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Journal articles on the topic "Network UNESCO FVG"

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Henriksen, Hans Jørgen, Per Rasmussen, John Bromley, Africa De la Hera Portillo, and M. Ramón Llamas. "Bayesian belief networks as a tool for participatory integrated assessment and adaptive groundwater management: the Upper Guadiana Basin, Spain." Geological Survey of Denmark and Greenland (GEUS) Bulletin 13 (October 12, 2007): 69–72. http://dx.doi.org/10.34194/geusb.v13.4981.

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Las Tablas de Daimiel, together with other wetlands in La Mancha, Spain, situated in the Upper Guadiana Basin (Fig. 1), has been catalogued as a Biosphere Reserve Area since 1981 as part of the UNESCO Man and the Biosphere programme. Between the mid-1970s and late 1980s, over 150 000 hectares of new irrigation areas were established, mainly as a result of private initiative. The average recharge rate of groundwater in the western La Mancha aquifer in the Upper Guadiana Basin is estimated to be between 200 and 500 million m3 per year, in dry and wet years respectively. Rec harge also depends on the depth of the water table (Martínez-Cortina & Cruces 2003). Abstraction reached 600 million m3 per year by the end of the 1980s. Up to this time a total of 3000–5000 million m3 of the Upper Gua- diana Basin aquifer’s water reserves was withdrawn (Bromley et al. 2000; Lopéz-Geta et al. 2006). The intensive use of groundwater has been a main factor for the improvement of the social and economic situation in this region, with a population of about half a million people, and where the agricultural sector is very important (Llamas et al. 2006). Water-table drawdown due to the intensive abstraction of groundwater for irrigation has caused severe negative impacts on wetlands, streams and rivers, and has resulted in a lowering of groundwater levels by up to 50 m. The main conflicts in the area are between farmers and conservationists, between central, regional and local government water agencies, and between small farmers and big farmers. The conflicts began about three decades ago (Llamas 1988) and have not yet been settled. In 2001 the Spanish Parliament asked the Govern- ment to present a hydrological plan for the Upper Guadiana Basin within one year. More than 20 draft proposals have been presented, the last one in 2006 with a budget of almost four billion Euros. This proposal has been met with strong opposition from most farmer lobbies. The Guadiana Basin is one of seven transboundary case studies of the EU NeWater research project (New Approaches for Adaptive Water Management under Uncertainty). The prin cipal water-management issues in the project are addressed by adaptive and integrated water-resource manage ment. This includes uncertainty and risk mitigation, gov er n ance, crosssectoral integration, scale analysis, information management, stakeholder participation, financial aspects, system resilience and vulnerability. One work block in the NeWater project has the task of translating research outputs into tools for practitioners and end-users. As part of this effort, Bayesian belief networks (Bns) were selected as one possible tool to be developed as an aid to stakeholder participation in integrated assessment of gaps, being a suitable tool for dialogue in order to identify gaps in water-resource management functions, gaps to meet the goals of the EU Water Framework Directive and to analyse management potentials and constraints. The purpose of this paper is to describe the testing of Bns as a tool for participatory integrated assessment and adaptive and integrated water-resource management in the Upper Guadiana Basin.
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Delfino, Talita, and Camila Perez da Silva. "Mapeamento de professores com deficiência atuantes na rede pública municipal de São Paulo (Survey of teachers with disabilities working in public schools in São Paulo)." Revista Eletrônica de Educação 15 (February 23, 2021): e4024006. http://dx.doi.org/10.14244/198271994024.

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e4024006There are many discussions about the rights of people with disabilities and their accomplishment in the academic, social, educational and public policy spheres. However, researches reached the conclusion that Brazil is still trying to guarantee these rights and, in the educational field, there is not much debate about teachers with disabilities in school. Therefore, this study aimed to survey teachers with disabilities working in the municipal public network of São Paulo, to find their number and what characterizes them. We resorted to statistical analysis of microdata about teachers with disabilities in São Paulo city, deriving from the statistical synopsis of basic education in 2018. Through quantitative analysis, using the SPSS Statistics® software, we obtained eighteen research subjects, corresponding to 0.05% of the total of teachers in the municipality. Most of them were women, had physical disabilities, worked in early childhood and elementary education in poorer regions of the city and had their initial training in private undergraduate studies institutions. These data show that the percentage of teachers with disabilities is low, indicating the need of further studies in the area, in order to think about public policies that guarantee their access to the teaching profession and their permanence in the municipal public education network.ResumoDiversas são as discussões sobre os direitos das pessoas com deficiência e a efetivação destes tanto no âmbito acadêmico como social, educacional e das políticas públicas. Entretanto, os estudos acadêmicos constatam que o Brasil ainda caminha na tentativa de garantia destes direitos e no âmbito educacional pouco se discute sobre o professor com deficiência na escola. Deste modo, o presente trabalho teve como objetivo realizar um mapeamento de professores com deficiência atuantes na rede pública municipal de São Paulo, a fim de verificar quantos e quais são as suas características, por meio da análise estatística dos microdados de docentes com deficiência nesse município provenientes da sinopse estatística da educação básica no ano de 2018. Com a análise quantitativa, utilizando o software SPSS Statistics®, obteve-se dezoito sujeitos de pesquisa, correspondendo a 0,05% do total de docentes do município. Destes, a maioria era mulher, possuía deficiência física, atuava na educação infantil e fundamental I nas regiões periféricas da cidade e com formação inicial em instituições particulares de ensino superior. Estes dados revelam que a porcentagem de docentes com deficiência é diminuta, destacando a importância de mais estudos na área para se pensar em políticas públicas que garantam o acesso à profissão docente e à permanência destes na rede.Palavras-chave: Pessoa com deficiência, Formação de professores, Direito social, Barreiras.Keywords: Disabled person, Teacher training, Social law, Barriers.ReferencesALVES-MAZZOTTI, Alda Judith; GEWANDSZNAJDER, Fernando. O Método nas Ciências Naturais e Sociais: pesquisa quantitativa e qualitativa. São Paulo: Pioneira Thomson Learning, 2004.ANDRADE, Eliane Ribeiro; NUNES, Maria Fernanda Rezende. O perfil dos professores brasileiros: o que fazem, o que pensam, o que almejam. Pesquisa Nacional UNESCO. São Paulo: Moderna, 2004.BOGDAN, Robert; BIKLEN, Sari Knopp. Pesquisa qualitativa em educação. Porto, Portugal: Porto Editora, 1994.BRASIL. Constituição da República Federativa do Brasil, Brasília, 1988.BRASIL. Lei nº 8.213, de 24 de julho de 1991. Dispõe sobre os Planos de Benefícios da Previdência Social e dá outras providências. Diário Oficial da União, Brasília, DF, 25 jul. 1991.BRASIL. Decreto-lei nº 3.956, de 8 de outubro de 2001. Promulga a Convenção interamericana para a eliminação de todas as formas de discriminação contra as pessoas portadoras de deficiência. Diário Oficial da União, Brasília, DF, 09 out. 2001.BRASIL. Ministério do Trabalho e Emprego. Secretaria de Inspeção do Trabalho. A inclusão de pessoas com deficiência no mercado de trabalho. 2. ed. Brasília: MTE/SIT, 2007.BRASIL. Convenção sobre os Direitos das Pessoas com Deficiência. Convenção sobre os Direitos das Pessoas com Deficiência: Protocolo Facultativo à Convenção sobre os Direitos das Pessoas com Deficiência: decreto legislativo nº 186, de 09 de julho de 2008: decreto nº 6.949, de 25 de agosto de 2009. Brasília: Secretaria de Direitos Humanos, Secretaria Nacional de Promoção dos Direitos da Pessoa com Deficiência, 2011.CARVALHO, Marilia Pinto de. Uma busca teórica. In: CARVALHO, Marilia Pinto de. No coração da sala de aula: gênero e trabalho docente nas séries iniciais. São Paulo: Xamã, 1999.CARVALHO, Rosita Edler. Educação inclusiva: com os pingos nos “is”. Porto Alegre: Mediação, 2004.GERMANO, Jéssica. Censo da educação básica e docência: uma análise dos indicadores sobre professores com deficiência no estado do Paraná. 2015. 48 f. TCC (Graduação) - Curso de Licenciatura em Pedagogia, Educação, Universidade Estadual de Londrina, Londrina, 2015.LEONART, Ana Paula de Souza. A inclusão da pessoa com deficiência no mercado de trabalho. Revista Direitos Fundamentais Democracia, v. 2, n. 2, Curitiba: UniBrasil, jun./dez. 2007. MACIEL, Maria Regina Cazzaniga. Portadores de deficiência: a questão da inclusão social. São Paulo em Perspectiva, v. 14, n. 2, p. 51-56, São Paulo, fev. 2000.NERI, Marcelo. Inclusão empregatícia formal. In: NERI, Marcelo; PINTO, Alexandre; SOARES, Wagner; COSTILLA, Hessia. (Orgs.). Retratos da deficiência no Brasil. Rio Janeiro: FGV/IBRE, CPS, 2003.OLIVEIRA, Marileide Antunes de; GOULART JÚNIOR, Edward; FERNANDES, José Munhoz. Pessoas com deficiência no mercado de trabalho: considerações sobre políticas públicas nos Estados Unidos, União Europeia e Brasil. Revista brasileira de educação especial, v. 15, n. 2, p. 219-232, Marília, maio/ago. 2009.RIGOTTI, José Irineu Rangel; CERQUEIRA, Cézar Augusto. As bases do INEP e os indicadores educacionais: conceitos e aplicações. In: RIOS-NETO, Eduardo Luiz Gonçalves; RIANI, Juliana de Lucena Ruas. Introdução à demografia da educação. Campinas: Associação Brasileira de Estudos Populacionais – ABEP, 2004. p. 73-87.SANTOS, Genivalda. Relações raciais e desigualdade no Brasil. São Paulo: Selo Negro edições, 2013.SKLIAR, Carlos. Outras alteridades, outras perguntas: outras políticas educativas? In: SÃO PAULO. Secretaria Municipal de Educação. Caderno Temático de Formação III. Currículo e Diversidade. Educação Especial: novas perspectivas em uma educação inclusiva. São Paulo: SME, Diretoria de Orientação Técnica, 2004.STUCKERT, Kelen Cristina Borges da Silva. Professores com deficiência de escolas públicas de Brasília: opiniões e percepções sobre inclusão educacional e lei de cotas. 2009. 46 f. TCC (Pós-Graduação) - Curso de Especialização em Educação Profissional e Tecnologia Inclusiva, Pesquisa e Pós-graduação, Instituto Federal de Educação, Ciência e Tecnologia de Mato-Grosso, Brasília, 2009.ZEICHNER, Kenneth; DINIZ-PEREIRA, Júlio Emílio. Pesquisa dos educadores e formação docente voltada para a transformação social. Cadernos de Pesquisa. v. 35, n. 125, p. 63-80, São Paulo: Fundação Carlos Chagas, maio/ago. 2005.
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Tepeli Türel, Özlem, and Başak Demireş Özkul. "Istanbul as a "City of Design"." M/C Journal 25, no. 3 (June 28, 2022). http://dx.doi.org/10.5204/mcj.2902.

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Introduction Despite the emphasis on the theoretical definitions of the concept of “creativity“ and its impact on cities, it is still uncertain, difficult to measure and limited. Creativity and its impacts are difficult to generalise because of the multiplicity of approaches and a lack of comparative analysis. The concept of creativity and its reflection on cities represents a paradigm that brings together academics from different fields, including cultural economists, those working on economic development and innovation, sociologists, economic geographers, and urban planners. The creative economy has been associated with the knowledge economy and innovation since its onset in the 2000s and extends to the creative industries (Caves), the creative class (Florida), and creative cities (Landry; Florida et al.). Given that the term "creative" is still primarily associated with the arts and sciences, Landry points out that two major issues shape our understanding of creativity: first, the power of thoughts and ideas in shaping our mindset, and second, the significance of culture as a creative resource (Landry). Creativity is generally accepted as a critical urban phenomenon, and is viewed as one of the determining factors in the development and growth of cities. For a city to be defined as ‘creative’, it would be characterised by many aspects of ‘cultural cities’ (Scott) and ‘cities of knowledge’ (Yigitcanlar et al.). Creative industries, which provide the foundation for the production of culture and creative products, require a unique environment supported by the public sector to flourish, and they thrive on proximity and strong networks that enable information sharing and exchange. Although accepted as a crucial element of contemporary cities, the use of ‘creativity’ in city development may not be a straightforward task. Globalisation plays an important role in spotlighting creative cities as drivers of global change and innovation. The emphasis on creativity as part of the global city culture incentivises cities to focus on these activities as valuable assets. This view has been reinforced by global initiatives such as the designation of the European Capital of Culture (ECoC). City administrators view innovation and creativity as critical drivers for a more sustainable and inclusive means of urban development. This article lays out how drivers of creative output, design events, and creative industries contribute to local initiatives in the global city of Istanbul: a city that accommodates some of the most long-standing and established craft spaces as well as newly developing creative and design industries. This article provides a critical perspective on cultural frameworks from the perspective of local stakeholders and networks in Istanbul's Tomtom neighbourhood, the most invested district in terms of the city's cultural future, where creative industries are the main focus. Using the Creative Cities Network as a Creative City Identity The creative city concept is used by urban sociologists, geographers, urban planners, and economists to focus on developing a segment of society that is intertwined with the cultural and creative sphere. It represents a crucial and strategic industry for renewing the local economy and sustaining urban growth. Moreover, it has become a robust development paradigm adopted by many urban governments (d’Ovidio). The creative city, according to Costa, is a notion defined by three key elements. The first is the concept of creativity as a toolset for urban development; the second is the concept of the creative city as a collection of creative activities and businesses; the third promotes the concept of the creative city as a human resource capable of attracting creative competencies (Costa et al.). Successful creative cities have some common points, such as visionary individuals, creative organisations, physical and social assets, and a political culture that shares a clear purpose. Leadership was found in the public, private, and non-profit sectors, and it manifested itself in bold public efforts, frequently risky investments, and a web of interrelated undertakings, whether for profit or the common good (Landry). International recognition provides a building ground for attracting attention to local initiatives. UNESCO created the Creative Cities Network (UCCN) in 2004. It was conceived from the very beginning as an interactive process to bridge the possible isolation of cities and their inhabitants as a tool for multi-stakeholder collaboration. In other words, it was a relevant response, analysed in a comprehensive overview of the literature on the problem of urban branding. However, it gradually became clear that a kind of network structure alone was insufficient to combat fragmentation (Rosi). The network's purpose is to foster international cooperation among the selected cities in order to promote "joint development partnerships in line with UNESCO's worldwide priorities of "culture and development" and "sustainable development". A city's participation in the network allows it to communicate with other designated foreign metropoles and to carry out joint projects (Stocker). The 2007 global financial crisis and the ensuing recession led to movements that responded to the commodification of urban public space through applied, community-based activities and independent cultural production. This has resulted in new paths for reorienting the creative city strategy around the concept of "making" (Grodach). Scholars have linked creative placemaking to a long history of arts-based economic growth dating back to the late nineteenth-century City Beautiful movement. However, the reification of "creative placemaking" as a discursive practice guided and enforced by government agencies, funders, and other institutions elevates it above previous forms of arts-based economic development or cultural planning (Zitcer). It seeks to go beyond purely economic motivations and pursue multidimensional outcomes ranging from the economic to bringing "diverse people together to celebrate, inspire and be inspired" (Grodach). Place-selling, or communicating certain features of a place through logos, slogans, advertising campaigns, or public relations exercises, is one of the most prevalent actions carried out under the broad umbrella of place-making and marketing. Physical interventions and communication tactics that pick specific components of local 'identity', 'history', and 'culture' can be used to produce this "forging of associations" between places, their attributes, and specific target audiences (Colomb). This new outlook reflects Landry's emphasis on creative collaboration, but the impetus is on cross-agency partnerships and new funding sources for design and art that foster ‘creative’ cities. Placing Istanbul on the Cultural Map If the world was only one country, Istanbul would be its capital. — Napoleon Bonaparte Istanbul is one of the world's largest metropoles, with approximately 15 million inhabitants. It has served as a crossroads for civilisations, cultures, and international trade throughout its history, leaving behind a multi-layered cultural legacy that inspires new design concepts and is a rich source for traditional arts and crafts. The robust creative economy in Istanbul employs 140,000 people and generates 74.5 percent of Turkey's turnover. As a design hub, Istanbul hosts over 20 globally famous design events each year, including the Istanbul Design Biennial, Design Week Turkey, and Fashion Week Istanbul. In 2016 there were 41 conference centres and 225 art galleries in the city. In the same year, Istanbul's cultural institutions hosted 4,315 events, including international film, music, and theatre festivals, as well as art and design biennials. Events such as Contemporary Istanbul have been important in establishing a network of non-governmental organisations that have also been instrumental in the 2010 designation as the European Capital of Culture (ECoC) and membership in the UNESCO Creative Cities Network (UCCN). It has also served three times as United Cities and Local Governments (UCLG) leader. For previous ECoC cities, national or local governments had nominated their cities for the ECoC program, but in Istanbul non-governmental organisations spearheaded and managed the nomination process (Öner). This has lead to a slow and stunted start for the programs which were greatly diminished due to the difficulties in securing the required funding. ​​After becoming an ECoC in 2010, Istanbul joined the UNESCO Creative Cities Network in 2017, joining 246 cities worldwide. UNESCO defines Istanbul as “a geography where craft and craftsmanship have emerged in many different ways in the historical and cultural codes of creative production and everyday life” (UCCN About Us). Because of its cultural heritage, Istanbul can be considered an inspiration for the design sector and promotes its productive capacity. Due to Istanbul’s geographically unique position, there are significant opportunities, experiences, and potentials to reveal new scenarios to promoting a productive future by enhancing innovative approaches for contemporary design. Participating in the UCCN undoubtedly has significant benefits for Istanbul. First of all, it has the opportunity to share its knowledge experience with other cities in the network, and it can have the opportunity to promote its work through networking events organised regularly within Design Cities. In Istanbul, which is the locomotive of the Turkish economy, the vision of the 2014-2023 Regional Plan, prepared by the Istanbul Development Agency, identifies the city as "a city of innovation and culture with its creative and free people; unique Istanbul". Moreover, one of the three essential components of this vision is "a high added value, innovative and creative economy with a voice in the global economy" (ISTKA). This component reveals the importance of innovation and creativity-oriented growth in Istanbul for the gains created in the economic field to bring social development and realise holistic development. Although these frameworks have provided a strong ‘creative’ identity to the city, the lack of specific programs and funding opportunities for ‘creative industries’ that fall under these headings have not allowed these initiatives to be felt at the local scale. Fig. 1: Location of Beyoğlu district. In this article we chose Beyoğlu (fig. 1) as the local case study, due to the existence of cultural/creative industries since the nineteenth century. When we look at previous periods, there were times when Beyoğlu fell out of favour, and different segments gave up coming to Beyoğlu for various reasons. However, Beyoğlu has always recovered and regained its identity as a historical, touristic, and cultural centre (Türkün). Beyoğlu has been the scene of social and spatial changes. Especially a rapid renewal process has been in process since the 1980s. As a result most of the buildings were restored, leading to wide-scale gentrification, and many new buildings were built throughout Istiklal Street, its main avenue. The roads on both sides of the pedestrian street are filled with cafes, art galleries, bookstores, and antique shops, making Beyoğlu a 'Turkish SoHo' (Gül). A Critical Perspective from Tomtom Neighbourhood Tomtom is one of the 45 neighbourhoods of the Beyoğlu district with a historic identity and cultural richness (fig. 2). It has hosted many diplomatic institutions and historical buildings such as the Venetian Palace, the French Palace, the Italian, Russian, Dutch, and French embassies, ​​and continues to house many consulates and foreign schools (Akın). Because it is located in the centre of Galata, Çukurcuma, and Karaköy, since the beginning of the 2000s the Tomtom neighbourhood has become very attractive due to low rental prices in the transformation process in Beyoğlu. With the low-cost renovation practices, the creative class, which has a weak economic accumulation, and has a high artistic quality, has started to open their galleries in this district. In addition to this, cafés, boutique hotels, and entertainment venues opened in succession, and this class transformation attracted the attention of capital owners. The district had to face not only the danger of gentrification caused by this class migration but also the results of the Galataport project, a real estate capital initiative (Kütükoğlu). Fig. 2: Map of the Tomtom neighbourhood and its surroundings. A case study was conducted between September 2018 and August 2021 using secondary data, observation, and in-depth interviews to provide a critical perspective on cultural frameworks from the perspective of local stakeholders and networks in this neighbourhood. In the case study, in-depth interviews were conducted with 30 design studios and art galleries that have moved to Tomtom in the last decade. These interviews were held in three separate periods: the first was in September 2018, following the start of the Tomtom Designhood Project; the second in August 2019; and the last in June 2021. The Missing Ingredients As mentioned above, some criteria are required to be a booming creative city. As a result of the fieldwork carried out in the Tomtom neighbourhood, Istanbul's trajectory in becoming a creative city has been discussed under three headings: ownership and patronage, financial support, and resilience. The creative cluster in the Tomtom neighbourhood started as a neighbourhood revitalisation effort by a real estate investment firm to create a cultural hub in Istanbul, with the creation and promotion of an annual design event since 2017: Tomtom Designhood, inspired by similar events across Europe. However, this business approach did not suit the cultural businesses moving into the neighbourhood. Relying on the market alone and expecting up-and-coming cultural businesses to ‘invest’ in promoting their neighbourhood has not been a sustainable growth model for Tomtom. Interviews with firms in the area have demonstrated that social networks have been a more reliable means for attracting and maintaining design firms in the area. These networks appear to create a sense of belonging and identity, with a high level of personal investment, trust, and support as the foundation of relationships. The slow-paced relocation of businesses within close social networks has been more promising in establishing the cultural hub. The results show that the creative cluster grew slowly due to the lack of support by local authorities and the limited resources for the businesses relocating into the area. In recent years, multidisciplinary design events have been taking place in this new creative neighbourhood. Tomtom Designhood generally organises these events, some of them with the cooperation of the annual design event Contemporary Istanbul, and invites everyone to explore this creative neighbourhood with pop-up events, food and drink, and art and design exhibitions. In addition to design activities that recur periodically, there are also one-time events such as 'Back to Home', 'Tomtom Designwalks', and 'Portugal Is in Istanbul'. The main goal of these events is accessible art. Moreover, they aim to bring together art galleries, institutions, collectors, art students, and people of all ages who want to learn and know art better, especially young people and art professionals. These design events, which were put forward with the idea of "accessible art for everyone", have lacked patronage and backing from donors or government funding and thus had to be self-sustaining. Furthermore, the Tomtom events have been shifted to ‘money-making’ initiatives which further degraded their acceptance in the local neighbourhood. The design events and festivals in the neighbourhood are not directly connected with the creative community around the UCCN. The case study explores the effects of the large-scale design events on local dynamics and has also touched upon the effects of the Covid-19 pandemic, and reveals that the most critical factor in the creative industries' resilience in times of crisis has been support by public policies and advocates. The Covid-19 pandemic, which can be described as a global crisis, has affected the creative sectors at Tomtom and tested the resilience of the design firms in the area. Due to the lockdown measures, restrictions on international mobilities, and social distancing measures implemented in this process, some creative sectors could not continue their operations. There were no specific funding support systems for design professionals. Stating that the most significant potential of this area has been foreign tourists, the designers commented that their work has come to a standstill due to the complete stoppage of the tourist flow during the pandemic. On the other hand, it has been determined that some designers explored new business forms by developing new skills, not affected by the pandemic or relatively less affected. In addition, designers who sell products that appeal to higher-income groups also stated that they have not been economically affected by this process. ‘The City of Design’ title was expected to bring some visible changes to Istanbul, especially in an emerging creative neighbourhood like Tomtom, and even in the entire Beyoğlu district. However, unfortunately, it is not possible to see the effects of these even in a crucial creative neighbourhood like Tomtom. A positive step was taken at the last point of the whole place branding process, and Tomtom was included in the "Beyoğlu Culture Road" project carried out by the Ministry of Culture and Tourism in June 2022 (fig. 3). In this project, which is defined as "the branding project that transfers the cultural heritage of a city to future generations", many paid and free design events were held for two weeks in crucial creative and touristic areas such as Galataport, Atatürk Cultural Center, and French Street, with the participation of many national and international designers and artists. Many people had the opportunity to get to know Tomtom as a design neighbourhood, thanks to various concerts, workshops, festivals, design product exhibitions, and food and beverage areas held during this event for two weeks. Fig. 3: Posters for the Tomtom Designhood event in 2018 (left) and 2022 (right). (Source: Tomtom Designhood.) From Istanbul's perspective, the reciprocal relationship between creativity and Istanbul results in more creative industries, strengthening Istanbul's position in the global network. This study proves that a successful cultural policy needs to include financial support and local government cooperation for a more sustainable strategy. From an urban policy perspective, social networks seem a crucial player for a better and more sustainable support system that provides answers to the needs of the creative industries. It is hoped that the results of this study will provide new perspectives on understanding the importance of the collaboration of private, public, and civil society actors in order to strengthen cultural industries in creative cities and promote the diversity of cultural expressions. In Tomtom, as Colomb argued and authors focussed on place-making and branding have argued, specific local culture, history, identity, and aesthetics are picked, sanitised, commodified, and promoted to be consumed by target groups such as tourists or high-income locals as part of the place-making process. However, in this local neighbourhood, this process can negatively affect the spaces and social groups involved, particularly with gentrification pressure from its surrounding neighbourhoods, resulting in a loss of authenticity or outright displacement in the future. Acknowledgment The research was undertaken, in part, thanks to funding from the TUBITAK 2214-A International Research Scholarship Program. Sources Maps in fig. 1 and fig. 2 were developed by the authors using mapstyle.withgoogle.com. Posters in fig. 3 are from Tomtom Designhood: https://www.facebook.com/Tomtom-Designhood-363369284116558/. References Akın, Nur. 19. yüzyılın ikinci yarısında Galata ve Pera. No. 24. Literatur, 1998. Caves, Richard E. Creative Industries: Contracts between Art and Commerce. Harvard UP, 2000. Colomb, Claire. Staging the New Berlin: Place Marketing and the Politics of Urban Reinvention Post-1989. Routledge, 2013. D'Ovidio, Marianna. The Creative City Does Not Exist: Critical Essays on the Creative and Cultural Economy of Cities. Ledizioni, 2016. Florida, Richard. The Rise of the Creative Class. Basic Books, 2019. Florida, Richard, Tim Gulden, and Charlotta Mellander. "The Rise of the Mega-Region." Cambridge Journal of Regions, Economy and Society 1.3 (2008): 459-476. Grodach, Carl. "Urban Cultural Policy and Creative City Making." Cities 68 (2017): 82-91. Gül, Murat, Trevor Howells, and Aras Neftci. Istanbul Architecture. Watermark Press, 2013. ISTKA. 2014-2023 İstanbul Regional Plan. 10 Feb. 2022 <http://www.istka.org.tr/>. Kütükoğlu, İlker. Mimarlık ve Seçkinleştirme: Cihangir Örneği. Diss. Fen Bilimleri Enstitüsü, 2006. Landry, Charles. The Creative City: A Toolkit for Urban Innovators. Routledge, 2012. Martí-Costa, Marc, and Marc Pradel I. Miquel. "The Knowledge City against Urban Creativity? Artists’ Workshops and Urban Regeneration in Barcelona." European Urban and Regional Studies 19.1 (2012): 92-108. Öner, Oğuz. "Istanbul 2010 European Capital of Culture: Towards a Participatory Culture?" Orienting Istanbul. Routledge, 2010. 283-294. Rosi, Mauro. "Branding or Sharing? The Dialectics of Labeling and Cooperation in the UNESCO Creative Cities Network." City, Culture and Society 5.2 (2014): 107-110. Scott, Allen J. "The Cultural Economy of Cities." International Journal of Urban and Regional Research 21.2 (1997): 323-339. Stocker, Karl. "The Power of Design." A Journey through the 11 UNESCO Cities of Design. 2013. Türkün, Asuman. “Arafta Bir Beyoğlu: Tarihsel Kesitleriyle Bir Semt Yıllar İçinde Değişimler” 5 Apr. 2022 <https://www.araftabirbeyoglu.com/tr/>. UCCN. “About Us.” 2 Feb. 2022 <http://en.unesco.org/creative-cities/content/about-us>. UCCN. “UNESCO Creative Cities Network for Sustainable Development.” 2 Feb. 2022 <https://unesdoc.unesco.org/ark:/48223/pf0000375210>. Yigitcanlar, Tan, Koray Velibeyoglu, and Cristina Martinez‐Fernandez. "Rising Knowledge Cities: The Role of Urban Knowledge Precincts." Journal of Knowledge Management (2008). Zitcer, Andrew. "Making Up Creative Placemaking." Journal of Planning Education and Research 40.3 (2020): 278-288.
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DeJong, Scott, and Alexandre Bustamante de Monti Souza. "Playing Conspiracy." M/C Journal 25, no. 1 (March 17, 2022). http://dx.doi.org/10.5204/mcj.2869.

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Introduction Scholars, journalists, conspiracists, and public-facing groups have employed a variety of analogies to discuss the role that misleading content (conspiracy theory, disinformation, malinformation, and misinformation), plays in our everyday lives. Terms like the “disinformation war” (Hwang) or the “Infodemic” (United Nations) attempt to summarise the issues of misleading content to aide public understanding. This project studies the effectiveness of these analogies in conveying the movement of online conspiracy theory in social media networks by simulating them in a game. Building from growing comparisons likening conspiracy theories to game systems (Berkowitz; Kaminska), we used game design as a research tool to test these analogies against theory. This article focusses on the design process, rather than implementation, to explore where the analogies succeed and fail in replication. Background and Literature Review Conspiracy Theories and Games Online conspiracy theories reside in the milieu of misinformation (unintentionally incorrect), disinformation (intentionally incorrect), and malinformation (intentionally harmful) (Wardle and Derakhshan 45). They are puzzled together through the vast amount of information available online (Hannah 1) creating a “hunt” for truth (Berkowitz) that refracts information through deeply personal narratives that create paradoxical interpretations (Hochschild xi). Modern social media networks offer curated but fragmented content distribution where information discovery involves content finding users through biased sources (Toff and Nielsen 639). This puzzling together of theories gives conspiracy theorists agency in ‘finding the story’, giving them agency in a process with underlining goals (Kaminska). A contemporary example is QAnon, where the narrative of a “secret global cabal”, large-scale pedophile rings, and overstepping government power is pieced together through Q-drops or cryptic clues that users decipher (Bloom and Moskalenko 5). This puzzle paints a seemingly hidden reality for players to uncover (Berkowitz) and offers gripping engagement which connects “disparate data” into a visualised conspiracy (Hannah 3). Despite their harmful impacts, conspiracy theories are playful (Sobo). They can be likened to playful acts of make-belief (Sobo), reality-adjacent narratives that create puzzles for exploration (Berkowitz), and community building through playful discovery (Bloom and Moskalenko 169). Not only do conspiracies “game the algorithm” to promote content, but they put players into in a self-made digital puzzle (Bloom and Moskalenko 17, 18). This array of human and nonhuman actors allows for truth-spinning that can push people towards conspiracy through social bonds (Moskalenko). Mainstream media and academic institutions are seen as biased and flawed information sources, prompting these users to “do their own research” within these spaces (Ballantyne and Dunning). However, users are in fragmented worldviews, not binaries of right and wrong, which leaves journalism and fact-checkers in a digital world that requires complex intervention (De Maeyer 22). Analogies Analogies are one method of intervention. They offer explanation for the impact conspiracy has had on society, such as the polarisation of families (Andrews). Both conspiracists and public-facing groups have commonly used an analogy of war. The recent pandemic has also introduced analogies of virality (Hwang; Tardáguila et al.). A war analogy places truth on a battleground against lies and fiction. “Doing your own research” is a combat maneuver for conspiracy proliferation through community engagement (Ballantyne and Dunning). Similarly, those fighting digital conspiracies have embraced the analogy to explain the challenges and repercussions of content. War suggests hardened battlelines, the need for public mobilisation, and a victory where truth prevails, or defeat where fallacy reigns (Shackelford). Comparatively, a viral analogy, or “Infodemic” (United Nations), suggests misleading content as moving through a network like an infectious system; spreading through paths of least resistance or effective contamination (Scales et al. 678; Graham et al. 22). Battlelines are replaced with paths or invasion, where the goal is to infect the system or construct a rapid response vaccine that can stymie the ever-growing disease (Tardáguila et al.). In both cases, victorious battles or curative vaccinations frame conspiracy and disinformation as temporary problems. The idea of the rise and falls of a conspiracy’s prominence as link to current events emulates Byung-Chung Han’s notion of the digital swarm, or fragmented communities that coalesce, bubble up into volatile noise, and then dissipate without addressing the “dominant power relations” (Han 12). For Han, swarms arise in digital networks with intensive support before disappearing, holding an influential but ephemeral life. Recently, scholarship has applied a media ecology lens to recognise the interconnection of actors that contribute to these swarms. The digital-as-ecosystem approach suggests a network that needs to be actively managed (Milner and Phillips 8). Tangherlini et al.’s work on conspiracy pipelines highlights the various actors that move information through them to make the digital ecosystem healthy or unhealthy (Tangherlini et al.). Seeing the Internet, and the movement of information on it, as an ecology posits a consideration of processes that are visible (i.e., conspiracy theorists) and invisible (i.e., algorithms etc.) and is inclusive of human and non-human actors (Milner and Phillips). With these analogies as frames, we answer Sobo’s call for a playful lens towards conspiracy alongside De Maeyer’s request for serious interventions by using serious play. If we can recognise both conspiracy and its formation as game-like and understand these analogies as explanatory narratives, we can use simulation game design to ask: how are these systems of conspiracy propagation being framed? What gaps in understanding arise when we frame conspiracy theory through the analogies used to describe it? Method Research-Creation and Simulation Gaming Our use of game design methods reframed analogies through “gaming literacy”, which considers the knowledge put into design and positions the game as a set of practices relating to the everyday (Zimmerman 24). This process requires constant reflection. In both the play of the game and the construction of its parts we employed Khaled’s critical design framework (10-11). From March to December 2021 we kept reflective logs, notes from bi-weekly team meetings, playtest observations, and archives of our visual design to consistently review and reassess our progression. We asked how the visuals, mechanics, and narratives point to the affordances and drawbacks of these analogies. Visual and Mechanical Design Before designing the details of the analogies, we had to visualise their environment – networked social media. We took inspiration from existing visual representations of the Internet and social media under the hypothesis that employing a familiar conceptual model could improve the intelligibility of the game (figs. 1 and 2). In usability design, this is referred to as "Jakob's law" (Nielsen), in which, by following familiar patterns, the user can focus better on content, or in our case, play. Fig. 1: “My Twitter Social Ego Networks” by David Sousa-Rodrigues. A visual representation of Sousa-Rodrigues’s social media network. <https://www.flickr.com/photos/11452351@N00/2048034334>. We focussed on the networked publics (Itō) that coalesce around information and content disclosure. We prioritised data practices that influence community construction through content (Bloom and Moskalenko 57), and the larger conspiracy pipelines of fragmented data (Tangherlini et al. 30). Fig. 2: "The Internet Map" by Ruslan Enikeev. A visual, 2D, interactive representation of the Internet. <http://internet-map.net/>. Our query focusses on how play reciprocated, or failed to reciprocate, these analogies. Sharp et al.’s suggestion that obvious and simple models are intuitively understood allowed us to employ simplification in design in the hopes of parsing down complex social media systems. Fig. 3 highlights this initial attempt where social media platforms became “networks” that formed proximity to specific groups or “nodes”. Fig. 3: Early version of the game board, with a representation of nodes and networks as simplified visualisations for social networks. This simplification process guided the scaling of design as we tried to make the seemingly boundless online networks accessible. Colourful tokens represented users, placed on the nodes (fig. 4). Tokens represented portions of the user base, allowing players to see the proliferation of conspiracy through the network. Unfortunately, this simplification ignores the individual acts of users and their ability to bypass these pipelines as well as the discovery-driven collegiality within these communities (Bloom and Moskalenko 57). To help offset this, we designed an overarching scenario and included “flavour text” on cards (fig. 5) which offered narrative vignettes that grounded player actions in dynamic story. Fig. 4: The first version for the printed playtest for the board, with the representation of “networks” formed by a clustering of "nodes". The movement of conspiracy was indicated by colour-coded tokens. Fig. 5: Playing cards. They reference a particular action which typically adds or removes token. They also reference a theory and offer text to narrativise the action. Design demonstrates that information transmission is not entirely static. In the most recent version (fig. 6), this meant having the connections between nodes become subverted through player actions. Game mechanics, such as playing cards (fig. 5), make these pipelines interactive and visible by allowing players to place and move content throughout the space in response to each other’s actions. Fig. 6: The most updated version of the board, now named "Lizards and Lies". Red regions are initial starting points for conspiracy to enter mainstream social media (purple). Design adaptations focussed on making conspiracy theory dynamic. Player choice (i.e. where to add conspiracy) had to consider a continuously changing board created by other actors to reflect the adaptive nature of conspiracy theories. In this way, analogies came alive or died through the actions of players within a visually responsive system. This meant that each game had different swarms of conspiracy, where player decisions “wrote” a narrative through play. By selecting how and where conspiracy might be placed or removed, players created a narrative distinct to their game. For example, a conspiracy theorist player (one playable character) might explain their placing of conspiracy theory within the Chrpr/Twitter network as a community response to fact-checking (second playable character) in the neighbouring Shreddit/Reddit community. Results War Analogy Initial design took inspiration from wargaming to consider battlelines, various combatants, and a simulated conflict. Two player characters were made. Conspiracy theorists were posited against fact-checkers, where nodes and networks functioned as battlelines of intervention. The war narrative was immediately challenged by the end-state. Either conspiracy overtook networks or the fact checkers completely stymied conspiracy’s ability to exist. Both end-states seemed wrong for players. Battle consistently felt futile as conspiracists could always add more content, and fact-checkers could always remove something. Simply put, war fell flat. While the game could depict communities and spaces of combat, it struggled to represent how fragmented conspiracy theories are. In play, conspiracy theory became stagnant, the flow of information felt compelled, and the actors entered uneven dynamics. Utopia was never achieved, and war always raged on. Even when players did overtake a network, the victory condition (needing to control the most networks) made this task, which would normally be compelling, feel lacklustre. To address this, we made changes. We altered the win condition to offer points at the end of each turn depending on what the player did (i.e., spreading conspiracy into networks). We expanded the number of networks and connections between them (fig. 3 and fig. 6) to include more fluid and fragmented pipelines of conspiracy dissemination. We included round-end events which shifted the state of the game based on other actors, and we pushed players to focus on their own actions more than those of the others on the board. These changes naturally shifted the battleground from hardened battle lines to a fragmented amorphous spread of disinformation; it moved war to virality. Viral Analogy As we transitioned towards the viral, we prioritised the reflexive, ephemeral movements of conspiracy proliferating through networks. We focussed less on adding and removing content and shifted to the movement of actors through the space. Some communities became more susceptible to conspiracy content, fact-checkers relied on flagging systems, and conspiracy theories followed a natural, but unexpected pipeline of content dissemination. These changes allowed players to feel like individual actors with specific goals rather than competing forces. Fact-checkers relied on mitigation and response while conspiracists evaluated the susceptibility of specific communities to conspiracy content. This change illuminated a core issue with fact-checking; it is entirely responsive, endless, and too slow to stop content from having an impact. While conspiracists could play one card to add content, fact-checkers had to flag content, move their token, and use a player card to eliminate content – all of which exacerbated this issue. In this manner, the viral approach rearticulated how systems themselves afford the spread of conspiracy, where truly effective means to stop the spread relied on additional system actors, such as training algorithms to help remove and flag content. While a more effective simulation, the viral analogy struggled in its presentation of conspiracy theory within social media. Play had a tipping point, where given enough resources, those stopping the spread of conspiracy could “vaccinate” it and clean the board. To alter this, our design began to consider actions and reactions, creating a push and pull of play focussed on balancing or offsetting the system. This transition naturally made us consider a media ecology analogy. Media Ecology Replacing utopic end-states with a need to maintain network health reframed the nature of engagement within this simulation. An ecological model recognises that harmful content will exist in a system and aims not at elimination, but at maintaining a sustainable balance. It is responsive. It considers the various human and non-human actors at play and focusses on varied actor goals. As our game shifted to an ecological model, homogenous actors of conspiracists or fact-checkers were expanded. We transitioned a two-player game into a four-player variant, testing options like literacy educators, content recommending algorithms, and ‘edgelords'. Rather than defeating or saving social media, play becomes focussed on actors in the system. Play and design demonstrated how actions would shape play decisions. Characters were seen as network actors rather than enemies, changing interaction. Those spreading conspiracy began to focus less on “viral paths”, or lines of battle, and instead on where or how they could impact system health. In some cases, conspiracists would build one network of support, in others they created pockets around the board from which they could run campaigns. Those stopping the spread came to see their job as management. Rather than try and eliminate all conspiracy, they determined which sites to engage with, what content held the greatest threat, and which tools would be most effective. Media ecology play focussed less on outsmarting opponents and instead on managing an actor’s, and other players’, goals within an evolving system. Challenging Swarms and a Turn to Digital Ecology Using games to evaluate analogies illuminates clear gaps in their use, and the value of a media ecology lens. A key issue across the two main analogies (war and virality) was a utopic endstate. The idea that conspiracy can be beaten back, or vaccinated, fails to consider the endless amount of conspiracy possible to be made, or the impossibility of vaccinating the entire system. As our transitionary design process shows, the notion of winners and losers misplaces the intent of various actors groups where conspiracy is better framed as community-building rather than “controlling” a space (Bloom and Moskalenko 57). In design, while Han’s notion of the swarm was helpful, it struggled to play out in our simulations because fragments of conspiracy always remained on the board. This lingering content suggests that fact-checking does not actually remove ideological support. Swarms could quickly regrow around lingering support presenting them not as ephemeral as Han argued. As design transitioned towards ecology, these “fragments” were seen as part of a system of actors. Gameplay shows a deep interplay between the removal of content and its spread, arguing that removing conspiracy is a band-aid solution to a larger problem. Our own simplification of analogy into a game is not without limitations. Importantly, the impact of user specific acts for interpreting a movement (Toff and Nielsen 640), and the underlying set of networks that create “dark platforms” (Zeng and Schäfer 122) were lost in the game’s translation. Despite this, our work provides directions for scholarship and those engaging with the public on these issues to consider. Reframing our lens to understand online conspiracy as an aspect of digital ecological health, asks us to move away from utopic solutions and instead focus on distinct actors as they relate to the larger system. Conclusion Employing serious play as a lens to our framing of digital conspiracy, this project emphasises a turn towards media ecology models. Game design functioned as a tool to consider the actors, behaviours, and interactions of a system. Our methodological approach for visualising war and viral analogies demonstrates how playful responses can prompt questions and considerations of theory. Playing in this way, offers new insights for how we think about and grapple with the various actors associated with conspiracy theory and scholarship should continue to embrace ecological models to weigh the assemblage of actors. References Andrews, Travis. “QAnon Is Tearing Families Apart.” Washington Post, 2020. <https://www.washingtonpost.com/technology/2020/09/14/qanon-families-support-group/>. Ballantyne, Nathan, and David Dunning. “Skeptics Say, ‘Do Your Own Research.’ It’s Not That Simple.” The New York Times, 3 Jan. 2022. <https://www.nytimes.com/2022/01/03/opinion/dyor-do-your-own-research.html>. Berkowitz, Reed. “QAnon Resembles the Games I Design. But for Believers, There Is No Winning.” Washington Post, 2021. <https://www.washingtonpost.com/outlook/qanon-game-plays-believers/2021/05/10/31d8ea46-928b-11eb-a74e-1f4cf89fd948_story.html>. Bloom, Mia, and Sophia Moskalenko. Pastels and Pedophiles: Inside the Mind of QAnon. Stanford University Press, 2021. De Maeyer, Juliette. “Taking Conspiracy Culture Seriously: Journalism Needs to Face Its Epistemological Trouble.” Journalism 20.1 (2019): 21–23. <https://doi.org/10.1177/1464884918807037>. Graham, Timothy, et al. Like a Virus: The Coordinated Spread of Coronavirus Disinformation. The Australia Institute, 2020. <https://apo.org.au/node/305864>. Han, Byung-Chul. In the Swarm: Digital Prospects. Trans. Erik Butler. MIT Press, 2017. Hannah, Matthew N. “A Conspiracy of Data: QAnon, Social Media, and Information Visualization.” Social Media + Society, 7.3 (2021). <https://doi.org/10.1177/20563051211036064>. Hochschild, Arlie Russell. Strangers in Their Own Land: Anger and Mourning on the American Right. The New Press, 2016. Hwang, Tim. “Deconstructing the Disinformation War.” MediaWell, Social Science Research Council 1 June 2020. <https://mediawell.ssrc.org/expert-reflections/deconstructing-the-disinformation-war/>. Itō, Mizuko. “Introduction.” Networked Publics. Ed. Kazys Varnelis. MIT Press, 2008. Kaminska, Izabella. “The ‘Game Theory’ in the Qanon Conspiracy Theory.” Financial Times 16 Oct. 2020. <https://www.ft.com/content/74f9d20f-9ff9-4fad-808f-c7e4245a1725>. Khaled, Rilla. “Questions over Answers: Reflective Game Design.” Playful Disruption of Digital Media. Ed. Daniel Cermak-Sassenrath. Singapore: Springer, 2018. 3–27. <https://doi.org/10.1007/978-981-10-1891-6_1>. Milner, Ryan M., and Whitney Phillips. You Are Here. MIT Press, 2020. <https://you-are-here.pubpub.org/>. Moskalenko, Sophia. “Evolution of QAnon & Radicalization by Conspiracy Theories.” The Journal of Intelligence, Conflict, and Warfare 4.2 (2021): 109–14. <https://doi.org/10.21810/jicw.v4i2.3756>. Nielsen, Jakob. “End of Web Design.” Nielsen Norman Group, 2000. <https://www.nngroup.com/articles/end-of-web-design/>. Scales, David, et al. “The Covid-19 Infodemic — Applying the Epidemiologic Model to Counter Misinformation.” New England Journal of Medicine 385.8 (2021): 678–81. <https://doi.org/10.1056/NEJMp2103798>. Shackelford, Scott. “The Battle against Disinformation Is Global.” The Conversation 2020. <http://theconversation.com/the-battle-against-disinformation-is-global-129212>. Sharp, Helen, et al. Interaction Design: Beyond Human-Computer Interaction. 5th ed. Wiley, 2019. Sobo, Elisa Janine. “Playing with Conspiracy Theories.” Anthropology News 31 July 2019. <https://www.anthropology-news.org/articles/playing-with-conspiracy-theories/>. Tangherlini, Timothy R., et al. “An Automated Pipeline for the Discovery of Conspiracy and Conspiracy Theory Narrative Frameworks: Bridgegate, Pizzagate and Storytelling on the Web.” PLoS ONE 15.6 (2020). <https://doi.org/10.1371/journal.pone.0233879>. Tardáguila, Cristina, et al. “Taking an Ecological Approach to Misinformation.” Poynter 5 Dec. 2019. <https://www.poynter.org/fact-checking/2019/taking-an-ecological-approach-to-misinformation/>. Toff, Benjamin, and Rasmus Kleis Nielsen. “‘I Just Google It’: Folk Theories of Distributed Discovery.” Journal of Communication 68.3 (2018): 636–57. <https://doi.org/10.1093/joc/jqy009>. United Nations. “UN Tackles ‘Infodemic’ of Misinformation and Cybercrime in COVID-19 Crisis.” 2020. <https://www.un.org/en/un-coronavirus-communications-team/un-tackling-%E2%80%98infodemic%E2%80%99-misinformation-and-cybercrime-covid-19>. Wardle, Claire, and Hossein Derakhshan. “Thinking about ‘Information Disorder’: Formats of Misinformation, Disinformation, and Mal-Information.” Journalism, ‘Fake News’ & Disinformation. Eds. Cherilyn Ireton and Julie Posetti. Paris: Unesco, 2018. 43–54. Zeng, Jing, and Mike S. Schäfer. “Conceptualizing ‘Dark Platforms’. Covid-19-Related Conspiracy Theories on 8kun and Gab.” Digital Journalism 9.9 (2021): 1321–43. <https://doi.org/10.1080/21670811.2021.1938165>. Zimmerman, Eric. “Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century.” The Video Game Theory Reader 2. 2008. 9.
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Sarı, Simay, and Onur Mengi. "The Role of Creative Placemaking." M/C Journal 25, no. 3 (June 27, 2022). http://dx.doi.org/10.5204/mcj.2899.

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Introduction The evolution of creative city paradigm in the last three decades has dramatically changed the notion of placemaking and the meaning of art and design for urban development in the creative and cultural economy context. Very recently, a spontaneously emerging art district has been exploited by policy actions in many cities, resulting in its presence on the global stage at the UNESCO Creative City Network. The two most common approaches that drive art and design-based development policies are seen in the creative city approach and community development approach (Evans; Murdoch III et al.). The creative city approach aims to contribute to economic development by focussing on the economic role of art and design (Florida; Murdoch III et al.). The community development approach, on the other hand, is seen as an important factor for social benefit and democratic development (Murdoch III et al.; Grodach; Markusen and Gadwa). Grassroots arts movements and community arts organisations, in the community development approach, support the arts as a low-income community involvement and development initiative (Murdoch III et al.). According to Grodach, public spaces and art and design spaces have three main roles in community development, and are built on local assets to increase community engagement, interaction, and participation. Despite the vast range of economic considerations in the current literature, it remains unclear how creative placemaking through arts, crafts, and design operates in the context of creative cities. Particularly, there is a need for a more comprehensive perspective of how creative placemaking contributes to art district development. Economic competition among creative cities has increased, especially since neoliberal policies diffused to the urban agenda. The city of Izmir, located in the Aegean coast of Turkey, being one of the world's top 130 cities (Tekeli), contributes to globalisation of the region and occupies a unique position in Turkey’s democratic history. Regarding the global arena, Izmir has reformulated its governmental structure in the making of places, with particular neighbourhoods seeking to increase their attractiveness to the creative class, support the creative industries, and to become a ‘Creative City’. Since the Culture and Art Workshop in 2009, when the Izmir Metropolitan Municipality established a creative city vision to serve as a high point in a democratic era, in particular involving elements of culture and creativity of importance for local and global actors, there has been a series of programs with different design strategies and governance mechanisms, such as the design projects (e.g. Izmir Sea Project and Izmir History Project, and History Design Workshop), formations (e.g. establishment of Izmir Mediterranean Academy with branches of history, design, ecology, culture, and arts in 2013), events and organisations (e.g. Good Design Izmir in 2016, 5th World Design Talks by the World Design Organization [WDO] in 2018), and applications for candidacy (e.g. for the World Design Capital title 2020, and UNESCO Creative Cities Network in 2019). The purpose of this article is to explore the drivers for art and design-based development in the urban environment through the lens of creative placemaking, and how this is practiced by creative class grassroots initiatives in cities such as Izmir, Turkey, which was shortlisted in the Creative City Network competition in 2019. The methodology is built on 1) a framework analysis through the research on art and design districts and the utilisation of creative placemaking, and 2) a field study exploring the creative placemaking drivers in an emerging art district, Darağaç, in Izmir. The field study is composed of site visits, visual mappings, the use of snowball sampling to reach the creative class, and structured interviews. The framework analysis findings suggest a set of creative placemaking drivers for art and design-based developments, and the case study findings present implications for future policies for integration of localised initiatives into the creative city framework. Framework Analysis The practice of creative cities applies one-size-fits-all strategies based on tangible and intangible characteristics to attract talent and support economic growth, whereas creative placemaking offers some crucial approaches to contribute to a locale's success and involvement in larger-scale plans. Therefore, placemaking appears as a phenomenological process that explains a sense of place, attachments, and, more broadly, the interaction between a region and its inhabitants (Mengi and Guaralda). The term ‘creative placemaking’ was first used by economist Ann Markusen and art consultant Anne Gadwa in the 2010 White Paper of the National Endowment for the Arts, as a solution when cities, suburbs, and small towns are faced with structural changes and displacement. Creative placemaking aims to revitalise space and economic development with creative initiatives. Markusen and Gadwa argue that creative placemaking provides gains in areas such as innovative products and services, livability, diversity, jobs, and income opportunities. Creative placemaking is also defined as a community-participatory tool to strengthen and enrich the identity of a place as well as development of a place. Community identity enables local assets to build trust and relationships (Kelkar et al.) while exploiting social and civic fabric that brings out the local character and narratives (Borrup). Moreover, Redaelli formulates creative placemaking as an innovative way of thinking for solving community problems that utilises the creative power of art and artists. From an economic perspective, Gallagher et al. point out that creative placemaking can happen in communities of any size and uses art and cross-sector collaboration to benefit the space. Creative placemaking through cross-sector collaboration is directly related to political ideology, social division, community size, resource limitations, and capacity of arts organisations. The theoretical discussion derived from the literature enables us to reconsider the use of creative placemaking approaches for creative city strategies and provides a framework that brings the most significant drivers of creative placemaking, especially for art and design-based strategies in urban environments (Table 1). Drivers Indicators Creative Practices Products Artworks Events Festivals Cultural Production Local Assets Local Knowledge Context Listening & Gathering Stories Knowledge & Skill Exchange Creativity Exchange Experiential Learning Community Involvement Co-Creation Collaboration Creative Placemakers Artists Designers Craftspeople Resident of the Community Local Audience Virtual Platform Archive/Publications Creativity Productivity Collectivity Spatial Environment Neighbourhood Streets Place Identity Digital Hub Atelier Digital Studio/Maker Space Art Galleries Exhibition Spaces Art Equipment Maker/Supplier Meeting Place/Third Place Institutional Support Networking Platform for Dialogue Space for Exhibition Publicity Public Fund Private Fund Philanthropists Sponsorship Education Institutions Art Institutions Art Organisations Non-Government Organisations Government Table 1: Major drivers of creative placemaking. Creative Practices, as the first driver, aim to describe tangible outputs such as products, works of art, events, and festivals. Wyckoff defines projects and activities involving art, culture, and creative thinking as the driving forces of creative placemaking to create collective memory. In this regard, Mutero et al. emphasise the importance of listening and gathering stories, in which it associates definitions such as community, local knowledge, and context. Describing community participation as a tool to improve the development of a place, Kelkar et al. mention that it helps to change the perception of the community. In this context, it creates trust and relationships while building community identity and sense of belonging. Creative Placemakers, as the second driver, represent actors in creative placemaking. One of the six drivers suggested by Markusen and Gadwa for creating a successful place are the creative initiators. Borrup, on the other hand, underlines the role of crucial actors, named as creative placemakers, such as city planners, developers, artists, local policy makers. neighbourhood residents, and local audiences, who also take part in creative practices guided by artists, designers, and craftspeople. According to Gaumer et al. and Schupbach, local actors must be involved as partners to realise more effective successful creative placemaking practices. Similarly, Kelkar et al. argue that the relationships that are built on the collaborative nature of involving actors transform productivity and create social capital. Spatial Environment, as the third driver, focusses on the spaces of creative practices. Spatial environments can be referred to at different scales, such as the digital hubs, ateliers, maker spaces, and event areas such as art galleries and exhibition areas that bring creative placemakers together and enable them to produce together. According to Ellery et al., such spaces enhance the use of public spaces while providing a sense of aesthetics, security, and community. Wyckoff lists drivers of creative placemaking as art spaces where artistic, cultural, and creative projects take place, work and living spaces for the creative class, art, culture, and entertainment activities. Institutional Support, as the fourth driver, underlines the expectations of creative placemakers from institutions. The institutional support through networking provides a platform for creative placemakers to establish dialogue as well as opportunities for exhibition areas and performances. The importance of the support of institutions and organisations such as the public sector, private sector, NGOs, and sponsors are essential to creative placemaking practices. Particularly, cross-sector partnership between institutions such as education institutions, art institutions, art organisations, non-government organisations, and government plays an important role in art and design-based development (Markusen and Gadwa; Borrup). Emergence of Darağaç as an Art District Creative places are found at various scales, such as regions, districts, hubs, and studios, and constitute the very integral part of the creative city formation. They represent a high culture ground on which artists and designers can design, make, and exhibit art. The secret of the successful transformation of creative places lies in the spontaneity of their development. The spontaneously emerging creative places are found as the result of a bottom-up approach where the resident involvement in this transformation strengthens the bond between local people and the place. Spontaneous developments are visible where cultural producers come together to attract like-minded producers (Zukin & Braslow). Examples of this phenomenon include New York City's SoHo neighbourhood, Beijing's 798 Arts District, Kreuzberg in Berlin, and the Temple Bar district in Dublin (Goldenberg-Miller et al.). The development of a spontaneous art and design district starts with the coming together of artists, designers, and cultural workers to form a network. Factors strengthening the network and contributing to the success of the region include community perception, information exchange within the community, and working and living together (Kumer). Darağaç has very recently emerged as an art district in Umurbey neighbourhood in Izmir. Known formerly as an industrial zone, it now hosts small industries and artists. Darağaç Art District, home to pre-Republican era factories operated by non-Muslim minorities and nineteenth-century two-storey workers' residences, was developed in the twentieth century as an industrial zone hosting Şark Sanayi Electric Factory, İzmir Cotton Fabric Factory, and Sümerbank Basma Industry (Kayın qtd. in Pasin et al.). A small group of artists from Izmir settled in the region in 2013, in rented former workers' residences serving as studios and residences, and shortly afterwards the district started to attract more artists and designers (Darağaç Collective). Surrounded by inert and functionless industrial buildings, Darağaç Art District still maintains its industrial identity as well as hosting those on low incomes and providing artists with opportunity to live and produce (Kocaer). There has been an increasing dialogue established between the original inhabitants, mostly craftspeople, and the artists, especially after 2 craftspeople and 13 artists opened their first exhibitions in June 2016 (Darağaç Collective). Since then, Darağaç has evolved to an “art district”, home to many projects and national and international artists. This has greatly shaped the physical environment and neighbourhood identity in the Darağaç Art District (fig. 1). Fig. 1: The integration of artworks or installations with the physical environment and neighbourhood identity in the Darağaç Art District. (Source: Kanal.) For Yavuzcezzar, the main purpose of Darağaç is to provide a space or a common discourse for young artists to exhibit their works. Darağaç Art District hosts interdisciplinary art works covering painting, photography, sculpture, installation, video, and performance (Yavuzcezzar). Also, Children's Meetings held in Darağaç Art District aim to increase the engagement of children in the neighbourhood through culture and arts (Darağaç Collective). Kılınç et al. explain the three main factors contributing to the development of the Darağaç Art District: site specificity; collaborative art practice; and close personal relationships established between neighbours. The site specificity factor is defined as the expansion of production towards the street and the inert lots in the district, replacing the existing spatial configurations in the neighbourhood, which do not meet the needs of the artists. Collaborative art practice is defined as the exchange between local people and artists. Kılınç et al. argue that the productive roles of artists and craftspeople have enabled them to establish a cooperation. The third factor is the close relationship established between neighbours through the Darağaç Collective Association in 2020 (Kılınç et al.). This has been visible in one of the most influential projects, ‘Darağaç Bostan’, in Darağaç (fig. 2). Fig. 2: Co-creation efforts in the Darağaç Art District. (Source: Culture Civic.) The case of Darağaç illustrates a unique case of a spontaneously emerged art district and underlines the importance of creative placemaking drivers for bottom-up creative city strategies. The area has been a democratic space via meetings, exhibitions, and workshops (fig. 3). Fig. 3: Knowledge-sharing practices in the Darağaç Art District. (Source: Darağaç.) The Case of Darağaç The case study consists of site visits, visual mappings, use of snowball sampling for reaching the artists and craftspeople, and structured interviews, and discusses the major drivers of creative placemaking and how they are practiced in Darağaç in Izmir. First Studies The first site visit to the Darağaç Art District was conducted in November 2020. At the time, there were a total of 13 artists and over 30 craftspeople located in the area (fig. 4). Following this, the pilot survey was conducted in February 2021, with a total of six participants, four artists, and two craftspeople from Darağaç Art District. All six participants were interviewed face-to-face, and each survey took approximately 15-20 minutes. After feedback from the pilot study participants, several changes were made in the final version of the survey. The following image illustrates the spatial clustering of craftspeople and artists residing in the neighbourhood who participated in the study (fig. 4). Fig. 4: Darağaç Survey Map. The Survey and Findings The four above-mentioned main drivers of creative placemaking, namely creative practices, creative placemakers, spatial environment, and institutional support, were addressed by Likert-scale questions. In the framework of the previously identified creative placemaking drivers, the survey was carried out to collect the opinions of the art district residents and draw conclusions. The participants were classified into three categories: artists, designers, and craftspeople. The first part of the survey is composed of general questions (age, gender, field of study, etc.) to give an overall idea of the participants. In the following four sections, it was aimed to measure the major drivers of creative placemaking, categorised as creative practices, creative placemakers, spatial environment, and institutional support. The fifth part examined the spatiality of art and design-based development in Darağaç in terms of economic, environmental, cultural, and social aspects. The survey was conducted between February and March 2021 in Darağaç Art District. All the art district residents were contacted and the rate of return of surveys was approximately 50%. 58% of the participants were resident in the neighbourhood, 42% were non-resident. 42% of participants reported that they used shared workspaces; 58% used individual workspaces. According to the survey results, the driving forces that most contribute to the development of the region are creative practices (art and craft works), creative placemakers (artists, designers, and craftspeople), and spatial environment (place identity), followed by institutional support from public, private, and non-governmental organisations, respectively (fig. 5). Fig. 5: Contributions of drivers to creative placemaking in Darağaç. It seems that the interaction and collaboration grouped under creative practice contribute significantly to the development of Darağaç, closely followed by knowledge and skill exchange and the presence of art and design events, and, lastly, by the final products. Considering the role of placemakers in the spontaneous development of Darağaç, an art district, the findings reveal that artists make the greatest contribution, followed by designers and craftspeople, while the impact of the residents as placemakers is relatively low. The results for the place-based inspirations for creative placemakers show that the spatiality of placemaking has a considerable effect on the texture of the neighbourhood. For the placemakers in the district, the pre-existence of artists, designers, and craftspeople in Darağaç was one of the main reasons for locating there. The neighbourhood’s cultural and historical value and the communication with the local community have equal importance in terms of their contribution to the spontaneous development. Finally, we examine institutional support as the final driver, which falls behind the other three, as seen in fig. 5. Only 38% of the participants reported that they were able to collaborate with an institution before, while only 38% managed to receive financial support. According to the results, the main three actors supporting the grassroots activities through collaborations are art organisations, universities, and municipalities. The results also show that the financial support through funding comes mainly from the existing associations and public authorities. Evaluation The results obtained from the case study show that cultural exchange has been the most influential factor in art and design-based development. Regarding the creative placemaking drivers, dialogue between the residents of the neighborhood has considerably increased as they share and exchange knowledge and skills since the art district development spontaneously started. Changing perceptions of the neighborhood residents through time and their growing relationship with art, design, and crafts have greatly contributed to the emergence of an art district. When we examine the art and design-based development, it is visible that the neighbourhood has evolved to a more attractive and atmospheric space for art and design practices. The results underline the role of solidarity and sense of belonging for strengthening the community engagement. We can also argue that the adaptive reuse of vacant spaces and the design of possible exhibition spaces have dramatically changed the identity of the space. However, the economic impacts of spontaneous art and design-based development have remained moderate with regard to the creation of auxiliary sectors to the production process, creating new jobs and income opportunities and having a self-sufficient economy. Conclusion Since 2010, the placemaking process has been more sensitive, with the help of increased human input and indication of co-creation tactics through creative placemaking. Creative placemaking has been reshaped along the creative city policies and strategies. Before the conceptualisation of creative placemaking, many authors (see Jones; Weitz; Wositzsky), had referred to the link between art and community development, and highlighted how artists, art societies and local communities are positively affected by using art as a tool for the community. Within this context, this article provides a relatively more comprehensive approach to art and design-based development within the framework of creative placemaking for the creative cities of today. It examines and categorises the creative placemaking components, and explores how these components work and how they contribute to spontaneous art district development through the case of Darağaç, Izmir, in Turkey, a place where artists, designers, and craftspeople live and produce together. Culture and creativity as significant tools for economic development and urban renewal are found in many of the recent planning strategies (Codignola). The creative economy, cultural tourism, and creative placemaking have encouraged communities to use art for economic benefit (Gallagher et al.). According to Grodach, art and design spaces can contribute to tourism by attracting visitors from the immediate environment while providing employment opportunities to local artists and thus contributing to individual well-being and local economic development. Although this does not have the power to eliminate problems such as displacement, unemployment, and social exclusion, it makes a great contribution to urban inequality (Grodach). The four main drivers, creative practices, creative placemakers, spatial environment, and institutional support, all play a significant role in the emergence of Darağaç as an art district. The most influential driver, that of creative practices, highlights the importance of art and design production and events and festivals as creative practices, indicating a high concentration of local assets and tacit knowledge. Secondly, placemakers have a considerable importance in the spontaneous transformation from an industrial zone to an art district with regard to craftspeople’s and designers’ living and work environments. Also, their collective attitude towards the local residents in the area seems to have significantly contributed to this development through skill exchange, community involvement, and co-creation. Thirdly, the spatial environment, originating in the 1930s, and the available amenities have a great influence on the identity formation of the district. Lastly, the available institutional support underlines the strong role of art and design in economic development. However, Darağaç Art District has yet to receive sufficient support from the institutions, and tries to sustain its organic structure by operating as a self-sufficient entity. In further studies, additional drivers must be examined on an individual basis to arrive at policy suggestions, due to the strategic importance of building a feeling of place in the attraction and retention of creative talent. For the policy recommendations, it is important that the current urban agenda should present a combination of characteristics derived from the framework of creative placemaking for building better and more habitable creative places, rather than focussing solely on the more visible economic and physical urban goals. 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"Placemaking: An Engaged Approach to Community Well-Being." Journal of Family & Consumer Sciences 109.2 (2017): 7-13. Evans, Graeme. "Creative Cities, Creative Spaces and Urban Policy." Urban Studies 46.5-6 (2009): 1003-1040. Gallagher, B. Kathleen, and Matthew P. Ehlman. "Arts at the Intersection: Cross-Sector Collaboration and Creative Placemaking in Rapid City, SD." Public Performance & Management Review 42.6 (2019): 1333-1350. Gaumer, Carol J., Kathie J. Shaffer, and Corey A. Knipple. "Creative Placemaking: Marketing Communities and Success Metrics." Journal of International Business Disciplines 14.1 (2019). Grodach, Carl. "Art Spaces, Public Space, and the Link to Community Development." Community Development Journal 45.4 (2010): 474-493. ———. "Art Spaces in Community and Economic Development: Connections to Neighborhoods, Artists, and the Cultural Economy." Journal of Planning Education and Research 31.1 (2011): 74-85. ———. "Urban Cultural Policy and Creative City Making." 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"Self-Governance and Social Inclusion in a Post-Socialist City: Contradictions between City-Designated and Naturally-Occurring Arts Districts." Družboslovna Revija 57.1 (2020): 28-48. Markusen, Ann, and Anne Gadwa. "Creative Placemaking." Washington, DC: National Endowment for the Arts, 2010. Mengi, Onur, and Mirko Guaralda. "Multidimensional Management Framework for Creative Places." Journal of Place Management and Development 13.3 (2020): 297–317. Murdoch III, James, Carl Grodach, and Nicole Foster. "The Importance of Neighborhood Context in Arts-Led Development: Community Anchor or Creative Class Magnet?" Journal of Planning Education and Research 36.1 (2016): 32-48. Mutero, Innocent Tinashe, and Ivan Gunass Govender. "Advancing the Exploration of Engaged Creative-Placemaking amongst Universities and Communities for Social Cohesion in South Africa." Journal of Asian and African Studies 55.3 (2020): 429-445. Nowak, Jeremy. 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Planning & Zoning News 32.3 (2014): 1. Yavuzcezzar, Zeynep. “Preface.” Darağaç_Kitap (2019): 6-7. Zukin, Sharon, and Laura Braslow. "The Life Cycle of New York’s Creative Districts: Reflections on the Unanticipated Consequences of Unplanned Cultural Zones." City, Culture and Society 2.3 (2011): 131-140.
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Barker, Timothy Scott. "Information and Atmospheres: Exploring the Relationship between the Natural Environment and Information Aesthetics." M/C Journal 15, no. 3 (May 3, 2012). http://dx.doi.org/10.5204/mcj.482.

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Abstract:
Our culture abhors the world.Yet Quicksand is swallowing the duellists; the river is threatening the fighter: earth, waters and climate, the mute world, the voiceless things once placed as a decor surrounding the usual spectacles, all those things that never interested anyone, from now on thrust themselves brutally and without warning into our schemes and manoeuvres (Michel Serres, The Natural Contract, p 3). When Michel Serres describes culture's abhorrence of the world in the opening pages of The Natural Contract he draws our attention to the sidelining of nature in histories and theories that have sought to describe Western culture. As Serres argues, cultural histories are quite often built on the debates and struggles of humanity, which are largely held apart from their natural surroundings, as if on a stage, "purified of things" (3). But, as he is at pains to point out, human activity and conflict always take place within a natural milieu, a space of quicksand, swelling rivers, shifting earth, and atmospheric turbulence. Recently, via the potential for vast environmental change, what was once thought of as a staid “nature” has reasserted itself within culture. In this paper I explore how Serres’s positioning of nature can be understood amid new communication systems, which, via the apparent dematerialization of messages, seems to have further removed culture from nature. From here, I focus on a set of artworks that work against this division, reformulating the connection between information, a topic usually considered in relation to media and anthropic communication (and something about which Serres too has a great deal to say), and nature, an entity commonly considered beyond human contrivance. In particular, I explore how information visualisation and sonification has been used to give a new sense of materiality to the atmosphere, repotentialising the air as a natural and informational entity. The Natural Contract argues for the legal legitimacy of nature, a natural contract similar in standing to Rousseau’s social contract. Serres’ss book explores the history and notion of a “legal person”, arguing for a linking of the scientific view of the world and the legal visions of social life, where inert objects and living beings are considered within the same legal framework. As such The Natural Contract does not deal with ecology per-se, but instead focuses on an argument for the inclusion of nature within law (Serres, “A Return” 131). In a drastic reconfiguring of the subject/object relationship, Serres explains how the space that once existed as a backdrop for human endeavour now seems to thrust itself directly into history. "They (natural events) burst in on our culture, which had never formed anything but a local, vague, and cosmetic idea of them: nature" (Serres, The Natural Contract 3). In this movement, nature does not simply take on the role of a new object to be included within a world still dominated by human subjects. Instead, human beings are understood as intertwined with a global system of turbulence that is both manipulated by them and manipulates them. Taking my lead from Serres’s book, in this paper I begin to explore the disconnections and reconnections that have been established between information and the natural environment. While I acknowledge that there is nothing natural about the term “nature” (Harman 251), I use the term to designate an environment constituted by the systematic processes of the collection of entities that are neither human beings nor human crafted artefacts. As the formation of cultural systems becomes demarcated from these natural objects, the scene is set for the development of culturally mediated concepts such as “nature” and “wilderness,” as entities untouched and unspoilt by cultural process (Morton). On one side of the divide the complex of communication systems is situated, on the other is situated “nature”. The restructuring of information flows due to developments in electronic communication has ostensibly removed messages from the medium of nature. Media is now considered within its own ecology (see Fuller; Strate) quite separate from nature, except when it is developed as media content (see Cubitt; Murray; Heumann). A separation between the structures of media ecologies and the structures of natural ecologies has emerged over the history of electronic communication. For instance, since the synoptic media theory of McLuhan it has been generally acknowledged that the shift from script to print, from stone to parchment, and from the printing press to more recent developments such as the radio, telephone, television, and Web2.0, have fundamentally altered the structure and effects of human relationships. However, these developments – “the extensions of man” (McLuhan)— also changed the relationship between society and nature. Changes in communications technology have allowed people to remain dispersed, as ideas, in the form of electric currents or pulses of light travel vast distances and in diverse directions, with communication no longer requiring human movement across geographic space. Technologies such as the telegraph and the radio, with their ability to seemingly dematerialize the media of messages, reformulated the concept of communication into a “quasi-physical connection” across the obstacles of time and space (Clarke, “Communication” 132). Prior to this, the natural world itself was the medium through which information was passed. Rather than messages transmitted via wires, communication was associated with the transport of messages through the world via human movement, with the materiality of the medium measured in the time it took to cover geographic space. The flow of messages followed trade flows (Briggs and Burke 20). Messages moved along trails, on rail, over bridges, down canals, and along shipping channels, arriving at their destination as information. More recently however, information, due to its instantaneous distribution and multiplication across space, seems to have no need for nature as a medium. Nature has become merely a topic for information, as media content, rather than as something that takes part within the information system itself. The above example illustrates a separation between information exchange and the natural environment brought about by a set of technological developments. As Serres points out, the word “media” is etymologically related to the word “milieu”. Hence, a theory of media should be always related to an understanding of the environment (Crocker). But humans no longer need to physically move through the natural world to communicate, ideas can move freely from region to region, from air-conditioned room to air-conditioned room, relatively unimpeded by natural forces or geographic distance. For a long time now, information exchange has not necessitated human movement through the natural environment and this has consequences for how the formation of culture and its location in (or dislocation from) the natural world is viewed. A number of artists have begun questioning the separation between media and nature, particularly concerning the materiality of air, and using information to provide new points of contact between media and the atmosphere (for a discussion of the history of ecoart see Wallen). In Eclipse (2009) (fig. 1) for instance, an internet based work undertaken by the collective EcoArtTech, environmental sensing technology and online media is used experimentally to visualize air pollution. EcoArtTech is made up of the artist duo Cary Peppermint and Leila Nadir and since 2005 they have been inquiring into the relationship between digital technology and the natural environment, particularly regarding concepts such as “wilderness”. In Eclipse, EcoArtTech garner photographs of American national parks from social media and photo sharing sites. Air quality data gathered from the nearest capital city is then inputted into an algorithm that visibly distorts the image based on the levels of particle pollution detected in the atmosphere. The photographs that circulate on photo sharing sites such as Flickr—photographs that are usually rather banal in their adherence to a history of wilderness photography—are augmented by the environmental pollution circulating in nearby capital cities. Figure 1: EcoArtTech, Eclipse (detail of screenshot), 2009 (Internet-based work available at:http://turbulence.org/Works/eclipse/) The digital is often associated with the clean transmission of information, as packets of data move from a server, over fibre optic cables, to be unpacked and re-presented on a computer's screen. Likewise, the photographs displayed in Eclipse are quite often of an unspoilt nature, containing no errors in their exposure or focus (most probably because these wilderness photographs were taken with digital cameras). As the photographs are overlaid with information garnered from air quality levels, the “unspoilt” photograph is directly related to pollution in the natural environment. In Eclipse the background noise of “wilderness,” the pollution in the air, is reframed as foreground. “We breathe background noise…Background noise is the ground of our perception, absolutely uninterrupted, it is our perennial sustenance, the element of the software of all our logic” (Serres, Genesis 7). Noise is activated in Eclipse in a similar way to Serres’s description, as an indication of the wider milieu in which communication takes place (Crocker). Noise links the photograph and its transmission not only to the medium of the internet and the glitches that arise as information is circulated, but also to the air in the originally photographed location. In addition to noise, there are parallels between the original photographs of nature gleaned from photo sharing sites and Serres’s concept of a history that somehow stands itself apart from the effects of ongoing environmental processes. By compartmentalising the natural and cultural worlds, both the historiography that Serres argues against and the wilderness photograph produces a concept of nature that is somehow outside, behind, or above human activities and the associated matter of noise. Eclipse, by altering photographs using real-time data, puts the still image into contact with the processes and informational outputs of nature. Air quality sensors detect pollution in the atmosphere and code these atmospheric processes into computer readable information. The photograph is no longer static but is now open to continual recreation and degeneration, dependent on the coded value of the atmosphere in a given location. A similar materiality is given to air in a public work undertaken by Preemptive Media, titled Areas Immediate Reading (AIR) (fig. 2). In this project, Preemptive Media, made up of Beatriz da Costa, Jamie Schulte and Brooke Singer, equip participants with instruments for measuring air quality as they walked around New York City. The devices monitor the carbon monoxide (CO), nitrogen oxides (NOx) or ground level ozone (O3) levels that are being breathed in by the carrier. As Michael Dieter has pointed out in his reading of the work, the application of sensing technology by Preemptive Media is in distinct contrast to the conventional application of air quality monitoring, which usually takes the form of extremely high resolution located devices spread over great distances. These larger air monitoring networks tend to present the value garnered from a large expanse of the atmosphere that covers individual cities or states. The AIR project, in contrast, by using small mobile sensors, attempts to put people in informational contact with the air that they are breathing in their local and immediate time and place, and allows them to monitor the small parcels of atmosphere that surround other users in other locations (Dieter). It thus presents many small and mobile spheres of atmosphere, inhabited by individuals as they move through the city. In AIR we see the experimental application of an already developed technology in order to put people on the street in contact with the atmospheres that they are moving through. It gives a new informational form to the “vast but invisible ocean of air that surrounds us and permeates us” (Ihde 3), which in this case is given voice by a technological apparatus that converts the air into information. The atmosphere as information becomes less of a vague background and more of a measurable entity that ingresses into the lives and movements of human users. The air is conditioned by information; the turbulent and noisy atmosphere has been converted via technology into readable information (Connor 186-88). Figure 2: Preemptive Media, Areas Immediate Reading (AIR) (close up of device), 2011 Throughout his career Serres has developed a philosophy of information and communication that may help us to reframe the relationship between the natural and cultural worlds (see Brown). Conventionally, the natural world is understood as made up of energy and matter, with exchanges of energy and the flows of biomass through food webs binding ecosystems together (DeLanda 120-1). However, the tendencies and structures of natural systems, like cultural systems, are also dependent on the communication of information. It is here that Serres provides us with a way to view natural and cultural systems as connected by a flow of energy and information. He points out that in the wake of Claude Shannon’s famous Mathematical Theory of Communication it has been possible to consider the relationship between information and thermodynamics, at least in Shannon’s explanation of noise as entropy (Serres, Hermes74). For Serres, an ecosystem can be conceptualised as an informational and energetic system: “it receives, stores, exchanges, and gives off both energy and information in all forms, from the light of the sun to the flow of matter which passes through it (food, oxygen, heat, signals)” (Serres, Hermes 74). Just as we are related to the natural world based on flows of energy— as sunlight is converted into energy by plants, which we in turn convert into food— we are also bound together by flows of information. The task is to find new ways to sense this information, to actualise the information, and imagine nature as more than a welter of data and the air as more than background. If we think of information in broad ranging terms as “coded values of the output of a process” (Losee 254), then we see that information and the environment—as a setting that is produced by continual and energetic processes—are in constant contact. After all, humans sense information from the environment all the time; we constantly decode the coded values of environmental processes transmitted via the atmosphere. I smell a flower, I hear bird songs, and I see the red glow of a sunset. The process of the singing bird is coded as vibrations of air particles that knock against my ear drum. The flower is coded as molecules in the atmosphere enter my nose and bind to cilia. The red glow is coded as wavelengths from the sun are dispersed in the Earth’s atmosphere and arrive at my eye. Information, of course, does not actually exist as information until some observing system constructs it (Clarke, “Information” 157-159). This observing system as we see the sunset, hear the birds, or smell the flower involves the atmosphere as a medium, along with our sense organs and cognitive and non-cognitive processes. The molecules in the atmosphere exist independently of our sense of them, but they do not actualise as information until they are operationalised by the observational system. Prior to this, information can be thought of as noise circulating within the atmosphere. Heinz Von Foester, one of the key figures of cybernetics, states “The environment contains no information. The environment is as it is” (Von Foester in Clarke, “Information” 157). Information, in this model, actualises only when something in the world causes a change to the observational system, as a difference that makes a difference (Bateson 448-466). Air expelled from a bird’s lungs and out its beak causes air molecules to vibrate, introducing difference into the atmosphere, which is then picked up by my ear and registered as sound, informing me that a bird is nearby. One bird song is picked up as information amid the swirling noise of nature and a difference in the air makes a difference to the observational system. It may be useful to think of the purpose of information as to control action and that this is necessary “whenever the people concerned, controllers as well as controlled, belong to an organised social group whose collective purpose is to survive and prosper” (Scarrott 262). Information in this sense operates the organisation of groups. Using this definition rooted in cybernetics, we see that information allows groups, which are dependent on certain control structures based on the sending and receiving of messages through media, to thrive and defines the boundaries of these groups. We see this in a flock of birds, for instance, which forms based on the information that one bird garners from the movements of the other birds in proximity. Extrapolating from this, if we are to live included in an ecological system capable of survival, the transmission of information is vital. But the form of the information is also important. To communicate, for example, one entity first needs to recognise that the other is speaking and differentiate this information from the noise in the air. Following Clarke and Von Foester, an observing system needs to be operational. An art project that gives aesthetic form to environmental processes in this vein—and one that is particularly concerned with the co-agentive relation between humans and nature—is Reiko Goto and Tim Collin’s Plein Air (2010) (fig. 3), an element in their ongoing Eden 3 project. In this work a technological apparatus is wired to a tree. This apparatus, which references the box easels most famously used by the Impressionists to paint ‘en plein air’, uses sensing technology to detect the tree’s responses to the varying CO2 levels in the atmosphere. An algorithm then translates this into real time piano compositions. The tree’s biological processes are coded into the voice of a piano and sensed by listeners as aesthetic information. What is at stake in this work is a new understanding of atmospheres as a site for the exchange of information, and an attempt to resituate the interdependence of human and non-human entities within an experimental aesthetic system. As we breathe out carbon dioxide—both through our physiological process of breathing and our cultural processes of polluting—trees breath it in. By translating these biological processes into a musical form, Collins and Gotto’s work signals a movement from a process of atmospheric exchange to a digital process of sensing and coding, the output of which is then transmitted through the atmosphere as sound. It must be mentioned that within this movement from atmospheric gas to atmospheric music we are not listening to the tree alone. We are listening to a much more complex polyphony involving the components of the digital sensing technology, the tree, the gases in the atmosphere, and the biological (breathing) and cultural processes (cars, factories and coal fired power stations) that produce these gases. Figure 3: Reiko Goto and Tim Collins, Plein Air, 2010 As both Don Ihde and Steven Connor have pointed out, the air that we breathe is not neutral. It is, on the contrary, given its significance in technology, sound, and voice. Taking this further, we might understand sensing technology as conditioning the air with information. This type of air conditioning—as information alters the condition of air—occurs as technology picks up, detects, and makes sensible phenomena in the atmosphere. While communication media such as the telegraph and other electronic information distribution systems may have distanced information from nature, the sensing technology experimentally applied by EcoArtTech, Preeemptive Media, and Goto and Collins, may remind us of the materiality of air. These technologies allow us to connect to the atmosphere; they reformulate it, converting it to information, giving new form to the coded processes in nature.AcknowledgmentAll images reproduced with the kind permission of the artists. References Bateson, Gregory. Steps to an Ecology of Mind. Chicago: University of Chicago Press, 1972. Briggs, Asa, and Peter Burke. A Social History of the Media: From Gutenberg to the Internet. Maden: Polity Press, 2009. Brown, Steve. “Michel Serres: Science, Translation and the Logic of the Parasite.” Theory, Culture and Society 19.1 (2002): 1-27. Clarke, Bruce. “Communication.” Critical Terms for Media Studies. Eds. Mark B. N. Hansen and W. J. T. Mitchell. Chicago: University of Chicago Press, 2010. 131-45 -----. “Information.” Critical Terms for Media Studies. Eds. Mark B. N. Hansen and W. J. T. Mitchell. Chicago: University of Chicago Press, 2010. 157-71 Crocker, Stephen. “Noise and Exceptions: Pure Mediality in Serres and Agamben.” CTheory: 1000 Days of Theory. (2007). 7 June 2012 ‹http://www.ctheory.net/articles.aspx?id=574› Connor, Stephen. The Matter of Air: Science and the Art of the Etheral. London: Reaktion, 2010. Cubitt, Sean. EcoMedia. Amsterdam and New York: Rodopi, 2005 Deiter, Michael. “Processes, Issues, AIR: Toward Reticular Politics.” Australian Humanities Review 46 (2009). 9 June 2012 ‹http://www.australianhumanitiesreview.org/archive/Issue-May-2009/dieter.htm› DeLanda, Manuel. Intensive Science and Virtual Philosophy. London and New York: Continuum, 2002. Fuller, Matthew. Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, MA: MIT Press, 2005 Harman, Graham. Guerilla Metaphysics. Illinois: Open Court, 2005. Ihde, Don. Listening and Voice: Phenomenologies of Sound. Albany: State University of New York, 2007. Innis, Harold. Empire and Communication. Toronto: Voyageur Classics, 1950/2007. Losee, Robert M. “A Discipline Independent Definition of Information.” Journal of the American Society for Information Science 48.3 (1997): 254–69. McLuhan, Marshall. Understanding Media: The Extensions of Man. London: Sphere Books, 1964/1967. Morton, Timothy. Ecology Without Nature: Rethinking Environmental Aesthetics. Cambridge: Harvard University Press, 2007. Murray, Robin, and Heumann, Joseph. Ecology and Popular Film: Cinema on the Edge. Albany: State University of New York, 2009 Scarrott, G.C. “The Nature of Information.” The Computer Journal 32.3 (1989): 261-66 Serres, Michel. Hermes: Literature, Science Philosophy. Baltimore: The John Hopkins Press, 1982. -----. The Natural Contract. Trans. Elizabeth MacArthur and William Paulson. Ann Arbor: The University of Michigan Press, 1992/1995. -----. Genesis. Trans. Genevieve James and James Nielson. Ann Arbor: The University of Michigan Press, 1982/1995. -----. “A Return to the Natural Contract.” Making Peace with the Earth. Ed. Jerome Binde. Oxford: UNESCO and Berghahn Books, 2007. Strate, Lance. Echoes and Reflections: On Media Ecology as a Field of Study. New York: Hampton Press, 2006 Wallen, Ruth. “Ecological Art: A Call for Intervention in a Time of Crisis.” Leonardo 45.3 (2012): 234-42.
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