Journal articles on the topic 'Tank industry Noise'

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1

Al-Yacouby, Ahmad Mahamad, and Mostafa Mohamed Ahmed. "A Numerical Study on the Effects of Perforated and Imperforate Baffles on the Sloshing Pressure of a Rectangular Tank." Journal of Marine Science and Engineering 10, no. 10 (September 20, 2022): 1335. http://dx.doi.org/10.3390/jmse10101335.

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Sloshing has many industry applications, namely in offshore engineering, aerospace, ship building, and manufacturing. Sloshing simulation is essential to better understand the sloshing pattern and consequently to improve the tank design to reduce noise levels, stresses on the structure, and optimize the baffle configurations and arrangements. Thus, the aim of this study is to determine the effects of perforated (porous) and imperforate (solid) baffles on the sloshing pressure using ANSYS FLUENT software based on Volume of Fluid (VOF) method where a rectangular tank with 25% and 60% filling ratios was considered. In the first case, an unbaffled rectangular tank with 60% filling ratio was used for the validation purpose, while in the second case, a 25% filling ratio was investigated considering two scenarios, namely a unbaffled tank and a baffled tank case with perforated and imperforate baffles. The outcomes of the results indicate that perforated baffle can significantly reduce the sloshing pressure in the tank. The validation of the results also shows a good agreement with the published experimental results.
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2

Hua, Xia, Alan Thomas, and Kurt Shultis. "Recent progress in battery electric vehicle noise, vibration, and harshness." Science Progress 104, no. 1 (January 2021): 003685042110052. http://dx.doi.org/10.1177/00368504211005224.

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As battery electric vehicle (BEV) market share grows so must our understanding of the noise, vibration, and harshness (NVH) phenomenon found inside the BEVs which makes this technological revolution possible. Similar to the conventional vehicle having encountered numerous NVH issues until today, BEV has to face many new and tough NVH issues. For example, conventional vehicles are powered by the internal combustion engine (ICE) which is the dominant noise source. The noises from other sources were generally masked by the combustion engine, thus the research focus was on the reduction of combustion engine while less attention was paid to noises from other sources. A BEV does not have ICE, automatic transmission, transfer case, fuel tank, air intake, or exhaust systems. In their place, there is more than enough space to accommodate the electric drive unit and battery pack. BEV is quieter without a combustion engine, however, the research on vehicle NVH is even more significant since the elimination of the combustion engine would expose many noise behaviors of BEV that were previously ignored but would now seem clearly audible and annoying. Researches have recently been conducted on the NVH of BEV mainly emphasis on the reduction of noise induced by powertrain, tire, wind and ancillary system and the improvement of sound quality. This review paper will focus on recent progress in BEV NVH research to advance the BEV systems in the future. It is a review for theoretical, computational, and experimental work conducted by both academia and industry in the past few years.
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Cai, Wei, and Frank Shi. "2.4 GHZ HETERODYNE RECEIVER FOR HEALTHCARE APPLICATION." International Journal of Pharmacy and Pharmaceutical Sciences 8, no. 2 (September 17, 2016): 22. http://dx.doi.org/10.22159/ijpps.2016v8s2.15214.

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<p class="lead">The objective of this research was to design a basic 2.4 GHz heterodyne receiver for healthcare on a 130um CMOS process. The ultimate goal for the wireless industry is to minimize the trade-offs between performance and cost, and between performance and low power consumption design. In the first part, a low noise amplifier (LNA), which is commonly used as the first stage of a receiver, is introduced and simulated. LNA performance greatly affects the overall receiver performance. The LNA was designed at the 2.4 GHz ISM band, using the cascode with an inductive degeneration topology. The second part of this thesis presents a low power 2.4 GHz down conversion Gilbert Cell mixer. In the third part, a high-performance LC-tank CMOS VCO was designed at 2.4 GHz. The design uses using PMOS cross-coupled topology with the varactor for wider tuning range topology. In the first part, a low noise amplifier (LNA) design reaches the NF of 2 dB, has a power consumption of 2.2 mW, and has a gain of 20dB. The second part of this proposal presents a low power 2.4 GHz down conversion Gilbert Cell mixer. The obtained result shows a conversion gain of 14.6 dB and power consumption of 8.2 mW at a 1.3V supply voltage. In the third part, a high-performance LC-tank CMOS VCO was designed at 2.4 GHz. The final simulation of the phase noise is-128 dBc/Hz, and the tuning range is 2.3 GHz-2.5 GHz while the total power consumption is 3.25 mW.<strong> </strong>The performance of the receiver meets the specification requirements of the desired standard.</p>
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Yaacob, Mohd Muhridza, and Malik Abdulrazzaq Alsaedi. "In Situ Detection and Localization of Partial Discharge Using Acoustic Sensors." Applied Mechanics and Materials 530-531 (February 2014): 316–19. http://dx.doi.org/10.4028/www.scientific.net/amm.530-531.316.

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The partial discharge (PD) phenomenon is very harmful for electrical appliances and its early detection could be a cost effective approach for the industry. Although many techniques are used for PD detection yet no technique has presented widely acceptable solution. Still the subject needs parallel study of the detection techniques. In this study, partial discharge signal has been captured by the three techniques using fiber optic sensor (FOS), Piezoelectric Sensor (PZT), leakage current (LC) techniques. In these experiments, FOS shows good sensitivity in the range of applied high voltage > 5 kV. The sensitivity and noise level of PD signal was different in these two experiments. The location of a PD was demonstrated in a 500 gallon water tank using convolution method.
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5

Yalçın, Barıs Can, Muhammet Balcılar, and Ahmet Koyun. "Design and Implementation of Kalman Filter for Fuel Pipe Damping Test Machine Working Based on Variable Frequency Vibration Principle." Measurement and Control 50, no. 9-10 (November 2017): 199–205. http://dx.doi.org/10.1177/0020294017738196.

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Fuel pipes popularly used in automotive industry applications carry fuel from the fuel tank to the engine and work under variable vibrations having different magnitude and frequency parameters due to the engine’s rotation frequency and road profile’s spontaneous change. Considering that the transfer of the fuel to the engine in the desired way has a crucial importance on the driving performance, any problem that may exist because of the vibrations cannot be acceptable in the pipe assembly. Because of this reason, all manufactured fuel pipes have to be well tested in terms of some industrial standards. The fluid excitement test is a very useful and commonly accepted method in the industry. However, this method produces enormous amount of noise that does not allow to obtain healthy pressure values from the sensors. In this study, Kalman filtering method has been used to interpret the data that have been obtained from the sensors. The usefulness and effectiveness of the proposed Kalman filtering method have been shown and discussed based on the test results.
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6

Li, Guanru, Lei Pan, Qingsong Hua, Li Sun, and Kwang Y. Lee. "Water Pump Control: A Hybrid Data-Driven and Model-Assisted Active Disturbance Rejection Approach." Water 11, no. 5 (May 22, 2019): 1066. http://dx.doi.org/10.3390/w11051066.

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Water pump control, prevalent in various industrial plants, such as wastewater treatment and steam generator facilities, plays a significant role in maintaining economic efficiency and stable plant operation. Due to its slow dynamics, strong nonlinearity, and various disturbances, it is also widely studied as a typical benchmark problem in process control. The current control strategies can be categorized into two aspects: one branch resorts to model-based design and the other to data-driven design. To merge the merits and overcome the deficiencies of each paradigm, this paper proposes a hybrid data-driven and model-assisted control strategy, namely modified active disturbance rejection control (MADRC). The model information regarding water dynamics is incorporated into an extended state observer (ESO), which is used to estimate and mitigate the limitations of slow dynamics, strong nonlinearity, and various disturbances by analyzing the real-time data. The tuning formula is given in terms of the desired closed-loop performance. It is shown that MADRC is able to produce a satisfactory control performance while maintaining a low sensitivity to the measurement noise under general parametric setting conditions. The simulation results verify the clear superiority of MADRC over the proportional-integral (PI) controller and the conventional ADRC, and the results also evidence its noise reduction effects. The experimental results agree well with the simulation results based on a water tank setup. The proposed MADRC approach is able to improve the control performance while reducing the actuator fluctuation. The results presented in this paper offer a promising methodology for the water control loops widely used in the water industry.
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Gubiani, Rino, Michela Vello, Gianfranco Pergher, and Sirio R. C. Cidivino. "SAFETY IN WINE CELLARS: THE SITUATION IN FRIULI-VENEZIA GIULIA, ITALY." Journal of Agricultural Engineering 40, no. 1 (March 31, 2009): 1. http://dx.doi.org/10.4081/jae.2009.1.1.

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The objective of the present work was to set up a method of analysis of the safety levels in the wine industry, using a check list to carry out a survey on 30 wineries located in the Friuli-Venezia Giulia region. The checklist, based on previous studies, included more than 500 items, divided into 5 main areas: A) Buildings and workplaces; B) Machinery; C) Logistics; D) Boiler room, electricity plants and fire prevention systems; E) Noise and vibrations. The classification of each of the items was based on risk frequency and seriousness of damage. In order to obtain a value as a whole, different points were assigned to each of them. The results of this work shows that workers are exposed to a variety of hazards and one of the highest scores is connected to machinery. Some of these accidents occur because machines are used for a purpose for which they are unsuitable; others because security systems have not been provided or have been taken off. Other risk areas are the fuel tank or the exhaust oil stocking room. Indoors, the most hazardous areas are the grape unloading and the workshop one. Another result was that the older wine cellars are the most dangerous. The check list can become an important instrument for prevention and a useful tool to test safety levels of the working environment.
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Tarcsay, Bálint Levente, Ágnes Bárkányi, Tibor Chován, and Sándor Németh. "A Dynamic Principal Component Analysis and Fréchet-Distance-Based Algorithm for Fault Detection and Isolation in Industrial Processes." Processes 10, no. 11 (November 15, 2022): 2409. http://dx.doi.org/10.3390/pr10112409.

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Fault Detection and Isolation (FDI) methodology focuses on maintaining safe and reliable operating conditions within industrial practices which is of crucial importance for the profitability of technologies. In this work, the development of an FDI algorithm based on the use of dynamic principal component analysis (DPCA) and the Fréchet distance δdF metric is explored. The three-tank benchmark problem is studied and utilized to demonstrate the performance of the FDI method for six fault types. A DPCA transformation for the system was established, and fault detection was conducted based on the Q statistic. Fault isolation is also of critical importance for proper intervention to mitigate fault effects. To identify the type of detected faults, the fault responses within the PC subspace were analyzed using the δdF metric. The use of the Fréchet distance metric for the isolation of faults combined with DPCA for feature extraction is a novel technique to the best of the authors’ knowledge that provides a robust computational tool with low computational cost for FDI purposes that fits well into the Industry 4.0 framework.The robustness and sensitivity of the method was validated for a wide variety of signal-to-noise ratio (SNR) conditions, with findings indicating a possible average false and missed alarm rate of 0.1 and a macro-averaged F-score above 0.8 in all cases.
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9

Polyakova, Ekaterina M. "Assessment of the risk of health disorders when working in an open area during the cold period of the year." Russian Journal of Occupational Health and Industrial Ecology 60, no. 11 (December 3, 2020): 857–59. http://dx.doi.org/10.31089/1026-9428-2020-60-11-857-859.

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Introduction. Oil industry workers are exposed to some work environment factors of specific natural and climatic conditions. The aim of study is to conduct an assessment of the group occupational risk of health disorders in the conditions of working in open territories in cold seasons. Materials and methods. The object of the study was workers who carry out labor operations in an open area during cold seasons: operators of a desalting and dehydrating unit, mechanists of compressor units, mechanists for pumping a working agent into the reservoir and repairmen of the oil producing company located in Western Siberia. The assessment of a priori group risk from the impact of industrial noise, exposure to chemicals in the air of the work environment, while body vibration, factors of the work environment and the climate of cold seasons in the conditions of working in open areas and in unheated rooms was carried out according to the combined model of professional risk assessment developed by A.V. Meltser, A.V. Kiselev. Results. We ranked the workplaces of the studied professional groups according to the degree of health hazard. It has been established that the greatest danger, from the point of view of the methodology of professional risk, is the workplace of an operator of the central tank desalting and dehydrating unit of the oil preparation and delivery unit. The leading factor for the development of occupational and nonspecific pathology within a studied enterprise is industrial noise. At the same time, the climate in cold seasons in the conditions of working in open areas makes a significant contribution to the development of occupational and nonspecific pathology. Conclusions. Assessment of the a priori occupational risk of health disorders among oil company workers engaged in labor operations in an open area during a cold season made it possible to establish priority work place in which it is advisable to carry out priority medical and preventive measures. The implemented system of hygienic assessment of occupational factors should take into account the effect of the climatic and weather conditions on workers’ health in the region of residence.
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Al- Azzawi, Fatima faydhe, Faeza Abas Abid, and Zainab faydhe Al-Azzawi. "Performance Comparison between DPSK and OQPSK modulation approaches in multi environments channels with Matlab Simulink models." Wasit Journal of Engineering Sciences 7, no. 1 (April 15, 2019): 30–39. http://dx.doi.org/10.31185/ejuow.vol7.iss1.112.

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Phase shift keying modulation approaches are widely used in the communication industry. Differential phase shift keying (DPSK) and Offset Quadrature phase shift keying (OQPSK) schemes are chosen to be investigated is multi environment channels, where both systems are designed using MATLAB Simulink and tested. Cross talk and unity of signals generated from DPSK and OQPSK are examined using Cross-correlation and auto-correlation, respectively. In this research a proposed system included improvement in bit error rate (BER) of both systems in the additive white Gaussian Noise (AWGN) channel, by using the convolutional and block codes, by increasing the ratio of energy in the specular component to the energy in the diffuse component (k) and the diversity order BER in the fading channels will be improved in both systems.
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Stokoe, Elizabeth, Emma Anderson, and Claire Melia. "Conversation analysis, public engagement and ‘following your nose’ (with a good sense of smell)." QMiP Bulletin 1, no. 33 (2022): 6–11. http://dx.doi.org/10.53841/bpsqmip.2022.1.33.6.

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Elizabeth Stokoe is Professor of Social Interaction at Loughborough University and was named as an Honorary Fellow by the BPS in 2021. Beyond academia, Liz is well known for developing the Conversation Analytic Role-play Method (‘CARM’) and working with industry including software companies like Typeform and Deployed. Additionally, Liz has a wide-ranging background in science communication as well as presenting a keynote lecture at the online QMiP conference in July 2021. In our first VftT for 2022, Liz sat down with two of our editors (Emma Anderson & Claire Melia) to talk about finding her way in psychology, applied research, and taking academic insight beyond the university setting.
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Parsons, Miles J. G., Mark G. Meekan, Karen J. Miller, Michele Thums, and James P. Gilmour. "Innovation and technology in marine science: AIMS' North West Shoals to Shore Research Program." APPEA Journal 58, no. 2 (2018): 578. http://dx.doi.org/10.1071/aj17234.

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The North West Shoals to Shore Research Program began in July 2017 and encompasses four themes, each of which addresses major gaps in scientific knowledge relevant to the environmental management of the offshore petroleum industry in north-west Australia. The themes are: 1. Marine Noise Monitoring and Impacts: investigate selected potential impacts of exposure to a seismic survey on demersal fishes and infauna across different spatial and temporal scales. 2. Benthic Habitats and Demersal Biodiversity: understand physical and biological characteristics of the Ancient Coastline Key Ecological Feature (125 m) and the ecological processes that maintain benthic communities from the ancient to contemporary coastlines, focusing on the distribution and genetic connectivity of pearl oysters. 3. Protected and Iconic Species Movement, Distribution and Threats: determine biologically important areas for pygmy blue whales and hawksbill and green turtles. This will lead to better quantification and mitigation of the risks to megafauna posed by vessel movements, industrial infrastructure and activities. 4. Spatial Dynamics of Isolated Coral Reef Atolls: developing a bio-physical model for benthic and fish communities at the Rowley Shoals and an adaptive monitoring program that quantifies and predicts their spatial dynamics. In this talk, we will discuss planning and progress of the program achieved to date, including innovative and technological approaches used to address scientific uncertainty currently faced by industry.
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Feder, Judy. "Subsea Electrification: Is the Tide About To Turn?" Journal of Petroleum Technology 73, no. 09 (September 1, 2021): 26–29. http://dx.doi.org/10.2118/0921-0026-jpt.

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The concept of a standalone production system on the seabed with automated wellbore construction and production processes has been an industry goal for a long time. Electrification of subsea facilities and of wellbore and reservoir equipment offers many opportunities to improve operational efficiency, reduce life-of-field capital and operating expenses, and reduce carbon footprint, among other benefits. Talk of a subsea electrification revolution being “just around the corner” has been ongoing for more than 20 years. And, millions of dollars in investments and numerous joint industry projects (JIPs) over the past decade have moved the vision closer to fruition (Fig. 1). But the upstream industry continues to lag others in replacing hydraulics with electrics. The reasons echo those for slow uptake of other new technologies and methodologies—fear of change, the unknown, and failure. Now, recent events are stirring up interest and expectations. “Four to five years ago, only a very small percentage of the buying community were making big noises about the future state of the electrified subsea or subsurface,” said John Kerr, subsea production systems and technology director for Baker Hughes, in a recent interview. “During the past 18 months the narrative has increased rapidly with many more operators looking at electrification as the base case for subsea solutions. We’ve seen a groundswell of interest to the point that we now see 3-, 5-, and 7-year lookaheads with electric solutions as the base case design concept,” Kerr said. What has changed? “Electrification of subsea devices has always been a solution to solve specific technical needs,” said Kerr. “The predominant one was extreme long-distance stepouts, where once you get to 250 miles or so, the ability to pump hydraulic fluids through small umbilicals presented so much pressure loss that it became impractical to implement a hydraulic solution, so all-electric became the solution of choice. Now we are seeing much more understanding of what electrification can deliver in the commercial and operational sense. “During the last 2 years, there has also been rapid adoption of dialogue around the aspect of increased carbon credentials and carbon reduction as an advantage,” Kerr continued. “The interest is much more comprehensive, driving different behavior in concept selection for operators.” Has the pandemic played a role? The consensus of participants in a subsea electrification panel at the virtual 2020 SPE Annual Technical Conference and Exhibition (ATCE) was that unless you’re surrounded by a crisis, you’re not encouraged to change. “The moment you put someone in a crisis situation, they understand that they have to change,” said Rory Mackenzie, leader for subsea electrical technologies at Total. “2020—the pandemic, oil price collapse, and environmental issues—this created a crisis. People are now much more open to considering change.” The panelists included Alvaro Arrazola, completions engineer, Chevron, North America Upstream; Glenn-Roar Halvorsen, project manager subsea all-electric, Equinor; Christina Johansen, managing director, Norway, TechnipFMC; Samantha McClean, intelligent wells technical advisor, BP; Rory Mackenzie, head of subsea electrical technologies, Total R&D; and Thomas Scott, global product line director, intelligent production systems and reservoir information, Baker Hughes. Edward O’Malley, director of strategy and portfolio, oilfield services, Baker Hughes, moderated the session.
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Petko, Joshua S., Philip A. Lovell, Jeremy D. Clifton, Paul H. Cohen, and Karl F. Schoch. "Experimental Assessment of Microwave Loss Caused by Non-Hexavalent Chromium-Based Conversion Coatings." International Symposium on Microelectronics 2017, no. 1 (October 1, 2017): 000146–50. http://dx.doi.org/10.4071/isom-2017-tp54_080.

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Abstract Conversion coatings are used to inhibit corrosion on aluminum structures while maintaining electrical conductivity. The most common type of conversion coatings in aerospace applications (MIL-DTL-5541 Type I), contain hexavalent chromium compounds as the corrosion-inhibiting additive. These Type I conversion coatings have a long pedigree and are highly effective in preventing corrosion; however, the hexavalent chromium compounds in these coatings are carcinogenic and water-soluble. Therefore, the use of these compounds is highly regulated in order to protect both workers and the public leading to high cost in both use and disposal. In addition to these regulations, use of these materials on new designs for DOD is prohibited by DFARS 48 CFR Parts 223 and 252, and is scheduled to be prohibited in Europe in September 2017 by REACH regulations. In response, new more environmentally friendly non-hexavalent chromium-based processes are becoming available. Coatings resulting from these types of processes are referred to as MIL-DTL-5541 Type II conversion coatings. The long term reliability and performance impacts resulting from the use of these coatings are not fully understood and there currently is an effort in the aerospace industry organized by NASA to fully define these impacts while hardware is still in the design stage. While significant work has been performed to define the corrosion performance of various type-II conversion coatings, there has been minimal work performed to quantify the impact a type-II conversion coating would have on RF electrical assemblies. Of particular interest is the impact a conversion coating can have on microwave loss at higher frequencies. Many RF electrical assemblies use aluminum radiator and waveguide structures to transfer energy between components and radiate into freespace. If microwave losses increase due to a change in conversion coating, there could be negative impacts to key performance parameters such as system sensitivity, dynamic range, noise figure, and radiated power. Understanding this impact is critical in determining whether the design change impact is isolated only to the conversion coating or whether it propagates to other subcomponents to compensate for the loss in performance. The standard way to quantify the electrical resistance of conversion coatings is defined by MIL-DTL-81706B. The test involves collecting a DC resistance measurement on a processed panel using a two-probe measurement with 200 psi of pressure applied to the probes. The resulting value is averaged from 10 samples of data collected across the panel. While this test in MIL-DTL-81706B is well defined, it has significant limitations that caused this research to seek another way to quantify this value. First, the repeatability of the two-point probe is not consistent across the panel. Some of the conversion coatings can be brittle and can easily be disturbed by the force applied by the probes. The poor repeatability is exacerbated when the test articles are environmentally exposed, leaving a non-uniform surface. Finally, this test methodology is performed at DC, which does not directly quantify the impact of the coating at microwave frequencies due to phenomena such as skin effect and potential plasmonic response. This talk discusses an experiment performed to assess the impact of the use of type-II conversion coatings on microwave loss. In order to assess this impact, a set of precision machined waveguide structures were used as test articles in the experiment. The advantage of using this waveguide-based approach is that it provides a distributed surface to assess the average impact of conversion coatings on surface resistivity. This average resistivity more closely maps to the RF losses seen by microwave systems. In addition, testing the waveguide test article provides a very repeatable test methodology; waveguide technology is very mature from a manufacturing perspective. Also, the waveguide flanges provide a repeatable way to connect to the test article so long as they are masked or cleaned after any potential environmental exposure. Finally, the rectangular shape of the waveguide can be canonically described by a closed form expression, improving understanding of the specific mechanisms leading to the loss. This talk discusses an experiment where multiple 3-foot pieces of WR-28 were used as test articles. The WR-28 test articles were chosen to assess the impact to performance at Ka-band. The 3-foot sections are convenient articles because they can easily be measured on a workbench while at the same time being electrically long at Ka-band (on the order of 100 wavelengths). This talk discusses three different populations of test articles, each coated with a different type of conversion coating. This talk also discusses how an initial measurement of these test articles before environmental exposure showed little difference between these populations. Finally, this talk will discuss plans for environmental testing and in-process RF measurements to be captured during these tests.
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Pal Singh, Lakhwinder. "Farm mechanization is the key to provide a number of economic and social advantages to farmers. The most important of the economic benefits is the enhanced yield that comes as a result of increased mechanisation. Combination of mechanical linkage or systems replacing by some electronic components it’s become mechanical + Electronics = Mechatronics. Linear actuator is best example of mechatronics in term of combination of electronic and mechanical. In linear actuator no need to any hydraulic link, distributor, oil tank, hydraulic pump. In some cases its give better then the hydraulic control actuating devices. If we use mechatronics technologies into agriculture sector there have helpful in controlling system and compactness in whole mechanism." Ergonomics International Journal 6, no. 1 (2022). http://dx.doi.org/10.23880/eoij-16000283.

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Noise is one of the most prevailing environment factor whether inside industry, traffic, agricultural implements, defense machinery etc. Noise pollution is increasing day by and becoming a cause of stress and irritation. The present study envisage to investigate the effect of noise pollution due a forging industry (ABC) on people and surroundings so as to reduce its effects and attempt to find the measures for control of noise levels. The results of the study revealed that noise level during forging operations exceeds the permissible limits of 75 dB (A) and 70 dB (A) during day and night. The same resulted in noise annoyance and sleep disturbance nearby among the residents of village XYZ. After collecting noise data at different places around the industry and data is analyzed, implementation of the control measures so as to reduce the noise level which is under permissible limit prescribed by the Pollution Control Board.
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Berti, Simone, Pietro Fracassi, Alessandra Mattioli, Varuna Reddy Potula, and Cristiano Lotti. "Design and Development of a Specially Modified Positive Displacement Rotary Screw Pump and Relevant Hydraulic Circuit to Enhance “Entrained Air Handling” Capability in a Closed Loop Lube Oil System." Journal of Engineering for Gas Turbines and Power 136, no. 7 (February 18, 2014). http://dx.doi.org/10.1115/1.4026543.

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Rotary screw type positive displacement (RSPD) pumps are commonly used in oil and gas industry for pumping of mineral lube oil in services where they can be mechanically driven by gears coupled to a train driver. Installation of these pumps is critical and should be designed jointly by vendors and users according to project specific restrictions (i.e., the arrangement of the entire oil circulation system). This paper describes a real case in which restrictions due to lube oil system arrangement have produced low pump suction head and have amplified the influence of air bubbles that remained entrained in oil despite lube oil tank degassing. The investigations have been directed toward the mathematical modeling of the aeration phenomenon coupled with experimental measurements of critical parameters taken on the shop plant. Among corrective actions identified and considered there are reduction of quantity of air entering the lube oil system and revamping of the entire lube oil system with changes in piping, tank and also in pump model together with special modifications of internal path to enhance air handling capabilities. In order to validate pump behavior with reference to resistance to aeration (monitoring noise and vibration) a special simulation setup was jointly developed by end user and manufacturer on a pilot test bench to carry out the various performance tests. The numerical data collected during shop aeration test have confirmed that the pump was able to handle the expected amount of entrained air with noise and vibrations within industrial limits. The pumps tested in the pilot bench were installed at user's site and the effectiveness of the synergic corrective actions listed above was successfully verified. The study concludes that an early estimation of entrained air in the lube oil system is critical for design and development of either the RSPD pump or the entire lube oil circuit of a motor compressor train. When a critical quantity of entrained air is likely to be reached at pump suction (near 10% in volume), pump manufacturers and end users should apply some basic rules related to “design for aeration” of the pump and agree on a nonroutine test to be performed at manufacturer's shop before pump installation at site. This will serve as a reliable prediction of pump air handling capabilities, without which effective operation, reliability and durability of the pump could be jeopardized.
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"Developing Of Expandable Polystyrene Industry Using Cleaner Production Technology." International Journal of Engineering and Advanced Technology 8, no. 6 (August 30, 2019): 828–32. http://dx.doi.org/10.35940/ijeat.f8027.088619.

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In terms of the importance of cleaner production technology in industry for saving environment and cost, also with the importance of expandable polystyrene industry for the current development in Egypt in multi fields such as modern agriculture, construction and Building, home appliances and electrical instruments industries, the study deals with application the cleaner production technology on the expandable polystyrene factory. The study applied in EL Araby foam factory for backing and thermal insulation to reduce the energy csonsumptions and save both cost and environment. In year 2016 data was accumulated analyzed and points of weakness presentsed. Several scenarios and modifications were proposed and the most effective were chosen and designed, due to cleaner production technology study according to UNIDO rules a modification was selected as the most beneficiary option and was made by separate machines air pressure feeding to two groups one with high pressure from 6- 8 bar and second with low pressure from 3-5 bar since January 2017 and the significant parameters for energy consumptions and wastes were measured again during year 2017 and the results were analyzed, evaluated and the difference between the before and after cleaner production technology application was illustrated. The totsal saving from this modification is 1,008,393 Kw that is equal 35% from compressors electricity and 29.45 % from total factory electrical consumptions. Also this environmentally achieved increasing the lifetime of compressors oil and change oil periods increased by 20%. The low air pressure used in EPS machines are not need drying and the dryer was removed its circuit, that reduces using of CFCs gases for dryers. Also it reduces the noise inside the factory from demolding process by 10%. The total cost to implement this modification was 300,000 L.E for new air pipe line added to the machines circuits and two air tanks and man power cost. This achieved the reduce of the low pressure compressors maintenance annual expenses by 20%. And reducing the electrical consumption cost specially with annual increasing of electrical price by 20 % yearly until 2020. For new factories it saves in the low pressure circuit the air dryers and the pumps capacities and pressure that saves about 35% of the system cost in addition to 25% of its maintenance needs
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Sahlan, Shafishuhaza, Rickey Ting Pek Eek, Aiman Najmi Anuar, Khairul Ijlal Rosli, Mohamad Fadzli Ab Rahim, Tan Wen Shan, Nur Shahida Hasan, and Mohamad Shukri Abdul Manaf. "Dynamic Modelling of a Water Distribution Laboratory set-up System with SCADA Capabilities." International Journal of Integrated Engineering 14, no. 1 (March 7, 2022). http://dx.doi.org/10.30880/ijie.2022.14.01.018.

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Level control systems are widely implemented in various processes in the process industries, water distribution system (WDS) in particular. An efficient WDS is represented by a system which is able to transfer a desired amount of water automatically, within a specified time. In current practice, the distribution of water is done manually. Although the system has proven sufficient so far, the current increase in general population has resulted in increasing demand of clean water, hence the need for a more efficient water distribution system has become the priority in the water industry. One method to resolve this is through automation of the distribution system. Hence, in this research, an automated WDS is set-up in the laboratory, which dynamically represents a real system. The laboratory set-up is utilized to design a control algorithm by obtaining the mathematical model of the system, i.e. the highlight of this paper. Since the laboratory set-up is part of a supervisory, control and data acquisition (SCADA) system of the WDS, the mathematical model of the system is obtained from the logged data, utilizing system identification technique, prediction error method (PEM) in MATLAB. Band pass filter is used to remove electrical noises. From the results obtained, a mathematical model of 6th order is obtained with best fits of 99.9998% and a mean square error of 0.00000000388. The mathematical model obtained represents the relationship between the reservoir tank level and the incoming motor speed.
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Dr. Rajesh V. Yeole and Aarti S. Pardeshi. "Nuances and Repercussions of Virtual Learning Belonging to the Students of Traditional and Professional Programmes." International Journal of Advanced Research in Science, Communication and Technology, March 31, 2022, 281–86. http://dx.doi.org/10.48175/ijarsct-3102.

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The advent of Covid-19 has created tremendous impact in all spheres of life. The entire world experienced unprecedented halt. It has made technology as integral part of human life in the universe. Pandemic has given birth to the concept of New Normal. It consists of wearing mask, maintaining social distancing and nurturing hygiene through use of sanitizer. Covid-19 affected intensively on public and private sectors such as: business, banks, schools, colleges, tourism and hospitality industry. Schools and Colleges were closed in order avoid spread of virus through mass gathering. This situation created serious dilemmas about the process of teaching and learning in all the educational institutions. There were plenty of challenges in the mind of all the stakeholders in the realm of academics. The teachers as well as students were unprepared to adjust with online mode teaching and learning. Need is the mother of necessity. Therefore, students and teachers commenced the path of exploring new online Applications such as MS Team, Google Meet, Zoom, WebEx. Learning is considered as never ending and ever-changing. There is passionate desire in the mind of teacher and students for smooth teaching and learning in the turbulent time. The prominent challenges faced by the students were: availability of Digital devices, Poor internet connectivity, digital illiteracy and background noise. It was a transition period from Chalk and Talk to technology. This research paper primarily focuses on identification of nuances and repercussions of virtual learning amongst the traditional and professional programmes.
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20

"Preface." Journal of Physics: Conference Series 2121, no. 1 (November 1, 2021): 011001. http://dx.doi.org/10.1088/1742-6596/2121/1/011001.

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The 2021 2nd International Conference on Electrical Technology and Automatic Control (ICETAC 2021) was held on October 23, 2021 as a virtual conference due to the growing concerns over the coronavirus outbreak (COVID-19), and in order to protect the well-being of our attendees, partners, and staff as our number one priority. ICETAC 2021 brings together more than 70 national and international researchers from industry, government, and academia. We invited submissions of papers and abstracts on all topics related to Electrical Technology and Automatic Control. The conference provides networking opportunities for participants to share ideas, designs, and experiences on the state-of-the-art and future direction of Electrical Technology and Automatic Control. ICETAC 2021 will feature a high-quality technical & experiential program dealing with a mix of traditional and contemporary hot topics in paper presentations and high-profile keynotes. During the conference, the conference model was divided into three sessions, including oral presentations, keynote speeches, and online Q&A discussion. In the first part, some scholars, whose submissions were selected as the excellent papers, were given about 5-10 minutes to perform their oral presentations one by one. Then in the second part, keynote speakers were each allocated 30-45 minutes to hold their speeches. In the second part, we invited four professors as our keynote speakers. Prof. Yuanchang Zhong, our first keynote speaker, from Chongqing University, China. His mainly research focus on Electronic Technology, Electronic Measurement Technology, System Engineering etc. And then we had Prof. Qinmin Yang, from Zhejiang University, China. He presented an insightful speech: Theoretical research and practice in intelligent control design for wind energy. In this talk, challenges faced by control community for high reliable and efficient exploitation of wind energy are discussed. Prof. Badrul Hisham Ahmad, Universiti Teknikal Malaysia Melaka, performed a speech: Switchable Absorptive Bandstop to Bandpass Filter using Parallel-coupled Resonator. Our finale keynote speaker, Prof. He Yan, from Chongqing University of Technology, China. He presented an insightful speech: Research on Key Technologies of Semantic SLAM for Mobile Robot in Dynamic Scene. Their insightful speeches had triggered heated discussion in the third session of the conference. Every participant praised this conference for disseminating useful and insightful knowledge. The proceedings are a compilation of the accepted papers and represent an interesting outcome of the conference. Topics include but are not limited to the following areas: Electric Vehicle Technology, Intelligent Control System, Electrical Materials, Sensor Network System, Acoustics and Noise Control and more related topics. All the papers have been through rigorous review and process to meet the requirements of International publication standard. We would like to acknowledge all of those who supported ICETAC 2021. The help and contribution of each individual and institution was instrumental in the success of the conference. In particular, we would like to thank the organizing committee for its valuable inputs in shaping the conference program and reviewing the submitted papers. The Committee of ICETAC 2021 List of Committee member is available in this pdf.
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21

Nunes, Mark. "Failure Notice." M/C Journal 10, no. 5 (October 1, 2007). http://dx.doi.org/10.5204/mcj.2702.

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Amongst the hundreds of emails that made their way to error@media-culture.org.au over the last ten months, I received the following correspondence: Failure noticeHi. This is the qmail-send program at sv01.wadax.ne.jp.I’m afraid I wasn’t able to deliver your message to the following addresses.This is a permanent error; I’ve given up. Sorry it didn’t work out.namewithheld@s.vodafone.ne.jp>:210.169.171.135 does not like recipient.Remote host said: 550 Invalid recipient:namewithheld@s.vodafone.ne.jp>Giving up on 210.169.171.135. Email of this sort marks a moment that is paradoxically odd and all too familiar in the digital exchanges of everyday life. The failure message arrives to tell me something “didn’t work out.” This message shows up in my email account looking no different from any other correspondence—only this one hails from the system itself, signalling a failure to communicate. Email from the “mailer-daemon” calls attention to both the logic of the post that governs email (a “letter” sent to an intended address at the intention of some source) and the otherwise invisible logic of informatic protocols, made visible in the system failure of a “permanent error.” In this particular instance, however, the failure notice is itself a kind of error. I never emailed namewithheld@s.vodafone.ne.jp—and by the mailer-daemon’s account, such a person does not exist. It seems that a spammer has exploited an email protocol as a way of covering his tracks: when a deliver-to path fails, the failure notice bounces to a third site. The failure notice marks the successful execution of a qmail protocol, but its arrival at our account is still a species of error. In most circumstances, error yields an invalid result. In calculation, error marks a kind of misstep that not only corrupts the end result, but all steps following the error. One error begets others. But as with the failure notice, error often marks not only the misdirections of a system, but also the system’s internal logic. The failure notice corresponds to a specific category of error—a potential error that the system must predict before it has actually occurred. While the notice signals failure (permanent error), it does so within the successful, efficient operation of a communicative system. What is at issue, then, is less a matter of whether or not error occurs than a system’s ability to handle error as it arises. Control systems attempt to close themselves off to error’s misdirections. If error signals a system failure, the “failure notice” of error foregrounds the degree to which in “societies of control” every error is a fatal error in that Baudrillardian sense—a failure that is subsumed in the operational logic of the system itself (40). Increasingly, the networks of a global marketplace require a rationalisation of processes and an introduction of informatic control systems to minimise wastage and optimise output. An informatic monoculture expresses itself through operational parameters that define communication according to principles of maximum transmission. In effect, in the growing dominance of a network society, we are witnessing the transcendence of a social and cultural system that must suppress at all costs the failure to communicate. This global communication system straddles a paradoxical moment of maximum exchange and maximum control. With growing frequency, social and commercial processes are governed by principles of quality assurance, what Lyotard defined nearly thirty years ago as a “logic of maximum performance” (xxiv). As Six Sigma standards migrate from the world of manufacturing to a wide range of institutions, we find a standard of maximum predictability and minimum error as the latest coin of the realm. Utopia is now an error-free world of 100% efficiency, accuracy, and predictability. This lure of an informatic “monoculture” reduces communication to a Maxwell’s demon for capturing transmission and excluding failure. Such a communicative system establishes a regime of signs that thrives upon the drift and flow of a network of signifiers, but that affirms its power as a system in its voracious incorporation of signs within a chain of signification (Deleuze and Guattari 111-117). Error is cast out as abject, the scapegoat “condemned as that which exceeds the signifying regime’s power of deterritorialization” (Deleuze and Guattari 117). Deleuze and Guattari describe this self-cycling apparatus of capture as “a funeral world of terror,” the terror of a black-hole regime that ultimately depends upon a return of the same and insures that everything that circulates communicates…or is cast off as abject (113). This terror marks a relation of control, one that depends upon a circulation of signs but that also insists all flows fall within its signifying regime. To speak of the “terror of information” is more than metaphorical to the extent that this forced binary (terror of signal/error of noise) imposes a kind of violence that demands a rationalisation of all singularities of expression into the functionalities of a quantifiable system. To the extent that systems of information imply systems of control, the violence of information is less metaphor than metonym, as it calls into high relief the scapegoat error—the abject remainder whose silenced line of flight marks the trajectory of the unclean. This cybernetic logic of maximum performance demands that error is either contained within the predictable deviations of a system’s performance, or nullified as outlying and asignifying. Statistics tells us that we are best off ignoring the outlier. This logic of the normal suggests that something very risky occurs when an event or an instance falls outside the scope of predicable variance. In the ascendancy of information, error, deviance, and outlying results cast a long shadow. In Norbert Wiener’s account of informatic entropy, this drift from systematic control marked a form of evil—not a Manichean evil of bad actors, but rather an Augustinian evil: a falling away from the perfection of order (34-36). Information utopia banishes error as a kind of evil—an aberration that is decidedly off the path of order and control. This cybernetic logic functions at all levels, from social systems theory to molecular biology. Our diseases are now described as errors in coding, transcription, or transmission—genetic anomalies, cancerous loop scripts, and neurochemical noise. Mutation figures as an error in reproduction—a straying from faithful replication and a falling away from the Good of order and control. But we should keep in mind that when we speak of “evil” in the context of this cybernetic logic, that evil takes on a specific form. It is the evil of the errant. Or to put it another way: it is the evil of the Sesame Street Muppet, Bert. In 2001, a U.S. high school student named Dino Ignacio created a graphic of the Muppet, Bert, with Osama bin Laden—part of his humorous Website project, “Bert is Evil.” A Pakistani-based publisher scanning the Web for images of bin Laden came across Ignacio’s image and, apparently not recognising the Sesame Street character, incorporated it into a series of anti-American posters. According to Henry Jenkins’s account of the events, in the weeks that followed, “CNN reporters recorded the unlikely sight of a mob of angry protestors marching through the streets chanting anti-American slogans and waving signs depicting Bert and bin Laden” (1-2). As the story of the Bert-sighting spread, new “Bert is evil” Websites sprang up, and Ignacio found himself the unwitting centre of a full-blown Internet phenomenon. Jenkins finds in this story a fascinating example of what he calls convergence culture, the blurring of the line between consumer and producer (3). From a somewhat different critical perspective, Mark Poster reads this moment of misappropriation and misreading as emblematic of global networked culture, in which “as never before, we must begin to interpret culture as multiple cacophonies of inscribed meanings as each cultural object moves across cultural differences” (11). But there is another moral to this story as well, to the extent that the convergence and cacophony described here occur in a moment of error, an errant slippage in which signification escapes its own regime of signs. The informatic (Augustinian) evil of Bert the Muppet showing up at an anti-American rally in Pakistan marks an event-scene in which an “error” not only signifies, but in its cognitive resonance, begins to amplify and replicate. At such moments, the “failure notice” of error signals a creative potential in its own right—a communicative context that escapes systemic control. The error of “evil Bert” introduces noise into this communicative system. It is abject information that marks an aberration within an otherwise orderly system of communication, an error of sorts marking an errant line of flight. But in contrast to the trance-like lure of 100% efficiency and maximum performance, is there not something seductive in these instances of error, as it draws us off our path of intention, leading us astray, pulling us toward the unintended and unforeseen? In its breach of predictable variance, error gives expression to the erratic. As such, “noise” marks a species of error (abject information) that, by failing to signify within a system, simultaneously marks an opening, a poiesis. This asignifying poetics of “noise,” marked by these moments of errant information, simultaneously refuses and exceeds the cybernetic imperative to communicate. This poetics of noise is somewhat reminiscent of Umberto Eco’s discussion of Claude Shannon’s information theory in The Open Work. For Shannon, the gap between signal and selection marks a space of “equivocation,” what Warren Weaver calls “an undesirable … uncertainty about what the message was” (Shannon and Weaver 21). Eco is intrigued by Shannon’s insight that communication is always haunted by equivocation, the uncertainty that the message received was the signal sent (57-58). Roland Barthes also picks up on this idea in S/Z, as N. Katherine Hayles notes in her discussion of information theory and post-structuralism (46). For these writers, equivocation suggests a creative potential in entropy, in that noise is, in Weaver’s words, “spurious information” (Shannon and Weaver 19). Eco elaborates on Shannon and Weaver’s information theory by distinguishing between actual communication (the message sent) and its virtuality (the possible messages received). Eco argues, in effect, that communication reduces information in its desire to actualise signal at the expense of noise. In contrast, poetics generates information by sustaining the equivocation of the text (66-68). It is in this tension between capture and escape marked by the scapegoats of error and noise that I find a potential for a contemporary poetics within a global network society. Error reveals the degree to which everyday life plays itself out within this space of equivocation. As Stuart Moulthrop addressed nearly ten years ago, our frequent encounters with “Error 404” on the Web calls attention to “the importance of not-finding”: that error marks a path in its own right, and not merely a misstep. Without question, this poetics of noise runs contrary to a dominant, cybernetic ideology of efficiency and control. By paying attention to drift and lines of flight, such erratic behaviour finds little favour in a world increasingly defined by protocol and predictable results. But note how in its attempt to capture error within its regime of signs, the logic of maximum performance is not above recuperating the Augustinian evil of error as a form of “fortunate fall.” Even in the Six Sigma world of 100% efficiency, does not corporate R & D mythologise the creative moment that allows error to turn a profit? Post-It Notes® and Silly Putty® present two classic instances in which happenstance, mistake, and error mark a moment in which “thinking outside of the box” saves the day. Error marks a kind of deviation from—and within—this system: a “failure” that at the same time marks a potential, a virtuality. Error calls attention to its etymological roots, a going astray, a wandering from intended destinations. Error, as errant heading, suggests ways in which failure, mutation, spurious information, and unintended results provide creative openings and lines of flight that allow for a reconceptualisation of what can (or cannot) be realised within social and cultural forms. While noise marks a rupture of signification, it also operates within the framework of a cybernetic imperative that constantly attempts to capture the flows that threaten to escape its operational parameters. As networks become increasingly social, this logic of rationalisation and abstraction serves as a dialectical enclosure for an information-based culture industry. But error also suggests a strategy of misdirection, getting a result back other than what one expected, and in doing so turns the cybernetic imperative against itself. “Google-bombing,” for example, creates an informatic structure that plays off of the creative potential of equivocation. Here, error of a Manichean sort introduces noise into an information system to produce unexpected results. Until recently, typing the word “failure” into the search engine Google produced as a top response George Bush’s Webpage at www.whitehouse.gov. By building Webpages in which the text “failure” links to the U.S. President’s page, users “hack” Google’s search algorithm to produce an errant heading. The cybernetic imperative is turned against itself; this strategy of misdirection enacts a “fatal error” that evokes the logic of a system to create an opening for poeisis, play, and the unintended. Information networks, no longer secondary to higher order social and cultural formations, now define the function and logic of social space itself. This culture of circulation creates equivalences by way of a common currency of “information,” such that “viral” distribution defines a social event in its own right, regardless of the content of transmission. While a decade earlier theorists speculated on the emergence of a collective intelligence via global networks, the culture of circulation that has developed online would seem to indicate that “emergence” and circulation are self-justifying events. In the moment of equivocation—not so much beyond good and evil, but rather in the spaces between signal and noise—slippage, error, and misdirection suggest a moment of opening in contrast to the black hole closures of the cybernetic imperative. The violence of an informatic monoculture expresses itself in this moment of insistence that whatever circulates signifies, and that which cannot communicate must be silenced. In such an environment, we would do well to examine these failures to communicate, as well as the ways in which error and noise seduce us off course. In contrast to the terror of an eternal return of the actual, a poetics of noise suggests a virtuality of the network, an opening of the possible in an increasingly networked society. The articles in this issue of M/C Journal approach error from a range of critical and social perspectives. Essays address the ways in which error marks both a misstep and an opening. Throughout this issue, the authors address error as both abject and privileged instance in a society increasingly defined by information networks and systems of control. In our feature article, “Revealing Errors,” Benjamin Mako Hill explores how media theorists would benefit from closer attention to errors as “under-appreciated and under-utilised in their ability to reveal technology around us.” By allowing errors to communicate, he argues, we gain a perspective that makes invisible technologies all the more visible. As such, error provides a productive moment for both interpretive and critical interventions. Two essays in this issue look at the place of error and noise within the work of art. Rather than foregrounding a concept of “medium” that emphasises clear, unimpeded transmission, these authors explore the ways in which the errant and unintended provide for a productive aesthetic in its own right. Using Shannon’s information theory, and in particular his concept of equivocation, Su Ballard’s essay, “Information, Noise, and et al.’s ‘maintenance of social solidarity-instance 5,” explores the productive error of noise in the digital installation art of a New Zealand artists’ collective. Rather than carefully controlling the viewer’s experience, et al.’s installation places the viewer within a field of equivocation, in effect encouraging misreadings and unintended insertions. In a similar vein, Tim Barker’s essay, “Error, the Unforeseen, and the Emergent: The Error of Interactive Media Art” examines the productive error of digital art, both as an expression of artistic intent and as an emergent expression within the digital medium. This “glitch aesthetic” foregrounds the errant and uncontrollable in any work of art. In doing so, Barker argues, error also serves as a measure of the virtual—a field of potential that gestures toward the “unforeseen.” The virtuality of error provides a framework of sorts for two additional essays that, while separated considerably in subject matter, share similar theoretical concerns. Taking up the concept of an asignifying poetics of noise, Christopher Grant Ward’s essay, “Stock Images, Filler Content, and the Ambiguous Corporate Message” explores how the stock image industry presents a kind of culture of noise in its attempt to encourage equivocation rather than control semiotic signal. By producing images that are more virtual than actual, visual filler provides an all-too-familiar instance of equivocation as a field of potential and a Derridean citation of undecidibility. Adi Kuntsman takes a similar theoretic tack in “‘Error: No Such Entry’: Haunted Ethnographies of Online Archives.” Using a database retrieval error message, “no such entry,” Kuntsman reflects upon her ethnographic study of an online community of Russian-Israeli queer immigrants. Error messages, she argues, serve as informatic “hauntings”—erasures that speak of an online community’s complex relation to the construction and archiving of a collective history. In the case of a database retrieval error—as in the mailer-daemon’s notice of the “550” error—the failure of an address to respond to its hailing calls attention to a gap between query and expected response. This slippage in control is, as discussed above, and instance of an Augustinian error. But what of the Manichean—the intentional engagement in strategies of misdirection? In Kimberly Gregson’s “Bad Avatar! Griefing in Virtual Worlds,” she provides a taxonomy of aberrant behaviour in online gaming, in which players distort or subvert orderly play through acts that violate protocol. From the perspective of many a gamer, griefing serves no purpose other than annoyance, since it exploits the rules of play to disrupt play itself. Yet in “Amazon Noir: Piracy, Distribution, Control,” Michael Dieter calls attention to “how the forces confined as exterior to control (virality, piracy, noncommunication) regularly operate as points of distinction to generate change and innovation.” The Amazon Noir project exploited vulnerabilities in Amazon.com’s Search Inside!™ feature to redistribute thousands of electronic texts for free through peer-to-peer networks. Dieter demonstrates how this “tactical media performance” challenged a cybernetic system of control by opening it up to new and ambiguous creative processes. Two of this issue’s pieces explore a specific error at the nexus of media and culture, and in keeping with Hill’s concept of “revealing errors,” use this “glitch” to lay bare dominant ideologies of media use. In her essay, “Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress,” Elizabeth Losh focuses on a highly public misreading of a Battlefield 2 fan video by experts from the Science Applications International Corporation in their testimony before Congress on digital terrorism. Losh argues that Congress’s willingness to give audience to this misreading is a revealing error in its own right, as it calls attention to the anxiety of experts and power brokers over the control and distribution of information. In a similar vein, in Yasmin Ibrahim’s essay, “The Emergence of Audience as Victims: The Issue of Trust in an Era of Phone Scandals,” explores the revealing error of interactive television gone wrong. Through an examination of recent BBC phone-in scandals, Ibrahim explores how failures—both technical and ethical—challenge an increasingly interactive audience’s sense of trust in the “reality” of mass media. Our final essay takes up the theme of mutation as genetic error. Martin Mantle’s essay, “‘Have You Tried Not Being a Mutant?’: Genetic Mutation and the Acquisition of Extra-ordinary Ability,” explores “normal” and “deviant” bodies as depicted in recent Hollywood retellings of comic book superhero tales. Error, he argues, while signalling the birth of superheroic abilities, marks a site of genetic anxiety in an informatic culture. Mutation as “error” marks the body as scapegoat, signalling all that exceeds normative control. In each of these essays, error, noise, deviation, and failure provide a context for analysis. In suggesting the potential for alternate, unintended outcomes, error marks a systematic misgiving of sorts—a creative potential with unpredictable consequences. As such, error—when given its space—provides an opening for artistic and critical interventions. References “Art Fry, Inventor of Post-It® Notes: ‘One Man’s Mistake is Another’s Inspiration.” InventHelp. 2004. 14 Oct. 2007 http://www.inventhelp.com/articles-for-inventors-art-fry.asp>. Barthes, Roland. S/Z. Trans. Richard Miller. New York: Hill and Wang, 1974. Baudrillard, Jean. The Transparency of Evil. Trans. James Benedict. New York: Verso, 1993. Deleuze, Gilles. “Postscript on the Societies of Control.” October 59 (Winter 1992): 3-7. Deleuze, Gilles, and Felix Guattari. A Thousand Plateaus. Trans. Brian Massumi. Minneapolis: U Minnesota P, 1987. Eco, Umberto. The Open Work. Cambridge: Harvard UP, 1989. “Googlebombing ‘Failure.’” Official Google Blog. 16 Sep. 2005. 14 Oct. 2007 http://googleblog.blogspot.com/2005/09/googlebombing-failure.html>. Hayles, N. Katherine. How We Became Posthuman. Chicago: U Chicago P, 1999. Jenkins, Henry. Convergence Culture. New York: NYU Press, 2006. Lyotard, Jean-Francois. The Postmodern Condition. Trans. Geoffrey Bennington and Brian Massumi. Minneapolis: Minnesota UP, 1984. Moulthrop, Stuart. “Error 404: Doubting the Web.” 2000. 14 Oct. 2007 http://iat.ubalt.edu/moulthrop/essays/404.html>. Poster, Mark. Information Please. Durham, NC: Duke UP, 2006. Shannon, Claude, and Warren Weaver. The Mathematical Theory of Communication. Urbana: U Illinois P, 1949. “Silly Putty®.” Inventor of the Week. 3 Mar. 2003. 14 Oct. 2007 http://web.mit.edu/Invent/iow/sillyputty.html>. Wiener, Norbert. The Human Use of Human Beings. Cambridge, MA: Da Capo, 1988. Citation reference for this article MLA Style Nunes, Mark. "Failure Notice." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/00-editorial.php>. APA Style Nunes, M. (Oct. 2007) "Failure Notice," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/00-editorial.php>.
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22

Goggin, Gerard. "Broadband." M/C Journal 6, no. 4 (August 1, 2003). http://dx.doi.org/10.5204/mcj.2219.

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Connecting I’ve moved house on the weekend, closer to the centre of an Australian capital city. I had recently signed up for broadband, with a major Australian Internet company (my first contact, cf. Turner). Now I am the proud owner of a larger modem than I have ever owned: a white cable modem. I gaze out into our new street: two thick black cables cosseted in silver wire. I am relieved. My new home is located in one of those streets, double-cabled by Telstra and Optus in the data-rush of the mid-1990s. Otherwise, I’d be moth-balling the cable modem, and the thrill of my data percolating down coaxial cable. And it would be off to the computer supermarket to buy an ASDL modem, then to pick a provider, to squeeze some twenty-first century connectivity out of old copper (the phone network our grandparents and great-grandparents built). If I still lived in the country, or the outskirts of the city, or anywhere else more than four kilometres from the phone exchange, and somewhere that cable pay TV will never reach, it would be a dish for me — satellite. Our digital lives are premised upon infrastructure, the networks through which we shape what we do, fashion the meanings of our customs and practices, and exchange signs with others. Infrastructure is not simply the material or the technical (Lamberton), but it is the dense, fibrous knotting together of social visions, cultural resources, individual desires, and connections. No more can one easily discern between ‘society’ and ‘technology’, ‘carriage’ and ‘content’, ‘base’ and ‘superstructure’, or ‘infrastructure’ and ‘applications’ (or ‘services’ or ‘content’). To understand telecommunications in action, or the vectors of fibre, we need to consider the long and heterogeneous list of links among different human and non-human actors — the long networks, to take Bruno Latour’s evocative concept, that confect our broadband networks (Latour). The co-ordinates of our infrastructure still build on a century-long history of telecommunications networks, on the nineteenth-century centrality of telegraphy preceding this, and on the histories of the public and private so inscribed. Yet we are in the midst of a long, slow dismantling of the posts-telegraph-telephone (PTT) model of the monopoly carrier for each nation that dominated the twentieth century, with its deep colonial foundations. Instead our New World Information and Communication Order is not the decolonising UNESCO vision of the late 1970s and early 1980s (MacBride, Maitland). Rather it is the neoliberal, free trade, market access model, its symbol the 1984 US judicial decision to require the break-up of AT&T and the UK legislation in the same year that underpinned the Thatcherite twin move to privatize British Telecom and introduce telecommunications competition. Between 1984 and 1999, 110 telecommunications companies were privatized, and the ‘acquisition of privatized PTOs [public telecommunications operators] by European and American operators does follow colonial lines’ (Winseck 396; see also Mody, Bauer & Straubhaar). The competitive market has now been uneasily installed as the paradigm for convergent communications networks, not least with the World Trade Organisation’s 1994 General Agreement on Trade in Services and Annex on Telecommunications. As the citizen is recast as consumer and customer (Goggin, ‘Citizens and Beyond’), we rethink our cultural and political axioms as well as the axes that orient our understandings in this area. Information might travel close to the speed of light, and we might fantasise about optical fibre to the home (or pillow), but our terrain, our band where the struggle lies today, is narrower than we wish. Begging for broadband, it seems, is a long way from warchalking for WiFi. Policy Circuits The dreary everyday business of getting connected plugs the individual netizen into a tangled mess of policy circuits, as much as tricky network negotiations. Broadband in mid-2003 in Australia is a curious chimera, welded together from a patchwork of technologies, old and newer communications industries, emerging economies and patterns of use. Broadband conjures up grander visions, however, of communication and cultural cornucopia. Broadband is high-speed, high-bandwidth, ‘always-on’, networked communications. People can send and receive video, engage in multimedia exchanges of all sorts, make the most of online education, realise the vision of home-based work and trading, have access to telemedicine, and entertainment. Broadband really entered the lexicon with the mass takeup of the Internet in the early to mid-1990s, and with the debates about something called the ‘information superhighway’. The rise of the Internet, the deregulation of telecommunications, and the involuted convergence of communications and media technologies saw broadband positioned at the centre of policy debates nearly a decade ago. In 1993-1994, Australia had its Broadband Services Expert Group (BSEG), established by the then Labor government. The BSEG was charged with inquiring into ‘issues relating to the delivery of broadband services to homes, schools and businesses’. Stung by criticisms of elite composition (a narrow membership, with only one woman among its twelve members, and no consumer or citizen group representation), the BSEG was prompted into wider public discussion and consultation (Goggin & Newell). The then Bureau of Transport and Communications Economics (BTCE), since transmogrified into the Communications Research Unit of the Department of Communications, Information Technology and the Arts (DCITA), conducted its large-scale Communications Futures Project (BTCE and Luck). The BSEG Final report posed the question starkly: As a society we have choices to make. If we ignore the opportunities we run the risk of being left behind as other countries introduce new services and make themselves more competitive: we will become consumers of other countries’ content, culture and technologies rather than our own. Or we could adopt new technologies at any cost…This report puts forward a different approach, one based on developing a new, user-oriented strategy for communications. The emphasis will be on communication among people... (BSEG v) The BSEG proposed a ‘National Strategy for New Communications Networks’ based on three aspects: education and community access, industry development, and the role of government (BSEG x). Ironically, while the nation, or at least its policy elites, pondered the weighty question of broadband, Australia’s two largest telcos were doing it. The commercial decision of Telstra/Foxtel and Optus Vision, and their various television partners, was to nail their colours (black) to the mast, or rather telegraph pole, and to lay cable in the major capital cities. In fact, they duplicated the infrastructure in cities such as Sydney and Melbourne, then deciding it would not be profitable to cable up even regional centres, let alone small country towns or settlements. As Terry Flew and Christina Spurgeon observe: This wasteful duplication contrasted with many other parts of the country that would never have access to this infrastructure, or to the social and economic benefits that it was perceived to deliver. (Flew & Spurgeon 72) The implications of this decision for Australia’s telecommunications and television were profound, but there was little, if any, public input into this. Then Minister Michael Lee was very proud of his anti-siphoning list of programs, such as national sporting events, that would remain on free-to-air television rather than screen on pay, but was unwilling, or unable, to develop policy on broadband and pay TV cable infrastructure (on the ironies of Australia’s television history, see Given’s masterly account). During this period also, it may be remembered, Australia’s Internet was being passed into private hands, with the tendering out of AARNET (see Spurgeon for discussion). No such national strategy on broadband really emerged in the intervening years, nor has the market provided integrated, accessible broadband services. In 1997, landmark telecommunications legislation was enacted that provided a comprehensive framework for competition in telecommunications, as well as consolidating and extending consumer protection, universal service, customer service standards, and other reforms (CLC). Carrier and reseller competition had commenced in 1991, and the 1997 legislation gave it further impetus. Effective competition is now well established in long distance telephone markets, and in mobiles. Rivalrous competition exists in the market for local-call services, though viable alternatives to Telstra’s dominance are still few (Fels). Broadband too is an area where there is symbolic rivalry rather than effective competition. This is most visible in advertised ADSL offerings in large cities, yet most of the infrastructure for these services is comprised by Telstra’s copper, fixed-line network. Facilities-based duopoly competition exists principally where Telstra/Foxtel and Optus cable networks have been laid, though there are quite a number of ventures underway by regional telcos, power companies, and, most substantial perhaps, the ACT government’s TransACT broadband network. Policymakers and industry have been greatly concerned about what they see as slow takeup of broadband, compared to other countries, and by barriers to broadband competition and access to ‘bottleneck’ facilities (such as Telstra or Optus’s networks) by potential competitors. The government has alternated between trying to talk up broadband benefits and rates of take up and recognising the real difficulties Australia faces as a large country with a relative small and dispersed population. In March 2003, Minister Alston directed the ACCC to implement new monitoring and reporting arrangements on competition in the broadband industry. A key site for discussion of these matters has been the competition policy institution, the Australian Competition and Consumer Commission, and its various inquiries, reports, and considerations (consult ACCC’s telecommunications homepage at http://www.accc.gov.au/telco/fs-telecom.htm). Another key site has been the Productivity Commission (http://www.pc.gov.au), while a third is the National Office on the Information Economy (NOIE - http://www.noie.gov.au/projects/access/access/broadband1.htm). Others have questioned whether even the most perfectly competitive market in broadband will actually provide access to citizens and consumers. A great deal of work on this issue has been undertaken by DCITA, NOIE, the regulators, and industry bodies, not to mention consumer and public interest groups. Since 1997, there have been a number of governmental inquiries undertaken or in progress concerning the takeup of broadband and networked new media (for example, a House of Representatives Wireless Broadband Inquiry), as well as important inquiries into the still most strategically important of Australia’s companies in this area, Telstra. Much of this effort on an ersatz broadband policy has been piecemeal and fragmented. There are fundamental difficulties with the large size of the Australian continent and its harsh terrain, the small size of the Australian market, the number of providers, and the dominant position effectively still held by Telstra, as well as Singtel Optus (Optus’s previous overseas investors included Cable & Wireless and Bell South), and the larger telecommunications and Internet companies (such as Ozemail). Many consumers living in metropolitan Australia still face real difficulties in realising the slogan ‘bandwidth for all’, but the situation in parts of rural Australia is far worse. Satellite ‘broadband’ solutions are available, through Telstra Countrywide or other providers, but these offer limited two-way interactivity. Data can be received at reasonable speeds (though at far lower data rates than how ‘broadband’ used to be defined), but can only be sent at far slower rates (Goggin, Rural Communities Online). The cultural implications of these digital constraints may well be considerable. Computer gamers, for instance, are frustrated by slow return paths. In this light, the final report of the January 2003 Broadband Advisory Group (BAG) is very timely. The BAG report opens with a broadband rhapsody: Broadband communications technologies can deliver substantial economic and social benefits to Australia…As well as producing productivity gains in traditional and new industries, advanced connectivity can enrich community life, particularly in rural and regional areas. It provides the basis for integration of remote communities into national economic, cultural and social life. (BAG 1, 7) Its prescriptions include: Australia will be a world leader in the availability and effective use of broadband...and to capture the economic and social benefits of broadband connectivity...Broadband should be available to all Australians at fair and reasonable prices…Market arrangements should be pro-competitive and encourage investment...The Government should adopt a National Broadband Strategy (BAG 1) And, like its predecessor nine years earlier, the BAG report does make reference to a national broadband strategy aiming to maximise “choice in work and recreation activities available to all Australians independent of location, background, age or interests” (17). However, the idea of a national broadband strategy is not something the BAG really comes to grips with. The final report is keen on encouraging broadband adoption, but not explicit on how barriers to broadband can be addressed. Perhaps this is not surprising given that the membership of the BAG, dominated by representatives of large corporations and senior bureaucrats was even less representative than its BSEG predecessor. Some months after the BAG report, the Federal government did declare a broadband strategy. It did so, intriguingly enough, under the rubric of its response to the Regional Telecommunications Inquiry report (Estens), the second inquiry responsible for reassuring citizens nervous about the full-privatisation of Telstra (the first inquiry being Besley). The government’s grand $142.8 million National Broadband Strategy focusses on the ‘broadband needs of regional Australians, in partnership with all levels of government’ (Alston, ‘National Broadband Strategy’). Among other things, the government claims that the Strategy will result in “improved outcomes in terms of services and prices for regional broadband access; [and] the development of national broadband infrastructure assets.” (Alston, ‘National Broadband Strategy’) At the same time, the government announced an overall response to the Estens Inquiry, with specific safeguards for Telstra’s role in regional communications — a preliminary to the full Telstra sale (Alston, ‘Future Proofing’). Less publicised was the government’s further initiative in indigenous telecommunications, complementing its Telecommunications Action Plan for Remote Indigenous Communities (DCITA). Indigenous people, it can be argued, were never really contemplated as citizens with the ken of the universal service policy taken to underpin the twentieth-century government monopoly PTT project. In Australia during the deregulatory and re-regulatory 1990s, there was a great reluctance on the part of Labor and Coalition Federal governments, Telstra and other industry participants, even to research issues of access to and use of telecommunications by indigenous communicators. Telstra, and to a lesser extent Optus (who had purchased AUSSAT as part of their licence arrangements), shrouded the issue of indigenous communications in mystery that policymakers were very reluctant to uncover, let alone systematically address. Then regulator, the Australian Telecommunications Authority (AUSTEL), had raised grave concerns about indigenous telecommunications access in its 1991 Rural Communications inquiry. However, there was no government consideration of, nor research upon, these issues until Alston commissioned a study in 2001 — the basis for the TAPRIC strategy (DCITA). The elision of indigenous telecommunications from mainstream industry and government policy is all the more puzzling, if one considers the extraordinarily varied and significant experiments by indigenous Australians in telecommunications and Internet (not least in the early work of the Tanami community, made famous in media and cultural studies by the writings of anthropologist Eric Michaels). While the government’s mid-2003 moves on a ‘National Broadband Strategy’ attend to some details of the broadband predicament, they fall well short of an integrated framework that grasps the shortcomings of the neoliberal communications model. The funding offered is a token amount. The view from the seat of government is a glance from the rear-view mirror: taking a snapshot of rural communications in the years 2000-2002 and projecting this tableau into a safety-net ‘future proofing’ for the inevitable turning away of a fully-privately-owned Telstra from its previously universal, ‘carrier of last resort’ responsibilities. In this aetiolated, residualist policy gaze, citizens remain constructed as consumers in a very narrow sense in this incremental, quietist version of state securing of market arrangements. What is missing is any more expansive notion of citizens, their varied needs, expectations, uses, and cultural imaginings of ‘always on’ broadband networks. Hybrid Networks “Most people on earth will eventually have access to networks that are all switched, interactive, and broadband”, wrote Frances Cairncross in 1998. ‘Eventually’ is a very appropriate word to describe the parlous state of broadband technology implementation. Broadband is in a slow state of evolution and invention. The story of broadband so far underscores the predicament for Australian access to bandwidth, when we lack any comprehensive, integrated, effective, and fair policy in communications and information technology. We have only begun to experiment with broadband technologies and understand their evolving uses, cultural forms, and the sense in which they rework us as subjects. Our communications networks are not superhighways, to invoke an enduring artefact from an older technology. Nor any longer are they a single ‘public’ switched telecommunications network, like those presided over by the post-telegraph-telephone monopolies of old. Like roads themselves, or the nascent postal system of the sixteenth century, broadband is a patchwork quilt. The ‘fibre’ of our communications networks is hybrid. To be sure, powerful corporations dominate, like the Tassis or Taxis who served as postmasters to the Habsburg emperors (Briggs & Burke 25). Activating broadband today provides a perspective on the path dependency of technology history, and how we can open up new threads of a communications fabric. Our options for transforming our multitudinous networked lives emerge as much from everyday tactics and strategies as they do from grander schemes and unifying policies. We may care to reflect on the waning potential for nation-building technology, in the wake of globalisation. We no longer gather our imagined community around a Community Telephone Plan as it was called in 1960 (Barr, Moyal, and PMG). Yet we do require national and international strategies to get and stay connected (Barr), ideas and funding that concretely address the wider dimensions of access and use. We do need to debate the respective roles of Telstra, the state, community initiatives, and industry competition in fair telecommunications futures. Networks have global reach and require global and national integration. Here vision, co-ordination, and resources are urgently required for our commonweal and moral fibre. To feel the width of the band we desire, we need to plug into and activate the policy circuits. Thanks to Grayson Cooke, Patrick Lichty, Ned Rossiter, John Pace, and an anonymous reviewer for helpful comments. Works Cited Alston, Richard. ‘ “Future Proofing” Regional Communications.’ Department of Communications, Information Technology and the Arts, Canberra, 2003. 17 July 2003 <http://www.dcita.gov.au/Article/0,,0_1-2_3-4_115485,00.php> —. ‘A National Broadband Strategy.’ Department of Communications, Information Technology and the Arts, Canberra, 2003. 17 July 2003 <http://www.dcita.gov.au/Article/0,,0_1-2_3-4_115486,00.php>. Australian Competition and Consumer Commission (ACCC). Broadband Services Report March 2003. Canberra: ACCC, 2003. 17 July 2003 <http://www.accc.gov.au/telco/fs-telecom.htm>. —. Emerging Market Structures in the Communications Sector. Canberra: ACCC, 2003. 15 July 2003 <http://www.accc.gov.au/pubs/publications/utilities/telecommu... ...nications/Emerg_mar_struc.doc>. Barr, Trevor. new media.com: The Changing Face of Australia’s Media and Telecommunications. Sydney: Allen & Unwin, 2000. Besley, Tim (Telecommunications Service Inquiry). Connecting Australia: Telecommunications Service Inquiry. Canberra: Department of Information, Communications and the Arts, 2000. 17 July 2003 <http://www.telinquiry.gov.au/final_report.php>. Briggs, Asa, and Burke, Peter. A Social History of the Internet: From Gutenberg to the Internet. Cambridge: Polity, 2002. Broadband Advisory Group. Australia’s Broadband Connectivity: The Broadband Advisory Group’s Report to Government. Melbourne: National Office on the Information Economy, 2003. 15 July 2003 <http://www.noie.gov.au/publications/NOIE/BAG/report/index.htm>. Broadband Services Expert Group. Networking Australia’s Future: Final Report. Canberra: Australian Government Publishing Service (AGPS), 1994. Bureau of Transport and Communications Economics (BTCE). Communications Futures Final Project. Canberra: AGPS, 1994. Cairncross, Frances. The Death of Distance: How the Communications Revolution Will Change Our Lives. London: Orion Business Books, 1997. Communications Law Centre (CLC). Australian Telecommunications Regulation: The Communications Law Centre Guide. 2nd edition. Sydney: Communications Law Centre, University of NSW, 2001. Department of Communications, Information Technology and the Arts (DCITA). Telecommunications Action Plan for Remote Indigenous Communities: Report on the Strategic Study for Improving Telecommunications in Remote Indigenous Communities. Canberra: DCITA, 2002. Estens, D. Connecting Regional Australia: The Report of the Regional Telecommunications Inquiry. Canberra: DCITA, 2002. <http://www.telinquiry.gov.au/rti-report.php>, accessed 17 July 2003. Fels, Alan. ‘Competition in Telecommunications’, speech to Australian Telecommunications Users Group 19th Annual Conference. 6 March, 2003, Sydney. <http://www.accc.gov.au/speeches/2003/Fels_ATUG_6March03.doc>, accessed 15 July 2003. Flew, Terry, and Spurgeon, Christina. ‘Television After Broadcasting’. In The Australian TV Book. Ed. Graeme Turner and Stuart Cunningham. Allen & Unwin, Sydney. 69-85. 2000. Given, Jock. Turning Off the Television. Sydney: UNSW Press, 2003. Goggin, Gerard. ‘Citizens and Beyond: Universal service in the Twilight of the Nation-State.’ In All Connected?: Universal Service in Telecommunications, ed. Bruce Langtry. Melbourne: University of Melbourne Press, 1998. 49-77 —. Rural Communities Online: Networking to link Consumers to Providers. Melbourne: Telstra Consumer Consultative Council, 2003. Goggin, Gerard, and Newell, Christopher. Digital Disability: The Social Construction of Disability in New Media. Lanham, MD: Rowman & Littlefield, 2003. House of Representatives Standing Committee on Communications, Information Technology and the Arts (HoR). Connecting Australia!: Wireless Broadband. Report of Inquiry into Wireless Broadband Technologies. Canberra: Parliament House, 2002. <http://www.aph.gov.au/house/committee/cita/Wbt/report.htm>, accessed 17 July 2003. Lamberton, Don. ‘A Telecommunications Infrastructure is Not an Information Infrastructure’. Prometheus: Journal of Issues in Technological Change, Innovation, Information Economics, Communication and Science Policy 14 (1996): 31-38. Latour, Bruno. Science in Action: How to Follow Scientists and Engineers Through Society. Cambridge, MA: Harvard University Press, 1987. Luck, David. ‘Revisiting the Future: Assessing the 1994 BTCE communications futures project.’ Media International Australia 96 (2000): 109-119. MacBride, Sean (Chair of International Commission for the Study of Communication Problems). Many Voices, One World: Towards a New More Just and More Efficient World Information and Communication Order. Paris: Kegan Page, London. UNESCO, 1980. Maitland Commission (Independent Commission on Worldwide Telecommunications Development). The Missing Link. Geneva: International Telecommunications Union, 1985. Michaels, Eric. Bad Aboriginal Art: Tradition, Media, and Technological Horizons. Sydney: Allen & Unwin, 1994. Mody, Bella, Bauer, Johannes M., and Straubhaar, Joseph D., eds. Telecommunications Politics: Ownership and Control of the Information Highway in Developing Countries. Mahwah, NJ: Erlbaum, 1995. Moyal, Ann. Clear Across Australia: A History of Telecommunications. Melbourne: Thomas Nelson, 1984. Post-Master General’s Department (PMG). Community Telephone Plan for Australia. Melbourne: PMG, 1960. Productivity Commission (PC). Telecommunications Competition Regulation: Inquiry Report. Report No. 16. Melbourne: Productivity Commission, 2001. <http://www.pc.gov.au/inquiry/telecommunications/finalreport/>, accessed 17 July 2003. Spurgeon, Christina. ‘National Culture, Communications and the Information Economy.’ Media International Australia 87 (1998): 23-34. Turner, Graeme. ‘First Contact: coming to terms with the cable guy.’ UTS Review 3 (1997): 109-21. Winseck, Dwayne. ‘Wired Cities and Transnational Communications: New Forms of Governance for Telecommunications and the New Media’. In The Handbook of New Media: Social Shaping and Consequences of ICTs, ed. Leah A. Lievrouw and Sonia Livingstone. London: Sage, 2002. 393-409. World Trade Organisation. General Agreement on Trade in Services: Annex on Telecommunications. Geneva: World Trade Organisation, 1994. 17 July 2003 <http://www.wto.org/english/tratop_e/serv_e/12-tel_e.htm>. —. Fourth protocol to the General Agreement on Trade in Services. Geneva: World Trade Organisation. 17 July 2003 <http://www.wto.org/english/tratop_e/serv_e/4prote_e.htm>. Links http://www.accc.gov.au/pubs/publications/utilities/telecommunications/Emerg_mar_struc.doc http://www.accc.gov.au/speeches/2003/Fels_ATUG_6March03.doc http://www.accc.gov.au/telco/fs-telecom.htm http://www.aph.gov.au/house/committee/cita/Wbt/report.htm http://www.dcita.gov.au/Article/0,,0_1-2_3-4_115485,00.html http://www.dcita.gov.au/Article/0,,0_1-2_3-4_115486,00.html http://www.noie.gov.au/projects/access/access/broadband1.htm http://www.noie.gov.au/publications/NOIE/BAG/report/index.htm http://www.pc.gov.au http://www.pc.gov.au/inquiry/telecommunications/finalreport/ http://www.telinquiry.gov.au/final_report.html http://www.telinquiry.gov.au/rti-report.html http://www.wto.org/english/tratop_e/serv_e/12-tel_e.htm http://www.wto.org/english/tratop_e/serv_e/4prote_e.htm Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Goggin, Gerard. "Broadband" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0308/02-featurebroadband.php>. APA Style Goggin, G. (2003, Aug 26). Broadband. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0308/02-featurebroadband.php>
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23

Holden, Todd. ""And Now for the Main (Dis)course..."." M/C Journal 2, no. 7 (October 1, 1999). http://dx.doi.org/10.5204/mcj.1794.

Full text
Abstract:
Food is not a trifling matter on Japanese television. More visible than such cultural staples as sumo and enka, food-related talk abounds. Aired year-round and positioned on every channel in every time period throughout the broadcast day, the lenses of food shows are calibrated at a wider angle than heavily-trafficked samurai dramas, beisboru or music shows. Simply, more aspects of everyday life, social history and cultural values pass through food programming. The array of shows work to reproduce traditional Japanese cuisine and cultural mores, educating viewers about regional customs and history. They also teach viewers about the "peculiar" practices of far-away countries. Thus, food shows engage globalisation and assist the integration of outside influences and lifestyles in Japan. However, food-talk is also about nihonjinron -- the uniqueness of Japanese culture1. As such, it tends toward cultural nationalism2. Food-talk is often framed in the context of competition and teaches viewers about planning and aesthetics, imparting class values and a consumption ethic. Food discourse is also inevitably about the reproduction of popular culture. Whether it is Jackie Chan plugging a new movie on a "guess the price" food show or a group of celebs are taking a day-trip to a resort town, food-mediated discourse enables the cultural industry and the national economy to persist -- even expand. To offer a taste of the array of cultural discourse that flows through food, this article serves up an ideal week of Japanese TV programming. Competition for Kisses: Over-Cooked Idols and Half-Baked Sexuality Monday, 10:00 p.m.: SMAP x SMAP SMAP is one of the longest-running, most successful male idol groups in Japan. At least one of their members can be found on TV every day. On this variety show, all five appear. One segment is called "Bistro SMAP" where the leader of the group, Nakai-kun, ushers a (almost always) female guest into his establishment and inquires what she would like to eat. She states her preference and the other four SMAP members (in teams of two) begin preparing the meal. Nakai entertains the guest on a dais overlooking the cooking crews. While the food is being prepared he asks standard questions about the talento's career; "how did you get in this business", "what are your favorite memories", "tell us about your recent work" -- the sort of banal banter that fills many cooking shows. Next, Nakai leads the guest into the kitchen and introduces her to the cooks. Finally, she samples both culinary efforts with the camera catching the reactions of anguish or glee from the opposing team. Each team then tastes the other group's dish. Unlike many food shows, the boys eat without savoring the food. The impression conveyed is that these are everyday boys -- not mega CD-selling pop idols with multiple product endorsements, commercials and television commitments. Finally, the moment of truth arrives: which meal is best. The winners jump for joy, the losers stagger in disappointment. The reason: the winners receive a kiss from the judge (on an agreed-upon innocuous body part). Food as entrée into discourse on sexuality. But, there is more than mere sex in the works, here. For, with each collected kiss, a set of red lips is affixed to the side of the chef's white cap. Conquests. After some months the kisses are tallied and the SMAPster with the most lips wins a prize. Food begets sexuality which begets measures of skill which begets material success. Food is but a prop in managing each idol's image. Putting a Price-tag on Taste (Or: Food as Leveller) Tuesday 8:00 p.m.: Ninki mono de ikou (Let's Go with the Popular People) An idol's image is an essential aspect of this show. The ostensible purpose is to observe five famous people appraising a series of paired items -- each seemingly identical. Which is authentic and which is a bargain-basement copy? One suspects, though, that the deeper aim is to reveal just how unsophisticated, bumbling and downright stupid "talento" can be. Items include guitars, calligraphy, baseball gloves and photographs. During evaluation, the audience is exposed to the history, use and finer points of each object, as well as the guest's decision-making process (via hidden camera). Every week at least one food item is presented: pasta, cat food, seaweed, steak. During wine week contestants smelled, tasted, swirled and regarded the brew's hue. One compared the sound each glass made, while another poured the wines on a napkin to inspect patterns of dispersion! Guests' reasoning and behaviors are monitored from a control booth by two very opinionated hosts. One effect of the recurrent criticism is a levelling -- stars are no more (and often much less) competent (and sacrosanct) than the audience. Technique, Preparation and Procedure? Old Values Give Way to New Wednesday 9:00: Tonerus no nama de daradara ikasette (Tunnels' Allow Us to Go Aimlessly, as We Are) This is one of two prime time shows featuring the comedy team "Tunnels"3. In this show both members of the duo engage in challenging themselves, one another and select members of their regular "team" to master a craft. Last year it was ballet and flamenco dance. This month: karate, soccer and cooking. Ishibashi Takaaki (or "Taka-san") and his new foil (a ne'er-do-well former Yomiuri Giants baseball player) Sadaoka Hiyoshi, are being taught by a master chef. The emphasis is on technique and process: learning theki (the aura, the essence) of cooking. After taking copious notes both men are left on their own to prepare a meal, then present it to a young femaletalento, who selects her favorite. In one segment, the men learned how to prepare croquette -- striving to master the proper procedure for flouring, egg-beating, breading, heating oil, frying and draining. In the most recent episode, Taka prepared his shortcake to perfection, impressing even the sensei. Sadaoka, who is slow on the uptake and tends to be lax, took poor notes and clearly botched his effort. Nonetheless, the talento chose Sadaoka's version because it was different. Certain he was going to win, Taka fell into profound shock. For years a popular host of youth-oriented shows, he concluded: "I guess I just don't understand today's young people". In Japanese television, just as in life, it seems there is no accounting for taste. More, whatever taste once was, it certainly has changed. "We Japanese": Messages of Distinctiveness (Or: Old Values NEVER Die) Thursday, 9:00 p.m.: Douchi no ryori shiou: (Which One? Cooking Show) By contrast, on this night viewers are served procedure, craft and the eternal order of things. Above all, validation of Japanese culinary instincts and traditions. Like many Japanese cooking showsDouchi involves competition between rival foods to win the hearts of a panel of seven singers, actors, writers and athletes.Douchi's difference is that two hosts front for rival dishes, seeking to sway the panel during the in-studio preparation. The dishes are prepared by chefs fromTsuji ryori kyoshitsu, a major cooking academy in Osaka, and are generally comparable (for instance, beef curry versus beef stew). On the surface Douchi is a standard infotainment show. Video tours of places and ingredients associated with the dish entertain the audience and assist in making the guests' decisions more agonising. Two seating areas are situated in front of each chef and panellists are given a number of opportunities to switch sides. Much playful bantering, impassioned appeals and mock intimidation transpire throughout the show. It is not uncommon for the show to pit a foreign against a domestic dish; and most often the indigenous food prevails. For, despite the recent "internationalisation" of Japanese society, many Japanese have little changed from the "we-stick-with-what-we-know-best" attitude that is a Japanese hallmark. Ironically, this message came across most clearly in a recent show pitting spaghetti and meat balls against tarako supagetei (spicy fish eggs and flaked seaweed over Italian noodles) -- a Japanese favorite. One guest, former American, now current Japanese Grand Sumo Champion, Akebono, insisted from the outset that he preferred the Italian version because "it's what my momma always cooked for me". Similarly the three Japanese who settled on tarako did so without so much as a sample or qualm. "Nothing could taste better than tarako" one pronounced even before beginning. A clear message in Douchi is that Japanese food is distinct, special, irreplaceable and (if you're not opposed by a 200 kilogram giant) unbeatable. Society as War: Reifying the Strong and Powerful Friday, 11:00 p.m.: Ryori no tetsujin. (The Ironmen of Cooking) Like sumo this show throws the weak into the ring with the strong for the amusement of the audience. The weak in this case being an outsider who runs his own restaurant. Usually the challengers are Japanese or else operate in Japan, though occasionally they come from overseas (Canada, America, France, Italy). Almost without exception they are men. The "ironmen" are four famous Japanese chefs who specialise in a particular cuisine (Japanese, Chinese, French and Italian). The contest has very strict rules. The challenger can choose which chef he will battle. Both are provided with fully-equipped kitchens positioned on a sprawling sound stage. They must prepare a full-course meal for four celebrity judges within a set time frame. Only prior to the start are they informed of which one key ingredient must be used in every course. It could be crab, onion, radish, pears -- just about any food imaginable. The contestants must finish within the time limit and satisfy the judges in terms of planning, creativity, composition, aesthetics and taste. In the event of a tie, a one course playoff results. The show is played like a sports contest, with a reporter and cameras wading into the trenches, conducting interviews and play-by-play commentary. Jump-cut editing quickens the pace of the show and the running clock adds a dimension of suspense and excitement. Consistent with one message encoded in Japanese history, it is very hard to defeat the big power. Although the ironmen are not weekly winners, their consistency in defeating challengers works to perpetuate the deep-seated cultural myth4. Food Makes the Man Saturday 12:00: Merenge no kimochi (Feelings like Meringue) Relative to the full-scale carnage of Friday night, Saturdays are positively quiescent. Two shows -- one at noon, the other at 11:30 p.m. -- employ food as medium through which intimate glimpses of an idol's life are gleaned.Merenge's title makes no bones about its purpose: it unabashedly promises fluff. In likening mood to food -- and particularly in the day-trip depicted here -- we are reminded of the Puffy's famous ditty about eating crab: "taking the car out for a spin with a caramel spirit ... let's go eat crab!"Merengue treats food as a state of mind, a many-pronged road to inner peace. To keep it fluffy,Merenge is hosted by three attractive women whose job it is to act frivolous and idly chat with idols. The show's centrepiece is a segment where the male guest introduces his favorite (or most cookable) recipe. In-between cutting, beating, grating, simmering, ladling, baking and serving, the audience is entertained and their idol's true inner character is revealed. Continuity Editing Running throughout the day, every day, on all (but the two public) stations, is advertising. Ads are often used as a device to heighten tension or underscore the food show's major themes, for it is always just before the denouement (a judge's decision, the delivery of a story's punch-line or a final tally) that an ad interrupts. Ads, however, are not necessarily departures from the world of food, as a large proportion of them are devoted to edibles. In this way, they underscore food's intimate relationship to economy -- a point that certain cooking shows make with their tie-in goods for sale or maps to, menus of and prices for the featured restaurants. While a considerable amount of primary ad discourse is centred on food (alcoholic and non-alcoholic beverages, coffees, sodas, instant or packaged items), it is ersatz food (vitamin-enriched waters, energy drinks, sugarless gums and food supplements) which has recently come to dominate ad space. Embedded in this commercial discourse are deeper social themes such as health, diet, body, sexuality and even death5. Underscoring the larger point: in Japan, if it is television you are tuned into, food-mediated discourse is inescapable. Food for Conclusion The question remains: "why food?" What is it that qualifies food as a suitable source and medium for filtering the raw material of popular culture? For one, food is something that all Japanese share in common. It is an essential part of daily life. Beyond that, though, the legacy of the not-so-distant past -- embedded in the consciousness of nearly a third of the population -- is food shortages giving rise to overwhelming abundance. Within less than a generation's time Japanese have been transported from famine (when roasted potatoes were considered a meal and chocolate was an unimaginable luxury) to excess (where McDonald's is a common daily meal, scores of canned drink options can be found on every street corner, and yesterday's leftover 7-Eleven bentos are tossed). Because of food's history, its place in Japanese folklore, its ubiquity, its easy availability, and its penetration into many aspects of everyday life, TV's food-talk is of interest to almost all viewers. Moreover, because it is a part of the structure of every viewer's life, it serves as a fathomable conduit for all manner of other talk. To invoke information theory, there is very little noise on the channel when food is involved6. For this reason food is a convenient vehicle for information transmission on Japanese television. Food serves as a comfortable podium from which to educate, entertain, assist social reproduction and further cultural production. Footnotes 1. For an excellent treatment of this ethic, see P.N. Dale, The Myth of Japanese Uniqueness. London: Routledge, 1986. 2. A predilection I have discerned in other Japanese media, such as commercials. See my "The Color of Difference: Critiquing Cultural Convergence via Television Advertising", Interdisciplinary Information Sciences 5.1 (March 1999): 15-36. 3. The other, also a cooking show which we won't cover here, appears on Thursdays and is called Tunnerusu no minasan no okage deshita. ("Tunnels' Because of Everyone"). It involves two guests -- a male and female -- whose job it is to guess which of 4 prepared dishes includes one item that the other guest absolutely detests. There is more than a bit of sadism in this show as, in-between casual conversation, the guest is forced to continually eat something that turns his or her stomach -- all the while smiling and pretending s/he loves it. In many ways this suits the Japanese cultural value of gaman, of bearing up under intolerable conditions. 4. After 300-plus airings, the tetsujin show is just now being put to bed for good. It closes with the four iron men pairing off and doing battle against one another. Although Chinese food won out over Japanese in the semi-final, the larger message -- that four Japanese cooks will do battle to determine the true iron chef -- goes a certain way toward reifying the notion of "we Japanese" supported in so many other cooking shows. 5. An analysis of such secondary discourse can be found in my "The Commercialized Body: A Comparative Study of Culture and Values". Interdisciplinary Information Sciences 2.2 (September 1996): 199-215. 6. The concept is derived from C. Shannon and W. Weaver, The Mathematical Theory of Communication. Urbana, Ill.: University of Illinois Press, 1949. Citation reference for this article MLA style: Todd Holden. "'And Now for the Main (Dis)course...': Or, Food as Entrée in Contemporary Japanese Television." M/C: A Journal of Media and Culture 2.7 (1999). [your date of access] <http://www.uq.edu.au/mc/9910/entree.php>. Chicago style: Todd Holden, "'And Now for the Main (Dis)course...': Or, Food as Entrée in Contemporary Japanese Television," M/C: A Journal of Media and Culture 2, no. 7 (1999), <http://www.uq.edu.au/mc/9910/entree.php> ([your date of access]). APA style: Todd Holden. (1999) "And now for the main (dis)course...": or, food as entrée in contemporary Japanese television. M/C: A Journal of Media and Culture 2(7). <http://www.uq.edu.au/mc/9910/entree.php> ([your date of access]).
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24

Collins, Steve. "Amen to That." M/C Journal 10, no. 2 (May 1, 2007). http://dx.doi.org/10.5204/mcj.2638.

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Abstract:
In 1956, John Cage predicted that “in the future, records will be made from records” (Duffel, 202). Certainly, musical creativity has always involved a certain amount of appropriation and adaptation of previous works. For example, Vivaldi appropriated and adapted the “Cum sancto spiritu” fugue of Ruggieri’s Gloria (Burnett, 4; Forbes, 261). If stuck for a guitar solo on stage, Keith Richards admits that he’ll adapt Buddy Holly for his own purposes (Street, 135). Similarly, Nirvana adapted the opening riff from Killing Jokes’ “Eighties” for their song “Come as You Are”. Musical “quotation” is actively encouraged in jazz, and contemporary hip-hop would not exist if the genre’s pioneers and progenitors had not plundered and adapted existing recorded music. Sampling technologies, however, have taken musical adaptation a step further and realised Cage’s prediction. Hardware and software samplers have developed to the stage where any piece of audio can be appropriated and adapted to suit the creative impulses of the sampling musician (or samplist). The practice of sampling challenges established notions of creativity, with whole albums created with no original musical input as most would understand it—literally “records made from records.” Sample-based music is premised on adapting audio plundered from the cultural environment. This paper explores the ways in which technology is used to adapt previous recordings into new ones, and how musicians themselves have adapted to the potentials of digital technology for exploring alternative approaches to musical creativity. Sampling is frequently defined as “the process of converting an analog signal to a digital format.” While this definition remains true, it does not acknowledge the prevalence of digital media. The “analogue to digital” method of sampling requires a microphone or instrument to be recorded directly into a sampler. Digital media, however, simplifies the process. For example, a samplist can download a video from YouTube and rip the audio track for editing, slicing, and manipulation, all using software within the noiseless digital environment of the computer. Perhaps it is more prudent to describe sampling simply as the process of capturing sound. Regardless of the process, once a sound is loaded into a sampler (hardware or software) it can be replayed using a MIDI keyboard, trigger pad or sequencer. Use of the sampled sound, however, need not be a faithful rendition or clone of the original. At the most basic level of manipulation, the duration and pitch of sounds can be altered. The digital processes that are implemented into the Roland VariOS Phrase Sampler allow samplists to eliminate the pitch or melodic quality of a sampled phrase. The phrase can then be melodically redefined as the samplist sees fit: adapted to a new tempo, key signature, and context or genre. Similarly, software such as Propellerhead’s ReCycle slices drum beats into individual hits for use with a loop sampler such as Reason’s Dr Rex module. Once loaded into Dr Rex, the individual original drum sounds can be used to program a new beat divorced from the syncopation of the original drum beat. Further, the individual slices can be subjected to pitch, envelope (a component that shapes the volume of the sound over time) and filter (a component that emphasises and suppresses certain frequencies) control, thus an existing drum beat can easily be adapted to play a new rhythm at any tempo. For example, this rhythm was created from slicing up and rearranging Clyde Stubblefield’s classic break from James Brown’s “Funky Drummer”. Sonic adaptation of digital information is not necessarily confined to the auditory realm. An audio editor such as Sony’s Sound Forge is able to open any file format as raw audio. For example, a Word document or a Flash file could be opened with the data interpreted as audio. Admittedly, the majority of results obtained are harsh white noise, but there is scope for serendipitous anomalies such as a glitchy beat that can be extracted and further manipulated by audio software. Audiopaint is an additive synthesis application created by Nicolas Fournel for converting digital images into audio. Each pixel position and colour is translated into information designating frequency (pitch), amplitude (volume) and pan position in the stereo image. The user can determine which one of the three RGB channels corresponds to either of the stereo channels. Further, the oscillator for the wave form can be either the default sine wave or an existing audio file such as a drum loop can be used. The oscillator shapes the end result, responding to the dynamics of the sine wave or the audio file. Although Audiopaint labours under the same caveat as with the use of raw audio, the software can produce some interesting results. Both approaches to sound generation present results that challenge distinctions between “musical sound” and “noise”. Sampling is also a cultural practice, a relatively recent form of adaptation extending out of a time honoured creative aesthetic that borrows, quotes and appropriates from existing works to create new ones. Different fields of production, as well as different commentators, variously use terms such as “co-creative media”, “cumulative authorship”, and “derivative works” with regard to creations that to one extent or another utilise existing works in the production of new ones (Coombe; Morris; Woodmansee). The extent of the sampling may range from subtle influence to dominating significance within the new work, but the constant principle remains: an existing work is appropriated and adapted to fit the needs of the secondary creator. Proponents of what may be broadly referred to as the “free culture” movement argue that creativity and innovation inherently relies on the appropriation and adaptation of existing works (for example, see Lessig, Future of Ideas; Lessig, Free Culture; McLeod, Freedom of Expression; Vaidhyanathan). For example, Gwen Stefani’s 2004 release “Rich Girl” is based on Louchie Lou and Michie One’s 1994 single of the same title. Lou and One’s “Rich Girl”, in turn, is a reggae dance hall adaptation of “If I Were a Rich Man” from Fiddler on the Roof. Stefani’s “na na na” vocal riff shares the same melody as the “Ya ha deedle deedle, bubba bubba deedle deedle dum” riff from Fiddler on the Roof. Samantha Mumba adapted David Bowie’s “Ashes to Ashes” for her second single “Body II Body”. Similarly, Richard X adapted Tubeway Army’s “Are ‘Friends’ Electric?’ and Adina Howard’s “Freak Like Me” for a career saving single for Sugababes. Digital technologies enable and even promote the adaptation of existing works (Morris). The ease of appropriating and manipulating digital audio files has given rise to a form of music known variously as mash-up, bootleg, or bastard pop. Mash-ups are the most recent stage in a history of musical appropriation and they epitomise the sampling aesthetic. Typically produced in bedroom computer-based studios, mash-up artists use software such as Acid or Cool Edit Pro to cut up digital music files and reassemble the fragments to create new songs, arbitrarily adding self-composed parts if desired. Comprised almost exclusively from sections of captured music, mash-ups have been referred to as “fictional pop music” because they conjure up scenarios where, for example, Destiny’s Child jams in a Seattle garage with Nirvana or the Spice Girls perform with Nine Inch Nails (Petridis). Once the initial humour of the novelty has passed, the results can be deeply alluring. Mash-ups extract the distinctive characteristics of songs and place them in new, innovative contexts. As Dale Lawrence writes: “the vocals are often taken from largely reviled or ignored sources—cornball acts like Aguilera or Destiny’s Child—and recast in wildly unlikely contexts … where against all odds, they actually work”. Similarly, Crawford argues that “part of the art is to combine the greatest possible aesthetic dissonance with the maximum musical harmony. The pleasure for listeners is in discovering unlikely artistic complementarities and revisiting their musical memories in mutated forms” (36). Sometimes the adaptation works in the favour of the sampled artist: George Clinton claims that because of sampling he is more popular now than in 1976—“the sampling made us big again” (Green). The creative aspect of mash-ups is unlike that usually associated with musical composition and has more in common with DJing. In an effort to further clarify this aspect, we may regard DJ mixes as “mash-ups on the fly.” When Grandmaster Flash recorded his quilt-pop masterpiece, “Adventures of Grandmaster Flash on the Wheels of Steel,” it was recorded while he performed live, demonstrating his precision and skill with turntables. Modern audio editing software facilitates the capture and storage of sound, allowing mash-up artists to manipulate sounds bytes outside of “real-time” and the live performance parameters within which Flash worked. Thus, the creative element is not the traditional arrangement of chords and parts, but rather “audio contexts”. If, as Riley pessimistically suggests, “there are no new chords to be played, there are no new song structures to be developed, there are no new stories to be told, and there are no new themes to explore,” then perhaps it is understandable that artists have searched for new forms of musical creativity. The notes and chords of mash-ups are segments of existing works sequenced together to produce inter-layered contexts rather than purely tonal patterns. The merit of mash-up culture lies in its function of deconstructing the boundaries of genre and providing new musical possibilities. The process of mashing-up genres functions to critique contemporary music culture by “pointing a finger at how stifled and obvious the current musical landscape has become. … Suddenly rap doesn’t have to be set to predictable funk beats, pop/R&B ballads don’t have to come wrapped in cheese, garage melodies don’t have to recycle the Ramones” (Lawrence). According to Theodor Adorno, the Frankfurt School critic, popular music (of his time) was irretrievably simplistic and constructed from easily interchangeable, modular components (McLeod, “Confessions”, 86). A standardised and repetitive approach to musical composition fosters a mode of consumption dubbed by Adorno “quotation listening” and characterised by passive acceptance of, and obsession with, a song’s riffs (44-5). As noted by Em McAvan, Adorno’s analysis elevates the producer over the consumer, portraying a culture industry controlling a passive audience through standardised products (McAvan). The characteristics that Adorno observed in the popular music of his time are classic traits of contemporary popular music. Mash-up artists, however, are not representative of Adorno’s producers for a passive audience, instead opting to wrest creative control from composers and the recording industry and adapt existing songs in pursuit of their own creative impulses. Although mash-up productions may consciously or unconsciously criticise the current state of popular music, they necessarily exist in creative symbiosis with the commercial genres: “if pop songs weren’t simple and formulaic, it would be much harder for mashup bedroom auteurs to do their job” (McLeod, “Confessions”, 86). Arguably, when creating mash-ups, some individuals are expressing their dissatisfaction with the stagnation of the pop industry and are instead working to create music that they as consumers wish to hear. Sample-based music—as an exercise in adaptation—encourages a Foucauldian questioning of the composer’s authority over their musical texts. Recorded music is typically a passive medium in which the consumer receives the music in its original, unaltered form. DJ Dangermouse (Brian Burton) breached this pact to create his Grey Album, which is a mash-up of an a cappella version of Jay-Z’s Black Album and the Beatles’ eponymous album (also known as the White Album). Dangermouse says that “every kick, snare, and chord is taken from the Beatles White Album and is in their original recording somewhere.” In deconstructing the Beatles’ songs, Dangermouse turned the recordings into a palette for creating his own new work, adapting audio fragments to suit his creative impulses. As Joanna Demers writes, “refashioning these sounds and reorganising them into new sonic phrases and sentences, he creates acoustic mosaics that in most instances are still traceable to the Beatles source, yet are unmistakeably distinct from it” (139-40). Dangermouse’s approach is symptomatic of what Schütze refers to as remix culture: an open challenge to a culture predicated on exclusive ownership, authorship, and controlled distribution … . Against ownership it upholds an ethic of creative borrowing and sharing. Against the original it holds out an open process of recombination and creative transformation. It equally calls into question the categories, rifts and borders between high and low cultures, pop and elitist art practices, as well as blurring lines between artistic disciplines. Using just a laptop, an audio editor and a calculator, Gregg Gillis, a.k.a. Girl Talk, created the Night Ripper album using samples from 167 artists (Dombale). Although all the songs on Night Ripper are blatantly sampled-based, Gillis sees his creations as “original things” (Dombale). The adaptation of sampled fragments culled from the Top 40 is part of Gillis’ creative process: “It’s not about who created this source originally, it’s about recontextualising—creating new music. … I’ve always tried to make my own songs” (Dombale). Gillis states that his music has no political message, but is a reflection of his enthusiasm for pop music: “It’s a celebration of everything Top 40, that’s the point” (Dombale). Gillis’ “celebratory” exercises in creativity echo those of various fan-fiction authors who celebrate the characters and worlds that constitute popular culture. Adaptation through sampling is not always centred solely on music. Sydney-based Tom Compagnoni, a.k.a. Wax Audio, adapted a variety of sound bytes from politicians and media personalities including George W. Bush, Alexander Downer, Alan Jones, Ray Hadley, and John Howard in the creation of his Mediacracy E.P.. In one particular instance, Compagnoni used a myriad of samples culled from various media appearances by George W. Bush to recreate the vocals for John Lennon’s Imagine. Created in early 2005, the track, which features speeded-up instrumental samples from a karaoke version of Lennon’s original, is an immediate irony fuelled comment on the invasion of Iraq. The rationale underpinning the song is further emphasised when “Imagine This” reprises into “Let’s Give Peace a Chance” interspersed with short vocal fragments of “Come Together”. Compagnoni justifies his adaptations by presenting appropriated media sound bytes that deliberately set out to demonstrate the way information is manipulated to present any particular point of view. Playing the media like an instrument, Wax Audio juxtaposes found sounds in a way that forces the listener to confront the bias, contradiction and sensationalism inherent in their daily intake of media information. … Oh yeah—and it’s bloody funny hearing George W Bush sing “Imagine”. Notwithstanding the humorous quality of the songs, Mediacracy represents a creative outlet for Compagnoni’s political opinions that is emphasised by the adaptation of Lennon’s song. Through his adaptation, Compagnoni revitalises Lennon’s sentiments about the Vietnam War and superimposes them onto the US policy on Iraq. An interesting aspect of sampled-based music is the re-occurrence of particular samples across various productions, which demonstrates that the same fragment can be adapted for a plethora of musical contexts. For example, Clyde Stubblefield’s “Funky Drummer” break is reputed to be the most sampled break in the world. The break from 1960s soul/funk band the Winstons’ “Amen Brother” (the B-side to their 1969 release “Color Him Father”), however, is another candidate for the title of “most sampled break”. The “Amen break” was revived with the advent of the sampler. Having featured heavily in early hip-hop records such as “Words of Wisdom” by Third Base and “Straight Out of Compton” by NWA, the break “appears quite adaptable to a range of music genres and tastes” (Harrison, 9m 46s). Beginning in the early 1990s, adaptations of this break became a constant of jungle music as sampling technology developed to facilitate more complex operations (Harrison, 5m 52s). The break features on Shy FX’s “Original Nutta”, L Double & Younghead’s “New Style”, Squarepusher’s “Big Acid”, and a cover version of Led Zepplin’s “Whole Lotta Love” by Jane’s Addiction front man Perry Farrell. This is to name but a few tracks that have adapted the break. Wikipedia offers a list of songs employing an adaptation of the “Amen break”. This list, however, falls short of the “hundreds of tracks” argued for by Nate Harrison, who notes that “an entire subculture based on this one drum loop … six seconds from 1969” has developed (8m 45s). The “Amen break” is so ubiquitous that, much like the twelve bar blues structure, it has become a foundational element of an entire genre and has been adapted to satisfy a plethora of creative impulses. The sheer prevalence of the “Amen break” simultaneously illustrates the creative nature of music adaptation as well as the potentials for adaptation stemming from digital technology such as the sampler. The cut-up and rearrangement aspect of creative sampling technology at once suggests the original but also something new and different. Sampling in general, and the phenomenon of the “Amen break” in particular, ensures the longevity of the original sources; sampled-based music exhibits characteristics acquired from the source materials, yet the illegitimate offspring are not their parents. Sampling as a technology for creatively adapting existing forms of audio has encouraged alternative approaches to musical composition. Further, it has given rise to a new breed of musician that has adapted to technologies of adaptation. Mash-up artists and samplists demonstrate that recorded music is not simply a fixed or read-only product but one that can be freed from the composer’s original arrangement to be adapted and reconfigured. Many mash-up artists such as Gregg Gillis are not trained musicians, but their ears are honed from enthusiastic consumption of music. Individuals such as DJ Dangermouse, Gregg Gillis and Tom Compagnoni appropriate, reshape and re-present the surrounding soundscape to suit diverse creative urges, thereby adapting the passive medium of recorded sound into an active production tool. References Adorno, Theodor. “On the Fetish Character in Music and the Regression of Listening.” The Culture Industry: Selected Essays on Mass Culture. Ed. J. Bernstein. London, New York: Routledge, 1991. Burnett, Henry. “Ruggieri and Vivaldi: Two Venetian Gloria Settings.” American Choral Review 30 (1988): 3. Compagnoni, Tom. “Wax Audio: Mediacracy.” Wax Audio. 2005. 2 Apr. 2007 http://www.waxaudio.com.au/downloads/mediacracy>. Coombe, Rosemary. The Cultural Life of Intellectual Properties. Durham, London: Duke University Press, 1998. Demers, Joanna. Steal This Music: How Intellectual Property Law Affects Musical Creativity. Athens, London: University of Georgia Press, 2006. Dombale, Ryan. “Interview: Girl Talk.” Pitchfork. 2006. 9 Jan. 2007 http://www.pitchforkmedia.com/article/feature/37785/Interview_Interview_Girl_Talk>. Duffel, Daniel. Making Music with Samples. San Francisco: Backbeat Books, 2005. Forbes, Anne-Marie. “A Venetian Festal Gloria: Antonio Lotti’s Gloria in D Major.” Music Research: New Directions for a New Century. Eds. M. Ewans, R. Halton, and J. Phillips. London: Cambridge Scholars Press, 2004. Green, Robert. “George Clinton: Ambassador from the Mothership.” Synthesis. Undated. 15 Sep. 2005 http://www.synthesis.net/music/story.php?type=story&id=70>. Harrison, Nate. “Can I Get an Amen?” Nate Harrison. 2004. 8 Jan. 2007 http://www.nkhstudio.com>. Lawrence, Dale. “On Mashups.” Nuvo. 2002. 8 Jan. 2007 http://www.nuvo.net/articles/article_292/>. Lessig, Lawrence. The Future of Ideas. New York: Random House, 2001. ———. Free Culture: How Big Media Uses Technology and the Law to Lock Down Culture and Control Creativity. New York: The Penguin Press, 2004. McAvan, Em. “Boulevard of Broken Songs: Mash-Ups as Textual Re-Appropriation of Popular Music Culture.” M/C Journal 9.6 (2006) 3 Apr. 2007 http://journal.media-culture.org.au/0612/02-mcavan.php>. McLeod, Kembrew. “Confessions of an Intellectual (Property): Danger Mouse, Mickey Mouse, Sonny Bono, and My Long and Winding Path as a Copyright Activist-Academic.” Popular Music & Society 28.79. ———. Freedom of Expression: Overzealous Copyright Bozos and Other Enemies of Creativity. United States: Doubleday Books. Morris, Sue. “Co-Creative Media: Online Multiplayer Computer Game Culture.” Scan 1.1 (2004). 8 Jan. 2007 http://scan.net.au/scan/journal/display_article.php?recordID=16>. Petridis, Alexis. “Pop Will Eat Itself.” The Guardian UK. March 2003. 8 Jan. 2007 http://www.guardian.co.uk/arts/critic/feature/0,1169,922797,00.html>. Riley. “Pop Will Eat Itself—Or Will It?”. The Truth Unknown (archived at Archive.org). 2003. 9 Jan. 2007 http://web.archive.org/web/20030624154252 /www.thetruthunknown.com/viewnews.asp?articleid=79>. Schütze, Bernard. “Samples from the Heap: Notes on Recycling the Detritus of a Remixed Culture”. Horizon Zero 2003. 8 Jan. 2007 http://www.horizonzero.ca/textsite/remix.php?tlang=0&is=8&file=5>. Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York, London: New York University Press, 2003. Woodmansee, Martha. “On the Author Effect: Recovering Collectivity.” The Construction of Authorship: Textual Appropriation in Law and Literature. Eds. M. Woodmansee, P. Jaszi and P. Durham; London: Duke University Press, 1994. 15. Citation reference for this article MLA Style Collins, Steve. "Amen to That: Sampling and Adapting the Past." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/09-collins.php>. APA Style Collins, S. (May 2007) "Amen to That: Sampling and Adapting the Past," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/09-collins.php>.
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25

Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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26

McQuigg, Karen. "Becoming Deaf." M/C Journal 13, no. 3 (June 30, 2010). http://dx.doi.org/10.5204/mcj.263.

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It seems clear that people who are deaf ... struggle continually against the meanings that others impose on their experience, and the way that this separates them from others. They struggle for acknowledgement of the way they see their lives and wish to live them, and aspire to connection?with other people, to share and belong. (David Moorhead. Knowing Who I Am. 1995. 85.) Nga Tapuwae and Before I am deaf but, before that part of my life started, I was hearing and worked for many years as a librarian in New Zealand. My first job was in a public library located within a secondary school Nga Tapuwae Secondary College in South Auckland. Its placement was a 1970’s social experiment to see if a public library could work within the grounds of a community college (and the answer was no, it could not). The experience was a great introduction for me to the Maori and Polynesian cultures that I had not previously encountered. Until then, I was wary of both groups, and so it was a revelation to realise that although there were many social problems in the area including low literacy, many of the children and teenagers were bright, talented individuals. They simply did not connect to the Anglo-Saxon reading materials we offered. Years later, my interest in the social dynamics of literacy led to my enrolment in a post-graduate literacy degree in Melbourne. This action may have saved my life because at the end of this course, a minor ailment resulted in a visit to the university doctor who diagnosed me with the life-threatening medical condition, Neurofibromatosis Type 2 (NF 2). NF2 is a late onset genetic condition in which one’s body grows tumours, always on both hearing nerves, sometimes elsewhere as well. The tumours usually cause deafness and can cause death. I was told I needed to have my tumours removed and would probably become fully deaf as a result. This is how my life as I knew it changed direction and I started the long journey towards becoming deaf. Diagnosis and Change Predictably, once diagnosed, friends and colleagues rallied to comfort me. I was told things probably weren’t as bad as they sounded. Helen Keller was mentioned several times as an example of someone who had succeeded despite being deaf and blind. ‘Really,’ my friends asked, ‘how bad can it be? ‘Inside myself however, it couldn’t have been worse. A day later the enormity of it all hit me and I became inconsolable. A friend drove me back to the doctor and she did two things that were to change my life. She referred me to the University’s counselling services where, happily, I was counselled by Elizabeth Hastings who later went on to become Australia’s first Disability Services Commissioner. Secondly, the doctor organised for me to visit the HEAR Service at the Victorian Deaf Society (VDS). Again by happy accident, my friend and I stumbled into the ‘wrong building’ where I ended up meeting John Lovett, who was Deaf and the CEO there, via an interpreter. When I met John Lovett I was distraught but, unlike other people, he made no attempt to stop me crying. He simply listened carefully until I realised he understood what I was saying and stopped crying myself. He said my fears that I could end up alone and lonely were valid and he suggested the best thing I could do for myself was to join the ‘Deaf community’; a community. I had never heard of. He explained it was made up of people like him who used Australian sign language (Auslan) to communicate. He was so engaging and supportive that this plan sounded fine to me. By the time we finished talking and he walked me over to the HEAR Service, I was so in his thrall that I had enrolled for a Deaf awareness workshop, an Auslan class, and had plans to join the Deaf community. Had I stayed on and learned Auslan, my life may well have followed a different path, but this was not to be at that time. Becoming Hearing Impaired (HI) Across at the HEAR service, an alternate view of my potential future was put to me. Instead of moving away from everything familiar and joining the Deaf community, I could learn to lip-read and hopefully use it to stay in the workforce and amongst my hearing friends. I had a cousin and aunt who were late deafened; my cousin in particular was doing well communicating with lip-reading. I discussed this with friends and the idea of staying with the people I already knew sounded far less confronting than joining the Deaf community and so I chose this path. My surgeon was also optimistic. He was confident he could save some of my hearing. Suddenly learning Auslan seemed superfluous. I phoned John Lovett to explain, and his response was that I should do what suited me, but he asked me to remember one thing: that it was me who decided to leave the Deaf Community, not that the Deaf community had not wanted me. He told me that, if I changed my mind, I could always go back because the door to the Deaf community would always be open and he would be still be there. It would be a decade before I decided that I wanted to go back through that door, and around that time this great man passed away, but I never forgot my promise to remember our conversation. It, and a few other exchanges I had with him in the following years, stayed at the back of my mind, especially as my residual hearing sank over the years, and the prospect of total deafness hung over me. When I had the surgery, my surgeon’s optimism proved unfounded. He could not save any hearing on my left side and my facial and balance nerves were damaged as well. The hospital then decided not to operate again, and would only attempt to remove the second tumour if it grew and threatened my health again. Consequently, for close to a decade, my life was on hold in many ways. I feared deafness—for me it signalled that my life as I knew it would end and I would be isolated. Every hearing test was a tense time for me as I watched my remaining hearing decline in a slow, relentless downward path on the graph. It was like watching the tide go out knowing it was never going to come in as fully again. My thinking started to change too. Within a week of my diagnosis I experienced discrimination for the first time. A library school that had offered me a place in its post graduate librarianship course the following year made it clear that they no longer wanted me. In the end it did not matter as I was accepted at another institution but it was my first experience of being treated less favourably in the community and it was a shock. After the surgery my life settled down again. I found work in public libraries again, rekindled an old relationship and in 1994 had a baby boy. However, living with a hearing loss is hard work. Everything seemed tiring, especially lip-reading. My ears rejected my hearing aid and became itchy and inflamed. I became aware that my continual hearing problems were sometimes seen as a nuisance in work situations. Socialising lost a lot of its appeal so my social world also contracted. Around this time something else started happening. Outside work, people started expressing admiration for me—words like ‘role model’ and ‘inspiring’ started entering the conversation. Any other time I might have enjoyed it but for me, struggling to adapt to my new situation, it felt odd. The whole thing reminded me of being encouraged to be like Helen Keller; as if there is a right way to behave when one is deaf in which you are an inspiration, and a wrong way in which one is seen as being in need of a role model. I discussed this with Elizabeth Hastings who had helped me prepare mentally for the surgery and afterwards. I explained I felt vulnerable and needy in my new situation and she gave me some useful advice. She thought feeling needy was a good thing as realising one needs people keeps one humble. She observed that, after years of intellectualising, educated people sometimes started believing they could use intellectualisation as a way to avoid painful emotions such as sadness. This behaviour then cut them off from support and from understanding that none of us can do it alone. She believed that, in always having to ask for help, people with disabilities are kept aware of the simple truth that all people depend on others to survive. She said I could regard becoming deaf as a disability, or I could choose to regard it as a privilege. Over the years the truth of her words became increasingly more evident to me as I waded through all the jargon and intellectualisation that surrounds discussion of both deafness and the disability arena, compared to the often raw emotion expressed by those on the receiving end of it. At a personal level I have found that talking about emotions helps especially in the face of the ubiquitous ‘positive thinking’ brigade who would have us all believe that successful people do not feel negative emotions regardless of what is happening. The Lie Elizabeth had initially sympathised with my sadness about my impending deafness. One day however she asked why, having expressed positive sentiments both about deaf people and people with disabilities, I was saying I would probably be better off dead than deaf? Up until that conversation I was unaware of the contradictions between what I felt and what I was saying. I came to realise I was living a lie because I did not believe what I was telling myself; namely, that deaf people and people with disabilities are as good as other people. Far from believing this, what I really thought was that being deaf, or having a disability, did lessen one’s worth. It was an uncomfortable admission, particularly sharing it with someone sitting in a wheelchair, and especially as up until then I had always seen myself as a liberal thinker. Now, faced with the reality of becoming deaf, I had been hoist by my own petard, as I could not come to terms with the idea of myself as a deaf person. The Christian idea of looking after the ‘less fortunate’ was one I had been exposed to, but I had not realised the flip side of it, which is that the ‘less fortunate’ are also perceived as a ‘burden’ for those looking after them. It reminded me of my initial experiences years earlier at Nga Tapuwae when I came face to face with cultures I thought I had understood but did not. In both cases it was only when I got to know people that I began to question my own attitudes and assumptions and broadened my thinking. Unfortunately for deaf people, and people with disabilities, I have not been the only person lying to myself. These days it is not common for people to express their fears about deaf people or people with disabilities. People just press on without fully communicating or understanding the other person’s attitude or perspectives. When things then do not work out, these failures reinforce the misconceptions and these attitudes persist. I believe it is one of the main reasons why true community inclusion for deaf and people with disabilities is moving so slowly. Paying for access is another manifestation of this. Everyone is supportive of access in principle but there is continuous complaint about paying for things such as interpreting. The never-ending discussions between deaf people and the wealthy movie industry about providing more than token access to captioned cinema demonstrate that the inclusion lie is alive and well. Until it can be effectively addressed through genuine dialogue, deaf people, hard of hearing people and people with disabilities will always be largely relegated to life outside the mainstream. Collectively we will also continue to have to endure this double message that we are of equal value to the community while simultaneously being considered a financial burden if we try to access it in ways that are meaningful to us. Becoming Deaf In 2002 however all this thinking still lay ahead of me. I still had some hearing and was back living in New Zealand to be close to my family. My relationship had ended and I was a solo mother. My workplace had approved leave of absence, and so I still had my job to go back to in Melbourne if I wanted it. However, I suspected that I would soon need the second tumour removed because I was getting shooting pains down my face. When my fears were confirmed I could not decide whether to move back to Melbourne or let the job go, and risk having trouble finding one if I went back later. I initially chose to stay longer as my father was sick but eventually I decided Melbourne was where I wanted to be especially if I was deaf. I returned, found temporary employment, and right up to the second surgery I was able to work as I could make good use of the small amount of hearing I still had. I thought that I would still be able to cope when I was made fully deaf as a result of the surgery. It was, after all, only one notch down on the audiogram and I was already ‘profoundly deaf’ and still working. When I woke up after the surgery completely deaf, it felt anti-climactic. The world seemed exactly the same, just silent. At home where I was surrounded by my close family and friends everything initially seemed possible. However, when my family left, it was just my seven-year-old son and myself again, and on venturing back into the community, it quickly became clear to me that at some level my status had changed. Without any cues, I struggled to follow speech and few people wanted to write things down. Although my son was only seven, people communicated with him in preference to me. I felt as if we had changed roles: I was now the child and he was the adult. Worse was soon to follow when I tried to re-enter the workforce. When I had the surgery, the hospital had installed a gadget called an auditory brainstem implant, (ABI) which they said would help me hear. An ABI is similar to a cochlear implant but it is attached to the brainstem instead of the cochlear nerve. My cochlear nerve was removed. I hoped my ABI would enable me to hear enough to find work but, aside from clinical conditions in which there was no background noise and the staff knew how to assist, it did not work. My most humiliating moment with it came when it broke down mid job interview and I spent half the time left trying to get it going again in full view of the embarrassed interview panel, and the other half trying to maintain my composure whilst trying to lip-read the questions. The most crushing blow came from the library where I had happily worked for seven years at middle management level. This library was collaborating with another institution to set up a new library and they needed new staff. I hopefully applied for a job at the same level I had worked at prior to becoming deaf but was unsuccessful. When I asked for feedback, I was told that I was not seen as having the skills to work at that level. My lowest point came when I was refused a job unpacking boxes of books. I was told I did not have experience in this area even though, as any librarian will attest, unpacking boxes is part of any librarian’s work. When I could not find unskilled work, it occurred to me that possibly I would never work again. While this was unfolding, my young son and I went from being comfortable financially to impoverished. My ex-partner also decided he would now make childcare arrangements directly with my son as he was annoyed at being expected to write things down for me. My relationship with him, some family members, and my friends were all under strain at that time. I was lost. It also became clear that my son was not coping. Although he knew the rudiments of Auslan, it was not enough for us to communicate sufficiently. His behaviour at school deteriorated and one night he became so frustrated trying to talk to me that he started to pull out his own hair. I calmed him and asked him to write down for me what he was feeling and he wrote down ‘It is like you died. It is like I don’t have a Mum now’. It was now clear to me that although I still had my friends, nobody including myself knew what to do. I realised I had to find someone who could understand my situation and I knew now it had to be a Deaf person. Fortunately, by this stage I was back learning Auslan again at La Trobe University. The week after the conversation with my son, I told my Auslan teacher what had happened. To my relief she understood my situation immediately. She told me to bring my son to class, at no cost, and she would teach him herself. I did and my life started to turn around. My son took to Auslan with such speed and application that he was able to not only converse with her in one month but immediately started using Auslan with me at home to get the things he wanted. We were able to re-establish the mother/son relationship that we both needed. I was also able to help my son talk through and deal with all the changes that me becoming deaf had foisted upon him. He still uses Auslan to talk to me and supplements it using speech, copious finger spelling, notes and diagrams. More than anything else, this relationship has kept me anchored to my long-term goal of becoming a clear signer. Encouraged by my son’s success, I put all my energy into learning Auslan and enrolled in a full time TAFE Auslan course. I also joined a chat group called ‘Here to Hear’ (H2H). The perspectives in the group ranged from strongly oral to strongly Deaf but for me, trying to find a place to fit in any of it, it was invaluable. Almost daily I chatted with the group, asking questions and invariably someone responded. The group acted as a safety net and sounding board for me as I worked out the practicalities of living life deaf. The day of my fateful interview and the ABI humiliation, I came home so shaken that I used the Irish remedy of a couple of swigs of whisky, and then went online and posted an account of it all. I can still remember the collective indignation of the group and, as I read the responses, beginning to see the funny side of it . . . something I could not have done alone. I also made use of easy access to Deaf teachers at TAFE and used that to listen to them and ask advice on situations. I found out for example, that if I instructed my son to stand behind me when people in shops insisted on addressing him, they had no alternative but to talk to me; it was a good clear message to all concerned that my son was the child in this relationship. About this time, I discovered the Disability Discrimination Act (DDA) that Elizabeth Hastings had worked so hard on, filed my first DDA complaint, and received my first apology at the mediation session that followed. My personal life also improved, relationship by relationship as everyone adjusted. Slowly the ice melted in most of my relationships; some relationships faded and were replaced with new ones with signing people, and eventually hearing people again. My life moved forward. Through a member of ‘Here to Hear’, I was invited to apply for my first post deaf job—covering holiday leave at a Deaf sports organisation. I practically finger-spelt my way through the interview but not only did they offer me the job, they were delighted to have me. I was able to buy a few things with the money I earned, and suddenly it felt as if everything was possible again. This acceptance of me by Deaf people had a profound impact on me. I mixed with people more, and it was not too long before I was able to use my basic signing skills to use Auslan interpreters and re-enter the workplace. I have discovered over time that living in silence also has advantages—no more noisy parties or rubbish trucks clanging at dawn and in its place a vastly heightened visual awareness that I enjoy. Before I was deaf I thought it would be lonely in the silence but in fact many of life’s best moments—watching rain hit and then run down a window, swimming in the sea, cooking and being with good friends—do not rely upon sound at all; they feel the same way they always did. Sometimes I have felt somewhat of an outsider in the Deaf community. I have sometimes been taken aback by people’s abruptness but I have learned over time that being succinct is valued in Auslan, and some people like to come straight to the point. At crisis points, such as when I asked for help at the Victorian Deaf Society and my Auslan class, it has been a huge relief to talk to Deaf people and know immediately that they understand just from reading their eyes. Having access to an additional world of deaf people has made my life more enjoyable. I feel privileged to be associated with the Deaf community. I can recall a couple of Christmases ago making dinner for some signing friends and suddenly realising that, without noticing, everything had become alright in my world again. Everyone was signing really fast – something I still struggle with; but every now and then someone would stop and summarise so I felt included. It was really relaxed and simply felt like old times, just old times without the sound thrown in. Le Page and Tabouret-Keller, two ethnographers, have this to say about why people communicate the ways they do: The individual ... creates for himself the patterns of his linguistic behaviour so as to resemble those of the group or groups with which from time to time he wishes to be identified, or so as to be unlike those from whom he wishes to be distinguished ... . We see speech acts as acts of projection; the speaker is projecting his inner universe, implicitly with the invitation to others to share it ... he is seeking to reinforce his models of the world, and hopes for solidarity from those with whom he wishes to identify. (181) This quote neatly sums up why I choose to communicate the ways I do. I use Auslan and speech in different situations because I am connected to people in both groups and I want them in my life. I do not feel hugely different from anyone these days. If it is accepted that I have as much to contribute to the community as anyone else, becoming deaf has also meant for me that I expect to see other people treated well and accepted. For me that means contributing my time and thoughts, and advocating. It also means expecting a good level of access to interpreters, to some thought provoking captioned movies in English, and affordable assistive technologies so I can participate. I see this right to participate and engage in genuine dialogue with the rest of the community as central to the aspirations and identity of us all, regardless of who we are or where others think we belong. References Le Page, R.B., and Andree Tabouret-Keller. Acts of Identity: Creole-Based Approaches to Language and Ethnicity. London: Cambridge University Press, 1985. Moorhead, D. “Knowing Who I Am.” In S. Gregory, ed., Deaf Futures Revisited. Block 3, Unit 10, D251 Issues in Deafness. Open University, 1995.
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27

Wang, Jing. "The Coffee/Café-Scape in Chinese Urban Cities." M/C Journal 15, no. 2 (May 2, 2012). http://dx.doi.org/10.5204/mcj.468.

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IntroductionIn this article, I set out to accomplish two tasks. The first is to map coffee and cafés in Mainland China in different historical periods. The second is to focus on coffee and cafés in the socio-cultural milieu of contemporary China in order to understand the symbolic value of the emerging coffee/café-scape. Cafés, rather than coffee, are at the centre of this current trend in contemporary Chinese cities. With instant coffee dominating as a drink, the Chinese have developed a cultural and social demand for cafés, but have not yet developed coffee palates. Historical Coffee Map In 1901, coffee was served in a restaurant in the city of Tianjin. This restaurant, named Kiessling, was run by a German chef, a former solider who came to China with the eight-nation alliance. At that time, coffee was reserved mostly for foreign politicians and military officials as well as wealthy businessmen—very few ordinary Chinese drank it. (For more history of Kiessling, including pictures and videos, see Kiessling). Another group of coffee consumers were from the cultural elites—the young revolutionary intellectuals and writers with overseas experience. It was almost a fashion among the literary elite to spend time in cafés. However, this was negatively judged as “Western” and “bourgeois.” For example, in 1932, Lu Xun, one of the most important twentieth century Chinese writers, commented on the café fashion during 1920s (133-36), and listed the reasons why he would not visit one. He did not drink coffee because it was “foreigners’ food”, and he was too busy writing for the kind of leisure enjoyed in cafés. Moreover, he did not, he wrote, have the nerve to go to a café, and particularly not the Revolutionary Café that was popular among cultural celebrities at that time. He claimed that the “paradise” of the café was for genius, and for handsome revolutionary writers (who he described as having red lips and white teeth, whereas his teeth were yellow). His final complaint was that even if he went to the Revolutionary Café, he would hesitate going in (Lu Xun 133-36). From Lu Xun’s list, we can recognise his nationalism and resistance to what were identified as Western foods and lifestyles. It is easy to also feel his dissatisfaction with those dilettante revolutionary intellectuals who spent time in cafés, talking and enjoying Western food, rather than working. In contrast to Lu Xun’s resistance to coffee and café culture, another well-known writer, Zhang Ailing, frequented cafés when she lived in Shanghai from the 1920s to 1950s. She wrote about the smell of cakes and bread sold in Kiessling’s branch store located right next to her parents’ house (Yuyue). Born into a wealthy family, exposed to Western culture and food at a very young age, Zhang Ailing liked to spend her social and writing time in cafés, ordering her favourite cakes, hot chocolate, and coffee. When she left Shanghai and immigrated to the USA, coffee was an important part of her writing life: the smell and taste reminding her of old friends and Shanghai (Chunzi). However, during Zhang’s time, it was still a privileged and elite practice to patronise a café when these were located in foreign settlements with foreign chefs, and served mainly foreigners, wealthy businessmen, and cultural celebrities. After 1949, when the Chinese Communist Party established the People’s Republic of China, until the late 1970s, there were no coffee shops in Mainland China. It was only when Deng Xiaoping suggested neo-liberalism as a so-called “reform-and-open-up” economic policy that foreign commerce and products were again seen in China. In 1988, ten years after the implementation of Deng Xiaoping’s policy, the Nestlé coffee company made the first inroads into the mainland market, featuring homegrown coffee beans in Yunnan province (China Beverage News; Dong; ITC). Nestlé’s bottled instant coffee found its way into the Chinese market, avoiding a direct challenge to the tea culture. Nestlé packaged its coffee to resemble health food products and marketed it as a holiday gift suitable for friends and relatives. As a symbol of modernity and “the West”, coffee-as-gift meshed with the traditional Chinese cultural custom that values gift giving. It also satisfied a collective desire for foreign products (and contact with foreign cultures) during the economic reform era. Even today, with its competitively low price, instant coffee dominates coffee consumption at home, in the workplace, and on Chinese airlines. While Nestlé aimed their product at native Chinese consumers, the multinational companies who later entered China’s coffee market, such as Sara Lee, mainly targeted international hotels such as IHG, Marriott, and Hyatt. The multinationals also favoured coffee shops like Kommune in Shanghai that offered more sophisticated kinds of coffee to foreign consumers and China’s upper class (Byers). If Nestlé introduced coffee to ordinary Chinese families, it was Starbucks who introduced the coffee-based “third space” to urban life in contemporary China on a signficant scale. Differing from the cafés before 1949, Starbucks stores are accessible to ordinary Chinese citizens. The first in Mainland China opened in Beijing’s China World Trade Center in January 1999, targeting mainly white-collar workers and foreigners. Starbucks coffee shops provide a space for informal business meetings, chatting with friends, and relaxing and, with its 500th store opened in 2011, dominate the field in China. Starbucks are located mainly in the central business districts and airports, and the company plans to have 1,500 sites by 2015 (Starbucks). Despite this massive presence, Starbucks constitutes only part of the café-scape in contemporary Chinese cities. There are two other kinds of cafés. One type is usually located in universities or residential areas and is frequented mainly by students or locals working in cultural professions. A representative of this kind is Sculpting in Time Café. In November 1997, two years before the opening of the first Starbucks in Beijing, two newlywed college graduates opened the first small Sculpting in Time Café near Beijing University’s East Gate. This has been expanded into a chain, and boasts 18 branches on the Mainland. (For more about its history, see Sculpting in Time Café). Interestingly, both Starbucks and Sculpting in Time Café acquired their names from literature, Starbucks from Moby Dick, and Sculpting in Time from the Russian filmmaker Andrei Tarkovsky’s film diary of the same name. For Chinese students of literature and the arts, drinking coffee is less about acquiring more energy to accomplish their work, and more about entering a sensual world, where the aroma of coffee mixes with the sounds from the coffee machine and music, as well as the lighting of the space. More importantly, cafés with this ambience become, in themselves, cultural sites associated with literature, films, and music. Owners of this kind of café are often lovers of foreign literatures, films, and cultures, and their cafés host various cultural events, including forums, book clubs, movie screenings, and music clubs. Generally speaking, coffee served in this kind of café is simpler than in the kind discussed below. This third type of café includes those located in tourist and entertainment sites such as art districts, bar areas, and historical sites, and which are frequented by foreign and native tourists, artists and other cultural workers. If Starbucks cultivates a fast-paced business/professional atmosphere, and Sculpting in Time Cafés an artsy and literary atmosphere, this third kind of café is more like an upscale “bar” with trained baristas serving complicated coffees and emphasising their flavour. These coffee shops are more expensive than the other kinds, with an average price three times that of Starbucks. Currently, cafés of this type are found only in “first-tier” cities and usually located in art districts and tourist areas—such as Beijing’s 798 Art District and Nanluo Guxiang, Shanghai’s Tai Kang Road (a.k.a. “the art street”), and Hangzhou’s Westlake area. While Nestlé and Starbucks use coffee beans grown in Yunnan provinces, these “art cafés” are more inclined to use imported coffee beans from suppliers like Sara Lee. Coffee and Cafés in Contemporary China After just ten years, there are hundreds of cafés in Chinese cities. Why has there been such a demand for coffee or, more accurately, cafés, in such a short period of time? The first reason is the lack of “third space” environments in Mainland China. Before cafés appeared in the late 1990s, stores like KFC (which opened its first store in 1987) and McDonald’s (with its first store opened in 1990) filled this role for urban residents, providing locations where customers could experience Western food, meet friends, work, or read. In fact, KFC and McDonald’s were once very popular with college students looking for a place to study. Both stores had relatively clean food environments and good lighting. They also had air conditioning in the summer and heating in the winter, which are not provided in most Chinese university dormitories. However, since neither chain was set up to be a café and customers occupying seats for long periods while ordering minimal amounts of food or drink affected profits, staff members began to indirectly ask customers to leave after dining. At the same time, as more people were able to afford to eat at KFC and McDonald’s, their fast foods were also becoming more and more popular, especially among young people. As a consequence, both types of chain restaurant were becoming noisy and crowded and, thus, no longer ideal for reading, studying, or meeting with friends. Although tea has been a traditional drink in Chinese culture, traditional teahouses were expensive places more suitable for business meetings or for the cultural or intellectual elite. Since almost every family owns a tea set and can readily purchase tea, friends and family would usually make and consume tea at home. In recent years, however, new kinds of teahouses have emerged, similar in style to cafés, targeting the younger generation with more affordable prices and a wider range of choices, so the lack of a “third space” does not fully explain the café boom. Another factor affecting the popularity of cafés has been the development and uptake of Internet technology, including the increasing use of laptops and wireless Internet in recent years. The Internet has been available in China since the late 1990s, while computers and then laptops entered ordinary Chinese homes in the early twenty-first century. The IT industry has created not only a new field of research and production, but has also fostered new professions and demands. Particularly, in recent years in Mainland China, a new socially acceptable profession—freelancing in such areas as graphic design, photography, writing, film, music, and the fashion industry—has emerged. Most freelancers’ work is computer- and Internet-based. Cafés provide suitable working space, with wireless service, and the bonus of coffee that is, first of all, somatically stimulating. In addition, the emergence of the creative and cultural industries (which are supported by the Chinese government) has created work for these freelancers and, arguably, an increasing demand for café-based third spaces where such people can meet, talk and work. Furthermore, the flourishing of cafés in first-tier cities is part of the “aesthetic economy” (Lloyd 24) that caters to the making and selling of lifestyle experience. Alongside foreign restaurants, bars, galleries, and design firms, cafés contribute to city branding, and link a city to the global urban network. Cafés, like restaurants, galleries and bars, provide a space for the flow of global commodities, as well as for the human flow of tourists, travelling artists, freelancers, and cultural specialists. Finally, cafés provide a type of service that contributes to friendly owner/waiter-customer relations. During the planned-economy era, most stores and hotels in China were State-owned, staff salaries were not related to individual performance, and indifferent (and even unfriendly) service was common. During the economic reform era, privately owned stores and shops began to replace State-owned ones. At the same time, a large number of people from the countryside flowed into the cities seeking opportunities. Most had little if any professional training and so could only find work in factories or in the service industry. However, most café employees are urban, with better educational backgrounds, and many were already familiar with coffee culture. In addition, café owners, particularly those of places like Sculpting in Time Cafe, often invest in creating a positive, community atmosphere, learning about their customers and sharing personal experiences with their regular clients. This leads to my next point—the generation of the 1980s’ need for a social community. Cafés’ Symbolic Value—Community A demand for a sense of community among the generation of the 1980s is a unique socio-cultural phenomenon in China, which paradoxically co-exists with their desire for individualism. Mao Zedong started the “One Child Policy” in 1979 to slow the rapid population growth in China, and the generations born under this policy are often called “the lonely generations,” with both parents working full-time. At the same time, they are “the generation of me,” labelled as spoiled, self-centred, and obsessed with consumption (de Kloet; Liu; Rofel; Wang). The individuals of this generation, now aged in their 20s and 30s, constitute the primary consumers of coffee in China. Whereas individualism is an important value to them, a sense of community is also desirable in order to compensate for their lack of siblings. Furthermore, the 1980s’ generation has also benefitted from the university expansion policy implemented in 1999. Since then, China has witnessed a surge of university students and graduates who not only received scientific and other course-based knowledge, but also had a better chance to be exposed to foreign cultures through their books, music, and movies. With this interesting tension between individualism and collectivism, the atmosphere provided by cafés has fostered a series of curious temporary communities built on cultural and culinary taste. Interestingly, it has become an aspiration of many young college students and graduates to open a community-space style café in a city. One of the best examples is the new Henduoren’s (Many People’s) Café. This was a project initiated by Wen Erniu, a recent college graduate who wanted to open a café in Beijing but did not have sufficient funds to do so. She posted a message on the Internet, asking people to invest a minimum of US$316 to open a café with her. With 78 investors, the café opened in September 2011 in Beijing (see pictures of Henduoren’s Café). In an interview with the China Daily, Wen Erniu stated that, “To open a cafe was a dream of mine, but I could not afford it […] We thought opening a cafe might be many people’s dream […] and we could get together via the Internet to make it come true” (quoted in Liu 2011). Conclusion: Café Culture and (Instant) Coffee in China There is a Chinese saying that, if you hate someone—just persuade him or her to open a coffee shop. Since cafés provide spaces where one can spend a relatively long time for little financial outlay, owners have to increase prices to cover their expenses. This can result in fewer customers. In retaliation, cafés—particularly those with cultural and literary ambience—host cultural events to attract people, and/or they offer food and wine along with coffee. The high prices, however, remain. In fact, the average price of coffee in China is often higher than in Europe and North America. For example, a medium Starbucks’ caffè latte in China averaged around US$4.40 in 2010, according to the price list of a Starbucks outlet in Shanghai—and the prices has recently increased again (Xinhua 2012). This partially explains why instant coffee is still so popular in China. A bag of instant Nestlé coffee cost only some US$0.25 in a Beijing supermarket in 2010, and requires only hot water, which is accessible free almost everywhere in China, in any restaurant, office building, or household. As an habitual, addictive treat, however, coffee has not yet become a customary, let alone necessary, drink for most Chinese. Moreover, while many, especially those of the older generations, could discern the quality and varieties of tea, very few can judge the quality of the coffee served in cafés. As a result, few Mainland Chinese coffee consumers have a purely somatic demand for coffee—craving its smell or taste—and the highly sweetened and creamed instant coffee offered by companies like Nestlé or Maxwell has largely shaped the current Chinese palate for coffee. Ben Highmore has proposed that “food spaces (shops, restaurants and so on) can be seen, for some social agents, as a potential space where new ‘not-me’ worlds are encountered” (396) He continues to expand that “how these potential spaces are negotiated—the various affective registers of experience (joy, aggression, fear)—reflect the multicultural shapes of a culture (its racism, its openness, its acceptance of difference)” (396). Cafés in contemporary China provide spaces where one encounters and constructs new “not-me” worlds, and more importantly, new “with-me” worlds. While café-going communicates an appreciation and desire for new lifestyles and new selves, it can be hoped that in the near future, coffee will also be appreciated for its smell, taste, and other benefits. Of course, it is also necessary that future Chinese coffee consumers also recognise the rich and complex cultural, political, and social issues behind the coffee economy in the era of globalisation. References Byers, Paul [former Managing Director, Sara Lee’s Asia Pacific]. Pers. comm. Apr. 2012. China Beverage News. “Nestlé Acquires 70% Stake in Chinese Mineral Water Producer.” (2010). 31 Mar. 2012 ‹http://chinabevnews.wordpress.com/2010/02/21/nestle-acquires-70-stake-in-chinese-mineral-water-producer›. Chunzi. 张爱玲地图[The Map of Eileen Chang]. 汉语大词典出版 [Hanyu Dacidian Chubanshe], 2003. de Kloet, Jeroen. China with a Cut: Globalization, Urban Youth and Popular Music. Amsterdam: Amsterdam UP, 2010. Dong, Jonathan. “A Caffeinated Timeline: Developing Yunnan’s Coffee Cultivation.” China Brief (2011): 24-26. Highmore, Ben. “Alimentary Agents: Food, Cultural Theory and Multiculturalism.” Journal of Intercultural Studies, 29.4 (2008): 381-98. ITC (International Trade Center). The Coffee Sector in China: An Overview of Production, Trade And Consumption, 2010. Liu, Kang. Globalization and Cultural Trends in China. Honolulu: University of Hawai’i Press, 2004. Liu, Zhihu. “From Virtual to Reality.” China Daily (Dec. 2011) 31 Mar. 2012 ‹http://www.chinadaily.com.cn/life/2011-12/26/content_14326490.htm›. Lloyd, Richard. Neobohemia: Art and Commerce in the Postindustrial City. London: Routledge, 2006. Lu, Xun. “Geming Kafei Guan [Revolutionary Café]”. San Xian Ji. Taibei Shi: Feng Yun Shi Dai Chu Ban Gong Si: Fa Xing Suo Xue Wen Hua Gong Si, Mingguo 78 (1989): 133-36. Rofel, Lisa. Desiring China: Experiments in Neoliberalism, Sexuality, and Public Culture. Durham and London: Duke UP, 2007: 1-30. “Starbucks Celebrates Its 500th Store Opening in Mainland China.” Starbucks Newsroom (Oct. 2011) 31 Mar. 2012. ‹http://news.starbucks.com/article_display.cfm?article_id=580›. Wang, Jing. High Culture Fever: Politics, Aesthetics, and Ideology in Deng’s China. Berkeley, Los Angeles, London: U of California P, 1996. Xinhua. “Starbucks Raises Coffee Prices in China Stores.” Xinhua News (Jan. 2012). 31 Mar. 2012 ‹http://news.xinhuanet.com/english/china/2012-01/31/c_131384671.htm›. Yuyue. Ed. “On the History of the Western-Style Restaurants: Aileen Chang A Frequent Customer of Kiessling.” China.com.cn (2010). 31 Mar. 2012 ‹http://www.china.com.cn/culture/txt/2010-01/30/content_19334964.htm›.
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28

Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

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The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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29

Watson, Robert. "E-Press and Oppress." M/C Journal 8, no. 2 (June 1, 2005). http://dx.doi.org/10.5204/mcj.2345.

Full text
Abstract:
From elephants to ABBA fans, silicon to hormone, the following discussion uses a new research method to look at printed text, motion pictures and a teenage rebel icon. If by ‘print’ we mean a mechanically reproduced impression of a cultural symbol in a medium, then printing has been with us since before microdot security prints were painted onto cars, before voice prints, laser prints, network servers, record pressings, motion picture prints, photo prints, colour woodblock prints, before books, textile prints, and footprints. If we accept that higher mammals such as elephants have a learnt culture, then it is possible to extend a definition of printing beyond Homo sapiens. Poole reports that elephants mechanically trumpet reproductions of human car horns into the air surrounding their society. If nothing else, this cross-species, cross-cultural reproduction, this ‘ability to mimic’ is ‘another sign of their intelligence’. Observation of child development suggests that the first significant meaningful ‘impression’ made on the human mind is that of the face of the child’s nurturer – usually its mother. The baby’s mind forms an ‘impression’, a mental print, a reproducible memory data set, of the nurturer’s face, voice, smell, touch, etc. That face is itself a cultural construct: hair style, makeup, piercings, tattoos, ornaments, nutrition-influenced skin and smell, perfume, temperature and voice. A mentally reproducible pattern of a unique face is formed in the mind, and we use that pattern to distinguish ‘familiar and strange’ in our expanding social orbit. The social relations of patterned memory – of imprinting – determine the extent to which we explore our world (armed with research aids such as text print) or whether we turn to violence or self-harm (Bretherton). While our cultural artifacts (such as vellum maps or networked voice message servers) bravely extend our significant patterns into the social world and the traversed environment, it is useful to remember that such artifacts, including print, are themselves understood by our original pattern-reproduction and impression system – the human mind, developed in childhood. The ‘print’ is brought to mind differently in different discourses. For a reader, a ‘print’ is a book, a memo or a broadsheet, whether it is the Indian Buddhist Sanskrit texts ordered to be printed in 593 AD by the Chinese emperor Sui Wen-ti (Silk Road) or the US Defense Department memo authorizing lower ranks to torture the prisoners taken by the Bush administration (Sanchez, cited in ABC). Other fields see prints differently. For a musician, a ‘print’ may be the sheet music which spread classical and popular music around the world; it may be a ‘record’ (as in a ‘recording’ session), where sound is impressed to wax, vinyl, charged silicon particles, or the alloys (Smith, “Elpida”) of an mp3 file. For the fine artist, a ‘print’ may be any mechanically reproduced two-dimensional (or embossed) impression of a significant image in media from paper to metal, textile to ceramics. ‘Print’ embraces the Japanese Ukiyo-e colour prints of Utamaro, the company logos that wink from credit card holographs, the early photographs of Talbot, and the textured patterns printed into neolithic ceramics. Computer hardware engineers print computational circuits. Homicide detectives investigate both sweaty finger prints and the repeated, mechanical gaits of suspects, which are imprinted into the earthy medium of a crime scene. For film makers, the ‘print’ may refer to a photochemical polyester reproduction of a motion picture artifact (the reel of ‘celluloid’), or a DVD laser disc impression of the same film. Textualist discourse has borrowed the word ‘print’ to mean ‘text’, so ‘print’ may also refer to the text elements within the vision track of a motion picture: the film’s opening titles, or texts photographed inside the motion picture story such as the sword-cut ‘Z’ in Zorro (Niblo). Before the invention of writing, the main mechanically reproduced impression of a cultural symbol in a medium was the humble footprint in the sand. The footprints of tribes – and neighbouring animals – cut tracks in the vegetation and the soil. Printed tracks led towards food, water, shelter, enemies and friends. Having learnt to pattern certain faces into their mental world, children grew older and were educated in the footprints of family and clan, enemies and food. The continuous impression of significant foot traffic in the medium of the earth produced the lines between significant nodes of prewriting and pre-wheeled cultures. These tracks were married to audio tracks, such as the song lines of the Australian Aborigines, or the ballads of tramping culture everywhere. A typical tramping song has the line, ‘There’s a track winding back to an old-fashion shack along the road to Gundagai,’ (O’Hagan), although this colonial-style song was actually written for radio and became an international hit on the airwaves, rather than the tramping trails. The printed tracks impressed by these cultural flows are highly contested and diverse, and their foot prints are woven into our very language. The names for printed tracks have entered our shared memory from the intersection of many cultures: ‘Track’ is a Germanic word entering English usage comparatively late (1470) and now used mainly in audio visual cultural reproduction, as in ‘soundtrack’. ‘Trek’ is a Dutch word for ‘track’ now used mainly by ecotourists and science fiction fans. ‘Learn’ is a Proto-Indo-European word: the verb ‘learn’ originally meant ‘to find a track’ back in the days when ‘learn’ had a noun form which meant ‘the sole of the foot’. ‘Tract’ and ‘trace’ are Latin words entering English print usage before 1374 and now used mainly in religious, and electronic surveillance, cultural reproduction. ‘Trench’ in 1386 was a French path cut through a forest. ‘Sagacity’ in English print in 1548 was originally the ability to track or hunt, in Proto-Indo-European cultures. ‘Career’ (in English before 1534) was the print made by chariots in ancient Rome. ‘Sleuth’ (1200) was a Norse noun for a track. ‘Investigation’ (1436) was Latin for studying a footprint (Harper). The arrival of symbolic writing scratched on caves, hearth stones, and trees (the original meaning of ‘book’ is tree), brought extremely limited text education close to home. Then, with baked clay tablets, incised boards, slate, bamboo, tortoise shell, cast metal, bark cloth, textiles, vellum, and – later – paper, a portability came to text that allowed any culture to venture away from known ‘foot’ paths with a reduction in the risk of becoming lost and perishing. So began the world of maps, memos, bills of sale, philosophic treatises and epic mythologies. Some of this was printed, such as the mechanical reproduction of coins, but the fine handwriting required of long, extended, portable texts could not be printed until the invention of paper in China about 2000 years ago. Compared to lithic architecture and genes, portable text is a fragile medium, and little survives from the millennia of its innovators. The printing of large non-text designs onto bark-paper and textiles began in neolithic times, but Sui Wen-ti’s imperial memo of 593 AD gives us the earliest written date for printed books, although we can assume they had been published for many years previously. The printed book was a combination of Indian philosophic thought, wood carving, ink chemistry and Chinese paper. The earliest surviving fragment of paper-print technology is ‘Mantras of the Dharani Sutra’, a Buddhist scripture written in the Sanskrit language of the Indian subcontinent, unearthed at an early Tang Dynasty site in Xian, China – making the fragment a veteran piece of printing, in the sense that Sanskrit books had been in print for at least a century by the early Tang Dynasty (Chinese Graphic Arts Net). At first, paper books were printed with page-size carved wooden boards. Five hundred years later, Pi Sheng (c.1041) baked individual reusable ceramic characters in a fire and invented the durable moveable type of modern printing (Silk Road 2000). Abandoning carved wooden tablets, the ‘digitizing’ of Chinese moveable type sped up the production of printed texts. In turn, Pi Sheng’s flexible, rapid, sustainable printing process expanded the political-cultural impact of the literati in Asian society. Digitized block text on paper produced a bureaucratic, literate elite so powerful in Asia that Louis XVI of France copied China’s print-based Confucian system of political authority for his own empire, and so began the rise of the examined public university systems, and the civil service systems, of most European states (Watson, Visions). By reason of its durability, its rapid mechanical reproduction, its culturally agreed signs, literate readership, revered authorship, shared ideology, and distributed portability, a ‘print’ can be a powerful cultural network which builds and expands empires. But print also attacks and destroys empires. A case in point is the Spanish conquest of Aztec America: The Aztecs had immense libraries of American literature on bark-cloth scrolls, a technology which predated paper. These libraries were wiped out by the invading Spanish, who carried a different book before them (Ewins). In the industrial age, the printing press and the gun were seen as the weapons of rebellions everywhere. In 1776, American rebels staffed their ‘Homeland Security’ units with paper makers, knowing that defeating the English would be based on printed and written documents (Hahn). Mao Zedong was a book librarian; Mao said political power came out of the barrel of a gun, but Mao himself came out of a library. With the spread of wireless networked servers, political ferment comes out of the barrel of the cell phone and the internet chat room these days. Witness the cell phone displays of a plane hitting a tower that appear immediately after 9/11 in the Middle East, or witness the show trials of a few US and UK lower ranks who published prints of their torturing activities onto the internet: only lower ranks who published prints were arrested or tried. The control of secure servers and satellites is the new press. These days, we live in a global library of burning books – ‘burning’ in the sense that ‘print’ is now a charged silicon medium (Smith, “Intel”) which is usually made readable by connecting the chip to nuclear reactors and petrochemically-fired power stations. World resources burn as we read our screens. Men, women, children burn too, as we watch our infotainment news in comfort while ‘their’ flickering dead faces are printed in our broadcast hearths. The print we watch is not the living; it is the voodoo of the living in the blackout behind the camera, engaging the blood sacrifice of the tormented and the unfortunate. Internet texts are also ‘on fire’ in the third sense of their fragility and instability as a medium: data bases regularly ‘print’ fail-safe copies in an attempt to postpone the inevitable mechanical, chemical and electrical failure that awaits all electronic media in time. Print defines a moral position for everyone. In reporting conflict, in deciding to go to press or censor, any ‘print’ cannot avoid an ethical context, starting with the fact that there is a difference in power between print maker, armed perpetrators, the weak, the peaceful, the publisher, and the viewer. So many human factors attend a text, video or voice ‘print’: its very existence as an aesthetic object, even before publication and reception, speaks of unbalanced, and therefore dynamic, power relationships. For example, Graham Greene departed unscathed from all the highly dangerous battlefields he entered as a novelist: Riot-torn Germany, London Blitz, Belgian Congo, Voodoo Haiti, Vietnam, Panama, Reagan’s Washington, and mafia Europe. His texts are peopled with the injustices of the less fortunate of the twentieth century, while he himself was a member of the fortunate (if not happy) elite, as is anyone today who has the luxury of time to read Greene’s works for pleasure. Ethically a member of London and Paris’ colonizers, Greene’s best writing still electrifies, perhaps partly because he was in the same line of fire as the victims he shared bread with. In fact, Greene hoped daily that he would escape from the dreadful conflicts he fictionalized via a body bag or an urn of ashes (see Sherry). In reading an author’s biography we have one window on the ethical dimensions of authority and print. If a print’s aesthetics are sometimes enduring, its ethical relationships are always mutable. Take the stylized logo of a running athlete: four limbs bent in a rotation of action. This dynamic icon has symbolized ‘good health’ in Hindu and Buddhist culture, from Madras to Tokyo, for thousands of years. The cross of bent limbs was borrowed for the militarized health programs of 1930s Germany, and, because of what was only a brief, recent, isolated yet monstrously horrific segment of its history in print, the bent-limbed swastika is now a vilified symbol in the West. The sign remains ‘impressed’ differently on traditional Eastern culture, and without the taint of Nazism. Dramatic prints are emotionally charged because, in depicting Homo sapiens in danger, or passionately in love, they elicit a hormonal reaction from the reader, the viewer, or the audience. The type of emotions triggered by a print vary across the whole gamut of human chemistry. A recent study of three genres of motion picture prints shows a marked differences in the hormonal responses of men compared to women when viewing a romance, an actioner, and a documentary (see Schultheiss, Wirth, and Stanton). Society is biochemically diverse in its engagement with printed culture, which raises questions about equality in the arts. Motion picture prints probably comprise around one third of internet traffic, in the form of stolen digitized movie files pirated across the globe via peer-to-peer file transfer networks (p2p), and burnt as DVD laser prints (BBC). There is also a US 40 billion dollar per annum legitimate commerce in DVD laser pressings (Grassl), which would suggest an US 80 billion per annum world total in legitimate laser disc print culture. The actively screen literate, or the ‘sliterati’ as I prefer to call them, research this world of motion picture prints via their peers, their internet information channels, their television programming, and their web forums. Most of this activity occurs outside the ambit of universities and schools. One large site of sliterate (screen literate) practice outside most schooling and official research is the net of online forums at imdb.com (International Movie Data Base). Imdb.com ‘prints’ about 25,000,000 top pages per month to client browsers. Hundreds of sliterati forums are located at imdb, including a forum for the Australian movie, Muriel’s Wedding (Hogan). Ten years after the release of Muriel’s Wedding, young people who are concerned with victimization and bullying still log on to http://us.imdb.com/title/tt0110598/board/> and put their thoughts into print: I still feel so bad for Muriel in the beginning of the movie, when the girls ‘dump’ her, and how much the poor girl cried and cried! Those girls were such biartches…I love how they got their comeuppance! bunniesormaybemidgets’s comment is typical of the current discussion. Muriel’s Wedding was a very popular film in its first cinema edition in Australia and elsewhere. About 30% of the entire over-14 Australian population went to see this photochemical polyester print in the cinemas on its first release. A decade on, the distributors printed a DVD laser disc edition. The story concerns Muriel (played by Toni Collette), the unemployed daughter of a corrupt, ‘police state’ politician. Muriel is bullied by her peers and she withdraws into a fantasy world, deluding herself that a white wedding will rescue her from the torments of her blighted life. Through theft and deceit (the modus operandi of her father) Muriel escapes to the entertainment industry and finds a ‘wicked’ girlfriend mentor. From a rebellious position of stubborn independence, Muriel plays out her fantasy. She gets her white wedding, before seeing both her father and her new married life as hollow shams which have goaded her abandoned mother to suicide. Redefining her life as a ‘game’ and assuming responsibility for her independence, Muriel turns her back on the mainstream, image-conscious, female gang of her oppressed youth. Muriel leaves the story, having rekindled her friendship with her rebel mentor. My methodological approach to viewing the laser disc print was to first make a more accessible, coded record of the entire movie. I was able to code and record the print in real time, using a new metalanguage (Watson, “Eyes”). The advantage of Coding is that ‘thinks’ the same way as film making, it does not sidetrack the analyst into prose. The Code splits the movie print into Vision Action [vision graphic elements, including text] (sound) The Coding splits the vision track into normal action and graphic elements, such as text, so this Coding is an ideal method for extracting all the text elements of a film in real time. After playing the film once, I had four and a half tightly packed pages of the coded story, including all its text elements in square brackets. Being a unique, indexed hard copy, the Coded copy allowed me immediate access to any point of the Muriel’s Wedding saga without having to search the DVD laser print. How are ‘print’ elements used in Muriel’s Wedding? Firstly, a rose-coloured monoprint of Muriel Heslop’s smiling face stares enigmatically from the plastic surface of the DVD picture disc. The print is a still photo captured from her smile as she walked down the aisle of her white wedding. In this print, Toni Collette is the Mona Lisa of Australian culture, except that fans of Muriel’s Wedding know the meaning of that smile is a magical combination of the actor’s art: the smile is both the flush of dreams come true and the frightening self deception that will kill her mother. Inserting and playing the disc, the text-dominant menu appears, and the film commences with the text-dominant opening titles. Text and titles confer a legitimacy on a work, whether it is a trade mark of the laser print owners, or the household names of stars. Text titles confer status relationships on both the presenters of the cultural artifact and the viewer who has entered into a legal license agreement with the owners of the movie. A title makes us comfortable, because the mind always seeks to name the unfamiliar, and a set of text titles does that job for us so that we can navigate the ‘tracks’ and settle into our engagement with the unfamiliar. The apparent ‘truth’ and ‘stability’ of printed text calms our fears and beguiles our uncertainties. Muriel attends the white wedding of a school bully bride, wearing a leopard print dress she has stolen. Muriel’s spotted wild animal print contrasts with the pure white handmade dress of the bride. In Muriel’s leopard textile print, we have the wild, rebellious, impoverished, inappropriate intrusion into the social ritual and fantasy of her high-status tormentor. An off-duty store detective recognizes the printed dress and calls the police. The police are themselves distinguished by their blue-and-white checked prints and other mechanically reproduced impressions of cultural symbols: in steel, brass, embroidery, leather and plastics. Muriel is driven in the police car past the stenciled town sign (‘Welcome To Porpoise Spit’ heads a paragraph of small print). She is delivered to her father, a politician who presides over the policing of his town. In a state where the judiciary, police and executive are hijacked by the same tyrant, Muriel’s father, Bill, pays off the police constables with a carton of legal drugs (beer) and Muriel must face her father’s wrath, which he proceeds to transfer to his detested wife. Like his daughter, the father also wears a spotted brown print costume, but his is a batik print from neighbouring Indonesia (incidentally, in a nation that takes the political status of its batik prints very seriously). Bill demands that Muriel find the receipt for the leopard print dress she claims she has purchased. The legitimate ownership of the object is enmeshed with a printed receipt, the printed evidence of trade. The law (and the paramilitary power behind the law) are legitimized, or contested, by the presence or absence of printed text. Muriel hides in her bedroom, surround by poster prints of the pop group ABBA. Torn-out prints of other people’s weddings adorn her mirror. Her face is embossed with the clown-like primary colours of the marionette as she lifts a bouquet to her chin and stares into the real time ‘print’ of her mirror image. Bill takes the opportunity of a business meeting with Japanese investors to feed his entire family at ‘Charlie Chan’’s restaurant. Muriel’s middle sister sloppily wears her father’s state election tee shirt, printed with the text: ‘Vote 1, Bill Heslop. You can’t stop progress.’ The text sets up two ironic gags that are paid off on the dialogue track: “He lost,’ we are told. ‘Progress’ turns out to be funding the concreting of a beach. Bill berates his daughter Muriel: she has no chance of becoming a printer’s apprentice and she has failed a typing course. Her dysfunction in printed text has been covered up by Bill: he has bribed the typing teacher to issue a printed diploma to his daughter. In the gambling saloon of the club, under the arrays of mechanically repeated cultural symbols lit above the poker machines (‘A’ for ace, ‘Q’ for queen, etc.), Bill’s secret girlfriend Diedre risks giving Muriel a cosmetics job. Another text icon in lights announces the surf nightclub ‘Breakers’. Tania, the newly married queen bitch who has made Muriel’s teenage years a living hell, breaks up with her husband, deciding to cash in his negotiable text documents – his Bali honeymoon tickets – and go on an island holiday with her girlfriends instead. Text documents are the enduring site of agreements between people and also the site of mutations to those agreements. Tania dumps Muriel, who sobs and sobs. Sobs are a mechanical, percussive reproduction impressed on the sound track. Returning home, we discover that Muriel’s older brother has failed a printed test and been rejected for police recruitment. There is a high incidence of print illiteracy in the Heslop family. Mrs Heslop (Jeannie Drynan), for instance, regularly has trouble at the post office. Muriel sees a chance to escape the oppression of her family by tricking her mother into giving her a blank cheque. Here is the confluence of the legitimacy of a bank’s printed negotiable document with the risk and freedom of a blank space for rebel Muriel’s handwriting. Unable to type, her handwriting has the power to steal every cent of her father’s savings. She leaves home and spends the family’s savings at an island resort. On the island, the text print-challenged Muriel dances to a recording (sound print) of ABBA, her hand gestures emphasizing her bewigged face, which is made up in an impression of her pop idol. Her imitation of her goddesses – the ABBA women, her only hope in a real world of people who hate or avoid her – is accompanied by her goddesses’ voices singing: ‘the mystery book on the shelf is always repeating itself.’ Before jpeg and gif image downloads, we had postcard prints and snail mail. Muriel sends a postcard to her family, lying about her ‘success’ in the cosmetics business. The printed missal is clutched by her father Bill (Bill Hunter), who proclaims about his daughter, ‘you can’t type but you really impress me’. Meanwhile, on Hibiscus Island, Muriel lies under a moonlit palm tree with her newly found mentor, ‘bad girl’ Ronda (Rachel Griffiths). In this critical scene, where foolish Muriel opens her heart’s yearnings to a confidante she can finally trust, the director and DP have chosen to shoot a flat, high contrast blue filtered image. The visual result is very much like the semiabstract Japanese Ukiyo-e woodblock prints by Utamaro. This Japanese printing style informed the rise of European modern painting (Monet, Van Gogh, Picasso, etc., were all important collectors and students of Ukiyo-e prints). The above print and text elements in Muriel’s Wedding take us 27 minutes into her story, as recorded on a single page of real-time handwritten Coding. Although not discussed here, the Coding recorded the complete film – a total of 106 minutes of text elements and main graphic elements – as four pages of Code. Referring to this Coding some weeks after it was made, I looked up the final code on page four: taxi [food of the sea] bq. Translation: a shop sign whizzes past in the film’s background, as Muriel and Ronda leave Porpoise Spit in a taxi. Over their heads the text ‘Food Of The Sea’ flashes. We are reminded that Muriel and Ronda are mermaids, fantastic creatures sprung from the brow of author PJ Hogan, and illuminated even today in the pantheon of women’s coming-of-age art works. That the movie is relevant ten years on is evidenced by the current usage of the Muriel’s Wedding online forum, an intersection of wider discussions by sliterate women on imdb.com who, like Muriel, are observers (and in some cases victims) of horrific pressure from ambitious female gangs and bullies. Text is always a minor element in a motion picture (unless it is a subtitled foreign film) and text usually whizzes by subliminally while viewing a film. By Coding the work for [text], all the text nuances made by the film makers come to light. While I have viewed Muriel’s Wedding on many occasions, it has only been in Coding it specifically for text that I have noticed that Muriel is a representative of that vast class of talented youth who are discriminated against by print (as in text) educators who cannot offer her a life-affirming identity in the English classroom. Severely depressed at school, and failing to type or get a printer’s apprenticeship, Muriel finds paid work (and hence, freedom, life, identity, independence) working in her audio visual printed medium of choice: a video store in a new city. Muriel found a sliterate admirer at the video store but she later dumped him for her fantasy man, before leaving him too. One of the points of conjecture on the imdb Muriel’s Wedding site is, did Muriel (in the unwritten future) get back together with admirer Brice Nobes? That we will never know. While a print forms a track that tells us where culture has been, a print cannot be the future, a print is never animate reality. At the end of any trail of prints, one must lift one’s head from the last impression, and negotiate satisfaction in the happening world. References Australian Broadcasting Corporation. “Memo Shows US General Approved Interrogations.” 30 Mar. 2005 http://www.abc.net.au>. British Broadcasting Commission. “Films ‘Fuel Online File-Sharing’.’’ 22 Feb. 2005 http://news.bbc.co.uk/1/hi/technology/3890527.stm>. Bretherton, I. “The Origins of Attachment Theory: John Bowlby and Mary Ainsworth.” 1994. 23 Jan. 2005 http://www.psy.med.br/livros/autores/bowlby/bowlby.pdf>. Bunniesormaybemidgets. Chat Room Comment. “What Did Those Girls Do to Rhonda?” 28 Mar. 2005 http://us.imdb.com/title/tt0110598/board/>. Chinese Graphic Arts Net. Mantras of the Dharani Sutra. 20 Feb. 2005 http://www.cgan.com/english/english/cpg/engcp10.htm>. Ewins, R. Barkcloth and the Origins of Paper. 1991. 20 Feb. 2005 http://www.justpacific.com/pacific/papers/barkcloth~paper.html>. Grassl K.R. The DVD Statistical Report. 14 Mar. 2005 http://www.corbell.com>. Hahn, C. M. The Topic Is Paper. 20 Feb. 2005 http://www.nystamp.org/Topic_is_paper.html>. Harper, D. Online Etymology Dictionary. 14 Mar. 2005 http://www.etymonline.com/>. Mask of Zorro, The. Screenplay by J McCulley. UA, 1920. Muriel’s Wedding. Dir. PJ Hogan. Perf. Toni Collette, Rachel Griffiths, Bill Hunter, and Jeannie Drynan. Village Roadshow, 1994. O’Hagan, Jack. On The Road to Gundagai. 1922. 2 Apr. 2005 http://ingeb.org/songs/roadtogu.html>. Poole, J.H., P.L. Tyack, A.S. Stoeger-Horwath, and S. Watwood. “Animal Behaviour: Elephants Are Capable of Vocal Learning.” Nature 24 Mar. 2005. Sanchez, R. “Interrogation and Counter-Resistance Policy.” 14 Sept. 2003. 30 Mar. 2005 http://www.abc.net.au>. Schultheiss, O.C., M.M. Wirth, and S.J. Stanton. “Effects of Affiliation and Power Motivation Arousal on Salivary Progesterone and Testosterone.” Hormones and Behavior 46 (2005). Sherry, N. The Life of Graham Greene. 3 vols. London: Jonathan Cape 2004, 1994, 1989. Silk Road. Printing. 2000. 20 Feb. 2005 http://www.silk-road.com/artl/printing.shtml>. Smith, T. “Elpida Licenses ‘DVD on a Chip’ Memory Tech.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. —. “Intel Boffins Build First Continuous Beam Silicon Laser.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. Watson, R. S. “Eyes And Ears: Dramatic Memory Slicing and Salable Media Content.” Innovation and Speculation, ed. Brad Haseman. Brisbane: QUT. [in press] Watson, R. S. Visions. Melbourne: Curriculum Corporation, 1994. Citation reference for this article MLA Style Watson, Robert. "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion." M/C Journal 8.2 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0506/08-watson.php>. APA Style Watson, R. (Jun. 2005) "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion," M/C Journal, 8(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0506/08-watson.php>.
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