoppers with supermarket navigation, product search, and selection (Nicholson et al.). Its hardware consists of a portable computational unit, a numeric keypad, a wireless barcode scanner and base station, headphones for the user to receive the synthetic speech instructions, a USB hub to connect all the components, and a backpack to carry them (with the exception of the barcode scanner) which has been slightly modified with a plastic stabiliser to assist in correct positioning. Shop Talk represents the supermarket environment using two data structures. The first is comprised of two elements: a topological map of locomotor space that allows for directional labels of “left,” “right,” and “forward,” to be added to the supermarket floor plan; and, for navigation of haptic space, the supermarket inventory management system, which is used to create verbal descriptions of product information. The second data structure is a Barcode Connectivity Matrix (BCM), which associates each shelf barcode with several pieces of information such as aisle, aisle side, section, shelf, position, Universal Product Code (UPC) barcode, product description, and price. Nicholson et al. suggest that one of their “most immediate objectives for future work is to migrate the system to a more conventional mobile platform” such as a smart phone (see Mobile Shopping). The Personalisable Interactions with Resources on AMI-Enabled Mobile Dynamic Environments (PRIAmIDE) research group at the University of Deusto is also approaching Ambient Assisted Living (AAL) by exploring the smart phone’s sensing, communication, computing, and storage potential. As part of their work, the prototype system, BlindShopping, was developed to address the issue of assisted shopping using entirely off-the-shelf technology with minimal environmental adjustments to navigate the store and search, browse and select products (López-de-Ipiña et al. 34). Blind Shopping’s architecture is based on three components. Firstly, a navigation system provides the user with synthetic verbal instructions to users via headphones connected to the smart phone device being used in order to guide them around the store. This requires a RFID reader to be attached to the tip of the user’s white cane and road-marking-like RFID tag lines to be distributed throughout the aisles. A smartphone application processes the RFID data that is received by the smart phone via Bluetooth generating the verbal navigation commands as a result. Products are recognised by pointing a QR code reader enabled smart phone at an embossed code located on a shelf. The system is managed by a Rich Internet Application (RIA) interface, which operates by Web browser, and is used to register the RFID tags situated in the aisles and the QR codes located on shelves (López-de-Ipiña and 37-38). A typical use-scenario for Blind Shopping involves a user activating the system by tracing an “L” on the screen or issuing the “Location” voice command, which activates the supermarket navigation system which then asks the user to either touch an RFID floor marking with their cane or scan a QR code on a nearby shelf to orient the system. The application then asks the user to dictate the product or category of product that they wish to locate. The smart phone maintains a continuous Bluetooth connection with the RFID reader to keep track of user location at all times. By drawing a “P” or issuing the “Product” voice command, a user can switch the device into product recognition mode where the smart phone camera is pointed at an embossed QR code on a shelf to retrieve information about a product such as manufacturer, name, weight, and price, via synthetic speech (López-de-Ipiña et al. 38-39). Despite both systems aiming to operate with as little environmental adjustment as possible, as well as minimise the extent to which a supermarket would need to allocate infrastructural, administrative, and human resources to implementing assistive technologies for vision impaired shoppers, there will undoubtedly be significant establishment and maintenance costs associated with the adoption of production versions of systems resembling either prototype described in this paper. As both systems rely on data obtained from a server by invoking Web services, supermarkets would need to provide in-store WiFi. Further, both systems’ dependence on store inventory data would mean that commercial versions of either of these systems are likely to be supermarket specific or exclusive given that there will be policies in place that forbid access to inventory systems, which contain pricing information to third parties. Secondly, an assumption in the design of both prototypes is that the shopping task ends with the user arriving at home; this overlooks the important task of being able to recognise products in order to put them away or to use at a later time.The BCM and QR product recognition components of both respective prototypic systems associates information to products in order to assist users in the product search and selection sub-tasks. However, information such as use-by dates, discount offers, country of manufacture, country of manufacturer’s origin, nutritional information, and the labelling of products as Halal, Kosher, containing alcohol, nuts, gluten, lactose, phenylalanine, and so on, create further challenges in how different data sources are managed within the devices’ software architecture. The reliance of both systems on existing smartphone technology is also problematic. Changes in the production and uptake of mobile communication devices, and the software that they operate on, occurs rapidly. Once the fit-out of a retail space with the necessary instrumentation in order to accommodate a particular system has occurred, this system is unlikely to be able to cater to the requirement for frequent upgrades, as built environments are less flexible in the upgrading of their technological infrastructure (Kellerman 148). This sets up a scenario where the supermarket may persist as a disabling space due to a gap between the functional capacities of applications designed for mobile communication devices and the environments in which they are to be used. Lists and Disabling Spatial PracticeThe development and provision of access to assistive technologies and the data they rely upon is a commercial issue (Ellis and Kent 7). The use of assistive technologies in supermarket-spaces that rely on the inter-functional coordination of multiple inventories may have the unintended effect of excluding people with disabilities from access to legitimate content (Ellis and Kent 7). With de Certeau, we can ask of supermarket-space “What spatial practices correspond, in the area where discipline is manipulated, to these apparatuses that produce a disciplinary space?" (96).In designing assistive technologies, such as those discussed in this paper, developers must strive to achieve integration across multiple data inventories. Software architectures must be optimised to overcome issues relating to intellectual property, cross platform access, standardisation, fidelity, potential duplication, and mass-storage. This need for “cross sectioning,” however, “merely adds to the muddle” (Lefebvre 8). This is a predicament that only intensifies as space and objects in space become increasingly “representable” (Galloway), and as the impetus for the project of spatial politics for the vision impaired moves beyond representation to centre on access and meaning-making.ConclusionSupermarkets act as sites of hegemony, resistance, difference, and transformation, where the vision impaired and their allies resist the “repressive socialization of impaired bodies” through their own social movements relating to environmental accessibility and the technology assisted spatial practice of shopping (Gleeson 129). It is undeniable that the prototype technologies described in this paper, and those like it, indeed do have a great deal of emancipatory potential. However, it should be understood that these devices produce representations of supermarket-space as a simulation within a framework that attempts to mimic the real, and these representations are pre-determined by the industrial, technological, and regulatory forces that govern their production (Lefebvre 8). Thus, the potential of assistive technologies is dependent upon a range of constraints relating to data accessibility, and the interaction of various kinds of lists across the geographic area that surrounds the supermarket, locomotor, haptic, and search spaces of the supermarket, the home-space, and the internal spaces of a shopper’s imaginary. These interactions are important in contributing to the reproduction of disability in supermarkets through the use of assistive shopping technologies. The ways by which people make and read shopping lists complicate the relations between supermarket-space as location data and product inventories versus that which is intuited and experienced by a shopper (Sutherland). Not only should we be creating inventories of supermarket locomotor, haptic, and search spaces, the attention of developers working in this area of assistive technologies should look beyond the challenges of spatial representation and move towards a focus on issues of interoperability and expanded access of spatial inventory databases and data within and beyond supermarket-space.ReferencesDe Certeau, Michel. The Practice of Everyday Life. Berkeley: University of California Press, 1984. Print.De Souza e Silva, A. “From Cyber to Hybrid: Mobile Technologies As Interfaces of Hybrid Spaces.” Space and Culture 9.3 (2006): 261-78.Ellis, Katie, and Mike Kent. Disability and New Media. New York: Routledge, 2011.Farman, Jason. Mobile Interface Theory: Embodied Space and Locative Media. New York: Routledge, 2012.Galloway, Alexander. “Are Some Things Unrepresentable?” Theory, Culture and Society 28 (2011): 85-102.Gleeson, Brendan. Geographies of Disability. London: Routledge, 1999.Goggin, Gerard. Cell Phone Culture: Mobile Technology in Everyday Life. London: Routledge, 2006.Haber, Alex. “Mapping the Void in Perec’s Species of Spaces.” Tattered Fragments of the Map. Ed. Adam Katz and Brian Rosa. S.l.: Thelimitsoffun.org, 2009.Jolley, William M. When the Tide Comes in: Towards Accessible Telecommunications for People with Disabilities in Australia. Sydney: Human Rights and Equal Opportunity Commission, 2003.Keaggy, Bill. Milk Eggs Vodka: Grocery Lists Lost and Found. Cincinnati, Ohio: HOW Books, 2007.Kellerman, Aharon. Personal Mobilities. London: Routledge, 2006.Kleege, Georgia. “Blindness and Visual Culture: An Eyewitness Account.” The Disability Studies Reader. 2nd edition. Ed. Lennard J. Davis. New York: Routledge, 2006. 391-98.Lefebvre, Henri. The Production of Space. Oxford, UK: Blackwell, 1991.López-de-Ipiña, Diego, Tania Lorido, and Unai López. “Indoor Navigation and Product Recognition for Blind People Assisted Shopping.” Ambient Assisted Living. Ed. J. Bravo, R. Hervás, and V. Villarreal. Berlin: Springer-Verlag, 2011. 25-32. May, Michael, and Charles LaPierre. “Accessible Global Position System (GPS) and Related Orientation Technologies.” Assistive Technology for Visually Impaired and Blind People. Ed. Marion A. Hersh, and Michael A. Johnson. London: Springer-Verlag, 2008. 261-88. Nicholson, John, Vladimir Kulyukin, and Daniel Coster. “Shoptalk: Independent Blind Shopping Through Verbal Route Directions and Barcode Scans.” The Open Rehabilitation Journal 2.1 (2009): 11-23.Perec, Georges. Species of Spaces and Other Pieces. Trans. and Ed. John Sturrock. London: Penguin Books, 1997.Schillmeier, Michael W. J. Rethinking Disability: Bodies, Senses, and Things. New York: Routledge, 2010.Sutherland, I. “Mobile Media and the Socio-Technical Protocols of the Supermarket.” Australian Journal of Communication. 36.1 (2009): 73-84.
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Hancox, Donna Maree, and Jaz Hee-jeong Choi. "Challenging Cohesion." M/C Journal 13, no. 1 (March 22, 2010). http://dx.doi.org/10.5204/mcj.233.

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Cohesion as a term connotes attraction, unity, and commonness amongst discrete entities. Considering cohesion as a concept is timely with the recent rise of network culture, which comes with both subtle and radical changes in how people connect with, position themselves in relation to, and understand other constituents of society (cf. Varnelis; Castells; Jenkins et al.). Such dis- and inter-connections signify an imminent and immanent epistemological challenge we must confront: how can we understand inherently multi-faceted subjects, components of which are in constant transformation? For researchers, disciplinary complexity is one of the main implications of this situation. While disciplinary integration may be an effective or vital component in pursuit of knowledge (cf. Nicolescu) it may also impart significant conceptual and pragmatic conflicts. What are possible ways to coalesce multiple dimensions of reality that can lead to conceptually cohesive and useful knowledge production? This issue of M/C Journal attempts to answer this question by looking at different perspectives on the notion of cohesion across topical and disciplinary boundaries. Our premise for exploring ‘cohesion’ in this issue is two-fold: first, there is a need to understand the conceptual and experiential significance of social cohesion in the increasingly urbanised and networked contemporary world. In the 1997 OECD report, Societal Cohesion and the Globalising Economy, Michalski, Miller, and Stevens attribute ‘strains of the fabric of OECD societies’ to global economic and political changes, as well as the rapid technological progress. The World Bank places social cohesion as a metonym for social capital; they argue that social cohesion is ‘critical for societies to prosper economically and develop sustainably,’ and that it is ‘the glue’ that holds constituents of the society together. While it is true that the need to build bonds between human beings, and to bring together otherwise disparate experiences and aspirations is evermore crucial to a sustainable future for the world, we doubt that the current pervasive view of cohesion as a measurable parameter for ideal harmony and unity. Rather, in this uncertainty we see opportunities for re-examining the existing definitions of cohesion and further shaping different versions of social/community strengthening. If social cohesion is inherent in the relationships between and amongst entities, ideologies or experiences disagreement and difference or transition are as important or integral as shared ideas. Anheier, Gerhards and Romo have re-imagined Bourdieu’s view of positions individuals inhabit within social spaces as a ‘network, or a configuration, of objective relations among positions.’ From this view the merging of individuals or groups into a cohesive whole becomes less important than the coming together, sometimes only briefly, of ideas into a dynamic and complicated matrix – in other words, the shaping of togetherness through temporary adhesive connections amongst individuals managing various such adhesive networks. We are not necessarily questioning the obvious advantages of a unified society. Rather, we are suggesting a need to enquire into new ways of approaching cohesion, and subsequent implications in viewing, governing, and living in society today, and tomorrow. The second reason for considering cohesion is the development of network technologies, which are embedded in everyday life. Network technologies engender and accentuate multiplicities: multifaceted self-identity, multitasking, and multisensorial experience via interactive media, for example. As we transition from the current network era towards that of ubiquitous computing (ubicomp), our social and technological systems and practices become modular-like (Choi, Foth and Hearn), resonating with what Stone calls ‘continuous partial attention.’ Practice of multi-media communication – for example, concurrently watching television while chatting on Skype on the computer and texting on the mobile phone; another example is Habuchi’s notion of ‘telecocoon’ in which a multitude of constant and partial connections with small, insular social relations are maintained through always-on network technologies. The spatio-temporal zone that is made available, created, and extended by network technologies for expression of the self and communication with others is an inherently in-between space bridging what can be generally considered dichotomous. In this environment, it is cohesion that validates a networked entity by giving it a unified form and/or voice amongst its distributed constituents. The scale of such cohesive process varies from small (individual) to large (collective); examples include individual and community, respectively. As Castells (7) notes, while technology is not entirely responsible for social change, it embodies the capacity for change. Cohesion then, is perhaps best understood as inherently transformative. Thus examining cohesion as a phenomenon should not be focused on the ‘connections’ amongst individual entities but should concern what triggers, sustains, and suspends adhesive interactions, and how such processes relates to overall cohesion within the concerned subject. This notion resonates with the connection – access relation in understanding network culture. As Choi asserts, ‘in a network environment where the connection is a primal element, connection itself cannot be the rationale for interaction; rather, it is access – the act of accessing and being accessed – that becomes the prime motive for participation in network interactions’ (104). This issue of M/C Journal brings together diverse articles that explore the dynamic and challenging concept of cohesion in the current era, where technological, cultural, and structural conditions rapidly co-evolve through communicative networks, thereby reshaping the ontological and epistemological dimensions of various societies. The feature article by Holmes Cohesion, Adhesion and Incoherence explores the creation of a cohesive visual identity for a collective via digital and print-media. Her paper illustrates the ways in which Flickr participants communicate with each other, and how it is possible for networks to come together in an organically cohesive way, if only temporarily. Holmes also provides and insight into the process of and obstacles to establishing and maintaining a cohesive group identity. This feature article provides a framework for the issue as whole that shows how cohesive identity is created through ‘negotiation’ confirms our view that it’s in constant transformation. It also serves as a launching pad for the other articles to continue deconstructing cohesion as a cohesive concept. Glover turns the focus to policy making in the cultural sector. In his paper Failed Fantasies of Cohesion he examines the fantasy of cohesion as fundamental to whole-of-government cultural policy-making undertaken within Arts Queensland in the 1990s and 2000s. The emphasis in this paper is the complexity of cohesion as a critical factor in cultural policy making, and also the paradox that cohesion presents. In the quest for cohesion the potential for important and rich dissent can be discouraged. As Glover eloquently argues, when cohesion is lost all is not lost. This embracing of both the flaws in and potential of cohesion is carried in Publish or Perish. Martin puts forward possible strategies for university presses to work as a cohesive force between emerging writers and the writing industry. He examines the inter-relationship between university presses and the broader publishing industry, and asks whether broader access and sustained co-operation between creative writing departments and university publishing houses or presses could result in a new version of cohesion in the Australian literary landscape. He presents a holistic contour of the contemporary literary industry, using the University of Western Australia and the University of Western Sydney as examples of how entities with competing agendas can come together in a mutually beneficial and innovative way. Leder and colleagues bring the focus to the individual techno-social experience, as exemplified in their ToTeM (Tales of Things and Electronic Memory) project. This project addresses social cohesion through combining personal narratives with Web2.0 and tagging technologies to create a network of shared object-related memories. This paper accentuates the pluralistic nature of cohesion and thus calls for a multiplicity of approaches to cohesion. This issue closes with an artistic piece by Kari Gislason. His personal essay Independent People provides an exploration of Iceland’s financial collapse and its disconnection with the European Union, and calls into question whether a cohesive relationship with its neighbours is possible for or even desired by the Icelandic people. This discussion is played out against the backdrop of competing national identities in his own life and the search for unity. It is in this problematising and challenging of cohesion as a static or permanent state of agreement that this issue found its own cohesive thread. References Anheier, Helmut, Jurgen Gerhards, and P. Romo. “Forms of capital and social structure in cultural fields: Examining Bourdieu’s Social Topography.” The American Journal of Sociology 100.4 (1995) 859-903. Bordieu, Pierre. “Social Space and Symbolic Power.” Sociological Review 7.1 (1989) 14-25. Castells, Manuel. The Rise of the Network Society. Cambridge, MA: Blackwell Publishers, 1996. Choi, Jaz Hee-jeong. "The City, Self, and Connections: Transyouth and Urban Social Networking in Seoul." Youth, Society and Mobile Media in Asia. Eds. Stephanie Hemelryk Donald, Theresa Anderson and Damien Spry. London, New York: Routledge, 2010. 88-107. Choi, Jaz Hee-jeong, Marcus Foth, and Greg Hearn. "Site Specific Mobility and Connection in Korea: Bangs (Rooms) between Public and Private Spaces." Technology in Society 31.2 (2009). Habuchi, Ichiyo. "Accelerated Reflexivity." Personal, Portable, Pedestrian : Mobile Phones in Japanese Life. Eds. Mizuko Ito, Daisuke Okabe and Misa Matsuda. Cambridge, Mass.: MIT Press, 2005. 165-82. Jenkins, Henry, et al. "Confronting the Challenges of Participatory Culture: Media Education for the 21st Century". 2006. 6 Nov. 2006. ‹http://www.digitallearning.macfound.org/site/c.enJLKQNlFiG/b.2108773/apps/nl/content2.asp?content_id=%7BCD911571-0240-4714-A93B-1D0C07C7B6C1%7D&notoc=1 >. Michalski, Wolfgang, Riel Miller, and Barrie Stevens. "Economic Flexibility and Societal Cohesion in the Twenty-First Century." Societal Cohesion and the Globalising Economy. Ed. OECD. Paris: OECD, 1997. 7-26. Nicolescu, Basarab. Manifesto of Transdisciplinarity. Trans. Karen-Claire Voss. New York: State University of New York Press, 2002. Stone, Linda. "Attention: The *Real* Aphrodisiac." O'Reilly Media Emerging Technology Conference. Varnelis, Kazys. Networked Publics. Ed. Annenberg Center for Communication, University of Southern California. Cambridge, Mass.: MIT Press, 2008. World Bank. "Social Capital: The Glue Holding Society Together". 2001. March 18 2010. ‹http://www.worldbank.org/html/prddr/trans/augsepoct00/boxpage31.htm >.
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Arnold, Bruce, and Margalit Levin. "Ambient Anomie in the Virtualised Landscape? Autonomy, Surveillance and Flows in the 2020 Streetscape." M/C Journal 13, no. 2 (May 3, 2010). http://dx.doi.org/10.5204/mcj.221.

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Our thesis is that the city’s ambience is now an unstable dialectic in which we are watchers and watched, mirrored and refracted in a landscape of iPhone auteurs, eTags, CCTV and sousveillance. Embrace ambience! Invoking Benjamin’s spirit, this article does not seek to limit understanding through restriction to a particular theme or theoretical construct (Buck-Morss 253). Instead, it offers snapshots of interactions at the dawn of the postmodern city. That bricolage also engages how people appropriate, manipulate, disrupt and divert urban spaces and strategies of power in their everyday life. Ambient information can both liberate and disenfranchise the individual. This article asks whether our era’s dialectics result in a new personhood or merely restate the traditional spectacle of ‘bright lights, big city’. Does the virtualized city result in ambient anomie and satiation or in surprise, autonomy and serendipity? (Gumpert 36) Since the steam age, ambience has been characterised in terms of urban sound, particularly the alienation attributable to the individual’s experience as a passive receptor of a cacophony of sounds – now soft, now loud, random and recurrent–from the hubbub of crowds, the crash and grind of traffic, the noise of industrial processes and domestic activity, factory whistles, fire alarms, radio, television and gramophones (Merchant 111; Thompson 6). In the age of the internet, personal devices such as digital cameras and iPhones, and urban informatics such as CCTV networks and e-Tags, ambience is interactivity, monitoring and signalling across multiple media, rather than just sound. It is an interactivity in which watchers observe the watched observing them and the watched reshape the fabric of virtualized cities merely by traversing urban precincts (Hillier 295; De Certeau 163). It is also about pervasive although unevenly distributed monitoring of individuals, using sensors that are remote to the individual (for example cameras or tag-readers mounted above highways) or are borne by the individual (for example mobile phones or badges that systematically report the location to a parent, employer or sex offender register) (Holmes 176; Savitch 130). That monitoring reflects what Doel and Clark characterized as a pervasive sense of ambient fear in the postmodern city, albeit fear that like much contemporary anxiety is misplaced–you are more at risk from intimates than from strangers, from car accidents than terrorists or stalkers–and that is ahistorical (Doel 13; Scheingold 33). Finally, it is about cooption, with individuals signalling their identity through ambient advertising: wearing tshirts, sweatshirts, caps and other apparel that display iconic faces such as Obama and Monroe or that embody corporate imagery such as the Nike ‘Swoosh’, Coca-Cola ‘Ribbon’, Linux Penguin and Hello Kitty feline (Sayre 82; Maynard 97). In the postmodern global village much advertising is ambient, rather than merely delivered to a device or fixed on a billboard. Australian cities are now seas of information, phantasmagoric environments in which the ambient noise encountered by residents and visitors comprises corporate signage, intelligent traffic signs, displays at public transport nodes, shop-window video screens displaying us watching them, and a plethora of personal devices showing everything from the weather to snaps of people in the street or neighborhood satellite maps. They are environments through which people traverse both as persons and abstractions, virtual presences on volatile digital maps and in online social networks. Spectacle, Anomie or Personhood The spectacular city of modernity is a meme of communication, cultural and urban development theory. It is spectacular in the sense that of large, artificial, even sublime. It is also spectacular because it is built around the gaze, whether the vistas of Hausmann’s boulevards, the towers of Manhattan and Chicago, the shopfront ‘sea of light’ and advertising pillars noted by visitors to Weimar Berlin or the neon ‘neo-baroque’ of Las Vegas (Schivelbusch 114; Fritzsche 164; Ndalianis 535). In the year 2010 it aspires to 2020 vision, a panoptic and panspectric gaze on the part of governors and governed alike (Kullenberg 38). In contrast to the timelessness of Heidegger’s hut and the ‘fixity’ of rural backwaters, spectacular cities are volatile domains where all that is solid continues to melt into air with the aid of jackhammers and the latest ‘new media’ potentially result in a hypereality that make it difficult to determine what is real and what is not (Wark 22; Berman 19). The spectacular city embodies a dialectic. It is anomic because it induces an alienation in the spectator, a fatigue attributable to media satiation and to a sense of being a mere cog in a wheel, a disempowered and readily-replaceable entity that is denied personhood–recognition as an autonomous individual–through subjection to a Fordist and post-Fordist industrial discipline or the more insidious imprisonment of being ‘a housewife’, one ant in a very large ant hill (Dyer-Witheford 58). People, however, are not automatons: they experience media, modernity and urbanism in different ways. The same attributes that erode the selfhood of some people enhance the autonomy and personhood of others. The spectacular city, now a matrix of digits, information flows and opportunities, is a realm in which people can subvert expectations and find scope for self-fulfillment, whether by wearing a hoodie that defeats CCTV or by using digital technologies to find and associate with other members of stigmatized affinity groups. One person’s anomie is another’s opportunity. Ambience and Virtualisation Eighty years after Fritz Lang’s Metropolis forecast a cyber-sociality, digital technologies are resulting in a ‘virtualisation’ of social interactions and cities. In post-modern cityscapes, the space of flows comprises an increasing number of electronic exchanges through physically disjointed places (Castells 2002). Virtualisation involves supplementation or replacement of face-to-face contact with hypersocial communication via new media, including SMS, email, blogging and Facebook. In 2010 your friends (or your boss or a bully) may always be just a few keystrokes away, irrespective of whether it is raining outside, there is a public transport strike or the car is in for repairs (Hassan 69; Baron 215). Virtualisation also involves an abstraction of bodies and physical movements, with the information that represents individual identities or vehicles traversing the virtual spaces comprised of CCTV networks (where viewers never encounter the person or crowd face to face), rail ticketing systems and road management systems (x e-Tag passed by this tag reader, y camera logged a specific vehicle onto a database using automated number-plate recognition software) (Wood 93; Lyon 253). Surveillant Cities Pervasive anxiety is a permanent and recurrent feature of urban experience. Often navigated by an urgency to control perceived disorder, both physically and through cultivated dominant theory (early twentieth century gendered discourses to push women back into the private sphere; ethno-racial closure and control in the Black Metropolis of 1940s Chicago), history is punctuated by attempts to dissolve public debate and infringe minority freedoms (Wilson 1991). In the Post-modern city unprecedented technological capacity generates a totalizing media vector whose plausible by-product is the perception of an ambient menace (Wark 3). Concurrent faith in technology as a cost-effective mechanism for public management (policing, traffic, planning, revenue generation) has resulted in emergence of the surveillant city. It is both a social and architectural fabric whose infrastructure is dotted with sensors and whose people assume that they will be monitored by private/public sector entities and directed by interactive traffic management systems – from electronic speed signs and congestion indicators through to rail schedule displays –leveraging data collected through those sensors. The fabric embodies tensions between governance (at its crudest, enforcement of law by police and their surrogates in private security services) and the soft cage of digital governmentality, with people being disciplined through knowledge that they are being watched and that the observation may be shared with others in an official or non-official shaming (Parenti 51; Staples 41). Encounters with a railway station CCTV might thus result in exhibition of the individual in court or on broadcast television, whether in nightly news or in a ‘reality tv’ crime expose built around ‘most wanted’ footage (Jermyn 109). Misbehaviour by a partner might merely result in scrutiny of mobile phone bills or web browser histories (which illicit content has the partner consumed, which parts of cyberspace has been visited), followed by a visit to the family court. It might instead result in digital viligilantism, with private offences being named and shamed on electronic walls across the global village, such as Facebook. iPhone Auteurism Activists have responded to pervasive surveillance by turning the cameras on ‘the watchers’ in an exercise of ‘sousveillance’ (Bennett 13; Huey 158). That mirroring might involve the meticulous documentation, often using the same geospatial tools deployed by public/private security agents, of the location of closed circuit television cameras and other surveillance devices. One outcome is the production of maps identifying who is watching and where that watching is taking place. As a corollary, people with anxieties about being surveilled, with a taste for street theatre or a receptiveness to a new form of urban adventure have used those maps to traverse cities via routes along which they cannot be identified by cameras, tags and other tools of the panoptic sort, or to simply adopt masks at particular locations. In 2020 can anyone aspire to be a protagonist in V for Vendetta? (iSee) Mirroring might take more visceral forms, with protestors for example increasingly making a practice of capturing images of police and private security services dealing with marches, riots and pickets. The advent of 3G mobile phones with a still/video image capability and ongoing ‘dematerialisation’ of traditional video cameras (ie progressively cheaper, lighter, more robust, less visible) means that those engaged in political action can document interaction with authority. So can passers-by. That ambient imaging, turning the public gaze on power and thereby potentially redefining the ‘public’ (given that in Australia the community has been embodied by the state and discourse has been mediated by state-sanctioned media), poses challenges for media scholars and exponents of an invigorated civil society in which we are looking together – and looking at each other – rather than bowling alone. One challenge for consumers in construing ambient media is trust. Can we believe what we see, particularly when few audiences have forensic skills and intermediaries such as commercial broadcasters may privilege immediacy (the ‘breaking news’ snippet from participants) over context and verification. Social critics such as Baudelaire and Benjamin exalt the flaneur, the free spirit who gazed on the street, a street that was as much a spectacle as the theatre and as vibrant as the circus. In 2010 the same technologies that empower citizen journalism and foster a succession of velvet revolutions feed flaneurs whose streetwalking doesn’t extend beyond a keyboard and a modem. The US and UK have thus seen emergence of gawker services, with new media entrepreneurs attempting to build sustainable businesses by encouraging fans to report the location of celebrities (and ideally provide images of those encounters) for the delectation of people who are web surfing or receiving a tweet (Burns 24). In the age of ambient cameras, where the media are everywhere and nowhere (and micro-stock photoservices challenge agencies such as Magnum), everyone can join the paparazzi. Anyone can deploy that ambient surveillance to become a stalker. The enthusiasm with which fans publish sightings of celebrities will presumably facilitate attacks on bodies rather than images. Information may want to be free but so, inconveniently, do iconoclasts and practitioners of participatory panopticism (Dodge 431; Dennis 348). Rhetoric about ‘citizen journalism’ has been co-opted by ‘old media’, with national broadcasters and commercial enterprises soliciting still images and video from non-professionals, whether for free or on a commercial basis. It is a world where ‘journalists’ are everywhere and where responsibility resides uncertainly at the editorial desk, able to reject or accept offerings from people with cameras but without the industrial discipline formerly exercised through professional training and adherence to formal codes of practice. It is thus unsurprising that South Australia’s Government, echoed by some peers, has mooted anti-gawker legislation aimed at would-be auteurs who impede emergency services by stopping their cars to take photos of bushfires, road accidents or other disasters. The flipside of that iPhone auteurism is anxiety about the public gaze, expressed through moral panics regarding street photography and sexting. Apart from a handful of exceptions (notably photography in the Sydney Opera House precinct, in the immediate vicinity of defence facilities and in some national parks), Australian law does not prohibit ‘street photography’ which includes photographs or videos of streetscapes or public places. Despite periodic assertions that it is a criminal offence to take photographs of people–particularly minors–without permission from an official, parent/guardian or individual there is no general restriction on ambient photography in public spaces. Moral panics about photographs of children (or adults) on beaches or in the street reflect an ambient anxiety in which danger is associated with strangers and strangers are everywhere (Marr 7; Bauman 93). That conceptualisation is one that would delight people who are wholly innocent of Judith Butler or Andrea Dworkin, in which the gaze (ever pervasive, ever powerful) is tantamount to a violation. The reality is more prosaic: most child sex offences involve intimates, rather than the ‘monstrous other’ with the telephoto lens or collection of nastiness on his iPod (Cossins 435; Ingebretsen 190). Recognition of that reality is important in considering moves that would egregiously restrict legitimate photography in public spaces or happy snaps made by doting relatives. An ambient image–unposed, unpremeditated, uncoerced–of an intimate may empower both authors and subjects when little is solid and memory is fleeting. The same caution might usefully be applied in considering alarms about sexting, ie creation using mobile phones (and access by phone or computer monitor) of intimate images of teenagers by teenagers. Australian governments have moved to emulate their US peers, treating such photography as a criminal offence that can be conceptualized as child pornography and addressed through permanent inclusion in sex offender registers. Lifelong stigmatisation is inappropriate in dealing with naïve or brash 12 and 16 year olds who have been exchanging intimate images without an awareness of legal frameworks or an understanding of consequences (Shafron-Perez 432). Cameras may be everywhere among the e-generation but legal knowledge, like the future, is unevenly distributed. Digital Handcuffs Generations prior to 2008 lost themselves in the streets, gaining individuality or personhood by escaping the surveillance inherent in living at home, being observed by neighbours or simply surrounded by colleagues. Streets offered anonymity and autonomy (Simmel 1903), one reason why heterodox sexuality has traditionally been negotiated in parks and other beats and on kerbs where sex workers ply their trade (Dalton 375). Recent decades have seen a privatisation of those public spaces, with urban planning and digital technologies imposing a new governmentality on hitherto ambient ‘deviance’ and on voyeuristic-exhibitionist practice such as heterosexual ‘dogging’ (Bell 387). That governmentality has been enforced through mechanisms such as replacement of traditional public toilets with ‘pods’ that are conveniently maintained by global service providers such as Veolia (the unromantic but profitable rump of former media & sewers conglomerate Vivendi) and function as billboards for advertising groups such as JC Decaux. Faces encountered in the vicinity of the twenty-first century pissoir are thus likely to be those of supermodels selling yoghurt, low interest loans or sportsgear – the same faces sighted at other venues across the nation and across the globe. Visiting ‘the mens’ gives new meaning to the word ambience when you are more likely to encounter Louis Vuitton and a CCTV camera than George Michael. George’s face, or that of Madonna, Barack Obama, Kevin 07 or Homer Simpson, might instead be sighted on the tshirts or hoodies mentioned above. George’s music might also be borne on the bodies of people you see in the park, on the street, or in the bus. This is the age of ambient performance, taken out of concert halls and virtualised on iPods, Walkmen and other personal devices, music at the demand of the consumer rather than as rationed by concert managers (Bull 85). The cost of that ambience, liberation of performance from time and space constraints, may be a Weberian disenchantment (Steiner 434). Technology has also removed anonymity by offering digital handcuffs to employees, partners, friends and children. The same mobile phones used in the past to offer excuses or otherwise disguise the bearer’s movement may now be tied to an observer through location services that plot the person’s movement across Google Maps or the geospatial information of similar services. That tracking is an extension into the private realm of the identification we now take for granted when using taxis or logistics services, with corporate Australia for example investing in systems that allow accurate determination of where a shipment is located (on Sydney Harbour Bridge? the loading dock? accompanying the truck driver on unauthorized visits to the pub?) and a forecast of when it will arrive (Monmonier 76). Such technologies are being used on a smaller scale to enforce digital Fordism among the binary proletariat in corporate buildings and campuses, with ‘smart badges’ and biometric gateways logging an individual’s movement across institutional terrain (so many minutes in the conference room, so many minutes in the bathroom or lingering among the faux rainforest near the Vice Chancellery) (Bolt). Bright Lights, Blog City It is a truth universally acknowledged, at least by right-thinking Foucauldians, that modernity is a matter of coercion and anomie as all that is solid melts into air. If we are living in an age of hypersocialisation and hypercapitalism – movies and friends on tap, along with the panoptic sorting by marketers and pervasive scrutiny by both the ‘information state’ and public audiences (the million people or one person reading your blog) that is an inevitable accompaniment of the digital cornucopia–we might ask whether everyone is or should be unhappy. This article began by highlighting traditional responses to the bright lights, brashness and excitement of the big city. One conclusion might be that in 2010 not much has changed. Some people experience ambient information as liberating; others as threatening, productive of physical danger or of a more insidious anomie in which personal identity is blurred by an ineluctable electro-smog. There is disagreement about the professionalism (for which read ethics and inhibitions) of ‘citizen media’ and about a culture in which, as in the 1920s, audiences believe that they ‘own the image’ embodying the celebrity or public malefactor. Digital technologies allow you to navigate through the urban maze and allow officials, marketers or the hostile to track you. Those same technologies allow you to subvert both the governmentality and governance. You are free: Be ambient! References Baron, Naomi. Always On: Language in an Online and Mobile World. New York: Oxford UP, 2008. Bauman, Zygmunt. 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Huey, Laura, Kevin Walby, and Aaron Doyle. “Cop Watching in the Downtown Eastside: Exploring the Use of CounterSurveillance as a Tool of Resistance.” Surveillance and Security: Technological Politics and Power in Everyday Life. Ed. Torin Monahan. London: Routledge, 2006. 149-166. Ingebretsen, Edward. At Stake: Monsters and the Rhetoric of Fear in Public Culture. Chicago: U of Chicago P, 2001. iSee. “Now More Than Ever”. 20 Feb 2010 ‹http://www.appliedautonomy.com/isee/info.html›. Jackson, Margaret, and Julian Ligertwood. "Identity Management: Is an Identity Card the Solution for Australia?” Prometheus 24.4 (2006): 379-387. Jermyn, Deborah. Crime Watching: Investigating Real Crime TV. London: IB Tauris, 2007. Kullenberg, Christopher. “The Social Impact of IT: Surveillance and Resistance in Present-Day Conflicts.” FlfF-Kommunikation 1 (2009): 37-40. Lyon, David. Surveillance as Social Sorting: Privacy, Risk and Digital Discrimination. London: Routledge, 2003. Marr, David. 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Cities in a Time of Terror: Space, Territory and Local Resilience. Armonk: Sharpe, 2008. Scheingold, Stuart. The Politics of Street Crime: Criminal Process and Cultural Obsession. Philadephia: Temple UP, 1992. Schivelbusch, Wolfgang. Disenchanted Night: The Industrialization of Light in the Nineteenth Century. Berkeley: U of California Press, 1995. Shafron-Perez, Sharon. “Average Teenager or Sex Offender: Solutions to the Legal Dilemma Caused by Sexting.” John Marshall Journal of Computer & Information Law 26.3 (2009): 431-487. Simmel, Georg. “The Metropolis and Mental Life.” Individuality and Social Forms. Ed. Donald Levine. Chicago: University of Chicago P, 1971. Staples, William. Everyday Surveillance: Vigilance and Visibility in Postmodern Life. Lanham: Rowman & Littlefield, 2000. Steiner, George. George Steiner: A Reader. New York: Oxford UP, 1987. Thompson, Emily. The Soundscape of Modernity: Architectural Acoustics and the Culture of Listening in America. Cambridge: The MIT Press, 2004. Wark, Mackenzie. Virtual Geography: Living with Global Media Events. Bloomington: Indiana UP, 1994. Wilson, Elizabeth. The Sphinx in the City: Urban Life, the Control of Disorder and Women. Berkeley: University of California P, 1991. Wood, David. “Towards Spatial Protocol: The Topologies of the Pervasive Surveillance Society.” Augmenting Urban Spaces: Articulating the Physical and Electronic City. Eds. Allesandro Aurigi and Fiorella de Cindio. Aldershot: Ashgate, 2008. 93-106.
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Lupton, Deborah, and Gareth M. Thomas. "Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps." M/C Journal 18, no. 5 (October 1, 2015). http://dx.doi.org/10.5204/mcj.1012.

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IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity were largely private, and few people beyond the pregnant women herself had access to the foetus growing within her (Duden). Now pregnant and foetal bodies have become open to public portrayal and display (Lupton The Social Worlds of the Unborn). A plethora of online materials – websites depicting the unborn entity from the moment of conception, amateur YouTube videos of births, social media postings of ultrasounds and self-taken photos (‘selfies’) showing changes in pregnant bellies, and so on – now ensure the documentation of pregnant and unborn bodies in extensive detail, rendering them open to other people’s scrutiny. Other recent digital technologies directed at pregnancy include mobile software applications, or ‘apps’. In this article, we draw on our study involving a critical discourse analysis of a corpus of pregnancy-related apps offered in the two major app stores. In so doing, we discuss the ways in which pregnancy-related apps portray pregnant and unborn bodies. We place a particular focus on the ludification and gamification strategies employed to position pregnancy as a playful, creative and fulfilling experience that is frequently focused on consumption. As we will demonstrate, these strategies have wider implications for concepts of pregnant and foetal embodiment and subjectivity.It is important here to make a distinction between ludification and gamification. Ludification is a broader term than gamification. It is used in the academic literature on gaming (sometimes referred to as ‘ludology’) to refer to elements of games reaching into other aspects of life beyond leisure pursuits (Frissen et al. Playful Identities: The Ludification of Digital Media Cultures; Raessens). Frissen et al. (Frissen et al. "Homo Ludens 2.0: Play, Media and Identity") for example, claim that even serious pursuits such as work, politics, education and warfare have been subjected to ludification. They note that digital technologies in general tend to incorporate ludic dimensions. Gamification has been described as ‘the use of game design elements in non-game contexts’ (Deterding et al. 9). The term originated in the digital media industry to describe the incorporation of features into digital technologies that not explicitly designed as games, such as competition, badges, rewards and fun that engaged and motivated users to make them more enjoyable to use. Gamification is now often used in literatures on marketing strategies, persuasive computing or behaviour modification. It is an important element of ‘nudge’, an approach to behaviour change that involves persuasion over coercion (Jones, Pykett and Whitehead). Gamification thus differs from ludification in that the former involves applying ludic principles for reasons other than the pleasures of enjoying the game for their own sake, often to achieve objectives set by actors and agencies other than the gamer. Indeed, this is why gamification software has been described by Bogost (Bogost) as ‘exploitationware’. Analysing Pregnancy AppsMobile apps have become an important medium in contemporary digital technology use. As of May 2015, 1.5 million apps were available to download on Google Play while 1.4 million were available in the Apple App Store (Statista). Apps related to pregnancy are a popular item in app stores, frequently appearing on the Apple App Store’s list of most-downloaded apps. Google Play’s figures show that many apps directed at pregnant women have been downloaded hundreds of thousands, or even millions, of times. For example, ‘Pregnancy +’, ‘I’m Expecting - Pregnancy App’ and ‘What to Expect - Pregnancy Tracker’ have each been downloaded between one and five million times, while ‘My Pregnancy Today’ has received between five and ten million downloads. Pregnancy games for young girls are also popular. Google Play figures show that the ‘Pregnant Emergency Doctor’ game, for example, has received between one and five million downloads. Research has found that pregnant women commonly download pregnancy-related apps and find them useful sources of information and support (Hearn, Miller and Fletcher; Rodger et al.; Kraschnewski et al.; Declercq et al.; Derbyshire and Dancey; O'Higgins et al.). We conducted a comprehensive analysis of all pregnancy-related smartphone apps in the two major app stores, Apple App Store and Google Play, in late June 2015. Android and Apple’s iOS have a combined market share of 91 percent of apps installed on mobile phones (Seneviratne et al.). A search for all pregnancy-related apps offered in these stores used key terms such as pregnancy, childbirth, conception, foetus/fetus and baby. After eliminating apps listed in these searches that were clearly not human pregnancy-related, 665 apps on Google Play and 1,141 on the Apple App Store remained for inclusion in our study. (Many of these apps were shared across the stores.)We carried out a critical discourse analysis of these apps, looking closely at the app descriptions offered in the two stores. We adopted the perspective that sees apps, like any other form of media, as sociocultural artefacts that both draw on and reproduce shared norms, ideals, knowledges and beliefs (Lupton "Quantified Sex: A Critical Analysis of Sexual and Reproductive Self-Tracking Using Apps"; Millington "Smartphone Apps and the Mobile Privatization of Health and Fitness"; Lupton "Apps as Artefacts: Towards a Critical Perspective on Mobile Health and Medical Apps"). In undertaking our analysis of the app descriptions in our corpus, attention was paid to the title of each app, the textual accounts of its content and use and the images that were employed, such as the logo of the app and the screenshots that were used to illustrate its content and style. Our focus in this article is on the apps that we considered as including elements of entertainment. Pregnancy-related game apps were by far the largest category of the apps in our corpus. These included games for young girls and expectant fathers as well as apps for ultrasound manipulation, pregnancy pranks, foetal sex prediction, choosing baby names, and quizzes. Less obviously, many other apps included in our analysis offered some elements of gamification and ludification, and these were considered in our analysis. ‘Pregnant Adventures’: App Games for GirlsOne of the major genres of apps that we identified was games directed at young girls. These apps invited users to shop for clothes, dress up, give a new hair style, ‘make-over’ and otherwise beautify a pregnant woman. These activities were directed at the goal of improving the physical attractiveness and therefore (it was suggested) the confidence of the woman, who was presented as struggling with coming to terms with changes in her body during pregnancy. Other apps for this target group involved the player assuming the role of a doctor in conducting medical treatments for injured pregnant women or assisting the birth of her baby.Many of these games represented the pregnant woman visually as looking like an archetypal Barbie doll, with a wardrobe to match. One app (‘Barbara Pregnancy Shopping’) even uses the name ‘Barbara’ and the screenshots show a woman similar in appearance to the doll. Its description urges players to use the game to ‘cheer up’ an ‘unconfident’ Barbara by taking her on a ‘shopping spree’ for new, glamorous clothes ‘to make Barbara feel beautiful throughout her pregnancy’. Players may find ‘sparkly accessories’ as well for Barbara and help her find a new hairstyle so that she ‘can be her fashionable self again’ and ‘feel prepared to welcome her baby!’. Likewise, the game ‘Pregnant Mommy Makeover Spa’ involves players selecting clothes, applying beauty treatments and makeup and adding accessories to give a makeover to ‘Pregnant Princess’ Leila. The ‘Celebrity Mommy’s Newborn Baby Doctor’ game combines the drawcard of ‘celebrity’ with ‘mommy’. Players are invited to ‘join the celebrities in their pregnancy adventure!’ and ‘take care of Celebrity Mom during her pregnancy!’.An app by the same developer of ‘Barbara Pregnancy Shopping’ also offers ‘Barbara’s Caesarean Birth’. The app description claims that: ‘Of course her poor health doesn’t allow Barbara to give birth to her baby herself.’ It is up to players to ‘make everything perfect’ for Barbara’s caesarean birth. The screenshots show Barbara’s pregnant abdomen being slit open, retracted and a rosy, totally clean infant extracted from the incision, complete with blonde hair. Players then sew up the wound. A final screenshot displays an image of a smiling Barbara standing holding her sleeping, swaddled baby, with the words ‘You win’.Similar games involve princesses, mermaids, fairies and even monster and vampire pregnant women giving birth either vaginally or by caesarean. Despite their preternatural status, the monster and vampire women conform to the same aesthetic as the other pregnant women in these games: usually with long hair and pretty, made-up faces, wearing fashionable clothing even on the operating table. Their newborn infants are similarly uniform in their appearance as they emerge from the uterus. They are white-skinned, clean and cherubic (described in ‘Mommy’s Newborn Baby Princess’ as ‘the cutest baby you probably want’), a far cry from the squalling, squashed-faced infants smeared in birth fluids produced by the real birth process.In these pregnancy games for girls, the pain and intense bodily effort of birthing and the messiness produced by the blood and other body fluids inherent to the process of labour and birth are completely missing. The fact that caesarean birth is a major abdominal surgery requiring weeks of recovery is obviated in these games. Apart from the monsters and vampires, who may have green- or blue-hued skin, nearly all other pregnant women are portrayed as white-skinned, young, wearing makeup and slim, conforming to conventional stereotypical notions of female beauty. In these apps, the labouring women remain glamorous, usually smiling, calm and unsullied by the visceral nature of birth.‘Track Your Pregnancy Day by Day’: Self-Monitoring and Gamified PregnancyElements of gamification were evident in a large number of the apps in our corpus, including many apps that invite pregnant users to engage in self-tracking of their bodies and that of their foetuses. Users are asked to customise the apps to document their changing bodies and track their foetus’ development as part of reproducing the discourse of the miraculous nature of pregnancy and promoting the pleasures of self-tracking and self-transformation from pregnant woman to mother. When using the ‘Pregnancy+’ app, for example, users can choose to construct a ‘Personal Dashboard’ that includes details of their pregnancy. They can input their photograph, first name and their expected date of delivery so that that each daily update begins with ‘Hello [name of user], you are [ ] weeks and [ ] days pregnant’ with the users’ photograph attached to the message. The woman’s weight gain over time and a foetal kick counter are also included in this app. It provides various ways for users to mark the passage of time, observe the ways in which their foetuses change and move week by week and monitor changes in their bodies. According to the app description for ‘My Pregnancy Today’, using such features allows a pregnant woman to: ‘Track your pregnancy day by day.’ Other apps encourage women to track such aspects of physical activity, vitamin and fluid intake, diet, mood and symptoms. The capacity to visually document the pregnant user’s body is also a feature of several apps. The ‘Baby Bump Pregnancy’, ‘WebMD Pregnancy’, ‘I’m Expecting’,’iPregnant’ and ‘My Pregnancy Today’ apps, for example, all offer an album feature for pregnant bump photos taken by the user of herself (described as a ‘bumpie’ in the blurb for ‘My Pregnancy Today’). ‘Baby Buddy’ encourages women to create a pregnant avatar of themselves (looking glamorous, well-dressed and happy). Some apps even advise users on how they should feel. As a screenshot from ‘Pregnancy Tracker Week by Week’ claims: ‘Victoria, your baby is growing in your body. You should be the happiest woman in the world.’Just as pregnancy games for little girls portrayal pregnancy as a commodified and asetheticised experience, the apps directed at pregnant women themselves tend to shy away from discomforting fleshly realities of pregnant and birthing embodiment. Pregnancy is represented as an enjoyable and fashionable state of embodiment: albeit one that requires constant self-surveillance and vigilance.‘Hello Mommy!’: The Personalisation and Aestheticisation of the FoetusA dominant feature of pregnancy-related apps is the representation of the foetus as already a communicative person in its own right. For example, the ‘Pregnancy Tickers – Widget’ app features the image of a foetus (looking far more like an infant, with a full head of wavy hair and open eyes) holding a pencil and marking a tally on the walls of the uterus. The app is designed to provide various icons showing the progress of the user’s pregnancy each day on her mobile device. The ‘Hi Mommy’ app features a cartoon-like pink and cuddly foetus looking very baby-like addressing its mother from the womb, as in the following message that appears on the user’s smartphone: ‘Hi Mommy! When will I see you for the first time?’ Several pregnancy-tracking apps also allow women to input the name that they have chosen for their expected baby, to receive customised notifications of its progress (‘Justin is nine weeks and two days old today’).Many apps also incorporate images of foetuses that represent them as wondrous entities, adopting the visual style of 1960s foetal photography pioneer Lennart Nilsson, or what Stormer (Stormer) has referred to as ‘prenatal sublimity’. The ‘Pregnancy+’ app features such images. Users can choose to view foetal development week-by-week as a colourful computerised animation or 2D and 3D ultrasound scans that have been digitally manipulated to render them aesthetically appealing. These images replicate the softly pink, glowing portrayals of miraculous unborn life typical of Nilsson’s style.Other apps adopt a more contemporary aesthetic and allow parents to store and manipulate images of their foetal ultrasounds and then share them via social media. The ‘Pimp My Ultrasound’ app, for example, invites prospective parents to manipulate images of their foetal ultrasounds by adding in novelty features to the foetal image such as baseball caps, jewellery, credit cards and musical instruments. The ‘Hello Mom’ app creates a ‘fetal album’ of ultrasounds taken of the user’s foetus, while the ‘Ultrasound Viewer’ app lets users manipulate their 3/4 D foetal ultrasound images: ‘Have fun viewing it from every angle, rotating, panning and zooming to see your babies [sic] features and share with your family and friends via Facebook and Twitter! … Once uploaded, you can customise your scan with a background colour and skin colour of your choice’.DiscussionPregnancy, like any other form of embodiment, is performative. Pregnant women are expected to conform to norms and assumptions about their physical appearance and deportment of their bodies that expect them to remain well-groomed, fit and physically attractive without appearing overly sexual (Longhurst "(Ad)Dressing Pregnant Bodies in New Zealand: Clothing, Fashion, Subjectivities and Spatialities"; Longhurst "'Corporeographies’ of Pregnancy: ‘Bikini Babes'"; Nash; Littler). Simultaneously they must negotiate the burden of bodily management in the interests of risk regulation. They are expected to protect their vulnerable unborn from potential dangers by stringently disciplining their bodies and policing to what substances they allow entry (Lupton The Social Worlds of the Unborn; Lupton "'Precious Cargo': Risk and Reproductive Citizenship"). Pregnancy self-tracking apps enact the soft politics of algorithmic authority, encouraging people to conform to expectations of self-responsibility and self-management by devoting attention to monitoring their bodies and acting on the data that they generate (Whitson; Millington "Amusing Ourselves to Life: Fitness Consumerism and the Birth of Bio-Games"; Lupton The Quantified Self: A Sociology of Self-Tracking).Many commentators have remarked on the sexism inherent in digital games (e.g. Dickerman, Christensen and Kerl-McClain; Thornham). Very little research has been conducted specifically on the gendered nature of app games. However our analysis suggests that, at least in relation to the pregnant woman, reductionist heteronormative, cisgendered, patronising and paternalistic stereotypes abound. In the games for girls, pregnant women are ideally young, heterosexual, partnered, attractive, slim and well-groomed, before, during and after birth. In self-tracking apps, pregnant women are portrayed as ideally self-responsible, enthused about their pregnancy and foetus to the point that they are counting the days until the birth and enthusiastic about collecting and sharing details about themselves and their unborn (often via social media).Ambivalence about pregnancy, the foetus or impending motherhood, and lack of interest in monitoring the pregnancy or sharing details of it with others are not accommodated, acknowledged or expected by these apps. Acknowledgement of the possibility of pregnant women who are not overtly positive about their pregnancy or lack interest in it or who identify as transgender or lesbian or who are sole mothers is distinctly absent.Common practices we noted in apps – such as giving foetuses names before birth and representing them as verbally communicating with their mothers from inside the womb – underpin a growing intensification around the notion of the unborn entity as already an infant and social actor in its own right. These practices have significant implications for political agendas around the treatment of pregnant women in terms of their protection or otherwise of their unborn, and for debates about women’s reproductive rights and access to abortion (Lupton The Social Worlds of the Unborn; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction). Further, the gamification and ludification of pregnancy serve to further commodify the experience of pregnancy and childbirth, contributing to an already highly commercialised environment in which expectant parents, and particularly mothers, are invited to purchase many goods and services related to pregnancy and early parenthood (Taylor "Of Sonograms and Baby Prams: Prenatal Diagnosis, Pregnancy, and Consumption"; Kroløkke; Thomson et al.; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction; Thomas).In the games for girls we examined, the pregnant woman herself was a commodity, a selling point for the app. The foetus was also frequently commodified in its representation as an aestheticised entity and the employment of its image (either as an ultrasound or other visual representations) or identity to market apps such as the girls’ games, apps for manipulating ultrasound images, games for predicting the foetus’ sex and choosing its name, and prank apps using fake ultrasounds purporting to reveal a foetus inside a person’s body. As the pregnant user engages in apps, she becomes a commodity in yet another way: the generator of personal data that are marketable in themselves. In this era of the digital data knowledge economy, the personal information about people gathered from their online interactions and content creation has become highly profitable for third parties (Andrejevic; van Dijck). Given that pregnant women are usually in the market for many new goods and services, their personal data is a key target for data mining companies, who harvest it to sell to advertisers (Marwick).To conclude, our analysis suggests that gamification and ludification strategies directed at pregnancy and childbirth can serve to obfuscate the societal pressures that expect and seek to motivate pregnant women to maintain physical fitness and attractiveness, simultaneously ensuring that they protect their foetuses from all possible risks. In achieving both ends, women are encouraged to engage in intense self-monitoring and regulation of their bodies. These apps also reproduce concepts of the unborn entity as a precious and beautiful already-human. These types of portrayals have important implications for how young girls learn about pregnancy and childbirth, for pregnant women’s experiences and for concepts of foetal personhood that in turn may influence women’s reproductive rights and abortion politics.ReferencesAndrejevic, Mark. Infoglut: How Too Much Information Is Changing the Way We Think and Know. New York: Routledge, 2013. Print.Bogost, Ian. "Why Gamification Is Bullshit." The Gameful World: Approaches, Issues, Applications. Eds. Steffen Walz and Sebastian Deterding. Boston, MA: MIT Press, 2015. 65-80. Print.Declercq, E.R., et al. Listening to Mothers III: Pregnancy and Birth. New York: Childbirth Connection, 2013. Print.Derbyshire, Emma, and Darren Dancey. "Smartphone Medical Applications for Women's Health: What Is the Evidence-Base and Feedback?" International Journal of Telemedicine and Applications (2013).Deterding, Sebastian, et al. "From Game Design Elements to Gamefulness: Defining Gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, 2011. Dickerman, Charles, Jeff Christensen, and Stella Beatríz Kerl-McClain. "Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games." Journal of Creativity in Mental Health 3.1 (2008): 20-29. Duden, Barbara. Disembodying Women: Perspectives on Pregnancy and the Unborn. Trans. Lee Hoinacki. Cambridge, MA: Harvard University Press, 1993. Frissen, Valerie, et al. "Homo Ludens 2.0: Play, Media and Identity." Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam: University of Amsterdam Press, 2015. 9-50. ———, eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam: Amsterdam University Press, 2015. Hearn, Lydia, Margaret Miller, and Anna Fletcher. "Online Healthy Lifestyle Support in the Perinatal Period: What Do Women Want and Do They Use It?" Australian Journal of Primary Health 19.4 (2013): 313-18. Jones, Rhys, Jessica Pykett, and Mark Whitehead. "Big Society's Little Nudges: The Changing Politics of Health Care in an Age of Austerity." Political Insight 1.3 (2010): 85-87. Kraschnewski, L. Jennifer, et al. "Paging “Dr. Google”: Does Technology Fill the Gap Created by the Prenatal Care Visit Structure? Qualitative Focus Group Study with Pregnant Women." Journal of Medical Internet Research. 16.6 (2014): e147. Kroløkke, Charlotte. "On a Trip to the Womb: Biotourist Metaphors in Fetal Ultrasound Imaging." Women's Studies in Communication 33.2 (2010): 138-53. Littler, Jo. "The Rise of the 'Yummy Mummy': Popular Conservatism and the Neoliberal Maternal in Contemporary British Culture." Communication, Culture & Critique 6.2 (2013): 227-43. Longhurst, Robyn. "(Ad)Dressing Pregnant Bodies in New Zealand: Clothing, Fashion, Subjectivities and Spatialities." Gender, Place & Culture 12.4 (2005): 433-46. ———. "'Corporeographies’ of Pregnancy: ‘Bikini Babes'." Environment and Planning D: Society and Space 18.4 (2000): 453-72. Lupton, Deborah. "Apps as Artefacts: Towards a Critical Perspective on Mobile Health and Medical Apps." Societies 4.4 (2014): 606-22. ———. "'Precious Cargo': Risk and Reproductive Citizenship." Critical Public Health 22.3 (2012): 329-40. ———. The Quantified Self: A Sociology of Self-Tracking. Cambridge: Polity Press, 2016. ———. "Quantified Sex: A Critical Analysis of Sexual and Reproductive Self-Tracking Using Apps." Culture, Health & Sexuality 17.4 (2015): 440-53. ———. The Social Worlds of the Unborn. Houndmills: Palgrave Macmillan, 2013. Marwick, Alice. "How Your Data Are Being Deeply Mined." The New York Review of Books (2014). Millington, Brad. "Amusing Ourselves to Life: Fitness Consumerism and the Birth of Bio-Games." Journal of Sport & Social Issues 38.6 (2014): 491-508. ———. "Smartphone Apps and the Mobile Privatization of Health and Fitness." Critical Studies in Media Communication 31.5 (2014): 479-93. Nash, Meredith. Making 'Postmodern' Mothers: Pregnant Embodiment, Baby Bumps and Body Image. Houndmills: Palgrave Macmillan, 2013. O'Higgins, A., et al. "The Use of Digital Media by Women Using the Maternity Services in a Developed Country." Irish Medical Journal 108.5 (2015). Raessens, Joost. "Playful Identities, or the Ludification of Culture." Games and Culture 1.1 (2006): 52-57. Rodger, D., et al. "Pregnant Women’s Use of Information and Communications Technologies to Access Pregnancy-Related Health Information in South Australia." Australian Journal of Primary Health 19.4 (2013): 308-12. Seneviratne, Suranga, et al. "Your Installed Apps Reveal Your Gender and More!" Mobile Computing and Communications Review 18.3 (2015): 55-61. Statista. "Number of Apps Available in Leading App Stores as of May 2015." 2015. Stormer, Nathan. "Looking in Wonder: Prenatal Sublimity and the Commonplace 'Life'." Signs 33.3 (2008): 647-73. Taylor, Janelle. "Of Sonograms and Baby Prams: Prenatal Diagnosis, Pregnancy, and Consumption." Feminist Studies 26.2 (2000): 391-418. ———. The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction. New Brunswick, NJ: Rutgers University Press, 2008. Thomas, Gareth M. "Picture Perfect: ‘4d’ Ultrasound and the Commoditisation of the Private Prenatal Clinic." Journal of Consumer Culture. Online first, 2015. Thomson, Rachel, et al. Making Modern Mothers. Bristol: Policy Press, 2011. Thornham, Helen. “'It's a Boy Thing'.” Feminist Media Studies 8.2 (2008): 127-42. Van Dijck, José. "Datafication, Dataism and Dataveillance: Big Data between Scientific Paradigm and Ideology." Surveillance & Society 12.2 (2014): 197-208. Whitson, Jennifer. "Gaming the Quantified Self." Surveillance & Society 11.1/2 (2013): 163-76.
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Holloway, Donell Joy, Lelia Green, and Danielle Brady. "FireWatch: Creative Responses to Bushfire Catastrophes." M/C Journal 16, no. 1 (March 19, 2013). http://dx.doi.org/10.5204/mcj.599.

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IntroductionBushfires have taken numerous lives and destroyed communities throughout Australia over many years. Catastrophic fire weather alerts have occurred during the Australian summer of 2012–13, and long-term forecasts predict increased bushfire events throughout several areas of Australia. This article highlights how organisational and individual responses to bushfire in Australia often entail creative responses—either improvised responses at the time of bushfire emergencies or innovative (organisational, strategic, or technological) changes which help protect the community from, or mitigate against, future bushfire catastrophes. These improvised or innovative responses include emergency communications systems, practices, and devices. This article reports on findings from a research project funded by the Australian Research Council titled Using Community Engagement and Enhanced Visual Information to Promote FireWatch Satellite Communications as a Support for Collaborative Decision-making. FireWatch is a Web-based public information product based on near real time satellite data produced by the West Australian (WA) Government entity, Landgate. The project researches ways in which remote and regional publics can be engaged and mobilised through the development of a more user-friendly FireWatch site to make fire information accessible and usable, allowing a community-focused response to risk.The significance of the research project is evident both in how it addresses the important and life-threatening challenge of bushfires; and also in how Australia’s increasingly hot, dry, long summers are adding to historically-established risks. This innovative project uses an iterative, participatory design process incorporating action-research practices. This will ensure that the new Firewatch interface is redesigned, tested, observed, and reflected upon multiple times—and will incorporate the collective creativity of users, designers, and researchers.The qualitative findings reported on in this article are based on 19 interviews with community members in the town of Kununurra in the remote Kimberley region of WA. The findings are positioned within a reconceptualised framework in which creativity is viewed as an essential component of successful emergency responses. This includes, we argue, two critical aspects of creativity: improvisation during a catastrophic event; and ongoing innovation to improve future responses to catastrophes—including communication practices and technologies. This shifts the discourse within the literature in relation to the effective management and community responses to the changing phenomenon of fire catastrophes. Findings from the first round of interviews, and results of enquiries into previous bushfires in Australia, are used to highlight how these elements of creativity often entail a collective creativity on the part of emergency responders or the community in general. An additional focus is on the importance of the critical use of communication during a bushfire event.ImprovisationThe notion of "improvisation" is often associated with artistic performance. Nonetheless, improvisation is also integral to making effectual responses during natural catastrophes. “Extreme events present unforeseen conditions and problems, requiring a need for adaptation, creativity, and improvisation while demanding efficient and rapid delivery of services under extreme conditions” (Harrald 257).Catastrophes present us with unexpected scenarios and require rapid, on the spot problem solving and “even if you plan for a bushfire it is not going to go to plan. When the wind changes direction there has to be a new plan” (Jeff. Personal Interview. 2012). Jazz musicians or improvisational actors “work to build their knowledge across a range of fields, and this knowledge provides the elements for each improvisational outcome” (Kendra and Wachendorf 2). Similarly, emergency responders’ knowledge and preparation can be drawn “upon in the ambiguous and dynamic conditions of a disaster where not every need has been anticipated or accounted for” (Kendra and Wachtendorf 2). Individuals and community organisations not associated with emergency services also improvise in a creative and intuitive manner in the way they respond to catastrophes (Webb and Chevreau). For example, during the 9/11 terrorism catastrophe in the USA an assorted group of boat owners rapidly self-organised to evacuate Lower Manhattan. On their return trips, they carried emergency personnel and supplies to the area (Kendra and Wachendorf 5). An interviewee in our study also recalls bush fire incidents where creative problem solving and intuitive decision-making are called for. “It’s like in a fire, you have to be thinking fast. You need to be semi self-sufficient until help arrives. But without doing anything stupid and creating a worse situation” (Kelly. Personal Interview. 2012). Kelly then describes the rapid community response she witnessed during a recent fire on the outskirts of Kununurra, WA.Everyone had to be accounted for, moving cars, getting the tractors out, protecting the bores because you need the water. It happens really fast and it is a matter of rustling everyone up with the machinery. (2012)In this sense, the strength of communities in responding to catastrophes or disasters “results largely from the abilities of [both] individuals and organisations to adapt and improvise under conditions of uncertainty” (Webb and Chevreau 67). These improvised responses frequently involve a collective creativity—where groups of neighbours or emergency workers act in response to the unforseen, often in a unified and self-organising manner. InnovationCatastrophes also stimulate change and innovation for the future. Disasters create a new environment that must be explored, assessed, and comprehended. Disasters change the physical and social landscape, and thereby require a period of exploration, learning, and the development of new approaches. (Kendra and Wachtendorf 6)These new approaches can include organisational change, new response strategies, and technologies and communication improvements. Celebrated inventor Benjamin Franklin, for instance, facilitated the formation of the first Volunteer Fire department in the 1850s as a response to previous urban fire catastrophes in the USA (Mumford 258). This organisational innovation continues to play an instrumental part in modern fire fighting practices. Indeed, people living in rural and remote areas of Australia are heavily reliant on volunteer groups, due to the sparse population and vast distances that need to be covered.As with most inventions and innovations, new endeavours aimed at improving responses to catastrophes do not occur in a vacuum. They “are not just accidents, nor the inscrutable products of sporadic genius, but have abundant and clear causes in prior scientific and technological development” (Gifillian 61). Likewise, the development of our user-friendly and publically available FireWatch site relies on the accumulation of preceding inventions and innovations. This includes the many years spent developing the existing FireWatch site, a site dense in information of significant value to scientists, foresters, land managers, and fire experts.CommunicationsOften overlooked in discussions regarding emergency communications is the microgeographical exchanges that occur in response to the threat of natural disasters. This is where neighbours fill the critical period before emergency service responders can appear on site. In this situation, it is often local knowledge that underpins improvised grassroots communication networks that inform and organise the neighbourhood. During a recent bushfire on peri-rural blocks on the outskirts of Kununurra, neighbours went into action before emergency services volunteers could respond.We phoned around and someone would phone and call in. Instead of 000 being rung ten times, make sure that one person rang it in. 40 channel [CB Radio] was handy – two-way communication, four wheelers – knocking on doors making sure everyone is out of the house, just in case. (Jane. Personal Interview. 2012) Similarly, individuals and community groups have been able to inform and assist each other on a larger scale via social network technologies (SNTs). This creative application of SNTs began after the 9/11 terror attacks in 2001 when individuals created wikis in order to find missing persons (Palen and Lui). Twitter has experienced considerable growth and was used freely during the 2009 Black Saturday fires in Australia. Studies of tweeting activity during these fires indicate that “tweets made during Black Saturday are laden with actionable factual information which contrasts with earlier claims that tweets are of no value made of mere random personal notes” (Sinnappan et al. n.p.).Traditionally, official alerts and warnings have been provided to the public via television and radio. However, several inquiries into the recent bushfires within Australia show concern “with the way in which fire agencies deliver information to community members during a bushfire...[and in order to] improve community safety from bushfire, systems need to be implemented that enable community members to communicate information to fire agencies, making use of local knowledge” (Elsworth et al. 8).Technological and social developments over the last decade mean the public no longer relies on a single source of official information (Sorensen and Sorensen). Therefore, SNTs such as Twitter and Facebook are being used by the media and emergency authorities to make information available to the public. These SNTs are dynamic, in that there can be a two-way flow of information between the public and emergency organisations. Nonetheless, there has been limited use of SNTs by emergency agencies to source information posted by in situ residents, in order to help in decision-making (Freeman). Organisational use of multiple communication channels and platforms to inform citizens about bushfire emergencies ensures a greater degree of coverage—in case of communication systems breakdowns or difficulties—as in the telephone alert system breakdown in Kelmscott-Roleystone, WA or a recent fire in Warrnambool, Victoria which took out the regional telephone exchange making telephone calls, mobiles, landlines, and the Internet non-operational (Johnson). The new FireWatch site will provide an additional information option for rural and remote Australians who, often rely on visual sightings and on word-of-mouth to be informed about fires in their region. “The neighbour came over and said - there is a fire, we’d better get our act together because it is going to hit us. No sooner than I turned around, I thought shit, here it comes” (Richard. Personal Interview. 2012). The FireWatch ProjectThe FireWatch project involves the redevelopment of an existing FireWatch website to extend the usability of the product from experts to ordinary users in order to facilitate community-based decision-making and action both before and during bushfire emergencies. To this purpose, the project has been broken down to two distinct, yet interdependent, strands. The community strand involves collaboration within a community (in this case the Kununurra community) in order to carry out a community-centred approach to further development of the site. The design strand involves the development of an intuitive and accessible Web presentation of complex information in clear, unambiguous ways to inform action in stressful circumstances. At this stage, a first round of 19 semi-structured interviews with stakeholders has been conducted in Kununurra to determine fire-related information-seeking behaviours, attitudes to mediated information services in the region, as well as user feedback on a prototype website developed in the design strand of the project. Stakeholders included emergency services personnel (payed and volunteer), shire representatives, tourism operators, small business operators (including tourism operators), a forest manager, a mango farmer, an Indigenous ranger team manager as well as general community members. Interviewees reported dissatisfaction with current information systems. They gave positive feedback about the website prototype. “It’s very much, very easy to follow” (David. Personal Interview. 2012). “It looks so much better than [the old site]. You couldn’t get in that close on [the other site]. It is fantastic” (Lance. Personal Interview. 2012). They also added thought-provoking contributions to the design of the website (to be discussed later).Residents of Kununurra who were interviewed for this research project found bushfire warning communications unsatisfactory, especially during a recent fire on the outskirts of town. People who called 000 had difficulties passing the information on, having to explain exactly where Kununurra was and the location of fires to operators not familiar with the area. When asked how the Kununurra community gets their fire information a Shire representative explained: That is not very good at the moment. The only other way we can think about it is perhaps more updates on things like Facebook, perhaps on a website, but with this current fire there really wasn’t a lot of information and a lot of people didn’t know what was going on. We [the shire] knew because we were talking to the [fire] brigades and to FESA [Fire and Emergency Services Authority] but most residents didn’t have any idea and it looks pretty bad. (Ginny. Personal Interview. 2012) All being well, the new user-friendly FireWatch site will add another platform through which fire information messages are transmitted. Community members will be offered continuously streamed bushfire location information, which is independent of any emergency services communication systems. In particular, rural and remote areas of Australia will have fire information at the ready.The participatory methodology used in the design of the new FireWatch website makes use of collaborative creativity, whereby users’ vision of the website and context are incorporated. This iterative process “creates an equal evolving participatory process between user and designer towards sharing values and knowledge and creating new domains of collective creativity” (Park 2012). The rich and sometimes contradictory suggestions made by interviewees in this project often reflected individual visions of the tasks and information required, and individual preferences regarding the delivery of this information. “I have been thinking about how could this really work for me? I can give you feedback on what has happened in the past but how could it work for me in the future?” (Keith. Personal Interview. 2012). Keith and other community members interviewed in Kununurra indicated a variety of extra functions on the site not expected by the product designers. Some of these unexpected functions were common to most interviewees such as the great importance placed on the inclusion of a satellite view option on the site map (example shown in Figure 1). Jeremy, a member of an Indigenous ranger unit in the Kununurra area, was very keen to incorporate the satellite view options on the site. He explained that some of the older rangers:can’t use GPSs and don’t know time zones or what zones to put in, so they’ll use a satellite-style view. We’ll have Google Earth up on one [screen], and also our [own] imagery up on another [screen] and go that way. Be scrolling in and see – we’ve got a huge fire scar for 2011 around here; another guy will be on another computer zoning in and say, I think it is here. It’s quite simplistic but it works. (Personal Interview. 2012) In the case above, where rangers are already switching between computer screens to incorporate a satellite view into their planning, the importance of a satellite view layer on the FireWatch website makes user context an essential part of the design process. Incorporating many layers on one screen, as recommended by participants also ensures a more elegant solution to an existing problem.Figure 1: Satellite view in the Kununurra area showing features such as gorges, rivers, escarpments and dry riverbedsThis research project will involve further consultation with participants (both online and offline) regarding bushfire safety communications in their region, as well as the further design of the site. The website will be available over multiple devices (for example desktops, smart phones, and hand held tablet devices) and will be launched late this year. Further work will also be carried out to determine if social media is appropriate for this community of users in order to build awareness and share information regarding the site.Conclusion Community members improvise and self-organise when communicating fire information and organising help for each other. This can happen at a microgeographical (neighbourhood) level or on a wider level via social networking sites. Organisations also develop innovative communication systems or devices as a response to the threat of bushfires. Communication innovations, such as the use of Twitter and Facebook by fire emergency services, have been appropriated and fine-tuned by these organisations. Other innovations such as the user-friendly Firewatch site rely on previous technological developments in satellite-delivered imagery—as well as community input regarding the design and use of the site.Our early research into community members’ fire-related information-seeking behaviours and attitudes to mediated information services in the region of Kununurra has found unexpectedly creative responses, which range from collective creativity on the part of emergency responders or the community in general during events to creative use of existing information and communication networks. We intend to utilise this creativity in re-purposing FireWatch alongside the creative work of the designers in the project.Although it is commonplace to think of graphic design and new technology as incorporating creativity, it is rarely acknowledged how frequently these innovations harness everyday perspectives from non-professionals. In the case of the FireWatch developments, the creativity of designers and technologists has been informed by the creative responses of members of the public who are best placed to understand the challenges posed by restricted information flows on the ground in times of crisis. In these situations, people respond not only with new ideas for the future but with innovative responses in the present as they communicate with each other to deal with the challenge of a fast-moving and unpredictable situation. Such improvisation, honed through close awareness of the contours and parameters of both community and communication, are one of the ways through which people help keep themselves and each other safe in the face of dramatic developments.ReferencesElsworth, G., and K. Stevens, J. Gilbert, H. Goodman, A Rhodes. "Evaluating the Community Safety Approach to Bushfires in Australia: Towards an Assessment of What Works and How." Biennial Conference of the Eupopean Evaluation Society, Lisbon, Oct. 2008. Freeman, Mark. "Fire, Wind and Water: Social Networks in Natural Disasters." Journal of Cases on Information Technology (JCIT) 13.2 (2011): 69–79.Gilfillan, S. Colum. The Sociology of Invention. Chicago: Follett Publishing, 1935.Harrald, John R. "Agility and Discipline: Critical Success Factors for Disaster Response." The Annals of the American Academy of Political and Social Science 604.1 (2006): 256–72.Johnson, Peter. "Australia Unprepared for Bushfire”. Australian Broadcasting Corporation 17 Dec. 2012. 3 Jan. 2013 ‹http://www.abc.net.au/environment/articles/2012/12/17/3654075.htm›.Keelty, Mick J. "A Shared Responsibility: the Report of the Perth Hills Bushfires February 2011". Department of Premier and Cabinet, Government of Western Australia, Perth.Kendra, James, and Tricia Wachtendorf. "Improvisation, Creativity, and the Art of Emergency Management." NATO Advanced Research Workshop on Understanding and Responding to Terrorism: A Multi-Dimensional Approach. Washington, DC, 8-9 Sep. 2006.———. "Creativity in Emergency Response after the World Trade Centre Attack". Amud Conference of the International Emergency Management Society. University of Delaware. 14-17 May 2002. Mumford, Michael D. "Social Innovation: Ten Cases from Benjamin Franklin." Creativity Research Journal 14.2 (2002): 253–66.Palen, Leysia, and Sophia.B. Liu. "Citizen Communications in Crisis: Anticipating a Future of ICT-Supported Public Participation." Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. San Jose, 28 Apr. - 3 May 2007.Park, Ji Yong. "Design Process Excludes Users: The Co-Creation Activities between User and Designer." Digital Creativity 23.1 (2012): 79–92. Sinnappan, Suku, Cathy Farrell, and Elizabeth Stewart. "Priceless Tweets! A Study on Twitter Messages Posted During Crisis: Black Saturday." Proceedings of 21st Australasian Conference on Information Systems (ACIS 2010). Brisbane, Australia, 1-3 Dec 2010.Sorensen, John H., and Barbara Vogt Sorensen. "Community Processes: Warning and Evacuation." Handbook of Disaster Research. Eds. Havidán Rodríguez, Enrico Louis Quarantelli, and Russell Rowe Dynes. New York: Springer, 2007. 183–99.Webb, Gary R., and Francois-Regis Chevreau. "Planning to Improvise: The Importance of Creativity and Flexibility in Crisis Response." International Journal of Emergency Management 3.1 (2006): 66–72.
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Ellison, Elizabeth. "The #AustralianBeachspace Project: Examining Opportunities for Research Dissemination Using Instagram." M/C Journal 20, no. 4 (August 16, 2017). http://dx.doi.org/10.5204/mcj.1251.

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IntroductionIn late 2016, I undertook a short-term, three-month project to share some of my research through my Instagram account using the categorising hashtag #AustralianBeachspace. Much of this work emerged from my PhD thesis, which is being published in journal articles, but has yet to be published in any accessible or overarching way. I wanted to experiment with the process of using a visual social media tool for research dissemination. I felt that Instagram’s ability to combine text and image allowed for an aesthetically interesting way to curate this particular research project. My research is concerned with representations of the Australian beach, and thus the visual, image-based focus of Instagram seemed ideal. In this article, I briefly examine some of the existing research around academic practices of research dissemination, social media use, and the emerging research around Instagram itself. I then will examine my own experience of using Instagram as a tool for depicting curated, aesthetically-driven, research dissemination and reflect whether this use of Instagram is effective for representing and disseminating research. Research DisseminationResearchers, especially those backed by public funding, are always bound by the necessity of sharing the findings and transferring the knowledge gained during the research process. Research metrics are linked to workload allocations and promotion pathways for university researchers, providing clear motivation to maintain an active research presence. For most academics, the traditional research dissemination strategies involve academic publications: peer-reviewed scholarly books and journal articles.For academics working within a higher education policy climate that centres on measuring impact and engagement, peer-reviewed publications remain the gold standard. There are indicators, however, that research dissemination strategies may need to include methods for targeting non-academic outputs. Gunn and Mintrom (21), in their recent research, “anticipate that governments will increasingly question the value of publicly funded research and seek to evaluate research impact”. And this process, they argue, is not without challenges. Education Minister Simon Birmingham supports their claim by suggesting the Turnbull Government is looking to find methods for more meaningful ways of evaluating value in higher education research outcomes, “rather than only allocating funding to researchers who spend their time trying to get published in journals” (para 5).It therefore makes sense that academics are investigating ways of using social media as a way of broadening their research dissemination, despite the fact social media metrics do not yet count towards traditional citations within the university sector.Research Dissemination via Social MediaThere has been an established practice of researchers using social media, especially blogging (Kirkup) and Twitter, as ways of sharing information about their current projects, their findings, their most recent publications, or to connect with colleagues. Gruzd, Staves, and Wilk (2348) investigated social media use by academics, suggesting “scholars are turning to social media tools professionally because they are more convenient for making new connections with peers, collaboration, and research dissemination”. It is possible to see social media functioning as a new way of representing research – playing an important role in the shaping and developing of ideas, sharing those ideas, and functioning as a dissemination tool after the research has concluded.To provide context for the use of social media in research, this section briefly covers blogging and Twitter, two methods considered somewhat separated from university frameworks, and also professional platforms, such as Academia.edu and The Conversation.Perhaps the tool that has the most history in providing another avenue for academics to share their work is academic blogging. Blogging is considered an avenue that allows for discussion of topics prior to publication (Bukvova, 4; Powell, Jacob, and Chapman, 273), and often uses a more conversational tone than academic publishing. It provides opportunity to share research in long form to an open, online audience. Academic blogs have also become significant parts of online academic communities, such as the highly successful blog, The Thesis Whisperer, targeted for research students. However, many researchers in this space note the stigma attached to blogging (and other forms of social media) as useless or trivial; for instance, in Gruzd, Staves, and Wilk’s survey of academic users of social media, an overwhelming majority of respondents suggested that institutions do not recognise these activities (2343). Because blogging is not counted in publication metrics, it is possible to dismiss this type of activity as unnecessary.Twitter has garnered attention within the academic context because of its proliferation in conference engagement and linking citation practices of scholars (Marht, Weller, and Peters, 401–406). Twitter’s platform lends itself as a place to share citations of recently published material and a way of connecting with academic peers in an informal, yet meaningful way. Veletsianos has undertaken an analysis of academic Twitter practices, and there is a rise in popularity of “Tweetable Abstracts” (Else), or the practice of refining academic abstracts into a shareable Tweet format. According to Powell, Jacob, and Chapman (272), new media (including both Twitter and the academic blog) offer opportunities to engage with an increasingly Internet-literate society in a way that is perhaps more meaningful and certainly more accessible than traditional academic journals. Like blogging, the use of Twitter within the active research phase and pre-publication, means the platform can both represent and disseminate new ideas and research findings.Both academic blogs and Twitter are widely accessible and can be read by Internet users beyond academia. It appears likely, however, that many blogs and academic Twitter profiles are still accessed and consumed primarily by academic audiences. This is more obvious in the increasingly popular specific academic social media platforms such as ResearchGate or Academia.edu.These websites are providing more targeted, niche communication and sharing channels for scholars working in higher education globally, and their use appears to be regularly encouraged by institutions. These sites attempt to mediate between open access and copyright in academic publishing, encouraging users to upload full-text documents of their publications as a means of generating more attention and citations (Academia.edu cites Niyazov et al’s study that suggests articles posted to the site had improved citation counts). ResearchGate and Academia.edu function primarily as article repositories, albeit with added social networking opportunities that differentiate them from more traditional university repositories.In comparison, the success of the online platform The Conversation, with its tagline “Academic rigour, journalistic flair”, shows the growing enthusiasm and importance of engaging with more public facing outlets to share forms of academic writing. Many researchers are using The Conversation as a way of sharing their research findings through more accessible, shorter articles designed for the general public; these articles regularly link to the traditional academic publications as well.Research dissemination, and how the uptake of online social networks is changing individual and institution-wide practices, is a continually expanding area of research. It is apparent that while The Conversation has been widely accepted and utilised as a tool of research dissemination, there is still some uncertainty about using social media as representing or disseminating findings and ideas because of the lack of impact metrics. This is perhaps even more notable in regards to Instagram, a platform that has received comparatively little discussion in academic research more broadly.Instagram as Social MediaInstagram is a photo sharing application that launched in 2010 and has seen significant uptake by users in that time, reaching 700 million monthly active users as of April 2017 (Instagram “700 Million”). Recent additions to the service, such as the “Snapchat clone” Instagram Stories, appear to have helped boost growth (Constine, para 4). Instagram then is a major player in the social media user market, and the emergence of academic research into the platform reflect this. Early investigations include Manikonda, Hu and Kambhampati’s analysis social networks, demographics, and activities of users in which they identified some clear differences in usage compared to Flickr (another photo-sharing network) and Twitter (5). Hochman and Manovich and Hochman and Schwartz examined what information visualisations generated from Instagram images can reveal about the “visual rhythms” of geographical locations such as New York City.To provide context for the use of Instagram as a way of disseminating research through a more curated, visual approach, this section will examine professional uses of Instagram, the role of Influencers, and some of the functionalities of the platform.Instagram is now a platform that caters for both personal and professional accounts. The user-interface allows for a streamlined and easily navigable process from taking a photo, adding filters or effects, and sharing the photo instantly. The platform has developed to include web-based access to complement the mobile application, and has also introduced Instagram Business accounts, which provide “real-time metrics”, “insights into your followers”, and the ability to “add information about your company” (Instagram “Instagram Business”). This also comes with the option to pay for advertisements.Despite its name, many users of Instagram, especially those with profiles that are professional or business orientated, do not only produce instant content. While the features of Instagram, such as geotagging, timestamping, and the ability to use the camera from within the app, lend themselves to users capturing their everyday experience in the moment, more and more content is becoming carefully curated. As such, some accounts are blurring the line between personal and professional, becoming what Crystal Abidin calls Influencers, identifying the practice as when microcelebrities are able to use the “textual and visual narration of their personal, everyday lives” to generate paid advertorials (86). One effect of this, as Abidin investigates in the context of Singapore and the #OOTD (Outfit of the Day) hashtag, is the way “everyday Instagram users are beginning to model themselves after Influences” and therefore generate advertising content “that is not only encouraged by Influences and brands but also publicly utilised without remuneration” (87). Instagram, then, can be a very powerful platform for businesses to reach wide audiences, and the flexibility of caption length and visual content provides a type of viral curation practice as in the case of the #OOTD hashtag following.Considering the focus of my #AustralianBeachspace project on Australian beaches, many of the Instagram accounts and hashtags I encountered and engaged with were tourism related. Although this will be discussed in more detail below, it is worth noting that individual Influencers exist in these fields as well and often provide advertorial content for companies like accommodation chains or related products. One example is user @katgaskin, an Influencer who both takes photos, features in photos, and provides “organic” adverts for products and services (see image). Not all her photos are adverts; some are beach or ocean images without any advertorial content in the caption. In this instance, the use of distinctive photo editing, iconic imagery (the “salty pineapple” branding), and thematic content of beach and ocean landscapes, makes for a recognisable and curated aesthetic. Figure 1: An example from user @katgaskin's Instagram profile that includes a mention of a product. Image sourced from @katgaskin, uploaded 2 June 2017.@katgaskin’s profile’s aesthetic identity is, as such, linked with the ocean and the beach. Although her physical location regularly changes (her profile includes images from, for example, Nicaragua, Australia, and the United States), the thematic link is geographical. And research suggests the visual focus of Instagram lends itself to place-based content. As Hochman and Manovich state:While Instagram eliminates static timestamps, its interface strongly emphasizes physical place and users’ locations. The application gives a user the option to publicly share a photo’s location in two ways. Users can tag a photo to a specific venue, and then view all other photos that were taken and tagged there. If users do not choose to tag a photo to a venue, they can publically share their photos’ location information on a personal ‘photo-map’, displaying all photos on a zoomable word map. (para 14)This means that the use of place in the app is anchored to the visual content, not the uploader’s location. While it is possible to consider Instagram’s intention was to anchor the content and the uploader’s location together (as in the study conducted by Weilenmann, Hillman, and Jungselius that explored how Instagram was used in the museum), this is no longer always the case. In this way, Instagram is also providing a platform for more serious photographers to share their images after they have processed and edited them and connect the image with the image content rather than the uploader’s position.This place-based focus also shares origins in tourism photography practices. For instance, Kibby’s analysis of the use of Instagram as a method for capturing the “tourist gaze” in Monument Valley notes that users mostly wanted to capture the “iconic” elements of the site (most of which were landscape formations made notable through representations in popular culture).Another area of research into Instagram use is hashtag practice (see, for example, Ferrara, Interdonato, and Tagarelli). Highfield and Leaver have generated a methodology for mapping hashtags and analysing the information this can reveal about user practices. Many Instagram accounts use hashtags to provide temporal or place based information, some specific (such as #sunrise or #newyorkcity) and some more generic (such as #weekend or #beach). Of particular relevance here is the role hashtags play in generating higher levels of user engagement. It is also worth noting the role of “algorithmic personalization” introduced by Instagram earlier in 2017 and the lukewarm user response as identified by Mahnke Skrubbeltrang, Grunnet, and Tarp’s analysis, suggesting “users are concerned with algorithms dominating their experience, resulting in highly commercialised experience” (section 7).Another key aspect of Instagram’s functionality is linked to the aesthetic of the visual content: photographic filters. Now a mainstay of other platforms such as Facebook and Twitter, Instagram popularised the use of filters by providing easily accessible options within the app interface directly. Now, other apps such as VCSO allow for more detailed editing of images that can then be imported into Instagram; however, the pre-set filters have proven popular with large numbers of users. A study in 2014 by Araújo, Corrêa, da Silva et al found 76% of analysed images had been processed in some way.By considering the professional uses of Instagram and the functionality of the app (geotagging; hashtagging; and filters), it is possible to summarise Instagram as a social media platform that, although initially perhaps intended to capture the everyday visual experiences of amateur photographers using their smart phone, has adapted to become a network for sharing images that can be for both personal and professional purposes. It has a focus on place, with its geotagging capacity and hashtag practices, and can include captions The #AustralianBeachspace ProjectIn October 2016, I began a social media project called #AustralianBeachspace that was designed to showcase content from my PhD thesis and ongoing work into representations of Australian beaches in popular culture (a collection of the project posts only, as opposed to the ongoing Instagram profile, can be found here). The project was envisaged as a three month project; single posts (including an image and caption) were planned and uploaded six times a week (every day except Sundays). Although I have occasionally continued to use the hashtag since the project’s completion (on 24 Dec. 2016), the frequency and planned nature of the posts since then has significantly changed. What has not changed is the strong thematic through line of my posts, all of which continue to rely heavily on beach imagery. This is distinct from other academic social media use which if often more focused on the everyday activity of academia.Instagram was my social media choice for this project for two main reasons: I had no existing professional Instagram profile (unlike Twitter) and thus I could curate a complete project in isolation, and the subject of my PhD thesis was representations of Australian beaches in literature and film. As such, my research was appropriate for, and in fact was augmented by, visual depiction. It is also worth noting the tendency reported by myself and others (Huntsman; Booth) of academics not considering the beach an area worthy of focus. This resonates with Bech Albrechtslund and Albrechtslund’s argument that “social media practices associated with leisure and playfulness” are still meaningful and worthy of examination.Up until this point, my research outputs had been purely textual. I, therefore, needed to generate a significant number of visual elements to complement the vast amount of textual content already created. I used my PhD thesis to provide the thematic structure (I have detailed this process in more depth here), and then used the online tool Trello to plan, organise, and arrange the intended posts (image and caption). The project includes images taken by myself, my partner, and other images with no copyright limitations attached as sourced through photo sharing sites like Unsplash.com.The images were all selected because of their visual representation of an Australian beach, and the alignment of the image with the themes of the project. For instance, one theme focused on the under-represented negative aspects of the beach. One image used in this theme was a photo of Bondi Beach ocean pool, empty at night. I carefully curated the images and arranged them according to the thematic schedule (as can be seen below) and then wrote the accompanying textual captions. Figure 2: A sample of the schedule used for the posting of curated images and captions.While there were some changes to the schedule throughout (for instance, my attendance at the 2016 Sculpture by the Sea exhibition prompted me to create a sixth theme), the process of content curation and creation remained the same.Visual curation of the images was a particularly important aspect of the project, and I did use an external photo processing application to create an aesthetic across the collection. As Kibby notes, “photography is intrinsically linked with tourism” (para 9), and although not a tourism project inherently, #AustralianBeachspace certainly engaged with touristic tropes by focusing on Australian beaches, an iconic part of Australian national and cultural identity (Ellison 2017; Ellison and Hawkes 2016; Fiske, Hodge, and Turner 1987). However, while beaches are perhaps instinctively touristic in their focus on natural landscapes, this project was attempting to illustrate more complexity in this space (which mirrors an intention of my PhD thesis). As such, some images were chosen because of their “ordinariness” or their subversion of the iconic beach images (see below). Figures 3 and 4: Two images that capture some less iconic images of Australian beaches; one that shows an authentic, ordinary summer's day and another that shows an empty beach during winter.I relied on captions to provide the textual information about the image. I also included details about the photographer where possible, and linked all the images with the hashtag #AustralianBeachspace. The textual content, much of which emerged from ongoing and extensive research into the topic, was somewhat easier to collate. However, it required careful reworking and editing to suit the desired audience and to work in conjunction with the image. I kept captions to the approximate length of a paragraph and concerned with one point. This process forced me to distil ideas and concepts into short chunks of writing, which is distinct from other forms of academic output. This textual content was designed to be accessible beyond an academic audience, but still used a relatively formal voice (especially in comparison to more personal users of the platform).I provided additional hashtags in a first comment, which were intended to generate some engagement. Notably, these hashtags were content related (such as #beach and #surf; they were not targeting academic hashtags). At time of writing, my follower count is 70. The most liked (or “favourited”) photo from the project received 50 likes, and the most comments received was 6 (on a number of posts). Some photos published since the end of the project have received higher numbers of likes and comments. This certainly does not suggest enormous impact from this project. Hashtags utilised in this project were adopted from popular and related hashtags using the analytics tool Websta.me as well as hashtags used in similar content styled profiles, such as: #seeaustralia #thisisqueensland #visitNSW #bondibeach #sunshinecoast and so on. Notably, many of the hashtags were place-based. The engagement of this project with users beyond academia was apparent: followers and comments on the posts are more regularly from professional photographers, tourism bodies, or location-based businesses. In fact, because of the content or place-based hashtagging practices I employed, it was difficult to attract an academic audience at all. However, although the project was intended as an experiment with public facing research dissemination, I did not actively adopt a stringent engagement strategy and have not kept metrics per day to track engagement. This is a limitation of the study and undoubtedly allows scope for further research.ConclusionInstagram is a platform that does not have clear pathways for reaching academic audiences in targeted ways. At this stage, little research has emerged that investigates Instagram use among academics, although it is possible to presume there are similarities with blogging or Twitter (for example, conference posting and making connections with colleagues).However, the functionality of Instagram does lend itself to creating and curating aesthetically interesting ways of disseminating, and in fact representing, research. Ideas and findings must be depicted as images and captions, and the curatorial process of marrying visual images to complement or support textual information can make for more accessible and palatable content. Perhaps most importantly, the content is freely accessible and not locked behind paywalls or expensive academic publications. It can also be easily archived and shared.The #AustralianBeachspace project is small-scale and not indicative of widespread academic practice. However, examining the process of creating the project and the role Instagram may play in potentially reaching a more diverse, public audience for academic research suggests scope for further investigation. Although not playing an integral role in publication metrics and traditional measures of research impact, the current changing climate of higher education policy provides motivations to continue exploring non-traditional methods for disseminating research findings and tracking research engagement and impact.Instagram functions as a useful platform for sharing research data through a curated collection of images and captions. Rather than being a space for instant updates on the everyday life of the academic, it can also function in a more aesthetically interesting and dynamic way to share research findings and possibly generate wider, public-facing engagement for topics less likely to emerge from behind the confines of academic journal publications. 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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

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Abstract:
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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Ellis, Katie, and Mike Kent. "iTunes Is Pretty (Useless) When You’re Blind: Digital Design Is Triggering Disability When It Could Be a Solution." M/C Journal 11, no. 3 (July 2, 2008). http://dx.doi.org/10.5204/mcj.55.

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Introduction This year, 2008, marks the tenth anniversary of the portable MP3 player. MPMan F10, the first such device to utilise the MP3-encoding format, was launched in March 1998 (Smith). However it was not until April 2003 when Apple Inc launched the iPod that the market began the massive growth that has made the devices almost ubiquitous in everyday life. In 2006 iPods were rated as more popular than beer amongst college students in the United States, according to Student Monitor. Beer had only previously surpassed in popularity once before, in 1997, by the Internet (Zeff). This year will also see the launch in Australia of the latest offering in this line of products – the iPhone – which incorporates the popular MP3 player in an advanced mobile phone. The iPhone features a touch-sensitive flat screen that serves as the interface for its operating system. While the design is striking, it also generates accessibility problems. There are obvious implications for those with vision impairments when there are no physical markers to point towards the phone’s functions (Crichton). This article critically examines the promise of Internet-based digital technology to open up the world to people with disabilities, and the parallel danger that the social construction of disability in the digital environment will simply come to mirror pre-existing analogue discrimination. This paper explores how technologies and innovations designed to improve access by the disabled actually enhance access for all users. The first part of the paper focuses on ‘Web 2.0’ and digital access for people with disability, particularly those with vision impairment. The online software that drives the iPod and iPhone and exclusively delivers content to these devices is iTunes. While iTunes seems on the surface to provide enormous opportunity for the vision impaired to access a broad selection of audio content, its design actually works to inhibit access to the platform for this group. Apple promotes the use of iTunes in educational settings through the iTunes U channel, and this potentially excludes those who have difficulty with access to the technology. Critically, it is these excluded people who, potentially, could benefit the most from the new technology. We consider the difficulty experienced by users of screen readers and braille tablets in relation to iTunes and highlight the potential problems for universities who seek to utilise iTunes U. In the second part of the paper we reframe disability accessibility as a principle of universal access and design and outline how changes made to assist users with disability can enhance the learning experience of all students using the Lectopia lecture recording and distribution system as an example. The third section of the paper situates these digital developments within the continuum of disability theory deploying Finkelstein’s three stages of disability development. The focus then shifts to the potential of online virtual worlds such as Second Life to act as a place where the promise of technology to mediate for disability might be realised. Goggin and Newell suggest that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. This article argues that accessibility must be addressed through the context of design and shared open standards for digital platforms. Web 2.0 and Accessibility The World Wide Web based its successful development on a set of common standards that worked across different software and operating systems. This interoperability held out great opportunity for the implementation of enabling software for those with disability, particularly sight and hearing impairments. The increasing sophistication and diversification of online content has confounded this initial promise. Websites have become more complex, particularly with the rise of ‘Web 2.0’ and the associated trends in coding and website design. This has aggravated attempts to mediate this content for a disabled audience through software (Zajicek). As Wood notes, ‘these days many computers are used principally to access the Internet – and there is no telling what a blind person will encounter there’. As the content requiring translation – either from text into audio or onto a braille tablet, or from audio into text captions – become less standardised and more complex, it becomes both harder for software to act as a translator, and harder to navigate this media once translated. This is particularly the case when links are generated ‘on the fly’ for each view of a website and where images replace words as hyperlinks. These problems can trace their origin to before the development of the World Wide Web. Reihing, addressing another Apple product in 1987 notes: The Apple Macintosh is particularly hard to use because it depends heavily on graphics. Some word processors ‘paint’ pictures of letters on the screen instead of using standard computer codes, and speech or braille devices can’t cope (in Goggin and Newell). Web 2.0 sites loaded with Ajax and other forms of Java scripting present a particular challenge for translation software (Zajicek). iTunes, an iconic Web 2.0 application, is a further step away from easily translated content as proprietary software that while operating though the Internet, does not conform to Web standards. Many translation software packages are unable to read the iTunes software at all or are limited and only able to read part of the page, but not enough of it to use the program (Furendal). As websites utilising ‘Web 2.0’ technology increase in popularity they become less attractive to users who are visually impaired, particularly because the dynamic elements can not be accessed using screen readers provided with the operating system (Bigham, Prince and Ladner). While at one level this presents an inability for a user with a disability to engage with the popular software, it also meant that universities seeking to use iTunes U to deliver content were excluding these students. To Apple’s credit they have taken some of these access concerns on board with the recent release of both the Apple operating system and iTunes, to better enable Apple’s own access software to translate the iTunes screen for blind users. However this also illustrates the problems with this type of software operating outside of nominated standards as there are still serious problems with access to iTunes on Microsoft’s dominant Windows operating system (Furendal). While Widows provides its own integrated screen reading software, the company acknowledges that this is not sufficiently powerful for regular use by disabled users who will need to use more specialised programs (Wood). The recent upgrade of the standard Windows operating system from XP to Vista seems to have abandoned the previous stipulation that there was a keyboard shortcut for each operation the system performed – a key requirement for those unable to use a visual interface on the screen to ‘point and click’ with a mouse (Wood). Other factors, such as the push towards iTunes U, explored in the next section, explain the importance of digital accessibility for everyone, not just the disabled as this technology becomes ubiquitous. The use of Lectopia in higher education demonstrates the value of flexibility of delivery to the whole student population, inclusive of the disabled. iPods and Higher Education iTunes is the enabling software supporting the iPod and iPhone. As well as commercial content, iTunes also acts as a distribution medium for other content that is free to use. It allows individuals or organisations to record and publish audio and video files – podcasts and vodcasts – that can be automatically downloaded from the Internet and onto individual computers and iPods as they become available. Significantly this technology has provided opportunities for educational use. iTunes U has been developed by Apple to facilitate the delivery of content from universities through the service. While Apple has acknowledged that this is, in part, a deliberate effort to drive the uptake of iTunes (Udell), there are particular opportunities for the distribution of information through this channel afforded by the technology. Duke University in the United States was an early adopter, distributing iPods to each of its first-year students for educational use as early as 2004 (Dean). A recent study of students at The University of Western Australia (UWA) by Williams and Fardon found that students who listen to lectures through portable media players such as iPods (the ‘Pod’ in iPod stands for ‘portable on demand’) have a higher attendance rate at lectures than those who do not. In 1998, the same year that the first portable MP3 player was being launched, the Lectopia (or iLecture) lecture recording and distribution system was introduced in Australia at UWA to enable students with disabilities better access to lecture materials. While there have been significant criticisms of this platform (Brabazon), the broad uptake and popularity of this technology, both at UWA and at many universities across Australia, demonstrates how changes made to assist disability can potentially help the broader community. This underpins the concept of ‘universal design’ where consideration given to people with disability also improves the lives of people without disability. A report by the Australian Human Rights and Equal Opportunity Commission, examined the accessibility of digital technology. Disability issues, such as access to digital content, were reframed as universal design issues: Disability accessibility issues are more accurately perceived in many cases as universal access issues, such that appropriate design for access by people with disabilities will improve accessibility and usability for … the community more generally. The idea of universal access was integral to Tim Berners-Lee’s original conception of the Web – however the platform has developed into a more complex and less ordered environment that can stray from agreed standards (Edwards, "Stop"). iTunes comes with its own accessibility issues. Furendal demonstrated that its design has added utility for some impairments notably dyslexia and colour blindness. However, as noted above, iTunes is highly problematic for those with other vision impairment particularly the blind. It is an example of the condition noted by Regan: There exists a false perception among designers that accessibility represents a restriction on creativity. There are few examples that exist in the world that can dissuade designers of this notion. While there are no technical reasons for this division between accessibility and design, the notion exists just the same. The invisibility of this issue confirms that while an awareness of differing abilities can assist all users, this blinkered approach to diverse visual acuities is not only blocking social justice imperatives but future marketing opportunities. The iPhone is notable for problems associated with use by people with disabilities, particularly people with hearing (Keizer) and vision impairments (Crichton). In colder climates the fact that the screen would not be activated by a gloved hand has also been a problem, its design reflects bias against not just the physically impaired. Design decisions reflect the socially constructed nature of disability where disability is related to how humans have chosen to construct the world (Finkelstein ,"To Deny"). Disability Theory and Technology Nora Groce conducted an anthropological study of Martha’s Vineyard in the United States. During the nineteenth century the island had an unusually high incidence of deafness. In response to this everyone on the island was able to communicate in sign language, regardless of the hearing capability, as a standard mode of communication. As a result the impairment of deafness did not become a disability in relation to communication. Society on the island was constructed to be inclusive without regard to a person’s hearing ability. Finkelstein (Attitudes) identified three stages of disability ‘creation’ to suggest disability (as it is defined socially) can be eradicated through technology. He is confident that the third phase, which he argues has been occurring in conjunction with the information age, will offset many of the prejudicial attitudes established during the second phase that he characterised as the industrial era. Digital technologies are often presented as a way to eradicate disability as it is socially constructed. Discussions around the Web and the benefits for people with disability usually centre on accessibility and social interaction. Digital documents on the Internet enable people with disability greater access than physical spaces, such as libraries, especially for the visually impaired who are able to make use of screen readers. There are more than 38 million blind people who utilise screen reading technology to access the Web (Bigham, Prince and Ladner). A visually impaired person is able to access digital texts whereas traditional, analogue, books remain inaccessible. The Web also allows people with disability to interact with others in a way that is not usually possible in general society. In a similar fashion to arguments that the Web is both gender and race neutral, people with disability need not identify as disabled in online spaces and can instead be judged on their personality first. In this way disability is not always a factor in the social encounter. These arguments however fail to address several factors integral to the social construction of disability. While the idea that a visually impaired person can access books electronically, in conjunction with a screen reader, sounds like a disability-free utopia, this is not always the case as ‘digital’ does not always mean ‘accessible’. Often digital documents will be in an image format that cannot be read by the user’s screen reader and will need to be converted and corrected by a sighted person. Sapey found that people with disabilities are excluded from informational occupations. Computer programming positions were fourth least likely of the 58 occupations examined to employ disabled people. As Rehing observed in 1987, it is a fantasy to think that accessibility for blind people simply means turning on a computer (Rehing in Goggin and Newell). Although it may sound empowering for people with disability to interact in an environment where they can live out an identity different from the rhythm of their daily patterns, the reality serves to decrease the visibility of disability in society. Further, the Internet may not be accessible for people with disability as a social environment in the first place. AbilityNet’s State of the eNation Web Accessibility Report: Social Networking Sites found a number of social networking sites including the popular MySpace and Facebook are inaccessible to users with a number of different disabilities, particularly those with a visual impairment such as blindness or a cognitive disability like dyslexia. This study noted the use of ‘Captcha’ – ‘Completely Automated Public Turing test to tell Computers and Humans Apart’ – technology designed to differentiate between a person signing up for an account and an automated computer process. This system presents an image of a word deliberately blurred and disfigured so that it cannot be readily identified by a computer, which can only be translated by a human user. This presents an obstacle to people with a visual impairment, particularly those relying on transcription software that will, by design, not be able to read the image, as well as those with dyslexia who may also have trouble translating the image on the screen. Virtual Worlds and New Possibilities The development of complex online virtual worlds such as Second Life presents their own set of challenges for access, for example, the use of Captcha. However they also afford opportunity. With over a million residents, there is a diversity of creativity. People are using Second Life to try on different identities or campaign for causes relevant in the real world. For example, Simon Stevens (Simon Walsh in SL), runs the nightclub Wheelies in the virtual world and continues to use a wheelchair and helmet in SL – similar to his real-life self: I personally changed Second Life’s attitude toward disability when I set up ‘Wheelies’, its first disability nightclub. This was one of those daft ideas which grew and grew and… has remained a central point for disability issues within Second Life. Many new Disabled users make contact with me for advice and wheelies has helped some of them ‘come out’ and use a wheelchair (Carter). Able-bodied people are also becoming involved in raising disability awareness through Second Life, for example Fez Richardson is developing applications for use in Second Life so that the non-disabled can experience the effects of impairment in this virtual realm (Cassidy) Tertiary Institutions are embracing the potential of Second Life, utilising the world as a virtual classroom. Bates argues that Second Life provides a learning environment free of physical barriers that has the potential to provide an enriched learning experience for all students regardless of whether they have a disability. While Second Life might be a good environment for those with mobility impairment there are still potential access problems for the vision and hearing impaired. However, Second Life has recently become open source and is actively making changes to aid accessibility for the visually impaired including an audible system where leaves rustle to denote a tree is nearby, and text to speech software (Sierra). Conclusion Goggin and Newell observe that new technology is a prominent component of social, cultural and political changes with the potential to mitigate for disability. The uneven interface of the virtual and the analogue, as demonstrated by the implementation and operation of iTunes, indicates that this mitigation is far from an inevitable consequence of this development. However James Edwards, author of the Brothercake blog, is optimistic that technology does have an important role in decreasing disability in wider society, in line with Finkelstein’s third phase: Technology is the last, best hope for accessibility. It's not like the physical world, where there are good, tangible reasons why some things can never be accessible. A person who's blind will never be able to drive a car manually; someone in a wheelchair will never be able to climb the steps of an ancient stone cathedral. Technology is not like the physical world – technology can take any shape. Technology is our slave, and we can make it do what we want. With technology there are no good reasons, only excuses (Edwards, "Technology"). Internet-based technologies have the potential to open up the world to people with disabilities, and are often presented as a way to eradicate disability as it is socially constructed. While Finkelstein believes new technologies characteristic of the information age will offset many of the prejudicial attitudes established during the industrial revolution, where technology was established around able-bodied norms, the examples of the iPhone and Captcha illustrate that digital technology is often constructed in the same social world that people with disability are routinely disabled by. The Lectopia system on the other hand enables students with disabilities to access lecture materials and highlights the concept of universal access, the original ideology underpinning design of the Web. Lectopia has been widely utilised by many different types of students, not just the disabled, who are seeking flexibility. While we should be optimistic, we must also be aware as noted by Goggin and Newell the Internet cannot be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Accessibility is a universal design issue that potentially benefits both those with a disability and the wider community. References AbilityNet Web Accessibility Team. State of the eNation Web Accessibility Reports: Social Networking Sites. AbilityNet. January 2008. 12 Apr. 2008 ‹http://www.abilitynet.org.uk/docs/enation/2008SocialNetworkingSites.pdf›. Bates, Jacqueline. "Disability and Access in Virtual Worlds." Paper presented at Alternative Format Conference, LaTrobe University, Melbourne, 21–23 Jan. 2008. Bigham, Jeffrey P., Craig M. Prince, and Richard E. Ladner . "WebAnywhere: A Screen Reader On-the-Go." Paper presented at 17th International World Wide Web Conference, Beijing, 21–22 April 2008. 29 Apr. 2008 ‹http://webinsight.cs.washington.edu/papers/webanywhere-html/›. Brabazon, Tara. "Socrates in Earpods: The iPodification of Education." Fast Capitalism 2.1, (July 2006). 8 June 2008 ‹http://www.uta.edu/huma/agger/fastcapitalism/2_1/brabazon.htm›. Carter, Paul. "Virtually the Same." Disability Now (May 2007). Cassidy, Margaret. "Flying with Disability in Second Life." Eureka Street 18.1 (10 Jan. 2008): 22-24. 15 June 2007 ‹http://www.eurekastreet.com.au/article.aspx?aeid=4849›. Crichton, Paul. "More on the iPhone…" Access 2.0. BBC.co.uk 22 Jan. 2007. 12 Apr. 2008 ‹http://www.bbc.co.uk/blogs/access20/2007/01/more_on_the_iphone.shtml›. Dean, Katie. "Duke Gives iPods to Freshmen." Wired Magazine (20 July 2004). 29 Apr. 2008 ‹http://www.wired.com/entertainment/music/news/2004/07/64282›. Edwards, James. "Stop Using Ajax!" Brothercake (24 April 2008). 1 May 2008 ‹http://dev.opera.com/articles/view/stop-using-ajax›. –––. "Technology Is the Last, Best Hope for Accessibility." Brothercake 13 Mar. 2007. 1 May 2008 ‹http://www.brothercake.com/site/resources/reference/hope›. Finkelstein, Victor. "To Deny or Not to Deny Disability." Magic Carpet 27.1 (1975): 31-38. 1 May 2008 ‹http://www.independentliving.org/docs1/finkelstein.html›. –––. Attitudes and Disabled People: Issues for Discussion. Geneva: World Rehabilitation Fund, 1980. 1 May 2008 ‹http://www.leeds.ac.uk/disability-studies/archiveuk/finkelstein/attitudes.pdf›. Furendal, David. "Downloading Music and Videos from the Internet: A Study of the Accessibility of The Pirate Bay and iTunes store." Presentation at Uneå University, 24 Jan. 2007. 13 Apr. 2008 ‹http://www.david.furendal.com/Accessibility.aspx›. Groce, Nora E. Everyone Here Spoke Sign Language: Hereditary Deafness on Martha's Vineyard. Cambridge, MA: Harvard University, 1985. Goggin, Gerard, and Christopher Newell. Digital Disability: The Social Construction of Disability in New Media. Oxford: Rowman & Littlefield, 2003. Human Rights and Equal Opportunities Commission. Accessibility of Electronic Commerce and New Service and Information Technologies for Older Australians and People with a Disability. 31 March 2000. 30 Apr. 2008 ‹http://www.hreoc.gov.au/disability_rights/inquiries/ecom/ecomrep.htm#BM2_1›. Keizer, Gregg. "Hearing Loss Group Complains to FCC about iPhone." Computerworld (20 Sep. 2007). 12 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9037999›. Regan, Bob. "Accessibility and Design: A Failure of the Imagination." ACM International Conference Proceedings Series 63: Proceedings of The 2004 International Cross-disciplinary Workshop on Web Accessibility (W4A). 29–37. Sapey, Bob. "Disablement in the Information Age." Disability and Society 15.4 (June 2000): 619–637. Sierra. "IBM Project: Second Life Accessible for Blind People." Techpin (24 Sep. 2007). 3 May 2008 ‹http://www.techpin.com/ibm-project-second-life-accessible-for-blind-people/›. Smith, Tony. "Ten Years Old: The World’s First MP3 Player." Register Hardware (10 Mar. 2008). 12 Apr. 2008 ‹http://www.reghardware.co.uk/2008/03/10/ft_first_mp3_player/›. Udell, Jon. "The iTunes U Agenda." InfoWorld (22 Feb. 2006). 13 Apr. 2008 ‹http://weblog.infoworld.com/udell/2006/02/22.html›. Williams, Jocasta, and Michael Fardon. "Perpetual Connectivity: Lecture Recordings and Portable Media Players." Proceedings from Ascilite, Singapore, 2–5 Dec. 2007. 1084–1092. Wood, Lamont. "Blind Users Still Struggle with 'Maddening' Computing Obstacles." Computerworld (16 Apr. 2008). 27 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9077118&source=NLT_AM&nlid=1›. Zajicek, Mary. "Web 2.0: Hype or Happiness?" Paper presented at International Cross-Disciplinary Conference on Web Accessibility, Banff, Canada, 2–9 May 2007. 12 Apr. 2008 ‹http://www.w4a.info/2007/prog/k2-zajicek.pdf›. Zeff, Robbin. "Universal Design across the Curriculum." New Directions for Higher Education 137 (Spring 2007): 27–44.
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Cinque, Toija. "A Study in Anxiety of the Dark." M/C Journal 24, no. 2 (April 27, 2021). http://dx.doi.org/10.5204/mcj.2759.

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Introduction This article is a study in anxiety with regard to social online spaces (SOS) conceived of as dark. There are two possible ways to define ‘dark’ in this context. The first is that communication is dark because it either has limited distribution, is not open to all users (closed groups are a case example) or hidden. The second definition, linked as a result of the first, is the way that communication via these means is interpreted and understood. Dark social spaces disrupt the accepted top-down flow by the ‘gazing elite’ (data aggregators including social media), but anxious users might need to strain to notice what is out there, and this in turn destabilises one’s reception of the scene. In an environment where surveillance technologies are proliferating, this article examines contemporary, dark, interconnected, and interactive communications for the entangled affordances that might be brought to bear. A provocation is that resistance through counterveillance or “sousveillance” is one possibility. An alternative (or addition) is retreating to or building ‘dark’ spaces that are less surveilled and (perhaps counterintuitively) less fearful. This article considers critically the notion of dark social online spaces via four broad socio-technical concerns connected to the big social media services that have helped increase a tendency for fearful anxiety produced by surveillance and the perceived implications for personal privacy. It also shines light on the aspect of darkness where some users are spurred to actively seek alternative, dark social online spaces. Since the 1970s, public-key cryptosystems typically preserved security for websites, emails, and sensitive health, government, and military data, but this is now reduced (Williams). We have seen such systems exploited via cyberattacks and misappropriated data acquired by affiliations such as Facebook-Cambridge Analytica for targeted political advertising during the 2016 US elections. Via the notion of “parasitic strategies”, such events can be described as news/information hacks “whose attack vectors target a system’s weak points with the help of specific strategies” (von Nordheim and Kleinen-von Königslöw, 88). In accord with Wilson and Serisier’s arguments (178), emerging technologies facilitate rapid data sharing, collection, storage, and processing wherein subsequent “outcomes are unpredictable”. This would also include the effect of acquiescence. In regard to our digital devices, for some, being watched overtly—through cameras encased in toys, computers, and closed-circuit television (CCTV) to digital street ads that determine the resonance of human emotions in public places including bus stops, malls, and train stations—is becoming normalised (McStay, Emotional AI). It might appear that consumers immersed within this Internet of Things (IoT) are themselves comfortable interacting with devices that record sound and capture images for easy analysis and distribution across the communications networks. A counter-claim is that mainstream social media corporations have cultivated a sense of digital resignation “produced when people desire to control the information digital entities have about them but feel unable to do so” (Draper and Turow, 1824). Careful consumers’ trust in mainstream media is waning, with readers observing a strong presence of big media players in the industry and are carefully picking their publications and public intellectuals to follow (Mahmood, 6). A number now also avoid the mainstream internet in favour of alternate dark sites. This is done by users with “varying backgrounds, motivations and participation behaviours that may be idiosyncratic (as they are rooted in the respective person’s biography and circumstance)” (Quandt, 42). By way of connection with dark internet studies via Biddle et al. (1; see also Lasica), the “darknet” is a collection of networks and technologies used to share digital content … not a separate physical network but an application and protocol layer riding on existing networks. Examples of darknets are peer-to-peer file sharing, CD and DVD copying, and key or password sharing on email and newsgroups. As we note from the quote above, the “dark web” uses existing public and private networks that facilitate communication via the Internet. Gehl (1220; see also Gehl and McKelvey) has detailed that this includes “hidden sites that end in ‘.onion’ or ‘.i2p’ or other Top-Level Domain names only available through modified browsers or special software. Accessing I2P sites requires a special routing program ... . Accessing .onion sites requires Tor [The Onion Router]”. For some, this gives rise to social anxiety, read here as stemming from that which is not known, and an exaggerated sense of danger, which makes fight or flight seem the only options. This is often justified or exacerbated by the changing media and communication landscape and depicted in popular documentaries such as The Social Dilemma or The Great Hack, which affect public opinion on the unknown aspects of internet spaces and the uses of personal data. The question for this article remains whether the fear of the dark is justified. Consider that most often one will choose to make one’s intimate bedroom space dark in order to have a good night’s rest. We might pleasurably escape into a cinema’s darkness for the stories told therein, or walk along a beach at night enjoying unseen breezes. Most do not avoid these experiences, choosing to actively seek them out. Drawing this thread, then, is the case made here that agency can also be found in the dark by resisting socio-political structural harms. 1. Digital Futures and Anxiety of the Dark Fear of the darkI have a constant fear that something's always nearFear of the darkFear of the darkI have a phobia that someone's always there In the lyrics to the song “Fear of the Dark” (1992) by British heavy metal group Iron Maiden is a sense that that which is unknown and unseen causes fear and anxiety. Holding a fear of the dark is not unusual and varies in degree for adults as it does for children (Fellous and Arbib). Such anxiety connected to the dark does not always concern darkness itself. It can also be a concern for the possible or imagined dangers that are concealed by the darkness itself as a result of cognitive-emotional interactions (McDonald, 16). Extending this claim is this article’s non-binary assertion that while for some technology and what it can do is frequently misunderstood and shunned as a result, for others who embrace the possibilities and actively take it on it is learning by attentively partaking. Mistakes, solecism, and frustrations are part of the process. Such conceptual theorising falls along a continuum of thinking. Global interconnectivity of communications networks has certainly led to consequent concerns (Turkle Alone Together). Much focus for anxiety has been on the impact upon social and individual inner lives, levels of media concentration, and power over and commercialisation of the internet. Of specific note is that increasing commercial media influence—such as Facebook and its acquisition of WhatsApp, Oculus VR, Instagram, CRTL-labs (translating movements and neural impulses into digital signals), LiveRail (video advertising technology), Chainspace (Blockchain)—regularly changes the overall dynamics of the online environment (Turow and Kavanaugh). This provocation was born out recently when Facebook disrupted the delivery of news to Australian audiences via its service. Mainstream social online spaces (SOS) are platforms which provide more than the delivery of media alone and have been conceptualised predominantly in a binary light. On the one hand, they can be depicted as tools for the common good of society through notional widespread access and as places for civic participation and discussion, identity expression, education, and community formation (Turkle; Bruns; Cinque and Brown; Jenkins). This end of the continuum of thinking about SOS seems set hard against the view that SOS are operating as businesses with strategies that manipulate consumers to generate revenue through advertising, data, venture capital for advanced research and development, and company profit, on the other hand. In between the two polar ends of this continuum are the range of other possibilities, the shades of grey, that add contemporary nuance to understanding SOS in regard to what they facilitate, what the various implications might be, and for whom. By way of a brief summary, anxiety of the dark is steeped in the practices of privacy-invasive social media giants such as Facebook and its ancillary companies. Second are the advertising technology companies, surveillance contractors, and intelligence agencies that collect and monitor our actions and related data; as well as the increased ease of use and interoperability brought about by Web 2.0 that has seen a disconnection between technological infrastructure and social connection that acts to limit user permissions and online affordances. Third are concerns for the negative effects associated with depressed mental health and wellbeing caused by “psychologically damaging social networks”, through sleep loss, anxiety, poor body image, real world relationships, and the fear of missing out (FOMO; Royal Society for Public Health (UK) and the Young Health Movement). Here the harms are both individual and societal. Fourth is the intended acceleration toward post-quantum IoT (Fernández-Caramés), as quantum computing’s digital components are continually being miniaturised. This is coupled with advances in electrical battery capacity and interconnected telecommunications infrastructures. The result of such is that the ontogenetic capacity of the powerfully advanced network/s affords supralevel surveillance. What this means is that through devices and the services that they provide, individuals’ data is commodified (Neff and Nafus; Nissenbaum and Patterson). Personal data is enmeshed in ‘things’ requiring that the decisions that are both overt, subtle, and/or hidden (dark) are scrutinised for the various ways they shape social norms and create consequences for public discourse, cultural production, and the fabric of society (Gillespie). Data and personal information are retrievable from devices, sharable in SOS, and potentially exposed across networks. For these reasons, some have chosen to go dark by being “off the grid”, judiciously selecting their means of communications and their ‘friends’ carefully. 2. Is There Room for Privacy Any More When Everyone in SOS Is Watching? An interesting turn comes through counterarguments against overarching institutional surveillance that underscore the uses of technologies to watch the watchers. This involves a practice of counter-surveillance whereby technologies are tools of resistance to go ‘dark’ and are used by political activists in protest situations for both communication and avoiding surveillance. This is not new and has long existed in an increasingly dispersed media landscape (Cinque, Changing Media Landscapes). For example, counter-surveillance video footage has been accessed and made available via live-streaming channels, with commentary in SOS augmenting networking possibilities for niche interest groups or micropublics (Wilson and Serisier, 178). A further example is the Wordpress site Fitwatch, appealing for an end to what the site claims are issues associated with police surveillance (fitwatch.org.uk and endpolicesurveillance.wordpress.com). Users of these sites are called to post police officers’ identity numbers and photographs in an attempt to identify “cops” that might act to “misuse” UK Anti-terrorism legislation against activists during legitimate protests. Others that might be interested in doing their own “monitoring” are invited to reach out to identified personal email addresses or other private (dark) messaging software and application services such as Telegram (freeware and cross-platform). In their work on surveillance, Mann and Ferenbok (18) propose that there is an increase in “complex constructs between power and the practices of seeing, looking, and watching/sensing in a networked culture mediated by mobile/portable/wearable computing devices and technologies”. By way of critical definition, Mann and Ferenbok (25) clarify that “where the viewer is in a position of power over the subject, this is considered surveillance, but where the viewer is in a lower position of power, this is considered sousveillance”. It is the aspect of sousveillance that is empowering to those using dark SOS. One might consider that not all surveillance is “bad” nor institutionalised. It is neither overtly nor formally regulated—as yet. Like most technologies, many of the surveillant technologies are value-neutral until applied towards specific uses, according to Mann and Ferenbok (18). But this is part of the ‘grey area’ for understanding the impact of dark SOS in regard to which actors or what nations are developing tools for surveillance, where access and control lies, and with what effects into the future. 3. Big Brother Watches, So What Are the Alternatives: Whither the Gazing Elite in Dark SOS? By way of conceptual genealogy, consideration of contemporary perceptions of surveillance in a visually networked society (Cinque, Changing Media Landscapes) might be usefully explored through a revisitation of Jeremy Bentham’s panopticon, applied here as a metaphor for contemporary surveillance. Arguably, this is a foundational theoretical model for integrated methods of social control (Foucault, Surveiller et Punir, 192-211), realised in the “panopticon” (prison) in 1787 by Jeremy Bentham (Bentham and Božovič, 29-95) during a period of social reformation aimed at the improvement of the individual. Like the power for social control over the incarcerated in a panopticon, police power, in order that it be effectively exercised, “had to be given the instrument of permanent, exhaustive, omnipresent surveillance, capable of making all visible … like a faceless gaze that transformed the whole social body into a field of perception” (Foucault, Surveiller et Punir, 213–4). In grappling with the impact of SOS for the individual and the collective in post-digital times, we can trace out these early ruminations on the complex documentary organisation through state-controlled apparatuses (such as inspectors and paid observers including “secret agents”) via Foucault (Surveiller et Punir, 214; Subject and Power, 326-7) for comparison to commercial operators like Facebook. Today, artificial intelligence (AI), facial recognition technology (FRT), and closed-circuit television (CCTV) for video surveillance are used for social control of appropriate behaviours. Exemplified by governments and the private sector is the use of combined technologies to maintain social order, from ensuring citizens cross the street only on green lights, to putting rubbish in the correct recycling bin or be publicly shamed, to making cashless payments in stores. The actions see advantages for individual and collective safety, sustainability, and convenience, but also register forms of behaviour and attitudes with predictive capacities. This gives rise to suspicions about a permanent account of individuals’ behaviour over time. Returning to Foucault (Surveiller et Punir, 135), the impact of this finds a dissociation of power from the individual, whereby they become unwittingly impelled into pre-existing social structures, leading to a ‘normalisation’ and acceptance of such systems. If we are talking about the dark, anxiety is key for a Ministry of SOS. Following Foucault again (Subject and Power, 326-7), there is the potential for a crawling, creeping governance that was once distinct but is itself increasingly hidden and growing. A blanket call for some form of ongoing scrutiny of such proliferating powers might be warranted, but with it comes regulation that, while offering certain rights and protections, is not without consequences. For their part, a number of SOS platforms had little to no moderation for explicit content prior to December 2018, and in terms of power, notwithstanding important anxiety connected to arguments that children and the vulnerable need protections from those that would seek to take advantage, this was a crucial aspect of community building and self-expression that resulted in this freedom of expression. In unearthing the extent that individuals are empowered arising from the capacity to post sexual self-images, Tiidenberg ("Bringing Sexy Back") considered that through dark SOS (read here as unregulated) some users could work in opposition to the mainstream consumer culture that provides select and limited representations of bodies and their sexualities. This links directly to Mondin’s exploration of the abundance of queer and feminist pornography on dark SOS as a “counterpolitics of visibility” (288). This work resulted in a reasoned claim that the technological structure of dark SOS created a highly political and affective social space that users valued. What also needs to be underscored is that many users also believed that such a space could not be replicated on other mainstream SOS because of the differences in architecture and social norms. Cho (47) worked with this theory to claim that dark SOS are modern-day examples in a history of queer individuals having to rely on “underground economies of expression and relation”. Discussions such as these complicate what dark SOS might now become in the face of ‘adult’ content moderation and emerging tracking technologies to close sites or locate individuals that transgress social norms. Further, broader questions are raised about how content moderation fits in with the public space conceptualisations of SOS more generally. Increasingly, “there is an app for that” where being able to identify the poster of an image or an author of an unknown text is seen as crucial. While there is presently no standard approach, models for combining instance-based and profile-based features such as SVM for determining authorship attribution are in development, with the result that potentially far less content will remain hidden in the future (Bacciu et al.). 4. There’s Nothing New under the Sun (Ecclesiastes 1:9) For some, “[the] high hopes regarding the positive impact of the Internet and digital participation in civic society have faded” (Schwarzenegger, 99). My participant observation over some years in various SOS, however, finds that critical concern has always existed. Views move along the spectrum of thinking from deep scepticisms (Stoll, Silicon Snake Oil) to wondrous techo-utopian promises (Negroponte, Being Digital). Indeed, concerns about the (then) new technologies of wireless broadcasting can be compared with today’s anxiety over the possible effects of the internet and SOS. Inglis (7) recalls, here, too, were fears that humanity was tampering with some dangerous force; might wireless wave be causing thunderstorms, droughts, floods? Sterility or strokes? Such anxieties soon evaporated; but a sense of mystery might stay longer with evangelists for broadcasting than with a laity who soon took wireless for granted and settled down to enjoy the products of a process they need not understand. As the analogy above makes clear, just as audiences came to use ‘the wireless’ and later the internet regularly, it is reasonable to argue that dark SOS will also gain widespread understanding and find greater acceptance. Dark social spaces are simply the recent development of internet connectivity and communication more broadly. The dark SOS afford choice to be connected beyond mainstream offerings, which some users avoid for their perceived manipulation of content and user both. As part of the wider array of dark web services, the resilience of dark social spaces is reinforced by the proliferation of users as opposed to decentralised replication. Virtual Private Networks (VPNs) can be used for anonymity in parallel to TOR access, but they guarantee only anonymity to the client. A VPN cannot guarantee anonymity to the server or the internet service provider (ISP). While users may use pseudonyms rather than actual names as seen on Facebook and other SOS, users continue to take to the virtual spaces they inhabit their off-line, ‘real’ foibles, problems, and idiosyncrasies (Chenault). To varying degrees, however, people also take their best intentions to their interactions in the dark. The hyper-efficient tools now deployed can intensify this, which is the great advantage attracting some users. In balance, however, in regard to online information access and dissemination, critical examination of what is in the public’s interest, and whether content should be regulated or controlled versus allowing a free flow of information where users self-regulate their online behaviour, is fraught. O’Loughlin (604) was one of the first to claim that there will be voluntary loss through negative liberty or freedom from (freedom from unwanted information or influence) and an increase in positive liberty or freedom to (freedom to read or say anything); hence, freedom from surveillance and interference is a kind of negative liberty, consistent with both libertarianism and liberalism. Conclusion The early adopters of initial iterations of SOS were hopeful and liberal (utopian) in their beliefs about universality and ‘free’ spaces of open communication between like-minded others. This was a way of virtual networking using a visual motivation (led by images, text, and sounds) for consequent interaction with others (Cinque, Visual Networking). The structural transformation of the public sphere in a Habermasian sense—and now found in SOS and their darker, hidden or closed social spaces that might ensure a counterbalance to the power of those with influence—towards all having equal access to platforms for presenting their views, and doing so respectfully, is as ever problematised. Broadly, this is no more so, however, than for mainstream SOS or for communicating in the world. References Bacciu, Andrea, Massimo La Morgia, Alessandro Mei, Eugenio Nerio Nemmi, Valerio Neri, and Julinda Stefa. “Cross-Domain Authorship Attribution Combining Instance Based and Profile-Based Features.” CLEF (Working Notes). Lugano, Switzerland, 9-12 Sep. 2019. Bentham, Jeremy, and Miran Božovič. The Panopticon Writings. London: Verso Trade, 1995. 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23

Maxwell, Richard, and Toby Miller. "The Real Future of the Media." M/C Journal 15, no. 3 (June 27, 2012). http://dx.doi.org/10.5204/mcj.537.

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Abstract:
When George Orwell encountered ideas of a technological utopia sixty-five years ago, he acted the grumpy middle-aged man Reading recently a batch of rather shallowly optimistic “progressive” books, I was struck by the automatic way in which people go on repeating certain phrases which were fashionable before 1914. Two great favourites are “the abolition of distance” and “the disappearance of frontiers”. I do not know how often I have met with the statements that “the aeroplane and the radio have abolished distance” and “all parts of the world are now interdependent” (1944). It is worth revisiting the old boy’s grumpiness, because the rhetoric he so niftily skewers continues in our own time. Facebook features “Peace on Facebook” and even claims that it can “decrease world conflict” through inter-cultural communication. Twitter has announced itself as “a triumph of humanity” (“A Cyber-House” 61). Queue George. In between Orwell and latter-day hoody cybertarians, a whole host of excitable public intellectuals announced the impending end of materiality through emergent media forms. Marshall McLuhan, Neil Postman, Daniel Bell, Ithiel de Sola Pool, George Gilder, Alvin Toffler—the list of 1960s futurists goes on and on. And this wasn’t just a matter of punditry: the OECD decreed the coming of the “information society” in 1975 and the European Union (EU) followed suit in 1979, while IBM merrily declared an “information age” in 1977. Bell theorized this technological utopia as post-ideological, because class would cease to matter (Mattelart). Polluting industries seemingly no longer represented the dynamic core of industrial capitalism; instead, market dynamism radiated from a networked, intellectual core of creative and informational activities. The new information and knowledge-based economies would rescue First World hegemony from an “insurgent world” that lurked within as well as beyond itself (Schiller). Orwell’s others and the Cold-War futurists propagated one of the most destructive myths shaping both public debate and scholarly studies of the media, culture, and communication. They convinced generations of analysts, activists, and arrivistes that the promises and problems of the media could be understood via metaphors of the environment, and that the media were weightless and virtual. The famous medium they wished us to see as the message —a substance as vital to our wellbeing as air, water, and soil—turned out to be no such thing. Today’s cybertarians inherit their anti-Marxist, anti-materialist positions, as a casual glance at any new media journal, culture-industry magazine, or bourgeois press outlet discloses. The media are undoubtedly important instruments of social cohesion and fragmentation, political power and dissent, democracy and demagoguery, and other fraught extensions of human consciousness. But talk of media systems as equivalent to physical ecosystems—fashionable among marketers and media scholars alike—is predicated on the notion that they are environmentally benign technologies. This has never been true, from the beginnings of print to today’s cloud-covered computing. Our new book Greening the Media focuses on the environmental impact of the media—the myriad ways that media technology consumes, despoils, and wastes natural resources. We introduce ideas, stories, and facts that have been marginal or absent from popular, academic, and professional histories of media technology. Throughout, ecological issues have been at the core of our work and we immodestly think the same should apply to media communications, and cultural studies more generally. We recognize that those fields have contributed valuable research and teaching that address environmental questions. For instance, there is an abundant literature on representations of the environment in cinema, how to communicate environmental messages successfully, and press coverage of climate change. That’s not enough. You may already know that media technologies contain toxic substances. You may have signed an on-line petition protesting the hazardous and oppressive conditions under which workers assemble cell phones and computers. But you may be startled, as we were, by the scale and pervasiveness of these environmental risks. They are present in and around every site where electronic and electric devices are manufactured, used, and thrown away, poisoning humans, animals, vegetation, soil, air and water. We are using the term “media” as a portmanteau word to cover a multitude of cultural and communications machines and processes—print, film, radio, television, information and communications technologies (ICT), and consumer electronics (CE). This is not only for analytical convenience, but because there is increasing overlap between the sectors. CE connect to ICT and vice versa; televisions resemble computers; books are read on telephones; newspapers are written through clouds; and so on. Cultural forms and gadgets that were once separate are now linked. The currently fashionable notion of convergence doesn’t quite capture the vastness of this integration, which includes any object with a circuit board, scores of accessories that plug into it, and a global nexus of labor and environmental inputs and effects that produce and flow from it. In 2007, a combination of ICT/CE and media production accounted for between 2 and 3 percent of all greenhouse gases emitted around the world (“Gartner Estimates,”; International Telecommunication Union; Malmodin et al.). Between twenty and fifty million tonnes of electronic waste (e-waste) are generated annually, much of it via discarded cell phones and computers, which affluent populations throw out regularly in order to buy replacements. (Presumably this fits the narcissism of small differences that distinguishes them from their own past.) E-waste is historically produced in the Global North—Australasia, Western Europe, Japan, and the US—and dumped in the Global South—Latin America, Africa, Eastern Europe, Southern and Southeast Asia, and China. It takes the form of a thousand different, often deadly, materials for each electrical and electronic gadget. This trend is changing as India and China generate their own media detritus (Robinson; Herat). Enclosed hard drives, backlit screens, cathode ray tubes, wiring, capacitors, and heavy metals pose few risks while these materials remain encased. But once discarded and dismantled, ICT/CE have the potential to expose workers and ecosystems to a morass of toxic components. Theoretically, “outmoded” parts could be reused or swapped for newer parts to refurbish devices. But items that are defined as waste undergo further destruction in order to collect remaining parts and valuable metals, such as gold, silver, copper, and rare-earth elements. This process causes serious health risks to bones, brains, stomachs, lungs, and other vital organs, in addition to birth defects and disrupted biological development in children. Medical catastrophes can result from lead, cadmium, mercury, other heavy metals, poisonous fumes emitted in search of precious metals, and such carcinogenic compounds as polychlorinated biphenyls, dioxin, polyvinyl chloride, and flame retardants (Maxwell and Miller 13). The United States’ Environmental Protection Agency estimates that by 2007 US residents owned approximately three billion electronic devices, with an annual turnover rate of 400 million units, and well over half such purchases made by women. Overall CE ownership varied with age—adults under 45 typically boasted four gadgets; those over 65 made do with one. The Consumer Electronics Association (CEA) says US$145 billion was expended in the sector in 2006 in the US alone, up 13% on the previous year. The CEA refers joyously to a “consumer love affair with technology continuing at a healthy clip.” In the midst of a recession, 2009 saw $165 billion in sales, and households owned between fifteen and twenty-four gadgets on average. By 2010, US$233 billion was spent on electronic products, three-quarters of the population owned a computer, nearly half of all US adults owned an MP3 player, and 85% had a cell phone. By all measures, the amount of ICT/CE on the planet is staggering. As investigative science journalist, Elizabeth Grossman put it: “no industry pushes products into the global market on the scale that high-tech electronics does” (Maxwell and Miller 2). In 2007, “of the 2.25 million tons of TVs, cell phones and computer products ready for end-of-life management, 18% (414,000 tons) was collected for recycling and 82% (1.84 million tons) was disposed of, primarily in landfill” (Environmental Protection Agency 1). Twenty million computers fell obsolete across the US in 1998, and the rate was 130,000 a day by 2005. It has been estimated that the five hundred million personal computers discarded in the US between 1997 and 2007 contained 6.32 billion pounds of plastics, 1.58 billion pounds of lead, three million pounds of cadmium, 1.9 million pounds of chromium, and 632000 pounds of mercury (Environmental Protection Agency; Basel Action Network and Silicon Valley Toxics Coalition 6). The European Union is expected to generate upwards of twelve million tons annually by 2020 (Commission of the European Communities 17). While refrigerators and dangerous refrigerants account for the bulk of EU e-waste, about 44% of the most toxic e-waste measured in 2005 came from medium-to-small ICT/CE: computer monitors, TVs, printers, ink cartridges, telecommunications equipment, toys, tools, and anything with a circuit board (Commission of the European Communities 31-34). Understanding the enormity of the environmental problems caused by making, using, and disposing of media technologies should arrest our enthusiasm for them. But intellectual correctives to the “love affair” with technology, or technophilia, have come and gone without establishing much of a foothold against the breathtaking flood of gadgets and the propaganda that proclaims their awe-inspiring capabilities.[i] There is a peculiar enchantment with the seeming magic of wireless communication, touch-screen phones and tablets, flat-screen high-definition televisions, 3-D IMAX cinema, mobile computing, and so on—a totemic, quasi-sacred power that the historian of technology David Nye has named the technological sublime (Nye Technological Sublime 297).[ii] We demonstrate in our book why there is no place for the technological sublime in projects to green the media. But first we should explain why such symbolic power does not accrue to more mundane technologies; after all, for the time-strapped cook, a pressure cooker does truly magical things. Three important qualities endow ICT/CE with unique symbolic potency—virtuality, volume, and novelty. The technological sublime of media technology is reinforced by the “virtual nature of much of the industry’s content,” which “tends to obscure their responsibility for a vast proliferation of hardware, all with high levels of built-in obsolescence and decreasing levels of efficiency” (Boyce and Lewis 5). Planned obsolescence entered the lexicon as a new “ethics” for electrical engineering in the 1920s and ’30s, when marketers, eager to “habituate people to buying new products,” called for designs to become quickly obsolete “in efficiency, economy, style, or taste” (Grossman 7-8).[iii] This defines the short lifespan deliberately constructed for computer systems (drives, interfaces, operating systems, batteries, etc.) by making tiny improvements incompatible with existing hardware (Science and Technology Council of the American Academy of Motion Picture Arts and Sciences 33-50; Boyce and Lewis). With planned obsolescence leading to “dizzying new heights” of product replacement (Rogers 202), there is an overstated sense of the novelty and preeminence of “new” media—a “cult of the present” is particularly dazzled by the spread of electronic gadgets through globalization (Mattelart and Constantinou 22). References to the symbolic power of media technology can be found in hymnals across the internet and the halls of academe: technologies change us, the media will solve social problems or create new ones, ICTs transform work, monopoly ownership no longer matters, journalism is dead, social networking enables social revolution, and the media deliver a cleaner, post-industrial, capitalism. Here is a typical example from the twilight zone of the technological sublime (actually, the OECD): A major feature of the knowledge-based economy is the impact that ICTs have had on industrial structure, with a rapid growth of services and a relative decline of manufacturing. Services are typically less energy intensive and less polluting, so among those countries with a high and increasing share of services, we often see a declining energy intensity of production … with the emergence of the Knowledge Economy ending the old linear relationship between output and energy use (i.e. partially de-coupling growth and energy use) (Houghton 1) This statement mixes half-truths and nonsense. In reality, old-time, toxic manufacturing has moved to the Global South, where it is ascendant; pollution levels are rising worldwide; and energy consumption is accelerating in residential and institutional sectors, due almost entirely to ICT/CE usage, despite advances in energy conservation technology (a neat instance of the age-old Jevons Paradox). In our book we show how these are all outcomes of growth in ICT/CE, the foundation of the so-called knowledge-based economy. ICT/CE are misleadingly presented as having little or no material ecological impact. In the realm of everyday life, the sublime experience of electronic machinery conceals the physical work and material resources that go into them, while the technological sublime makes the idea that more-is-better palatable, axiomatic; even sexy. In this sense, the technological sublime relates to what Marx called “the Fetishism which attaches itself to the products of labour” once they are in the hands of the consumer, who lusts after them as if they were “independent beings” (77). There is a direct but unseen relationship between technology’s symbolic power and the scale of its environmental impact, which the economist Juliet Schor refers to as a “materiality paradox” —the greater the frenzy to buy goods for their transcendent or nonmaterial cultural meaning, the greater the use of material resources (40-41). We wrote Greening the Media knowing that a study of the media’s effect on the environment must work especially hard to break the enchantment that inflames popular and elite passions for media technologies. We understand that the mere mention of the political-economic arrangements that make shiny gadgets possible, or the environmental consequences of their appearance and disappearance, is bad medicine. It’s an unwelcome buzz kill—not a cool way to converse about cool stuff. But we didn’t write the book expecting to win many allies among high-tech enthusiasts and ICT/CE industry leaders. We do not dispute the importance of information and communication media in our lives and modern social systems. We are media people by profession and personal choice, and deeply immersed in the study and use of emerging media technologies. But we think it’s time for a balanced assessment with less hype and more practical understanding of the relationship of media technologies to the biosphere they inhabit. Media consumers, designers, producers, activists, researchers, and policy makers must find new and effective ways to move ICT/CE production and consumption toward ecologically sound practices. In the course of this project, we found in casual conversation, lecture halls, classroom discussions, and correspondence, consistent and increasing concern with the environmental impact of media technology, especially the deleterious effects of e-waste toxins on workers, air, water, and soil. We have learned that the grip of the technological sublime is not ironclad. Its instability provides a point of departure for investigating and criticizing the relationship between the media and the environment. The media are, and have been for a long time, intimate environmental participants. Media technologies are yesterday’s, today’s, and tomorrow’s news, but rarely in the way they should be. The prevailing myth is that the printing press, telegraph, phonograph, photograph, cinema, telephone, wireless radio, television, and internet changed the world without changing the Earth. In reality, each technology has emerged by despoiling ecosystems and exposing workers to harmful environments, a truth obscured by symbolic power and the power of moguls to set the terms by which such technologies are designed and deployed. Those who benefit from ideas of growth, progress, and convergence, who profit from high-tech innovation, monopoly, and state collusion—the military-industrial-entertainment-academic complex and multinational commandants of labor—have for too long ripped off the Earth and workers. As the current celebration of media technology inevitably winds down, perhaps it will become easier to comprehend that digital wonders come at the expense of employees and ecosystems. This will return us to Max Weber’s insistence that we understand technology in a mundane way as a “mode of processing material goods” (27). Further to understanding that ordinariness, we can turn to the pioneering conversation analyst Harvey Sacks, who noted three decades ago “the failures of technocratic dreams [:] that if only we introduced some fantastic new communication machine the world will be transformed.” Such fantasies derived from the very banality of these introductions—that every time they took place, one more “technical apparatus” was simply “being made at home with the rest of our world’ (548). Media studies can join in this repetitive banality. Or it can withdraw the welcome mat for media technologies that despoil the Earth and wreck the lives of those who make them. In our view, it’s time to green the media by greening media studies. References “A Cyber-House Divided.” Economist 4 Sep. 2010: 61-62. “Gartner Estimates ICT Industry Accounts for 2 Percent of Global CO2 Emissions.” Gartner press release. 6 April 2007. ‹http://www.gartner.com/it/page.jsp?id=503867›. Basel Action Network and Silicon Valley Toxics Coalition. Exporting Harm: The High-Tech Trashing of Asia. Seattle: Basel Action Network, 25 Feb. 2002. Benjamin, Walter. “Central Park.” Trans. Lloyd Spencer with Mark Harrington. New German Critique 34 (1985): 32-58. Biagioli, Mario. “Postdisciplinary Liaisons: Science Studies and the Humanities.” Critical Inquiry 35.4 (2009): 816-33. Boyce, Tammy and Justin Lewis, eds. Climate Change and the Media. New York: Peter Lang, 2009. Commission of the European Communities. “Impact Assessment.” Commission Staff Working Paper accompanying the Proposal for a Directive of the European Parliament and of the Council on Waste Electrical and Electronic Equipment (WEEE) (recast). COM (2008) 810 Final. Brussels: Commission of the European Communities, 3 Dec. 2008. Environmental Protection Agency. Management of Electronic Waste in the United States. Washington, DC: EPA, 2007 Environmental Protection Agency. Statistics on the Management of Used and End-of-Life Electronics. Washington, DC: EPA, 2008 Grossman, Elizabeth. Tackling High-Tech Trash: The E-Waste Explosion & What We Can Do about It. New York: Demos, 2008. ‹http://www.demos.org/pubs/e-waste_FINAL.pdf› Herat, Sunil. “Review: Sustainable Management of Electronic Waste (e-Waste).” Clean 35.4 (2007): 305-10. Houghton, J. “ICT and the Environment in Developing Countries: Opportunities and Developments.” Paper prepared for the Organization for Economic Cooperation and Development, 2009. International Telecommunication Union. ICTs for Environment: Guidelines for Developing Countries, with a Focus on Climate Change. Geneva: ICT Applications and Cybersecurity Division Policies and Strategies Department ITU Telecommunication Development Sector, 2008. Malmodin, Jens, Åsa Moberg, Dag Lundén, Göran Finnveden, and Nina Lövehagen. “Greenhouse Gas Emissions and Operational Electricity Use in the ICT and Entertainment & Media Sectors.” Journal of Industrial Ecology 14.5 (2010): 770-90. Marx, Karl. Capital: Vol. 1: A Critical Analysis of Capitalist Production, 3rd ed. Trans. Samuel Moore and Edward Aveling, Ed. Frederick Engels. New York: International Publishers, 1987. Mattelart, Armand and Costas M. Constantinou. “Communications/Excommunications: An Interview with Armand Mattelart.” Trans. Amandine Bled, Jacques Guot, and Costas Constantinou. Review of International Studies 34.1 (2008): 21-42. Mattelart, Armand. “Cómo nació el mito de Internet.” Trans. Yanina Guthman. El mito internet. Ed. Victor Hugo de la Fuente. Santiago: Editorial aún creemos en los sueños, 2002. 25-32. Maxwell, Richard and Toby Miller. Greening the Media. New York: Oxford University Press, 2012. Nye, David E. American Technological Sublime. Cambridge, Mass.: MIT Press, 1994. Nye, David E. Technology Matters: Questions to Live With. Cambridge, Mass.: MIT Press. 2007. Orwell, George. “As I Please.” Tribune. 12 May 1944. Richtel, Matt. “Consumers Hold on to Products Longer.” New York Times: B1, 26 Feb. 2011. Robinson, Brett H. “E-Waste: An Assessment of Global Production and Environmental Impacts.” Science of the Total Environment 408.2 (2009): 183-91. Rogers, Heather. Gone Tomorrow: The Hidden Life of Garbage. New York: New Press, 2005. Sacks, Harvey. Lectures on Conversation. Vols. I and II. Ed. Gail Jefferson. Malden: Blackwell, 1995. Schiller, Herbert I. Information and the Crisis Economy. Norwood: Ablex Publishing, 1984. Schor, Juliet B. Plenitude: The New Economics of True Wealth. New York: Penguin, 2010. Science and Technology Council of the American Academy of Motion Picture Arts and Sciences. The Digital Dilemma: Strategic Issues in Archiving and Accessing Digital Motion Picture Materials. Los Angeles: Academy Imprints, 2007. Weber, Max. “Remarks on Technology and Culture.” Trans. Beatrix Zumsteg and Thomas M. Kemple. Ed. Thomas M. Kemple. Theory, Culture [i] The global recession that began in 2007 has been the main reason for some declines in Global North energy consumption, slower turnover in gadget upgrades, and longer periods of consumer maintenance of electronic goods (Richtel). [ii] The emergence of the technological sublime has been attributed to the Western triumphs in the post-Second World War period, when technological power supposedly supplanted the power of nature to inspire fear and astonishment (Nye Technology Matters 28). Historian Mario Biagioli explains how the sublime permeates everyday life through technoscience: "If around 1950 the popular imaginary placed science close to the military and away from the home, today’s technoscience frames our everyday life at all levels, down to our notion of the self" (818). [iii] This compulsory repetition is seemingly undertaken each time as a novelty, governed by what German cultural critic Walter Benjamin called, in his awkward but occasionally illuminating prose, "the ever-always-the-same" of "mass-production" cloaked in "a hitherto unheard-of significance" (48).
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24

Wagman, Ira. "Wasteaminute.com: Notes on Office Work and Digital Distraction." M/C Journal 13, no. 4 (August 18, 2010). http://dx.doi.org/10.5204/mcj.243.

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Abstract:
For those seeking a diversion from the drudgery of work there are a number of websites offering to take you away. Consider the case of wasteaminute.com. On the site there is everything from flash video games, soft-core pornography and animated nudity, to puzzles and parlour games like poker. In addition, the site offers links to video clips grouped in categories such as “funny,” “accidents,” or “strange.” With its bright yellow bubble letters and elementary design, wasteaminute will never win any Webby awards. It is also unlikely to be part of a lucrative initial public offering for its owner, a web marketing company based in Lexington, Kentucky. The internet ratings company Alexa gives wasteaminute a ranking of 5,880,401 when it comes to the most popular sites online over the last three months, quite some way behind sites like Wikipedia, Facebook, and Windows Live.Wasteaminute is not unique. There exists a group of websites, a micro-genre of sorts, that go out of their way to offer momentary escape from the more serious work at hand, with a similar menu of offerings. These include sites with names such as ishouldbeworking.com, i-am-bored.com, boredatwork.com, and drivenbyboredom.com. These web destinations represent only the most overtly named time-wasting opportunities. Video sharing sites like YouTube or France’s DailyMotion, personalised home pages like iGoogle, and the range of applications available on mobile devices offer similar opportunities for escape. Wasteaminute inspired me to think about the relationship between digital media technologies and waste. In one sense, the site’s offerings remind us of the Internet’s capacity to re-purpose old media forms from earlier phases in the digital revolution, like the retro video game PacMan, or from aspects of print culture, like crosswords (Bolter and Grusin; Straw). For my purposes, though, wasteaminute permits the opportunity to meditate, albeit briefly, on the ways media facilitate wasting time at work, particularly for those working in white- and no-collar work environments. In contemporary work environments work activity and wasteful activity exist on the same platform. With a click of a mouse or a keyboard shortcut, work and diversion can be easily interchanged on the screen, an experience of computing I know intimately from first-hand experience. The blurring of lines between work and waste has accompanied the extension of the ‘working day,’ a concept once tethered to the standardised work-week associated with modernity. Now people working in a range of professions take work out of the office and find themselves working in cafes, on public transportation, and at times once reserved for leisure, like weekends (Basso). In response to the indeterminate nature of when and where we are at work, the mainstream media routinely report about the wasteful use of computer technology for non-work purposes. Stories such as a recent one in the Washington Post which claimed that increased employee use of social media sites like Facebook and Twitter led to decreased productivity at work have become quite common in traditional media outlets (Casciato). Media technologies have always offered the prospect of making office work more efficient or the means for management to exercise control over employees. However, those same technologies have also served as the platforms on which one can engage in dilatory acts, stealing time from behind the boss’s back. I suggest stealing time at work may well be a “tactic,” in the sense used by Michel de Certeau, as a means to resist the rules and regulations that structure work and the working life. However, I also consider it to be a tactic in a different sense: websites and other digital applications offer users the means to take time back, in the form of ‘quick hits,’ providing immediate visual or narrative pleasures, or through interfaces which make the time-wasting look like work (Wagman). Reading sites like wasteaminute as examples of ‘office entertainment,’ reminds us of the importance of workers as audiences for web content. An analysis of a few case studies also reveals how the forms of address of these sites themselves recognise and capitalise on an understanding of the rhythms of the working day, as well as those elements of contemporary office culture characterised by interruption, monotony and surveillance. Work, Media, Waste A mass of literature documents the transformations of work brought on by industrialisation and urbanisation. A recent biography of Franz Kafka outlines the rigors imposed upon the writer while working as an insurance agent: his first contract stipulated that “no employee has the right to keep any objects other than those belonging to the office under lock in the desk and files assigned for its use” (Murray 66). Siegfried Kracauer’s collection of writings on salaried workers in Germany in the 1930s argues that mass entertainment offers distractions that inhibit social change. Such restrictions and inducements are exemplary of the attempts to make work succumb to managerial regimes which are intended to maximise productivity and minimise waste, and to establish a division between ‘company time’ and ‘free time’. One does not have to be an industrial sociologist to know the efforts of Frederick W. Taylor, and the disciplines of “scientific management” in the early twentieth century which were based on the idea of making work more efficient, or of the workplace sociology scholarship from the 1950s that drew attention to the ways that office work can be monotonous or de-personalising (Friedmann; Mills; Whyte). Historian JoAnne Yates has documented the ways those transformations, and what she calls an accompanying “philosophy of system and efficiency,” have been made possible through information and communication technologies, from the typewriter to carbon paper (107). Yates evokes the work of James Carey in identifying these developments, for example, the locating of workers in orderly locations such as offices, as spatial in nature. The changing meaning of work, particularly white-collar or bureaucratic labour in an age of precarious employment and neo-liberal economic regimes, and aggressive administrative “auditing technologies,” has subjected employees to more strenuous regimes of surveillance to ensure employee compliance and to protect against waste of company resources (Power). As Andrew Ross notes, after a deep period of self-criticism over the drudgery of work in North American settings in the 1960s, the subsequent years saw a re-thinking of the meaning of work, one that gradually traded greater work flexibility and self-management for more assertive forms of workplace control (9). As Ross notes, this too has changed, an after-effect of “the shareholder revolution,” which forced companies to deliver short-term profitability to its investors at any social cost. With so much at stake, Ross explains, the freedom of employees assumed a lower priority within corporate cultures, and “the introduction of information technologies in the workplace of the new capitalism resulted in the intensified surveillance of employees” (12). Others, like Dale Bradley, have drawn attention to the ways that the design of the office itself has always concerned itself with the bureaucratic and disciplinary control of bodies in space (77). The move away from physical workspaces such as ‘the pen’ to the cubicle and now from the cubicle to the virtual office is for Bradley a move from “construction” to “connection.” This spatial shift in the way in which control over employees is exercised is symbolic of the liquid forms in which bodies are now “integrated with flows of money, culture, knowledge, and power” in the post-industrial global economies of the twenty-first century. As Christena Nippert-Eng points out, receiving office space was seen as a marker of trust, since it provided employees with a sense of privacy to carry out affairs—both of a professional or of a personal matter—out of earshot of others. Privacy means a lot of things, she points out, including “a relative lack of accountability for our immediate whereabouts and actions” (163). Yet those same modalities of control which characterise communication technologies in workspaces may also serve as the platforms for people to waste time while working. In other words, wasteful practices utilize the same technology that is used to regulate and manage time spent in the workplace. The telephone has permitted efficient communication between units in an office building or between the office and outside, but ‘personal business’ can also be conducted on the same line. Radio stations offer ‘easy listening’ formats, providing unobtrusive music so as not to disturb work settings. However, they can easily be tuned to other stations for breaking news, live sports events, or other matters having to do with the outside world. Photocopiers and fax machines facilitate the reproduction and dissemination of communication regardless of whether it is it work or non-work related. The same, of course, is true for computerised applications. Companies may encourage their employees to use Facebook or Twitter to reach out to potential clients or customers, but those same applications may be used for personal social networking as well. Since the activities of work and play can now be found on the same platform, employers routinely remind their employees that their surfing activities, along with their e-mails and company documents, will be recorded on the company server, itself subject to auditing and review whenever the company sees fit. Employees must be careful to practice image management, in order to ensure that contradictory evidence does not appear online when they call in sick to the office. Over time the dynamics of e-mail and Internet etiquette have changed in response to such developments. Those most aware of the distractive and professionally destructive features of downloading a funny or comedic e-mail attachment have come to adopt the acronym “NSFW” (Not Safe for Work). Even those of us who don’t worry about those things are well aware that the cache and “history” function of web browsers threaten to reveal the extent to which our time online is spent in unproductive ways. Many companies and public institutions, for example libraries, have taken things one step further by filtering out access to websites that may be peripheral to the primary work at hand.At the same time contemporary workplace settings have sought to mix both work and play, or better yet to use play in the service of work, to make “work” more enjoyable for its workers. Professional development seminars, team-building exercises, company softball games, or group outings are examples intended to build morale and loyalty to the company among workers. Some companies offer their employees access to gyms, to game rooms, and to big screen TVs, in return for long and arduous—indeed, punishing—hours of time at the office (Dyer-Witheford and Sherman; Ross). In this manner, acts of not working are reconfigured as a form of work, or at least as a productive experience for the company at large. Such perks are offered with an assumption of personal self-discipline, a feature of what Nippert-Eng characterises as the “discretionary workplace” (154). Of course, this also comes with an expectation that workers will stay close to the office, and to their work. As Sarah Sharma recently argued in this journal, such thinking is part of the way that late capitalism constructs “innovative ways to control people’s time and regulate their movement in space.” At the same time, however, there are plenty of moments of gentle resistance, in which the same machines of control and depersonalisation can be customised, and where individual expressions find their own platforms. A photo essay by Anna McCarthy in the Journal of Visual Culture records the inspirational messages and other personalised objects with which workers adorn their computers and work stations. McCarthy’s photographs represent the way people express themselves in relation to their work, making it a “place where workplace politics and power relations play out, often quite visibly” (McCarthy 214). Screen SecretsIf McCarthy’s photo essay illustrates the overt ways in which people bring personal expression or gentle resistance to anodyne workplaces, there are also a series of other ‘screen acts’ that create opportunities to waste time in ways that are disguised as work. During the Olympics and US college basketball playoffs, both American broadcast networks CBS and NBC offered a “boss button,” a graphic link that a user could immediately click “if the boss was coming by” that transformed the screen to something was associated with the culture of work, such as a spreadsheet. Other purveyors of networked time-wasting make use of the spreadsheet to mask distraction. The website cantyouseeimbored turns a spreadsheet into a game of “Breakout!” while other sites, like Spreadtweet, convert your Twitter updates into the form of a spreadsheet. Such boss buttons and screen interfaces that mimic work are the presentday avatars of the “panic button,” a graphic image found at the bottom of websites back in the days of Web 1.0. A click of the panic button transported users away from an offending website and towards something more legitimate, like Yahoo! Even if it is unlikely that boss keys actually convince one’s superiors that one is really working—clicking to a spreadsheet only makes sense for a worker who might be expected to be working on those kinds of documents—they are an index of how notions of personal space and privacy play out in the digitalised workplace. David Kiely, an employee at an Australian investment bank, experienced this first hand when he opened an e-mail attachment sent to him by his co-workers featuring a scantily-clad model (Cuneo and Barrett). Unfortunately for Kiely, at the time he opened the attachment his computer screen was visible in the background of a network television interview with another of the bank’s employees. Kiely’s inauspicious click (which made his the subject of an investigation by his employees) continues to circulate on the Internet, and it spawned a number of articles highlighting the precarious nature of work in a digitalised environment where what might seem to be private can suddenly become very public, and thus able to be disseminated without restraint. At the same time, the public appetite for Kiely’s story indicates that not working at work, and using the Internet to do it, represents a mode of media consumption that is familiar to many of us, even if it is only the servers on the company computer that can account for how much time we spend doing it. Community attitudes towards time spent unproductively online reminds us that waste carries with it a range of negative signifiers. We talk about wasting time in terms of theft, “stealing time,” or even more dramatically as “killing time.” The popular construction of television as the “boob tube” distinguishes it from more ‘productive’ activities, like spending time with family, or exercise, or involvement in one’s community. The message is simple: life is too short to be “wasted” on such ephemera. If this kind of language is less familiar in the digital age, the discourse of ‘distraction’ is more prevalent. Yet, instead of judging distraction a negative symptom of the digital age, perhaps we should reinterpret wasting time as the worker’s attempt to assert some agency in an increasingly controlled workplace. ReferencesBasso, Pietro. Modern Times, Ancient Hours: Working Lives in the Twenty-First Century. London: Verso, 2003. Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge: MIT Press, 2000.Bradley, Dale. “Dimensions Vary: Technology, Space, and Power in the 20th Century Office”. Topia 11 (2004): 67-82.Casciato, Paul. “Facebook and Other Social Media Cost UK Billions”. Washington Post, 5 Aug. 2010. 11 Aug. 2010 ‹http://www.washingtonpost.com/wp-dyn/content/article/2010/08/05/AR2010080503951.html›.Cuneo, Clementine, and David Barrett. “Was Banker Set Up Over Saucy Miranda”. The Daily Telegraph 4 Feb. 2010. 21 May 2010 ‹http://www.dailytelegraph.com.au/entertainment/sydney-confidential/was-banker-set-up-over-saucy-miranda/story-e6frewz0-1225826576571›.De Certeau, Michel. The Practice of Everyday Life. Vol. 1. Berkeley: U of California P. 1988.Dyer-Witheford, Nick, and Zena Sharman. "The Political Economy of Canada's Video and Computer Game Industry”. Canadian Journal of Communication 30.2 (2005). 1 May 2010 ‹http://www.cjc-online.ca/index.php/journal/article/view/1575/1728›.Friedmann, Georges. Industrial Society. Glencoe, Ill.: Free Press, 1955.Kracauer, Siegfried. The Salaried Masses. London: Verso, 1998.McCarthy, Anna. Ambient Television. Durham: Duke UP, 2001. ———. “Geekospheres: Visual Culture and Material Culture at Work”. Journal of Visual Culture 3 (2004): 213-21.Mills, C. Wright. White Collar. Oxford: Oxford UP, 1951. Murray, Nicholas. Kafka: A Biography. New Haven: Yale UP, 2004.Newman, Michael. “Ze Frank and the Poetics of Web Video”. First Monday 13.5 (2008). 1 Aug. 2010 ‹http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2102/1962›.Nippert-Eng, Christena. Home and Work: Negotiating Boundaries through Everyday Life. Chicago: U. of Chicago P, 1996.Power, Michael. The Audit Society. Oxford: Oxford UP, 1997. Ross, Andrew. No Collar: The Humane Workplace and Its Hidden Costs. Philadelphia: Temple UP, 2004. Sharma, Sarah. “The Great American Staycation and the Risk of Stillness”. M/C Journal 12.1 (2009). 11 May 2010 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/122›. Straw, Will. “Embedded Memories”. Residual Media Ed. Charles Acland. U. of Minnesota P., 2007. 3-15.Whyte, William. The Organisation Man. New York: Simon and Schuster, 1957. Wagman, Ira. “Log On, Goof Off, Look Up: Facebook and the Rhythms of Canadian Internet Use”. How Canadians Communicate III: Contexts for Popular Culture. Eds. Bart Beaty, Derek, Gloria Filax Briton, and Rebecca Sullivan. Athabasca: Athabasca UP 2009. 55-77. ‹http://www2.carleton.ca/jc/ccms/wp-content/ccms-files/02_Beaty_et_al-How_Canadians_Communicate.pdf›Yates, JoAnne. “Business Use of Information Technology during the Industrial Age”. A Nation Transformed by Information. Eds. Alfred D. Chandler & James W. Cortada. Oxford: Oxford UP., 2000. 107-36.
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