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1

Wickramasinghe, W. A. P., A. T. Dharmarathne y N. D. Kodikara. "A mathematical model for computational aesthetics". International Journal of Computational Vision and Robotics 1, n.º 3 (2010): 311. http://dx.doi.org/10.1504/ijcvr.2010.038077.

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Zhu, Hancheng, Yong Zhou, Zhiwen Shao, Wenliang Du, Guangcheng Wang y Qiaoyue Li. "Personalized Image Aesthetics Assessment via Multi-Attribute Interactive Reasoning". Mathematics 10, n.º 22 (9 de noviembre de 2022): 4181. http://dx.doi.org/10.3390/math10224181.

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Due to the subjective nature of people’s aesthetic experiences with respect to images, personalized image aesthetics assessment (PIAA), which can simulate the aesthetic experiences of individual users to estimate images, has received extensive attention from researchers in the computational intelligence and computer vision communities. Existing PIAA models are usually built on prior knowledge that directly learns the generic aesthetic results of images from most people or the personalized aesthetic results of images from a large number of individuals. However, the learned prior knowledge ignores the mutual influence of the multiple attributes of images and users in their personalized aesthetic experiences. To this end, this paper proposes a personalized image aesthetics assessment method via multi-attribute interactive reasoning. Different from existing PIAA models, the multi-attribute interaction constructed from both images and users is used as more effective prior knowledge. First, we designed a generic aesthetics extraction module from the perspective of images to obtain the aesthetic score distribution and multiple objective attributes of images rated by most users. Then, we propose a multi-attribute interactive reasoning network from the perspective of users. By interacting multiple subjective attributes of users with multiple objective attributes of images, we fused the obtained multi-attribute interactive features and aesthetic score distribution to predict personalized aesthetic scores. Experimental results on multiple PIAA datasets demonstrated our method outperformed state-of-the-art PIAA methods.
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3

Jiang, Bin y Chris de Rijke. "Structural Beauty: A Structure-Based Computational Approach to Quantifying the Beauty of an Image". Journal of Imaging 7, n.º 5 (23 de abril de 2021): 78. http://dx.doi.org/10.3390/jimaging7050078.

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To say that beauty is in the eye of the beholder means that beauty is largely subjective so varies from person to person. While the subjectivity view is commonly held, there is also an objectivity view that seeks to measure beauty or aesthetics in some quantitative manners. Christopher Alexander has long discovered that beauty or coherence highly correlates to the number of subsymmetries or substructures and demonstrated that there is a shared notion of beauty—structural beauty—among people and even different peoples, regardless of their faiths, cultures, and ethnicities. This notion of structural beauty arises directly out of living structure or wholeness, a physical and mathematical structure that underlies all space and matter. Based on the concept of living structure, this paper develops an approach for computing the structural beauty or life of an image (L) based on the number of automatically derived substructures (S) and their inherent hierarchy (H). To verify this approach, we conducted a series of case studies applied to eight pairs of images including Leonardo da Vinci’s Mona Lisa and Jackson Pollock’s Blue Poles. We discovered among others that Blue Poles is more structurally beautiful than the Mona Lisa, and traditional buildings are in general more structurally beautiful than their modernist counterparts. This finding implies that goodness of things or images is largely a matter of fact rather than an opinion or personal preference as conventionally conceived. The research on structural beauty has deep implications on many disciplines, where beauty or aesthetics is a major concern such as image understanding and computer vision, architecture and urban design, humanities and arts, neurophysiology, and psychology.
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4

Rusin, R. M. "POSTMODERNISM: AESTHETICS AND THE ART OF VIRTUALITY". UKRAINIAN CULTURAL STUDIES, n.º 1 (4) (2019): 67–69. http://dx.doi.org/10.17721/ucs.2019.1(4).13.

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At the end of the 20 and the beginning of the 21 century as a result of the changes that took place in art, there was a need for a theoretical re- thinking of artistic practices. This task was assumed by artists, art critics, art critics and other agents of the artistic world, trying to clarify the pos- sibility of a new vision of art, give it an objective assessment. Obviously, understanding the specifics of contemporary art is not so much in the assessment itself, but in clarifying the fundamentals of a different understanding of such concepts as "classical art", "contemporary art," "virtual art." If classical art received a thorough understanding of the history of art, art history and aesthetics for centuries, virtual art, as a specific form of contemporary art, needs to be thoroughly investigated. Contemporary art is experiencing significant transformations in the context of post-industrial culture. Increasingly important are computational methods for the production of virtual artefacts. The report notes that contemporary virtual art is a new space dynamically captured by the postmod- ernist practices of contemporary art. In modern practices of postmodernism in the field of virtual art with the rapid development of computer tech- nology sharply decreases the fate of human presence in the process of creativity. Machine modelling as a product of collective creativity allows you to create a new virtual image, regardless of its existence in the real world. In modern practices in the field of virtual art, the idea of artificial ("synthetic imagination") is used, which is a machine imagination with the use of artificial modelling of man's imagination. Artificial imagination with the help of interactive search allows you to synthesize images from the data- base and create a new virtual image, regardless of its existence in the real world. Thus, the rapid development of computer technology is increasingly reducing the fate of human presence in the field of virtual art. Postmodern experiments stimulate the erosion of the boundaries between traditional forms and genres of art. The perfection and availability of technical means of production, the development of computer technology practically led to the disappearance of original creativity as an act of indi- vidual creation.
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5

Liu, Jian, Yuchen Zheng, Ke Dong, Haitong Yu, Jianjun Zhou, Ye Jiang, Zhaoneng Jiang, Sujie Guo y Rui Ding. "Classification of Fashion Article Images Based on Improved Random Forest and VGG-IE Algorithm". International Journal of Pattern Recognition and Artificial Intelligence 34, n.º 03 (31 de julio de 2019): 2051004. http://dx.doi.org/10.1142/s0218001420510040.

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In classification of fashion article images based on e-commerce image recommendation system, the classification accuracy and computation time cannot meet the actual requirements. Herein, for the first time to our knowledge, we present two diverse image recognition approaches for classification of fashion article images called random-forest method based on genetic algorithm (GA-RF) and Visual Geometry Group-Image Enhancement algorithm (VGG-IE) to solve classification accuracy and computation time problem. In GA-RF, the number of segmentation times and the decision trees are the key factors affecting the classification results. Improved genetic algorithm is introduced into the parameter optimization of forests to determine the optimal combination of the two parameters with minimal manual intervention. Finally, we propose six different Deep Neural Network architectures, including VGG-IE, to improve classification accuracy. The VGG-IE algorithm uses batch normalization and seven kinds training-data augmentation for ease and promotion of learning process. We investigate the effectiveness of the proposed method using Fashion-MNIST dataset and 70[Formula: see text]000 pictures, Experimental results demonstrate that, in comparison with the state-of-the-art algorithms for 10 categories of image recognition, our VGG algorithm has the shortest computational time when it satisfies certain classification accuracy. VGG-IE approach has the highest classification accuracy.
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6

Cowell, Andrew J., Michelle L. Gregory, Joe Bruce, Jereme Haack, Doug Love, Stuart Rose y Adrienne H. Andrew. "Understanding the Dynamics of Collaborative Multi-Party Discourse". Information Visualization 5, n.º 4 (diciembre de 2006): 250–59. http://dx.doi.org/10.1057/palgrave.ivs.9500139.

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In this paper, we discuss the efforts underway at the Pacific Northwest National Laboratory in understanding the dynamics of multi-party discourse across a number of communication modalities, such as email, instant messaging traffic and meeting data. Two prototype systems are discussed. The Conversation Analysis Tool (ChAT) is an experimental test-bed for the development of computational linguistic components and enables users to easily identify topics or persons of interest within multi-party conversations, including who talked to whom, when, the entities that were discussed, etc. The Retrospective Analysis of Communication Events (RACE) prototype, leveraging many of the ChAT components, is an application built specifically for knowledge workers and focuses on merging different types of communication data so that the underlying message can be discovered in an efficient, timely fashion.
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7

Seong-Yoon Shin, Gwanghyun Jo y Guangxing Wang. "A Novel Method for Fashion Clothing Image Classification Based on Deep Learning". Journal of Information and Communication Technology 22, n.º 1 (19 de enero de 2023): 127–48. http://dx.doi.org/10.32890/jict2023.22.1.6.

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Image recognition and classification is a significant research topic in computational vision and widely used computer technology. Themethods often used in image classification and recognition tasks are based on deep learning, like Convolutional Neural Networks(CNNs), LeNet, and Long Short-Term Memory networks (LSTM). Unfortunately, the classification accuracy of these methods isunsatisfactory. In recent years, using large-scale deep learning networks to achieve image recognition and classification canimprove classification accuracy, such as VGG16 and Residual Network (ResNet). However, due to the deep network hierarchyand complex parameter settings, these models take more time in the training phase, especially when the sample number is small, which can easily lead to overfitting. This paper suggested a deep learning-based image classification technique based on a CNN model and improved convolutional and pooling layers. Furthermore, the study adopted the approximate dynamic learning rate update algorithm in the model training to realize the learning rate’s self-adaptation, ensure the model’s rapid convergence, and shorten the training time. Using the proposed model, an experiment was conducted on the Fashion-MNIST dataset, taking 6,000 images as the training dataset and 1,000 images as the testing dataset. In actual experiments, the classification accuracy of the suggested method was 93 percent, 4.6 percent higher than that of the basic CNN model. Simultaneously, the study compared the influence of the batch size of model training on classification accuracy. Experimental outcomes showed this model is very generalized in fashion clothing image classification tasks.
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8

Bates, Joseph. "Virtual Reality, Art, and Entertainment". Presence: Teleoperators and Virtual Environments 1, n.º 1 (enero de 1992): 133–38. http://dx.doi.org/10.1162/pres.1992.1.1.133.

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Most existing research on virtual reality concerns issues close to the interface, primarily how to present an underlying simulated world in a convincing fashion. However, for virtual reality to achieve its promise as a rich and popular artistic form, as have the novel, cinema, and television, we believe it will be necessary to explore well beyond the interface, to those issues of content and style that have made traditional media so powerful. We present a case for the importance of this research, then outline several topics we believe are central to the inquiry: developing computational theories for cognitive-emotional agents, presentation style, and drama.
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9

Wang, Wenguan, Jianbing Shen y Haibin Ling. "A Deep Network Solution for Attention and Aesthetics Aware Photo Cropping". IEEE Transactions on Pattern Analysis and Machine Intelligence 41, n.º 7 (1 de julio de 2019): 1531–44. http://dx.doi.org/10.1109/tpami.2018.2840724.

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10

Gu, Zhenfei, Can Chen y Dengyin Zhang. "A Low-Light Image Enhancement Method Based on Image Degradation Model and Pure Pixel Ratio Prior". Mathematical Problems in Engineering 2018 (16 de julio de 2018): 1–19. http://dx.doi.org/10.1155/2018/8178109.

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Images captured in low-light conditions are prone to suffer from low visibility, which may further degrade the performance of most computational photography and computer vision applications. In this paper, we propose a low-light image degradation model derived from the atmospheric scattering model, which is simple but effective and robust. Then, we present a physically valid image prior named pure pixel ratio prior, which is a statistical regularity of extensive nature clear images. Based on the proposed model and the image prior, a corresponding low-light image enhancement method is also presented. In this method, we first segment the input image into scenes according to the brightness similarity and utilize a high-efficiency scene-based transmission estimation strategy rather than the traditional per-pixel fashion. Next, we refine the rough transmission map, by using a total variation smooth operator, and obtain the enhanced image accordingly. Experiments on a number of challenging nature low-light images verify the effectiveness and robustness of the proposed model, and the corresponding method can show its superiority over several state of the arts.
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11

Lassance, Carlos, Vincent Gripon y Antonio Ortega. "Representing Deep Neural Networks Latent Space Geometries with Graphs". Algorithms 14, n.º 2 (27 de enero de 2021): 39. http://dx.doi.org/10.3390/a14020039.

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Deep Learning (DL) has attracted a lot of attention for its ability to reach state-of-the-art performance in many machine learning tasks. The core principle of DL methods consists of training composite architectures in an end-to-end fashion, where inputs are associated with outputs trained to optimize an objective function. Because of their compositional nature, DL architectures naturally exhibit several intermediate representations of the inputs, which belong to so-called latent spaces. When treated individually, these intermediate representations are most of the time unconstrained during the learning process, as it is unclear which properties should be favored. However, when processing a batch of inputs concurrently, the corresponding set of intermediate representations exhibit relations (what we call a geometry) on which desired properties can be sought. In this work, we show that it is possible to introduce constraints on these latent geometries to address various problems. In more detail, we propose to represent geometries by constructing similarity graphs from the intermediate representations obtained when processing a batch of inputs. By constraining these Latent Geometry Graphs (LGGs), we address the three following problems: (i) reproducing the behavior of a teacher architecture is achieved by mimicking its geometry, (ii) designing efficient embeddings for classification is achieved by targeting specific geometries, and (iii) robustness to deviations on inputs is achieved via enforcing smooth variation of geometry between consecutive latent spaces. Using standard vision benchmarks, we demonstrate the ability of the proposed geometry-based methods in solving the considered problems.
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12

Chen, Guowei. "3D Human Pose Estimation Based on Transformer Algorithm". Mobile Information Systems 2022 (29 de agosto de 2022): 1–9. http://dx.doi.org/10.1155/2022/6858822.

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Human pose estimation (HPE) is a fundamental problem in computer vision, and it is also the basis of applied research in many fields, which can be used for virtual fitting, fashion analysis, behavior analysis, human-computer interaction, and auxiliary pedestrian detection. The purpose of HPE is to use image processing and machine learning methods to find out the positions and types of joints of people in pictures. There are two main difficulties in HPE. First, the complex human images make the model need to learn a highly nonlinear mapping relationship, and the learning of this mapping relationship is extremely difficult. Second, the highly nonlinear mapping relationship needs to be learned by using a model with high complexity, and a model with high complexity requires a lot of computational overhead. In this context, this paper studies the 3D HPE based on the transformer. We introduce the research status of HPE at home and abroad and provide a theoretical basis for designing the transformer 3D HPE model in this paper. We introduce the technical principle and optimization scheme of CNN and transformer and propose a 3D HPE model based on transformer. We used two datasets, COCO and the MPII datasets, and performed a number of experiments to find the best parameters for model development and then assess the model’s performance. The experimental findings suggest that the strategy described in this study outperforms all other methods on both datasets. The average precision (AP) of our model reaches up to 79% on COCO dataset but a PCKh-0.5 score of 81.5% on the MPII dataset.
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13

Khanday, Owais Mujtaba y Samad Dadvandipour. "Convolutional Neural Networks and Impact of Filter Sizes on Image Classification". Multidiszciplináris Tudományok 10, n.º 1 (2 de abril de 2020): 55–60. http://dx.doi.org/10.35925/j.multi.2020.1.7.

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Deep Neural Networks (DNN) in the past few years have revolutionized the computer vision by providing the best results on a large number of problems such as image classification, pattern recognition, and speech recognition. One of the essential models in deep learning used for image classification is convolutional neural networks. These networks can integrate a different number of features or so-called filters in a multi-layer fashion called convolutional layers. These models use convolutional, and pooling layers for feature abstraction and have neurons arranged in three dimensions: Height, Width, and Depth. Filters of 3 different sizes were used like 3×3, 5×5 and 7×7. It has been seen that the accuracy on the training data has been decreased from 100% to 97.8% as we increase the filter size and also the accuracy on the test data set decreases for 3×3 it is 98.7%, for 5×5 it is 98.5%, and for 7×7 it is 97.8%. The loss on the training data and test data per 10 epochs could be seen drastically increasing from 3.4% to 27.6% and 12.5% to 23.02%, respectively. Thus it is clear that using the filters having lesser dimensions is giving less loss than those having more dimensions. However, using the smaller filter size comes with the cost of computational complexity, which is very crucial in the case of larger data sets.
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14

Ghose, Tandra, Yannik Schelske, Takeshi Suzuki y Andreas Dengel. "Low-level pixelated representations suffice for aesthetically pleasing contrast adjustment in photographs". Psihologija 50, n.º 3 (2017): 239–70. http://dx.doi.org/10.2298/psi1703239g.

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Today?s web-based automatic image enhancement algorithms decide to apply an enhancement operation by searching for ?similar? images in an online database of images and then applying the same level of enhancement as the image in the database. Two key bottlenecks in these systems are the storage cost for images and the cost of the search. Based on the principles of computational aesthetics, we consider storing task-relevant aesthetic summaries, a set of features which are sufficient to predict the level at which an image enhancement operation should be performed, instead of the entire image. The empirical question, then, is to ensure that the reduced representation indeed maintains enough information so that the resulting operation is perceived to be aesthetically pleasing to humans. We focus on the contrast adjustment operation, an important image enhancement primitive. We empirically study the efficacy of storing a pixelated summary of the 16 most representative colors of an image and performing contrast adjustments on this representation. We tested two variants of the pixelated image: a ?mid-level pixelized version? that retained spatial relationships and allowed for region segmentation and grouping as in the original image and a ?low-level pixelized-random version? which only retained the colors by randomly shuffling the 50 x 50 pixels. In an empirical study on 25 human subjects, we demonstrate that the preferred contrast for the low-level pixelized-random image is comparable to the original image even though it retains very few bits and no semantic information, thereby making it ideal for image matching and retrieval for automated contrast editing. In addition, we use an eye tracking study to show that users focus only on a small central portion of the low-level image, thus improving the performance of image search over commonly used computer vision algorithms to determine interesting key points.
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15

Palwankar, Tejal y Kushal Kothari. "Real Time Object Detection using SSD and MobileNet". International Journal for Research in Applied Science and Engineering Technology 10, n.º 3 (31 de marzo de 2022): 831–34. http://dx.doi.org/10.22214/ijraset.2022.40755.

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Abstract: This Accurate Real-time object detection needs faster computation power to identify the object at that specific time. The accuracy of object detection has increased drastically with the advancement of deep learning techniques. We incorporate a stateof-the-art method for object detection to achieve high accuracy with real-time performance. The state-of-the-art methods are subdivided into two types. The first is one-stage methods that prioritize inference speed, and example models include YOLO, SSD, and RetinaNet. The second is two-stage methods that prioritize detection accuracy, and its example models include Faster R-CNN, Mask R-CNN, and Cascade R-CNN. Among all these, Faster-RCNN and SSD have better accuracy, while YOLO performs better when speed is given preference over accuracy. A major challenge in many of the object detection systems is that it is dependent on the other computer vision techniques for helping the deep learning-based approach, which results in slow and non-optimal performance. In this paper, we have used a deep learning-based approach to solve the matter of object detection in an end-to-end fashion. Deep learning combines SSD and Mobile Nets to perform the efficient implementation of detection and tracking.SSD eliminates the feature resampling stage and combined all calculated results as a single component. MobileNet is a lightweight network model that uses depth-wise separable convolution for the places which lacks computational power like mobile devices (eg: laptop, mobile phones, etc). This algorithm performs efficient object detection while not compromising on the performance The main purpose of our research is to elaborate the accuracy of an object detection method SSD and the importance of the pre-trained deep learning model MobileNet. The resultant system is fast and accurate, thus aiding those applications which require object detection Keywords: Object Detection, CNN, TensorFlow object detection API, SSD with MobileNet
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16

Getman, Rachel Rose, Denise Nicole Green, Kavita Bala, Utkarsh Mall, Nehal Rawat, Sonia Appasamy y Bharath Hariharan. "Machine Learning (ML) for Tracking Fashion Trends: Documenting the Frequency of the Baseball Cap on Social Media and the Runway". Clothing and Textiles Research Journal, 18 de junio de 2020, 0887302X2093119. http://dx.doi.org/10.1177/0887302x20931195.

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With the proliferation of digital photographs and the increasing digitization of historical imagery, fashion studies scholars must consider new methods for interpreting large data sets. Computational methods to analyze visual forms of big data have been underway in the field of computer science through computer vision, where computers are trained to “read” images through a process called machine learning. In this study, fashion historians and computer scientists collaborated to explore the practical potential of this emergent method by examining a trend related to one particular fashion item—the baseball cap—across two big data sets—the Vogue Runway database (2000–2018) and the Matzen et al. Streetstyle-27K data set (2013–2016). We illustrate one implementation of high-level concept recognition to map a fashion trend. Tracking trend frequency helps visualize larger patterns and cultural shifts while creating sociohistorical records of aesthetics, which benefits fashion scholars and industry alike.
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17

Chávez Heras, Daniel y Tobias Blanke. "On machine vision and photographic imagination". AI & SOCIETY, 17 de noviembre de 2020. http://dx.doi.org/10.1007/s00146-020-01091-y.

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Abstract In this article we introduce the concept of implied optical perspective in deep learning computer vision systems. Taking the BBC's experimental television programme “Made by Machine: When AI met the Archive” (2018) as a case study, we trace a conceptual and material link between the system used to automatically “watch” the television archive and a specific type of photographic practice. From a computational aesthetics perspective, we show how deep learning machine vision relies on photography, its technical regimes and epistemic advantages, and we propose a novel way to identify the latent camera through which the BBC archive was seen by machine.
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18

Krishnan, Praveen, Rama Kovvuri, Guan Pang, Boris Vassilev y Tal Hassner. "TextStyleBrush: Transfer of Text Aesthetics From a Single Example". IEEE Transactions on Pattern Analysis and Machine Intelligence, 2023, 1–12. http://dx.doi.org/10.1109/tpami.2023.3239736.

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19

Sun, Jie, Senbo Yan y Xiaowen Song. "QCNet: query context network for salient object detection of automatic surface inspection". Visual Computer, 25 de julio de 2022. http://dx.doi.org/10.1007/s00371-022-02597-w.

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AbstractBuilding upon fully convolutional networks (FCNs), deep learning-based salient object detection (SOD) methods achieve gratifying performance in many vision tasks, including surface defect detection. However, most existing FCN-based methods still suffer from the coarse object edge predictions. The state-of-the-art methods employ intricate feature aggregation techniques to refine boundaries, but they are often too computational cost to deploy in the real application. This paper proposes a semantics guided detection paradigm for salient object detection. Guided atrous pyramid module is first applied on the top feature to segment complete salient semantics. Query context modules are further used to build relation maps between saliency and structural information from the top-down pathway. These two modules allow the semantic features to flow throughout the decoder phase, yielding detail enriched saliency predictions. Experimental results demonstrate that the proposed method performs favorably against the state-of-the-art methods on surface defect detection and SOD benchmarks. In addition, this method can detect at 27 FPS in a fully convolutional fashion without any post-processing, which has the potential for real-time detection.
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20

Garrido-Munoz, Carlos, Antonio Rios-Vila y Jorge Calvo-Zaragoza. "A holistic approach for image-to-graph: application to optical music recognition". International Journal on Document Analysis and Recognition (IJDAR), 16 de septiembre de 2022. http://dx.doi.org/10.1007/s10032-022-00417-4.

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AbstractA number of applications would benefit from neural approaches that are capable of generating graphs from images in an end-to-end fashion. One of these fields is optical music recognition (OMR), which focuses on the computational reading of music notation from document images. Given that music notation can be expressed as a graph, the aforementioned approach represents a promising solution for OMR. In this work, we propose a new neural architecture that retrieves a certain representation of a graph—identified by a specific order of its vertices—in an end-to-end manner. This architecture works by means of a double output: It sequentially predicts the possible categories of the vertices, along with the edges between each of their pairs. The experiments carried out prove the effectiveness of our proposal as regards retrieving graph structures from excerpts of handwritten musical notation. Our results also show that certain design decisions, such as the choice of graph representations, play a fundamental role in the performance of this approach.
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21

Qiu, Shangran, Matthew I. Miller, Prajakta S. Joshi, Joyce C. Lee, Chonghua Xue, Yunruo Ni, Yuwei Wang et al. "Multimodal deep learning for Alzheimer’s disease dementia assessment". Nature Communications 13, n.º 1 (20 de junio de 2022). http://dx.doi.org/10.1038/s41467-022-31037-5.

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AbstractWorldwide, there are nearly 10 million new cases of dementia annually, of which Alzheimer’s disease (AD) is the most common. New measures are needed to improve the diagnosis of individuals with cognitive impairment due to various etiologies. Here, we report a deep learning framework that accomplishes multiple diagnostic steps in successive fashion to identify persons with normal cognition (NC), mild cognitive impairment (MCI), AD, and non-AD dementias (nADD). We demonstrate a range of models capable of accepting flexible combinations of routinely collected clinical information, including demographics, medical history, neuropsychological testing, neuroimaging, and functional assessments. We then show that these frameworks compare favorably with the diagnostic accuracy of practicing neurologists and neuroradiologists. Lastly, we apply interpretability methods in computer vision to show that disease-specific patterns detected by our models track distinct patterns of degenerative changes throughout the brain and correspond closely with the presence of neuropathological lesions on autopsy. Our work demonstrates methodologies for validating computational predictions with established standards of medical diagnosis.
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22

Gao, Yiming, Zhanghui Kuang, Guanbin Li, Ping Luo, Yimin Chen, Liang Lin y Wayne Zhang. "Fashion Retrieval via Graph Reasoning Networks on a Similarity Pyramid". IEEE Transactions on Pattern Analysis and Machine Intelligence, 2020, 1. http://dx.doi.org/10.1109/tpami.2020.3025062.

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23

Zambra, Matteo, Alberto Testolin y Marco Zorzi. "A Developmental Approach for Training Deep Belief Networks". Cognitive Computation, 22 de diciembre de 2022. http://dx.doi.org/10.1007/s12559-022-10085-5.

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AbstractDeep belief networks (DBNs) are stochastic neural networks that can extract rich internal representations of the environment from the sensory data. DBNs had a catalytic effect in triggering the deep learning revolution, demonstrating for the very first time the feasibility of unsupervised learning in networks with many layers of hidden neurons. These hierarchical architectures incorporate plausible biological and cognitive properties, making them particularly appealing as computational models of human perception and cognition. However, learning in DBNs is usually carried out in a greedy, layer-wise fashion, which does not allow to simulate the holistic maturation of cortical circuits and prevents from modeling cognitive development. Here we present iDBN, an iterative learning algorithm for DBNs that allows to jointly update the connection weights across all layers of the model. We evaluate the proposed iterative algorithm on two different sets of visual stimuli, measuring the generative capabilities of the learned model and its potential to support supervised downstream tasks. We also track network development in terms of graph theoretical properties and investigate the potential extension of iDBN to continual learning scenarios. DBNs trained using our iterative approach achieve a final performance comparable to that of the greedy counterparts, at the same time allowing to accurately analyze the gradual development of internal representations in the deep network and the progressive improvement in task performance. Our work paves the way to the use of iDBN for modeling neurocognitive development.
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24

Mulshine, James L., Riccardo S. Avila, Daniel C. Sullivan, David F. Yankelevitz, Raúl San José Estépar, Laurie Fenton Ambrose, Bruce Pyenson y Carolyn R. Aldigé. "Prevent Cancer Foundation quantitative CT imaging workshop XVI: lung cancer, COPD and cardiovascular disease - on the cusp of transformation, Arlington, VA". Translational Medicine Communications 5, n.º 1 (27 de octubre de 2020). http://dx.doi.org/10.1186/s41231-020-00069-8.

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Abstract Throughout the course of this Workshop, members of the advocacy community, imaging researchers, computer and measurement scientists, clinicians and policy-focused workshop attendees engaged in cross-cutting discussions from innovative technical aspects of thoracic imaging to policy approaches to ensure equitable access to all at-risk individuals when implementing lung cancer screening services. A major aspect of these implementation discussions was how to efficiently collect routine thoracic CT-based screening with de-identified clinical outcomes data to support the development of robust imaging tools, including responsible AI development, to better detect and manage early lung cancer as well as other major tobacco-related thoracic diseases. A future vision involves routinely collecting a substantial fraction of every thoracic screening CT image to establish a large, curated collection of de-identified thoracic CT images with clinical outcome data to support open research for building better computational imaging tools for early thoracic disease management. Imaging researchers are positioned to develop much better workflow software tools to promote more efficient, outpatient management of the screening process for populations at-risk for lung cancer, especially with the rapid development of promising AI tools. Efficient and effective management tools for the large numbers of at-risk ever smokers could allow the primary care community to discuss lung cancer screening despite their heavy existing clinical demands. Supporting the primary care community in this fashion may significantly improve the current slow uptake of lung cancer screening and save many lives in the process.
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25

Caldwell, Nick. "Rocketships, Rayguns and UFOs". M/C Journal 1, n.º 2 (1 de agosto de 1998). http://dx.doi.org/10.5204/mcj.1707.

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A curious sense of the past, the present, and the future is evoked when I consider the sweeping curves and gleaming surfaces of the rocketships, rayguns and UFOs beloved of 1950s SF illustrators and filmmakers. A sense of the past, of course, because they are things of history, designed and conceived at the pre-dawn of the space age, and representing an old aesthetic and innocent notions of infinite progress and glistening technology. Modernity, pure and distilled. A sense of the present, because these designs and aesthetics are constantly being reworked, re-modelled, re-contextualised and re-incorporated into new images and artefacts by highly reflexive and postmodern designers. In them, I also see the future, because the present imagery of space travel is somewhat lacking in boldness and excitement. Humans went to the Moon a few times in a stubby little module, left most of it behind, and never returned. Whereas in the old movies (Forbidden Planet, Destination Moon, Flash Gordon), we elegantly traversed the ether in giant rockets that looked like interplanetary cruise liners. It's a strange nostalgia, to feel that we lost something we never really had. The second world war temporarily suspended the production of designed consumer artefacts, as the production resources of nations were funnelled into military purposes (McDermott 17). The devastation that the war caused meant that resources and money were in short supply for many years -- it was not until the 1950s that Western economies had sufficiently recovered for excess to come back in fashion. With it came new materials and technologies like nylon and anodised aluminium, developed for the war effort, and soon to be channelled into commercial applications. The explosion in fashion and industrial design has been called by Leslie Jackson "The New Look", after Christian Dior's "New Look" spring collection of 1947 (Jackson 7). The extravagance of Dior's New Look was initially funded by the French Government, eager to exploit the nation's reputation for excellence in design. There was initial hostility to such extravagance from nations inured to hardship and utility, but this soon dissipated (8). Overwhelmingly, a post-war austerity was replaced by a "vision of the future" (McDermott 19). Nowhere was this vision more evident than in the excitement over space exploration (21). Science and design again interacted at a high level and the symbols of the atom and the rocketship became central motifs in the New Look (21), harking back to Art Deco, the style movement of the 1920s, which was one of the first movements to apply contemporary technology to design. Industrial design became highly influenced by the organic sculpture of Moore, Calder and Arp (McDermott 20), and the preference for curving, fluid shapes became evident in everything from automobile design (complete with rocket fins) and interior decoration (20). It was a period where the visions of the future seemed to perfectly match the reality. Anything seemed possible. Space exploration was gearing up, Science Fiction was in its golden age, authors such as Heinlein, Asimov, Bester and Clarke were at the height of their creative powers. The UFO movement began in force with the activation of American military groups investigating sightings. Science Fiction films, when they weren't agitating over pseudo-communist alien menaces, depicted space travel as effortless and everyday occurrences. And the tool by which this was accomplished was the rocketship. There was a democratic notion of technology attached to these early visions of interplanetary craft: plot lines would frequently revolve around inspired individuals constructing their craft in back yards and sheds, sponsored by enlightened commercial interests. Truly, the American Dream. Technology and power that anyone could access, wrapped in a free-market ideology that was, ironically, almost eliminated by the billion dollar budgets of the resolutely governmental NASA Apollo projects, but still lives on in the cult of hobbyist miniature rocket builders. Much of the inspiration for the shape of those rocket ships undoubtedly sprang from the same well as contemporary aircraft design (indeed, many leading SF writers of the time were trained physicists and engineers). Central themes in the rocket designs were cigar shaped bodies, sweeping wings and foils; they usually took off like aeroplanes as well. This aesthetic stayed in SF illustration and filmmaking until the late 1960s, when Kubrick's 2001: A Space Odyssey and the success of the Apollo missions changed the design paradigm forever. No longer were spaceships smooth tapering rockets. No longer did aliens arrive in spinning metal discs. In their place were textured and massively detailed objects, the functional products of heavy industry. Star Wars added speed, dirt, and rust to the equation. And so it remained, until the 1990s. The 1990s have become a time of (certainly not quiet) reflection, of looking to the past for fashion and philosophy, to rework, to revisit. In the early 1990s, music became the target, and first the 1960s, then the 70s, then the 80s were plundered for riffs, lyrics and attitudes. That's died down -- stealing from the early 1990s would be galling even for Oasis. Two very different media forms, Cinema and computer games, have taken up the challenge of stealing from the past. The 1980s are at last a definite historical era; ripe for parody, even if it can't be taken seriously just yet. And digital art makes the old look newer than ever. Like a pristine and gleaming Ed Wood movie, Tim Burton's Mars Attacks made the flying saucer cool again; The X-Files reworks the hoariest of horror and B-movie clichés with knowing, post-modern humour. The instruction manual for the computer game Fallout hilariously revisits 1950s cold war nuclear paranoia with cartoon diagrams depicting duck and cover techniques. In the game itself, a crashed flying saucer (complete with large headed skeletal remains) delivers to the player a powerful raygun (which despatches the mutant foe with a dayglo disintegration effect) and a velvet covered photograph of Elvis. These icons have remained with us, transformed, almost forgotten, from the age of the Atom (to rework Nicholas Negroponte) to the age of the Bit. If the visionaries are right, we might be headed back to atoms, with the oncoming Age of the Nano: technology that's constructed atom-by-atom into motors, circuits and eventually, perhaps, robots. If it happens, the economic and ideological constraints on our cultural and industrial production will fall away almost over night. Freed from our limitations, who's to say that the space vessels of the future might not take any shape we wish -- even those old fond shapes of our distant memory? The rhetoric is exciting, but I'm reminded of the optimism about atomic power. Time will tell. References Collins, Michael. Towards Post-Modernism: Design since 1851. London: British Museum Press, 1987. Jackson, Lesley. The New Look: Design in the Fifties. Manchester: Thames and Hudson: 1991. McDermott, Catherine. Essential Design. London: Bloomsbury, 1992. Pye, David. The Nature and Aesthetics of Design. Bethel, CT: Cambium Press, 1978. Citation reference for this article MLA style: Nick Caldwell. "Rocketships, Rayguns and UFOs: Memories of Kitsch SF Iconography." M/C: A Journal of Media and Culture 1.2 (1998). [your date of access] <http://www.uq.edu.au/mc/9808/sf.php>. Chicago style: Nick Caldwell, "Rocketships, Rayguns and UFOs: Memories of Kitsch SF Iconography," M/C: A Journal of Media and Culture 1, no. 2 (1998), <http://www.uq.edu.au/mc/9808/sf.php> ([your date of access]). APA style: Nick Caldwell. (1998) Rocketships, rayguns and UFOs: memories of kitsch SF iconography. M/C: A Journal of Media and Culture 1(2). <http://www.uq.edu.au/mc/9808/sf.php> ([your date of access]).
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26

Anaya, Ananya. "Minimalist Design in the Age of Archive Fever". M/C Journal 24, n.º 4 (24 de agosto de 2021). http://dx.doi.org/10.5204/mcj.2794.

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In a listicle on becomingminimalist.com, Joshua Becker argues that advances in personal computing have contributed to the growing popularity of the minimalist lifestyle. Becker explains that computational media can efficiently absorb physical artefacts like books, photo albums, newspapers, clocks, calendars, and more. In Nawapol Thamrongrattanarit’s Happy Old Year (2019, ฮาวทูทิ้ง ทิ้งอย่างไร..ไม่ให้เหลือเธอ) the protagonist Jean also argues that material possessions are wasteful and unnecessary in the era of cloud storage. In the film, she redesigns her old-fashioned and messy childhood home to create a minimalist home office. In decluttering their material possessions through a partial reliance on computational storage, Jean and Becker conveniently dispense with the materiality of informational infrastructures and digital archives. Informational technology’s ever-growing capacity for storage and circulation also intensify anxieties about clutter. During our online interactions, we inadvertently leave an amassing trail of metadata behind that allows algorithms to “personalise” our interfaces. Consequently, our interfaces are “cluttered” with recommendations that range from toothpaste to news, movies, clothes, and more, based on a narrow and homophilic comparison of datasets. Notably, this hypertrophic trail of digital clutter threatens to overrepresent and blur personal identities. By mindfully reducing excessive consumption and discarding wasteful possessions, our personal spaces can become tidy and coherent. On the other hand, there is little that individuals can do to control nonhuman forms of digital accumulation and the datafied archives that meticulously record and store our activities on a micro-temporal scale. In this essay, I explore archive fever as the prosthetic externalisation of memory across physical and digital spaces. Paying close attention to Sianne Ngai’s work on vernacular aesthetic categories and Susanna Paasonen’s exploration of equivocal affective sensations, I study how advocates of minimalist design seek to recuperate our fraught capacities for affective experience in the digital era. In particular, I examine how Thamrongrattanarit problematises minimalist design, prosthetic memory, and the precarious materiality of digital media in Happy Old Year and Mary Is Happy, Mary Is Happy (2013, แมรี่ อีส แฮปปี้, แมรี่ อีส แฮปปี้). Transmedial Minimalist Networks and Empty Spaces Marie Kondo famously teaches us how to segregate objects that spark joy from material possessions that can be discarded (Kondo). The KonMari method has a strong transmedial presence with Kondo’s bestselling books, her blog and online store, a Netflix series, and sticky memes that feature her talking about objects that do not spark joy. It is interesting to note the rising popularity of prescriptive minimalist lifestyle blogs that utilise podcasts, video essays, tutorials, apps, and more to guide the mindful selection of essential material possessions from waste. Personal minimalism is presented as an antidote to late capitalist clutter as self-help gurus appear across our computational devices teach us how we can curb our carbon footprints and reduce consumerist excess. Yet, as noted by Katherine Hayles, maximal networked media demands a form of hyper-attention that implicates us in multiple information streams at once. There is a tension between the overwhelming simultaneity in the viewing experience of transmedial minimalist lifestyle networks and the rhetoric of therapeutic selection espoused in their content. In their ethnographic work with minimalists, Eun Jeong Cheon and Norman Makoto Su explore how mindfully constructed empty spaces can serve as a resource for technological design (Cheon and Su). Cheon and Su note how empty spaces possess a symbolic and functional value for their respondents. Decluttered empty spaces offer a sensuous experience for minimalists in coherently representing their identity and serve as a respite from congested and busy cities. Furthermore, empty spaces transform the home into a meaningful site of reflection about people’s objects and values as minimalists actively work to reduce their ownership of physical artefacts and the space that material possessions occupy in their homes and minds: the notion of gazing upon empty spaces is not simply about reading or processing information for minimalists. Rather, gazing gives minimalists, a visual indicator of their identity, progress, and values. (Cheon and Su 10) Instead of seeking to fill and augment empty space, Cheon and Su ask what it might mean to design technology that appreciates the absence of information and the limitation of space. The Interestingness of “Total Design and Internet Plenitude” Sianne Ngai argues that in a world where we are constantly hailed as aesthetic subjects, our aesthetic experiences grow increasingly fragile and ineffectual (Ngai 2015). Ngai further contends that late capitalism makes the elite exaggeration of the autonomy of art (at auction houses, mega-exhibitions, biennales, and more) concurrently possible with the hyper-aestheticisation of everyday life. The increase in inconsequential aesthetic experiences mirrors a larger habituation to aesthetic novelty along with the loss of the traditional friction between art and the commodity form: in tandem with these seismic changes to longstanding ideas of art’s vocation, weaker aesthetic categories crop up everywhere, testifying in their very proliferation to how, in a world of “total design and Internet plenitude”, aesthetic experience while less rarefied also becomes less intense. (Ngai 21) Ngai offers us the cute, interesting, and zany as the key vernacular categories that describe aesthetic experience in “the hyper-commodified, information-saturated, and performance-driven conditions of late-capitalist culture” (1). Aesthetic experience no longer subscribes to an exceptionally single feeling but is located at the ambiguous mixture of mundane affect. Susanna Paasonen notes how Ngai’s analysis of an everyday aesthetic experience that is complex and equivocal helps explain how seemingly contradictory and irreconcilable affective tensions might in fact be mutually co-dependent with each other (Paasonen). By critiquing the broad and binary generalisations about addiction and networked technologies, Paasonen emphasises the ambivalent and fleeting nature of affective formation in the era of networked media. Significantly, Paasonen explores how ubiquitous networked infrastructures bind us in dynamic sensations of attention and distraction, control and helplessness, and boredom and interest. For Ngai, the interesting is a “low, often hard-to-register flicker of affect accompanying our recognition of minor differences from a norm” (18). There is a discord between knowledge and feeling (and cognition and perception) at the heart of the interesting. We are drawn to the interesting object after noticing something peculiar about it and yet, we are simultaneously at a loss of knowledge about the exact contents of that peculiarity. The "interesting" is embodied in the seriality of constant circulation and a temporal experience of in-betweenness and anticipation in a paradoxical era of routinised novelty. Ngai notes how in the 1960s, many minimalist conceptual artists were preoccupied with tracking the movement of objects and information by transport and communication technologies. In offering a representation of networks of circulation, “merely interesting” conceptual art disseminates information about itself and makes technologies of distribution central to its process of production. The interesting is a pervasive aesthetic judgment that also explains our affectively complex rapport with information in the context of networked technologies. Acclimatised to the repetitive tempos of internet browsing and circular refreshing, Paasonen notes we often oscillate between boredom and interest during our usage of networked media. As Ngai explains, the interesting is “a discursive aesthetic about difference in the form of information and the pathways of its movement and exchange” (1). It is then “interesting” to explore how Thamrongrattanarit tracks the circulation of information and the pathways of transmedial exchange across Twitter and cinema in Mary Is Happy, Mary Is Happy. Digital Memory in MIHMIH Mary Is Happy, Mary Is Happy is adapted from a set of 410 consecutive tweets by Twitter user @marymaloney. The film instantiates the phatic, ephemeral flow of a Twitter feed through its deadpan and episodic narrative. The titular protagonist Mary is a fickle-headed high-school senior trying to design a minimalist yearbook for her school to preserve their important memories. Yet, the sudden entry of an autocratic principal forces her to follow the school administration’s arbitrary demands and curtail her artistic instincts. Ultimately, Mary produces a thick yearbook that is filled with hagiographic information about the anonymous principal. Thamrongrattanarit offers cheeky commentary about Thailand’s authoritarian royalist democracy where the combination of sudden coups and unquestioning obedience has fostered a peculiar environment of political amnesia. Hagiographic and bureaucratic informational overload is presented as an important means to sustain this combination of veneration and paranoia. @marymaloney’s haphazard tweets are superimposed in the film as intertitles and every scene also draws inspiration from the tweet displayed in an offhand manner. We see Mary swiftly do several random and unexplained things like purchase jellyfishes, sleep through a sudden trip to Paris, rob a restaurant, and more in rapid succession. The viewer is overwhelmed because of a synchronised engagement with two different informational currents. We simultaneously read the tweet and watch the scene. The durational tension between knowing and feeling draws our attention to the friction between conceptual interpretation and sensory perception. Like the conceptual artists of the 1960s, Thamrongrattanarit also shows “information in the act of being circulated” (Ngai 157). Throughout the film, we see Mary and her best friend Suri walk along emptied railway tracks that figuratively represent the routes of informational circulation across networked technologies. With its quirky vignettes and episodic narrative progression, MIHMIH closely mirrors Paasonen’s description of microevents and microflow-like movement on social media. The film also features several abrupt and spectacular “microshocks” that interrupt the narrative’s linear flow. For example, there is a running gag about Mary’s cheap and malfunctioning phone frequently exploding in the film while she is on a call. The repetitive explosions provide sudden jolts of deadpan humour. Notably, Mary also mentions how she uses bills of past purchases to document her daily thoughts rather than a notebook to save paper. The tweets are visually represented through the overwhelming accumulation of tiny bills that Mary often struggles to arrange in a coherent pattern. Thamrongrattanarit draws our attention to the fraught materiality of digital memory and microblogging that does not align with neat and orderly narrativisation. By encouraging a constant expression of thoughts within its distinctive character limit, Twitter promotes minimal writing and maximal fragmentation. Paasonen argues that our networked technologies take on a prosthetic function by externalising memory in their databases. This prosthetic reserve of datafied memory is utilised by the algorithmic unconscious of networked media for data mining. Our capacities for simultaneous multichannel attention and distraction are increasingly subsumed by capital’s novel forms of value extraction. Mary’s use of bills to document her diary takes on another “interesting” valence here as Thamrongrattanarit connects the circulation of information on social media with monetary transactions and the accumulation of debt. While memory in common parlance is normally associated with acts of remembrance and commemoration, digital memory refers to an address for storage and retrieval. Wendy Chun argues that software conflates storage with memory as the computer stores files in its memory (Chun). Furthermore, digital memory only endures through ephemeral processes of regeneration and degeneration. Even as our computational devices move towards planned obsolescence, digital memory paradoxically promises perpetual storage. The images of dusty and obsolete computers in MIHMIH recall the materiality of the devices whose databases formerly stored many prosthetic memories. For Wolfgang Ernst, digital archives displace cultural memory from a literary-based narrativised framework to a calculative and mathematical one as digital media environments increasingly control how a culture remembers. As Jussi Parikka notes “we are miniarchivists ourselves in this information society, which could be more aptly called an information management society” (2). While traditional archives required the prudent selection and curation of important objects that will be preserved for future use on a macro temporal scale, the Internet is an agglomerative storage and retrieval database that records information on a micro temporal scale. The proliferation of agglomerative mini archives also create anxieties about clutter where the miniarchivists of the “information-management society” must contend with the effects of our ever-expanding digital trail. It is useful to note how processes of selection and curation that remain central to minimalist decluttering can be connected with the design of a personal archive. Ernst further argues that digital memory cannot be visualised as a place where objects lay in static rest but is better understood as a collection of mini archives in motion that become perceptible because of dynamic signal-based processing. In MIHMIH, memory inscription is associated with the “minimalist” yearbook that Mary was trying to create along with the bills where she documents her tweets/thoughts. At one point, Mary tries to carefully arrange her overflowing bills across her wall in a pattern to make sense of her growing emotional crisis. Yet, she is overwhelmed by the impossibility of this task. Networked media’s storage of prosthetic memory also makes self-representation ambiguous and messy. As a result, Mary’s story does align with cathartic and linear narrativisation but a messy agglomerative database. Happy Old Year: Decluttering to Mend Prosthetic Memories Kylie Cardell argues that the KonMari method connects tidiness to the self-conscious design of a curated personal archive. Marie Kondo associates decluttering with self-representation. "As Kondo is acutely aware, making memories is not simply about recuperating and preserving symbolic objects of the past, but is a future-oriented process that positions subjects in a peculiar way" (Cardell 2). This narrative formation of personal identity involves carefully storing a limited number of physical artefacts that will spark joy for the future self. Yet, we must segregate these affectively charged objects from clutter. Kondo encourages us to make intuitive judgments of conviction by overcoming ambivalent feelings and attachments about the past that are distributed over a wide set of material possessions. Notably, this form of decluttering involves archiving the prosthetic memories that dwell in our (analogue) material possessions. In Happy Old Year, Jean struggles to curate her personal archive as she becomes painfully aware of the memories that reside in her belongings. Interestingly, the film’s Thai title loosely translates as “How to Dump”. Jean has an urgent deadline to declutter her home so that it can be designed into a minimalist home office. Nevertheless, she gradually realises that she cannot coldly “dump” all her things and decides to return some of the borrowed objects to her estranged friends. This form of decluttering helps assuage her guilt about letting go of the past and allows her to (awkwardly and) elegantly honour her prosthetic memories. HOY reverses the clichéd before-after progression of events since we begin with the minimalist home and go back in flashbacks to observe its inundated and messy state. HOY’s after-before narrative along with its peculiar title that substitutes ‘new’ with ‘old’ alludes to the clashing temporalities that Jean is caught up within. She is conflicted between deceptive nostalgic remembrance and her desire to start over with a minimalist-blank slate that is purged of her past regrets. In many remarkable moments, HOY instantiates movement on computational screens to mirror digital media’s dizzying speeds of circulation and storage. Significantly, the film begins with the machinic perspective of a phone screen capturing a set of minimalist designs from a book. Jean refuses to purchase (and store) the whole book since she only requires a few images that can be preserved in her phone’s memory. As noted in the introduction, minimalist organisation can effectively draw on computational storage to declutter physical spaces. In another subplot, Jean is forced to retrieve a photo that she took years ago for a friend. She grudgingly searches through a box of CDs (a cumbersome storage device in the era of clouds) but ultimately finds the image in her ex-boyfriend Aim’s hard disk. As she browses through a folder titled 2013, her hesitant clicks display a montage of happy and intimate moments that the couple shared together. Aim notes how the computer often behaves like a time machine. Unlike Aim, Jean did not carefully organise and store her prosthetic memories and was even willing to discard the box of CDs that were emblematic of defunct and wasteful accumulation. Speaking about how memory is externalised in digital storage, Thamrongrattanarit notes: for me, in the digital era, we just changed the medium, but human relationships stay the same. … It’s just more complicated because we can communicate from a distance, we can store a ton of memories, which couldn’t have ever happened in the past. (emphasis added) When Jean “dumped” Aim to move to Sweden, she blocked him across channels of networked communicational media to avoid any sense of ambient intimacy between them. In digitising our prosthetic memories and maintaining a sense of “connected presence” across social media, micro temporal databases have made it nearly impossible to erase and forget our past actions. Minimalist organisation might help us craft a coherent and stable representation of personal identity through meticulous decluttering. Yet, late-capitalist clutter takes on a different character in our digital archives where the algorithmic unconscious of networked media capitalises on prosthetic storage to make personal identity ambiguous and untidy. It is interesting to note that Jean initially gets in touch with Aim to return his old camera and apologise for their sudden breakup. The camera can record events to “freeze” them in time and space. Later in the film, Jean discovers a happy family photo that makes her reconsider whether she has been too harsh on her father because of how he “dumped” her family. Yet, Jean bitterly finds that her re-evaluation of her material possessions and their dated prosthetic memories is deceptive. In overidentifying with the frozen images and her affectively charged material possessions, she is misled by the overwhelming plenitude of nostalgic remembrance. Ultimately, Jean must “dump” all her things instead of trying to tidy up the jumbled temporal frictions. In the final sequence of HOY, Jean lies to her friend Pink about her relationship with Aim. She states that they are on good terms. Jean then unfriends Aim on Facebook, yet again rupturing any possibility of phatic and ambient intimacy between them. As they sit before her newly emptied house, Pink notes how Jean can do a lot with this expanded space. In a tight close-up, Jean gazes at her empty space with an ambiguous yet pained expression. Her plan to cathartically purge her regrets and fraught memories by recuperating her prosthetic memories failed. With the remnants of her past self expunged as clutter, Jean is left with a set of empty spaces that will eventually resemble the blank slate that we see at the beginning of the film. The new year and blank slate signify a fresh beginning for her future self. However, this reverse transition from a minimalist blank slate to her chaotically inundated childhood home frames a set of deeply equivocal affective sensations. Nonetheless, Jean must mislead Pink to sustain the notion of tidy and narrativised coherence that equivocally masks her fragmented sense of an indefinable loss. Conclusion MIHMIH and HOY explore the unresolvable and conflicting affective tensions that arise in an ecosystem of all-pervasive networked media. Paasonen argues that our ability to control networked technologies concurrently fosters our mundane and prosthetic dependency on them. Both Jean and Mary seek refuge in the simplicity of minimalist design to wrestle control over their overstimulating spaces and to tidy up their personal narratives. It is important to examine contemporary minimalist networks in conjunction with affective formation and aesthetic experience in the era of “total design and internet plenitude”. In an information-management society where prosthetic memories haunt our physical and digital spaces, minimalist decluttering becomes a form of personal archiving that simultaneously empowers unambiguous aesthetic feeling and linear and stable autobiographical representation. The neatness of minimalist decluttering conjugates with an ideal self that can resolve ambivalent affective attachments about the past and have a coherent vision for the future. Yet, we cannot sort the clutter that resides in digital memory’s micro temporal archives and drastically complicates our personal narratives. Significantly, the digital self is not compatible with neat and orderly narrativisation but instead resembles an unstable and agglomerative database. References Cardell, Kylie. “Modern Memory-Making: Marie Kondo, Online Journaling, and the Excavation, Curation, and Control of Personal Digital Data.” a/b: Auto/Biography Studies 32.3 (2017): 499–517. DOI: 10.1080/08989575.2017.1337993. Cheon, Eun Jeong, and Norman Makoto Su. “The Value of Empty Space for Design.” Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018. DOI: 10.1145/3173574.3173623. Ernst, Wolfgang, and Jussi Parikka. Digital Memory and the Archive. U of Minnesota P, 2013. Happy Old Year. Dir. Nawapol Thamrongrattanarit. Happy Ending Film, 2019. Hayles, N. Katherine. “How We Read: Close, Hyper, Machine.” ADE Bulletin (2010): 62-79. DOI: 10.1632/ade.150.62. Kondo, Marie. The Life-Changing Magic of Tidying Up. Ten Speed Press, 2010. Kyong, Chun Wendy Hui. Programmed Visions: Software and Memory. MIT P, 2013. Mankowski, Lukasz. “Interview with Nawapol Thamrongrattanarit: Happy Old Year Is Me in 100% for the First Time.” Asian Movie Pulse, 9 Feb. 2020. <http://asianmoviepulse.com/2020/02/interview-with-nawapol-thamrongrattanarit-2/>. Mary Is Happy, Mary Is Happy. Dir. Nawapol Thamrongrattanarit. Pop Pictures, 2013. Ngai, Sianne. Our Aesthetic Categories: Zany, Cute, Interesting. Harvard UP, 2015. Paasonen, Susanna. Dependent, Distracted, Bored: Affective Formations in Networked Media. MIT P, 2021. Stephens, Paul. The Poetics of Information Overload: From Gertrude Stein to Conceptual Writing. U of Minnesota P, 2015.
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Droumeva, Milena. "Curating Everyday Life: Approaches to Documenting Everyday Soundscapes". M/C Journal 18, n.º 4 (10 de agosto de 2015). http://dx.doi.org/10.5204/mcj.1009.

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In the last decade, the cell phone’s transformation from a tool for mobile telephony into a multi-modal, computational “smart” media device has engendered a new kind of emplacement, and the ubiquity of technological mediation into the everyday settings of urban life. With it, a new kind of media literacy has become necessary for participation in the networked social publics (Ito; Jenkins et al.). Increasingly, the way we experience our physical environments, make sense of immediate events, and form impressions is through the lens of the camera and through the ear of the microphone, framed by the mediating possibilities of smartphones. Adopting these practices as a kind of new media “grammar” (Burn 29)—a multi-modal language for public and interpersonal communication—offers new perspectives for thinking about the way in which mobile computing technologies allow us to explore our environments and produce new types of cultural knowledge. Living in the Social Multiverse Many of us are concerned about new cultural practices that communication technologies bring about. In her now classic TED talk “Connected but alone?” Sherry Turkle talks about the world of instant communication as having the illusion of control through which we micromanage our immersion in mobile media and split virtual-physical presence. According to Turkle, what we fear is, on the one hand, being caught unprepared in a spontaneous event and, on the other hand, missing out or not documenting or recording events—a phenomenon that Abha Dawesar calls living in the “digital now.” There is, at the same time, a growing number of ways in which mobile computing devices connect us to new dimensions of everyday life and everyday experience: geo-locative services and augmented reality, convergent media and instantaneous participation in the social web. These technological capabilities arguably shift the nature of presence and set the stage for mobile users to communicate the flow of their everyday life through digital storytelling and media production. According to a Digital Insights survey on social media trends (Bennett), more than 500 million tweets are sent per day and 5 Vines tweeted every second; 100 hours of video are uploaded to YouTube every minute; more than 20 billion photos have been shared on Instagram to date; and close to 7 million people actively produce and publish content using social blogging platforms. There are more than 1 billion smartphones in the US alone, and most social media platforms are primarily accessed using mobile devices. The question is: how do we understand the enormity of these statistics as a coherent new media phenomenon and as a predominant form of media production and cultural participation? More importantly, how do mobile technologies re-mediate the way we see, hear, and perceive our surrounding evironment as part of the cultural circuit of capturing, sharing, and communicating with and through media artefacts? Such questions have furnished communication theory even before McLuhan’s famous tagline “the medium is the message”. Much of the discourse around communication technology and the senses has been marked by distinctions between “orality” and “literacy” understood as forms of collective consciousness engendered by technological shifts. Leveraging Jonathan Sterne’s critique of this “audio-visual litany”, an exploration of convergent multi-modal technologies allows us to focus instead on practices and techniques of use, considered as both perceptual and cultural constructs that reflect and inform social life. Here in particular, a focus on sound—or aurality—can help provide a fresh new entry point into studying technology and culture. The phenomenon of everyday photography is already well conceptualised as a cultural expression and a practice connected with identity construction and interpersonal communication (Pink, Visual). Much more rarely do we study the act of capturing information using mobile media devices as a multi-sensory practice that entails perceptual techniques as well as aesthetic considerations, and as something that in turn informs our unmediated sensory experience. Daisuke and Ito argue that—in contrast to hobbyist high-quality photographers—users of camera phones redefine the materiality of urban surroundings as “picture-worthy” (or not) and elevate the “mundane into a photographic object.” Indeed, whereas traditionally recordings and photographs hold institutional legitimacy as reliable archival references, the proliferation of portable smart technologies has transformed user-generated content into the gold standard for authentically representing the everyday. Given that visual approaches to studying these phenomena are well underway, this project takes a sound studies perspective, focusing on mediated aural practices in order to explore the way people make sense of their everyday acoustic environments using mobile media. Curation, in this sense, is a metaphor for everyday media production, illuminated by the practice of listening with mobile technology. Everyday Listening with Technology: A Case Study The present conceptualisation of curation emerged out of a participant-driven qualitative case study focused on using mobile media to make sense of urban everyday life. The study comprised 10 participants using iPod Touches (a device equivalent to an iPhone, without the phone part) to produce daily “aural postcards” of their everyday soundscapes and sonic experiences, over the course of two to four weeks. This work was further informed by, and updates, sonic ethnography approaches nascent in the World Soundscape Project, and the field of soundscape studies more broadly. Participants were asked to fill out a questionnaire about their media and technology use, in order to establish their participation in new media culture and correlate that to the documentary styles used in their aural postcards. With regard to capturing sonic material, participants were given open-ended instructions as to content and location, and encouraged to use the full capabilities of the device—that is, to record audio, video, and images, and to use any applications on the device. Specifically, I drew their attention to a recording app (Recorder) and a decibel measurement app (dB), which combines a photo with a static readout of ambient sound levels. One way most participants described the experience of capturing sound in a collection of recordings for a period of time was as making a “digital scrapbook” or a “media diary.” Even though they had recorded individual (often unrelated) soundscapes, almost everyone felt that the final product came together as a stand-alone collection—a kind of gallery of personalised everyday experiences that participants, if anything, wished to further organise, annotate, and flesh out. Examples of aural postcard formats used by participants: decibel photographs of everyday environments and a comparison audio recording of rain on a car roof with and without wipers (in the middle). Working with 139 aural postcards comprising more than 250 audio files and 150 photos and videos, the first step in the analysis was to articulate approaches to media documentation in terms of format, modality, and duration as deliberate choices in conversation with dominant media forms that participants regularly consume and are familiar with. Ambient sonic recordings (audio-only) comprised a large chunk of the data, and within this category there were two approaches: the sonic highlight, a short vignette of a given soundscape with minimal or no introduction or voice-over; and the process recording, featuring the entire duration of an unfolding soundscape or event. Live commentaries, similar to the conventions set forth by radio documentaries, represented voice-over entries at the location of the sound event, sometimes stationary and often in motion as the event unfolded. Voice memos described verbal reflections, pre- or post- sound event, with no discernable ambience—that is, participants intended them to serve as reflective devices rather than as part of the event. Finally, a number of participants also used the sound level meter app, which allowed them to generate visual records of the sonic levels of a given environment or location in the form of sound level photographs. Recording as a Way of Listening In their community soundwalking practice, Förnstrom and Taylor refer to recording sound in everyday settings as taking world experience, mediating it through one’s body and one’s memories and translating it into approximate experience. The media artefacts generated by participants as part of this study constitute precisely such ‘approximations’ of everyday life accessed through aural experience and mediated by the technological capabilities of the iPod. Thinking of aural postcards along this technological axis, the act of documenting everyday soundscapes involves participants acting as media producers, ‘framing’ urban everyday life through a mobile documentary rubric. In the process of curating these documentaries, they have to make decisions about the significance and stylistic framing of each entry and the message they wish to communicate. In order to bring the scope of these curatorial decisions into dialogue with established media forms, in this work’s analysis I combine Bill Nichols’s classification of documentary modes in cinema with Karin Bijsterveld’s concept of soundscape ‘staging’ to characterise the various approaches participants took to the multi-modal curation of their everyday (sonic) experience. In her recent book on the staging of urban soundscapes in both creative and documentary/archival media, Bijsterveld describes the representation of sound as particular ‘dramatisations’ that construct different kinds of meanings about urban space and engender different kinds of listening positions. Nichols’s articulation of cinematic documentary modes helps detail ways in which the author’s intentionality is reflected in the styling, design, and presentation of filmic narratives. Michel Chion’s discussion of cinematic listening modes further contextualises the cultural construction of listening that is a central part of both design and experience of media artefacts. The conceptual lens is especially relevant to understanding mobile curation of mediated sonic experience as a kind of mobile digital storytelling. Working across all postcards, settings, and formats, the following four themes capture some of the dominant stylistic dimensions of mobile media documentation. The exploratory approach describes a methodology for representing everyday life as a flow, predominantly through ambient recordings of unfolding processes that participants referred to in the final discussion as a ‘turn it on and forget it’ approach to recording. As a stylistic method, the exploratory approach aligns most closely with Nichols’s poetic and observational documentary modes, combining a ‘window to the world’ aesthetic with minimal narration, striving to convey the ‘inner truth’ of phenomenal experience. In terms of listening modes reflected in this approach, exploratory aural postcards most strongly engage causal listening, to use Chion’s framework of cinematic listening modes. By and large, the exploratory approach describes incidental documentaries of routine events: soundscapes that are featured as a result of greater attentiveness and investment in the sonic aspects of everyday life. The entries created using this approach reflect a process of discovering (seeing and hearing) the ordinary as extra-ordinary; re-experiencing sometimes mundane and routine places and activities with a fresh perspective; and actively exploring hidden characteristics, nuances of meaning, and significance. For instance, in the following example, one participant explores a new neighborhood while on a work errand:The narrative approach to creating aural postcards stages sound as a springboard for recollecting memories and storytelling through reflecting on associations with other soundscapes, environments, and interactions. Rather than highlighting place, routine, or sound itself, this methodology constructs sound as a window into the identity and inner life of the recordist, mobilising most strongly a semantic listening mode through association and narrative around sound’s meaning in context (Chion 28). This approach combines a subjective narrative development with a participatory aesthetic that draws the listener into the unfolding story. This approach is also performative, in that it stages sound as a deeply subjective experience and approaches the narrative from a personally significant perspective. Most often this type of sound staging was curated using voice memo narratives about a particular sonic experience in conjunction with an ambient sonic highlight, or as a live commentary. Recollections typically emerged from incidental encounters, or in the midst of other observations about sound. In the following example a participant reminisces about the sound of wind, which, interestingly, she did not record: Today I have been listening to the wind. It’s really rainy and windy outside today and it was reminding me how much I like the sound of wind. And you know when I was growing up on the wide prairies, we sure had a lot of wind and sometimes I kind of miss the sound of it… (Participant 1) The aesthetic approach describes instances where the creation of aural postcards was motivated by a reduced listening position (Chion 29)—driven primarily by the qualities and features of the soundscape itself. This curatorial practice for staging mediated aural experience combines a largely subjective approach to documenting with an absence of traditional narrative development and an affective and evocative aesthetic. Where the exploratory documentary approach seeks to represent place, routine, environment, and context through sonic characteristics, the aesthetic approach features sound first and foremost, aiming to represent and comment on sound qualities and characteristics in a more ‘authentic’ manner. The media formats most often used in conjunction with this approach were the incidental ambient sonic highlight and the live commentary. In the following example we have the sound of coffee being made as an important domestic ritual where important auditory qualities are foregrounded: That’s the sound of a stovetop percolator which I’ve been using for many years and I pretty much know exactly how long it takes to make a pot of coffee by the sound that it makes. As soon as it starts gurgling I know I have about a minute before it burns. It’s like the coffee calls and I come. (Participant 6) The analytical approach characterises entries that stage mediated aural experience as a way of systematically and inductively investigating everyday phenomena. It is a conceptual and analytical experimental methodology employed to move towards confirming or disproving a ‘hypothesis’ or forming a theory about sonic relations developed in the course of the study. As such, this approach most strongly aligns with Chion’s semantic listening mode, with the addition of the interactive element of analytical inquiry. In this context, sound is treated as a variable to be measured, compared, researched, and theorised about in an explicit attempt to form conclusions about social relationships, personal significance, place, or function. This analytical methodology combines an explicit and critical focus to the process of documenting itself (whether it be measuring decibels or systematically attending to sonic qualities) with a distinctive analytical synthesis that presents as ‘formal discovery’ or even ‘truth.’ In using this approach, participants most often mobilised the format of short sonic highlights and follow-up voice memos. While these aural postcards typically contained sound level photographs (decibel measurement values), in some cases the inquiry and subsequent conclusions were made inductively through sustained observation of a series of soundscapes. The following example is by a participant who exclusively recorded and compared various domestic spaces in terms of sound levels, comparing and contrasting them using voice memos. This is a sound level photograph of his home computer system: So I decided to record sitting next to my computer today just because my computer is loud, so I wanted to see exactly how loud it really was. But I kept the door closed just to be sort of fair, see how quiet it could possibly get. I think it peaked at 75 decibels, and that’s like, I looked up a decibel scale, and apparently a lawn mower is like 90 decibels. (Participant 2) Mediated Curation as a New Media Cultural Practice? One aspect of adopting the metaphor of ‘curation’ towards everyday media production is that it shifts the critical discourse on aesthetic expression from the realm of specialised expertise to general practice (“Everyone’s a photographer”). The act of curation is filtered through the aesthetic and technological capabilities of the smartphone, a device that has become co-constitutive of our routine sensorial encounters with the world. Revisiting McLuhan-inspired discourses on communication technologies stages the iPhone not as a device that itself shifts consciousness but as an agent in a media ecology co-constructed by the forces of use and design—a “crystallization of cultural practices” (Sterne). As such, mobile technology is continuously re-crystalised as design ‘constraints’ meet both normative and transgressive user approaches to interacting with everyday life. The concept of ‘social curation’ already exists in commercial discourse for social web marketing (O’Connell; Allton). High-traffic, wide-integration web services such as Digg and Pinterest, as well as older portals such as Reddit, all work on the principles of arranging user-generated, web-aggregated, and re-purposed content around custom themes. From a business perspective, the notion of ‘social curation’ captures, unsurprisingly, only the surface level of consumer behaviour rather than the kinds of values and meaning that this process holds for people. In the more traditional sense, art curation involves aesthetic, pragmatic, epistemological, and communication choices about the subject of (re)presentation, including considerations such as manner of display, intended audience, and affective and phenomenal impact. In his 2012 book tracing the discourse and culture of curating, Paul O’Neill proposes that over the last few decades the role of the curator has shifted from one of arts administrator to important agent in the production of cultural experiences, an influential cultural figure in her own right, independent of artistic content (88). Such discursive shifts in the formulation of ‘curatorship’ can easily be transposed from a specialised to a generalised context of cultural production, in which everyone with the technological means to capture, share, and frame the material and sensory content of everyday life is a curator of sorts. Each of us is an agent with a unique aesthetic and epistemological perspective, regardless of the content we curate. The entire communicative exchange is necessarily located within a nexus of new media practices as an activity that simultaneously frames a cultural construction of sensory experience and serves as a cultural production of the self. To return to the question of listening and a sound studies perspective into mediated cultural practices, technology has not single-handedly changed the way we listen and attend to everyday experience, but it has certainly influenced the range and manner in which we make sense of the sensory ‘everyday’. Unlike acoustic listening, mobile digital technologies prompt us to frame sonic experience in a multi-modal and multi-medial fashion—through the microphone, through the camera, and through the interactive, analytical capabilities of the device itself. Each decision for sensory capture as a curatorial act is both epistemological and aesthetic; it implies value of personal significance and an intention to communicate meaning. The occurrences that are captured constitute impressions, highlights, significant moments, emotions, reflections, experiments, and creative efforts—very different knowledge artefacts from those produced through textual means. Framing phenomenal experience—in this case, listening—in this way is, I argue, a core characteristic of a more general type of new media literacy and sensibility: that of multi-modal documenting of sensory materialities, or the curation of everyday life. References Allton, Mike. “5 Cool Content Curation Tools for Social Marketers.” Social Media Today. 15 Apr. 2013. 10 June 2015 ‹http://socialmediatoday.com/mike-allton/1378881/5-cool-content-curation-tools-social-marketers›. Bennett, Shea. “Social Media Stats 2014.” Mediabistro. 9 June 2014. 20 June 2015 ‹http://www.mediabistro.com/alltwitter/social-media-statistics-2014_b57746›. Bijsterveld, Karin, ed. Soundscapes of the Urban Past: Staged Sound as Mediated Cultural Heritage. Bielefeld: Transcript-Verlag, 2013. Burn, Andrew. Making New Media: Creative Production and Digital Literacies. New York, NY: Peter Lang Publishing, 2009. Daisuke, Okabe, and Mizuko Ito. “Camera Phones Changing the Definition of Picture-worthy.” Japan Media Review. 8 Aug. 2015 ‹http://www.dourish.com/classes/ics234cw04/ito3.pdf›. Chion, Michel. Audio-Vision: Sound on Screen. New York, NY: Columbia UP, 1994. Förnstrom, Mikael, and Sean Taylor. “Creative Soundwalks.” Urban Soundscapes and Critical Citizenship Symposium. Limerick, Ireland. 27–29 March 2014. Ito, Mizuko, ed. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. Cambridge, MA: The MIT Press, 2010. Jenkins, Henry, Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. White Paper prepared for the McArthur Foundation, 2006. McLuhan, Marshall. Understanding Media: The Extensions of Man. New York: McGraw-Hill, 1964. Nichols, Brian. Introduction to Documentary. Bloomington & Indianapolis, Indiana: Indiana UP, 2001. Nielsen. “State of the Media – The Social Media Report.” Nielsen 4 Dec. 2012. 12 May 2015 ‹http://www.nielsen.com/us/en/insights/reports/2012/state-of-the-media-the-social-media-report-2012.html›. O’Connel, Judy. “Social Content Curation – A Shift from the Traditional.” 8 Aug. 2011. 11 May 2015 ‹http://judyoconnell.com/2011/08/08/social-content-curation-a-shift-from-the-traditional/›. O’Neill, Paul. The Culture of Curating and the Curating of Culture(s). Cambridge, MA: MIT Press, 2012. Pink, Sarah. Doing Visual Ethnography. London, UK: Sage, 2007. ———. Situating Everyday Life. London, UK: Sage, 2012. Sterne, Jonathan. The Audible Past: Cultural Origins of Sound Reproduction. Durham, NC: Duke UP, 2003. Schafer, R. Murray, ed. World Soundscape Project. European Sound Diary (reprinted). Vancouver: A.R.C. Publications, 1977. Turkle, Sherry. “Connected But Alone?” TED Talk, Feb. 2012. 8 Aug. 2015 ‹http://www.ted.com/talks/sherry_turkle_alone_together?language=en›.
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Watson, Robert. "E-Press and Oppress". M/C Journal 8, n.º 2 (1 de junio de 2005). http://dx.doi.org/10.5204/mcj.2345.

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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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Kerasidou, Xaroula (Charalampia). "Regressive Augmentation: Investigating Ubicomp’s Romantic Promises". M/C Journal 16, n.º 6 (7 de noviembre de 2013). http://dx.doi.org/10.5204/mcj.733.

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Machines that fit the human environment instead of forcing humans to enter theirs will make using a computer as refreshing as taking a walk in the woods. Mark Weiser on ubiquitous computing (21st Century Computer 104) In 2007, a forum entitled HCI 2020: Human Values in a Digital Age sought to address the questions: What will our world be like in 2020? Digital technologies will continue to proliferate, enabling ever more ways of changing how we live. But will such developments improve the quality of life, empower us, and make us feel safer, happier and more connected? Or will living with technology make it more tiresome, frustrating, angst-ridden, and security-driven? What will it mean to be human when everything we do is supported or augmented by technology? (Harper et al. 10) The forum came as a response to, what many call, post-PC technological developments; developments that seek to engulf our lives in digital technologies which in their various forms are meant to support and augment our everyday lives. One of these developments has been the project of ubiquitous computing along with its kin project, tangible computing. Ubiquitous computing (ubicomp) made its appearance in the late 1980s in the labs of Xerox’s Palo Alto Research Center (PARC) as the “third wave” in computing, following those of the mainframe and personal computing (Weiser, Open House 2). Mark Weiser, who coined the term, along with his collaborators at Xerox PARC, envisioned a “new technological paradigm” which would leave behind the traditional one-to-one relationship between human and computer, and spread computation “ubiquitously, but invisibly, throughout the environment” (Weiser, Gold and Brown 693). Since then, the field has grown and now counts several peer-reviewed journals, conferences, and academic and industrial research centres around the world, which have set out to study the new “post-PC computing” under names such as Pervasive Computing, Ambient Intelligence, Tangible Computing, The Internet of Things, etc. Instead of providing a comprehensive account of all the different ubicomp incarnations, this paper seeks to focus on the early projects and writings of some of ubicomp’s most prominent figures and tease out, as a way of critique, the origins of some of its romantic promises. From the outset, ubiquitous computing was heavily informed by a human-centred approach that sought to shift the focus from the personal computer back to its users. On the grounds that the PC has dominated the technological landscape at the expense of its human counterparts, ubiquitous computing promised a different human-machine interaction, with “machines that fit the human environment instead of forcing humans to enter theirs” (104, my italics) placing the two in opposite and antagonistic terrains. The problem comes about in the form of interaction between people and machines … So when the two have to meet, which side should dominate? In the past, it has been the machine that dominates. In the future, it should be the human. (Norman 140) Within these early ubicomp discourses, the computer came to embody a technological menace, the machine that threatened the liberal humanist value of being free and in control. For example, in 1999 in a book that was characterized as “the bible of ‘post-PC’ thinking” by Business Week, Donald Norman exclaimed: we have let ourselves to be trapped. … I don’t want to be controlled by a technology. I just want to get on with my life, … So down with PC’s; down with computers. All they do is complicate our lives. (72) And we read on the website of MIT’s first ubicomp project Oxygen: For over forty years, computation has centered about machines, not people. We have catered to expensive computers, pampering them in air-conditioned rooms or carrying them around with us. Purporting to serve us, they have actually forced us to serve them. Ubiquitous computing then, in its early incarnations, was presented as the solution; the human-centred, somewhat natural approach, which would shift the emphasis away from the machine and bring control back to its legitimate owner, the liberal autonomous human subject, becoming the facilitator of our apparently threatened humanness. Its promise? An early promise of regressive augmentation, I would say, since it promised to augment our lives, not by changing them, but by returning us to a past, better world that the alienating PC has supposedly displaced, enabling us to “have more time to be more fully human” (Weiser and Brown). And it sought to achieve this through the key characteristic of invisibility, which was based on the paradox that while more and more computers will permeate our lives, they will effectively disappear. Ubicomp’s Early Romantic Promises The question of how we can make computers disappear has been addressed in computer research in various ways. One of the earliest and most prominent of these is the approach, which focuses on the physicality of the world seeking to build tangible interfaces. One of the main advocates of this approach is MIT’s Tangible Media Group, led by Professor Hiroshi Ishii. The group has been working on their vision, which they call “Tangible Bits,” for almost two decades now, and in 2009 they were awarded the “Lasting Impact Award” at the ACM Symposium on User Interface Software and Technology (UIST) for their metaDesk platform, presented in 1997 (fig.1), which explores the coupling of everyday physical objects with digital information (Ullmer and Ishii). Also, in 2004 in a special paper titled “Bottles: A Transparent Interface as a Tribute to Mark Weiser”, Ishii presented once again an early project he and his group developed in 1999, and for which they were personally commented by Weiser himself. According to Ishii, bottles (fig. 2)—a system which comprises three glass bottles “filled with music” each representing a different musical instrument, placed on a Plexiglas “stage” and controlled by their physical manipulation (moving, opening or closing them)—no less, “illustrates Mark Weiser’s vision of the transparent (or invisible) interface that weaves itself into the fabric of everyday life” (1299). Figure 1: metaDesk platform (MIT Tangible Media Group) Figure 2: musicBottles (MIT Tangible Media Group) Tangible computing was based on the premise that we inhabit two worlds: the physical world and cyberspace, or as Ishii and Ullmer put it, the world of atoms and the world of bits claiming that there is gap between these two worlds that left us “torn between these parallel but disjoint spaces” (1). This agreed with Weiser’s argument that cyberspace, and specifically the computer, has taken centre stage leaving the real world—the real people, the real interactions—in the background and neglected. Tangible computing then sought to address this problem by "bridging the gaps between both cyberspace and the physical environment" (1). As Ishii and Ullmer wrote in 1997: The aim of our research is to show concrete ways to move beyond the current dominant model of GUI [Graphic User Interface] bound to computers with a flat rectangular display, windows, a mouse, and a keyboard. To make computing truly ubiquitous and invisible, we seek to establish a new type of HCI that we call "Tangible User Interfaces" (TUIs). TUIs will augment the real physical world by coupling digital information to everyday physical objects and environments. (2) “Our intention is to take advantage of natural physical affordances to achieve a heightened legibility and seamlessness of interaction between people and information” (2). In his earlier work computer scientist Paul Dourish turned to phenomenology and the concept of embodiment in order to develop an understanding of interaction as embodied. This was prior to his recent work with cultural anthropologist Bell where they examined the motivating mythology of ubiquitous computing along with the messiness of its lived experience (Dourish and Bell). Dourish, in this earlier work observed that one of the common critical features early tangible and ubiquitous computing shared is that “they both attempt to exploit our natural familiarity with the everyday environment and our highly developed spatial and physical skills to specialize and control how computation can be used in concert with naturalistic activities” (Context-Aware Computing 232). They then sought to exploit this familiarity in order to build natural computational interfaces that fit seamlessly within our everyday, real world (Where the Action Is 17). This idea of an existing set of natural tactile skills appears to come hand-in-hand with a nostalgic, romantic view of an innocent, simple, and long gone world that the early projects of tangible and ubiquitous computing sought to revive; a world where the personal computer not only did not fit, an innocent world in fact displaced by the personal computer. In 1997, Ishii and Ullmer wrote about their decision to start their investigations about the “future of HCI” in the museum of the Collection of Historic Scientific Instruments at Harvard University in their efforts to get inspired by “the aesthetics and rich affordances of these historical scientific instruments” concerned that, “alas, much of this richness has been lost to the rapid flood of digital technologies” (1). Elsewhere Ishii explained that the origin of his idea to design a bottle interface began with the concept of a “weather forecast bottle;” an idea he intended to develop as a present for his mother. “Upon opening the weather bottle, she would be greeted by the sound of singing birds if the next day’s weather was forecasted to be clear” (1300). Here, we are introduced to a nice elderly lady who has opened thousands of bottles while cooking for her family in her kitchen. This senior lady; who is made to embody the symbolic alignment between woman, the domestic and nature (see Soper, Rose, Plumwood); “has never clicked a mouse, typed a URL, nor booted a computer in her life” (Ishii 1300). Instead, “my mother simply wanted to know the following day’s weather forecast. Why should this be so complicated?” (1300, my italics). Weiser also mobilised nostalgic sentiments in order to paint a picture of what it would be to live with ubiquitous computing. So, for example, when seeking a metaphor for ubiquitous computing, he proposed “childhood – playful, a building of foundations, constant learning, a bit mysterious and quickly forgotten by adults” (Not a Desktop 8). He viewed the ubicomp home as the ideal retreat to a state of childhood; playfully reaching out to the unknown, while being securely protected and safely “at home” (Open House). These early ideas of a direct experience of the world through our bodily senses along with the romantic view of a past, simple, and better world that the computer threatened and that future technological developments promised, could point towards what Leo Marx has described as America’s “pastoral ideal”, a force that, according to Marx, is ingrained in the American view of life. Balancing between primitivism and civilisation, nature and culture, the pastoral ideal “is an embodiment of what Lovejoy calls ‘semi-primitivism’; it is located in a middle ground somewhere ‘between’, yet in a transcendent relation to, the opposing forces of civilisation and nature” (Marx 23). It appears that the early advocates of tangible and ubiquitous computing sought to strike a similar balance to the American pastoral ideal; a precarious position that managed to reconcile the disfavour and fear of Europe’s “satanic mills” with an admiration for the technological power of the Industrial Revolution, the admiration for technological development with the bucolic ideal of an unspoiled and pure nature. But how was such a balance to be achieved? How could the ideal middle state be achieved balancing the opposing forces of technological development and the dream of the return to a serene pastoral existence? According to Leo Marx, for the European colonisers, the New World was to provide the answer to this exact question (101). The American landscape was to become the terrain where old and new, nature and technology harmonically meet to form a libertarian utopia. Technology was seen as “‘naturally arising’ from the landscape as another natural ‘means of happiness’ decreed by the Creator in his design of the continent. So, far from conceding that there might be anything alien or ‘artificial’ about mechanization, technology was seen as inherent in ‘nature’; both geographic and human” (160). Since then, according to Marx, the idea of the “return” to a new Golden Age has been engrained in the American culture and it appears that it informs ubiquitous computing’s own early visions. The idea of a “naturally arising” technology which would facilitate our return to the once lost garden of security and nostalgia appears to have become a common theme within ubiquitous computing discourses making appearances across time and borders. So, for example, while in 1991 Weiser envisioned that ubiquitous technologies will make “using a computer as refreshing as taking a walk in the woods” (21st Century Computer 11), twelve years later Marzano writing about Philip’s vision of Ambient Intelligence promised that “the living space of the future could look more like that of the past than that of today” (9). While the pastoral defined nature in terms of the geographical landscape, early ubiquitous computing appeared to define nature in terms of the objects, tools and technologies that surround us and our interactions with them. While pastoral America defined itself in contradistinction to the European industrial sites and the dirty, smoky and alienating cityscapes, within those early ubiquitous computing discourses the role of the alienating force was assigned to the personal computer. And whereas the personal computer with its “grey box” was early on rejected as the modern embodiment of the European satanic mills, computation was welcomed as a “naturally arising” technological solution which would infuse the objects which, “through the ages, … are most relevant to human life—chairs, tables and beds, for instance, … the objects we can’t do without” (Marzano 9). Or else, it would infuse the—newly constructed—natural landscape fulfilling the promise that when the “world of bits” and the “world of atoms” are finally bridged, the balance will be restored. But how did these two worlds come into existence? How did bits and atoms come to occupy different and separate ontological spheres? Far from being obvious or commonsensical, the idea of the separation between bits and atoms has a history that grounds it to specific times and places, and consequently makes those early ubiquitous and tangible computing discourses part of a bigger story that, as documented (Hayles) and argued (Agre), started some time ago. The view that we inhabit the two worlds of atoms and bits (Ishii and Ullmer) was endorsed by both early ubiquitous and tangible computing, it was based on the idea of the separation of computation from its material instantiation, presenting the former as a free floating entity able to infuse our world. As we saw earlier, tangible computing took the idea of this separation as an unquestionable fact, which then served as the basis for its research goals. As we read in the home page of the Tangible Media Group’s website: Where the sea of bits meets the land of atoms, we are now facing the challenge of reconciling our dual citizenship in the physical and digital worlds. "Tangible Bits" is our vision of Human Computer Interaction (HCI): we seek a seamless coupling of bits and atoms by giving physical form to digital information and computation (my italics). The idea that digital information does not have to have a physical form, but is given one in order to achieve a coupling of the two worlds, not only reinforces the view of digital information as an immaterial entity, but also places it in a privileged position against the material world. Under this light, those early ideas of augmentation or of “awakening” the physical world (Ishii and Ullmer 3) appear to be based on the idea of a passive material world that can be brought to life and become worthy and meaningful through computation, making ubiquitous computing part of a bigger and more familiar story. Restaging the dominant Cartesian dualism between the “ensouled” subject and the “soulless” material object, the latter is rendered passive, manipulable, and void of agency and, just like Ishii’s old bottles, it is performed as a mute, docile “empty vessel” ready to carry out any of its creator’s wishes; hold perfumes and beverages, play music, or tell the weather. At the same time, computation was presented as the force that could breathe life to a mundane and passive world; a free floating, somewhat natural, immaterial entity, like oxygen (hence the name of MIT’s first ubicomp project), like the air we breathe that could travel unobstructed through any medium, our everyday objects and our environment. But it is interesting to see that in those early ubicomp discourses computation’s power did not extend too far. While computation appeared to be foregrounded as a powerful, almost magic, entity able to give life and soul to a soulless material world, at the same time it was presented as controlled and muted. The computational power that would fill our lives, according to Weiser’s ubiquitous computing, would be invisible, it wouldn’t “intrude on our consciousness” (Weiser Not a Desktop 7), it would leave no traces and bring no radical changes. If anything, it would enable us to re-establish our humanness and return us to our past, natural state promising not to change us, or our lives, by introducing something new and unfamiliar, but to enable us to “remain serene and in control” (Weiser and Brown). In other words, ubiquitous computing, as this early story goes, would not be alienating, complex, obtrusive, or even noticeable, for that matter, and so, at the end of this paper, we come full circle to ubicomp’s early goals of invisibility with its underpinnings of the precarious pastoral ideal. This short paper focused on some of ubicomp’s early stories and projects and specifically on its promise to return us to a past and implicitly better world that the PC has arguably displaced. By reading these early promises of, what I call, regressive augmentation through Marx’s work on the “pastoral ideal,” this paper sought to tease out, in order to unsettle, the origins of some of ubicomp’s romantic promises. References Agre, P. E. Computation and Human Experience. New York: Cambridge University Press, 1997. Dourish, P. “Seeking a Foundation for Context-Aware Computing.” Human–Computer Interaction 16.2-4 (2001): 229-241. ———. Where the Action Is: The Foundations of Embodied Interaction. Cambridge: MIT Press, 2001. Dourish, P. and Genevieve Bell. Divining a Digital Future: Mess and Mythology in Ubiquitous Computing. Cambridge, Massachusetts: MIT Press, 2011.Grimes, A., and R. Harper. “Celebratory Technology: New Directions for Food Research in HCI.” In CHI’08, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 2008. 467-476. Harper, R., T. Rodden, Y. Rogers, and A. Sellen (eds.). Being Human: Human-Computer Interaction in the Year 2020. Microsoft Research, 2008. 1 Dec. 2013 ‹http://research.microsoft.com/en-us/um/Cambridge/projects/hci2020/downloads/BeingHuman_A3.pdf›. Hayles, K. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Chicago: University of Chicago Press, 1999. Ishii, H. “Bottles: A Transparent Interface as a Tribute to Mark Weiser.” IEICE Transactions on Information and Systems 87.6 (2004): 1299-1311. Ishii, H., and B. Ullmer. “Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.” In CHI ’97, Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 1997. 234-241. Marx, L. The Machine in the Garden: Technology and the Pastoral Ideal in America. 35th ed. New York: Oxford University Press, 2000. Marzano, S. “Cultural Issues in Ambient Intelligence”. In E. Aarts and S. Marzano (eds.), The New Everyday: Views on Ambient Intelligence. Rotterdam: 010 Publishers, 2003. Norman, D. The Invisible Computer: Why Good Oroducts Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution. Cambridge, Mass.: MIT Press, 1999. Plumwood, V. Feminism and the Mastery of Nature. London, New York: Routledge, 1993. Rose, G. Feminism and Geography. Cambridge: Polity, 1993. Soper, K. “Naturalised Woman and Feminized Nature.” In L. Coupe (ed.), The Green Studies Reader: From Romanticism to Ecocriticism. London: Routledge, 2000. Ullmer, B., and H. Ishii. “The metaDESK: Models and Prototypes for Tangible User Interfaces.” In UIST '97, Proceedings of the 10th Annual ACM Symposium on User Interface Software and Technology. New York: ACM, 1997. 223-232. Weiser, M. “The Computer for the 21st Century." Scientific American 265.3 (1991): 94-104. ———. “The Open House.” ITP Review 2.0, 1996. 1 Dec. 2013 ‹http://makingfurnitureinteractive.files.wordpress.com/2007/09/wholehouse.pdf›. ———. “The World Is Not a Desktop." Interactions 1.1 (1994): 7-8. Weiser, M., and J.S. Brown. “The Coming Age of Calm Technology.” 1996. 1 Dec. 2013 ‹http://www.johnseelybrown.com/calmtech.pdf›. Weiser, M., R. Gold, and J.S. Brown. “The Origins of Ubiquitous Computing at PARC in the Late 80s.” Pervasive Computing 38 (1999): 693-696.
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Hill, Wes. "The Automedial Zaniness of Ryan Trecartin". M/C Journal 21, n.º 2 (25 de abril de 2018). http://dx.doi.org/10.5204/mcj.1382.

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IntroductionThe American artist Ryan Trecartin makes digital videos that centre on the self-presentations common to video-sharing sites such as YouTube. Named by New Yorker critic Peter Schjeldahl as “the most consequential artist to have emerged since the 1980s” (84), Trecartin’s works are like high-octane domestic dramas told in the first-person, blending carnivalesque and horror sensibilities through multi-layered imagery, fast-paced editing, sprawling mise-en-scène installations and heavy-handed digital effects. Featuring narcissistic young-adult characters (many of whom are played by the artist and his friends), Trecartin’s scripted videos portray the self as fundamentally performed and kaleidoscopically mediated. His approach is therefore exemplary of some of the key concepts of automediality, which, although originating in literary studies, address concerns relevant to contemporary art, such as the blurring of life-story, self-performance, identity, persona and technological mediation. I argue that Trecartin’s work is a form of automedial art that combines camp personas with what Sianne Ngai calls the “zany” aesthetics of neoliberalism—the 24/7 production of affects, subjectivity and sociability which complicate distinctions between public and private life.Performing the Script: The Artist as Automedial ProsumerBoth “automedia” and “automediality” hold that the self (the “auto”) and its forms of expression (its “media”) are intimately linked, imbricated within processes of cultural and technological mediation. However, whereas “automedia” refers to general modes of self-presentation, “automediality” was developed by Jörg Dünne and Christian Moser to explicitly relate to the autobiographical. Noting a tendency in literary studies to under-examine how life stories are shaped by their mediums, Dünne and Moser argued that the digital era has made it more apparent how literary forms are involved in complex processes of mediation. Sidonie Smith and Julia Watson, in response, called for an expansion of autobiography into “life writing,” claiming that automediality is useful as a theoretical frame for contemplating the growth of self-presentation platforms online, shifting from the life-narrative genre of autobiography towards more discursive and irresolute forms of first-person expression (4). One’s life story, in this context, can be communicated obliquely and performatively, with the choice of media inextricably contributing to the subjectivity that is being produced, not just as a tool for rendering a pre-existent self. Lauren Berlant conceives of life writing as a laboratory for “theorizing ‘the event’” of life rather than its narration or transcription (Prosser 181). Smith and Watson agree, describing automediality as the study of “life acts” that operate as “prosthetic extension[s] of the self in networks” (78). Following this, both “automedia” and “automediality” can be understood as expanding upon the “underlying intermedial premises” (Winthrop-Young 188) of media theory, addressing how technologies and mediums do not just constitute sensory extensions of the body (Mcluhan) but also sensory extensions of identity—armed with the potential to challenge traditional ideas of how a “life” is conveyed. For Julie Rak, “automedia” describes both the theoretical framing of self-presentation acts and the very processes of mediation the self-presenter puts themselves through (161). She prefers “automedia” over “automediality” due to the latter’s tendency to be directed towards the textual products of self-presentation, rather than their processes (161). Given Trecartin’s emphasis on narrative, poetic text, performativity, technology and commodification, both “automedia” and “automediality” will be relevant to my account here, highlighting not just the crossovers between the two terms but also the dual roles his work performs. Firstly, Trecartin’s videos express his own identity through the use of camp personas and exaggerated digital tropes. Secondly, they reflexively frame the phenomenon of online self-presentation, aestheticizing the “slice of life” and “personal history” posturings found on YouTube in order to better understand them. The line between self-presenter and critic is further muddied by the fact that Trecartin makes many of his videos free to download online. As video artist and YouTuber, he is interested in the same questions that Smith and Watson claim are central to automedial theory. When watching Youtube performers, they remind themselves to ask: “How is the aura of authenticity attached to an online performance constructed by a crew, which could include a camera person, sound person, director, and script-writer? Do you find this self-presentation to be sincere or to be calculated authenticity, a pose or ‘manufactured’ pseudo-individuality?” (124). Rather than setting out to identify “right” from “wrong” subjectivities, the role of both the automedia and automediality critic is to illuminate how and why subjectivity is constructed across distinct visual and verbal forms, working against the notion that subjectivity can be “an entity or essence” (Smith and Watson 125).Figure 1: Ryan Trecartin, Item Falls (2013), digital video stillGiven its literary origins, automediality is particularly relevant to Trecartin’s work because writing is so central to his methods, grounding his hyperactive self-presentations in the literary as well as the performative. According to Brian Droitcour, all of Trecartin’s formal devices, from the camerawork to the constructed sets his videos are staged in, are prefigured by the way he uses words. What appears unstructured and improvised is actually closely scripted, with Trecartin building on the legacies of conceptual poetry and flarf poetry (an early 2000s literary genre in which poetry is composed of collages of serendipitously found words and phrases online) to bring a loose sense of narrativization to his portrayals of characters and context. Consider the following excerpt from the screenplay for K-Corea INC. K (Section A) (2009)— a work which centres on a CEO named Global Korea (a pun on “career”) who presides over symbolic national characters whose surnames are also “Korea”:North America Korea: I specialize in Identity Tourism, ?Agency...I just stick HERE, and I Hop Around–HEY GLOBAL KOREA!?Identifiers: That’s Global, That’s Global, That’s GlobalFrench adaptation Korea: WHAT!?Global Korea: Guys I just Wanted to show You Your New Office!Health Care, I don’t Care, It’s All WE Care, That’s WhyWE don’t Care.THIS IS GLOBAL!Identified: AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHGlobal Korea: Global, Global !!Identified: AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHFigure 2: Ryan Trecartin, K-Corea INC. K (Section A) (2009), digital video stillTrecartin’s performers are guided by their lines, even down to the apparently random use of commas, question marks and repeated capital letters. As a consequence, what can be alienating on the page is made lively when performed, his words instilled with the over-the-top personalities of each performer. For Droitcour, Trecartin’s genius lies in his ability to use words to subliminally structure his performances. Each character makes the artist’s poetic texts—deranged and derivative-sounding Internet-speak—their own “at the moment of the utterance” (Droitcour). Wayne Koestenbaum similarly argues that voice, which Trecartin often digitally manipulates, is the “anxiety point” in his works, fixing his “retardataire” energies on the very place “where orality and literacy stage their war of the worlds” (276).This conflict that Koestenbaum describes, between orality and literacy, is constitutive of Trecartin’s automedial positioning of the self, which presents as a confluence of life narrative, screenplay, social-media posing, flarf poetry and artwork. His videos constantly criss-cross between pre-production, production and postproduction, creating content at every point along the way. This circuitousness is reflected by the many performers who are portrayed filming each other as they act, suggesting that their projected identities are entangled with the technologies that facilitate them.Trecartin’s A Family Finds Entertainment (2004)—a frenetic straight-to-camera chronicle of the coming-out of a gay teenager named Skippy (played by the artist)—was included in the 2006 Whitney Biennial, after which time his work became known around the world as an example of “postproduction” art. This refers to French curator and theorist Nicholas Bourriaud’s 2001 account of the blurring of production and consumption, following on from his 1997 theory of relational aesthetics, which became paradigmatic of critical art practice at the dawn of Web 2.0. Drawing from Marcel Duchamp and the Situationists, in Postproduction: Culture as Screenplay: How Art Reprograms the World, Bourriaud addressed new forms of citation, recycling and détournement, which he saw as influenced by digital computing, the service economies and other forms of immaterial social relations that, throughout the 1990s, transformed art from a subcultural activity to a key signifier and instrument of global capitalism.Because “word processing” was “indexed to the formal protocol of the service industry, and the image-system of the home computer […] informed and colonized from the start by the world of work” (78), Bourriaud claimed that artists at the start of the twenty-first century were responding to the semiotic networks that blur daily and professional life. Postproduction art looked like it was “issued from a script that the artist projects onto culture, considered the framework of a narrative that in turn projects new possible scripts, endlessly” (19). However, whereas the artists in Bourriaud’s publication, such as Plamen Dejanov and Philippe Parreno, made art in order to create “more suitable [social] arrangements” (76), Trecartin is distinctive not only because of his bombastic style but also his apparent resistance to socio-political amelioration.Bourriaud’s call for the elegant intertextual “scriptor” as prosumer (88)—who creatively produces and consumes, arranges and responds—was essentially answered by Trecartin with a parade of hyper-affective and needy Internet characters whose aims are not to negotiate new social terrain so much as to perform themselves crazy, competing with masses of online information, opinions and jostling identities. Against Bourriaud’s strategic prosumerism, Trecartin, in his own words, chases “a kind of natural prosumerism synonymous with existence” (471). Although his work can be read as a response to neoliberal values, unlike Bourriaud, he refuses to treat postproduction methods as tools to conciliate this situation. Instead, his scripted videos present postproduction as the lingua franca of daily life. In aiming for a “natural prosumerism,” his work rhetorically asks, in paraphrase of Berlant: “What does it mean to have a life, is it always to add up to something?” (Prosser 181). Figure 3: Ryan Trecartin, A Family Finds Entertainment (2004), digital video stillPluralist CampTrecartin’s scripts direct his performers but they are also transformed by them, his words acquiring their individualistic tics, traits and nuances. As such, his self-presentations are a long way from Frederic Jameson’s account of pastiche as a neutral practice of imitation—“a blank parody” (125) that manifests as an addiction rather than a critical judgement. Instead of being uncritically blank, we could say that Trecartin’s characters have too much content and too many affects, particularly those of the Internet variety. In Ready (Re’Search Wait’S) (2009-2010), Trecartin (playing a character named J.J. Check, who wants to re-write the U.S constitution) states at one point: “Someone just flashed an image of me; I am so sure of it. I am such as free download.” Here, pastiche turns into a performed glitch, hinting at how authentic speech can be composed of an amalgam of inauthentic sources—a scrambling of literary forms, movie one-liners, intrusive online advertising and social media jargon. His characters constantly waver between vernacular clichés and accretions of data: “My mother accused me of being accumulation posing as independent free will,” says a character from Item Falls (2013)What makes Trecartin’s video work so fascinating is that he frames what once would have been called “pastiche” and fills it with meaning, as if sincerely attuned to the paradoxes of “anti-normative” posturing contained in the term “mass individualism.” Even when addressing issues of representational politics, his dialogue registers as both authentic and insipid, as when, in CENTER JENNY (2013), a conversation about sexism being “the coolest style” ends with a woman in a bikini asking: “tolerance is inevitable, right?” Although there are laugh-out-loud elements in all of his work—often from an exaggeration of superficiality—there is a more persistent sense of the artist searching for something deeper, perhaps sympathetically so. His characters are eager to self-project yet what they actually project comes off as too much—their performances are too knowing, too individualistic and too caught up in the Internet, or other surrounding technologies.When Susan Sontag wrote in 1964 of the aesthetic of “camp” she was largely motivated by the success of Pop art, particularly that of her friend Andy Warhol. Warhol’s work looked kitsch yet Sontag saw in it a genuine love that kitsch lacks—a sentiment akin to doting on something ugly or malformed. Summoning the dandy, she claimed that whereas “the dandy would be continually offended or bored, the connoisseur of Camp is continually amused, delighted. The dandy held a perfumed handkerchief to his nostrils and was liable to swoon; the connoisseur of Camp sniffs the stink and prides himself on his strong nerves” (292).As an artistic device, camp essentially wallows in all the bad fetishisms that Frankfurt School theorists lamented of capitalism. The camp appropriator, does, however, convey himself as existing both inside and outside this low culture, communicating the “stink” of low culture in affecting ways. Sontag viewed camp, in other words, as at once deconstructive and reconstructive. In playing appearances off against essences, camp denies the self as essence only to celebrate it as performance.In line with accounts of identity in automediality and automedia theory, camp can be understood as performing within a dialectical tension between self and its representation. The camp aesthetic shows the self as discursively mediated and embedded in subjective formations that are “heterogeneous, conflictual, and intersectional” (Smith and Watson 71). Affiliated with the covert expression of homosexual and queer identity, the camp artist typically foregrounds art as taste, and taste as mere fashion, while at the same time he/she suggests how this approach is shaped by socio-political marginalization. For Eve Kosofsky Sedgwick, the criticality of camp is “additive and accretive” rather than oppositional; it is a surplus form that manifests as “the ‘over’-attachment to fragmentary, marginal, waste or leftover products” (149).Trecartin, who identifies as gay, parodies the excesses of digital identity while at the same time, from camp and queer perspectives, he asks us to take these identifications seriously—straight, gay, transsexual, bisexual, inter-sexual, racial, post-racial, mainstream, alternative, capitalist or anarchist. This pluralist agenda manifests in characters who speak as though everything is in quotation marks, suggesting that everything is possible. Dialogue such as “I’m finally just an ‘as if’”, “I want an idea landfill”, and “It reminds me of the future” project feelings of too much and not enough, transforming Warhol’s cool, image-oriented version of camp (transfixed by TV and supermarket capitalism) into a hyper-affective Internet camp—a camp that feeds on new life narratives, identity postures and personalities, as stimuli.In emphasising technology as intrinsic to camp self-presentation, Trecartin treats intersectionality and intermediality as if corresponding concepts. His characters, caught between youthhood and adulthood, are inbetweeners. Yet, despite being nebulous, they float free of normative ideals only in the sense that they believe everybody not only has the right to live how they want to, but to also be condemned for it—the right to intolerance going hand-in-hand with their belief in plurality. This suggests the paradoxical condition of pluralist, intersectional selfhood in the digital age, where one can position one’s identity as if between social categories while at the same time weaponizing it, in the form of identity politics. In K-Corea INC. K (Section A) (2009), Global Korea asks: “Who the fuck is that baby shit-talker? That’s not one of my condiments,” which is delivered with characteristic confidence, defensiveness and with gleeful disregard for normative speech. Figure 4: Ryan Trecartin, CENTER JENNY (2013), digital video stillThe Zaniness of the Neoliberal SelfIf, as Koestenbaum claims, Trecartin’s host of characters are actually “evolving mutations of a single worldview” (275), then the worldview they represent is what Sianne Ngai calls the “hypercommodified, information saturated, performance driven conditions of late capitalism” (1). Self-presentation in this context is not to be understood so much as experienced through prisms of technological inflection, marketing spiel and pluralist interpretative schemas. Ngai has described the rise of “zaniness” as an aesthetic category that perfectly encapsulates this capitalist condition. Zany hyperactivity is at once “lighthearted” and “vehement,” and as such it is highly suited to the contemporary volatility of affective labour; its tireless overlapping of work and play, and the networking rhetoric of global interconnectedness (Ngai, 7). This is what Luc Boltanski and Eve Chiapello have termed the “connexionist” spirit of capitalism, where a successful career is measured by one’s capacity to be “always pursuing some sort of activity, never to be without a project, without ideas, to be always looking forward to, and preparing for, something along with other persons, whose encounter is the result of being always driven by the drive for activity” (Chiapello and Fairclough 192).For Ngai, the zany—epitomized by Jim Carrey’s character in Cable Guy (1996) or Wile E. Coyote from the Looney Tunes cartoons—performs first and asks questions later. As such, their playfulness is always performed in a way that could spin out of control, as when Trecartin’s humour can, in the next moment, appear psychotic. Ngai continues:What is essential to zaniness is its way of evoking a situation with the potential to cause harm or injury […]. For all their playfulness and commitment to fun, the zany’s characters give the impression of needing to labor excessively hard to produce our laughter, straining themselves to the point of endangering not just themselves but also those around them. (10)Using sinister music scores, anxiety-inducing editing and lighting that references iconic DIY horror films such as the Blair Witch Project (1999), Trecartin comically frames the anxieties and over-produced individualism of the global neoliberalist project, but in ways that one is unsure what to do with it. “Don’t look at me—look at your mother, and globalize at her,” commands Global Korea. Set in temporary (read precarious) locations that often resemble both domestic and business environments, his world is one in which young adults are incessantly producing themselves as content, as if unstable market testers run riot, on whose tastes our future global economic growth depends.Michel Foucault defined this neoliberal condition as “the application of the economic grid to social phenomena” (239). As early as 1979 he claimed that workers in a neoliberal context begin to regard the self as an “abilities-machine” (229) where they are less partners in the processes of economic exchange than independent producers of human capital. As Jodi Dean puts it, with the totalization of economic production, neoliberal processes “simultaneously promote the individual as the primary unit of capitalism and unravel the institutions of solidaristic support on which this unit depends” (32). As entrepreneurs of the self, people under neoliberalism become producers for whom socialization is no longer a byproduct of capitalist production but can be the very means through which capital is produced. With this in mind, Trecartin’s portrayal of the straight-to-camera format is less a video diary than a means for staging social auditions. His performers (or contestants), although foregrounding their individualism, always have their eyes on group power, suggesting a competitive individualism rather than the countering of normativity. Forever at work and at play, these comic-tragics are ur-figures of neoliberalism—over-connected and over-emotional self-presenters who are unable to stop, in fear they will be nothing if not performing.ConclusionPortraying a seemingly endless parade of neoliberal selves, Trecartin’s work yields a zany vision that always threatens to spin out of control. As a form of Internet-era camp, he reproduces automedial conceptions of the self as constituted and expanded by media technologies—as performative conduits between the formal and the socio-political which go both ways. This process has been described by Berlant in terms of life writing, but it applies equally to Trecartin, who, through a “performance of fantasmatic intersubjectivity,” facilitates “a performance of being” for the viewer “made possible by the proximity of the object” (Berlant 25). Inflating for both comic and tragic effect a profoundly nebulous yet weaponized conception of identity, Trecartin’s characters show the relation between offline and online life to be impossible to essentialize, laden with a mix of conflicting feelings and personas. As identity avatars, his characters do their best to be present and responsive to whatever precarious situations they find themselves in, which, due to the nature of his scripts, seem at times to have been automatically generated by the Internet itself.ReferencesBourriaud, Nicolas. Postproduction: Culture as a Screenplay: How Art Reprograms the World. New York: Lucas & Stenberg, 2001.Chiapello, E., and N. Fairclough. “Understanding the New Management Ideology: A Transdisciplinary Contribution from Critical Discourse Analysis and New Sociology of Capitalism.” Discourse and Society 13.2 (2002): 185–208.Dean, Jodi. Crowds and Party. London & New York: Verso, 2016.Droitcour, Brian. “Making Word: Ryan Trecartin as Poet.” Rhizome 27 July 2001. 18 Apr. 2015 <http://rhizome.org/editorial/2011/jul/27/making-word-ryan-trecartin-poet/>.Dünne, Jörg, and Christian Moser. Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien [Automediality: Subject Constitution in Print, Image, and New Media]. Munich: Fink, 2008.Foucault, Michel. The Birth of Biopolitics. New York: Palgrave Macmillan, 2008.Jameson, Fredric. Postmodernism, or, the Cultural Logic of Late Capitalism. Durham: Duke University Press, 1991.Kosofsky Sedgwick, Eve. Touching Feeling: Affect, Pedagogy, Performativity. Durham: Duke University Press, 2003.McLuhan, Marshall. Understanding Media: The Extensions of Man, London: Routledge and Kegan Paul, 1964.Ngai, Sianne. Our Aesthetic Categories: Zany, Cute Interesting. Cambridge: Harvard University Press, 2015.Prosser, Jay. “Life Writing and Intimate Publics: A Conversation with Lauren Berlant.” Biography 34.1 (Winter 2012): 180- 87.Rak, Julie. “Life Writing versus Automedia: The Sims 3 Game as a Life Lab.” Biography 38.2 (Spring 2015): 155-180.Schjeldahl, Peter. “Party On.” New Yorker, 27 June 2011: 84-85.Smith, Sidonie. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Wisconsin: University of Wisconsin Press, 2014.———, and Julia Watson. Reading Autobiography: A Guide for Interpreting Life Narratives. Minneapolis: University of Minnesota P, 2010———, and Julia Watson. Life Writing in the Long Run: Smith & Watson Autobiography Studies Reader. Ann Arbor: Michigan Publishing, 2016.Sontag, Susan. “Notes on Camp.” Against Interpretation and Other Essays. New York: Picador, 2001.Trecartin, Ryan. “Ryan Trecartin.” Artforum (Sep. 2012): 471.Wayne Koestenbaum. “Situation Hacker.” Artforum 47.10 (Summer 2009): 274-279.Winthrop-Young, Geoffrey. “Hardware/Software/Wetware.” Critical Terms for Media Studies. Eds. W.J.T. Mitchell and M. Hansen. Chicago: University of Chicago Press, 2010.
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Arnold, Bruce y Margalit Levin. "Ambient Anomie in the Virtualised Landscape? Autonomy, Surveillance and Flows in the 2020 Streetscape". M/C Journal 13, n.º 2 (3 de mayo de 2010). http://dx.doi.org/10.5204/mcj.221.

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