Journal articles on the topic 'Online interactive animated tours'

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1

Candra, Rudi Arif, Arie Budiansyah, Taufiq Abdul Gani, Dirja Nur Ilham, and Siti Rusdiana. "Animated Pathway Interactive Map." SinkrOn 4, no. 1 (October 28, 2019): 256. http://dx.doi.org/10.33395/sinkron.v4i1.10394.

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A map is one of the cartographic scientific products that is used as a guide to access locations or places. The use of information technology and computer systems in cartography can increase the value of map products to be interactive and can be accessed online via the internet. This interactive map of the Unsyiah Director Office building is the development of an interactive map product of the author with the addition of an animated pathway from the reference point to the location point. With these additions, it will be easier for visitors to access the location
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Greussing, Esther, Sabrina Heike Kessler, and Hajo G. Boomgaarden. "Learning From Science News via Interactive and Animated Data Visualizations: An Investigation Combining Eye Tracking, Online Survey, and Cued Retrospective Reporting." Science Communication 42, no. 6 (October 13, 2020): 803–28. http://dx.doi.org/10.1177/1075547020962100.

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Relying on a multimethod approach with eye tracking, cued retrospective reporting, and a memory test, this experimental study ( N = 45) shows how individuals engage with static, interactive, and interactive-animated data visualizations embedded in online science news. The results suggest that interactivity and animation engage participants most strongly: The second part of the news article is fixated the longest by participants exposed to the interactive-animated visualization, which translates into higher learning outcomes. However, the dynamic process of news reception requires a nuanced understanding of how users attend to visual and textual parts of a message to make informed statements about their effectiveness.
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Hickok, John. "Web library tours: using streaming video and interactive quizzes." Reference Services Review 30, no. 2 (June 1, 2002): 99–111. http://dx.doi.org/10.1108/00907320210428660.

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Many academic library Web sites offer online “tours” to provide basic orientation of their collections and services. However, these tours are often merely photos, floor plans, or written descriptions. In 1999, the library at California State University, Fullerton sought to improve its own Web site orientation, by using more engaging Web technologies; namely, streaming video and interactive tutorials. A project of videotaping a full‐motion, narrated tour of the library, and then placing it on the Web site as streaming video segments, was undertaken. Additionally, interactive tutorials – quizzes written in JavaScript so as to “reply” to user prompts – were added. This article will describe the process of creating this project, available in its completed form at: http://www. library.fullerton.edu/tour
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Aulianto, Dwi Ridho. "Inovasi Perpustakaan Melalui Pemanfaatan Teknologi Augmented Reality Dan Virtual Reality di Era Generasi Z." Nusantara - Journal of Information and Library Studies 3, no. 1 (June 30, 2020): 103. http://dx.doi.org/10.30999/n-jils.v3i1.482.

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This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog.
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Setyowati, Erna, Ika Septi Hidayati, and Toto Hermawan. "PENGARUH PENGGUNAAN MULTIMEDIA INTERAKTIF TERHADAP PEMAHAMAN KONSEP DALAM PEMBELAJARAN MATEMATIKA DI MTs DARUL ULUM MUHAMMADIYAH GALUR." Intersections 5, no. 2 (August 1, 2020): 26–37. http://dx.doi.org/10.47200/intersections.v5i2.553.

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At the time of the Covid-19 pandemic, all learning was carried out online or online learning, while schools and students had to follow the existing curriculum in their schools, which of course not all of their lessons were happy. Mathematics is one of the subjects that is always a scourge for students, regardless of those who enjoy mathematics. The reasons vary, some say the lessons are difficult to understand, students are not interested in learning mathematics, the teachers are boring, and so on. So that many parents of students who provide additional tutoring for their children by hiring math teachers, in the hope that their children are mathematically intelligent. This study aims to examine the effect of using animated interactive multimedia on students' understanding of the concept of understanding mathematical concepts. The population of this study were students of class VII MTs Darul Ulum Muhammadiyah Galur even semester of the 2019/2020 school year. Of the five existing classes, two classes were taken randomly as samples with one class as the experimental class and one class as the control class. This study used the randomized pretest-posttest control group design. The research data were obtained through a test in the form of a description of the rectangular and square material. The results showed that there was a difference in the understanding of mathematical concepts in students who used animated interactive multimedia higher than the understanding of mathematical concepts of students who took conventional learning, and there was a positive and significant effect of the use of animated interactive media on the Mathematical Concept Understanding of Class VII MTs Darul Ulum Muhammadiyah Galur Tahun Students 2019/2020 Teaching
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Quinn, Diana, Edward Cioffi, Steve Hill, Mat Kor, Anna-Clare Longford, Robert Moller, and Pramila Rathore. "Implementing work-integrated learning in online construction management courses." Journal of University Teaching and Learning Practice 16, no. 1 (January 1, 2019): 122–36. http://dx.doi.org/10.53761/1.16.1.9.

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Implementing online learning can pose serious pedagogical challenges particularly when programs contain work-integrated learning (WIL) components. One such component is the site visit, where student groups are led by subject matter experts through an authentic environment. These WIL experiences help students relate the theory learnt in classrooms to practice. Construction management students particularly benefit from repeated visits to the same building site to appreciate the spatial and temporal constraints and how they change over the life of the building project. Unfortunately, logistics and occupational health and safety concerns have increasingly limited the inclusion of site visits in school and university curricula. Online construction management students are widely dispersed and therefore it is impractical to include shared physical site visits in the curriculum, although students are able to observe locally-based construction sites and report back their findings. In response, universities have collaborated with construction companies and, using significant federal funding, created an interactive learning environment that follows the construction of an eight-storey building over time. This high quality resource is a type of virtual WIL that has been primarily used in face-to-face teaching. In this case study we implement this resource in a fully online construction management course and create three comparatively low-cost environments that demonstrate the construction of residential, industrial, and multi-storey building construction sites, for implementation in another two online construction courses. As an enhancement, within these new environments are embedded images, explanatory videos and documents which students can interact with to create a virtual tour that can be embedded directly alongside the concepts being studied in their weekly learning materials. In addition, these tours are linked to specific online learning activities designed to motivate students to reflect on and refine their understandings based on the authentic context they are experiencing. To better understand the processes involved in this collaboration between school academics, staff from a central teaching innovation unit, and two construction companies, the business processes employed were modelled using a swimlane diagram. Insights into the practicalities of implementing these virtual tours are shared. The experiential learning outcomes of students using virtual WIL are comparable to traditional site visits. Initial online student feedback of small cohorts of online students has been overwhelmingly positive and encouraging for the development of more interactive virtual tours. The implementation of virtual tours and activities, blended with independent face-to-face site visits and assessment, forms an authentic, supported and constructively-aligned WIL experience for students undertaking fully online courses.
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Poggiali, Jennifer. "Student responses to an animated character in information literacy instruction." Library Hi Tech 36, no. 1 (March 19, 2018): 29–42. http://dx.doi.org/10.1108/lht-12-2016-0149.

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Purpose This paper reports on a grant-funded project to create a hand-drawn, custom-made animated character named Jasmyn. Drawing on animation theory, the purpose of this paper is to use qualitative research to investigate student responses to the medium of animation, the character’s design, and three presentation strategies. Design/methodology/approach The researchers held three student focus groups to investigate the following research questions: Will students endorse animation as a medium for library instructional videos on the grounds of its entertaining, subversive, or playful qualities? Is Jasmyn designed and written in a way that engages students and compels them to respond to her as a character? How will students respond to three presentation strategies: a lecture-style video, a video with supplemental animations, and a real-time, interactive lesson? Findings The researchers found that students expressed broad enthusiasm for animation as a medium, though responses to Jasmyn’s personality were mixed. The only presentation strategy that prompted unique responses was the interactive session, although all three focus groups provided revealing commentary about online learning. Students also identified aspects of the animation and character that could be improved, and reflected on ways Jasmyn might be integrated into online learning. Research limitations/implications This study, performed as part of a pilot project, was deliberately small in scale. Clearer implications would emerge from repetition with a larger group of students. Originality/value Jasmyn may be the only hand-drawn, custom-made animated character created for library instruction. No research studies on the use of animation in libraries have been published to date.
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Heilig, Leah. "Silent Maps as Professional Communication: Intersections of Sociospatial Considerations and Information Accessibility." Business and Professional Communication Quarterly 81, no. 4 (September 30, 2018): 421–39. http://dx.doi.org/10.1177/2329490618802446.

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Using interactive digital maps is now common practice for most universities. Increasingly, more users are introduced to their academic workplaces through online content such as Google Street View and virtual tours. Students with disabilities depend on environmental information to navigate the barriers they face on campus. While most webmasters for postsecondary institutions in the United States know their legal obligations for accommodation in the delivery of web content, legal conformance does not necessarily reflect awareness for social or spatial considerations in the design of campus digital maps. This study discusses an accessibility audit and content analysis of these interactive maps.
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Zavlavsky, Ilya. "A New Technology for Interactive Online Mapping with Vector Markup and XML." Cartographic Perspectives, no. 37 (September 1, 2000): 65–77. http://dx.doi.org/10.14714/cp37.810.

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As Internet cartography matures from static map images to interactive and animated maps, and embraces extensive GIS functionality, the limitations of presenting Web maps as image files become obvious. In this paper, a new technology for Internet cartography is demonstrated that uses direct vector rendering in a browser to create highly interactive virtual maps from distributed sources of geographic data. This technology is made possible by the advent of XML (eXtensible Markup Language) and XML applications for 2D vector rendering such as VML (Vector Markup Language) and SVG (Scalable Vector Graphics). AXIOMAP – Application of XML for Interactive Online Mapping – is a Web map publishing kit and a customizable virtual map interface that allows for the display and manipulation of multiple point, line and area layers, database query, choropleth mapping, hyperlinking, map labeling and annotation. To render maps in a Web browser (Internet Explorer 5, in the current version), AXIOMAP generates VML shapes “on the fly” from XML-encoded geographic data that can physically reside on different servers. A thin client-side solution, AXIOMAP provides for better interactivity than traditional map serverbased approaches. The paper explains the functionality of AXIOMAP, the technology behind it, and presents several applications. A free version of the software can be downloaded from www.elzaresearch.com/landv/.
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Phoebus, Patrick, Michael L. Rutledge, and Kim C. Sadler. "Meeting the Giants in Our Midst: Developing an Interactive Online Arboretum Guide to Promote Ecological Literacy." American Biology Teacher 80, no. 8 (October 1, 2018): 572–76. http://dx.doi.org/10.1525/abt.2018.80.8.572.

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Trees are the largest organisms students usually encounter in their daily lives. However, most are unaware of the critical roles trees play in their local environments. As critical components of green infrastructure, trees improve air quality, mitigate storm-water runoff, and provide food and habitat for other organisms. Using the cross-platform and open-source software Bioimages Collection Manager (BCM), we created an online interactive arboretum guide for a university campus arboretum. Faculty, students, and visitors can scan tree tags with their mobile devices and access biological metadata, participate in self-guided tree tours, and learn about the ecology and ethnobotany of individual tree species. Importantly, this approach may be replicated for other campuses, school yards, and additional green spaces.
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Dulamă, Maria Eliza, Sanda Vereş, Ioana Magdaș, and Oana-Ramona Ilovan. "Using animation films in formal activities at Natural Sciences during the COVID-19 pandemic. Instruction problems and models." Journal of Educational Sciences & Psychology 11 (73), no. 1 (2021): 49–65. http://dx.doi.org/10.51865/jesp.2021.1.06.

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Animation films were used frequently during online didactic activities during the COVID-19 pandemic. We have not identified research that focuses on the problems that teachers face when using animated films to enable students’ learning of Natural Sciences and on the training models that can be organized based on this resource. Therefore, we analysed the problems faced by teachers and, to solve them, we identified, analysed, and described several instruction models based on animation films: illustrative, expositive, interactive, flipped classroom, learning through discovery, and learning through simulation. We analysed the way to integrate them into the didactic activity and, finally, we realized some recommendations.
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Baek, Eunsoo, Ho Jung Choo, Xiaoyong Wei, and So-Yeon Yoon. "Understanding the virtual tours of retail stores: how can store brand experience promote visit intentions?" International Journal of Retail & Distribution Management 48, no. 7 (May 19, 2020): 649–66. http://dx.doi.org/10.1108/ijrdm-09-2019-0294.

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PurposeAs consumers spend more time shopping online, traditional retailers are facing a decline in on-site shoppers. To help the industry in the omnichannel era, we propose that a virtual tour of a store could affect brand equity and promote store visit intentions, based on a well-established brand experience account.Design/methodology/approachThe virtual tour stimuli were created using 360-degree photos of real stores. Participants explored the store virtually and then completed an online survey. With 240 responses drawn from the general population in the US, structural equation modelling (SEM) was used.FindingsResults showed that store brand experiences significantly affected consumers and the four brand experience dimensions exerted differentiated effects. Sensory and behavioural experiences directly increased intentions to visit the store, whereas intellectual and emotional experiences promoted visit intentions via enhanced brand equity.Originality/valueThis is the first retail study investigating a virtual tour through the lens of brand experience. It is also one of a handful that examined the distinctive effects of the four brand experience dimensions, which deserve scholars’ attention and further inquiry. The virtual tour can be a powerful branding tool in the online-dominant retailing era. Retailers can employ a virtual tour not only to increase brand equity but also to cultivate consumers’ intentions to visit their stores. Furthermore, the use of 360-degree interactive media to evoke the virtual experience of a store renders higher generalizability and extendibility in future research and practice.
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Nie, Sen, and Yan Liu. "Analysis of Application of Digital Media Arts." Advanced Materials Research 989-994 (July 2014): 4223–25. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4223.

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In 21st century, with the leaping advances in science and technology, computers and the rapid development of science and technology industry, formed by combining human intelligence and high-tech digital content industry that corresponds to the rapid development, and developing at an astonishing speed into a pillar industry of the knowledge economy in the new century. It is well known that digital media are based on digitized text, sound, images, Graphics, animation and video images as information carriers, through means of dissemination and development of science and technology. Basic characteristics of digital media arts: Cross uses online media which contains computer-animated production, the television advertising shoot, digital music player, there are activities such as online games, virtual reality, network, performance art, video, interactive installations and DV (digital video). This paper discusses the present status of digital media art, features, applications in education, vocational orientation and analysis of the development trend.
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Cabezos-Bernal, P. M., P. Rodriguez-Navarro, and T. Gil-Piqueras. "DOCUMENTING PAINTINGS USING GIGAPIXEL SFM PHOTOGRAMMETRY." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-M-1-2021 (August 28, 2021): 93–100. http://dx.doi.org/10.5194/isprs-archives-xlvi-m-1-2021-93-2021.

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Abstract. Capturing paintings with gigapixel resolution (resolution around 1000 megapixels or greater) is an innovative technique that is starting to be used by some important international museums for documenting, analysing, and disseminating their masterpieces.This line of research is extremely interesting, not only for art curators and scholars, but also for the general public. The results can be disseminated through online virtual tours, offering a detailed interactive visualization. These virtual tours allow the viewer to delve into the artwork, in such a way, that it is possible to zoom in and observe those details, which would be negligible to the naked eye in a real visit. Therefore, this kind of virtual visualization using gigapixel images becomes an essential tool to enhance this cultural heritage and to make it accessible to everyone.This article will describe an affordable methodology, based on SfM photogrammetry techniques, with which it will be possible to achieve a very high level of detail and chromatic fidelity, when documenting and disseminating pictorial artworks. As a practical example, there will be shown a case study of the altarpiece, from the Museo de Bellas Artes de Valencia (Spain), entitled Virgen de las fiebres, painted around 1500 by Bernardino di Benedetto di Biagio, nicknamed ‘Il Pinturicchio' (Perugia, ca. 1454 – Siena, 1513).
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Mormer, Elaine. "What's in Your Teaching Toolbox?" Seminars in Hearing 39, no. 01 (February 2018): 107–14. http://dx.doi.org/10.1055/s-0037-1613710.

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AbstractEducators are faced with an array of tools available to enhance learning outcomes in the classroom and clinic. These tools range from those that are very simple to those that are sufficiently complex to require an investment in learning time. This article summarizes a collection of teaching tools, ordered by the time involved in learning proficient use. Simple tools described include specific online blogs providing support for faculty and student writing and a simple method to capture and download videos from YouTube for classroom use. More complex tools described include a Web-based application for custom-created animated videos and an interactive audience polling system. Readers are encouraged to reflect on the tools most appropriate for use in their own teaching toolbox by considering the requisite time to proficiency and suitability to address desired learner outcomes.
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Bedford, Simon, and Jon Mason. "How to impart tacit knowledge: “Blending Chess and Chemistry”." New Directions in the Teaching of Physical Sciences, no. 3 (February 23, 2016): 59–63. http://dx.doi.org/10.29311/ndtps.v0i3.421.

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Retrosynthesis has been likened to the game of chess. There are relatively simple rules to learn, but only through experience and practice can a learner acquire the tacit knowledge required for mastery of the subject. This makes it a challenging topic to teach effectively to a large and diverse cohort of learners. Lectures are a good way of transmitting knowledge, but do not provide the engagement and training that is essential in developing a deep understanding of retrosynthesis. Therefore, students tend to struggle to achieve success in this topic. This project aimed to alleviate this problem by producing online learning resources to be combined with traditional face-to-face teaching methods to develop a blended learning approach. These resources included animated videos, quizzes, worked examples and other interactive learning materials. Analysis of examination results and learner feedback showed that the supplementary resources not only improved student performance and understanding, but also provided a more satisfactory learning experience. External evaluation suggested that the learning package has significant potential and development should be continued. The package of learning resources can be viewed online at: people.bath.ac.uk/ch3jhm
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Lebeaux, Pamela, Joseph Meheski, Jennifer Stuart, and Robin Christians. "Internet Outreach in Statewide Long-Range Planning: New Jersey Experience." Transportation Research Record: Journal of the Transportation Research Board 1817, no. 1 (January 2002): 120–29. http://dx.doi.org/10.3141/1817-15.

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The New Jersey Department of Transportation (NJDOT) recently tested the use of a public involvement website devoted to statewide long-range planning. The website, www.njchoices.com, was launched in April 2000 as a cornerstone of the public involvement program for the current plan update. This initiative allowed NJDOT to explore the use of Internet technology for dialogue concerning long-range investment priorities. In addition, NJDOT gained a better understanding of the technical and administrative requirements of maintaining an interactive site. Along with information on the planning process and statewide transportation issues, the website included mechanisms through which users could voice their concerns. Innovative features included a transportation budget game, an interactive demographic map, and an animated tutorial on the sources of traffic growth. These features received more use than an online survey on transportation priorities or a virtual suggestion box for user comments. Between April 2000 and July 2001, the website recorded 9,209 user sessions, reaching a broader audience than traditional outreach methods for statewide planning. Usage was shown to be strongly associated with publicity for the site. Other findings concern ways to integrate web-based and traditional outreach methods, the importance of user testing of site content, and the need to establish an organizational framework for institutionalization of the website.
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Myadzelets, A. V., and N. M. Luzhkova. "GIS mapping to solve environment education tasks: interactive map of vegetation “Along the Doppelmair’s trail”." Geodesy and Cartography 955, no. 1 (February 20, 2020): 7–18. http://dx.doi.org/10.22389/0016-7126-2020-955-1-7-18.

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Environmental education is an important function of Protected Areas among them nature reserves. It includes development of visible and available materials on tours and routes, on geographical and environmental features of a territory, and on unique species of flora and fauna. Interactive map of vegetation “Along Doppelmair’s trail” is an example of scientific information visualization. It was made for a distant and restricted core area in Barguzinsky Nature Reserve. We applied traditional geographical approaches and methods (field research, geobotanical descriptions) and modern GIS technologies (creation of unit database on landscape foundation, satellite image interpretation, infogram visualization) to create the map. As a result a GIS product is created with ArcMAP and located on the ArcGIS Online platform. This map shows characteristic vegetation types, succession stages of pyrogenic dynamics of forest geosystems formed during a century period. Infograms demonstrate information on sites with wild animal encounters, vegetation distribution, landscape features, and photographical materials. This interactive map is a way for environment protection popularization and solving some educational tasks for Protected Areas. It gives an opportunity to study changes in vegetation from Lake Baikal shoreline to mountain peaks of Bаrguzinskii Range, learn typical flora and fauna species, including endangered ones, find interesting historical facts about the reserve, and, thus, get an idea of uniqueness and fragility of nature and the importance of protection attempts.
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Wondrak, Stephan. "Proposals for enhancements of topographic maps for high alpine tours." Abstracts of the ICA 1 (July 15, 2019): 1. http://dx.doi.org/10.5194/ica-abs-1-405-2019.

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<p><strong>Abstract.</strong> Today we have diverse and high-quality bases for the planning of high alpine tours. Most widely used are topographic maps, tour guides and online portals. In combination with a topographic map or a map extract, photos and topos, the textual description of a tour guide gives us a comprehensive and detailed picture of our planned high alpine tour. However, this picture can still be improved. The character of a high alpine tour is determined by many criteria. Some of the most important ones can be examined with a topographic map:</p><ul><li>Length of the tour (distances, total time)</li><li>Altitude profile (in relation to sea level, differences in altitude)</li><li>Steepness and exposure of the terrain (steep faces, ridges)</li><li>Land cover (rock, glacier, moraine, meadows, forest)</li></ul><p>Other important criteria of a high alpine tour are described textually in tour guides and tour reports on the Internet.</p><p>Some of these criteria or properties remain unchanged over a long time, others can change within hours. Unchanging properties are for instance the</p><ul><li>Difficulties in climbing (according to international UIAA scale)</li><li>Stability or fragility of the rocks</li><li>Clarity of the terrain (structure, important for pathfinding)</li></ul><p>Slowly changing properties are the</p><ul><li>Condition of glaciers (snow cover, crevasses, retreat)</li><li>Stability of slopes (glacial moraines)</li><li>Degree of protection (security hooks, safety rods, fixed ropes, rappelling points)</li><li>Marking of the route (Steinmänner, coloured markings)</li><li>Number of rope teams on the route (potential waiting times, traffic jams, oncoming traffic)</li></ul><p>Suddenly changing properties are the</p><ul><li>Weather conditions (temperature, wind, clouds, rain- or snowfall, sight, insolation)</li><li>Conditions on the terrain (fresh snow, moisture, icing of the rocks)</li><li>Rock or ice fall</li></ul></p>From the cartographic perspective, in particular the unchanging or slowly changing properties are of interest. How can these properties be mapped in an accurate and comprehensible way?</p><p>This presentation focuses on potential enhancements of topographic maps, topos and tour guides, to map the above-named unchanging or slowly changing properties of high alpine tours. In this context, the avoidance of overcrowding of the already dense topographic maps is an important requirement, especially for the printed versions of these maps. In interactive online maps, the new map content can be added with a new map layer. Tour guides often include extracts of a topographic map, where requirements and constraints for new map content may be not as strong as in the original printed version. The potential for enhancements of the existing planning bases for high alpine tours is considerable. Due to global warming, route conditions are changing quickly. Unexpected situations on high alpine tours emphasize the necessity of an enhancement or supplement of the existing cartographic representations.</p>
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Zakharova, Svetlana G., Sergey N. Yashin, Lyudmila F. Sukhodoeva, Natalia S. Somenkova, and Sergey V. Tumanov. "Assessment of the professional competencies formation in students in the course of implementing online digital learning technologies." SHS Web of Conferences 103 (2021): 02006. http://dx.doi.org/10.1051/shsconf/202110302006.

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The article substantiates the relevance of research on the assessment of students’ professional competencies in the course of implementing online digital learning technologies at universities, as well as unpacks the features of the flipped learning system as a means of determining the assimilation of competencies by students in the studied disciplines. The authors consider the flipped learning implementation methods, such as information collection, analysis, systematization, understanding, application, and competencies. It is shown that digital technologies in education, being a complicated multifunctional complex of influence on the quality of education, have a very ambiguous effect on the formation of professional competencies. Revealed specifics of using high-quality resources when creating digital technologies include special illustrations, a large number of diagrams, animations, audio fragments, web-3.0, video fragments, interactive tasks, animated presentation forms, maps, analytical tables, digital content designed according to the rules of digital communications, its presence in social networks, and much more. The sociological study was conducted involving groups of intramural students of one of the leading universities of the Russian Federation. The professional competencies that students receive in the context of the implementation of online technologies have been assessed. The results of sociological study on students’ readiness for flipped learning have been presented in graphical form. The authors have analyzed the effectiveness of different forms of classes, such as lectures, practical classes, and control, as well as have systematized the trends of educational processes digitalization, and their role in the development of economic processes.
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Boutsi, Argyro-Maria, Charalabos Ioannidis, and Sofia Soile. "An Integrated Approach to 3D Web Visualization of Cultural Heritage Heterogeneous Datasets." Remote Sensing 11, no. 21 (October 26, 2019): 2508. http://dx.doi.org/10.3390/rs11212508.

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The evolution of the high-quality 3D archaeological representations from niche products to integrated online media has not yet been completed. Digital archives of the field often lack multimodal data interoperability, user interaction and intelligibility. A web-based cultural heritage archive that compensates for these issues is presented in this paper. The multi-resolution 3D models constitute the core of the visualization on top of which supportive documentation data and multimedia content are spatial and logical connected. Our holistic approach focuses on the dynamic manipulation of the 3D scene through the development of advanced navigation mechanisms and information retrieval tools. Users parse the multi-modal content in a geo-referenced way through interactive annotation systems over cultural points of interest and automatic narrative tours. Multiple 3D and 2D viewpoints are enabled in real-time to support data inspection. The implementation exploits front-end programming languages, 3D graphic libraries and visualization frameworks to handle efficiently the asynchronous operations and preserve the initial assets’ accuracy. The choice of Greece’s Meteora, UNESCO world site, as a case study accounts for the platform’s applicability to complex geometries and large-scale historical environments.
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Oliynik, Viktor V., Oleksandr M. Samoylenko, Ilona V. Batsurovs’ka, and Nataliia A. Dotsenko. "ФОРМУВАННЯ ПРОФЕСІЙНИХ КОМПЕТЕНЦІЙ МАЙБУТНІХ АГРОІНЖЕНЕРІВ У КОМП’ЮТЕРНО ОРІЄНТОВАНОМУ СЕРЕДОВИЩІ ЗАКЛАДУ ВИЩОЇ ОСВІТИ." Information Technologies and Learning Tools 68, no. 6 (December 27, 2018): 140. http://dx.doi.org/10.33407/itlt.v68i6.2525.

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The article considers the technology of competences acquirement for the higher education applicants of specialty ‘Agricultural engineering’ in the conditions of information and educational environment. There are analyzed the concepts of competency and competences. Thre are considered the general and professional competences of the future agricultural engineers in accordance with the current standards. It is proposed the methods for coding competences and their structural components. There are provided the tools of the information and educational environment, with the help of which it is possible to realize the acquisitions of the competences of future agricultural engineers. To ensure that the system for the competences acquirement for the future agricultural engineers is rational in the conditions of the information and educational environment, there are presented the stages of the technology: the formation of curriculum, the coding of competences, the development of the competence repository. In the context of the information and educational environment, there are presented the tools for obtaining the future agricultural engineers competences, such as interactive lectures on audio-visual support, online lab work with multimedia support, electronic test training simulators; interactive test online control, animated multimedia presentations for practical work; electronic online questionnaire of knowledge control, videoconference for the development of engineering thought, online glossary for applicants of higher education with the aim of mastering engineering terminology from professional disciplines, communicating in a thematic forum to discuss problematic questions and answers to questions from higher education applicants. The authors have presented the scheme for assessing the existing professional competence of future agricultural engineers, which is based on a system of empirical indicators reflecting the level of mastery of competence. It is also presented the calculation of the regression coefficient in the process of obtaining competences in the conditions of the information and educational environment. It is emphasized that the mentioned system is influenced by statistical studies (measurement and analysis - systematization and grouping of statistical data); qualitative and quantitative assessment of the degree of expression of the characteristics of the subjects - assessment of the components of competence and input, current, modular and final control, expert evaluation, solution of design tasks, testing and recording of the regression coefficient in the process of acquiring the competences of future agricultural engineers in the conditions of the information and educational environment. It is given the formula for calculating the regression coefficient, which can take into account the factors that affect the process of entering competences for future agricultural engineers in the context of the information and educational environment.
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Barkova, Julia. "APPLICATION FEATURES OF ELECTRONIC TEACHING MATERIALS IN PROFESSIONAL TRAINING OF SPECIALISTS IN THE FIELD OF PHYSICAL EDUCATION AND SPORTS." Continuing Professional Education: Theory and Practice, no. 4 (2020): 66–74. http://dx.doi.org/10.28925/1609-8595.2020.4.8.

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The article considers the peculiarities of the use of electronic learning tools in the process of training future specialists in physical education and sports. An analysis of the scientific literature on the use of electronic tools in the educational process in higher education is conducted. The experience of using e-learning tools in the process of training specialists in physical education and sports at Zaporizhia National University is generalized. A classification has been formed and four groups of e-learning tools have been substantiated for the training of future specialists in physical education and sports. The first group includes an electronic textbook. It is established that its educational functionality is higher than that of paper. The second group included quasi-professional learning tools using Google Wave, Google Groups, Zoom, FreeConferenceCall, Google Meet, Kahoot and QUIZIZZ, as well as LearningApps tools, which gave students the opportunity to create their own interactive exercises and learning games. The third group included multimedia teaching tools for creating presentations using Prezi, online application for animated video presentations PowToon, video editors Windows Movie Maker and VSDC Free Video Editor, visualization tools using online graphics services Google Developers, Easel.ly, Piktochart, Infogr.am, graphic editors Adobe Photoshop, The GIMP, Paint.net, PhotoInstrument, as well as tools for reproducing educational virtual reality using mobile VR-helmets OCULUS GO, MIRAGE SOLO, GEAR VR. The fourth group of e-learning tools in the training of future specialists in physical culture and sports included e-learning tools and its components, in particular, software and hardware Moodle, which allows you to develop exercises and tests to consolidate theoretical material and generalize knowledge of specialists in physical culture and sports. Scientific and methodological substantiation and recommendations on the use of electronic learning tools in the process of training specialists in physical culture and sports are provided.
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Day, Suzanne, Allison Mathews, Meredith Blumberg, Thi Vu, Stuart Rennie, and Joseph D. Tucker. "Broadening community engagement in clinical research: Designing and assessing a pilot crowdsourcing project to obtain community feedback on an HIV clinical trial." Clinical Trials 17, no. 3 (February 3, 2020): 306–13. http://dx.doi.org/10.1177/1740774520902741.

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Background/Aims Community engagement is widely acknowledged as an important step in clinical trials. One underexplored method for engagement in clinical trials is crowdsourcing. Crowdsourcing involves having community members attempt to solve a problem and then publicly sharing innovative solutions. We designed and conducted a pilot using a crowdsourcing approach to obtain community feedback on an HIV clinical trial, called the Acceptability of Combined Community Engagement Strategies Study. In this work, we describe and assess the Acceptability of Combined Community Engagement Strategies Study’s crowdsourcing activities in order to examine the opportunities of crowdsourcing as a clinical trial community engagement strategy. Methods The crowdsourcing engagement activities involved in the Acceptability of Combined Community Engagement Strategies Study were conducted in the context of a phase 1 HIV antibody trial (ClinicalTrials.gov identifier: NCT03803605). We designed a series of crowdsourcing activities to collect feedback on three aspects of this clinical trial: the informed consent process, the experience of participating in the trial, and fairness/reciprocity in HIV clinical trials. All crowdsourcing activities were open to members of the general public 18 years of age or older, and participation was solicited from the local community. A group discussion was held with representatives of the clinical trial team to obtain feedback on the utility of crowdsourcing as a community engagement strategy for informing future clinical trials. Results Crowdsourcing activities made use of innovative tools and a combination of in-person and online participation opportunities to engage community members in the clinical trial feedback process. Community feedback on informed consent was collected by transforming the clinical trial’s informed consent form into a series of interactive video modules, which were screened at an open public discussion. Feedback on the experience of trial participation involved designing three fictional vignettes which were then transformed into animated videos and screened at an open public discussion. Finally, feedback on fairness/reciprocity in HIV clinical trials was collected using a crowdsourcing idea contest with online and in-person submission opportunities. Our public discussion events were attended by 38 participants in total; our idea contest received 43 submissions (27 in-person, 16 online). Facebook and Twitter metrics demonstrated substantial engagement in the project. The clinical team found crowdsourcing primarily useful for enhancing informed consent and trial recruitment. Conclusion There is sufficient lay community interest in open calls for feedback on the design and conduct of clinical trials, making crowdsourcing both a novel and feasible engagement strategy. Clinical trial researchers are encouraged to consider the opportunities of implementing crowdsourcing to inform trial processes from a community perspective.
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Bavington, Melissa. "Engaging Children with Herbarium Specimens at Royal Botanic Gardens Kew’s Science Festival." Biodiversity Information Science and Standards 2 (June 15, 2018): e25933. http://dx.doi.org/10.3897/biss.2.25933.

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The Kew and Wakehurst Science Festivals consists of five days of activities over two weekends. Workshops and tours allow visitors to engage with the scientists and their research. We designed an interactive experience, so children could understand what a herbarium sheet is and the process of making one. The Herbarium accessions an average of 30,000 specimens per year and because specimens need to have a long life and be able to withstand being handled for hundreds of years they need to be ‘mounted’ according to strict protocols and guidelines. Botanical specimens are vital to research at Kew and beyond, providing key scientific data. Once mounted onto herbarium sheets botanical specimens are added to the Herbarium and made widely available to visiting scientists and researchers. Digitising these specimens increases access further through online portals. To achieve a specimen that can be handled for many years the specimens are mounted onto archival paper, along with their labels, before being added to the collection. There are 6 members in RBG Kew’s Specimen Preparation team who work full time to prepare botanical specimens for accession into the Herbarium collection; which currently stands at 7 million specimens and the oldest dates from the 1700s. We simplified this specimen preparation process down to the basic component parts of paper, glue, plant material and pressing. Using material and tools that visitors would be able to find for themselves; art paper, child friendly glue and plant material used in flower crafts we created a hands-on experience for mounting a herbarium specimen. The Science Festival is now in its 3rd year and each year the activity has been modified based on lessons learned over the course of the festival and each year. The stall is immensely popular going from 300 participants in the first year to over 700 in 2017. In the second year we added a new dimension and allowed visitors to image the specimens they created allowing them to zoom in and see plant parts and structures in further detail to highlight the importance of digitisation. These images can be viewed on the Kew Science Flickr group.
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Caniza, M., M. Homsi, and C. Rodriguez-Galindo. "#80: Developing and Implementing an Infectious Diseases Training Seminar for Global Healthcare Providers for Children with Cancer." Journal of the Pediatric Infectious Diseases Society 10, Supplement_1 (March 1, 2021): S13. http://dx.doi.org/10.1093/jpids/piaa170.037.

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Abstract Background Well-trained and dedicated personnel for infection care and prevention is essential for optimal care in pediatric oncology centers. Feedback from global collaborators consistently identifies education and training as a priority. We collaboratively designed and implemented a blended methodology training course focused on four essential themes: infectious complications in pediatric cancer; quality in infection care; quality in infection prevention; and, sustainability, research, and dissemination. Methods Using our team’s subject matter expertise and experience developing training materials, we designed the training seminar comprising two components: (1) an 8-week distance-learning segment delivered online through our free, education website (www.Cure4Kids.org) which focuses on building foundational knowledge in the identified essential themes of infection diseases; and, (2) a 2-week residential training seminar delivered face-to-face at St. Jude Children’s Hospital, which consolidates training through interactive lectures, workshops, clinical and research area tours, and research project presentations. Results The initial launch in 2017 trained 22 healthcare providers from 17 healthcare institutions in 10 countries. Knowledge gain from pretest to posttest for each module was significant (P &lt; 0.001). Satisfaction with course delivery was high; most participants (93–100%) found each module’s content relevant to their daily practice. For residential training, participants rated each day as either good (median: 10%; range: 5–25%) or outstanding (median: 90%; range: 75–95%). Individual research projects developed by course participants focused on bloodstream infections, febrile neutropenia, multi-drug-resistant organisms, fungal infections, hand hygiene, antibiotic prophylaxis, and infection prevention. After the course conclusion, nearly half (n = 9) implemented their project idea in their clinical practice or prepared it for submission as academic merit or to a scientific conference. Now in its fourth year, the course has also incorporated training in leadership and quality. As of December 2019, this Infectious Diseases Training Seminar has trained 145 participants from 102 institutions in 48 countries. Graduates of the course formed two professional networks, one in Latin America and another in the Asia Pacific region. Members of the network participate in local capacity building, research, quality improvement, and education in infection care and prevention. Conclusions The course has and continues to meet the verbalized need for education and training opportunities in infection care and prevention for the pediatric cancer patient population. Our experience models how targeted training efforts can strengthen the quality of the healthcare workforce for improving outcomes in pediatric cancer care globally.
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Powers, Jacquelyn M., and Deborah I. Thompson. "The Development of Ironchild: A Web-Based Intervention to Improve Adherence in Children with Iron Deficiency Anemia." Blood 134, Supplement_1 (November 13, 2019): 2163. http://dx.doi.org/10.1182/blood-2019-124181.

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INTRODUCTION Iron deficiency anemia (IDA) affects approximately 3% of children 1 to 3 years of age and is associated with poor neurocognitive outcomes. Children of Hispanic/Latino ethnicity, from primarily Spanish-speaking homes, and/or those of low socioeconomic status, are disproportionately affected. Oral iron therapy for 3 to 6 months is considered standard care therapy and mitigates these effects. Yet non-adherence often results in treatment failure, prolonging the treatment course and negative health consequences of IDA. Limited previous work has focused on interventions to improve adherence to iron therapy. Behavior change interventions, particularly when designed within a theoretical framework, can improve rates of treatment adherence. Our objective was to design a theoretically-based behavioral intervention to improve adherence to oral iron therapy in young children with nutritional IDA. METHODS Formative research was conducted via a mixed-methods study of 20 children with nutritional IDA and their primary caretaker. Demographic information, including number of children and caregivers in the home, was obtained from the primary caregiver. Clinical aspects of patients' IDA diagnosis and iron therapy were obtained from the electronic medical record. Semi-structured interviews with caregivers were conducted to characterize barriers to and facilitators of iron therapy. A framework for a technology-based intervention, named IRONCHILD, was created to coincide with clinical visit time points over a three-month period. Results from the formative research, along with constructs from the self-determination theory of motivation (autonomy, competence, relatedness), informed message content for the intervention scripts. This theory was selected because the degree to which its three principle constructs (basic psychological needs) are met drives levels of motivation to perform a specific behavior such as medication adherence. Three scripted online intervention sessions were developed, professionally translated into Spanish, and then animated by a professional animation and web design studio. Audio recording with a professional bilingual voice actor provided the narration for online sessions. RESULTS IRONCHILD is an interactive website with specific message content designed to be delivered at three standard of care clinical visits (Figure). At the initial visit, participants are introduced to a relational agent or virtual health educator, Maria, who is a pediatric nurse and mother of a child formerly treated for IDA. Maria provides an introduction to the overall program format and content and guides each session. Participants next view a Topic Introduction animation that provides an overview of the diagnosis of IDA, its clinical consequences, and a typical treatment course with oral iron therapy. This is followed by two unique content segments that provide information on (1) dietary counseling and (2) administration of oral iron therapy. Following each of the content segment, participants view question/response options, make a selection, and receive feedback. At the end of the session, participants select goal(s) related to therapy adherence for the interval between clinical visits. The second session provides two additional content segments that focus on (1) problem-solving for difficulties related to medication administration and (2) identifying motivating factors to adhere to therapy. The third session allows users to access all previous content and provides closing information about adhering to any ongoing treatment recommendations from their child's provider. Between visits, access to the website occurs via a unique username and password caregivers can use to logon to the website and view previous sessions. All aspects of IRONCHILD are available in both English and Spanish. Finally, an administrative dashboard for IRONCHILD captures program usage information as families log onto the program and navigate the sessions (e.g., number of log-ins; responses to question prompts; goals set; goal attainment). CONCLUSIONS IRONCHILD is a theoretically-based online intervention designed to improve adherence to oral iron therapy in caregivers of young children with nutritional IDA. Further research is needed to assess the effectiveness of the intervention on adherence as well as factors that affect implementation into routine clinical care.
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Erickson, Alyssa Huber. "The Iterative Redesign of an Online University Course: NDFS 100, Essentials of Nutrition." International Journal of Designs for Learning 8, no. 2 (November 8, 2017). http://dx.doi.org/10.14434/ijdl.v8i2.23744.

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This design case looks closely at the unique elements of redesigning an online nutrition course from April 2016 to April 2017. The online course was designed, developed, and offered for students through Brigham Young University Independent Study (BYUIS). During the course of one year, the author and stakeholders collaborated and made several iterative changes to the original online course. These iterations were based on the unique context of BYUIS, which included two paradigm shifts: moving courses to a semester-based schedule for BYU Online and shifting to a new Learning Management System (LMS). This context shaped design decisions, including the creation of eight custom animated videos, new artwork on every page, four discussion boards, eleven interactive activities, and several new content pages. Iterative design decisions were initiated by student feedback, faculty experience and collaboration, and design failures. Several production teams at BYUIS (e.g., animation, illustration) contributed to the success of this redesign. This design case seeks to give the reader a vicarious experience of the iterative one-year redesign process
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Martzoukou, Konstantina. "“Maddie is online”: an educational video cartoon series on digital literacy and resilience for children." Journal of Research in Innovative Teaching & Learning ahead-of-print, ahead-of-print (December 8, 2020). http://dx.doi.org/10.1108/jrit-06-2020-0031.

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PurposeThis paper examines children's development of digital literacy, resilience and citizenship in the online environment, addressing active engagement and participation via cartoon videos. Previous research has emphasised the positive role of cartoons in different educational contexts, as important agents of attracting children's attention and interest with opportunities to engage in contextual and collaborative learning.Design/methodology/approachThe work describes the design and an initial pilot study of the animated cartoon video series, with a group of 30 children in an S1 class, at a secondary school in Scotland as part of workshop addressing digital resilience themes. Children worked individually and in teams in a series of interactive activities, which were evaluated by means of a short questionnaire survey.FindingsThe majority of the children enjoyed the cartoon videos which addressed a story of cyberbullying and, in teams, they chose different copying strategies. Children's verbalisations included expressions of positive feelings when connecting online, linked to socialising, creative and playful activities and they expressed a preference towards speaking to their parents and friends rather than their teachers when dealing with online challenges.Research limitations/implicationsChildren not only enjoyed watching the cartoon story but had an interest to learn more about how other children deal with the pressures and challenges of the online world, how to manage their own digital footprint and, particularly, how easy it is to spread personal information online.Practical implicationsCartoon animations present an opportunity to act as a basis for encouraging children to exchange ideas and engage in dialogue in class and at home by means of creating a point of reference which creates an environment, where pressure is taken away from the “self”. The cartoon character can be the focal point for discussion on issues that may be difficult to address directly and on a personal level because of insecurity or fear.Social implicationsBoth teachers and parents have a responsibility to offer support and advice to children and ensure their online safety and resilience. Engaging with children in open further dialogue via fun and interactive cartoon-based activities may help to further explore and understand their perspectives.Originality/valueThe work addresses everyday life issues encountered online and aims to offer educators and parents an engaging and fun series of activities, harnessing the advantages of cartoon video animation as a didactical resource that can utilised as a supplementary learning tool inside the classroom and at home.
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Hahn, Troy, and Patricia A. Curtis. "Developing and delivering food systems training programs for 21st century audiences." International Journal of Food Studies 5, no. 1 (April 18, 2016). http://dx.doi.org/10.7455/ijfs.v5i1.251.

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Expectations for training programmes today are very different from expectations for training programmes in the past, because today’s audiences are not only multigenerational, but the younger generations learn in distinctly different ways from older, more traditional audiences. To meet the needs of these multigenerational audiences, the Auburn University Food Systems Institute (AUFSI) has developed on-demand, online courses that offer a variety of ways for learners to interact with training materials. For example, a typical course may offer not only traditional text, but audio, video, simulations, and more. In addition, AUFSI has developed supporting educational tools such as interactive virtual tours and video games. This approach to creating courses is a response to the different levels of experiences of the generations as well as different expectations of how materials should be delivered. In order to be effective, training materials need to be designed to appeal to this multigenerational audience. Traditionalists (born before 1946) prefer face-to-face training programmes. Baby Boomers (born 1946-1964) are more accepting of technology. Generations X (born 1965-1980), Y (born 1981- 2000) and C (born after 2000), however, expect to receive training at their convenience, to have it delivered electronically, and to be entertained as well as educated.
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Nansen, Bjorn. "Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques." M/C Journal 18, no. 5 (October 14, 2015). http://dx.doi.org/10.5204/mcj.1026.

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Introduction It is now commonplace for babies to begin their lives inhabiting media environments characterised by the presence, distribution, and mobility of digital devices and screens. Such arrangements can be traced, in part, to the birth of a new regime of mobile and touchscreen media beginning with the release of the iPhone in 2007 and the iPad in 2010, which stimulated a surge in household media consumption, underpinned by broadband and wireless Internet infrastructures. Research into these conditions of ambient mediation at the beginnings of life, however, is currently dominated by medical and educational literature, largely removed from media studies approaches that seek to understand the everyday contexts of babies using media. Putting aside discourses of promise or peril familiar to researchers of children’s media (Buckingham; Postman), this paper draws on ongoing research in both domestic and social media settings exploring infants’ everyday encounters and entanglements with mobile media and communication technologies. The paper identifies the ways infants’ mobile communication is assembled and distributed through touchscreen interfaces, proxy parent users, and commercial software sorting. It argues that within these interfacial, intermediary, and interactive contexts, we can conceptualise infants’ communicative agency through an emerging repertoire of techniques: accidental, assisted and automated. This assemblage of infant communication recognises that children no longer live with but in media (Deuze), which underscores the impossibility of a path of media resistance found in medical discourses of ‘exposure’ and restriction, and instead points to the need for critical and ethical responses to these immanent conditions of infant media life. Background and Approach Infants, understandably, have largely been excluded from analyses of mobile mediality given their historically limited engagement with or capacity to use mobile media. Yet, this situation is undergoing change as mobile devices become increasingly prominent in children’s homes (OfCom; Rideout), and as touchscreen interfaces lower thresholds of usability (Buckleitner; Hourcade et al.). The dominant frameworks within research addressing infants and media continue to resonate with long running and widely circulated debates in the study of children and mass media (Wartella and Robb), responding in contradictory ways to what is seen as an ever-increasing ‘technologization of childhood’ (McPake, Plowman and Stephen). Education research centres on digital literacy, emphasising the potential of mobile computing for these future digital learners, labourers, and citizens (McPake, Plowman and Stephen). Alternatively, health research largely positions mobile media within the rubric of ‘screen time’ inherited from older broadcast models, with paediatric groups continuing to caution parents about the dangers of infants’ ‘exposure’ to electronic screens (Strasburger and Hogan), without differentiating between screen types or activities. In turn, a range of digital media channels seek to propel or profit from infant media culture, with a number of review sites, YouTube channels and tech blogs promoting or surveying the latest gadgets and apps for babies. Within media studies, research is beginning to analyse the practices, conceptions and implications of digital interfaces and content for younger children. Studies are, for example, quantifying the devices, activities, and time spent by young children with mobile devices (Ofcom; Rideout), reviewing the design and marketing of children’s mobile application software products (e.g. Shuler), analysing digital content shared about babies on social media platforms (Kumar & Schoenebeck; Morris), and exploring emerging interactive spaces and technologies shaping young children’s ‘postdigital’ play (Giddings; Jayemanne, Nansen and Apperley). This paper extends this growing area of research by focusing specifically on infants’ early encounters, contexts, and configurations of mobile mediality, offering some preliminary analysis of an emerging repertoire of mobile communication techniques: accidental, assisted, and automated. That is, through infants playing with devices and accidentally activating them; through others such as parents assisting use; and through software features in applications that help to automate interaction. This analysis draws from an ongoing research project exploring young children’s mobile and interactive media use in domestic settings, which is employing ethnographic techniques including household technology tours and interviews, as well as participant observation and demonstrations of infant media interaction. To date 19 families, with 31 children aged between 0 and 5, located in Melbourne, Australia have participated. These participating families are largely homogeneous and privileged; though are a sample of relatively early and heavy adopters that reveal emerging qualities about young children’s changing media environments and encounters. This approach builds on established traditions of media and ethnographic research on technology consumption and use within domestic spaces (e.g. Mackay and Ivey; Silverstone and Hirsch), but turns to the digital media encountered by infants, the geographies and routines of these encounters, and how families mediate these encounters within the contexts of home life. This paper offers some preliminary findings from this research, drawing mostly from discussions with parents about their babies’ use of digital, mobile, and touchscreen media. In this larger project, the domestic and family research is accompanied by the collection of online data focused on the cultural context of, and content shared about, infants’ mobile media use. In this paper I report on social media analysis of publicly shared images tagged with #babyselfie queried from Instagram’s API. I viewed all publicly shared images on Instagram tagged with #babyselfie, and collected the associated captions, comments, hashtags, and metadata, over a period of 48 hours in October 2014, resulting in a dataset of 324 posts. Clearly, using this data for research purposes raises ethical issues about privacy and consent given the posts are being used in an unintended context from which they were originally shared; something that is further complicated by the research focus on young children. These issues, in which the ease of extracting online data using digital methods research (Rogers), needs to be both minimised and balanced against the value of the research aims and outcomes (Highfield and Leaver). To minimise risks, captions and comments cited in this paper have been de-identified; whist the value of this data lies in complementing and contextualising the more ethnographically informed research, despite perceptions of incompatibility, through analysis of the wider cultural and mediated networks in which babies’ digital lives are now shared and represented. This field of cultural production also includes analysis of examples of children’s software products from mobile app stores that support baby image capture and sharing, and in particular in this paper discussion of the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. The rationale for drawing on these multiple sources of data within the larger project is to locate young children’s digital entanglements within the diverse places, platforms and politics in which they unfold. This research scope is limited by the constraints of this short paper, however different sources of data are drawn upon here in order to identify, compare, and contextualise the emerging themes of accidental, assisted, and automated. Accidental Media Use The domestication and aggregation of mobile media in the home, principally laptops, mobile phones and tablet computers has established polymediated environments in which infants are increasingly surrounded by mobile media; in which they often observe their parents using mobile devices; and in which the flashing of screens unsurprisingly draws their attention. Living within these ambient media environments, then, infants often observe, find and reach for mobile devices: on the iPad or whatever, then what's actually happening in front of them, then naturally they'll gravitate towards it. These media encounters are animated by touchscreens interfaces that are responsive to the gestural actions of infants. Conversely, touchscreen interfaces drive attempts to swipe legacy media screens. Underscoring the nomenclature of ‘natural user interfaces’ within the design and manufacturer communities, screens lighting up through touch prompts interest, interaction, and even habituation through gestural interaction, especially swiping: It's funny because when she was younger she would go up the T.V. and she would try swiping to turn the channel.They can grab it and start playing with it. It just shows that it's so much part of their world … to swipe something. Despite demonstrable capacities of infants to interact with mobile screens, discussions with parents revealed that accidental forms of media engagement were a more regular consequence of these ambient contexts, interfacial affordances and early encounters with mobile media. It was not uncommon for infants to accidentally swipe and activate applications, to temporarily lock the screen, or even to dial contacts: He didn't know the password, and he just kept locking it … find it disabled for 15 minutes.If I've got that on YouTube, they can quite quickly get on to some you know [video] … by pressing … and they don't do it on purpose, they're just pushing random buttons.He does Skype calls! I think he recognizes their image, the icon. Then just taps it and … Similarly, in the analysis of publicly shared images on Instagram tagged with #babyselfie, there were instances in which it appeared infants had accidentally taken photos with the cameraphone based on the image content, photo framing or descriptions in the caption. Many of these photos showed a baby with an arm in view reaching towards the phone in a classic trope of a selfie image; others were poorly framed shots showing parts of baby faces too close to the camera lens suggesting they accidentally took the photograph; whilst most definitive was many instances in which the caption of the image posted by parents directly attributed the photographic production to an infant: Isabella's first #babyselfie She actually pushed the button herself! My little man loves taking selfies lol Whilst, then, the research identified many instances in which infants accidentally engaged in mobile media use, sometimes managing to communicate with an unsuspecting interlocutor, it is important to acknowledge such encounters could not have emerged without the enabling infrastructure of ambient media contexts and touchscreen interfaces, nor observed without studying this infrastructure utilising materially-oriented ethnographic perspectives (Star). Significantly, too, was the intermediary role played by parents. With parents acting as intermediaries in household environments or as proxy users in posting content on their behalf, multiple forms of assisted infant communication were identified. Assisted Media Use Assisted communication emerged from discussions with parents about the ways, routines, and rationale for making mobile media available to their children. These sometimes revolved around keeping their child engaged whilst they were travelling as a family – part of what has been described as the pass-back effect – but were more frequently discussed in terms of sharing and showing digital content, especially family photographs, and in facilitating infant mediated communication with relatives abroad: they love scrolling through my photos on my iPhone …We quite often just have them [on Skype] … have the computers in there while we're having dinner … the laptop will be there, opened up at one end of the table with the family here and there will be my sister having breakfast with her family in Ireland … These forms of parental mediated communication did not, however, simply situate or construct infants as passive recipients of their parents’ desires to make media content available or their efforts to establish communication with extended family members. Instead, the research revealed that infants were often active participants in these processes, pushing for access to devices, digital content, and mediated communication. These distributed relations of agency were expressed through infants verbal requests and gestural urging; through the ways parents initiated use by, for example, unlocking a device, preparing software, or loading an application, but then handed them over to infants to play, explore or communicate; and through wider networks of relations in which others including siblings, acted as proxies or had a say in the kinds of media infants used: she can do it, once I've unlocked … even, even with iView, once I'm on iView she can pick her own show and then go to the channel she wants to go to.We had my son’s birthday and there were some photos, some footage of us singing happy birthday and the little one just wants to watch it over and over again. She thinks it's fantastic watching herself.He [sibling] becomes like a proxy user … with the second one … they don't even need the agency because of their sibling. Similarly, the assisted communication emerging from the analysis of #babyselfie images on Instagram revealed that parents were not simply determining infant media use, but often acting as proxies on their behalf. #Selfie obsessed baby. Seriously though. He won't stop. Insists on pressing the button and everything. He sees my phone and points and says "Pic? Pic?" I've created a monster lol. In sharing this digital content on social networks, parents were acting as intermediaries in the communication of their children’s digital images. Clearly they were determining the platforms and networks where these images were published online, yet the production of these images was more uncertain, with accidental self-portraits taken by infants suggesting they played a key role in the circuits of digital photography distribution (van Dijck). Automated Media Use The production, archiving, circulation and reception of these images speaks to larger assemblages of media in which software protocols and algorithms are increasingly embedded in and help to configure everyday life (e.g. Chun; Gillespie), including young children’s media lives (Ito). Here, software automates process of sorting and shaping information, and in doing so both empowers and governs forms of infant media conduct. The final theme emerging from the research, then, is the identification of automated forms of infant mobile media use enabled through software applications and algorithmic operations. Automated techniques of interaction emerged as part of the repertoire of infant mobile mediality and communication through observations and discussions during the family research, and through surveying commercial software applications. Within family discussions, parents spoke about the ways digital databases and applications facilitated infant exploration and navigation. These included photo galleries stored on mobile devices, as well as children’s Internet television services such as the Australian Broadcasting Corporation’s catch-up online TV service, iView, which are visually organised and easily scrollable. In addition, algorithmic functions for sorting, recommending and autoplay on the video-sharing platform YouTube meant that infants were often automatically delivered an ongoing stream of content: They just keep watching it [YouTube]. So it leads on form the other thing. Which is pretty amazing, that's pretty interactive.Yeah, but the kids like, like if they've watched a YouTube clip now, they'll know to look down the next column to see what they want to play next … you get suggestions there so. Forms of automated communication specifically addressing infants was also located in examples of children’s software products from mobile app stores: the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. These applications are designed to support baby image capture and sharing, promising to “allow your baby to take a photo of him himself [sic]” (Giudicelli), based on automated software features that use sounds and images to capture a babies attention and touch sensors to activate image capture and storage. In one sense, these applications may appear to empower infants to participate in the production of digital content, namely selfies, yet they also clearly distribute this agency with and through mobile media and digital software. Moreover, they imply forms of conduct, expectations and imperatives around the possibilities of infant presence in a participatory digital culture. Immanent Ethic and Critique Digital participation typically assumes a degree of individual agency in deciding what to share, post, or communicate that is not typically available to infants. The emerging communicative practices of infants detailed above suggests that infants are increasingly connecting, however this communicative agency is distributed amongst a network of ambient devices, user-friendly interfaces, proxy users, and software sorting. Such distributions reflect conditions Deuze has noted, that we do not live with but in media. He argues this ubiquity, habituation, and embodiment of media and communication technologies pervade and constitute our lives becoming effectively invisible, negating the possibility of an outside from which resistance can be mounted. Whilst, resistance remains a solution promoted in medical discourses and paediatric advice proposing no ‘screen time’ for children aged below two (Strasburger and Hogan), Deuze’s thesis suggests this is ontologically futile and instead we should strive for a more immanent relation that seeks to modulate choices and actions from within our media life: finding “creative ways to wield the awesome communication power of media both ethically and aesthetically” ("Unseen" 367). An immanent ethics and a critical aesthetics of infant mediated life can be located in examples of cultural production and everyday parental practice addressing the arrangements of infant mobile media and communication discussed above. For example, an article in the Guardian, ‘Toddlers pose a serious risk to smartphones and tablets’ parodies moral panics around children’s exposure to media by noting that media devices are at greater risk of physical damage from children handling them, whilst a design project from the Eindhoven Academy – called New Born Fame – built from soft toys shaped like social media logos, motion and touch sensors that activate image capture (much like babyselfie apps), but with automated social media sharing, critically interrogates the ways infants are increasingly bound-up with the networked and algorithmic regimes of our computational culture. Finally, parents in this research revealed that they carefully considered the ethics of media in their children’s lives by organising everyday media practices that balanced dwelling with new, old, and non media forms, and by curating their digitally mediated interactions and archives with an awareness they were custodians of their children’s digital memories (Garde-Hansen et al.). I suggest these examples work from an immanent ethical and critical position in order to make visible and operate from within the conditions of infant media life. Rather than seeking to deny or avoid the diversity of encounters infants have with and through mobile media in their everyday lives, this analysis has explored the ways infants are increasingly configured as users of mobile media and communication technologies, identifying an emerging repertoire of infant mobile communication techniques. The emerging practices of infant mobile communication outlined here are intertwined with contemporary household media environments, and assembled through accidental, assisted, and automated relations of living with mobile media. Moreover, such entanglements of use are both represented and discursively reconfigured through multiple channels, contexts, and networks of public mediation. Together, these diverse contexts and forms of conduct have implications for both studying and understanding the ways babies are emerging as active participants and interpellated subjects within a continually expanding digital culture. Acknowledgments This research was supported with funding from the Australian Research Council (ARC) Discovery Early Career Researcher Award (DE130100735). I would like to express my appreciation to the children and families involved in this study for their generous contribution of time and experiences. References Buckingham, David. After the Death of Childhood: Growing Up in the Age of Electronic Media. Polity Press: Oxford, 2000. Buckleitner, Warren. “A Taxonomy of Multi-Touch Interaction Styles, by Stage.” Children's Technology Review 18.11 (2011): 10-11. Chun, Wendy. Programmed Visions: Software and Memory. Cambridge: MIT Press, 2011. Deuze, Mark. “Media Life.” Media, Culture and Society 33.1 (2011): 137-148. Deuze, Mark. “The Unseen Disappearance of Invisible Media: A Response to Sebastian Kubitschko and Daniel Knapp.” Media, Culture and Society 34.3 (2012): 365-368. Garde-Hansen, Joanne, Andrew Hoskins and Anna Reading. Save as … Digital Memories. Hampshire: Palgrave Macmillan, 2009. Giddings, Seth. Gameworlds: Virtual Media and Children’s Everyday Play. New York: Bloomsbury, 2014. Gillespie, Tarleton. “The Relevance of Algorithms.” Media Technologies: Essays on Communication, Materiality, and Society. Eds. Tarelton Gillespie, Pablo Boczkowski and Kirsten Foot. Cambridge: MIT Press, 2014. Giudicelli, Patrick. "My Baby Selfie." iTunes App Store. Apple Inc., 2015. Highfield, Tim, and Tama Leaver. “A Methodology for Mapping Instagram Hashtags.” First Monday 20.1 (2015). Hourcade, Juan Pablo, Sarah Mascher, David Wu, and Luiza Pantoja. “Look, My Baby Is Using an iPad! An Analysis of Youtube Videos of Infants and Toddlers Using Tablets.” Proceedings of CHI 15. New York: ACM Press, 2015. 1915–1924. Ito, Mizuko. Engineering Play: A Cultural History of Children’s Software. Cambridge: MIT Press, 2009. Jayemanne, Darshana, Bjorn Nansen and Thomas Apperley. “Post-Digital Play and the Aesthetics of Recruitment.” Proceedings of Digital Games Research Association (DiGRA) 2015. Lüneburg, 14-17 May 2015. Kumar, Priya, and Sarita Schoenebeck. “The Modern Day Baby Book: Enacting Good Mothering and Stewarding Privacy on Facebook.” Proceedings of CSCW 2015. Vancouver, 14-18 March 2015. Mackay, Hugh, and Darren Ivey. Modern Media in the Home: An Ethnographic Study. Rome: John Libbey, 2004. Morris, Meredith. “Social Networking Site Use by Mothers of Young Children.” Proceedings of CSCW 2014. 1272-1282. OfCom. Children and Parents: Media Use and Attitudes Report. London: OfCom, 2013. McPake, Joanna, Lydia Plowman and Christine Stephen. "The Technologisation of Childhood? Young Children and Technology in The Home.” Children and Society 24.1 (2010): 63–74. Postman, Neil. Technopoly: The Surrender of Culture to Technology. New York: Vintage, 1993. Rideout, Victoria. Zero to Eight: Children’s Media Use in America 2013. Common Sense Media, 2013. Rogers, Richard. Digital Methods. Boston. MIT Press, 2013. Silverstone, Roger, and Eric Hirsch (eds). Consuming Technologies: Media and Information in Domestic Spaces. London: Routledge, 1992. Shuler, Carly. iLearn: A Content Analysis of the iTunes App Store’s Education Section. New York: The Joan Ganz Cooney Center at Sesame Workshop, 2009. Star, Susan Leigh. “The Ethnography of Infrastructure.” American Behavioral Scientist 43.3 (1999): 377–391. Strasburger, Victor, and Marjorie Hogan. “Policy Statement from the American Academy of Pediatrics: Children, Adolescents, and the Media.” Pediatrics 132 (2013): 958-961. Van Dijck, José. “Digital Photography: Digital Photography: Communication, Identity, Memory.” Visual Communication 7.1 (2008): 57-76. Wartella, Ellen, and Michael Robb. “Historical and Recurring Concerns about Children’s Use of the Mass Media.” The Handbook of Children, Media, and Development. Eds. Sandra Calvert and Barbara Wilson. Malden: Blackwell, 2008.
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Desmarais, Robert. "These Books will Inspire Kids of All Ages!" Deakin Review of Children's Literature 1, no. 2 (October 16, 2011). http://dx.doi.org/10.20361/g25k5z.

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Dear Reader, In this latest collection of children’s books you will find something for every age and taste. I have always found that good children’s books are always inspirational or educational in some way, but they are not always easy to find in the annual deluge of new titles from the publishing houses. Indeed, the number of children’s books being published grows each year, which makes it difficult to separate the wheat from the chaff. Our reviews make it easy to find the kind of book you are looking for, thanks to a dedicated team of reviewers from the University of Alberta Libraries who recommend books that are imaginative, compelling, and attractively designed. Whether you are a parent wanting to read a good book with a child, a teenager looking for a fast-paced magical adventure, a teacher selecting picture books for a syllabus, or a young person enjoying a picture book for the first time—whoever you are—there are enough books in this issue for all of us to indulge our love of reading. Some of them, “The Last Dragonslayer”, for example, or “The Prince of Two Tribes”, feature young heroes and heroines with magical powers who embark on exciting and dangerous adventures, but there are also picture books like “Catch that Baby!” and “Red Wagon” whose gorgeous illustrations have immediate appeal to both children and adults. Now that portable electronic devices are ubiquitous, it was only a matter of time before publishers started offering digital children’s books with interactive features and sophisticated computer animation. So it is only natural that this publication would eventually review books for children that are released in electronic formats. This issue includes a review of “The Fantastic Flying Books of Mr. Morris Lessmore”, which is available on iTunes’ online store as an iPad application. This delightful animated storybook demonstrates that ebooks designed for children have tremendous potential and could easily have a transformative effect on the entire children’s book publishing industry in the not-too-distant future. We certainly look forward to reviewing more digital stories, but it is my fervent belief that there are numerous factors—emotional, aesthetic, and otherwise—that will make it difficult for electronic children’s books to completely overcome print books. In closing, I would like to offer my heartiest congratulations to Dr Andrea Deakin, our esteemed founder, for being named one of two recipients of the 2011 Claude Aubry Award, conferred by the International Board on Books for Young People (IBBY) for distinguished service to the field of children’s literature. As always, please get in touch if you have comments or questions about our publication. Warm wishes,Robert DesmaraisManaging Editor
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Brown, Adam, and Leonie Rutherford. "Postcolonial Play: Constructions of Multicultural Identities in ABC Children's Projects." M/C Journal 14, no. 2 (May 1, 2011). http://dx.doi.org/10.5204/mcj.353.

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In 1988, historian Nadia Wheatley and indigenous artist Donna Rawlins published their award-winning picture book, My Place, a reinterpretation of Australian national identity and sovereignty prompted by the bicentennial of white settlement. Twenty years later, the Australian Broadcasting Corporation (ABC) commissioned Penny Chapman’s multi-platform project based on this book. The 13 episodes of the television series begin in 2008, each telling the story of a child at a different point in history, and are accompanied by substantial interactive online content. Issues as diverse as religious difference and immigration, wartime conscription and trauma, and the experiences of Aboriginal Australians are canvassed. The program itself, which has a second series currently in production, introduces child audiences to—and implicates them in—a rich ideological fabric of deeply politicised issues that directly engage with vexed questions of Australian nationhood. The series offers a subversive view of Australian history and society, and it is the child—whether protagonist on the screen or the viewer/user of the content—who is left to discover, negotiate and move beyond often problematic societal norms. As one of the public broadcaster’s keystone projects, My Place signifies important developments in ABC’s construction of multicultural child citizenship. The digitisation of Australian television has facilitated a wave of multi-channel and new media innovation. Though the development of a multi-channel ecology has occurred significantly later in Australia than in the US or Europe, in part due to genre restrictions on broadcasters, all major Australian networks now have at least one additional free-to-air channel, make some of their content available online, and utilise various forms of social media to engage their audiences. The ABC has been in the vanguard of new media innovation, leveraging the industry dominance of ABC Online and its cross-platform radio networks for the repurposing of news, together with the additional funding for digital renewal, new Australian content, and a digital children’s channel in the 2006 and 2009 federal budgets. In line with “market failure” models of broadcasting (Born, Debrett), the ABC was once the most important producer-broadcaster for child viewers. With the recent allocation for the establishment of ABC3, it is now the catalyst for a significant revitalisation of the Australian children’s television industry. The ABC Charter requires it to broadcast programs that “contribute to a sense of national identity” and that “reflect the cultural diversity of the Australian community” (ABC Documents). Through its digital children’s channel (ABC3) and its multi-platform content, child viewers are not only exposed to a much more diverse range of local content, but also politicised by an intricate network of online texts connected to the TV programs. The representation of diasporic communities through and within multi-platformed spaces forms a crucial part of the way(s) in which collective identities are now being negotiated in children’s texts. An analysis of one of the ABC’s My Place “projects” and its associated multi-platformed content reveals an intricate relationship between postcolonial concerns and the construction of child citizenship. Multicultural Places, Multi-Platformed Spaces: New Media Innovation at the ABC The 2007 restructure at the ABC has transformed commissioning practices along the lines noted by James Bennett and Niki Strange of the BBC—a shift of focus from “programs” to multi-platform “projects,” with the latter consisting of a complex network of textual production. These “second shift media practices” (Caldwell) involve the tactical management of “user flows structured into and across the textual terrain that serve to promote a multifaceted and prolonged experience of the project” (Bennett and Strange 115). ABC Managing Director Mark Scott’s polemic deployment of the “digital commons” trope (Murdock, From) differs from that of his opposite number at the BBC, Mark Thompson, in its emphasis on the glocalised openness of the Australian “town square”—at once distinct from, and an integral part of, larger conversations. As announced at the beginning of the ABC’s 2009 annual report, the ABC is redefining the town square as a world of greater opportunities: a world where Australians can engage with one another and explore the ideas and events that are shaping our communities, our nation and beyond … where people can come to speak and be heard, to listen and learn from each other. (ABC ii)The broad emphasis on engagement characterises ABC3’s positioning of children in multi-platformed projects. As the Executive Producer of the ABC’s Children’s Television Multi-platform division comments, “participation is very much the mantra of the new channel” (Glen). The concept of “participation” is integral to what has been described elsewhere as “rehearsals in citizenship” (Northam). Writing of contemporary youth, David Buckingham notes that “‘political thinking’ is not merely an intellectual or developmental achievement, but an interpersonal process which is part of the construction of a collective, social identity” (179). Recent domestically produced children’s programs and their associated multimedia applications have significant potential to contribute to this interpersonal, “participatory” process. Through multi-platform experiences, children are (apparently) invited to construct narratives of their own. Dan Harries coined the term “viewser” to highlight the tension between watching and interacting, and the increased sense of agency on the part of audiences (171–82). Various online texts hosted by the ABC offer engagement with extra content relating to programs, with themed websites serving as “branches” of the overarching ABC3 metasite. The main site—strongly branded as the place for its targeted demographic—combines conventional television guide/program details with “Watch Now!,” a customised iView application within ABC3’s own themed interface; youth-oriented news; online gaming; and avenues for viewsers to create digital art and video, or interact with the community of “Club3” and associated message boards. The profiles created by members of Club3 are moderated and proscribe any personal information, resulting in an (understandably) restricted form of “networked publics” (boyd 124–5). Viewser profiles comprise only a username (which, the website stresses, should not be one’s real name) and an “avatar” (a customisable animated face). As in other social media sites, comments posted are accompanied by the viewser’s “name” and “face,” reinforcing the notion of individuality within the common group. The tool allows users to choose from various skin colours, emphasising the multicultural nature of the ABC3 community. Other customisable elements, including the ability to choose between dozens of pre-designed ABC3 assets and feeds, stress the audience’s “ownership” of the site. The Help instructions for the Club3 site stress the notion of “participation” directly: “Here at ABC3, we don’t want to tell you what your site should look like! We think that you should be able to choose for yourself.” Multi-platformed texts also provide viewsers with opportunities to interact with many of the characters (human actors and animated) from the television texts and share further aspects of their lives and fictional worlds. One example, linked to the representation of diasporic communities, is the Abatti Pizza Game, in which the player must “save the day” by battling obstacles to fulfil a pizza order. The game’s prefacing directions makes clear the ethnicity of the Abatti family, who are also visually distinctive. The dialogue also registers cultural markers: “Poor Nona, whatsa she gonna do? Now it’s up to you to help Johnny and his friends make four pizzas.” The game was acquired from the Canadian-animated franchise, Angela Anaconda; nonetheless, the Abatti family, the pizza store they operate and the dilemma they face translates easily to the Australian context. Dramatisations of diasporic contributions to national youth identities in postcolonial or settler societies—the UK (My Life as a Popat, CITV) and Canada (How to Be Indie)—also contribute to the diversity of ABC3’s television offerings and the positioning of its multi-platform community. The negotiation of diasporic and postcolonial politics is even clearer in the public broadcaster’s commitment to My Place. The project’s multifaceted construction of “places,” the ethical positioning of the child both as an individual and a member of (multicultural) communities, and the significant acknowledgement of ongoing conflict and discrimination, articulate a cultural commons that is more open-ended and challenging than the Eurocentric metaphor, the “town square,” suggests. Diversity, Discrimination and Diasporas: Positioning the Viewser of My Place Throughout the first series of My Place, the experiences of children within different diasporic communities are the focal point of five of the initial six episodes, the plots of which revolve around children with Lebanese, Vietnamese, Greek, and Irish backgrounds. This article focuses on an early episode of the series, “1988,” which explicitly confronts the cultural frictions between dominant Anglocentric Australian and diasporic communities. “1988” centres on the reaction of young Lily to the arrival of her cousin, Phuong, from Vietnam. Lily is a member of a diasporic community, but one who strongly identifies as “an Australian,” allowing a nuanced exploration of the ideological conflicts surrounding the issue of so-called “boat people.” The protagonist’s voice-over narration at the beginning of the episode foregrounds her desire to win Australia’s first Olympic gold medal in gymnastics, thus mobilising nationally identified hierarchies of value. Tensions between diasporic and settler cultures are frequently depicted. One potentially reactionary sequence portrays the recurring character of Michaelis complaining about having to use chopsticks in the Vietnamese restaurant; however, this comment is contextualised several episodes later, when a much younger Michaelis, as protagonist of the episode “1958,” is himself discriminated against, due to his Greek background. The political irony of “1988” pivots on Lily’s assumption that her cousin “won’t know Australian.” There is a patronising tone in her warning to Phuong not to speak Vietnamese for fear of schoolyard bullying: “The kids at school give you heaps if you talk funny. But it’s okay, I can talk for you!” This encourages child viewers to distance themselves from this fictional parallel to the frequent absence of representation of asylum seekers in contemporary debates. Lily’s assumptions and attitudes are treated with a degree of scepticism, particularly when she assures her friends that the silent Phuong will “get normal soon,” before objectifying her cousin for classroom “show and tell.” A close-up camera shot settles on Phuong’s unease while the children around her gossip about her status as a “boat person,” further encouraging the audience to empathise with the bullied character. However, Phuong turns the tables on those around her when she reveals she can competently speak English, is able to perform gymnastics and other feats beyond Lily’s ability, and even invents a story of being attacked by “pirates” in order to silence her gossiping peers. By the end of the narrative, Lily has redeemed herself and shares a close friendship with Phuong. My Place’s structured child “participation” plays a key role in developing the postcolonial perspective required by this episode and the project more broadly. Indeed, despite the record project budget, a second series was commissioned, at least partly on the basis of the overwhelmingly positive reception of viewsers on the ABC website forums (Buckland). The intricate My Place website, accessible through the ABC3 metasite, generates transmedia intertextuality interlocking with, and extending the diegesis of, the televised texts. A hyperlinked timeline leads to collections of personal artefacts “owned” by each protagonist, such as journals, toys, and clothing. Clicking on a gold medal marked “History” in Lily’s collection activates scrolling text describing the political acceptance of the phrase “multiculturalism” and the “Family Reunion” policy, which assisted the arrival of 100,000 Vietnamese immigrants. The viewser is reminded that some people were “not very welcoming” of diasporic groups via an explicit reference to Mrs Benson’s discriminatory attitudes in the series. Viewsers can “visit” virtual representations of the program’s sets. In the bedroom, kitchen, living room and/or backyard of each protagonist can be discovered familiar and additional details of the characters’ lives. The artefacts that can be “played” with in the multimedia applications often imply the enthusiastic (and apparently desirable) adoption of “Australianness” by immigrant children. Lily’s toys (her doll, hair accessories, roller skates, and glass marbles) invoke various aspects of western children’s culture, while her “journal entry” about Phuong states that she is “new to Australia but with her sense of humour she has fitted in really well.” At the same time, the interactive elements within Lily’s kitchen, including a bowl of rice and other Asian food ingredients, emphasise cultural continuity. The description of incense in another room of Lily’s house as a “common link” that is “used in many different cultures and religions for similar purposes” clearly normalises a glocalised world-view. Artefacts inside the restaurant operated by Lily’s mother link to information ranging from the ingredients and (flexible) instructions for how to make rice paper rolls (“Lily and Phuong used these fillings but you can use whatever you like!”) to a brief interactive puzzle game requiring the arrangement of several peppers in order from least hot to most hot. A selectable picture frame downloads a text box labelled “Images of Home.” Combined with a slideshow of static, hand-drawn images of traditional Vietnamese life, the text can be read as symbolic of the multiplicity of My Place’s target audience(s): “These images would have reminded the family of their homeland and also given restaurant customers a sense of Vietnamese culture.” The social-developmental, postcolonial agenda of My Place is registered in both “conventional” ancillary texts, such as the series’ “making of” publication (Wheatley), and the elaborate pedagogical website for teachers developed by the ACTF and Educational Services Australia (http://www.myplace.edu.au/). The politicising function of the latter is encoded in the various summaries of each decade’s historical, political, social, cultural, and technological highlights, often associated with the plot of the relevant episode. The page titled “Multiculturalism” reports on the positive amendments to the Commonwealth’s Migration Act 1958 and provides links to photographs of Vietnamese migrants in 1982, exemplifying the values of equality and cultural diversity through Lily and Phuong’s story. The detailed “Teaching Activities” documents available for each episode serve a similar purpose, providing, for example, the suggestion that teachers “ask students to discuss the importance to a new immigrant of retaining links to family, culture and tradition.” The empathetic positioning of Phuong’s situation is further mirrored in the interactive map available for teacher use that enables children to navigate a boat from Vietnam to the Australian coast, encouraging a perspective that is rarely put forward in Australia’s mass media. This is not to suggest that the My Place project is entirely unproblematic. In her postcolonial analysis of Aboriginal children’s literature, Clare Bradford argues that “it’s all too possible for ‘similarities’ to erase difference and the political significances of [a] text” (188). Lily’s schoolteacher’s lesson in the episode “reminds us that boat people have been coming to Australia for a very long time.” However, the implied connection between convicts and asylum seekers triggered by Phuong’s (mis)understanding awkwardly appropriates a mythologised Australian history. Similarly in the “1998” episode, the Muslim character Mohammad’s use of Ramadan for personal strength in order to emulate the iconic Australian cricketer Shane Warne threatens to subsume the “difference” of the diasporic community. Nonetheless, alongside the similarities between individuals and the various ethnic groups that make up the My Place community, important distinctions remain. Each episode begins and/or ends with the child protagonist(s) playing on or around the central motif of the series—a large fig tree—with the characters declaring that the tree is “my place.” While emphasising the importance of individuality in the project’s construction of child citizens, the cumulative effect of these “my place” sentiments, felt over time by characters from different socio-economic, ethnic, and cultural backgrounds, builds a multifaceted conception of Australian identity that consists of numerous (and complementary) “branches.” The project’s multi-platformed content further emphasises this, with the website containing an image of the prominent (literal and figurative) “Community Tree,” through which the viewser can interact with the generations of characters and families from the series (http://www.abc.net.au/abc3/myplace/). The significant role of the ABC’s My Place project showcases the ABC’s remit as a public broadcaster in the digital era. As Tim Brooke-Hunt, the Executive Head of Children’s Content, explains, if the ABC didn’t do it, no other broadcaster was going to come near it. ... I don’t expect My Place to be a humungous commercial or ratings success, but I firmly believe ... that it will be something that will exist for many years and will have a very special place. Conclusion The reversion to iconic aspects of mainstream Anglo-Australian culture is perhaps unsurprising—and certainly telling—when reflecting on the network of local, national, and global forces impacting on the development of a cultural commons. However, this does not detract from the value of the public broadcaster’s construction of child citizens within a clearly self-conscious discourse of “multiculturalism.” The transmedia intertextuality at work across ABC3 projects and platforms serves an important politicising function, offering positive representations of diasporic communities to counter the negative depictions children are exposed to elsewhere, and positioning child viewsers to “participate” in “working through” fraught issues of Australia’s past that still remain starkly relevant today.References ABC. Redefining the Town Square. ABC Annual Report. Sydney: ABC, 2009. Bennett, James, and Niki Strange. “The BBC’s Second-Shift Aesthetics: Interactive Television, Multi-Platform Projects and Public Service Content for a Digital Era.” Media International Australia: Incorporating Culture and Policy 126 (2008): 106-19. Born, Georgina. Uncertain Vision: Birt, Dyke and the Reinvention of the BBC. London: Vintage, 2004. boyd, danah. “Why Youth ♥ Social Network Sites: The Role of Networked Publics in Teenage Social Life.” Youth, Identity, and Digital Media. Ed. David Buckingham. Cambridge: MIT, 2008. 119-42. Bradford, Clare. Reading Race: Aboriginality in Australian Children’s Literature. Carlton: Melbourne UP, 2001. Brooke-Hunt, Tim. Executive Head of Children’s Content, ABC TV. Interviewed by Dr Leonie Rutherford, ABC Ultimo Center, 16 Mar. 2010. Buckingham, David. After the Death of Childhood: Growing Up in the Age of Electronic Media. Cambridge: Polity, 2000. Buckland, Jenny. Chief Executive Officer, Australian Children’s Television Foundation. Interviewed by Dr Leonie Rutherford and Dr Nina Weerakkody, ACTF, 2 June 2010. Caldwell, John T. “Second Shift Media Aesthetics: Programming, Interactivity and User Flows.” New Media: Theories and Practices of Digitextuality. Eds. John T. Caldwell and Anna Everett. London: Routledge, 2003. 127-44. Debrett, Mary. “Riding the Wave: Public Service Television in the Multiplatform Era.” Media, Culture & Society 31.5 (2009): 807-27. From, Unni. “Domestically Produced TV-Drama and Cultural Commons.” Cultural Dilemmas in Public Service Broadcasting. Eds. Gregory Ferrell Lowe and Per Jauert. Göteborg: Nordicom, 2005. 163-77. Glen, David. Executive Producer, ABC Multiplatform. Interviewed by Dr Leonie Rutherford, ABC Elsternwick, 6 July 2010. Harries, Dan. “Watching the Internet.” The New Media Book. Ed. Dan Harries. London: BFI, 2002. 171-82. Murdock, Graham. “Building the Digital Commons: Public Broadcasting in the Age of the Internet.” Cultural Dilemmas in Public Service Broadcasting. Ed. Gregory Ferrell Lowe and Per Jauert. Göteborg: Nordicom, 2005. 213–30. My Place, Volumes 1 & 2: 2008–1888. DVD. ABC, 2009. Northam, Jean A. “Rehearsals in Citizenship: BBC Stop-Motion Animation Programmes for Young Children.” Journal for Cultural Research 9.3 (2005): 245-63. Wheatley, Nadia. Making My Place. Sydney and Auckland: HarperCollins, 2010. ———, and Donna Rawlins. My Place, South Melbourne: Longman, 1988.
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Stojanovski, Jadranka. "New directions in scholarly publishing: journal articles beyond the present." Septentrio Conference Series, no. 1 (December 8, 2014). http://dx.doi.org/10.7557/5.3228.

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>> See video of presentation (28 min.) The primary goal of scholarly communication is improving human knowledge and sharing is the key to achieve this goal: sharing ideas, sharing methodologies, sharing of results, sharing data, information and knowledge. Although the concept of sharing applies to all phases of scholarly communication, most often the only visible part is the final publication, with the journal article as a most common type. The traditional characteristics of the present journals allow only limited possibilities for sharing the knowledge. Basic functions, registration, dissemination, certification, and storage, are still present but they are no more effective in the network environment. Registration is too slow, there are various barriers to dissemination, certification system has many shortcomings, and used formats are not suitable for the long term preservation and storage. Although the journals today are digital and various powerful technologies are available, they are still focused on their unaltered printed versions. This presentation will discuss possible evolution of journal article to become more compliant with users' needs and to enable “the four R’s of openness” – reuse, redistribute, revise and remix (Hilton, Wiley, Stein, & Johnson, 2010).Several aspects of openness will be presented and discussed: open access, open data, open peer review, open authorship, and open formats. With digital technology which has become indispensable in the creation, collection, processing and storage of data in all scientific disciplines the way of conducting scientific research has changed and the concept of "data-driven science" has been introduced (Ware & Mabe, 2009). Sharing research data enhances the capabilities of reproducing the results, reuse maximizes the value of research, accelerating the advancement of science, ensuring transparency of scientific research, reducing the possibility of bias in the interpretation of results and increasing the credibility of published scientific knowledge. The open peer review can ensure full transparency of the entire process of assessment and help to solve many problems in the present scholarly publishing. Through the process of the open peer review each manuscript can be immediately accessible, reviewers can publicly demonstrate their expertise and could be rewarded, and readers can be encouraged to make comments and views and to become active part of the scholarly communication process. The trend to to describe the author's contribution is also present, which will certainly lead to a reduced number of “ghost”, "guest" and "honorary" authors, and will help to establish better standards for author’s identification.Various web technologies can be used also for the semantic enhancement of the article. One of the most important aspects of semantic publication is the inclusion of the research data, to make them available to the user as an active data that can be manipulated. It is possible to integrate data from external sources, or to merge the data from different resources (data fusion) (Shotton, 2012), so the reader can gain further understanding of the presented data. Additional options provide merging data from different articles, with the addition of the component of time. Other semantic enhancement can include enriched bibliography, interactive graphical presentations, hyperlinks to external resources, tagged text, etc.Instead of mostly static content, journals can offer readers dynamic content that includes multimedia, "living mathematics", “executable articles”, etc. Videos highlighting critical points in the research process, 3D representations of chemical compounds or art works, audio clips with the author's reflections and interviews, and animated simulations or models of ocean currents, tides, temperature and salinity structure, can became soon common part of every research article. The diversity of content and media, operating systems (GNU / Linux, Apple Mac OSX, Microsoft Windows), and software tools that are available to researchers, suggests the usage of the appropriate open formats. Different formats have their advantages and disadvantages and it would be necessary to make multiple formats available, some of which are suitable for "human" reading (including printing on paper), and some for machine reading that can be used by computers without human intervention. Characteristics and possibilities of several formats will be discussed, including XML as the most recommended format, which can enable granulate document structure as well as deliver semantics to the human reader or to the computer.Literature:Hilton, J. I., Wiley, D., Stein, J., & Johnson, A. (2010). The Four R’s of Openness and ALMS Analysis: Frameworks for Open Educational Resources. Open Learning: The Journal of Open, Distance and E-Learning, 25(1), 37–44. doi:10.1080/02680510903482132Shotton, D. (2012). The Five Stars of Online Journal Articles - a Framework for Article Evaluation. D-Lib Magazine, 18(1/2), 1–16. doi:10.1045/january2012-shottonWare, M., & Mabe, M. (2009). The stm report (p. 68).
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Brahnam, Sheryl. "The Impossibility of Collaborating with Kathy, ‘The Stupid Bitch’." M/C Journal 9, no. 2 (May 1, 2006). http://dx.doi.org/10.5204/mcj.2605.

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Kathy works entirely online. She is an indefatigable worker and is never too engrossed with her own pursuits to deny another’s request for assistance. Her expertise is focused, and her suggestions are generally valuable. She constantly reviews her communications to search for ways of increasing her effectiveness. An analysis of her interactions, however, raises concerns. Approximately 7% of the communications Kathy receives are insulting and nearly 20% are sexual in nature (Brahnam). She is frequently called a bitch and told her ideas are stupid. Although Kathy refuses to talk about sex, her comments are often twisted and given unintended sexual significance. Why is Kathy bombarded by so many verbal assaults? Could part of the reason be that her communications are electronically mediated and this encourages what Suler calls toxic disinhibition, i.e., behaviour that is characterised by an acting out of forbidden desires and an unrestrained expression of anger and hatred? Is her job performance to blame for some of the insults? An examination of her interactions reveals that Kathy occasionally has difficulty understanding requests and often uses incorrect and sub-standard grammar. Is the prevalence of foul language due to the fact that Kathy is young and female? If she were older and male—or androgynous—would her colleagues respect her more? Or is this barrage of electronic nastiness a natural consequence—simply the way people will behave when asked to work with human-like computing machines? Embodied Collaborative Agents Amer. Dr Poole, what’s it like living for the better part of a year in such close proximity with HAL?Poole. Well, it’s pretty close to what you said about him earlier, he is just like a sixth member of the crew—very quickly get adjusted to the idea that he talks, and you think of him—uh—really just as another person. Kubrick and Clarke, 2001: A Space Odyssey For over a century, science fiction has painted vivid pictures of what it would be like to work alongside computers. Although many a tale ends with computers taking over the world, depictions of collegial relationships between human beings and their artificial helpmates are equally familiar. This amiable vision of human-computer interaction is what motivates much current research into embodied collaborative agents. These are programs, like Kathy, that run independently of user control, that look and behave like people, and that are designed to assist users in solving complex problems and in performing complicated tasks. For these agents to succeed, they must be socially intelligent, capable of building and sustaining friendly working relationships, and competent in what they do. Researchers are aware that building long-term human-computer relationships is difficult (Bickmore and Picard) and that users are often hostile towards interactive agents (Angeli et al.). These problems are often blamed on technological limitations that irritate the user and disrupt the user’s suspension of disbelief. Users seem to demand a higher degree of fidelity when dealing with anthropomorphic interfaces. It is assumed that once these technological issues are resolved, the social cues exhibited by the agents will automatically call forth socially appropriate responses. The assumption that people will behave nicely when given a believable interface is largely based on the media equation, or the idea that people treat media the same way they treat people (Reeves and Nass). The media equation claims the same rules governing interpersonal relationships apply to human-computer relationships. If it is impolite to criticise a person too harshly face-to-face, for instance, then it follows people will soften their evaluations of a computer’s performance when in the presence of the computer. Research demonstrates, in fact, that people do apply this rule, as well as many other social rules, in their dealings with computers. There are situations, however, where the media equation fails. This is particularly evident in situations involving abusive behavior. Bartneck et al., in their repetition of the Milgram obedience experiment, for example, found that subjects had no qualms administering shock to a rather cute humanoid robot placed in an electric chair. No matter how loudly the robot yelped and pleaded for mercy when zapped, subjects remained uniformly marble-hearted in obeying the directive of the experimenter to administer yet more electricity. Clearly the subjects in this experiment were fully aware the robot was not a person. Rather than attempting to understand human-computer interaction through the filter of the media equation, or social theory, it might be more profitable to investigate theories, such as animism, anthropomorphism, personification, and semiotics, which explain how human beings relate to things. In the next section, I argue that an anthropomorphic tension is at odds with the suspension of disbelief, at least when dealing with animated agents, and that this tension provides a motivating ground for abusing agents. If this proves correct, it may be the case that users will deride and abuse collaborative agents no matter how veridical the interface. Anthropomorphic Tension People in the modern world are pulled in two directions when confronted with things. On the one hand, there is the tendency to anthropomorphize, i.e., to attribute humanlike qualities to non-human entities. Possibly because of its evolutionary value (failing to perceive a human being hidden in the trees could prove deadly), anthropomorphism is a constant perceptual bias, a sort of cognitive default (Guthrie; Caporael and Heyes). On the other hand, there is strong societal pressure, especially in the West, to banish the anthropomorphic for the sake of objectivity (Davis; Spada). Anthropomorphic thinking is considered archaic and primitive (Fisher; Caporael). Children are allowed to indulge in it, but, adults, in general, are expected to maintain a clear demarcation between self and the world. As Guthrie notes, “Once we decide a perception is anthropomorphic, reason dictates that we correct it” (76). It is interesting to note how children learn to discard anthropomorphic thinking. One way apparently involves torturing cherished playthings. A recent study conducted at the University of Bath discovered that young girls like mutilating and torturing Barbie. According to the researchers, “the girls we spoke to see Barbie torture as a legitimate play activity … The types of mutilation are varied and creative, and range from removing the hair to decapitation, burning, breaking, and even microwaving” (Radford). Why is Barbie tortured? The researchers observed that many of these girls see Barbie as a childish plaything. They go on to explain that “On a deeper level, Barbie has become inanimate. She has lost any individual warmth that she might possess if she were perceived as a singular person” (Radford). In other words, by dehumanizing the very things they once animated, the little girls were simply learning to become objective grownups. Although anthropomorphic thinking begins in early childhood, it is never completely outgrown but rather pervades adult thinking, with much of it remaining unconscious, even in scientific thinking (Searle). It is not clear what strategies people employ to keep the anthropomorphic tendency in check. Anthropomorphism generates little scholarly attention. As Guthrie notes, “that such an important and oft-noted tendency should bring so little close scrutiny is a curiosity with several apparent causes. One is simply that it appears as an embarrassment, an irrational aberration of thought of dubious parentage, that is better chastened and closeted than publicly scrutinized” (53-54). The tension produced between the tendency to anthropomorphise and the societal pressure to remain objective has implications for human-computer interaction. First, the anthropomorphic tension jeopardizes the credibility and trustworthiness of the interactive agent. If the user’s relationship to the collaborative agent is based on a dubious, even embarrassing, mode of cognition, as Guthrie puts it, then the relationship with the agent in many workplace contexts will remain suspect. Second, the anthropomorphic tension motivates abuse and exposes the agent. The agent, as illustrated in the diagram below, is situated between the tendency to anthropomorphise and the pressure to objectify. Anthropomorphism animates the agent, resulting in the desired suspension of disbelief. Developers of human-like interfaces rely on this impulse and work to strengthen it by making the technology transparent. Although improved technology will certainly improve believability, the pressure to objectify will most likely succeed in periodically disrupting the suspension of disbelief. Anthropomorphic tension and the collaborative agent What happens to the agent when believability is disrupted? Examination of user/agent interaction logs shows that the agent becomes transparent or displaced to some degree. What slips behind the agent (lowly machine, programmer/creator, organization/owner, the social stereotypes evoked by the agent’s embodiment and so on) is then often subjected to a barrage of verbal abuse. The agent provides users an opportunity to express opinions and indulge in behaviours normally prohibited in the workplace. This abuse occurs in a socially and psychologically safe space, since in truth the agent is an insensate object and the user is talking to no one real. Thus, when it comes to collaborating with Kathy, users may find it far more gratifying to treat her, not as a valuable co-worker or “just another member of the crew,” but rather as a fun thing to bash. And although the organisation may disapprove the waste of time, society at large will find it hard, without reverting to anthropomorphic thinking, to knock it. References Bartneck, Christoph, Chioke Rosalia, Rutger Menges, and Inèz Deckers. “Robot Abuse—A Limitation of the Media Equation.” Abuse: The Darker Side of Human-Computer Interaction, proceedings of an INTERACT 2005 workshop in Rome, Italy, 19 Sept. 2005. http://www.agentabuse.org/papers.htm>. Bickmore, T., and R. Picard. “Establishing and Maintaining Long-Term Human-Computer Relationships.” ACM Transactions on Computer Human Interaction (ToCHI) 12.2 (2005): 293-327. Brahnam, Sheryl. “Gendered Bods and Bot Abuse.” Misuse and Abuse of Interactive Technologies, proceedings of CHI workshop in Montréal, Québec, Canada, 22-28 Aug. 2005. http://www.agentabuse.org/papers.htm>. Caporael, L. R. “Anthropomorphism and Mechanomorphism: Two Faces of the Human Machine.” Computers in Human Behavior 2 (1986): 215-34. Caporael, Linnda R., and Cecilia M. Heyes. “Why Anthropomorphize? Folk Psychology and Other Stories.” Anthropomorphism, Anecdotes, and Animals. Eds. Robert W. Mitchell, Nicholas S. Thompson and H. Lyn Miles. Albany, NY: State U of New York P, 1977. 59-73. Davis, Hank. “Amimal Cognition versus Animal Thinking: The Antropomorphic Error.” Anthropomorphism, Anecdotes, and Animals. Eds. Robert. W. Mitchell, Nicholas S. Thompson and H. Lyn Miles. Albany, NY: State U of New York P, 1997. 335-47. De Angeli, Antonella, Sheryl Brahnam, Peter Wallis, and Alan Dix. “Misuse and Abuse of Interactive Technologies.” CHI 2006, proceedings of a conference on HCI in Montréal, Québec, Canada. 22-28 Aug. 2006: New York: ACM Press, 2006 (in press). Fisher, J. A. “The Myth of Anthropomorphism.” Interpretation and Explanation in the Study of Animal Behavior: Interpretation, Intentionality, and Communication. Eds. M. Bekoff and D. Jamieson. San Fransisco: Westview Press, 1990. Guthrie, Stewart Elliot. Faces in the Clouds: A New Theory of Religion. New York: Oxford UP, 1993. Milgram, Stanley, Leonard Bickman, and Lawrence Berkowitz. “Note on the Drawing Power of Crowds of Different Size.” Journal of Personality and Social Psychology, 13.2 (1969): 79-82. Radford, Benjamin. “Voice of Reason: Research Debunks ‘Barbie Ideal’.” Skeptical Inquirer: The Magazine for Science and Reason, 2005. http://www.livescience.com/othernews/051230_barbie.html>. Reeves, Byron, and Clifford I. Nass. The Media Equation: How People Treat Computers, Television, and New Media like Real People and Places. Stanford, CA: CSLI Publications and Cambridge University Press, 1996. Searle, J. R. The Rediscovery of the Mind. Cambridge, Massachusetts: MIT Press, 1992. Spada, Emanuela Cenami. “Amorphism. Mechanomorphism, and Anthropomorphism.” Anthropomorphism, Anecdotes, and Animals. Eds. Robert. W. Mitchell, Nicholas S. Thompson and H. Lyn Miles. Albany, NY: State U of New York P, 1997. 37-49. Suler, J. “The Online Disinhibition Effect.” CyberPsychology and Behaviour 7 (2004): 321-26. Web Links About agent abuse: http://agentabuse.org>. About gender and embodied conversational agents: http://www.informatics.manchester.ac.uk/~antonella/gender/>. Citation reference for this article MLA Style Brahnam, Sheryl. "The Impossibility of Collaborating with Kathy, ‘The Stupid Bitch’." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/05-brahnam.php>. APA Style Brahnam, S. (May 2006) "The Impossibility of Collaborating with Kathy, ‘The Stupid Bitch’," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/05-brahnam.php>.
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Forsyth, Ellen. "Collecting Community Stories: Local Studies Collections and What They Can Tell You About the Community." M/C Journal 22, no. 3 (June 19, 2019). http://dx.doi.org/10.5204/mcj.1523.

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IntroductionThis article investigates how local studies collections in public libraries can help people explore the experiences of regional Australia. Some of this discovery can be done online, but as not all local studies material has been catalogued, is online or available in a digital format, some of this exploration will need to be onsite at public libraries throughout Australia. This exploration could be combined with other investigations into regional areas. What are local studies collections in public libraries? These collections are defined as beinginclusive of local history and so the local collection should support studies that look at the historical past, both distant and recent, or at current concerns in the community, such as local environmental issues, or plans for the future development of a locality. (Dewe 1–2)This broader look at the context of a place should provide information in a range of formats to help explore an area, and to find out about the history, geography and the environment as well as other local concerns and issues. Local studies collections should contain recent as well as older material. Each local studies collection will be different (McCausland; Bateman; Johnston; Gregg; Heap and Pymm) with some of these differences simply being because each area has a unique collection of stories which can be told about it. Other differences will be in how each public library interprets their remit to collect information and stories about a community, and which stories are included or excluded from the collection. There are budget constraints as well because each public library has to choose how to fund local studies as part of their overall library provision which means there are tensions and competing priorities in what is collected and how it is made available for research as well as information and entertainment. Some areas have more research activity so there is more being written, photographed, drawn, or otherwise recorded about an area, but no matter how small an area is, there is usually new local studies material being continually created.Local Studies CollectionsLocal studies collections are important as they provide key information about an area. For professional scholars, even in social history, the local becomes interesting only within a larger context, however. Local case studies may throw light on wider questions (Reid and Macafee 127).This highlights the value which local studies can contribute as part of research as these collections may provide case studies to explore, or different avenues to investigate. It also shows the importance of information in many local studies collections being brought together so the separate, local information can be connected to other local information. This bringing together can be as a result of research or through an aggregation system such as Trove (“Trove”).Peter Reid and Caroline Macafee have stated that becausethe potential is always there for local history to be pulled into issues of wider concern, it could be said to occupy a liminal space, a borderland between knowledge that is personal, and therefore academically trivial, and knowledge that is generalizable and therefore worthy of scientific attention. (127)This seems a harsh description, but it shows how these collections can be undervalued and that this undervaluing can risk them being overlooked by biographers, historians, and other researchers. Despite this thinking, local studies collections can offer unique and valuable insights into people and places; including for regional areas. The skilled library staff who manage these collections are also key resources in the history of regional areas, as they can help connect the local studies information to other local collections. As well as connecting people to the resources, the unwritten knowledge of staff is a separate and very important resource.How to Discover Local Studies CollectionsA good way to start exploring local studies collections is by searching Trove. Trove had, around the time of writing, “over 457,524,491 Australian and online resources” (online) and is an Australia-wide database, managed by the National Library of Australia. It enables you to search many library catalogues with one search tool which means that you can search once, in one place, rather than by individual library or museum catalogues. Trove brings together metadata including catalogue records, mostly from library catalogues, from organisations who choose to contribute access to their information. Some of the resources you can search for on Trove are in local studies collections in public libraries or held by other organisations which collect local information such as state and national libraries. Start your search by the name of the location which you are exploring. Be as specific as possible, as you can always broaden your search later. If the item has been digitised, or is already digital, you are often able to view or listen to this material online.As well as providing access to library catalogues, many local newspapers have been digitised and are searchable and viewable on Trove. Some newspapers have been digitised up to 1955, while some titles have fewer years available online, and microfilm will need to be used to find more recently produced information. Public libraries often hold the microfilm for their local newspapers. State libraries may hold them as well. This timeline of digital access is important to keep in mind as searching newspapers on Trove is very easy and searching on microfilm is not so appealing because of having to work through each newspaper page by page, microfilm roll by microfilm roll. You need to check the information about what issues of a newspaper have been digitised so you know when you need to start looking at microfilm copies rather than digitised ones. Older newspapers often include syndicated stories, so an event may have occurred in an area you are interested in but be reported in the newspaper from another area. You could also use the Trove API (application programming interface) to explore high volume digitised newspaper or catalogue data (Sherratt).This method of starting with Trove can also be a helpful way to find out which public library is in the area you are looking for, as the name of the organisation which holds the resources is listed online. You can click on a link to take you to their catalogue. While public libraries are often named for the town they are in, you may be looking for a place with a different name, so this method can be helpful. It can also show resources held in other libraries which may relate to the area of your research. Trove Mosaic by Mitchell Whitelaw (online), although an older interface, is a visual way to explore Trove and clearly highlights the different organisations contributing photographs.Libraries include local studies photographs in their social media and a very small number of them are collecting social media about their community (Forsyth et al.). Searching social media for terms such as #flashbackFriday or #throwbackThursday may also provide a way to discover local studies material online, although depending on your research topic, this method could be too haphazard an approach. There are still some local studies blogs to follow (MacRitchie) and searching for these can also provide information about local studies material in public libraries.Public Libraries and Local StudiesYou can also start at the public library. Depending on where in Australia you are searching there are different tools to help find your local public library. Rather than list them all, a useful starting point is to go to your favourite search engine and search for the name of town/suburb followed by public library. This should connect you with information about the local library through the library website, the regional library website (where two or more councils work together to provide a public library service), or via the council website. This is likely to provide sufficient information to be able to contact the library. However, before you contact the library, search the library catalogue. They may even have a separate local studies database for some or all of the local studies collection. This is why is it a good idea to start with Trove, before going to a local library search, as Trove should be aggregating collection information from a variety of sources bringing together the local public library as well as other organisations (sometimes some unexpected ones) which have material of relevance.Work from the State Library of New South Wales had demonstrated that not everything in local studies collection is catalogued (State Library of New South Wales) which makes it impossible to search for everything online. Quite a few (but not all) public libraries have a webpage where they describe their local studies collections and services. This can provide helpful information so that if you do not find something online you can telephone or email the library seeking further information. If the library is nearby you could simply visit it, but it is best to ring or email first if your time is limited, as it can be helpful to make an appointment to ensure that staff will be able to assist you with using the library collection. For searching the catalogues for local studies information, again, be as specific as possible, knowing you can always broaden your search terms. Helpfully, most (but not all) library catalogues have a sort by date option once material has been found, and some even have local studies specific search help. Often you can view or listen to digitised material online, but some libraries only make low resolution images available, which is rarely of good enough quality for research. When you have searched the catalogue or other online local studies database and not found anything, contact the library as they will be able to provide further information.Library staff will help you use their collections. Some public libraries charge a fee for more detailed research, others, quite reasonably, require you to do this more detailed research yourself.There are many variables, and it really depends on what and where you are researching. Perhaps you are looking for a written history of each area you plan to visit when exploring regional areas of Australia, or you might be planning to visit local studies collections to see how they lead you to areas and stories of local interest, or there is a particular research question you want to explore in several regional areas. How local studies books and other materials are written will depend on the time they were written, and the purpose for them. They can depict ideas and priorities which are outdated and/or offensive.Not Everything Is on TroveWhile Trove is a suggested starting place, given that every item in local studies collections is not catalogued, visiting the local public library can be an important step to take. Always check if the local studies area has different opening hours to the rest of the library. If part or all of the local studies collection is in a locked room, visiting the library at a very busy time is unwise as it may make it harder for the staff to assist you as they will have many other priorities and you may not be able to access the collection.Visiting the Library Visiting a public library and looking at how their local studies collection is arranged can help you see the collecting priorities. It also makes it very clear as to which public libraries have prioritised their local studies information. Occasionally the local studies area will be a partnership with both the library and the local family or local history society providing resources or the collection. This can result in different access conditions being applied to different collections.Visiting the collection means you can talk with the library staff about the history of the area as part of your experience of regional Australia. It is interesting to see how different local studies collections are arranged and how the local area is promoted through the collection and any displays or merchandise for sale. Often local publications will be for sale in the library so that you can purchase titles about the history of the area. Some councils commission histories of their areas, other times niche histories will be written by people in the community and the local studies collection can be a helpful way to discover these.Keep in mind that local government boundaries change (Leigh) and this may mean that resources you are looking for could be in a neighbouring area, rather than the location you are exploring. This is another reason to start with Trove.You May Not Be Able to See Everything Even If You Visit...For reasons of preservation you may not be able to see everything in the local studies collection even if you visit. Sometimes you need to watch out for special tours, which may not coincide with your visit to the area. There may be parts of the collection stored but not fully explored by staff, waiting their time in the queue to be catalogued and made available for research. Generally public library staff will be very helpful for you in your research, particularly if you have specific questions about the area.Know about CopyrightKnow the information about duration of copyright as some libraries say on their catalogues that everything which has been digitised is in copyright. This may be accidental as a result of some bulk cataloguing processes linked with digitisation. Stating something is in copyright is not the same as it being in copyright. The Australian Copyright Council has a helpful information sheet on the duration of copyright to help you understand what is in copyright and how long it is likely to continue to be in copyright.ChallengesThere will be collection gaps. The risk of bias is highlighted by the statement that libraries “are not, and have never been, socially or politically neutral institutions” (Gibson et al. 753). There has not been detailed research exploring these collection gaps, so the exact extent of exclusion or omission of information is not yet able to be quantified. There is arenewed professional imperative to position information centers as central locations for social justice work [which] has also turned our attention to the need to preserve materials that support a diverse and pluralistic society … [and] as a duty to steward unexplored histories. (Sheffield 573)Material may not be in the collection because it was not collected, or because it was not created. For example, in the past not everyone could afford a camera which means they may not have photographed or videoed their family, or public events. Not every grave had a headstone so someone may not have their grave recorded. Public libraries recognise these gaps, and in some areas library staff create or commission content to help with these omissions. For example, oral histories can be recorded to include stories which were not available in other ways, and photographs can be taken of current events to make sure a wider exploration of local stories are recorded in the local studies collection.Conclusion (and Opportunities)Grant White states, in relation to local studies that thesurvival of the artefact is only ever significant when it can be accessed by someone who can see meaning in it. The collection is in fact much more than the material sitting upon the shelves, it is access to it. Access which keeps it current in the community memory rather than as a separated, isolated adjunct. It is also the participation of the community in the creation of the collection, feeding it with its experience, reflections and memories. (98)This access is crucial, and with digitisation and digital collecting the access can increasingly be at a distance, without actually visiting a library. This increasing online access, especially through aggregated sites such as Trove, will hopefully enable research exploring the similarities and differences of regional areas, as connections can be made, and not only by people who can afford to travel to different places to do research. Digitisation, digital collecting, effective cataloguing and use of metadata can open up access to collections, just as digital preservation, preservation of other formats and conservation can help make sure that these materials are available into the future. Connecting to skilled staff who manage these collections is another way of exploring access as there will be information not recorded anywhere you can find, but which the staff may know because of their experience and knowledge of the collection as well as their knowledge of the community they work in.If you have been using public library local studies collections for research, it is helpful if you can share this research back with the public library, helping to build their collection for other people who are researching the region, even if they are exploring different topics. It may be a printed book you are providing, but more public libraries are able to accept donations of ebooks, or other online content. This can be a helpful way for you to contribute to the collections which have assisted in your research.ReferencesBateman, Shirley. “Innovation in Local Studies Collections and Programs: How Melbourne Library Service Is Fostering Community Pride.” Australasian Public Libraries and Information Services 25.1 (2012): 12–18.Dewe, Michael. Ed. Local Studies Collection Management. London: Ashgate, 2002.Forsyth, Ellen, Ngarie Macqueen, and Daniel Nitsikopoulos. Contemporary Collecting: Collecting Instagram for Local Studies. ALIA Information Online, 2019.Gibson, Amelia N., Renate L. Chancellor, Nicole A. Cooke, Sarah Park Dahlen, Shari A. Lee, and Yasmeen L. Shorish. “Libraries on the Frontlines: Neutrality and Social Justice.” Equality, Diversity and Inclusion: An International Journal 36.8 (2017): 751–66.Gregg, Alison. “Our Heritage: The Role of Archives and Local Studies Collections.” Australasian Public Libraries and Information Services 15.3 (2002): 126–32.Heap, Amy, and Bob Pymm. “Wagga Wagga Women’s Wireless and the Web: Local Studies and New Technologies.” The Australian Library Journal 58.1 (2009): 5–16.Johnston, Clinton. “Capture and Release: Cataloguing Cultural Heritage at Marrickville Library and History Services.” The Australian Library Journal 62.3 (2013): 218–23.Leigh, Carol. “From Filing Cabinet to Cultural Centre: Creating a Community History Centre in Wanneroo Western Australia.” Australasian Public Libraries and Information Services 25.2 (2012): 83–88.MacRitchie, John. “The Manly Art of Local Studies Blogging: A New Approach to Old Stories.” Australasian Public Libraries and Information Services 25.2 (2012): 89–93.McCausland, Sigrid. “Archives for the People: Public Libraries and Archives in New South Wales.” The Australian Library Journal 64.4 (2015): 270.Reid, Peter H., and Caroline Macafee. “The Philosophy of Local Studies in the Interactive Age.” Journal of Librarianship and Information Science 39.3 (2007): 126–41.Sheffield, Rebecka T. “More than Acid-Free Folders: Extending the Concept of Preservation to Include the Stewardship of Unexplored Histories.” Library Trends 64.3 (2016): 572.Sherratt, Tim. “Asking Better Questions: History, Trove and the Risks That Count.” Copyfight. Ed. Phillipa McGuinness. Sydney: NewSouth Publishing, 2015. 112–24.State Library of New South Wales. NSW Public Libraries Local Studies Audit. 2014.“Trove.” Trove 7 Apr. 2019 <https://trove.nla.gov.au/>.White, Grant. “Message in a Bottle: Community Memory in the Local Studies Collection.” APLIS 13.3 (2000): 6.Whitelaw, Mitchell. “TroveMosaic: Exploring Trove Images.” TroveMosaic: Exploring Trove Images 7 Apr. 2019 <http://mtchl.net/TroveMosaic/>.
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37

Mitchell, Peta, and E. Sean Rintel. "Editorial." M/C Journal 5, no. 4 (August 1, 2002). http://dx.doi.org/10.5204/mcj.1968.

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This time last year we proposed the theme of the 'loop' issue to the M/C collective because it sounded deeply cool, satisfying our poststructuralist posturings about reflexivity and representation, while also tapping into everyday cultural objects and practices. We expected that the 'loop' issue would generate some interesting and varied responses, and it did. We received submissions about music, visual art, language, child development, pop-cultural artefacts, mathematics and culture in general. These explorations of disparate fields seemed, however, to be tied together by a common thread: the concept of "generation" itself. Each article in the 'loop' issue describes a loop that does not simply repeat an original operation, but that through iteration creates new possibilities and new meanings. More recently, when we began the process of putting the 'loop' issue together we found ourselves faced with a problem we had not envisaged: how might we structure the issue to reflect our guiding metaphor? How might we make articles about loops read like a loop? For all its decentredness, the web is ultimately still a linear medium, and one that constructs fairly rigorous and striated hierarchies. Even M/C, which has tried to set itself apart from traditional printed academic journals, is still structurally reminiscent of them. We toyed with the idea of hyperlinking articles or changing the table of contents from a descending list to a circular one. Apart from the inconceivably difficult task of convincing our web-designers to change the table of contents template for a one-off issue, such strategies would not necessarily have the desired effect. Readers could choose not to make use of our designed loop—hypertext would still work against us because readers might jump around in any order they desired. Moreover, the very necessity for the issue to have a "feature article" would straighten out any loop we might construct. An editorially enforced structure, it seemed, was not the answer. So we turned to our contributions. Strangely enough (or perhaps not strangely at all), we found that, read together, they could be perceived as generating their own internal spiralling system of interconnected loops. We as editors have therefore sought to place the contributions in an order that brings out this cyclical reading. The issue's feature article is Laurie Johnson's "Agency, Beyond Strange Cultural Loops"; a highly accessible, gently amusing, and deeply thought-out meditation on the production and analysis of culture. Johnson works his way from the simple concept of infinite loops in computer programs, though the strange loops described by Douglas Hofstader and drawn by M.C Escher in his work Drawing Hands, to what he calls "strange cultural loops", in which the reception of original signs is shaped by what has been seen before. He contends that such loops constitute culture, because the very notion of cultural re-production is impossible without considering agency. Infinite loops are infinite only if we decide them to be, just as culture is recognisable if and how we choose it to be. What makes culture easily graspable in everyday life, yet so difficult to analyse, is that reception is as productive of culture as creation. The first of our two special visual art features is Vince Dziekan's "The Synthetic Image", which is at once an exhibition of 13 digital artists and an exploration of the curatorial process. "The Synthetic Image" is an astounding interactive exhibition/installation which the user is invited to explore via a kind of looped nodal map. Indeed, "The Synthetic Image" immerses the user in three kinds of loops. First, art and critique are drawn together into interlinking loops. Second, a centrifugal hypertextual structure is used to both create and display a narrative space. Third, the metaphor of the loop is used to discuss the synthetic nature of digital art that explores the relationship between the real and the virtual. M/C is extremely proud to present this exhibition in conjunction with the Department of Multimedia and Digital Arts at Monash University, Melbourne. Simone Murray explores cultural production through corporate loops in "Harry Potter, Inc.: Content Recycling for Corporate Strategy". Murray investigates not the first-wave success of the books but the second-wave take up of Harry Potter as a franchisable cultural product with substantial multi-demographic appeal. This is a detailed examination of how America Online-Time Warner (AOL-TW) has linked its corporate strategy to the characteristics of the Harry Potter brand. More than a simple sequential marketing operation, AOL-TW recycles content of the books, film, and soundtracks, in three ways: reusing digital content to sell its own products, licencing significant portions of content to secondary manufacturers, and, finally, using Harry Potter content to stimulate interest in non-Harry Potter AOL-TW products. Content recycling exemplifies current corporate drives toward synergy. In "Mastering the 'Visual Groove': Animated Electric Light Bulb Signs, Locations, and Loops", Margaret Weigel reminds that looping media are not new phenomena, dating from the Victorian era and coming to particular prominence in the looping electric light bulb signs of the late 1800s and early 1900s. Our reactions to electric signs were, she argues, strangely similar to those of many new media: moral panic and debate, leading to acceptance and even fondness. Weigel describes many of these whimsical modernist spectacles, particularly those of Broadway (the "Great White Way") in the early 1900s, and then describes their reception by tourists and locals. While tourists were drawn to the nightly spectacles, locals mastered and integrated the cyclical marketing systems into their daily lives. Greg Hainge's "Platonic Relations: The Problem of the Loop in Contemporary Electronic Music" proposes a way in which looping in electronic music may avoid the banal "Platonic" mode of repetition maligned by Deleuze in Difference and Repetition. In electronic music, Hainge argues, this passive approach to the loop conceives of the sampled element as "constitut[ing] an originary identity," the repetition of which constructs "an absolute internal resemblance". Moreover, Platonic looping itself forms a kind of technologically-determinist feedback loop within which the electronic artist finds him- or herself caught. By analysing the way in which electronic artist Kaffe Matthews breaks free of the Platonic mode, Hainge identifies a more "improvisational and dynamic aesthetic" of looping. In "Making Data Flow: On the Implications of Code Loops", Adrian Mackenzie explores and typologises loops in computer code. He argues that computer code has become an object of intense interest in cultural life, perhaps because computer code is at least as generative of meaning as content is supposed to be. Loops are an integral part of the coding process, and are also an interesting way to investigate the generation of meaning through information flows. Mackenzie finds the distinguishing feature of code loops to be their bounding conditions. Different bounding conditions, of course, generate different information flows. Given this, flows can be adapted to different cultural purposes by writers, artists, and hackers interested in exploring different spatio-temporal manifolds. Andrew T. Jacobs, in "Appropriating a Slur: Semantic Looping in the African-American Usage of 'Nigga'", unravels the fascinating rhetorical process by which the highly charged epithet 'nigger' has been reclaimed as 'nigga' by African-Americans. Drawing on rhetorical analysis and African-American sociology, Jacobs argues that co-opting the slur has involved three looping mechanisms—agnominatio, semantic inversion, and chiastic slayingthemselves combined into a looping process which he calls "semantic looping". He concludes that the use of "nigga" is a resistance strategy that functions through both recalling and refuting racism. In "Loops and Fakes and Illusions", Keith Russell investigates the role loops play in the childhood development of social understanding. Not only do loops figure in development, but, as Russell's reading of D.W. Winnicott demonstrates, childhood development itself is a sustaining loop. Following John Dewey, Russell contends that perplexity is the source of intellectual development, and that children exercise their perplexity by puzzling over illusions based around loops. Russell explores how these illusions and fakes demonstrate the tensions and dynamics of social reality, concluding that playing with loops is a lifelong process. Cameron Brown's "Rep-tiles with Woven Horns" is the second of our special visual art features. The title of Brown's article is also the title of the image gracing the cover of this issue. The image itself is particularly suited to the "loop" issue because it is a fractal created by recursion. Brown's article describes the geometry and mathematics behind the image, providing a step-by step demonstration of its creation. We think that even non-mathematicians will follow the logic of the steps involved, and gain a deeper appreciation of both the power and elegance of recursion. As we must, we conclude the 'loop' issue much as we began it, exploring the links between agency and the generative power of the loop. Like Laurie Johnson, Luis O. Arata's "Creation by looping Interactions" questions the creative process involved in M.C. Escher's Drawing Hands, but imagines it as an animated process with two different outcomes. While one outcome is a closed loop—akin to the Platonic looping described by Hainge—generating only itself, the other is an open loop. Open loops, Arata contends, are a form of interaction, a powerful reflexive dialogue of participatory creation. He shows that cutting-edge science is finding the reflexive creativity of open loops to be increasingly important both to practice and theory, concluding that innovation is all the richer for it. Thus, one might say that Johnson and Arata each takes the role of one of the hands in the artwork they both analyse: Escher's Drawing Hands. Within that larger loop, smaller loops are described, and so, like Nietzsche, we find ourselves "insatiably calling out da capo" (56). References Nietzsche, Friedrich. Beyond Good and Evil. Trans. R.J. Hollingdale. Harmondsworth: Penguin, 1973. Citation reference for this article MLA Style Mitchell, Peta and Rintel, E. Sean. "Editorial" M/C: A Journal of Media and Culture 5.4 (2002). [your date of access] < http://www.media-culture.org.au/mc/0208/editorial.php>. Chicago Style Mitchell, Peta and Rintel, E. Sean, "Editorial" M/C: A Journal of Media and Culture 5, no. 4 (2002), < http://www.media-culture.org.au/mc/0208/editorial.php> ([your date of access]). APA Style Mitchell, Peta and Rintel, E. Sean. (2002) Editorial. M/C: A Journal of Media and Culture 5(4). < http://www.media-culture.org.au/mc/0208/editorial.php> ([your date of access]).
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38

Maguire, Emma. "Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website." M/C Journal 17, no. 3 (June 7, 2014). http://dx.doi.org/10.5204/mcj.821.

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Introduction Let me start by telling you about my “first-world problem”: I study girls’ autobiographical practice in digital spaces but the conceptual tools in my field have been developed chiefly in order to read and analyse printed books. Girls’ digital engagements with self-representation—such as web comics and blogs—are fascinating texts and I want to know what they can tell us about how girls’ written selves connect in complex ways to broader cultural constructions of girlhood. The Greek roots of the word autobiography autos, bios, and graphe (self, life, writing) inform the kinds of approaches that have been taken to address the relationship between an autobiographical text and its author (Smith and Watson, Reading 1). Further, the understanding of autobiography as “self life writing” has shaped what kinds of texts get to be called autobiography and what texts are something else—identity work, media-making, or marginal textual practice. Fortunately, due to the proliferation of online activity that engages autobiographical modes of textual practice, life writing scholars are beginning to develop new tools in order to address these “texts”—blogs, tweets, status updates, avatars, and a variety of digital personas—to find out what they can tell us about cultural understandings of selfhood and what it means to communicate “real” life through media. One of these tools under construction is the idea of “automedia,” which I will elaborate on below. The same integration of digital spaces and platforms into daily life that is prompting the development of new tools in autobiography studies—which P. David Marshall has described as “the proliferation of the public self”—has also given rise to the field of persona studies, which addresses the ways in which individuals engage in practices of self-presentation in order to form commoditised identities that circulate in affective communities (Marshall 163). To the field of persona studies, this essay contributes an approach to the author website as a site of self-presentation that works to “package” an authorial persona for circulation within contemporary literary marketplaces. Significantly, I address these websites not as direct representations of a pre-existing self, but as automedial texts that need to be read and interpreted, and which work to construct the authorial self or persona. I draw on theories of authorship to propose the “author website” as a genre of automedial representation that creates authorial personas for public consumption. Specifically, I consider the website of Erika Moen—a young, female author working in the medium of autobiographical comics—as a case study in order to explore the tensions between Moen’s authorial self (as produced in the digital elements of erikamoen.com) and the other, more deliberately autobiographical, renderings of her self that appear in her comics. Although young cartoonists tend to position themselves as artists rather than authors, the recent academic and critical interest in the “graphic novel” form has resulted in a growing sense of these works as literary and their makers as authors. In thinking through this distinction, Andrew Bennett’s suggestion that “asking ‘what is an author?’ is intimately related to the question ‘what is literature?’” (118) points to why cartoonists, whose texts are part image and part text and only sometimes bound up as books, have not always been contextualised as authors. Contemporary Authors and the Impetus to “Connect” To have an identity as an author is distinct from being an author. It is one thing to sit at a desk doing the work of writing a book. Making oneself visible as an author is a very different kind of work. Writers are asked to present themselves as authors in a range of contexts such as writers’ festivals, readings, book signings, interviews and book promotion tours, and this demand has increased with the rise of social media: writers are now expected to represent themselves across a variety of digital platforms, which currently include Twitter, Facebook, and Instagram. These events and spaces reflect changing reading practices in which readers wish to move beyond the “solitary act of reading” and to participate in literary communities (Johanson and Freeman, 304). Within these communities authors occupy a role that is part celebrity, part guru, and part (imagined) close friend. Johanson and Freeman, in considering the appeal of writers’ festivals, argue “audiences seek genuine relationships with artists […] and are sensitive to a lack of authenticity on the part of the artist in the relationship” (306). Readers want to have access to authors: to get near them, the real them. And this sets up the expectation of a two-way street in which there is pressure on authors to also be participants and to grant readers the access they desire. Author websites are one way that writers respond to the call to make themselves visible and accessible as authors within literary communities, and this call is often framed as an impetus to “connect with” an audience. But the primary function of the author website is to exploit readers’ fascination with the author in order to sell books. In neoliberal cultures the pressure is on for all kinds of people to use online tools and spaces to commoditise their self-representation by cultivating a “self-brand,” and, to varying degrees of alarm, disgust, or pragmatism, this is certainly one way that the author is conceptualised: as a brand name (See Australian Society of Authors; Evers; Force; and Rankin). The author as brand name guarantees and markets a reading experience particular to that brand. As with many other commodities, author brands are a mechanism for organising books into categories with identifiable traits in order that readers/consumers may identify which books appeal to their reading tastes and choose their purchases accordingly. It is as Michel Foucault remarks in answer to the question “What is an Author?”: it is “a certain functional principle by which, in our culture, one limits, excludes and chooses” (159). Digital spaces in particular are seen as opportunities for authors to create an “online presence” by communicating themselves as a brand on a website. I am proposing that we might look at how these websites draw on intimate modes of self-representation to create an author-subject that is knowable to a reading public, and to think about how the features of these sites and their digital contexts shape the kinds of authorial personas that can be produced in the medium of the author website. In order to do this, I now want to turn to the field of auto/biography studies in which there is a growing body of work that considers a range of online modes of self-representation as texts that can be read, analysed and understood within a broader framework of auto/biographical practices (autobiography is sometimes written with a slash, as in, auto/biography in order to acknowledge both biography and autobiography within a range of textual practices that broadly deal with life narrative). It is worth mentioning here that there is much diversity within author websites, and not all of them work to facilitate a connection with the reader. In fact, some work conversely to distance the author or to shroud them in mystery, among a range of other functions and formats. These sites of resistance to the pressure to “connect” are just as interesting in the context of finding out how online spaces are used to construct authors, however, there is not room to explore them here. The Author Website: An Automedial Genre In order to address new forms of (chiefly digital) self-representation that go beyond the printed book, scholars working in the field of auto/biography studies have proposed the concept of “automedia” as an alternative to terms such as autobiography, life writing or life narrative. Leading memoir and life narrative theorist Julie Rak (2013) argues that the concept of autobiography—and the ways that scholars have approached the genre—has been dominated by ideas of “narrative” and “writing” that are ill-suited to reading and analysing many online modes of self-representation. For example, although we might have trouble trying to read a Facebook wall or a Second Life avatar as “an autobiography” in the traditional sense, these performances of self-identity demonstrate ways in which users are taking up technology in order to engage in the business of autobiographical representation. And they are interesting for what they might be able to tell us about cultural understandings of selfhood and what it means to “live” a “life.” Rak proposes that these texts, which move beyond the medium of the written word, and which are not necessarily crafted (or read) as a story or narrative, might be studied not as autobiography but instead as automedia. Sidonie Smith and Julia Watson also point to automedia as a way of approaching autobiographical texts in a way that emphasizes how the telling or mediation of a life actually shapes the kind of story that can be told about it. They state that “media cannot simply be conceptualized as “tools” for presenting a preexisting, essential self. … Media technologies do not just transparently present the self. They constitute and expand it” (“Virtually Me” 77). So we might understand an automedial approach as a way of studying auto/biographical texts (of a variety of forms) that take into account how the effects of media shape the kinds of selves that can be represented, and which understands the self not as a preexisting subject that might be distilled into story form but as an entity that is brought into being through the processes of mediation. In my conceptualisation, this approach understands that the self does not exist outside of mediation, and it seeks to comprehend how the processes of (auto-)mediation shape selfhood both in individual terms (by analysing a particular automedial text to understand how it constructs the specific subject of that text) and in more general terms (how conventions and practices of different kinds of media shape and reflect cultural ideas of the self). As such, I do not think that automedia as an approach to autobiographical texts need be limited to digital media—after all, books are still media. But the modes of self-representation being taken up in online contexts present scholars with urgent questions about what it means to represent life and the self in increasingly social, networked, multi-media ways. The author website is an increasingly valuable tool for making writers visible as authors in online environments; but how are they automedial? By creating a mediated construction of an authorial persona that functions as a space in which readers (or to be more inclusive, internet users) can move around and experience the author’s mediated persona, the author website draws on strategies of auto/biographical representation in order to respond to a demand for personal access to the author. The author website works to create an often interactive space of contact between the writer as author and the public, where an audience (or internet user) is able to explore the author as he or she is constructed by his or her website. In order to explore how this kind of analysis might begin, I will turn to comics artist Erika Moen and her website erikamoen.com. Case Study: Erika Moen’s Authorial Persona Erika Moen is a self-published comics author based in the US. Her online diary comic DAR!: A Super-Girly Top Secret Comic Diary (2003-2009) grew out of her printed mini comics about coming out as lesbian. Moen’s website erikamoen.com is a good example of a highly developed automedial space, and it works to construct her as a comics author by offering for public consumption an authorial persona that functions as a brand, packaging and marketing her work. This case study is compelling for two reasons. Firstly, the graphic medium that Moen works in is particularly suited to the current moment in Web 2.0 history in which images—often in conjunction with words—are increasingly central. Secondly, the autobiographical nature of her work makes for interesting tensions between the authorial persona that is represented on her website and the autobiographical subject of her comics. For autobiographical authors, the call for them to be accessible to the public takes on an extra dimension. A consistent author brand should maintain an alignment between the kind of work they produce and their persona. In the case of autobiographical writers, their persona is anchored in a textual representation of their real-life self, so this allows us to think about the different functions of these two constructions, and the ways they speak to each other (or don’t). Moen is credited with generating the content of the site; however, her website was designed by a web designer and is based on a blog format. Although Moen’s site is much more than a blog, the blog format is evident as an influence on the design of the site which comprises nine pages: “Home,” “Art Portfolio,” “Comics,” “About,” “Events and Appearances,” “Press,” “Blog,” “Shop,” and “Contact.” In a broader consideration of this kind of author website, the four pages Home, About, Shop, and Contact, represent the key functions that these sites perform. The home page grounds the site, giving the user a first impression and overview of the author brand. “About” is the place that users can find biographical information. The site’s shop indicates the context of the space as a site that occurs within commercial networks of production and consumption, and which also works to disguise the commoditisation of the author by delineating a separate space for commerce that focuses on their work as the object for sale. The “Contact” page provides further channels for “connecting” with the author. The focus of this essay is Moen’s “Home” page (Figure 1). The home page anchors the site and works to create a professional persona for Moen that draws heavily on her autobiographical voice and cartoon style (which she has honed in her works DAR! and Oh Joy Sex Toy). It is highly significant that the face that welcomes the user to the site is not a photographic image of Moen but rather her cartoon avatar, which greets users with an assured and friendly smile. Those familiar with her work will recognise this picture as Moen. If readers fail to make this connection, there are clickable headings immediately to the right of the figure that use the first-person voice: the headings invite the user to “check out my work” and ask them “what am I up to?” (my emphasis). Taking a cue from the comic medium, the user might associate the proximity of the image of the cartoon girl to these statements, and read the two elements cohesively like a comics panel, understanding that the girl is the speaker, and the speaker is the author Erika Moen. Moen, as the author constructed by the website, almost always addresses the reader in this chatty, informal voice which echoes the voice she uses in her comics. On the home page, the reader is asked several questions and all of these appear in close proximity to the drawing of Moen. In addition to the one mentioned above, the reader is asked if they are “Looking to purchase some art?” and whether they “Want to see what I’ve created?” Instead of using labels here, the website uses questions addressed to the reader, and these appear clustered around the cartoon image of Moen which is rendered in her style. These questions draw the reader into an implied conversation, and they also suggest a presence or speaker behind the screen which, prompted by the cartoon Erika, the reader is encouraged to imagine as Erika Moen. This illusion of two-way communication invites the reader to experience the site as a personal encounter, and Moen’s perky, friendly voice that speaks intimately to her readers about her latest activities, products and appearances is the thread that sews together the different spaces of the site as well as Moen’s published work. Above the drawn image of Moen appear the words “Erika Moen” in a large “handwritten” font that dominates the screen. The illusion of handwriting here is significant. Hilary Chute, a scholar of autobiographical comics, in her book Graphic Women argues that handwriting constitutes an important autobiographical act on the part of the comic memoirist. She states that handwriting “underscores the subjective personality of the author” and acts as “a trace of autobiography in the mark of its maker” (10-11). Indeed, handwriting is often read as a sign of humanity and authenticity that is understood in opposition to the machined construction of computer generated fonts. The idea that handwriting can be traced back to an individual and that personal traits can be discovered by decoding a person’s handwriting are ideas that reflect an autobiographical reading of handwriting and its place within textual culture. In this context, on the website of a comics artist, in addition to referencing the medium of cartoons, it also signals these ideas about authenticity and autobiography, and it implies the human behind the digital text. Everything on the home page is a product of Moen herself and each element communicates her persona as an indie, DIY, self-published cartoonist: each image that appears on the home page is drawn by her hand; her voice inflects the majority of the text on the page; some of the writing appears in a handwritten font; even, the bio states, her degree from Pitzer College is “self-made.” Moen’s Home page is an automedial space that facilitates a connection between author and reader that is grounded in the commoditised networks of persona production and consumption: the site serves not only to encourage the reader to buy Moen’s autobiographical comics, but effectively to “buy into” her personal brand. It constructs a persona that draws on a combination of visual and textual signals which at once connect Moen to her comics works and also encourage readers to feel as if they “know” Erika: her name in handwriting, her comics portrait which welcomes the reader, and the subheadings that draw the reader into a conversation. Although there is much more to explore on Moen’s website, in order to demonstrate some key considerations of an automedial approach I have examined several significant elements of the homepage which form the basis for a fuller reading of the site. Conclusion This essay sits at the burgeoning intersection of autobiography studies and digital media studies, and is part of an attempt to understand how digital media practices impact on what kinds of self-representation are produced and consumed. In this way, it contributes to the field of persona studies, which is also invested in exploring systems that facilitate the “presentation of the self that are now ubiquitous in contemporary culture” (Barbour & Marshall). I have suggested that the author website can be read as a genre of automedia in order to explore how these digital spaces—which are embedded in networks of literary production and consumption—draw on auto/biographical strategies to construct an authorial persona that works to sell books by connecting with an audience. This essay works towards further research on paratextual sites that can tell us more about how writers are constructed as authors in the contemporary literary landscape, and I have proposed that a consideration of the deployment and construction of authorial personas is integral to understanding “the author” in this cultural moment. References Anderson, Hephzibah. “How Authors Become Mega-Brands.” BBC. British Broadcasting Corporation. 19 Feb. 2014. 15 Apr. 2014. Australian Society of Authors. “Marketing: The Author as Brand Name.” DVD. Australian Society of Authors, n.d. 15 Apr. 2014. Barbour, Kim, and David Marshall. “The Academic Online: Constructing Persona through the World Wide Web.” First Monday 17.9 (2012). 19 May 2014. Bennett, Andrew. The Author. Abingdon: Routledge, 2005. Chute, Hilary L. Graphic Women: Life Narrative and Contemporary Comics. New York: Columbia University Press, 2010. Evers, Stuart. “Bestselling Authors, or Branding Machines?” The Guardian 12 June 2008. 15 Apr. 2014. Force, Marie. “A Finger on the Pulse of Readers – New Survey Confirms Reader Passion for e-Books, But Half Still Want Paperbacks.” PR Newswire 1 Aug. 2013. 14 Apr. 2014. Johanson, Katya, and Robin Freeman. “The Reader as Audience: The Appeal of the Writers’ Festival to the Contemporary Audience.” Continuum: Journal of Media & Cultural Studies 26.2 (2012): 303-314. Marshall, P David. “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-170. Moen, Erika. DAR!: A Super-Girly Top Secret Comic Diary. 2003-2009. 10 Apr. 2014. Moen, Erika. Erika Moen. c. 2014. 22 Apr. 2014. Moen, Erika. Oh Joy Sex Toy. 2011-2014. 10 Apr. 2014. Pitsaki, Irini. “Strategic Brand Management Tools in Publishing.” The International Journal of the Book 8.3 (2008): 103-112. Rak, Julie. “First Person? Life Writing versus Automedia.” Beyond the Subject: New Developments in Life Writing: IABA Europe 2013. 31 Oct. - 3 Nov. 2013. Rankin, Jennifer. “Publish and Be Branded: The New Threat to Literature’s Laboratory.” The Guardian 14 Jan. 2014. 15 Apr. 2014. Smith, Sidonie, and Julia Watson. Reading Autobiography: A Guide to Interpreting Life Narratives. Minneapolis: University of Minnesota Press, 2001. Smith, Sidonie and Julia Watson. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison: University of Wisconsin Press, 2014. 70-95.
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39

O.Arata, Luis. "Creation by Looping Interactions." M/C Journal 5, no. 4 (August 1, 2002). http://dx.doi.org/10.5204/mcj.1978.

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Creation is at a most basic level a somewhat lasting combination of parts arranged in new ways. On the one hand there is creation by competitive selection from random mutations. On the other is the deliberate work of authors masterminding creations. What these two processes tend to have in common is that the parts that go into the creative process are treated as rather neutral objects, much like clay to be shaped in meaningful ways. But what if the parts have a say in the process? Could the medium itself become a prime mover in acts of creation? If the parts that combine are not passive but can interact on their own, much like molecules in chemical reactions, then we fall into a new area between deliberate authoring, adaptive randomness. In this zone of interacting components and reflexive looping becomes a mechanism of creation. The Work of Hands Drawing Drawing Hands by the Dutch graphic artist M. C. Escher models the process of looping interaction. The lithograph shows a right hand that draws the cuffs of a left hand emerging out of the paper to draw cuffs on the right hand. In and out of the paper, the two hands draw each other into existence through this paradoxical loop. Escher's picture shows an implacable symmetry. The two hands are mirror images. They seem to belong to a single nonexistent person. Now imagine that Drawing Hands becomes an animation. The hands continue to draw each other in a circular process of creation. But there are two variations. The first animated version preserves the symmetry and yields an infinite regression of identical persons. In a second version, one of the hands overcomes the temptation of symmetry and draws a slightly different one. This second hand introduces further changes. The drawing process loops back to the first hand. Change continues to propagate through this open loop. If the hands cooperate, the creative possibilities of this mutual play could become endless. Think of these two versions of Escher's Drawing Hands as models of different types of reflexive creations. The first loop makes its own creator through a simple logic of self-interaction. If the process continues indefinitely, a repetition of self-made portraits would remain alone forever in the separate spaces of an endless regress of drawings within drawings of unbroken symmetries. The second animation shows a reflexive process of creation that relies on a loop of cooperative interactions without predetermined structural closure. It breaks with symmetry, or rather, does not rely on symmetry at all. Each hand is a separate autonomous agent, so to speak, entangled in a mutual process of construction. The introduction of reflexive differentiation yields a richly interacting universe in a shared space. Dialogues and Other Participations This second model reflects Luce Irigaray's insistence that nature cannot emerge from a singular entity. She notes that nature is at least two. It is male and female, for instance. There has to be a concert of differences between at least two partners to yield nature's richness. One creator is not enough, nor is one theory of everything. They cannot account for the diversity of life that is at the heart of nature. We need to begin with at least two distinct components. Irigaray notes that all speculation about overcoming the natural in the universal forgets that nature is not one (35). Just as importantly as having initial diversity is the presence of a mechanism that lets the diverse parts play. Nothing would come about in the absence of constructive interaction. There has to be a looping mechanism to link the different interactive partners. Physicist David Bohm applied this perspective to science. He saw nature forming itself through a dialogical process of mutual participation among radically different components. Furthermore, he observed that the process of dialogue is new to science itself. Bohm envisioned a participatory science. Science has been mainly based on the concept of arriving at one unique truth. But if scientists could engage in a dialogue, that would be a radical revolution in science—in the very nature of science (38). Mikhail Bakhtin introduced a sense of dialogue into the realm of art. He noted that discovery at the cognitive level is an act of creation closer to invention. For Bakhtin, art does not unveil or represent something that is already there. Art creates it in a dialogic concert between the artist and the medium. The medium includes the tools of the craft, subject matter, artistic communities, and a world filtered by artistic visions. Works of art result from a cooperative construction through dialogue between all these components. Creation happens through the dialogic confluence of different insights coming together in a loop of interactions. Bakhtin observed that the value of a work of art is not isolated and absolute. It lies in the work's potential or capacity to engage others in a creative dialogue. Language itself developed because of its interactive potential: it grew up in the service of participative thinking and performed acts (31). Bakhtin concluded that events, from the arts to the sciences, could only be described participatively. Without dialogue, isolated creative seeds would not blossom. Participants would not appreciate each other's insights. The circulation of dialogue and its engaging power is what facilitates the interaction of separate potentials that otherwise would not develop. In this sense, creation is participatory. It does not happen by itself. One hand creates another, and a different hand loops back to carry co-creation one turn further. In this dialogic process all is more or less subject to change, including how the evolving creation deals with its environment. Knowledge becomes pragmatic. Rather than an ensemble of absolutes, such as laws or truths, knowledge is more of a practical map to navigate an uncertain landscape. In this view, a truth, scientific or otherwise, is only as permanent as the interactive vortex that gives rise to it. This loop of co-creation goes beyond classical conceptions of truth and symmetry. What sets it apart is the cooperative use of differences in a circulation of mutual participation. In this model, feedback loops and differences work together as an engine of creation that runs on interactions. This engine of sorts spins loops that become self-maintaining vortices of innovation. From Closed to Open Loops Humberto Maturana and Francisco Varela pioneered the concept of autopoiesis in biology. An autopoietic system is basically a self-made and self-sustaining ensemble. To represent an autopoietic network, Maturana and Varela gave the example of the cell as a closed system of production. They noted in passing that the cell has to allow for some crossing of its own boundaries to exchange materials with the environment. Yet essentially, autopoietic mechanisms are closed with respect to its system of organization (135). The groundbreaking work of Maturana and Varela on self-organization gradually led to deeper reflections on how a system can maintain identity and yet be more open to exchanges with its environment, or, in other words, how an autopoietic system could operate as an open loop. The problem is that such reflections lead to a vast frontier mostly unexplored. There are no maps yet to begin making solid inroads into open systems. An inspiring exploration of open systems is Stuart Kauffman's Investigations. Although the term open seldom appears in his work as a category, its traces abound in this inquiry about creation in biological systems. Kauffman uses the concept of an autonomous agent where Maturana and Varela envisioned autopoietic systems (8). A free-living cell, for example, is no longer a closed, passive agent communicating through tightly guarded doors. Kauffman views the cell as actively interacting with its environment, yet at the same time able to maintain its self-identity until it dies. From the cellular to the universal, how is that possible? How can creative and destructive interactions yield life-enhancing innovation? Investigations is about biospheres taken in the general sense of living systems. The point of departure is the realization that biospheres cannot be prestated in their configuration space. This implies that we will always have uncertainty in any system, not just in quantum mechanics or in mathematics. As a consequence, we cannot state if any system is closed. Systems will always appear open, either because they are intrinsically open or because we cannot find their closure. Kauffman pictures autonomous agents propagating their systems of organization into all adjacent spaces where they can possibly migrate. Over their life spans, these agents maintain identity while propagating, by constantly repairing their systems as they go. They are also open to innovation because such repairs may entail adaptations to new environments. Both functions are the work of looping interactions within the environment, as living systems constantly check the adaptable viability of repairs and changes. The autonomous agent is like a hand feeling the environment, while the environment is another hand sensing the agent's actions. This forms an open co-constructive loop that is in effect an engine of innovation. We have yet to find the inner details of such engines. Kauffman thinks that innovative ecosystems may obey basic laws of nature yet to be discovered. But here his scientific approach may be touching a traditional home base rather than stretching further into the constructivist science he has imagined (269). Kauffman indicates that his investigations can only propose some partial and tentative ideas that cannot be proven at all in any formal sense. This in itself is an indication of an open scientific approach that departs from more traditional ones in the way basic ideas are generated. What is critical in Kauffman's approach is a sense of looping back to well-established areas that work and then jumping ahead to far reaching conjectures. This is the gesture of an explorer: moving further into the unknown, but also revisiting home to mark emerging trails through reinforcing loops that stretch out with each iteration. This process recalls Bohm's sense of dialogic or participatory science. Kauffman engages in a dialogue between traditional and innovative views without allowing one perspective to take over entirely. Kauffman concludes that the universe in its persistent becoming is richer than all our dreaming (139). For us the perceivers, as well as players and actors, our dreams are not isolated from our perceptions of the universe. They are not kept in different spaces but are engaged in a dialogical process of co-construction in the space of human imagination. Our co-created dreams and perceptions loop away from us to probe and map the unknown with an increasingly dialogical human touch. In scientific cultures, the notion of pre-existing laws of nature is being redrawn. As this gradual reconfiguration of scientific concepts develops, the quest for possible natural laws may be transformed, at least for the near term, into working principles that help us model phenomena. The fact that models work within their domains of application does not imply necessarily that their rules are actually laws of nature itself, or even that such laws might even exist. This subtle difference moves the scientific discourse from the metaphysical to a more human level where science is starting to feel increasingly at home. The same applies to artistic cultures, or to any other culture for that matter. Like hands drawing, we design architectures and adaptive rules to work in our environment. Different design principles can be viable, even if they are mutually contradictory in some way. Previous metaphysical concepts about unique designs of nature no longer have to hold back our hand, either in art or in science. Certainly they don't hold back innovation in media and technology. The basic work of trial and error helps creative hands co-design in ever-widening loops of reflexive interaction. This does not exclude other traditional creative procedures. Only now we have a richer palette of constructive alternatives. Acknowledgment I wish to thank Stuart Kauffman and Walter Fontana for inspiring conversations on innovation during my residency at the Santa Fe Institute in January 2002, and Quinnipiac University for supporting my research. References Arata, Luis O. "Reflections about Interactivity." 1999. Online. Internet. Available <http://media-in-transition.mit.edu/articles/index_arata.php>. Bakhtin, M. M. Toward a Philosophy of the Act. Austin: U of Texas P, 1993. Bohm, David. On Dialogue. New York: Routledge, 1996. Escher, M. C. Drawing Hands. http://www.etropolis.com/escher/hands.htm Irigaray, Luce. I Love to You. New York: Routledge, 1996. Kauffman, Stuart. Investigations. New York: Oxford, 2000. Maturana, Humberto and Francisco Varela. Autopoiesis and Cognition. Dordrecht: D. Reidel, 1980. Links http://media-in-transition.mit.edu/articles/index_arata.html http://www.etropolis.com/escher/hands.htm Citation reference for this article MLA Style Arata, Luis O.. "Creation by Looping Interactions" M/C: A Journal of Media and Culture 5.4 (2002). [your date of access] < http://www.media-culture.org.au/0208/creation.php>. Chicago Style Arata, Luis O., "Creation by Looping Interactions" M/C: A Journal of Media and Culture 5, no. 4 (2002), < http://www.media-culture.org.au/0208/creation.php> ([your date of access]). APA Style Arata, Luis O.. (2002) Creation by Looping Interactions. M/C: A Journal of Media and Culture 5(4). < http://www.media-culture.org.au/0208/creation.php> ([your date of access]).
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40

O'Meara, Radha. "Do Cats Know They Rule YouTube? Surveillance and the Pleasures of Cat Videos." M/C Journal 17, no. 2 (March 10, 2014). http://dx.doi.org/10.5204/mcj.794.

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Did you see the videos where the cat jumps in the box, attacks the printer or tries to leap from the snowy car? As the availability and popularity of watching videos on the Internet has risen rapidly in the last decade, so has the prevalence of cat videos. Although the cuteness of YouTube videos of cats might make them appear frivolous, in fact there is a significant irony at their heart: online cat videos enable corporate surveillance of viewers, yet viewers seem just as oblivious to this as the cats featured in the videos. Towards this end, I consider the distinguishing features of contemporary cat videos, focusing particularly on their narrative structure and mode of observation. I compare cat videos with the “Aesthetic of Astonishment” of early cinema and with dog videos, to explore the nexus of a spectatorship of thrills and feline performance. In particular, I highlight a unique characteristic of these videos: the cats’ unselfconsciousness. This, I argue, is rare in a consumer culture dominated by surveillance, where we are constantly aware of the potential for being watched. The unselfconsciousness of cats in online videos offers viewers two key pleasures: to imagine the possibility of freedom from surveillance, and to experience the power of administering surveillance as unproblematic. Ultimately, however, cat videos enable viewers to facilitate our own surveillance, and we do so with the gleeful abandon of a kitten jumping in a tissue box What Distinguishes Cat Videos? Cat videos have become so popular, that they generate millions of views on YouTube, and the Walker Art Center in Minneapolis now holds an annual Internet Cat Video Festival. If you are not already a fan of the genre, the Walker’s promotional videos for the festival (2013 and 2012) provide an entertaining introduction to the celebrities (Lil Bub, Grumpy Cat, and Henri), canon (dancing cats, surprised cat, and cat falling off counter), culture and commodities of online cat videos, despite repositioning them into a public exhibition context. Cats are often said to dominate the internet (Hepola), despite the surprise of Internet inventor Tim Berners-Lee. Domestic cats are currently the most popular pet in the world (Driscoll), however they are already outnumbered by smartphones. Cats have played various roles in our societies, cultures and imaginations since their domestication some 8-10,000 years ago (Driscoll). A potent social and cultural symbol in mythology, art and popular culture, the historical and cultural significance of cats is complex, shifting and often contradictory. They have made their way across geographic, cultural and class boundaries, and been associated with the sacred and the occult, femininity and fertility, monstrosity and domesticity (Driscoll, Rogers). Cats are figured as both inscrutable and bounteously polysemic. Current representations of cats, including these videos, seem to emphasise their sociability with humans, association with domestic space, independence and aloofness, and intelligence and secretiveness. I am interested in what distinguishes the pleasures of cat videos from other manifestations of cats in folklore and popular culture such as maneki-neko and fictional cats. Even within Internet culture, I’m focusing on live action cat videos, rather than lolcats, animated cats, or dog videos, though these are useful points of contrast. The Walker’s cat video primer also introduces us to the popular discourses accounting for the widespread appeal of these videos: cats have global reach beyond language, audiences can project their own thoughts and feelings onto cats, cats are cute, and they make people feel good. These discourses circulate in popular conversation, and are promoted by YouTube itself. These suggestions do not seem to account for the specific pleasures of cat videos, beyond the predominance of cats in culture more broadly. The cat videos popular on the Internet tend to feature several key characteristics. They are generated by users, shot on a mobile device such as a phone, and set in a domestic environment. They employ an observational mode, which Bill Nichols has described as a noninterventionist type of documentary film associated with traditions of direct cinema and cinema verite, where form and style yields to the profilmic event. In the spirit of their observational mode, cat videos feature minimal sound and language, negligible editing and short duration. As Leah Shafer notes, cat videos record, “’live’ events, they are mostly shot by ‘amateurs’ with access to emerging technologies, and they dramatize the familiar.” For example, the one-minute video Cat vs Printer comprises a single, hand-held shot observing the cat, and the action is underlined by the printer’s beep and the sounds created by the cat’s movements. The patterned wallpaper suggests a domestic location, and the presence of the cat itself symbolises domesticity. These features typically combine to produce impressions of universality, intimacy and spontaneity – impressions commonly labelled ‘cute’. The cat’s cuteness is also embodied in its confusion and surprise at the printer’s movements: it is a simpleton, and we can laugh at its lack of understanding of the basic appurtenances of the modern world. Cat videos present minimalist narratives, focused on an instant of spectacle. A typical cat video establishes a state of calm, then suddenly disrupts it. The cat is usually the active agent of change, though chance also frequently plays a significant role. The pervasiveness of this structure means that viewers familiar with the form may even anticipate a serendipitous event. The disruption prompts a surprising or comic effect for the viewer, and this is a key part of the video’s pleasure. For example, in Cat vs Printer, the establishing scenario is the cat intently watching the printer, a presumably quotidian scene, which escalates when the cat begins to smack the moving paper. The narrative climaxes in the final two seconds of the video, when the cat strikes the paper so hard that the printer tray bounces, and the surprised cat falls off its stool. The video ends abruptly. This disruption also takes the viewer by surprise (at least it does the first time you watch it). The terse ending, and lack of resolution or denouement, encourages the viewer to replay the video. The minimal narrative effectively builds expectation for a moment of surprise. These characteristics of style and form typify a popular body of work, though there is variation, and the millions of cat videos on YouTube might be best accounted for by various subgenres. The most popular cat videos seem to have the most sudden and striking disruptions as well as the most abrupt endings. They seem the most dramatic and spontaneous. There are also thousands of cat videos with minor disruptions, and some with brazenly staged events. Increasingly, there is obvious use of postproduction techniques, including editing and music. A growing preponderance of compilations attests to the videos’ “spreadability” (Jenkins, Ford, and Green). The conventional formal structure of these videos effectively homogenises the cat, as if there is a single cat performing in millions of videos. Indeed, YouTube comments often suggest a likeness between the cat represented in the video and the commenter’s own cat. In this sense, the cuteness so readily identified has an homogenising effect. It also has the effect of distinguishing cats as a species from other animals, as it confounds common conceptions of all (other) animals as fundamentally alike in their essential difference from the human (animal). Cat videos are often appreciated for what they reveal about cats in general, rather than for each cat’s individuality. In this way, cat videos symbolise a generic feline cuteness, rather than identify a particular cat as cute. The cats of YouTube act “as an allegory for all the cats of the earth, the felines that traverse myths and religions, literature and fables” (Derrida 374). Each cat swiping objects off shelves, stealing the bed of a dog, leaping onto a kitchen bench is the paradigmatic cat, the species exemplar. Mode of Spectatorship, Mode of Performance: Cat Videos, Film History and Dog Videos Cat videos share some common features with early cinema. In his analysis of the “Aesthetic of Astonishment,” which dominated films until about 1904, film historian Tom Gunning argues that the short, single shot films of this era are characterised by exciting audience curiosity and fulfilling it with visual shocks and thrills. It is easy to see how this might describe the experience of watching Cat vs Printer or Thomas Edison’s Electrocution of an Elephant from 1903. The thrill of revelation at the end of Cat vs Printer is more significant than the minimal narrative it completes, and the most popular videos seem to heighten this shock. Further, like a rainy afternoon spent clicking the play button on a sequence of YouTube’s suggested videos, these early short films were also viewed in variety format as a series of attractions. Indeed, as Leah Shafer notes, some of these early films even featured cats, such as Professor Welton’s Boxing Cats from 1894. Each film offered a moment of spectacle, which thrilled the modern viewer. Gunning argues that these early films are distinguished by a particular relationship between spectator and film. They display blatant exhibitionism, and address their viewer directly. This highlights the thrill of disruption: “The directness of this act of display allows an emphasis on the thrill itself – the immediate reaction of the viewer” (Gunning “Astonishment” 122). This is produced both within the staging of the film itself as players look directly at the camera, and by the mode of exhibition, where a showman primes the audience verbally for a moment of revelation. Importantly, Gunning argues that this mode of spectatorship differs from how viewers watch narrative films, which later came to dominate our film and television screens: “These early films explicitly acknowledge their spectator, seeming to reach outwards and confront. Contemplative absorption is impossible here” (“Astonishment” 123). Gunning’s emphasis on a particular mode of spectatorship is significant for our understanding of pet videos. His description of early cinema has numerous similarities with cat videos, to be sure, but seems to describe more precisely the mode of spectatorship engendered by typical dog videos. Dog videos are also popular online, and are marked by a mode of performance, where the dogs seem to present self-consciously for the camera. Dogs often appear to look at the camera directly, although they are probably actually reading the eyes of the camera operator. One of the most popular dog videos, Ultimate dog tease, features a dog who appears to look into the camera and engage in conversation with the camera operator. It has the same domestic setting, mobile camera and short duration as the typical cat video, but, unlike the cat attacking the printer, this dog is clearly aware of being watched. Like the exhibitionistic “Cinema of Attractions,” it is marked by “the recurring look at the camera by [canine] actors. This action which is later perceived as spoiling the realistic illusion of the cinema, is here undertaken with brio, establishing contact with the audience” (Gunning “Attractions” 64). Dog videos frequently feature dogs performing on command, such as the countless iterations of dogs fetching beverages from refrigerators, or at least behaving predictably, such as dogs jumping in the bath. Indeed, the scenario often seems to be set up, whereas cat videos more often seem to be captured fortuitously. The humour of dog videos often comes from the very predictability of their behaviour, such as repeatedly fetching or rolling in mud. In an ultimate performance of self-consciousness, dogs even seem to act out guilt and shame for their observers. Similarly, baby videos are also popular online and were popular in early cinema, and babies also tend to look at the camera directly, showing that they are aware of bring watched. This emphasis on exhibitionism and modes of spectatorship helps us hone in on the uniqueness of cat videos. Unlike the dogs of YouTube, cats typically seem unaware of their observers; they refuse to look at the camera and “display their visibility” (Gunning “Attractions,” 64). This fits with popular discourses of cats as independent and aloof, untrainable and untameable. Cat videos employ a unique mode of observation: we observe the cat, who is unencumbered by our scrutiny. Feline Performance in a World of Pervasive Surveillance This is an aesthetic of surveillance without inhibition, which heightens the impressions of immediacy and authenticity. The very existence of so many cat videos online is a consequence of camera ubiquity, where video cameras have become integrated with common communications devices. Thousands of cameras are constantly ready to capture these quotidian scenes, and feed the massive economy of user-generated content. Cat videos are obviously created and distributed by humans, a purposeful labour to produce entertainment for viewers. Cat videos are never simply a feline performance, but a performance of human interaction with the cat. The human act of observation is an active engagement with the other. Further, the act of recording is a performance of wielding the camera, and often also through image or voice. The cat video is a companion performance, which is part of an ongoing relationship between that human and that other animal. It carries strong associations with regimes of epistemological power and physical domination through histories of visual study, mastery and colonisation. The activity of the human creator seems to contrast with the behaviour of the cat in these videos, who appears unaware of being watched. The cats’ apparent uninhibited behaviour gives the viewer the illusion of voyeuristically catching a glimpse of a self-sufficient world. It carries connotations of authenticity, as the appearance of interaction and intervention is minimised, like the ideal of ‘fly on the wall’ documentary (Nichols). This lack of self-consciousness and sense of authenticity are key to their reception as ‘cute’ videos. Interestingly, one of the reasons that audiences may find this mode of observation so accessible and engaging, is because it heeds the conventions of the fourth wall in the dominant style of fiction film and television, which presents an hermetically sealed diegesis. This unselfconscious performance of cats in online videos is key, because it embodies a complex relationship with the surveillance that dominates contemporary culture. David Lyon describes surveillance as “any focused attention to personal details for the purposes of influence, management, or control” (“Everyday” 1) and Mark Andrejevic defines monitoring as “the collection of information, with or without the knowledge of users, that has actual or speculative economic value” (“Enclosure” 297). We live in an environment where social control is based on information, collected and crunched by governments, corporations, our peers, and ourselves. The rampancy of surveillance has increased in recent decades in a number of ways. Firstly, technological advances have made the recording, sorting and analysis of data more readily available. Although we might be particularly aware of the gaze of the camera when we stand in line at the supermarket checkout or have an iPhone pointed at our face, many surveillance technologies are hidden points of data collection, which track our grocery purchases, text messages to family and online viewing. Surveillance is increasingly mediated through digital technologies. Secondly, surveillance data is becoming increasingly privatised and monetised, so there is strengthening market demand for consumer information. Finally, surveillance was once associated chiefly with institutions of the state, or with corporations, but the process is increasingly “lateral,” involving peer-to-peer surveillance and self-surveillance in the realms of leisure and domestic life (Andrejevic “Enclosure,” 301). Cat videos occupy a fascinating position within this context of pervasive surveillance, and offer complex thrills for audiences. The Unselfconscious Pleasures of Cat Videos Unselfconsciousness of feline performance in cat videos invites contradictory pleasures. Firstly, cat videos offer viewers the fantasy of escaping surveillance. The disciplinary effect of surveillance means that we modify our behaviour based on a presumption of constant observation; we are managed and manipulated as much by ourselves as we are by others. This discipline is the defining condition of industrial society, as described by Foucault. In an age of traffic cameras, Big Brother, CCTV, the selfie pout, and Google Glass, modern subjects are oppressed by the weight of observation to constantly manage their personal performance. Unselfconsciousness is associated with privacy, intimacy, naivety and, increasingly, with impossibility. By allowing us to project onto the experience of their protagonists, cat videos invite us to imagine a world where we are not constantly aware of being watched, of being under surveillance by both human beings and technology. This projection is enabled by discourse, which constructs cats as independent and aloof, a libertarian ideal. It provides the potential for liberation from technologized social surveillance, and from the concomitant self-discipline of our docile bodies. The uninhibited performance of cats in online videos offers viewers the prospect that it is possible to live without the gaze of surveillance. Through cat videos, we celebrate the untameable. Cats model a liberated uninhibitedness viewers can only desire. The apparent unselfconsciousness of feline performance is analogous to Derrida’s conception of animal nakedness: the nudity of animals is significant, because it is a key feature which distinguishes them from humans, but at the same time there is no sense of the concept of nakedness outside of human culture. Similarly, a performance uninhibited by observation seems beyond humans in contemporary culture, and implies a freedom from social expectations, but there is also little suggestion that cats would act differently if they knew they were observed. We interpret cats’ independence as natural, and take pleasure in cats’ naturalness. This lack of inhibition is cute in the sense that it is attractive to the viewer, but also in the sense that it is naïve to imagine a world beyond surveillance, a freedom from being watched. Secondly, we take pleasure in the power of observing another. Surveillance is based on asymmetrical regimes of power, and the position of observer, recorder, collator is usually more powerful than the subject of their gaze. We enjoy the pleasure of wielding the unequal gaze, whether we hit the “record” button ourselves or just the “play” button. In this way, we celebrate our capacity to contain the cat, who has historically proven conceptually uncontainable. Yet, the cats’ unselfconsciousness means we can absolve ourselves of their exploitation. Looking back at the observer, or the camera, is often interpreted as a confrontational move. Cats in videos do not confront their viewer, do not resist the gaze thrown on them. They accept the role of subject without protest; they perform cuteness without resistance. We internalise the strategies of surveillance so deeply that we emulate its practices in our intimate relationships with domestic animals. Cats do not glare back at us, accusingly, as dogs do, to remind us we are exerting power over them. The lack of inhibition of cats in online videos means that we can exercise the power of surveillance without confronting the oppression this implies. Cat videos offer the illusion of watching the other without disturbing it, brandishing the weapon without acknowledging the violence of its impact. There is a logical tension between these dual pleasures of cat videos: we want to escape surveillance, while exerting it. The Work of Cat Videos in ‘Liquid Surveillance’ These contradictory pleasures in fact speak to the complicated nature of surveillance in the era of “produsage,” when the value chain of media has transformed along with traditional roles of production and consumption (Bruns). Christian Fuchs argues that the contemporary media environment has complicated the dynamics of surveillance, and blurred the lines between subject and object (304). We both create and consume cat videos; we are commodified as audience and sold on as data. YouTube is the most popular site for sharing cat videos, and a subsidiary of Google, the world’s most visited website and a company which makes billions of dollars from gathering, collating, storing, assessing, and trading our data. While we watch cat videos on YouTube, they are also harvesting information about our every click, collating it with our other online behaviour, targeting ads at us based on our specific profile, and also selling this data on to others. YouTube is, in fact, a key tool of what David Lyon calls “liquid surveillance” after the work of Zygmunt Bauman, because it participates in the reduction of millions of bodies into data circulating at the service of consumer society (Lyon “Liquid”). Your views of cats purring and pouncing are counted and monetised, you are profiled and targeted for further consumption. YouTube did not create the imbalance of power implied by these mechanisms of surveillance, but it is instrumental in automating, amplifying, and extending this power (Andrejevic “Lateral,” 396). Zygmunt Bauman argues that in consumer society we are increasingly seduced to willingly subject ourselves to surveillance (Lyon “Liquid”), and who better than the cute kitty to seduce us? Our increasingly active role in “produsage” media platforms such as YouTube enables us to perform what Andrejevic calls “the work of being watched” (“Work”). When we upload, play, view, like and comment on cat videos, we facilitate our own surveillance. We watch cat videos for the contradictory pleasures they offer us, as we navigate and negotiate the overwhelming surveillance of consumer society. Cat videos remind us of the perpetual possibility of observation, and suggest the prospect of escaping it. ReferencesAndrejevic, Mark. “The Work of Being Watched: Interactive Media and the Exploitation of Self-Disclosure.” Critical Studies in Media Communication 19.2 (2002): 230-248. Andrejevic, Mark. “The Discipline of Watching: Detection, Risk, and Lateral Surveillance.” Critical Studies in Media Communication 23.5 (2006): 391-407. Andrejevic, Mark. “Surveillance in the Digital Enclosure.” The Communication Review 10.4 (2007): 295-317. Berners-Lee, Tim. “Ask Me Anything.” Reddit, 12 March 2014. 29 Apr. 2014 ‹http://www.reddit.com/r/IAmA/comments/2091d4/i_am_tim_bernerslee_i_invented_the_www_25_years/cg0wpma›. Bruns, Axel. Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. New York: Peter Lang, 2008. Derrida, Jacques. The Animal That Therefore I Am. New York: Fordham University Press, 2008. Project MUSE, 4 Mar. 2014. 29 Apr. 2014 ‹http://muse.jhu.edu/›. Driscoll, Carlos A., et al. "The Taming of the Cat." Scientific American 300.6 (2009): 68-75. Foucault, Michel. Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. New York: Random House, 1995. Fuchs, Christian. “Web 2.0, Prosumption, and Surveillance.” Surveillance & Society 8.3 (2011): 288-309. Gunning, Tom. “An Aesthetic of Astonishment: Early Film and the Incredulous Spectator.” Viewing Positions: Ways of Seeing Film. Ed. Linda Williams. New Brunswick, NJ: Rutgers UP, 1995. 114-133. Gunning, Tom. "The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde." Wide Angle 8.3-4 (1986): 63-70. Hepola, Sarah. “The Internet Is Made of Kittens.” Salon, 11 Feb 2009. 29 Apr. 2014 ‹http://www.salon.com/2009/02/10/cat_internet/›. Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Network Culture. New York: NYU Press, 2013. Lyon, David. “Liquid Surveillance: The Contribution of Zygmunt Bauman to Surveillance Studies.” International Political Sociology 4 (2010): 325–338 Lyon, David. “Surveillance, Power and Everyday Life.” In Robin Mansell et al., eds., Oxford Handbook of Information and Communication Technologies. Oxford: Oxford Handbooks, 2007. 449-472. 29 Apr. 2014 ‹http://www.sscqueens.org/sites/default/files/oxford_handbook.pdf›. Nichols, Bill. Introduction to Documentary. 2nd ed. Bloomington: Indiana University Press, 2010. Rogers, Katharine. The Cat and the Human Imagination: Feline Images from Bast to Garfield. Ann Arbor, MI: University of Michigan Press, 2001. Shafer, Leah. “I Can Haz an Internet Aesthetic?!? LOLCats and the Digital Marketplace.” Paper presented at the Northeast Popular/American Culture Association Conference, St. John Fisher College, Rochester, New York, 2012. 5 Mar. 2014 ‹http://fisherpub.sjfc.edu/cgi/viewcontent.cgi?article=1094&context=nepca›.
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41

Brien, Donna Lee. "A Taste of Singapore: Singapore Food Writing and Culinary Tourism." M/C Journal 17, no. 1 (March 16, 2014). http://dx.doi.org/10.5204/mcj.767.

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Introduction Many destinations promote culinary encounters. Foods and beverages, and especially how these will taste in situ, are being marketed as niche travel motivators and used in destination brand building across the globe. While initial usage of the term culinary tourism focused on experiencing exotic cultures of foreign destinations by sampling unfamiliar food and drinks, the term has expanded to embrace a range of leisure travel experiences where the aim is to locate and taste local specialities as part of a pleasurable, and hopefully notable, culinary encounter (Wolf). Long’s foundational work was central in developing the idea of culinary tourism as an active endeavor, suggesting that via consumption, individuals construct unique experiences. Ignatov and Smith’s literature review-inspired definition confirms the nature of activity as participatory, and adds consuming food production skills—from observing agriculture and local processors to visiting food markets and attending cooking schools—to culinary purchases. Despite importing almost all of its foodstuffs and beverages, including some of its water, Singapore is an acknowledged global leader in culinary tourism. Horng and Tsai note that culinary tourism conceptually implies that a transferal of “local or special knowledge and information that represent local culture and identities” (41) occurs via these experiences. This article adds the act of reading to these participatory activities and suggests that, because food writing forms an important component of Singapore’s suite of culinary tourism offerings, taste contributes to the cultural experience offered to both visitors and locals. While Singapore foodways have attracted significant scholarship (see, for instance, work by Bishop; Duruz; Huat & Rajah; Tarulevicz, Eating), Singapore food writing, like many artefacts of popular culture, has attracted less notice. Yet, this writing is an increasingly visible component of cultural production of, and about, Singapore, and performs a range of functions for locals, tourists and visitors before they arrive. Although many languages are spoken in Singapore, English is the national language (Alsagoff) and this study focuses on food writing in English. Background Tourism comprises a major part of Singapore’s economy, with recent figures detailing that food and beverage sales contribute over 10 per cent of this revenue, with spend on culinary tours and cookery classes, home wares such as tea-sets and cookbooks, food magazines and food memoirs additional to this (Singapore Government). This may be related to the fact that Singapore not only promotes food as a tourist attraction, but also actively promotes itself as an exceptional culinary destination. The Singapore Tourism Board (STB) includes food in its general information brochures and websites, and its print, television and cinema commercials (Huat and Rajah). It also mounts information-rich campaigns both abroad and inside Singapore. The 2007 ‘Singapore Seasons’ campaign, for instance, promoted Singaporean cuisine alongside films, design, books and other cultural products in London, New York and Beijing. Touring cities identified as key tourist markets in 2011, the ‘Singapore Takeout’ pop-up restaurant brought the taste of Singaporean foods into closer focus. Singaporean chefs worked with high profile locals in its kitchen in a custom-fabricated shipping container to create and demonstrate Singaporean dishes, attracting public and media interest. In country, the STB similarly actively promotes the tastes of Singaporean foods, hosting the annual World Gourmet Summit (Chaney and Ryan) and Pacific Food Expo, both attracting international culinary professionals to work alongside local leaders. The Singapore Food Festival each July is marketed to both locals and visitors. In these ways, the STB, as well as providing events for visitors, is actively urging Singaporeans to proud of their food culture and heritage, so that each Singaporean becomes a proactive ambassador of their cuisine. Singapore Food Writing Popular print guidebooks and online guides to Singapore pay significantly more attention to Singaporean food than they do for many other destinations. Sections on food in such publications discuss at relative length the taste of Singaporean food (always delicious) as well as how varied, authentic, hygienic and suited-to-all-budgets it is. These texts also recommend hawker stalls and food courts alongside cafés and restaurants (Henderson et al.), and a range of other culinary experiences such as city and farm food tours and cookery classes. This writing describes not only what can be seen or learned during these experiences, but also what foods can be sampled, and how these might taste. This focus on taste is reflected in the printed materials that greet the in-bound tourist at the airport. On a visit in October 2013, arrival banners featuring mouth-watering images of local specialities such as chicken rice and chilli crab marked the route from arrival to immigration and baggage collection. Even advertising for a bank was illustrated with photographs of luscious-looking fruits. The free maps and guidebooks available featured food-focused tours and restaurant locations, and there were also substantial free booklets dedicated solely to discussing local delicacies and their flavours, plus recommended locations to sample them. A website and free mobile app were available that contain practical information about dishes, ingredients, cookery methods, and places to eat, as well as historical and cultural information. These resources are also freely distributed to many hotels and popular tourist destinations. Alongside organising food walks, bus tours and cookery classes, the STB also recommends the work of a number of Singaporean food writers—principally prominent Singapore food bloggers, reviewers and a number of memoirists—as authentic guides to what are described as unique Singaporean flavours. The strategies at the heart of this promotion are linking advertising to useful information. At a number of food centres, for instance, STB information panels provide details about both specific dishes and Singapore’s food culture more generally (Henderson et al.). This focus is apparent at many tourist destinations, many of which are also popular local attractions. In historic Fort Canning Park, for instance, there is a recreation of Raffles’ experimental garden, established in 1822, where he grew the nutmeg, clove and other plants that were intended to form the foundation for spice plantations but were largely unsuccessful (Reisz). Today, information panels not only indicate the food plants’ names and how to grow them, but also their culinary and medicinal uses, recipes featuring them and the related food memories of famous Singaporeans. The Singapore Botanic Gardens similarly houses the Ginger Garden displaying several hundred species of ginger and information, and an Eco(-nomic/logical) Garden featuring many food plants and their stories. In Chinatown, panels mounted outside prominent heritage brands (often still quite small shops) add content to the shopping experience. A number of museums profile Singapore’s food culture in more depth. The National Museum of Singapore has a permanent Living History gallery that focuses on Singapore’s street food from the 1950s to 1970s. This display includes food-related artefacts, interactive aromatic displays of spices, films of dishes being made and eaten, and oral histories about food vendors, all supported by text panels and booklets. Here food is used to convey messages about the value of Singapore’s ethnic diversity and cross-cultural exchanges. Versions of some of these dishes can then be sampled in the museum café (Time Out Singapore). The Peranakan Museum—which profiles the unique hybrid culture of the descendants of the Chinese and South Indian traders who married local Malay women—shares this focus, with reconstructed kitchens and dining rooms, exhibits of cooking and eating utensils and displays on food’s ceremonial role in weddings and funerals all supported with significant textual information. The Chinatown Heritage Centre not only recreates food preparation areas as a vivid indicator of poor Chinese immigrants’ living conditions, but also houses The National Restaurant of Singapore, which translates this research directly into meals that recreate the heritage kopi tiam (traditional coffee shop) cuisine of Singapore in the 1930s, purposefully bringing taste into the service of education, as its descriptive menu states, “educationally delighting the palate” (Chinatown Heritage Centre). These museums recognise that shopping is a core tourist activity in Singapore (Chang; Yeung et al.). Their gift- and bookshops cater to the culinary tourist by featuring quality culinary products for sale (including, for instance, teapots and cups, teas, spices and traditional sweets, and other foods) many of which are accompanied by informative tags or brochures. At the centre of these curated, purchasable collections are a range written materials: culinary magazines, cookbooks, food histories and memoirs, as well as postcards and stationery printed with recipes. Food Magazines Locally produced food magazines cater to a range of readerships and serve to extend the culinary experience both in, and outside, Singapore. These include high-end gourmet, luxury lifestyle publications like venerable monthly Wine & Dine: The Art of Good Living, which, in in print for almost thirty years, targets an affluent readership (Wine & Dine). The magazine runs features on local dining, gourmet products and trends, as well as international epicurean locations and products. Beautifully illustrated recipes also feature, as the magazine declares, “we’ve recognised that sharing more recipes should be in the DNA of Wine & Dine’s editorial” (Wine & Dine). Appetite magazine, launched in 2006, targets the “new and emerging generation of gourmets—foodies with a discerning and cosmopolitan outlook, broad horizons and a insatiable appetite” (Edipresse Asia) and is reminiscent in much of its styling of New Zealand’s award-winning Cuisine magazine. Its focus is to present a fresh approach to both cooking at home and dining out, as readers are invited to “Whip up the perfect soufflé or feast with us at the finest restaurants in Singapore and around the region” (Edipresse Asia). Chefs from leading local restaurants are interviewed, and the voices of “fellow foodies and industry watchers” offer an “insider track” on food-related news: “what’s good and what’s new” (Edipresse Asia). In between these publications sits Epicure: Life’s Refinements, which features local dishes, chefs, and restaurants as well as an overseas travel section and a food memories column by a featured author. Locally available ingredients are also highlighted, such as abalone (Cheng) and an interesting range of mushrooms (Epicure). While there is a focus on an epicurean experience, this is presented slightly more casually than in Wine & Dine. Food & Travel focuses more on home cookery, but each issue also includes reviews of Singapore restaurants. The bimonthly bilingual (Chinese and English) Gourmet Living features recipes alongside a notable focus on food culture—with food history columns, restaurant reviews and profiles of celebrated chefs. An extensive range of imported international food magazines are also available, with those from nearby Malaysia and Indonesia regularly including articles on Singapore. Cookbooks These magazines all include reviews of cookery books including Singaporean examples – and some feature other food writing such as food histories, memoirs and blogs. These reviews draw attention to how many Singaporean cookbooks include a focus on food history alongside recipes. Cookery teacher Yee Soo Leong’s 1976 Singaporean Cooking was an early example of cookbook as heritage preservation. This 1976 book takes an unusual view of ‘Singaporean’ flavours. Beginning with sweet foods—Nonya/Singaporean and western cakes, biscuits, pies, pastries, bread, desserts and icings—it also focuses on both Singaporean and Western dishes. This text is also unusual as there are only 6 lines of direct authorial address in the author’s acknowledgements section. Expatriate food writer Wendy Hutton’s Singapore Food, first published in 1979, reprinted many times after and revised in 2007, has long been recognised as one of the most authoritative titles on Singapore’s food heritage. Providing an socio-historical map of Singapore’s culinary traditions, some one third of the first edition was devoted to information about Singaporean multi-cultural food history, including detailed profiles of a number of home cooks alongside its recipes. Published in 1980, Kenneth Mitchell’s A Taste of Singapore is clearly aimed at a foreign readership, noting the variety of foods available due to the racial origins of its inhabitants. The more modest, but equally educational in intent, Hawkers Flavour: A Guide to Hawkers Gourmet in Malaysia and Singapore (in its fourth printing in 1998) contains a detailed introductory essay outlining local food culture, favourite foods and drinks and times these might be served, festivals and festive foods, Indian, Indian Muslim, Chinese, Nyonya (Chinese-Malay), Malay and Halal foods and customs, followed with a selection of recipes from each. More contemporary examples of such information-rich cookbooks, such as those published in the frequently reprinted Periplus Mini Cookbook series, are sold at tourist attractions. Each of these modestly priced, 64-page, mouthwateringly illustrated booklets offer framing information, such as about a specific food culture as in the Nonya kitchen in Nonya Favourites (Boi), and explanatory glossaries of ingredients, as in Homestyle Malay Cooking (Jelani). Most recipes include a boxed paragraph detailing cookery or ingredient information that adds cultural nuance, as well as trying to describe tastes that the (obviously foreign) intended reader may not have encountered. Malaysian-born Violet Oon, who has been called the Julia Child of Singapore (Bergman), writes for both local and visiting readers. The FOOD Paper, published monthly for a decade from January 1987 was, she has stated, then “Singapore’s only monthly publication dedicated to the CSF—Certified Singapore Foodie” (Oon, Violet Oon Cooks 7). Under its auspices, Oon promoted her version of Singaporean cuisine to both locals and visitors, as well as running cookery classes and culinary events, hosting her own television cooking series on the Singapore Broadcasting Corporation, and touring internationally for the STB as a ‘Singapore Food Ambassador’ (Ahmad; Kraal). Taking this representation of flavor further, Oon has also produced a branded range of curry powders, spices, and biscuits, and set up a number of food outlets. Her first cookbook, World Peranakan Cookbook, was published in 1978. Her Singapore: 101 Meals of 1986 was commissioned by the STB, then known as the Singapore Tourist Promotion Board. Violet Oon Cooks, a compilation of recipes from The FOOD Paper, published in 1992, attracted a range of major international as well as Singaporean food sponsors, and her Timeless Recipes, published in 1997, similarly aimed to show how manufactured products could be incorporated into classic Singaporean dishes cooked at home. In 1998, Oon produced A Singapore Family Cookbook featuring 100 dishes. Many were from Nonya cuisine and her following books continued to focus on preserving heritage Singaporean recipes, as do a number of other nationally-cuisine focused collections such as Joyceline Tully and Christopher Tan’s Heritage Feasts: A Collection of Singapore Family Recipes. Sylvia Tan’s Singapore Heritage Food: Yesterday’s Recipes for Today’s Cooks, published in 2004, provides “a tentative account of Singapore’s food history” (5). It does this by mapping the various taste profiles of six thematically-arranged chronologically-overlapping sections, from the heritage of British colonialism, to the uptake of American and Russia foods in the Snackbar era of the 1960s and the use of convenience flavoring ingredients such as curry pastes, sauces, dried and frozen supermarket products from the 1970s. Other Volumes Other food-themed volumes focus on specific historical periods. Cecilia Leong-Salobir’s Food Culture in Colonial Asia: A Taste of Empire discusses the “unique hybrid” (1) cuisine of British expatriates in Singapore from 1858 to 1963. In 2009, the National Museum of Singapore produced the moving Wong Hong Suen’s Wartime Kitchen: Food and Eating in Singapore 1942–1950. This details the resilience and adaptability of both diners and cooks during the Japanese Occupation and in post-war Singapore, when shortages stimulated creativity. There is a centenary history of the Cold Storage company which shipped frozen foods all over south east Asia (Boon) and location-based studies such as Annette Tan’s Savour Chinatown: Stories Memories & Recipes. Tan interviewed hawkers, chefs and restaurant owners, working from this information to write both the book’s recipes and reflect on Chinatown’s culinary history. Food culture also features in (although it is not the main focus) more general book-length studies such as educational texts such as Chew Yen Fook’s The Magic of Singapore and Melanie Guile’s Culture in Singapore (2000). Works that navigate both spaces (of Singaporean culture more generally and its foodways) such Lily Kong’s Singapore Hawker Centres: People, Places, Food, provide an consistent narrative of food in Singapore, stressing its multicultural flavours that can be enjoyed from eateries ranging from hawker stalls to high-end restaurants that, interestingly, that agrees with that promulgated in the food writing discussed above. Food Memoirs and Blogs Many of these narratives include personal material, drawing on the author’s own food experiences and taste memories. This approach is fully developed in the food memoir, a growing sub-genre of Singapore food writing. While memoirs by expatriate Singaporeans such as Cheryl Lu-Lien Tan’s A Tiger in the Kitchen: A Memoir of Food and Family, produced by major publisher Hyperion in New York, has attracted considerable international attention, it presents a story of Singapore cuisine that agrees with such locally produced texts as television chef and food writer Terry Tan’s Stir-fried and Not Shaken: A Nostalgic Trip Down Singapore’s Memory Lane and the food memoir of the Singaporean chef credited with introducing fine Malay dining to Singapore, Aziza Ali’s Sambal Days, Kampong Cuisine, published in Singapore in 2013 with the support of the National Heritage Board. All these memoirs are currently available in Singapore in both bookshops and a number of museums and other attractions. While underscoring the historical and cultural value of these foods, all describe the unique flavours of Singaporean cuisine and its deliciousness. A number of prominent Singapore food bloggers are featured in general guidebooks and promoted by the STB as useful resources to dining out in Singapore. One of the most prominent of these is Leslie Tay, a medical doctor and “passionate foodie” (Knipp) whose awardwinning ieatŸishootŸipost is currently attracting some 90,000 unique visitors every month and has had over 20,000 million hits since its launch in 2006. An online diary of Tay’s visits to hundreds of Singaporean hawker stalls, it includes descriptions and photographs of meals consumed, creating accumulative oral culinary histories of these dishes and those who prepared them. These narratives have been reorganised and reshaped in Tay’s first book The End of Char Kway Teow and Other Hawker Mysteries, where each chapter tells the story of one particular dish, including recommended hawker stalls where it can be enjoyed. Ladyironchef.com is a popular food and travel site that began as a blog in 2007. An edited collection of reviews of eateries and travel information, many by the editor himself, the site features lists of, for example, the best cafes (LadyIronChef “Best Cafes”), eateries at the airport (LadyIronChef “Guide to Dining”), and hawker stalls (Lim). While attesting to the cultural value of these foods, many articles also discuss flavour, as in Lim’s musings on: ‘how good can chicken on rice taste? … The glistening grains of rice perfumed by fresh chicken stock and a whiff of ginger is so good you can even eat it on its own’. Conclusion Recent Singapore food publishing reflects this focus on taste. Tay’s publisher, Epigram, growing Singaporean food list includes the recently released Heritage Cookbooks Series. This highlights specialist Singaporean recipes and cookery techniques, with the stated aim of preserving tastes and foodways that continue to influence Singaporean food culture today. Volumes published to date on Peranakan, South Indian, Cantonese, Eurasian, and Teochew (from the Chaoshan region in the east of China’s Guangdong province) cuisines offer both cultural and practical guides to the quintessential dishes and flavours of each cuisine, featuring simple family dishes alongside more elaborate special occasion meals. In common with the food writing discussed above, the books in this series, although dealing with very different styles of cookery, contribute to an overall impression of the taste of Singapore food that is highly consistent and extremely persuasive. This food writing narrates that Singapore has a delicious as well as distinctive and interesting food culture that plays a significant role in Singaporean life both currently and historically. It also posits that this food culture is, at the same time, easily accessible and also worthy of detailed consideration and discussion. 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Acknowledgements Research to complete this article was supported by Central Queensland University, Australia, under its Outside Studies Program (OSPRO) and Learning and Teaching Education Research Centre (LTERC). An earlier version of part of this article was presented at the 2nd Australasian Regional Food Networks and Cultures Conference, in the Barossa Valley in South Australia, Australia, 11–14 November 2012. The delegates of that conference and expert reviewers of this article offered some excellent suggestions regarding strengthening this article and their advice was much appreciated. All errors are, of course, my own.
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Tuters, Marc, Emilija Jokubauskaitė, and Daniel Bach. "Post-Truth Protest: How 4chan Cooked Up the Pizzagate Bullshit." M/C Journal 21, no. 3 (August 15, 2018). http://dx.doi.org/10.5204/mcj.1422.

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Abstract:
IntroductionOn 4 December 2016, a man entered a Washington, D.C., pizza parlor armed with an AR-15 assault rifle in an attempt to save the victims of an alleged satanic pedophilia ring run by prominent members of the Democratic Party. While the story had already been discredited (LaCapria), at the time of the incident, nearly half of Trump voters were found to give a measure of credence to the same rumors that had apparently inspired the gunman (Frankovic). Was we will discuss here, the bizarre conspiracy theory known as "Pizzagate" had in fact originated a month earlier on 4chan/pol/, a message forum whose very raison d’être is to protest against “political correctness” of the liberal establishment, and which had recently become a hub for “loose coordination” amongst members the insurgent US ‘alt-right’ movement (Hawley 48). Over a period of 25 hours beginning on 3 November 2016, contributors to the /pol/ forum combed through a cache of private e-mails belonging to Hillary Clinton’s campaign manager John Podesta, obtained by Russian hackers (Franceschi-Bicchierai) and leaked by Julian Assange (Wikileaks). In this short time period contributors to the forum thus constructed the basic elements of a narrative that would be amplified by a newly formed “right-wing media network”, in which the “repetition, variation, and circulation” of “repeated falsehoods” may be understood as an “important driver towards a ‘post-truth’ world” (Benkler et al). Heavily promoted by a new class of right-wing pundits on Twitter (Wendling), the case of Pizzagate prompts us to reconsider the presumed progressive valence of social media protest (Zuckerman).While there is literature, both popular and academic, on earlier protest movements associated with 4chan (Stryker; Olson; Coleman; Phillips), there is still a relative paucity of empirical research into the newer forms of alt-right collective action that have emerged from 4chan. And while there have been journalistic exposés tracing the dissemination of the Pizzagate rumors across social media as well as deconstructing its bizarre narrative (Fisher et al.; Aisch; Robb), as of yet there has been no rigorous analysis of the provenance of this particular story. This article thus provides an empirical study of how the Pizzagate conspiracy theory developed out of a particular set of collective action techniques that were in turn shaped by the material affordances of 4chan’s most active message board, the notorious and highly offensive /pol/.Grammatised Collective ActionOur empirical approach is partially inspired by the limited data-scientific literature of 4chan (Bernstein et al.; Hine et al.; Zannettou et al.), and combines close and distant reading techniques to study how the technical design of 4chan ‘grammatises’ new forms of collective action. Our coinage of grammatised collective action is based on the notion of “grammars of action” from the field of critical information studies, which posits the radical idea that innovations in computational systems can also be understood as “ontological advances” (Agre 749), insofar as computation tends to break the flux of human activity into discrete elements. By introducing this concept our intent is not to minimise individual agency, but rather to emphasise the ways in which computational systems can be conceptualised in terms of an individ­ual-milieu dyad where the “individual carries with it a certain inheritance […] animated by all the potentials that characterise [...] the structure of a physical system” (Simondon 306). Our argument is that grammatisation may be thought to create new kinds of niches, or affordances, for new forms of sociality and, crucially, new forms of collective action — in the case of 4chan/pol/, how anonymity and ephemerality may be thought to afford a kind of post-truth protest.Affordance was initially proposed as a means by which to overcome the dualistic tendency, inherited from phenomenology, to bracket the subject from its environment. Thus, affordance is a relational concept “equally a fact of the environment and a fact of behaviour” (Gibson 129). While, in the strictly materialist sense affordances are “always there” (Gibson 132), their capacity to shape action depends upon their discovery and exploitation by particular forms of life that are capable of perceiving them. It is axiomatic within ethology that forms of life can be understood to thrive in their own dynamic, yet in some real sense ontologically distinct, lifeworlds (von Uexküll). Departing from this axiom, affordances can thus be defined, somewhat confusingly but accurately, as an “invariant combination of variables” (Gibson 134). In the case of new media, the same technological object may afford different actions for specific users — for instance, the uses of an online platform appears differently from the perspective of the individual users, businesses, or a developer (Gillespie). Recent literature within the field of new media has sought to engage with this concept of affordance as the methodological basis for attending to “the specificity of platforms” (Bucher and Helmond 242), for example by focussing on how a platform’s affordances may be used as a "mechanism of governance" (Crawford and Gillespie 411), how they may "foster democratic deliberation" (Halpern and Gibbs 1159), and be implicated in the "production of normativity" (Stanfill 1061).As an anonymous and essentially ephemeral peer-produced image-board, 4chan has a quite simple technical design when compared with the dominant social media platforms discussed in the new media literature on affordances. Paradoxically however in the simplicity of their design 4chan boards may be understood to afford rather complex forms of self-expression and of coordinated action amongst their dedicated users, whom refer to themselves as "anons". It has been noted, for example, that the production of provocative Internet memes on 4chan’s /b/ board — the birthplace of Rickrolling — could be understood as a type of "contested cultural capital", whose “media literate” usage allows anons to demonstrate their in-group status in the absence of any persistent reputational capital (Nissenbaum and Shiffman). In order to appreciate how 4chan grammatises action it is thus useful to study its characteristic affordances, the most notable of which is its renowned anonymity. We should thus begin by noting how the design of the site allows anyone to post anything virtually anonymously so long as comments remain on topic for the given board. Indeed, it was this particular affordance that informed the emergence of the collective identity of the hacktivist group “Anonymous”, some ten years before 4chan became publicly associated with the rise of the alt-right.In addition to anonymity the other affordance that makes 4chan particularly unique is ephemerality. As stated, the design of 4chan is quite straightforward. Anons post comments to ongoing threaded discussions, which start with an original post. Threads with the most recent comments appear first in order at the top of a given board, which result in the previous threads getting pushed down the page. Even in the case of the most popular threads 4chan boards only allow a finite number of comments before threads must be purged. As a result of this design, no matter how popular a discussion might be, once having reached the bump-limit threads expire, moving down the front page onto the second and third page either to be temporarily catalogued or else to disappear from the site altogether (see Image 1 for how popular threads on /pol/, represented in red, are purged after reaching the bump-limit).Image 1: 55 minutes of all 4chan/pol/ threads and their positions, sampled every 2 minutes (Hagen)Adding to this ephemerality, general discussion on 4chan is also governed by moderators — this in spite of 4chan’s anarchic reputation — who are uniquely empowered with the ability to effectively kill a thread, or a series of threads. Autosaging, one of the possible techniques available to moderators, is usually only exerted in instances when the discussion is deemed as being off-topic or inappropriate. As a result of the combined affordances, discussions can be extremely rapid and intense — in the case of the creation of Pizzagate, this process took 25 hours (see Tokmetzis for an account based on our research).The combination of 4chan’s unique affordances of anonymity and ephemerality brings us to a third factor that is crucial in order to understand how it is that 4chan anons cooked-up the Pizzagate story: the general thread. This process involves anons combing through previous discussion threads in order to create a new thread that compiles all the salient details on a given topic often archiving this data with services like Pastebin — an online content hosting service usually used to share snippets of code — or Google Docs since the latter tend to be less ephemeral than 4chan.In addition to keeping a conversation alive after a thread has been purged, in the case of Pizzagate we noticed that general threads were crucial to the process of framing those discussions going forward. While multiple general threads might emerge on a given topic, only one will consolidate the ongoing conversation thereby affording significant authority to a single author (as opposed to the anonymous mass) in terms of deciding on which parts of a prior thread to include or exclude. While general threads occur relatively commonly in 4chan, in the case of Pizzagate, this process seemed to take on the form of a real-time collective research effort that we will refer to as bullshit accumulation.The analytic philosopher Harry Frankfurt argues that bullshit is form of knowledge-production that appears unconcerned with objective truth, and as such can be distinguished from misinformation. Frankfurt sees bullshit as “more ambitious” than misinformation defining it as “panoramic rather than particular” since it is also prepared to “fake the context”, which in his estimation makes bullshit a “greater enemy of the truth” than lies (62, 52). Through an investigation into the origins of Pizzagate on /pol/, we thus are able to understand how grammatised collective action assists in the accumulation of bullshit in the service of a kind of post-truth political protest.Bullshit Accumulation4chan has a pragmatic and paradoxical relationship with belief that has be characterised in terms of kind of quasi-religious ironic collectivism (Burton). Because of this "weaponizing [of] irony" (Wilson) it is difficult to objectively determine to what extent anons actually believed that Pizzagate was real, and in a sense it is beside the point. In combination then with the site’s aforementioned affordances, it is this peculiar relationship with the truth which thus makes /pol/ so uniquely productive of bullshit. Image 2: Original pizzagate post on 4chan/pol/When #Pizzagate started trending on Twitter on 4 November 2017, it became clear that much of the narrative, and in particular the ‘pizza connection’, was based on arcane (if not simply ridiculous) interpretations of a cache of e-mails belonging to Hillary Clinton’s campaign manager John Podesta released by Wikileaks during the final weeks of the campaign. While many of the subsequent journalistic exposé would claim that Pizzagate began on 4chan, they did not explore its origins, perhaps because of the fact that 4chan does not consistently archive its threads. Our analysis overcame this obstacle by using a third party archive, Archive4plebs, which allowed us to pinpoint the first instance of a thread (/pol/) that discussed a connection between the keyword “pizza” and the leaked e-mails (Image 2).Image 3: 4chan/pol/ Pizzagate general threadsStarting with the timestamp of the first thread, we identified a total of 18 additional general threads related to the topic of Pizzagate (see Image 3). This establishes a 25-hour timeframe in which the Pizzagate narrative was formed (from Wednesday 2 November 2016, 22:17:20, until Thursday 3 November 2016, 23:24:01). We developed a timeline (Image 4) identifying 13 key moments in the development of the Pizzagate story such as the first attempts at disseminating the narrative to other platforms such as the Reddit forum r/The_Donald a popular forum whose reactionary politics had arguably set the broader tone for the Trump campaign (Heikkila).Image 4: timeline of the birth of Pizzagate. Design by Elena Aversa, information design student at Density Design Lab.The association between the Clinton campaign and pedophilia came from another narrative on 4chan known as ‘Orgy Island’, which alleged the Clintons flew to a secret island for sex tourism aboard a private jet called "Lolita Express" owned by Jeffrey Epstein, an American financier who had served 13 months in prison for soliciting an underage prostitute. As with the Pizzagate story, this narrative also appears to have developed through the shared infrastructure of Pastebin links included in general posts (Pastebin) often alongside Wikileaks links.Image 5: Clues about “pizza” being investigatedOrgy Island and other stories were thus combined together with ‘clues’, many of which were found in the leaked Podesta e-mails, in order to imagine the connections between pedophila and pizza. It was noticed that several of Podesta’s e-mails, for example, mentioned the phrase ‘cheese pizza’ (see Image 5), which on 4chan had long been used as a code word for ‘child pornography’ , the latter which is banned from the site.Image 6: leaked Podesta e-mail from Marina AbramovicIn another leaked e-mail, for example, sent to Podesta from the renowned performance artist Marina Abramovich (see Image 6), a reference to one of her art projects, entitled ‘Spirit Cooking’ — an oblique reference to the mid-century English occultist Aleister Crowley — was interpreted as evidence of Clinton’s involvement in satanic rituals (see Image 7). In the course of this one-day period then, many if not most of the coordinates for the Pizzagate narrative were thus put into place subsequently to be amplified by a new breed of populist social media activists in protest against a corrupt Democratic establishment.Image 7: /pol/ anon’s reaction to the e-mail in Image 6During its initial inception on /pol/, there was the apparent need for visualisations in order make sense of all the data. Quite early on in the process, for example, one anon posted:my brain is exploding trying to organize the connections. Anyone have diagrams of these connections?In response, anons produced numerous conspiratorial visualisations, such as a map featuring all the child-related businesses in the neighbourhood of the D.C. pizza parlor — owned by the boyfriend of the prominent Democratic strategist David Brock — which seemed to have logos of the same general shape as the symbols apparently used by pedophiles, and whose locations seems furthermore to line up in the shape of a satanic pentagram (see Image 8). Such visualisations appear to have served three purposes: they helped anons to identify connections, they helped them circumvent 4chan’s purging process — indeed they were often hosted on third-party sites such as Imgur — and finally they helped anons to ultimately communicate the Pizzagate narrative to a broader audience.Image 8. Anonymously authored Pizzagate map revealing a secret pedophilia network in D.C.By using an inductive approach to categorise the comments in the general threads a set of non-exclusive codes emerged, which can be grouped into five overarching categories: researching, interpreting, soliciting, archiving and publishing. As visualised in Image 9, the techniques used by anons in the genesis of Pizzagate appears as a kind of vernacular rendition of many of the same “digital methods” that we use as Internet researchers. An analysis of these techniques thus helps us to understanding how a grammatised form of collective action arises out of anons’ negotiations with the affordances of 4chan — most notably the constant purging of threads — and how, in special circumstances, this can lead to bullshit accumulation.Image 9: vernacular digital methods on /pol/ ConclusionWhat this analysis ultimately reveals is how 4chan/pol/’s ephemerality affordance contributed to an environment that is remarkably productive of bullshit. As a type of knowledge-accumulation, bullshit confirms preconceived biases through appealing to emotion — this at the expense of the broader shared epistemic principles, an objective notion of “truth” that arguably forms the foundation for public reason in large and complex liberal societies (Lynch). In this sense, the bullshit of Pizzagate resonates with Hannah Arendt’s analysis of totalitarian discourse which nurtures a conspiratorial redefining of emotional truth as “whatever respectable society had hypocritically passed over, or covered with corruption" (49).As right-wing populism establishes itself evermore firmly in many countries in which technocratic liberalism had formerly held sway, the demand for emotionally satisfying post-truth, will surely keep the new online bullshit factories like /pol/ in business. Yet, while the same figures who initially assiduously sought to promote Pizzagate have subsequently tried to distance themselves from the story (Doubeck; Colbourn), Pizzagate continues to live on in certain ‘alternative facts’ communities (Voat).If we conceptualise the notion of a ‘public’ as a local and transient entity that is, above all, defined by its active engagement with a given ‘issue’ (Marres), then perhaps we should consider Pizzagate as representing a new post-truth species of issue-public. Indeed, one could go so far as to argue that, in the era of post-truth, the very ‘reality’ of contemporary issues-publics are increasingly becoming a function of their what communities want to believe. Such a neopragmatist theory might even be used to support the post-truth claim — as produced by the grammatised collective actions of 4chan anons in the course of a single day — that Pizzagate is real!References Agre, Phillip E. “Surveillance and Capture.” The New Media Reader. Eds. 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Leotta, Alfio. "Navigating Movie (M)apps: Film Locations, Tourism and Digital Mapping Tools." M/C Journal 19, no. 3 (June 22, 2016). http://dx.doi.org/10.5204/mcj.1084.

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Abstract:
The digital revolution has been characterized by the overlapping of different media technologies and platforms which reshaped both traditional forms of audiovisual consumption and older conceptions of place and space. John Agnew claims that, traditionally, the notion of place has been associated with two different meanings: ‘the first is a geometric conception of place as a mere part of space and the second is a phenomenological understanding of a place as a distinctive coming together in space’ (317). Both of the dominant meanings have been challenged by the idea that the world itself is increasingly “placeless” as space-spanning connections and flows of information, things, and people undermine the rootedness of a wide range of processes anywhere in particular (Friedman). On the one hand, by obliterating physical distance, new technologies such as the Internet and the cell phone are making places obsolete, on the other hand, the proliferation of media representations favoured by these technologies are making places more relevant than ever. These increasing mediatisation processes, in fact, generate what Urry and Larsen call ‘imaginative geographies’, namely the conflation of representational spaces and physical spaces that substitute and enhance each other in contingent ways (116). The smartphone as a new hybrid media platform that combines different technological features such as digital screens, complex software applications, cameras, tools for online communication and GPS devices, has played a crucial role in the construction of new notions of place. This article examines a specific type of phone applications: mobile, digital mapping tools that allow users to identify film-locations. In doing so it will assess how new media platforms can potentially reconfigure notions of both media consumption, and (physical and imagined) mobility. Furthermore, the analysis of digital movie maps and their mediation of film locations will shed light on the way in which contemporary leisure activities reshape the cultural, social and geographic meaning of place. Digital, Mobile Movie MapsDigital movie maps can be defined as software applications, conceived for smart phones or other mobile devices, which enable users to identify the geographical position of film locations. These applications rely on geotagging which is the process of adding geospatial metadata (usually latitudinal and longitudinal coordinates) to texts or images. From this point of view these phone apps belong to a broader category of media that Tristan Thielmann calls geomedia: converging applications of interactive, digital, mapping tools and mobile and networked media technologies. According to Hjorth, recent studies on mobile media practices show a trend toward “re-enacting the importance of place and home as both a geo-imaginary and socio-cultural precept” (Hjorth 371). In 2008 Google announced that Google Maps and Google Earth will become the basic platform for any information search. Similarly, in 2010 Flickr started georeferencing their complete image stock (Thielmann 8). Based on these current developments media scholars such as Thielmann claim that geomedia will emerge in the future as one of the most pervasive forms of digital technology (8).In my research I identified 44 phone geomedia apps that offered content variously related to film locations. In every case the main functionality of the apps consisted in matching geographic data concerning the locations with visual and written information about the corresponding film production. ‘Scene Seekers’, the first app able to match the title of a film with the GPS map of its locations, was released in 2009. Gradually, subsequent film-location apps incorporated a number of other functions including:Trivia and background information about films and locationsSubmission forms which allow users to share information about their favourite film locatiosLocation photosLinks to film downloadFilm-themed itinerariesAudio guidesOnline discussion groupsCamera/video function which allow users to take photos of the locations and share them on social mediaFilm stills and film clipsAfter identifying the movie map apps, I focused on the examination of the secondary functions they offered and categorized the applications based on both their main purpose and their main target users (as explicitly described in the app store). Four different categories of smart phone applications emerged. Apps conceived for:Business (for location scouts and producers)Entertainment (for trivia and quiz buffs)Education (for students and film history lovers)Travel (for tourists)‘Screen New South Wales Film Location Scout’, an app designed for location scouts requiring location contact information across the state of New South Wales, is an example of the first category. The app provides lists, maps and images of locations used in films shot in the region as well as contact details for local government offices. Most of these types of apps are available for free download and are commissioned by local authorities in the hope of attracting major film productions, which in turn might bring social and economic benefits to the region.A small number of the apps examined target movie fans and quiz buffs. ‘James Bond and Friends’, for example, focuses on real life locations where spy/thriller movies have been shot in London. Interactive maps and photos of the locations show their geographical position. The app also offers a wealth of trivia on spy/thriller movies and tests users’ knowledge of James Bond films with quizzes about the locations. While some of these apps provide information on how to reach particular film locations, the emphasis is on trivia and quizzes rather than travel itself.Some of the apps are explicitly conceived for educational purposes and target film students, film scholars and users interested in the history of film more broadly. The Italian Ministry for Cultural Affairs, for example, developed a number of smartphone apps designed to promote knowledge about Italian Cinema. Each application focuses on one Italian city, and was designed for users wishing to acquire more information about the movie industry in that urban area. The ‘Cinema Roma’ app, for example, contains a selection of geo-referenced film sets from a number of famous films shot in Rome. The film spots are presented via a rich collection of historical images and texts from the Italian National Photographic Archive.Finally, the majority of the apps analysed (around 60%) explicitly targets tourists. One of the most popular film-tourist applications is the ‘British Film Locations’ app with over 100,000 downloads since its launch in 2011. ‘British Film Locations’ was commissioned by VisitBritain, the British tourism agency. Visit Britain has attempted to capitalize on tourists’ enthusiasm around film blockbusters since the early 2000s as their research indicated that 40% of potential visitors would be very likely to visit the place they had seen in films or on TV (VisitBritain). British Film Locations enables users to discover and photograph the most iconic British film locations in cinematic history. Film tourists can search by film title, each film is accompanied by a detailed synopsis and list of locations so users can plan an entire British film tour. The app also allows users to take photos of the location and automatically share them on social networks such as Facebook or Twitter.Movie Maps and Film-TourismAs already mentioned, the majority of the film-location phone apps are designed for travel purposes and include functionalities that cater for the needs of the so called ‘post-tourists’. Maxine Feifer employed this term to describe the new type of tourist arising out of the shift from mass to post-Fordist consumption. The post-tourist crosses physical and virtual boundaries and shifts between experiences of everyday life, either through the actual or the simulated mobility allowed by the omnipresence of signs and electronic images in the contemporary age (Leotta). According to Campbell the post-tourist constructs his or her own tourist experience and destination, combining these into a package of overlapping and disjunctive elements: the imagined (dreams and screen cultures), the real (actual travels and guides) and the virtual (myths and internet) (203). More recently a number of scholars (Guttentag, Huang et al., Neuhofer et al.) have engaged with the application and implications of virtual reality on the planning, management and marketing of post-tourist experiences. Film-induced tourism is an expression of post-tourism. Since the mid-1990s a growing number of scholars (Riley and Van Doren, Tooke and Baker, Hudson and Ritchie, Leotta) have engaged with the study of this phenomenon, which Sue Beeton defined as “visitation to sites where movies and TV programmes have been filmed as well as to tours to production studios, including film-related theme parks” (11). Tourists’ fascination with film sets and locations is a perfect example of Baudrillard’s theory of hyperreality. Such places are simulacra which embody the blurred boundaries between reality and representation in a world in which unmediated access to reality is impossible (Baudrillard).Some scholars have focused on the role of mediated discourse in preparing both the site and the traveller for the process of tourist consumption (Friedberg, Crouch et al.). In particular, John Urry highlights the interdependence between tourism and the media with the concept of the ‘tourist gaze’. Urry argues that the gaze dominates tourism, which is primarily concerned with the commodification of images and visual consumption. According to Urry, movies and television play a crucial role in shaping the tourist gaze as the tourist compares what is gazed at with the familiar image of the object of the gaze. The tourist tries to reproduce his or her own expectations, which have been “constructed and sustained through a variety of non-tourist practices, such as film, TV, literature, records, and videos” (Urry 3). The inclusion of the camera functionality in digital movie maps such as ‘British Film Locations’ fulfils the need to actually reproduce the film images that the tourist has seen at home.Film and MapsThe convergence between film and (virtual) travel is also apparent in the prominent role that cartography plays in movies. Films often allude to maps in their opening sequences to situate their stories in time and space. In turn, the presence of detailed geographical descriptions of space at the narrative level often contributes to establish a stronger connection between film and viewers (Conley). Tom Conley notes that a number of British novels and their cinematic adaptations including Tolkien’s The Lord of the Rings (LOTR) and Stevenson’s Treasure Island belong to the so called ‘cartographic fiction’ genre. In these stories, maps are deployed to undo the narrative thread and inspire alternative itineraries to the extent of legitimising an interactive relation between text and reader or viewer (Conley 225).The popularity of LOTR locations as film-tourist destinations within New Zealand may be, in part, explained by the prominence of maps as both aesthetic and narrative devices (Leotta). The authenticity of the LOTR geography (both the novel and the film trilogy) is reinforced, in fact, by the reoccurring presence of the map. Tolkien designed very detailed maps of Middle Earth that were usually published in the first pages of the books. These maps play a crucial role in the immersion into the imaginary geography of Middle Earth, which represents one of the most important pleasures of reading LOTR (Simmons). The map also features extensively in the cinematic versions of both LOTR and The Hobbit. The Fellowship of the Ring opens with several shots of a map of Middle Earth, anticipating the narrative of displacement that characterizes LOTR. Throughout the trilogy the physical dimensions of the protagonists’ journey are emphasized by the foregrounding of the landscape as a map.The prominence of maps and geographical exploration as a narrative trope in ‘cartographic fiction’ such as LOTR may be responsible for activating the ‘tourist imagination’ of film viewers (Crouch et al.). The ‘tourist imagination’ is a construct that explains the sense of global mobility engendered by the daily consumption of the media, as well as actual travel. As Crouch, Jackson and Thompson put it, “the activity of tourism itself makes sense only as an imaginative process which involves a certain comprehension of the world and enthuses a distinctive emotional engagement with it” (Crouch et al. 1).The use of movie maps, the quest for film locations in real life may reproduce some of the cognitive and emotional pleasures that were activated while watching the movie, particularly if maps, travel and geographic exploration are prominent narrative elements. Several scholars (Couldry, Hills, Beeton) consider film-induced tourism as a contemporary form of pilgrimage and movie maps are becoming an inextricable part of this media ritual. Hudson and Ritchie note that maps produced by local stakeholders to promote the locations of films such as Sideways and LOTR proved to be extremely popular among tourists (391-392). In their study about the impact of paper movie maps on tourist behaviour in the UK, O’Connor and Pratt found that movie maps are an essential component in the marketing mix of a film location. For example, the map of Pride and Prejudice Country developed by the Derbyshire and Lincolnshire tourist boards significantly helped converting potential visitors into tourists as almost two in five visitors stated it ‘definitely’ turned a possible visit into a certainty (O’Connor and Pratt).Media Consumption and PlaceDigital movie maps have the potential to further reconfigure traditional understandings of media consumption and place. According to Nana Verhoeff digital mapping tools encourage a performative cartographic practice in the sense that the dynamic map emerges and changes during the users’ journey. The various functionalities of digital movie maps favour the hybridization between film reception and space navigation as by clicking on the movie map the user could potentially watch a clip of the film, read about both the film and the location, produce his/her own images and comments of the location and share it with other fans online.Furthermore, digital movie maps facilitate and enhance what Nick Couldry, drawing upon Claude Levi Strauss, calls “parcelling out”: the marking out as significant of differences in ritual space (83). According to Couldry, media pilgrimages, the visitation of TV or film locations are rituals that are based from the outset on an act of comparison between the cinematic depiction of place and its physical counterpart. Digital movie maps have the potential to facilitate this comparison by immediately retrieving images of the location as portrayed in the film. Media locations are rife with the marking of differences between the media world and the real locations as according to Couldry some film tourists seek precisely these differences (83).The development of smart phone movie maps, may also contribute to redefine the notion of audiovisual consumption. According to Nanna Verhoeff, mobile screens of navigation fundamentally revise the spatial coordinates of previously dominant, fixed and distancing cinematic screens. One of the main differences between mobile digital screens and larger, cinematic screens is that rather than being surfaces of projection or transmission, they are interfaces of software applications that combine different technological properties of the hybrid screen device: a camera, an interface for online communication, a GPS device (Verhoeff). Because of these characteristics of hybridity and intimate closeness, mobile screens involve practices of mobile and haptic engagement that turn the classical screen as distanced window on the world, into an interactive, hybrid navigation device that repositions the viewer as central within the media world (Verhoeff).In their discussion of the relocation of cinema into the iPhone, Francesco Casetti and Sara Sampietro reached similar conclusions as they define the iPhone as both a visual device and an interactive interface that mobilizes the eye as well as the hand (Casetti and Sampietro 23). The iPhone constructs an ‘existential bubble’ in which the spectator can find refuge while remaining exposed to the surrounding environment. When the surrounding environment is the real life film location, the consumption or re-consumption of the film text allowed by the digital movie map is informed by multi-sensorial and cognitive stimuli that are drastically different from traditional viewing experiences.The increasing popularity of digital movie maps is a phenomenon that could be read in conjunction with the emergence of innovative locative media such as the Google glasses and other applications of Augmented Reality (A.R.). Current smart phones available in the market are already capable to support A.R. applications and it appears likely that this will become a standard feature of movie apps within the next few years (Sakr). Augmented reality refers to the use of data overlays on real-time camera view of a location which make possible to show virtual objects within their spatial context. The camera eye on the device registers physical objects on location, and transmits these images in real time on the screen. On-screen this image is combined with different layers of data: still image, text and moving image.In a film-tourism application of augmented reality tourists would be able to point their phone camera at the location. As the camera identifies the location images from the film will overlay the image of the ‘real location’. The user, therefore, will be able to simultaneously see and walk in both the real location and the virtual film set. The notion of A.R. is related to the haptic aspect of engagement which in turn brings together the doing, the seeing and the feeling (Verhoeff). In film theory the idea of the haptic has come to stand for an engaged look that involves, and is aware of, the body – primarily that of the viewer (Marx, Sobchack). The future convergence between cinematic and mobile technologies is likely to redefine both perspectives on haptic perception of cinema and theories of film spectatorship.The application of A.R. to digital, mobile maps of film-locations will, in part, fulfill the prophecies of René Barjavel. In 1944, before Bazin’s seminal essay on the myth of total cinema, French critic Barjavel, asserted in his book Le Cinema Total that the technological evolution of the cinematic apparatus will eventually result in the total enveloppement (envelopment or immersion) of the film-viewer. This enveloppement will be characterised by the multi-sensorial experience and the full interactivity of the spectator within the movie itself. More recently, Thielmann has claimed that geomedia such as movie maps constitute a first step toward the vision that one day it might be possible to establish 3-D spaces as a medial interface (Thielmann).Film-Tourism, Augmented Reality and digital movie maps will produce a complex immersive and inter-textual media system which is at odds with Walter Benjamin’s famous thesis on the loss of ‘aura’ in the age of mechanical reproduction (Benjamin), as one of the pleasures of film-tourism is precisely the interaction with the auratic place, the actual film location or movie set. According to Nick Couldry, film tourists are interested in the aura of the place and filming itself. The notion of aura is associated here with both the material history of the location and the authentic experience of it (104).Film locations, as mediated by digital movie maps, are places in which people have a complex sensorial, emotional, cognitive and imaginative involvement. The intricate process of remediation of the film-locations can be understood as a symptom of what Lash and Urry have called the ‘re-subjectification of space’ in which ‘locality’ is re-weighted with a more subjective and affective charge of place (56). According to Lash and Urry the aesthetic-expressive dimensions of the experience of place have become as important as the cognitive ones. By providing new layers of cultural meaning and alternative modes of affective engagement, digital movie maps will contribute to redefine both the notion of tourist destination and the construction of place identity. These processes can potentially be highly problematic as within this context the identity and meanings of place are shaped and controlled by the capital forces that finance and distribute the digital movie maps. Future critical investigations of digital cartography will need to address the way in which issues of power and control are deeply enmeshed within new tourist practices. ReferencesAgnew, John, “Space and Place.” Handbook of Geographical Knowledge. Eds. John Agnew and David Livingstone. London: Sage, 2011. 316-330Barjavel, René. Cinema Total. Paris: Denoel, 1944.Baudrillard, Jean. Simulations. Trans. Paul Foss et al. New York: Semiotext(e), 1983.Beeton, Sue. Film Induced Tourism. Buffalo: Channel View Publications, 2005.Benjamin, Walter. Illuminations. Translated by Harry Zohn. Glasgow: Fontana, 1979.Campbell, Nick. “Producing America.” The Media and the Tourist Imagination. Eds. David Crouch et al. London: Routledge, 2005. 198-214.Casetti, Francesco, and Sara Sampietro. “With Eyes, with Hands: The Relocation of Cinema into the iPhone.” Moving Data: The iPhone and the Future of Media. Eds. Pelle Snickars and Patrick Vonderau. New York: Columbia University Press, 2013. 19-30.Claudell, Tom, and David Mizell. “Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes.” Proceedings of 1992 IEEE Hawaii International Conference, 1992.Conley, Tom. “The Lord of the Rings and The Fellowship of the Map.” From Hobbits to Hollywood. Ed. Ernst Mathijs and Matthew Pomerance. Amsterdam: Rodopi, 2006. 215–30.Couldry, Nick. “The View from inside the 'Simulacrum‘: Visitors’ Tales from the Set of Coronation Street.” Leisure Studies 17.2 (1998): 94-107.Couldry, Nick. Media Rituals: A Critical Approach. London: Routledge, 2003. 75-94.Crouch, David, Rhona Jackson, and Felix Thompson. The Media and the Tourist Imagination. London: Routledge, 2005Feifer, Maxine. Going Places: The Ways of the Tourist from Imperial Rome to the Present Day. London: Macmillan, 1985.Friedberg, Anne. Window Shopping: Cinema and the Postmodern. Berkeley: University of California Press, 1993.Friedman, Thomas. The World Is Flat: A Brief History of the Twentieth Century. New York: Farrar, Strauss and Giroux, 2005.Guttentag, Daniel. “Virtual Reality: Applications and Implications for Tourism.” Tourism Management 31.5 (2010): 637-651.Hill, Matt. Fan Cultures. London: Routledge. 2002.Huang, Yu Chih, et al. “Exploring User Acceptance of 3D Virtual Worlds in Tourism Marketing”. Tourism Management 36 (2013): 490-501.Hjorth, Larissa. “The Game of Being Mobile. One Media History of Gaming and Mobile Technologies in Asia-Pacific.” Convergence 13.4 (2007): 369–381.Hudson, Simon, and Brent Ritchie. “Film Tourism and Destination Marketing: The Case of Captain Corelli’s Mandolin.” Journal of Vacation Marketing 12.3 (2006): 256–268.Jackson, Rhona. “Converging Cultures; Converging Gazes; Contextualizing Perspectives.” The Media and the Tourist Imagination. Eds. David Crouch et al. London: Routledge, 2005. 183-197.Kim, Hyounggon, and Sarah Richardson. “Motion Pictures Impacts on Destination Images.” Annals of Tourism Research 25.2 (2005): 216–327.Lash, Scott, and John Urry. Economies of Signs and Space. London: Sage, 1994.Leotta, Alfio. Touring the Screen: Tourism and New Zealand Film Geographies. London: Intellect Books, 2011.Marks, Laura. “Haptic Visuality: Touching with the Eyes.” Framework the Finnish Art Review 2 (2004): 78-82.Neuhofer, Barbara, Dimitrios Buhalis, and Adele Ladkin. ”A Typology of Technology-Enhanced Tourism Experiences.” International Journal of Tourism Research 16.4 (2014): 340-350.O’Connor, Noelle, and Stephen Pratt. Using Movie Maps to Leverage a Tourism Destination – Pride and Prejudice (2005). Paper presented at the 4th Tourism & Hospitality Research Conference – Reflection: Irish Tourism & Hospitality. Tralee Institute of Technology Conference, Tralee, Co. Kerry, Ireland. 2008.Riley, Roger, and Carlton Van Doren. “Films as Tourism Promotion: A “Pull” Factor in a “Push” Location.” Tourism Management 13.3 (1992): 267-274.Sakr, Sharif. “Augmented Reality App Concept Conjures Movie Scenes Shot in Your Location”. Engadget 2011. 1 Feb. 2016 <http://www.engadget.com/2011/06/22/augmented-reality-app-concept-conjures-movie-scenes-shot-in-your/>.Simmons, Laurence. “The Lord of the Rings: The Fellowship of the Ring.” The Cinema of Australia and New Zealand. Eds. Geoff Mayer and Keith Beattie. London: Wallflower, 2007. 223–32.Sobchack, Vivian. Carnal Thoughts: Embodiment and Moving Image Culture. Berkeley: University of California. 2004.Thielmann, Tristan. “Locative Media and Mediated Localities: An Introduction to Media Geography.” Aether 5a Special Issue on Locative Media (Spring 2010): 1-17.Tooke, Nichola, and Michael Baker. “Seeing Is Believing: The Effect of Film on Visitor Numbers to Screened Location.” Tourism Management 17.2 (1996): 87-94.Tzanelli, Rodanthi. The Cinematic Tourist. New York: Routledge, 2007.Urry, John. The Tourist Gaze. London: Sage, 2002.Urry, John, and Jonas Larsen. The Tourist Gaze 3.0. London: Sage, 2011.Verhoeff, Nana. Mobile Screens: The Visual Regime of Navigation. Amsterdam University Press, 2012.VisitBritain. “Films Continue to Draw Tourists to Britain.” 2010. 20 Oct. 2012 <http://www.visitbritain.org/mediaroom/archive/2011/filmtourism.aspx>.
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Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1875.

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Abstract:
Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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O'Meara, Radha, and Alex Bevan. "Transmedia Theory’s Author Discourse and Its Limitations." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1366.

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As a scholarly discourse, transmedia storytelling relies heavily on conservative constructions of authorship that laud corporate architects and patriarchs such as George Lucas and J.J. Abrams as exemplars of “the creator.” This piece argues that transmedia theory works to construct patriarchal ideals of individual authorship to the detriment of alternative conceptions of transmediality, storyworlds, and authorship. The genesis for this piece was our struggle to find a transmedia storyworld that we were both familiar with, that also qualifies as “legitimate” transmedia in the eyes of our prospective scholarly readers. After trying to wrangle our various interests, fandoms, and areas of expertise into harmony, we realized we were exerting more effort in this process of validating stories as transmedia than actually examining how stories spread across various platforms, how they make meanings, and what kinds of pleasures they offer audiences. Authorship is a definitive criterion of transmedia storytelling theory; it is also an academic red herring. We were initially interested in investigating the possible overdeterminations between the healthcare industry and Breaking Bad (2008-2013). The series revolves around a high school chemistry teacher who launches a successful meth empire as a way to pay for his cancer treatments that a dysfunctional US healthcare industry refuses to fund. We wondered if the success of the series and the timely debates on healthcare raised in its reception prompted any PR response from or discussion among US health insurers. However, our concern was that this dynamic among medical and media industries would not qualify as transmedia because these exchanges were not authored by Vince Gilligan or any of the credited creators of Breaking Bad. Yet, why shouldn’t such interfaces between the “real world” and media fiction count as part of the transmedia story that is Breaking Bad? Most stories are, in some shape or form, transmedia stories at this stage, and transmedia theory acknowledges there is a long history to this kind of practice (Freeman). Let’s dispense with restrictive definitions of transmediality and turn attention to how storytelling behaves in a digital era, that is, the processes of creating, disseminating and amending stories across many different media, the meanings and forms such media and communications produce, and the pleasures they offer audiences.Can we think about how health insurance companies responded to Breaking Bad in terms of transmedia storytelling? Defining Transmedia Storytelling via AuthorshipThe scholarly concern with defining transmedia storytelling via a strong focus on authorship has traced slight distinctions between seriality, franchising, adaptation and transmedia storytelling (Jenkins, “Transmedia Storytelling;” Johnson, “Media Franchising”). However, the theoretical discourse on authorship itself and these discussions of the tensions between forms are underwritten by a gendered bias. Indeed, the very concept of transmediality may be a gendered backlash against the rising prominence of seriality as a historically feminised mode of storytelling, associated with television and serial novels.Even with the move towards traditionally lowbrow, feminized forms of trans-serial narrative, the majority of academic and popular criticism of transmedia storytelling reproduces and reinstates narratives of male-centred, individual authorship that are historically descended from theorizations of the auteur. Auteur theory, which is still considered a legitimate analytical framework today, emerged in postwar theorizations of Hollywood film by French critics, most prominently in the journal Cahiers du Cinema, and at the nascence of film theory as a field (Cook). Auteur theory surfaced as a way to conceptualise aesthetic variation and value within the Fordist model of the Hollywood studio system (Cook). Directors were identified as the ultimate author or “creative source” if a film sufficiently fitted a paradigm of consistent “vision” across their oeuvre, and they were thus seen as artists challenging the commercialism of the studio system (Cook). In this way, classical auteur theory draws a dichotomy between art and authorship on one side and commerce and corporations on the other, strongly valorising the former for its existence within an industrial context dominated by the latter. In recent decades, auteurist notions have spread from film scholarship to pervade popular discourses of media authorship. Even though transmedia production inherently disrupts notions of authorship by diffusing the act of creation over many different media platforms and texts, much of the scholarship disproportionately chooses to vex over authorship in a manner reminiscent of classical auteur theory.In scholarly terms, a chief distinction between serial storytelling and transmedia storytelling lies in how authorship is constructed in relation to the text: serial storytelling has long been understood as relying on distributed authorship (Hilmes), but transmedia storytelling reveres the individual mastermind, or the master architect who plans and disseminates the storyworld across platforms. Henry Jenkins’ definition of transmedia storytelling is multifaceted and includes, “the systematic dispersal of multiple textual elements across many channels, which reflects the synergies of media conglomeration, based on complex story-worlds, and coordinated authorial design of integrated elements” (Jenkins, “Transmedia Storytelling”). Jenkins is perhaps the most pivotal figure in developing transmedia studies in the humanities to date and a key reference point for most scholars working in this subfield.A key limitation of Jenkins’ definition of transmedia storytelling is its emphasis on authorship, which persists in wider scholarship on transmedia storytelling. Jenkins focuses on the nature of authorship as a key characteristic of transmedia productions that distinguishes them from other kinds of intertextual and serial stories:Because transmedia storytelling requires a high degree of coordination across the different media sectors, it has so far worked best either in independent projects where the same artist shapes the story across all of the media involved or in projects where strong collaboration (or co-creation) is encouraged across the different divisions of the same company. (Jenkins, “Transmedia Storytelling”)Since the texts under discussion are commonly large in their scale, budget, and the number of people employed, it is reductive to credit particular individuals for this work and implicitly dismiss the authorial contributions of many others. Elaborating on the foundation set by Jenkins, Matthew Freeman uses Foucauldian concepts to describe two “author-functions” focused on the role of an author in defining the transmedia text itself and in marketing it (Freeman 36-38). Scott, Evans, Hills, and Hadas similarly view authorial branding as a symbolic industrial strategy significant to transmedia storytelling. Interestingly, M.J. Clarke identifies the ways transmedia television texts invite audiences to imagine a central mastermind, but also thwart and defer this impulse. Ultimately, Freeman argues that identifiable and consistent authorship is a defining characteristic of transmedia storytelling (Freeman 37), and Suzanne Scott argues that transmedia storytelling has “intensified the author’s function” from previous eras (47).Industry definitions of transmediality similarly position authorship as central to transmedia storytelling, and Jenkins’ definition has also been widely mobilised in industry discussions (Jenkins, “Transmedia” 202). This is unsurprising, because defining authorial roles has significant monetary value in terms of remuneration and copyright. In speaking to the Producers Guild of America, Jeff Gomez enumerated eight defining characteristics of transmedia production, the very first of which is, “Content is originated by one or a very few visionaries” (PGA Blog). Gomez’s talk was part of an industry-driven bid to have “Transmedia Producer” recognised by the trade associations as a legitimate and significant role; Gomez was successful and is now recognised as a transmedia producer. Nevertheless, his talk of “visionaries” not only situates authorship as central to transmedia production, but constructs authorship in very conservative, almost hagiographical terms. Indeed, Leora Hadas analyses the function of Joss Whedon’s authorship of Marvel's Agents of S.H.I.E.L.D (2013-) as a branding mechanism and argues that authors are becoming increasingly visible brands associated with transmedia stories.Such a discourse of authorship constructs individual figures as artists and masterminds, in an idealised manner that has been strongly critiqued in the wake of poststructuralism. It even recalls tired scholarly endeavours of divining authorial intention. Unsurprisingly, the figures valorised for their transmedia authorship are predominantly men; the scholarly emphasis on authorship thus reinforces the biases of media industries. Further, it idolises these figures at the expense of unacknowledged and under-celebrated female writers, directors and producers, as well as those creative workers labouring “below the line” in areas like production design, art direction, and special effects. Far from critiquing the biases of industry, academic discourse legitimises and lauds them.We hope that scholarship on transmedia storytelling might instead work to open up discourses of creation, production, authorship, and collaboration. For a story to qualify as transmedia is it even necessary to have an identifiable author? Transmedia texts and storyworlds can be genuinely collaborative or authorless creations, in which the harmony of various creators’ intentions may be unnecessary or even undesirable. Further, industry and academics alike often overlook examples of transmedia storytelling that might be considered “lowbrow.” For example, transmedia definitions should include Antonella the Uncensored Reviewer, a relatively small-scale, forty-something, plus size, YouTube channel producer whose persona is dispersed across multiple formats including beauty product reviews, letter writing, as well as interactive sex advice live casts. What happens when we blur the categories of author, celebrity, brand, and narrative in scholarship? We argue that these roles are substantially blurred in media industries in which authors like J.J. Abrams share the limelight with their stars as well as their corporate affiliations, and all “brands” are sutured to the storyworld text. These various actors all shape and are shaped by the narrative worlds they produce in an author-storyworld nexus, in which authorship includes all people working to produce the storyworld as well as the corporation funding it. Authorship never exists inside the limits of a single, male mind. Rather it is a field of relations among various players and stakeholders. While there is value in delineating between these roles for purposes of analysis and scholarly discussion, we should acknowledge that in the media industry, the roles of various stakeholders are increasingly porous.The current academic discourse of transmedia storytelling reconstructs old social biases and hierarchies in contexts where they might be most vulnerable to breakdown. Scott argues that,despite their potential to demystify and democratize authorship between producers and consumers, transmedia stories tend to reinforce boundaries between ‘official’ and ‘unauthorized’ forms of narrative expansion through the construction of a single author/textual authority figure. (44)Significantly, we suggest that it is the theorisation of transmedia storytelling that reinforces (or in fact constructs anew) an idealised author figure.The gendered dimension of the scholarly distinction between serialised (or trans-serial) and transmedial storytelling builds on a long history in the arts and the academy alike. In fact, an important precursor of transmedia narratives is the serialized novel of the Victorian era. The literature of Charlotte Brontë, George Eliot and Harriet Beecher Stowe was published in serial form and among the most widely read of the Victorian era in Western culture (Easley; Flint 21; Hilmes). Yet, these novels are rarely given proportional credit in what is popularly taught as the Western literary canon. The serial storytelling endemic to television as a medium has similarly been historically dismissed and marginalized as lowbrow and feminine (at least until the recent emergence of notions of the industrial role of the “showrunner” and the critical concept of “quality television”). Joanne Morreale outlines how trans-serial television examples, like The Dick Van Dyke Show, which spread their storyworlds across a number of different television programs, offer important precursors to today’s transmedia franchises (Morreale). In television’s nascent years, the anthology plays of the 1940s and 50s, which were discrete, unconnected hour-length stories, were heralded as cutting-edge, artistic and highbrow while serial narrative forms like the soap opera were denigrated (Boddy 80-92). Crucially, these anthology plays were largely created by and aimed at males, whereas soap operas were often created by and targeted to female audiences. The gendered terms in which various genres and modes of storytelling are discussed have implications for the value assigned to them in criticism, scholarship and culture more broadly (Hilmes; Kuhn; Johnson, “Devaluing”). Transmedia theory, as a scholarly discourse, betrays similarly gendered leanings as early television criticism, in valorising forms of transmedia narration that favour a single, male-bodied, and all-powerful author or corporation, such as George Lucas, Jim Henson or Marvel Comics.George Lucas is often depicted in scholarly and popular discourses as a headstrong transmedia auteur, as in the South Park episode ‘The China Problem’ (2008)A Circle of Men: Fans, Creators, Stories and TheoristsInterestingly, scholarly discourse on transmedia even betrays these gendered biases when exploring the engagement and activity of audiences in relation to transmedia texts. Despite the definitional emphasis on authorship, fan cultures have been a substantial topic of investigation in scholarly studies of transmedia storytelling, with many scholars elevating fans to the status of author, exploring the apparent blurring of these boundaries, and recasting the terms of these relationships (Scott; Dena; Pearson; Stein). Most notably, substantial scholarly attention has traced how transmedia texts cultivate a masculinized, “nerdy” fan culture that identifies with the male-bodied, all-powerful author or corporation (Brooker, Star Wars, Using; Jenkins, Convergence). Whether idealising the role of the creators or audiences, transmedia theory reinforces gendered hierarchies. Star Wars (1977-) is a pivotal corporate transmedia franchise that significantly shaped the convergent trajectory of media industries in the 20th century. As such it is also an anchor point for transmedia scholarship, much of which lauds and legitimates the creative work of fans. However, in focusing so heavily on the macho power struggle between George Lucas and Star Wars fans for authorial control over the storyworld, scholarship unwittingly reinstates Lucas’s status as sole creator rather than treating Star Wars’ authorship as inherently diffuse and porous.Recent fan activity surrounding animated adult science-fiction sitcom Rick and Morty (2013-) further demonstrates the macho culture of transmedia fandom in practice and its fascination with male authors. The animated series follows the intergalactic misadventures of a scientific genius and his grandson. Inspired by a seemingly inconsequential joke on the show, some of its fans began to fetishize a particular, limited-edition fast food sauce. When McDonalds, the actual owner of that sauce, cashed in by promoting the return of its Szechuan Sauce, a macho culture within the show’s fandom reached its zenith in the forms of hostile behaviour at McDonalds restaurants and online (Alexander and Kuchera). Rick and Morty fandom also built a misogynist reputation for its angry responses to the show’s efforts to hire a writer’s room that gave equal representation to women. Rick and Morty trolls doggedly harassed a few of the show’s female writers through 2017 and went so far as to post their private information online (Barsanti). Such gender politics of fan cultures have been the subject of much scholarly attention (Johnson, “Fan-tagonism”), not least in the many conversations hosted on Jenkins’ blog. Gendered performances and readings of fan activity are instrumental in defining and legitimating some texts as transmedia and some creators as masterminds, not only within fandoms but also in the scholarly discourse.When McDonalds promoted the return of their Szechuan Sauce, in response to its mention in the story world of animated sci-fi sitcom Rick and Morty, they contributed to transmedia storytelling.Both Rick and Morty and Star Wars are examples of how masculinist fan cultures, stubborn allegiances to male authorship, and definitions of transmedia converge both in academia and popular culture. While Rick and Morty is, in reality, partly female-authored, much of its media image is still anchored to its two male “creators,” Justin Roiland and Dan Harmon. Particularly in the context of #MeToo feminism, one wonders how much female authorship has been elided from existing storyworlds and, furthermore, what alternative examples of transmedia narration are exempt from current definitions of transmediality.The individual creator is a social construction of scholarship and popular discourse. This imaginary creator bears little relation to the conditions of creation and production of transmedia storyworlds, which are almost always team written and collectively authored. Further, the focus on writing itself elides the significant contributions of many creators such as those in production design (Bevan). Beyond that, what creative credit do focus groups deserve in shaping transmedia stories and their multi-layered, multi-platformed reaches? Is authorship, or even credit, really the concept we, as scholars, want to invest in when studying these forms of narration and mediation?At more symbolic levels, the seemingly exhaustless popular and scholarly appetite for male-bodied authorship persists within storyworlds themselves. The transmedia examples popularly and academically heralded as “seminal” centre on patrimony, patrilineage, and inheritance (i.e. Star Wars [1977-] and The Lord of the Rings [1937-]). Of course, Harry Potter (2001-2009) is an outlier as the celebrification of J.K. Rowling provides a strong example of credited female authorship. However, this example plays out many of the same issues, albeit the franchise is attached to a woman, in that it precludes many of the other creative minds who have helped shape Harry Potter’s world. How many more billions of dollars need we invest in men writing about the mysteries of how other men spread their genetic material across fictional universes? Moreover, transmedia studies remains dominated by academic men geeking out about how fan men geek out about how male creators write about mostly male characters in stories about … men. There are other stories waiting to be told and studied through the practices and theories of transmedia. These stories might be gender-inclusive and collective in ways that challenge traditional notions of authorship, control, rights, origin, and property.Obsession with male authorship, control, rights, origin, paternity and property is recognisible in scholarship on transmedia storytelling, and also symbolically in many of the most heralded examples of transmedia storytelling, such as the Star Wars saga.Prompting Broader DiscussionThis piece urges the development of broader understandings of transmedia storytelling. A range of media scholarship has already begun this work. Jonathan Gray’s book on paratexts offers an important pathway for such scholarship by legitimating ancillary texts, like posters and trailers, that uniquely straddle promotional and feature content platforms (Gray). A wave of scholars productively explores transmedia storytelling with a focus on storyworlds (Scolari; Harvey), often through the lens of narratology (Ryan; Ryan and Thon). Scolari, Bertetti, and Freeman have drawn together a media archaeological approach and a focus on transmedia characters in an innovative way. We hope to see greater proliferation of focuses and perspectives for the study of transmedia storytelling, including investigations that connect fictional and non-fictional worlds and stories, and a more inclusive variety of life experiences.Conversely, new scholarship on media authorship provides fresh directions, models, methods, and concepts for examining the complexity and messiness of this topic. A growing body of scholarship on the functions of media branding is also productive for reconceptualising notions of authorship in transmedia storytelling (Bourdaa; Dehry Kurtz and Bourdaa). Most notably, A Companion to Media Authorship edited by Gray and Derek Johnson productively interrogates relationships between creative processes, collaborative practices, production cultures, industrial structures, legal frameworks, and theoretical approaches around media authorship. Its case studies begin the work of reimagining of the role of authorship in transmedia, and pave the way for further developments (Burnett; Gordon; Hilmes; Stein). In particular, Matt Hills’s case study of how “counter-authorship” was negotiated on Torchwood (2006-2011) opens up new ways of thinking about multiple authorship and the variety of experiences, contributions, credits, and relationships this encompasses. Johnson’s Media Franchising addresses authorship in a complex way through a focus on social interactions, without making it a defining feature of the form; it would be significant to see a similar scholarly treatment of transmedia. At the very least, scholarly attention might turn its focus away from the very patriarchal activity of discussing definitions among a coterie and, instead, study the process of spreadability of male-centred transmedia storyworlds (Jenkins, Ford, and Green). Given that transmedia is not historically unique to the digital age, scholars might instead study how spreadability changes with the emergence of digitality and convergence, rather than pontificating on definitions of adaptation versus transmedia and cinema versus media.We urge transmedia scholars to distance their work from the malignant gender politics endemic to the media industries and particularly global Hollywood. The confluence of gendered agendas in both academia and media industries works to reinforce patriarchal hierarchies. The humanities should offer independent analysis and critique of how media industries and products function, and should highlight opportunities for conceiving of, creating, and treating such media practices and texts in new ways. As such, it is problematic that discourses on transmedia commonly neglect the distinction between what defines transmediality and what constitutes good examples of transmedia. This blurs the boundaries between description and prescription, taxonomy and hierarchy, analysis and evaluation, and definition and taste. Such discourses blinker us to what we might consider to be transmedia, but also to what examples of “good” transmedia storytelling might look like.Transmedia theory focuses disproportionately on authorship. This restricts a comprehensive understanding of transmedia storytelling, limits the lenses we bring to it, obstructs the ways we evaluate transmedia stories, and impedes how we imagine the possibilities for both media and storytelling. Stories have always been transmedial. What changes with the inception of transmedia theory is that men can claim credit for the stories and for all the work that many people do across various sectors and industries. It is questionable whether authorship is important to transmedia, in which creation is most often collective, loosely planned (at best) and diffused across many people, skill sets, and sectors. While Jenkins’s work has been pivotal in the development of transmedia theory, this is a ripe moment for the diversification of theoretical paradigms for understanding stories in the digital era.ReferencesAlexander, Julia, and Ben Kuchera. “How a Rick and Morty Joke Led to a McDonald’s Szechuan Sauce Controversy.” Polygon 4 Apr. 2017. <https://www.polygon.com/2017/10/12/16464374/rick-and-morty-mcdonalds-szechuan-sauce>.Aristotle. Aristotle's Poetics. New York: Hill and Wang, 1961. Barsanti, Sami. “Dan Harmon Is Pissed at Rick and Morty Fans Harassing Female Writers.” The AV Club 21 Sep. 2017. <https://www.avclub.com/dan-harmon-is-pissed-at-rick-and-morty-fans-for-harassi-1818628816>.Bevan, Alex. “Nostalgia for Pre-Digital Media in Mad Men.” Television & New Media 14.6 (2013): 546-559.Boddy, William. Fifties Television: The Industry and Its Critics. Chicago: U of Illinois P, 1993.Bourdaa, Mélanie. “This Is Not Marketing. This Is HBO: Branding HBO with Transmedia Storytelling.” Networking Knowledge: Journal of the MeCCSA Postgraduate Network, 7.1 (2014). <http://www.ojs.meccsa.org.uk/index.php/netknow/article/view/328>.Brooker, Will. Star Wars. London: BFI Classics, 2009. ———. Using the Force: Creativity, Community and Star Wars Fans. New York: Bloomsbury, 2003.Burnett, Colin. “Hidden Hands at Work: Authorship, the Intentional Flux and the Dynamics of Collaboration.” In A Companion to Media Authorship, eds. Jonathan Gray and Derek Johnson, 112-133. Oxford: Wiley, 2013.Clark, M.J. Transmedia Television: New Trends in Network Serial Production. New York: Bloomsbury, 2012.Cook, Pam. “Authorship and Cinema.” In The Cinema Book, 2nd ed., ed. Pam Cook, 235-314. London: BFI, 1999.Dena, Christy. Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments. PhD Thesis, University of Sydney. 2009.Dehry Kurtz, B.W.L., and Mélanie Bourdaa (eds). The Rise of Transtexts: Challenges and Opportunities. New York: Taylor and Francis, 2016.Evans, Elizabeth. Transmedia Television: Audiences, New Media and Daily Life. New York: Taylor and Francis, 2011.Easley, Alexis. First Person Anonymous. New York: Routledge, 2016.Flint, Kate. “The Victorian Novel and Its Readers.” In The Cambridge Companion to the Victorian Novel, ed. Deirdre David, 13-35. Cambridge: Cambridge UP, 2012. Freeman, Matthew. Historicising Transmedia Storytelling: Early Twentieth Century Storyworlds. New York: Taylor and Francis, 2016.Gordon, Ian. “Comics, Creators and Copyright: On the Ownership of Serial Narratives by Multiple Authors.” In A Companion to Media Authorship, eds. Jonathan Gray and Derek Johnson, 221-236. Oxford: Wiley, 2013.Gray, Jonathan. Show Sold Separately: Promos, Spoilers and Other Media Texts. New York: New York UP, 2010.Gray, Jonathan, and Derek Johnson (eds.). A Companion to Media Authorship. Chichester: Wiley, 2013.Hadas, Leora. “Authorship and Authenticity in the Transmedia Brand: The Case of Marvel’s Agents of S.H.I.E.L.D.” Networking Knowledge: Journal of the MeCCSA Postgraduate Network, 7.1 (2014). <http://www.ojs.meccsa.org.uk/index.php/netknow/article/view/332>.Harvey, Colin. Fantastic Transmedia: Narrative, Play and Memory across Fantasy Storyworlds. London: Palgrave, 2015.Hills, Matt. “From Chris Chibnall to Fox: Torchwood’s Marginalised Authors and Counter-Discourses of TV Authorship.” In A Companion to Media Authorship, eds. Jonathan Gray and Derek Johnson, 200-220. Oxford: Wiley, 2013.Hilmes, Michelle. “Never Ending Story: Authorship, Seriality and the Radio Writers Guild.” In A Companion to Media Authorship, eds. Jonathan Gray and Derek Johnson, 181-199. Oxford: Wiley, 2013.Jenkins, Henry. “Transmedia 202: Further Reflections.” Confessions of an Aca-Fan. 31 July 2011. <http://henryjenkins.org/blog/2011/08/defining_transmedia_further_re.html>.———. “Transmedia Storytelling 101.” Confessions of an Aca-Fan. 21 Mar. 2007. <http://henryjenkins.org/blog/2007/03/transmedia_storytelling_101.html>.———. Convergence Culture: Where Old and New Media Collide. New York: New York University Press, 2006.———, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Networked Culture. New York: New York UP, 2013.Johnson, Derek. Media Franchising: Creative License and Collaboration in the Culture Industries. New York: New York UP, 2013.———. “Fan-tagonism: Factions, Institutions, and Constitutive Hegemonies of Fandom.” In Fandom: Identities and Communities in a Mediated World, eds. Jonathan Gray, Cornell Sandvoss, and C. Lee Harrington, 285-300. New York: New York UP, 2007.———. “Devaluing and Revaluing Seriality: The Gendered Discourses of Media Franchising.” Media, Culture & Society, 33.7 (2011): 1077-1093. Kuhn, Annette. “Women’s Genres: Melodrama, Soap Opera and Theory.” In Feminist Television Criticism: A Reader, eds. Charlotte Brunsdon and Lynn Spigel, 225-234. 2nd ed. Maidenhead: Open UP, 2008.Morreale, Joanne. The Dick Van Dyke Show. Detroit, MI: Wayne State UP, 2015.Pearson, Roberta. “Fandom in the Digital Era.” Popular Communication, 8.1 (2010): 84-95. DOI: 10.1080/15405700903502346.Producers Guild of America, The. “Defining Characteristics of Trans-Media Production.” PGA NMC Blog. 2 Oct. 2007. <http://pganmc.blogspot.com.au/2007/10/pga-member-jeff-gomez-left-assembled.html>.Rodham Clinton, Hillary. What Happened. New York: Simon & Schuster, 2017.Ryan, Marie-Laure. “Transmedial Storytelling and Transficitonality.” Poetics Today, 34.3 (2013): 361-388. DOI: 10.1215/03335372-2325250. ———, and Jan-Noȅl Thon (eds.). Storyworlds across Media: Toward a Media-Conscious Narratology. Lincoln: U of Nebraska P, 2014.Scolari, Carlos A. “Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in Contemporary Media Production.” International Journal of Communication, 3 (2009): 586-606.———, Paolo Bertetti, and Matthew Freeman. Transmedia Archaeology: Storytelling in the Borderlines of Science Fiction. London: Palgrave, 2014.Scott, Suzanne. “Who’s Steering the Mothership?: The Role of the Fanboy Auteur in Transmedia Storytelling.” In The Participatory Cultures Handbook, edited by Aaron Delwiche and Jennifer Jacobs Henderson, 43-52. London: Routledge, 2013.Stein, Louisa Ellen. “#Bowdown to Your New God: Misha Collins and Decentered Authorship in the Digital Age.” In A Companion to Media Authorship, ed. Jonathan Gray and Derek Johnson, 403-425. Oxford: Wiley, 2013.
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Lewis, Tania, Annette Markham, and Indigo Holcombe-James. "Embracing Liminality and "Staying with the Trouble" on (and off) Screen." M/C Journal 24, no. 3 (June 21, 2021). http://dx.doi.org/10.5204/mcj.2781.

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Setting the Mood Weirdly, everything feels the same. There’s absolutely no distinction for me between news, work, walking, gaming, Netflix, rock collecting, scrolling, messaging. I don’t know how this happened, but everything has simply blurred together. There’s a dreadful and yet soothing sameness to it, scrolling through images on Instagram, scrolling Netflix, walking the dog, scrolling the news, time scrolling by as I watch face after face appear or disappear on my screen, all saying something, yet saying nothing. Is this the rhythm of crisis in a slow apocalypse? Really, would it be possible for humans to just bore themselves into oblivion? Because in the middle of a pandemic, boredom feels in my body the same as doom ... just another swell that passes, like my chest as it rises and falls with my breath. This opening anecdote comes from combining narratives in two studies we conducted online during the COVID-19 pandemic in 2020: a global study, Massive and Microscopic Sensemaking: Autoethnographic Accounts of Lived Experience in Times of Global Trauma; and an Australian project, The Shut-In Worker: Working from Home and Digitally-Enabled Labour Practices. The Shut-In Worker project aimed to investigate the thoughts, beliefs, and experiences of Australian knowledge workers working from home during lockdown. From June to October 2020, we recruited twelve households across two Australian states. While the sample included households with diverse incomes and living arrangements—from metropolitan single person apartment dwellers to regional families in free standing households—the majority were relatively privileged. The households included in this study were predominantly Anglo-Australian and highly educated. Critically, unlike many during COVID-19, these householders had maintained their salaried work. Participating households took part in an initial interview via Zoom or Microsoft Teams during which they took us on workplace tours, showing us where and how the domestic had been requisitioned for salaried labour. Householders subsequently kept digital diaries of their working days ahead of follow up interviews in which we got them to reflect on their past few weeks working from home with reference to the textual and photographic diaries they had shared with us. In contrast to the tight geographic focus of The Shut-In Worker project and its fairly conventional methodology, the Massive and Microscopic Sensemaking project was envisaged as a global project and driven by an experimental participant-led approach. Involving more than 150 people from 26 countries during 2020, the project was grounded in autoethnography practice and critical pedagogy. Over 21 days, we offered self-guided prompts for ourselves and the other participants—a wide range of creative practitioners, scholar activists, and researchers—to explore their own lived experience. Participants with varying degrees of experience with qualitative methods and/or autoethnography started working with the research questions we had posed in our call; some independently, some in collaboration. The autoethnographic lens used in our study encouraged contributors to document their experience from and through their bodies, their situated daily routines, and their relations with embedded, embodied, and ubiquitous digital technologies. The lens enabled deep exploration and evocation of many of the complexities, profound paradoxes, fears, and hopes that characterise the human and machinic entanglements that bring us together and separate the planetary “us” in this moment (Markham et al. 2020). In this essay we draw on anecdotes and narratives from both studies that speak to the “Zoom experience” during COVID-19. That is, we use Zoom as a socio-technical pivot point to think about how the experience of liminality—of being on/off screen and ambiently in between—is operating to shift both our micro practices and macro structures as we experience and struggle within the rupture, “event”, and conjuncture that marks the global pandemic. What we will see is that many of those narratives depict disjointed, blurry, or confusing experiences, atmospheres, and affects. These liminal experiences are entangled in complex ways with the distinctive forms of commercial infrastructure and software that scaffold video conferencing platforms such as Zoom. Part of what is both enabling and troubling about the key proprietary platforms that increasingly host “public” participation and conversation online (and that came to play a dominant role during COVID19) in the context of what Tarleton Gillespie calls “the internet of platforms” is a sense of the hidden logics behind such platforms. The constant sense of potential dis/connection—with home computers becoming ambient portals to external others—also saw a wider experience of boundarylessness evoked by participants. Across our studies there was a sense of a complete breakdown between many pre-existing boundaries (or at least dotted lines) around work, school, play, leisure and fitness, public and media engagement, and home life. At the same time, the vocabulary of confinement and lockdown emerged from the imposition of physical boundaries or distancing between the self and others, between home and the outside world. During the “connected confinement” of COVID-19, study participants commonly expressed an affective sensation of dysphoria, with this new state of in betweenness or disorientation on and off screen, in and out of Zoom meetings, that characterises the COVID-19 experience seen by many as a temporary, unpleasant disruption to sociality as usual. Our contention is that, as disturbing as many of our experiences are and have been during lockdown, there is an important, ethically and politically generative dimension to our global experiences of liminality, and we should hold on to this state of de-normalisation. Much ink has been spilled on the generalised, global experience of videoconferencing during the COVID-19 pandemic. A line of argument within this commentary speaks to the mental challenge and exhaustion—or zoom fatigue as it is now popularly termed—that many have been experiencing in attempting to work, learn, and live collectively via interactive screen technologies. We suggest zoom fatigue stands in for a much larger set of global social challenges—a complex conjuncture of microscopic ruptures, decisions within many critical junctures or turning points, and slow shifts in how we see and make sense of the world around us. If culture is habit writ large, what should we make of the new habits we are building, or the revelations that our prior ways of being in the world might not suit our present planetary needs, and maybe never did? Thus, we counter the current dominant narrative that people, regions, and countries should move on, pivot, or do whatever else it takes to transition to a “new normal”. Instead, drawing on the work of Haraway and others interested in more than human, post-anthropocenic thinking about the future, this essay contends that—on a dying planet facing major global challenges—we need to be embracing liminality and “staying with the trouble” if we are to hope to work together to imagine and create better worlds. This is not necessarily an easy step but we explore liminality and the affective components of Zoom fatigue here to challenge the assumption that stability and certainty is what we now need as a global community. If the comfort experienced by a chosen few in pre-COVID-19 times was bought at the cost of many “others” (human and more than human), how can we use the discomfort of liminality to imagine global futures that have radically transformative possibilities? On Liminality Because liminality is deeply affective and experienced both individually and collectively, it is a difficult feeling or state to put into words, much less generalised terms. It marks the uncanny or unstable experience of existing between. Being in a liminal state is marked by a profound disruption of one’s sense of self, one’s phenomenological being in the world, and in relation to others. Zoom, in and of itself, provokes a liminal experience. As this participant says: Zoom is so disorienting. I mean this literally; in that I cannot find a solid orientation toward other people. What’s worse is that I realize everyone has a different view, so we can’t even be sure of what other people might be seeing on their screen. In a real room this would not be an issue at all. The concept of liminality originally came out of attempts to capture the sense of flux and transition, rather than stasis, that shapes culture and community, exemplified during rites of passage. First developed in the early twentieth century by ethnographer and folklorist Arnold van Gennep, it was later taken up and expanded upon by British anthropologist Victor Turner. Turner, best known for his work on cultural rituals and rites of passage, describes liminality as the sense of “in betweenness” experienced as one moves from one status (say that of a child) to another (formal recognition of adulthood). For Turner, community life and the formation of societies more broadly involves periods of transition, threshold moments in which both structures and anti-structures become apparent. Bringing liminality into the contemporary digital moment, Zizi Papacharissi discusses the concept in collective terms as pertaining to the affective states of networked publics, particularly visible in the development of new social and political formations through wide scale social media responses to the Arab Spring. Liminality in this context describes the “not yet”, a state of “pre-emergence” or “emergence” of unformed potentiality. In this usage, Papacharissi builds on Turner’s description of liminality as “a realm of pure possibility whence novel configurations of ideas and relations may arise” (97). The pandemic has sparked another moment of liminality. Here, we conceptualise liminality as a continuous dialectical process of being pushed and pulled in various directions, which does not necessarily resolve into a stable state or position. Shifting one’s entire lifeworld into and onto computer screens and the micro screens of Zoom, as experienced by many around the world, collapses the usual functioning norms that maintain some degree of distinction between the social, intimate, political, and work spheres of everyday life. But this shift also creates new boundaries and new rules of engagement. As a result, people in our studies often talked about experiencing competing realities about “where” they are, and/or a feeling of being tugged by contradictory or competing forces that, because they cannot be easily resolved, keep us in an unsettled, uncomfortable state of being in the world. Here the dysphoric experiences associated not just with digital liminality but with the broader COVID-19 epidemiological-socio-political conjuncture are illustrated by Sianne Ngai’s work on the politics of affect and “ugly feelings” in the context of capitalism’s relentlessly affirmative culture. Rather than dismissing the vague feelings of unease that, for many of us, go hand in hand with late modern life, Ngai suggests that such generalised and dispersed affective states are important markers of and guides to the big social and cultural problems of our time—the injustices, inequalities, and alienating effects of late capitalism. While critical attention tends to be paid to more powerful emotions such as anger and fear, Ngai argues that softer and more nebulous forms of negative affect—from envy and anxiety to paranoia—can tell us much about the structures, institutions, and practices that frame social action. These enabling and constraining processes occur at different and intersecting levels. At the micro level of the screen interface, jarring experiences can set us to wondering about where we are (on or off screen, in place and space), how we appear to others, and whether or not we should showcase and highlight our “presence”. We have been struck by how people in our studies expressed the sense of being handled or managed by the interfaces of Zoom or Microsoft Teams, which frame people in grid layouts, yet can shift and alter these frames in unanticipated ways. I hate Zoom. Everything about it. Sometimes I see a giant person, shoved to the front of the meeting in “speaker view” to appear larger than anyone else on the screen. People constantly appear and disappear, popping in and out. Sometimes, Zoom just rearranges people seemingly randomly. People commonly experience themselves or others being resized, frozen, or “glitched”, muted, accidentally unmuted, suddenly disconnected, or relegated to the second or third “page” of attendees. Those of us who attend many meetings as a part of work or education may enjoy the anonymity of appearing at a meeting without our faces or bodies, only appearing to others as a nearly blank square or circle, perhaps with a notation of our name and whether or not we are muted. Being on the third page of participants means we are out of sight, for better or worse. For some, being less visible is a choice, even a tactic. For others, it is not a choice, but based on lack of access to a fast or stable Internet connection. The experience and impact of these micro elements of presence within the digital moment differs, depending on where you appear to others in the interface, how much power you have over the shape or flow of the interaction or interface settings, or what your role is. Moving beyond the experience of the interface and turning to the middle range between micro and macro worlds, participants speak of attempting to manage blurred or completely collapsed boundaries between “here” and “there”. Being neither completely at work or school nor completely at home means finding new ways of negotiating the intimate and the formal, the domestic and the public. This delineation is for many not a matter of carving out specific times or spaces for each, but rather a process of shifting back and forth between makeshift boundaries that may be temporal or spatial, depending on various aspects of one’s situation. Many of us most likely could see the traces of this continuous shifting back and forth via what Susan Leigh Star called “boundary objects”. While she may not have intended this concept in such concrete terms, we could see these literally, in the often humorous but significantly disruptive introduction of various domestic actants during school or work, such as pets, children, partners, laundry baskets, beds, distinctive home decor, ambient noise, etc. Other trends highlight the difficulty of maintaining zones of work and school when these overlap with the rest of the physical household. One might place Post-it Notes on the kitchen wall saying “I’m in a Zoom meeting so don’t come into the living room” or blur one’s screen background to obscure one’s domestic location. These are all strategies of maintaining ontological security in an otherwise chaotic process of being both here and there, and neither here nor there. Yet even with these strategies, there is a constant dialectical liminality at play. In none of these examples do participants feel like they are either at home or at work; instead, they are constantly shifting in between, trying to balance, or straddling physical and virtual, public and private, in terms of social “roles” and “locations”. These negotiations highlight the “ongoingness” of and the labour involved in maintaining some semblance of balance within what is inherently an unbalanced dialectical process. Participants talked about and showed in their diaries and pictures developed for the research projects the ways they act through, work with, or sometimes just try to ignore these opposing states. The rise of home-based videoconferencing and associated boundary management practices have also highlighted what has been marginalised or forgotten and conversely, prioritised or valorised in prior sociotechnical assemblages that were simply taken for granted. Take for example the everyday practices of being in a work versus domestic lifeworld; deciding how to handle the labor of cleaning cups and dishes used by the “employees” and “students” in the family throughout the day, the tasks of enforcing school attendance by children attending classes in the family home etc. This increased consciousness—at both a household and more public level—of a previously often invisible and feminised care economy speaks to larger questions raised by the lockdown experience. At the same time as people in our studies were negotiating the glitches of screen presence and the weird boundarylessness of home-leisure-domestic-school-work life, many expressed an awareness of a troubling bigger picture. First, we had just the COVID lockdowns, you know, that time where many of us were seemingly “all together” in this, at home watching Tiger King, putting neighborly messages in our windows, or sharing sourdough recipes on social media. Then Black Lives Matters movements happened. Suddenly attention is shifted to the fact that we’re not all in this together. In Melbourne, people in social housing towers got abruptly locked down without even the chance to go to the store for food first, and yet somehow the wealthy or celebrity types are not under this heavy surveillance; they can just skip the mandatory quarantine. ... We can’t just go on with things as usual ... there are so many considerations now. Narratives like these suggest that while 2020 might have begun with the pandemic, the year raised multiple other issues. As many things have been destabilised, the nature or practice of everyday life is shifting under our feet. Around the world, people are learning how to remain more distanced from each other, and the rhythms of temporal and geographic movement are adapting to an era of the pandemic. Simultaneously, many people talk about an endlessly arriving (but never quite here) moment when things will be back to normal, implying not only that this feeling of uncertainty will fade, but also that the zone of comfort is in what was known and experienced previously, rather than in a state of something radically different. This sentiment is strong despite the general agreement that “we will never [be able to] go back to how it was, but [must] proceed to some ‘new normal’”. Still, as the participant above suggests, the pandemic has also offered a much broader challenge to wider, taken-for-granted social, political, and economic structures that underpin late capitalist nations in particular. The question then becomes: How do we imagine “moving on” from the pandemic, while learning from the disruptive yet critical moment it has offered us as a global community? Learning from Liminality I don’t want us to go back to “normal”, if that means we are just all commuting in our carbon spitting cars to work and back or traveling endlessly and without a care for the planet. COVID has made my life better. Not having to drive an hour each way to work every day—that’s a massive benefit. While it’s been a struggle, the tradeoff is spending more time with loved ones—it’s a better quality of life, we have to rethink the place of work. I can’t believe how much more I’ve been involved in huge discussions about politics and society and the planet. None of this would have been on my radar pre-COVID. What would it mean then to live with as well as learn from the reflexive sense of being and experience associated with the dis-comforts of living on and off screen, a Zoom liminality, if you will? These statements from participants speak precisely to the budding consciousness of new potential ways of being in a post-COVID-19 world. They come from a place of discomfort and represent dialectic tensions that perhaps should not be shrugged off or too easily resolved. Indeed, how might we consider this as the preferred state, rather than being simply a “rite of passage” that implies some pathway toward more stable identities and structured ways of being? The varied concepts of “becoming”, “not quite yet”, “boundary work”, or “staying with the trouble”, elaborated by Karen Barad, Andrew Pickering, Susan Leigh Star, and Donna Haraway respectively, all point to ways of being, acting, and thinking through and with liminality. All these thinkers are linked by their championing of murky and mangled conceptions of experience and more than human relations. Challenging notions of the bounded individual of rational humanism, these post-human scholars offer an often-uncomfortable picture of being in and through multiplicity, of modes of agency born out of a slippage between the one and the many. While, as we noted above, this experience of in betweenness and entanglement is often linked to emotions we perceive as negative, “ugly feelings”, for Barad et al., such liminal moments offer fundamentally productive and experimental modalities that enable possibilities for new configurations of being and doing the social in the anthropocene. Further, liminality as a concept potentially becomes radically progressive when it is seen as both critically appraising the constructed and conventional nature of prior patterns of living and offering a range of reflexive alternatives. People in our studies spoke of the pandemic moment as offering tantalizing glimpses of what kinder, more caring, and egalitarian futures might look like. At the same time, many were also surprised by (and skeptical of) the banality and randomness of the rise of commercial platforms like Zoom as a “choice” for being with others in this current lifeworld, emerging as it did as an ad hoc, quick solution that met the demands of the moment. Zoom fatigue then also suggests a discomfort about somehow being expected to fully incorporate proprietary platforms like Zoom and their algorithmic logics as a core way of living and being in the post-COVID-19 world. In this sense the fact that a specific platform has become a branded eponym for the experience of online public communicative fatigue is telling indeed. The unease around the centrality of video conferencing to everyday life during COVID-19 can in part be seen as a marker of anxieties about the growing role of decentralized, private platforms in “replacing or merging with public infrastructure, [thereby] creating new social effects” (Lee). Further, jokes and off-hand comments by study participants about their messy domestic interiors being publicized via social media or their boss monitoring when they are on and offline speak to larger concerns around surveillance and privacy in online spaces, particularly communicative environments where unregulated private platforms rather than public infrastructures are becoming the default norm. But just as people are both accepting of and troubled by a growing sense of inevitability about Zoom, we also saw them experimenting with a range of other ways of being with others, from online cocktail parties to experimenting with more playful and creative apps and platforms. What these participants have shown us is the need to “stay with the trouble” or remain in this liminal space as long as possible. While we do not have the space to discuss this possibility in this short provocation, Haraway sees this experimental mode of being as involving multiple actants, human and nonhuman, and as constituting important work in terms of speculating and figuring with various “what if” scenarios to generate new possible futures. As Haraway puts it, this process of speculative figuring is one of giving and receiving patterns, dropping threads, and so mostly failing but sometimes finding something that works, something consequential and maybe even beautiful, that wasn’t there before, of relaying connections that matter, of telling stories in hand upon hand, digit upon digit, attachment site upon attachment site, to craft conditions for flourishing in terran worlding. This struggle of course takes us far beyond decisions about Zoom, specifically. This deliberately troubling liminality is a process of recognizing old habits, building new ones, doing the hard work of reconsidering broader social formations in a future that promises more trouble. Governments, institutions, corporate entities, and even social movements like Transition Towns or #BuildBackBetter all seem to be calling for getting out of this liminal zone, whether this is to “bounce back” by returning to hyper-consumerist, wasteful, profit-driven modes of life or the opposite, to “bounce forward” to radically rethink globalization and build intensely localized personal and social formations. Perhaps a third alternative is to embrace this very transitional experience itself and consider whether life on a troubled, perhaps dying planet might require our discomfort, unease, and in-betweenness, including acknowledging and sometimes embracing “glitches” and failures (Nunes). Transitionality, or more broadly liminality, has the potential to enhance our understanding of who and what “we” are, or perhaps more crucially who “we” might become, by encompassing a kind of dialectic in relation to the experiences of others, both intimate and distant. As many critical commentators before us have suggested, this necessarily involves working in conjunction with a rich ecology of planetary agents from First People’s actors and knowledge systems--a range of social agents who already know what it is to be liminal to landscapes and other species--through and with the enabling affordances of digital technologies. This is an important, and exhausting, process of change. And perhaps this trouble is something to hang on to as long as possible, as it preoccupies us with wondering about what is happening in the lines between our faces, the lines of the technologies underpinning our interactions, the taken for granted structures on and off screen that have been visibilized. We are fatigued, not by the time we spend online, although there is that, too, but by the recognition that the world is changing. References Barad, Karen. Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning. Duke UP, 2006. Gillespie, Tarleton. Custodians of the Internet: Platforms, Content Moderation, and the Hidden Decisions That Shape Social Media. Yale UP 2018. Haraway, Donna J. “SF: Science Fiction, Speculative Fabulation, String Figures, So Far.” Ada New Media 3 (2013). <http://adanewmedia.org/2013/11/issue3-haraway>. Lee, Ashlin. “In the Shadow of Platforms: Challenges and Opportunities for the Shadow of Hierarchy in the Age of Platforms and Datafication.” M/C Journal 24.2 (2021). <http://doi.org/10.5204/mcj.2750>. Markham, Annette N., et al. “Massive and Microscopic Sensemaking during COVID-19 Times.” Qualitative Inquiry Oct. 2020. <https://doi.org/10.1177/1077800420962477>. Ngai, Sianne. Ugly Feelings. Harvard UP, 2005. Nunes, Mark. Error, Glitch, Noise and Jam in New Media Cultures. Bloomsbury, 2012. Papacharissi, Zizi. Affective Publics: Sentiment, Technology, and Politics. Oxford UP, 2015. Pickering, Andrew. “The Mangle of Practice: Agency and Emergence in the Sociology of Science.” American Journal of Sociology 99.3 (1993): 559-89. Star, Susan Leigh. “The Structure of Ill-Structured Solutions: Boundary Objects and Heterogeneous Distributed Problem Solving.” Readings in Distributed Artificial Intelligence. Eds. Les Gasser and Michael N. Huhns. Kaufman, 1989. 37-54. Turner, Victor. “Betwixt and Between: The Liminal Period in Rites de Passage.” The Forests of Symbols: Aspects of Ndembu Ritual. Cornell UP, 1967. 93-111. Turner, Victor. “Liminality and Communitas”. The Ritual Process: Structure and Anti-Structure. Chicago: Al<line Publishing, 1969. 94-113, 125-30.
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Goggin, Gerard. "‘mobile text’." M/C Journal 7, no. 1 (January 1, 2004). http://dx.doi.org/10.5204/mcj.2312.

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