Artículos de revistas sobre el tema "Hand-drawn animation"

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1

Chen, Bing-Yu, Yutaka Ono y Tomoyuki Nishita. "Character animation creation using hand-drawn sketches". Visual Computer 21, n.º 8-10 (31 de agosto de 2005): 551–58. http://dx.doi.org/10.1007/s00371-005-0333-z.

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2

Liu, Peng. ""Hand-drawn +3D" Disney Animation Film Artistic Adherence and Technological Innovation". Highlights in Art and Design 4, n.º 3 (1 de diciembre de 2023): 17–18. http://dx.doi.org/10.54097/hiaad.v4i3.05.

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Throughout the long development of Disney's animated films for more than half a century, after experiencing the brilliance of the "hand-drawn animation era" and the downturn and hesitation of the "3D animation era", Disney opened up a new era of animated films with the new "3D+ hand-drawn" technology. Its breakthrough in production technology and the inheritance of animation art make it represent the highest level of today's animated films. This paper will try to explore the technical breakthrough and artistic inheritance of Disney's animated films through the brief tracing of Disney's animation production tradition, taking Frozen and Zootopia as examples.
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Thesen, Thomas P. "Reviewing and Updating the 12 Principles of Animation". Animation 15, n.º 3 (noviembre de 2020): 276–96. http://dx.doi.org/10.1177/1746847720969919.

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This article suggests a discussion on the reconfiguration of the 12 principles of animation and their necessary refinement for contemporary animation to address the growing complexity and expansion of the animation industry. The expansion of the 12 principles of animation into the various animation techniques requires a consideration of their development, which, in the 1930s and 1940s was sufficient for animation’s hand-drawn animation needs; since then, the principles have proven themselves accurate and incredibly helpful for subsequent decades. Nevertheless, this article indicates that a refinement of the principles is required to accommodate a broader range of animation techniques. The great advantage of the 12 principles of animation is their simplicity and logic; however, they do not apply in their entirety (as the full set of 12) to hand-drawn digital animation, stop-motion animation, experimental or digitally animated media. Therefore, this article explores the initial 12 principles with additions and variations suggested by artists and scholars over the last 30 years, and concludes with a reorganization and expansion of most of the principles’ content, a breakdown into sub points and an updated terminology to reconceptualize the 12 principles of animation for all animation techniques.
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Xu, Jun, Xiang Li, Yangchun Ren y Weidong Geng. "Performance-driven animation of hand-drawn cartoon faces". Computer Animation and Virtual Worlds 22, n.º 5 (14 de marzo de 2011): 471–83. http://dx.doi.org/10.1002/cav.372.

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5

Ling, Xufeng, Yu Zhu, Wei Liu, Jingxin Liang y Jie Yang. "The Generation of Articulatory Animations Based on Keypoint Detection and Motion Transfer Combined with Image Style Transfer". Computers 12, n.º 8 (28 de julio de 2023): 150. http://dx.doi.org/10.3390/computers12080150.

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Knowing the correct positioning of the tongue and mouth for pronunciation is crucial for learning English pronunciation correctly. Articulatory animation is an effective way to address the above task and helpful to English learners. However, articulatory animations are all traditionally hand-drawn. Different situations require varying animation styles, so a comprehensive redraw of all the articulatory animations is necessary. To address this issue, we developed a method for the automatic generation of articulatory animations using a deep learning system. Our method leverages an automatic keypoint-based detection network, a motion transfer network, and a style transfer network to generate a series of articulatory animations that adhere to the desired style. By inputting a target-style articulation image, our system is capable of producing animations with the desired characteristics. We created a dataset of articulation images and animations from public sources, including the International Phonetic Association (IPA), to establish our articulation image animation dataset. We performed preprocessing on the articulation images by segmenting them into distinct areas each corresponding to a specific articulatory part, such as the tongue, upper jaw, lower jaw, soft palate, and vocal cords. We trained a deep neural network model capable of automatically detecting the keypoints in typical articulation images. Also, we trained a generative adversarial network (GAN) model that can generate end-to-end animation of different styles automatically from the characteristics of keypoints and the learned image style. To train a relatively robust model, we used four different style videos: one magnetic resonance imaging (MRI) articulatory video and three hand-drawn videos. For further applications, we combined the consonant and vowel animations together to generate a syllable animation and the animation of a word consisting of many syllables. Experiments show that this system can auto-generate articulatory animations according to input phonetic symbols and should be helpful to people for English articulation correction.
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Fujita, Kyosuke, Yuki Morimoto y Mikako Tomotari. "blobby: Generation of Fluid Style Effects in Hand-drawn Animation". Journal of the Society for Art and Science 20, n.º 1 (30 de marzo de 2021): 40–44. http://dx.doi.org/10.3756/artsci.20.40.

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7

Poggiali, Jennifer. "Student responses to an animated character in information literacy instruction". Library Hi Tech 36, n.º 1 (19 de marzo de 2018): 29–42. http://dx.doi.org/10.1108/lht-12-2016-0149.

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Purpose This paper reports on a grant-funded project to create a hand-drawn, custom-made animated character named Jasmyn. Drawing on animation theory, the purpose of this paper is to use qualitative research to investigate student responses to the medium of animation, the character’s design, and three presentation strategies. Design/methodology/approach The researchers held three student focus groups to investigate the following research questions: Will students endorse animation as a medium for library instructional videos on the grounds of its entertaining, subversive, or playful qualities? Is Jasmyn designed and written in a way that engages students and compels them to respond to her as a character? How will students respond to three presentation strategies: a lecture-style video, a video with supplemental animations, and a real-time, interactive lesson? Findings The researchers found that students expressed broad enthusiasm for animation as a medium, though responses to Jasmyn’s personality were mixed. The only presentation strategy that prompted unique responses was the interactive session, although all three focus groups provided revealing commentary about online learning. Students also identified aspects of the animation and character that could be improved, and reflected on ways Jasmyn might be integrated into online learning. Research limitations/implications This study, performed as part of a pilot project, was deliberately small in scale. Clearer implications would emerge from repetition with a larger group of students. Originality/value Jasmyn may be the only hand-drawn, custom-made animated character created for library instruction. No research studies on the use of animation in libraries have been published to date.
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Goss, Jacqueline. "Drawing Voices". Animation 6, n.º 3 (noviembre de 2011): 247–58. http://dx.doi.org/10.1177/1746847711416563.

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This article presents a series of images, transcriptions, and musings on the making of Stranger Comes To Town (2007): an animated documentary that centers on the stories of six immigrants and visitors to the United States who describe their experiences crossing the border. The author chooses 10 images that are accompanied by transcriptions of each interviewee’s statements. She follows each pairing with a musing on either the process of making the animation – what she gleaned about the interviewee from the process of syncing a fabricated image to a ‘real’ voice, the different ways voice and text can play off each other in animation – or the (still surprisingly) subversive gesture of using subjective hand-drawn animations in documentary form.
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Haswell, Helen. "To infinity and back again". Alphaville: Journal of Film and Screen Media, n.º 8 (9 de febrero de 2015): 24–40. http://dx.doi.org/10.33178/alpha.8.02.

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In 2011, Pixar Animation Studios released a short film that challenged the contemporary characteristics of digital animation. La Luna (Enrico Casarosa) marks a pivotal shift in Pixar's short film canon by displaying hand-drawn artwork and man-made textures. Widely considered the innovators of computer-generated animation, Pixar is now experimenting with 2D animation techniques and with textures that oppose the clean and polished look of mainstream American animation. This article aims to outline the significant technological developments that have facilitated an organic aesthetic by suggesting that nostalgia dictates a preference for a more traditional look. It will also argue that this process pioneered by Pixar has in turn influenced the most recent short films of Walt Disney Animation Studios.
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Zhe, Wang y Hassan Alli. "CROSSOVER AND EXTENSION OF HAND-DRAWN MAP IN HERITAGE TOURISM: A CASE STUDY". New Design Ideas 8, n.º 1 (6 de abril de 2024): 169–83. http://dx.doi.org/10.62476/ndi81169.

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In the realm of thematic map development, hand-drawn maps tailored for tourism hold considerable significance. Nonetheless, their progress is impeded by inherent limitations and challenges, thereby constraining their potential advancement. Concurrently, the emergence and progression of computer and network technology have furnished a proficient platform for fostering interdisciplinary growth in the realm of hand-drawn cartography. The aim of this study is establishing a customized, culturally relevant, metaphorical and de-identified design framework for enhancing visualization in digital interactions, drawing upon the universal design principles inherent in traditional animation. A comprehensive depiction of the design workflow, along with intricate design particulars pertaining to each stage, was demonstrated through a case study centered on the hand-drawn style drawing and map design for Dahuaishu Ancestor Memorial Garden. By adopting such a design framework, the potential outcome entails a more user-friendly and captivating means of disseminating information within digital tourist maps of the same genre. This approach preserves the inherent merits of hand-drawn maps while simultaneously broadening their scope and capabilities.
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Gascoigne, Damian. "Improvements on the truth". Animation Practice, Process & Production 8, n.º 1 (1 de diciembre de 2019): 63–83. http://dx.doi.org/10.1386/ap3_00005_1.

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My drawn animation practice has always focused on the gestural mark and messy materiality. This article is about what happened to that practice in the transition from analogue to digital animation, questioning what was lost forever and what might still be worth fighting for. This practitioner’s account of a ‘before digital, after digital’ career describes the experience of making work, as work itself changed forever. Ushered in with little reflection or resistance in the mid-1990s, the new digital doctrine slowly consumed hand-drawn 2D animation production to the point where few but the most determined independent makers keep this vital practice alive. My contention is that a reckoning on why and how we engage with digital technology is long overdue. The article will set out why – after working with digital tools for more than twenty years – I have now abandoned all but the most cursory engagement with new media tools and taken the long walk back to a material analogue practice. The ideas under discussion here can be traced back to one overriding concern – the unsolvable relationship between movement in drawing and drawing for movement. This dichotomy is unique to 2D animation, because freedom of gesture in drawing does not produce continuity of movement in animation. Mining this seam drives my independent animation practice as I try to reconcile the page and the frame.
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Kalmakurki, Maarit. "Snow White and the Seven Dwarfs, Cinderella and Sleeping Beauty: The Components of Costume Design in Disney’s Early Hand-Drawn Animated Feature Films". Animation 13, n.º 1 (marzo de 2018): 7–19. http://dx.doi.org/10.1177/1746847718754758.

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Costumes in feature films can be deliberately used for narrative purposes to reveal or conceal something related to the plot, functioning as a key element for cinematic storytelling. Costume design in animation is an integral part of character creation; however, relatively little is known about the design process. Previous research concentrates on either the history of hand-drawn animation, the principles of making animated films or character construction. This article presents several key components of the animators’ costume design process in Walt Disney’s animated feature films Snow White and the Seven Dwarfs (1937), Cinderella (1950) and Sleeping Beauty (1959). The author demonstrates that the costume design in these films was a multi-layered process. For example, for Snow White, the costume silhouette of the final animation is visible in the early conceptual designs whereas, for Cinderella or Princess Aurora, the principal character animators designed the final costume. Additionally, the slow production time influenced the style of the costumes: small details on costumes and complex constructions were not used as it would have taken too long for them to be drawn. The article also reveals that animators used live-action filming and rotoscoping as tools for designing costumes. Furthermore, costumes that were used in pre-production filming for rotoscope were different in their construction from everyday garments. The work of a costume designer existed in the character design process, although not as a separate profession. This article aims to highlight the importance of characters’ costumes in Disney’s early hand-drawn animated films and the different ways costumes have been designed for animated characters.
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Kim, Kibum y Jaewuk Chang. "A Case Study on Visual Image Conversion for Hand-drawn Limited Animation in Realistic Images". Journal of Next-generation Convergence Information Services Technology 12, n.º 2 (30 de abril de 2023): 169–80. http://dx.doi.org/10.29056/jncist.2023.04.04.

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Moon, Jaecheol y Yumi Kim. "Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up". Cartoon and Animation Studies 36 (30 de septiembre de 2014): 147–65. http://dx.doi.org/10.7230/koscas.2014.36.147.

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Teh, Sharafina, Vimala Perumal y Hushinaidi Abdul Hamid. "Investigating How Frame Rates in Different Styles of Animation Affect the Psychology of the Audience". International Journal of Creative Multimedia 4, n.º 2 (30 de septiembre de 2023): 10–31. http://dx.doi.org/10.33093/ijcm.2023.4.2.2.

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As an art form that has existed since nearly a century ago, animation has birthed many different techniques of presenting visual motion to the audience, either in a more familiar, realistic representation or a stylistic visual choice that goes beyond imagination. Various elements such as characters, objects, environments and abstract constructs are combined into one cohesive shot and subsequently, several of these shots are compiled to create one scene in an animation production. Among these aspects of animation that have to be taken into consideration heavily by animators, is frame rates, or more commonly known and abbreviated as FPS (frames per seconds). The definition of frame rate is basically the amount of frames or images that are playing within one second exactly in a time-based work. There are several variations of frame rates that are used by different styles of animation, whether it is traditional hand-drawn 2D animation, fully computer-generated 3D animation, stop motion and even hybrids of these different methods. One such example of an animated work in recent years that has pioneered the usage of different frame rates in their production is the animated feature film by Sony Animation, Spiderman: Into the Spider-Verse, and its sequel which was newly released in theatres, Across the Spider-Verse, among other examples as well, but for this film in particular, the usage of different frame rates was intentional. In this article, how different frame rates are utilized in different forms of animation are studied by analyzing different existing examples that have been published for the general audience in movie theatres, online streaming and television, as well as exploring the function of different frame rates and the effect that they have towards the audience’s psychology as well as in the context of storytelling when it comes to presenting their characters’ personality and background.
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Balachandran, Anitha. "Time-travelling imaginaries: Animation at the memorial museum". Animation Practice, Process & Production 10, n.º 1 (1 de agosto de 2021): 11–49. http://dx.doi.org/10.1386/ap3_000025_1.

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Animation as a site-specific intervention in historic settings draws on the powerful affective potentials of both medium and place, enabling long past events to be experienced in immersive, intimate ways. In particular, I examine here my hand-drawn animated film He Ram, permanently installed at the site of Gandhi’s assassination, now a museum in New Delhi. In this context, the multi-layered animated presence of Gandhi becomes at once nostalgic and eerie, evoking a figure’s potential to haunt space and time, piercing the present to connect us to the last walk he took and the last breath he drew. An emotionally charged public memorial, this is also where the voice and views of government are palpable. At stake remain the inheritance and transmission of our past/s. In these circumstances, animation affords aesthetic strategies to engage a range of audiences across age, class, caste and linguistic boundaries, wielding a degree of agency in the mediation of our collective imaginations. In doing so, the film gestures towards a more fluid, interdisciplinary understanding of the ever-emerging relations between histories and our present.
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Xing, Jun, Li-Yi Wei, Takaaki Shiratori y Koji Yatani. "Autocomplete hand-drawn animations". ACM Transactions on Graphics 34, n.º 6 (4 de noviembre de 2015): 1–11. http://dx.doi.org/10.1145/2816795.2818079.

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Sawchuk, Kim. "Animating the Anatomical Specimen: Regional Dissection and the Incorporation of Photography in J.C.B. Grant’s An Atlas of Anatomy". Body & Society 18, n.º 1 (marzo de 2012): 120–50. http://dx.doi.org/10.1177/1357034x11430964.

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In 1943 Dr J.C.B. Grant, of the University of Toronto, published the first anatomical atlas ever fully produced in North America, An Atlas of Anatomy. Within the history of biomedical teaching, the publication of this textbook is remarkable for at least two reasons, both connected to the themes of animation and automation. The visual narrative of the anatomical body found in Grant’s Atlas encapsulated a paradigmatic shift in gross anatomy from a systemic approach (dividing the body into its systems) to a regional anatomy (dividing the body into areas containing interlocking systems). The contextually contingent reasons for this shift in medical training are represented in the production of this textbook. What is crucial is that anatomy is thus conceived as directly applicable to surgical practice, which intervenes on the bodies of the living, rather than the dead. The second important dimension of Grant’s Atlas was his rigorous, yet invisible, incorporation of photography into the practice of medical illustration. Grant’s Atlas systematically deployed hand-drawn tracings of photographic images in the production of his bestselling textbook to affirm an indexical connection to a ‘real body’. At the same time, this use of photography is erased within the visuals, which rely instead on hand-drawn illustrations (line-drawings and carbon-dusting) to produce this particular pedagogy of the anatomical body. The production of ‘textbook anatomy’ is thus articulated to changes in technical modes of representation (photography) and to the new techniques in print-technologies from the late 19th until the mid 20th century.
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Raupach, Anna Madeleine. "Seen, not measured: Relocating drawing within astronomical observations". Drawing: Research, Theory, Practice 5, n.º 2 (1 de diciembre de 2020): 277–90. http://dx.doi.org/10.1386/drtp_00037_1.

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This paper presents a practice-based research project that explores archival material documenting data collection in nineteenth-century astronomy and locates drawing as a point of access into the shift from human- to technology-dominated methods of observation and representation. I focus on two works that use drawing in contrasting ways. First, by adopting marks from handwritten logbooks as a form of drawing that is laser-etched onto mirrors to highlight the under-acknowledged work of women ‘star measurers’. This technique of remediating drawn lines references both the scientific discourse and the social framework that structured the women’s work, and I use a technique of light reflection to illuminate the absence of their identity in previous narratives of this history. The second line of inquiry is based on written descriptions of double stars. Using hand-drawn animation, I have forged a connection between human and machine interpretation and description of astronomical phenomena, to investigate the involvement of multiple authors in this process. These works provide material explorations into the shift between manual labour and machine automation to illuminate the human traces of expression that are embedded into technological processes. I propose that drawing in combination with other media can offer insight into this increasingly entangled and complex relationship for both artistic and scientific discourses.
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Sokol, Mariana, Olga Petryshyna, Volodymyr Misko, Tetiana Mykolenko, Eleonora Palykhata y Lilia Shtafirna. "Written Network Communication: Communicative Needs and Ambiguity of Interpretations". International Journal of Higher Education 10, n.º 5 (1 de abril de 2021): 10. http://dx.doi.org/10.5430/ijhe.v10n5p10.

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Social networks are dynamic, accessible virtual planes of communication, through which users carry out the cross-border and transient exchange of information and emotions, meeting their communication needs. The article outlines the main aspects of written communication, its communicative needs, and the ambiguity of interpretations.The constant growth of the popularity of social networks with the simultaneous displacement of the importance of live, direct communication forces scientists in various fields, including the theory of communication, communicative linguistics, to rethink the phenomenon of "communication". It is about creating a special discourse, which is caused by the specifics of the communication channel/code between communicators and the virtual chronotype. Attention has been drawn to written communication on social networks in terms of speakers’ intentions, the interpretation of explicit and implicit information, its impact on the participants of communication, the formation of the special culture of communication (non-library), etc.Specificity in the written form of communication in the social media has been caused by many factors: the readiness or unreadiness of the virtual interlocutor to interact; dominance of visual perception, hence, special attention of recipients to the layout, structuring of the text, volume, photo accompaniment, etc.; knowledge of the latest trends in online communication (fashion clichés, abbreviations, slang, memes); replacement or substitution of non-verbal means by various means of paragraphemics, for example, smilies, stickers, pictures, animation, etc.; developing of a specific network chronotype, in which there are no time limits and which is constantly expanding in volume due to the multiplicity of accounts, texts, chats, groups.Not everyone who communicates on social media knows the intentions of other people. On the one hand, such communication generates the selectivity or concealment of true meanings in the author's texts and on the other hand, additional meanings are taken on during the recipients’ interpretation.
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Yu, Emilie, Kevin Blackburn-Matzen, Cuong Nguyen, Oliver Wang, Rubaiat Habib Kazi y Adrien Bousseau. "VideoDoodles: Hand-Drawn Animations on Videos with Scene-Aware Canvases". ACM Transactions on Graphics 42, n.º 4 (26 de julio de 2023): 1–12. http://dx.doi.org/10.1145/3592413.

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We present an interactive system to ease the creation of so-called video doodles - videos on which artists insert hand-drawn animations for entertainment or educational purposes. Video doodles are challenging to create because to be convincing, the inserted drawings must appear as if they were part of the captured scene. In particular, the drawings should undergo tracking, perspective deformations and occlusions as they move with respect to the camera and to other objects in the scene - visual effects that are difficult to reproduce with existing 2D video editing software. Our system supports these effects by relying on planar canvases that users position in a 3D scene reconstructed from the video. Furthermore, we present a custom tracking algorithm that allows users to anchor canvases to static or dynamic objects in the scene, such that the canvases move and rotate to follow the position and direction of these objects. When testing our system, novices could create a variety of short animated clips in a dozen of minutes, while professionals praised its speed and ease of use compared to existing tools.
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Pratama, Nadia y Dodi Pasila Putra. "Peran Guru Bimbingan dan Konseling dalam Mengurangi Kecanduan Menonton Anime pada Siswa Kelas IX SMPN 4 Kecamatan Harau". TSAQOFAH 4, n.º 1 (23 de noviembre de 2023): 79–88. http://dx.doi.org/10.58578/tsaqofah.v4i1.2131.

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Anime (アニメ) is Japanese animation drawn by hand or using computer technology. Anime is presented in spoken and moving form and can be watched through colorful pictures featuring characters in various locations and stories. Watching anime excessively also has a negative impact on students, such as running out of time to watch anime, neglecting a lot of assignments and even decreasing enthusiasm for studying because they feel too engrossed in watching anime, so they forget about study time and sleep during class hours. This research is descriptive qualitative field research, namely describing events that occur in the field or research that describes, tells and interprets a phenomenon that is developing in the present. Where this research describes the role of guidance and counseling teachers. This research uses observation, interview and documentation data collection techniques obtained from key informants and supporting informants in the field. Based on the results of research conducted by the author, the role of guidance and counseling teachers in reducing the addiction to watching anime in students is: First, implementing guidance and counseling services, namely guidance and counseling teachers, providing information services to students about the negative consequences of watching anime too often. make students addicted, Guidance and counseling teachers provide orientation and information services to students according to their condition, namely whether they are just watching or have become addicted, Guidance and counseling teachers provide individual counseling services to students who have been indicated as addicted to watching Anime and Guidance and counseling teachers collaborate with subject teachers and parents to help students solve their problems. Second, collaborate with subject teachers and collaborate with parents. The three guidance and counseling teachers have extensive knowledge or insight into the problems students are facing.
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Ropelewski, C. F. y P. A. Arkin. "Advances in Climate Analysis and Monitoring: Reflections on 40 Years of Climate Diagnostics and Prediction Workshops". Bulletin of the American Meteorological Society 98, n.º 3 (1 de marzo de 2017): 461–71. http://dx.doi.org/10.1175/bams-d-16-0012.1.

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Abstract We examine the progress in the analysis of climate variability through the lens of a 40-year series of annual Climate Diagnostics and Prediction Workshops initiated by the National Oceanic and Atmospheric Administration (NOAA) in 1976. The evolution of climate data and data access, data analysis and display, and our understanding of the physical mechanisms associated with climate variability, as well as the evolution in the character of the workshops, are documented by reference to the series of workshop proceedings. This retrospective essay chronicles the transition from the mid-1970s, when individual investigators or their organizations held much of the climate data suitable for research, to the present day, where many of the key climate datasets are freely accessible on the Internet. In parallel we also chart the evolution in data analysis and display tools from hand-drawn line graphs of single-station data to color animations of regional and global fields based on satellite data, numerical models, and sophisticated analysis tools. Discussion of these two themes is augmented by documentation of the increasing understanding of the physical climate system as climate science moved away from the “bones of bare statistics” that characterized climate analysis in the mid–twentieth century toward the “flesh of physical understanding.”
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Schnürer, Raimund, Cengiz Öztireli, René Sieber y Lorenz Hurni. "Towards Storytelling with Animated Pictorial Map Objects – An Experiment with Convolutional Neural Networks". Abstracts of the ICA 1 (15 de julio de 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-324-2019.

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<p><strong>Abstract.</strong> Storytelling is a popular technique applied in many fields including cartography. On the one hand, stories can be told intrinsically by map elements per se. An often quoted example in this regard is Minard’s map of Napoleon’s Russian Campaign (e.g. Denil 2017) which depicts the loss of troops in a spatio-temporally aligned Sankey diagram. On the other hand, stories can be conveyed extrinsically by multimedia elements aside the map. For instance, the travel route of a soldier during the First World War can be shown on a temporally navigable map and accompanied with photos, videos, diary entries, and military forms (Cartwright &amp; Field 2015). In this experiment, we follow a mixed approach where human figures on the map will be animated and address the map reader via speech bubbles. As source data, we consider pictorial maps from digital map libraries (e.g. the David Rumsey Map Collection) and social media websites (e.g. Pinterest). These maps contain realistically drawn representations which are in our opinion very suitable for communicating personal narratives.</p><p>We present a workflow with convolutional neural networks (CNNs), a type of artificial neural network primarily used for image recognition, to detect human figures in pictorial maps. In particular, we use Mask R-CNN (He et al. 2017) for identifying bounding boxes and silhouettes of figures. For the segmentation of body parts (i.e. head, torso, arms, hands, legs, feet) and the detection of joints (i.e. nose, thorax, shoulders, elbows, wrists, hip, knees, ankles), we combine the U-Net architecture (Ronneberger et al. 2015) with a ResNet (He et al. 2015). In a final step, we implement a simple 2Danimation of waving and walking characters and add speech bubbles near head positions. As a first training dataset, we created parametric SVG character models with different postures originating from the MPII Human Pose Dataset. The second training dataset contains real image human body parts from the PASCAL-Part Dataset. Humans from both datasets are placed randomly on pictorial maps without any other figures. Preliminary results show that the validation accuracy is the highest when synthetic and real training datasets are combined. We implemented the CNNs with TensorFlow’s keras API, whereas training data and animations are generated with the web browser.</p><p>Our approach enables giving storytellers a physical presence and anchoring them spatially within the map. By animating characters, we can gain the map reader’s attention and guide him/her to special and possibly hidden places (e.g. in touristic maps). By telling personal stories, we may raise the interest of people to explore the maps (e.g. in museums) and give a better understanding of the often abstractly encoded information in maps (e.g. in atlases). When a certain aesthetic value has been reached, pictorial objects may also generate positive emotions so that anxieties about the complexity of data may become secondary (e.g. in education). Overall, the goal of our work is to engage map readers, give them valuable support while studying a map, and create long-lasting memories of the map content.</p>
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-, Mihir Makwana y Makwana Ranveersingh -. "Animations and the Role of Emotions". International Journal For Multidisciplinary Research 6, n.º 2 (8 de marzo de 2024). http://dx.doi.org/10.36948/ijfmr.2024.v06i02.14606.

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How can an animator capture and analyse emotion? Might the act of animating something itself be a way to access meaning that earlier studies were unable to do? Animation has the ability to both accentuate and hide emotions that are displayed through body language and gesture. We are exposed to both the spoken words and the subtle variations in body motions when we watch live action (human interview) documentary film. What may be gained by interpreting documentary video via the animator's personal and aesthetic perspective, or how much might be lost when it is converted into animation? This study investigates the outcomes of the initial of a series of animations produced utilising research via practise approach, drawing on my prior expertise as a game's animator. The process of manipulating images to provide them the appearance of motion is referred to as animation. By creating a series of images, or frameworks, with one frame being a bit distinct relative to the last, a representation of movement is produced. Cartoons are among the best forms of animation. Animated videos have always been hand-drawn, using a great deal of visuals made with minor adjustments using color as well as a sharpie. A lot of contemporary animation was produced using an arsenal of specialized software programs as computer technology and animation software proliferated.
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Malarvizhi, D., S. Swetha, K. Navika y V. Shalyni Devey. "The Evaluation of Animation and Graphics". International Journal of Innovative Science and Research Technology (IJISRT), 13 de marzo de 2024, 243–47. http://dx.doi.org/10.38124/ijisrt/ijisrt24mar082.

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From hand drawn sketch to CGI, this journal gives the historical analysis of evolution of animation and graphics in this modern world. Beginning with an exploration of early forms of animation, such as flip books and hand-drawn cell animation, the paper examines key technological advancements that revolutionized the industry, including the development of computer- generated imagery (CGI), 3D animation, and motion capture techniques. Through a historical lens, this study highlights the contributions of pioneers such as Walt Disney, Pixar Animation Studios, and Industrial Light & Magic, whose innovations have shaped the trajectory of animation and graphics over the past century. Furthermore, the article explores the societal and cultural impact of animated media, from its role in entertainment and storytelling to its applications in education, advertising, and virtual reality. By analysing the evolutionary path of animation and graphics, thispaper provides valuable insightsinto the past, present, and future of this dynamic and influential art form.
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Wibowo, Mars Caroline, Sarwo Nugrhono y Agus Wibowo. "Visual aesthetics of narrative animation of 3D computer graphics: From both realist and expressive points of view". Humanities, Arts and Social Sciences Studies, 30 de abril de 2024. http://dx.doi.org/10.69598/hasss.24.1.260646.

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The field of animation is a unique realm for artistic creativity to convey stories. Animation is a technique in which images are manipulated to display moving visuals. In traditional animation, images are painstakingly hand-drawn or painted on transparent celluloid sheets, which are then photographed and showcased on film. The process of creating 3D animation is highly intricate and time-consuming. Animators must consider numerous factors to produce high-quality, visually stunning animation. The current study aligns with the ongoing development in computer graphics, which are influenced by the hyper-realist ethos. The study delves into animation aesthetics, computer graphics technology, and culture within the realm of 3D animation. For comparison, it also presents the findings of researchers and computer graphics experts, focusing on more expressive 3D narrative animations. This study merges research in art history, computer graphics, psychology, and expressive visual style, particularly their naturalistic attributes and emotional engagement. Regarding the potential for natural expression, this study draws upon two fundamental aspects of 3D technology: photorealistic rendering and one-point perspective. It is expected that future technological advancements will further enhance the evolution of expressive aesthetics in 3D animation. In conclusion. this study emphasizes that future 3D animation creation should prioritize aesthetic expressiveness.
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Wang, Xudong y Weiyi Zhong. "Evolution and innovations in animation: A comprehensive review and future directions". Concurrency and Computation: Practice and Experience, 31 de agosto de 2023. http://dx.doi.org/10.1002/cpe.7904.

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SummaryIn this article, we offer an in‐depth exploration of the history, advancements, and innovations in the field of animation. From the roots of traditional hand‐drawn animation to the contemporary realm of computer‐generated imagery, the article outlines the progression of techniques and technologies that have revolutionized the industry. This study meticulously examines the transformative impact of emerging trends such as virtual reality, augmented reality, and artificial intelligence on the development and application of animation. A significant focus is placed on the societal implications of animation, investigating its pervasive influence in fields as diverse as education, advertising, and entertainment. The use of animation as a pedagogical tool, a marketing strategy, and a medium for storytelling has not only redefined these sectors but has also reshaped audience expectations and experiences. In forecasting the future of animation, the article identifies and analyzes potential technologies and trends poised to push the boundaries of the field. This includes examining challenges such as the ethical considerations of AI and the technical constraints of VR and AR. By providing a comprehensive overview of past developments and future possibilities, this review contributes to the ongoing discourse on the continually evolving landscape of animation.
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Ung, Lesley. "Dénouement: A Subjective Reflection on Death, Loss and Grief through Animation Practice". Rangahau Aranga: AUT Graduate Review 1, n.º 2 (16 de septiembre de 2022). http://dx.doi.org/10.24135/rangahau-aranga.v1i2.93.

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Death, a universal human experience, has been represented and understood in numerous ways throughout time and across cultures. Dénouement is a practice-based research project that engages with the emotionally fraught and complex experience of losing a loved one. The research positions the medium of hand-drawn animation as rich territory for exploring visual expressions of the internal, psychological, and abstract dialogue when grieving. As a personal reflection of in-articulable feelings, the aim is not to show the world as it is but as it is travelled through psychologically. The final short film underpins the practitioner’s passion for drawing the world (as they see it), moving it in time and moving those who view the work, emotionally. This article is a reflective dénouement of the author's Master's journey. The full Master's thesis can be accessed here: https://openrepository.aut.ac.nz/handle/10292/15296
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Jung, Haejin, Honam Kim y Hyun Jean Lee. ""Studying on the Production Method of Oil-Painting-Style Hand-drawn 2D Animation for Virtual Reality: Based on the Sunrise and Sunset Scene Creation"". Journal of Basic Design & Art, 31 de octubre de 2019, 535–51. http://dx.doi.org/10.47294/ksbda.20.5.39.

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"Isao Takahata : Inspiring Visual Styles of Japanese Film & Anime Aesthetics". International Journal of Innovative Technology and Exploring Engineering 8, n.º 11S2 (26 de octubre de 2019): 198–209. http://dx.doi.org/10.35940/ijitee.k1032.09811s219.

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The Tale of Princess Kaguya is an adaptation from The Tale of the Bamboo Cutter, a classical Japanese folktale, directed by Isao Takahata in Studio Ghibli productions. Isao Takahata is a director who has long been overlook by his longtime colleague and Studio Ghibli co-founder Hayao Miyazaki. The purpose of research about cinematography techniques or style of Isao Takahata animated film in The Tale of Princess Kaguya. The Princess Kaguya animated film is like an old Japanese painting that is similar to traditional sumi-e. The focus of this research will look into several aspects such as impressionistic style and the character design in Princess Kaguya animated film. Impressionistic art is an art style when an artist looks into situation or things with a short glimpse and paint it back using bright and vibrant colors. Most of the pictures are outdoor scenes. The concept character of Princess Kaguya created with amazing work of art using hand-drawn animation to new heights of fluidness.
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Arantes, Igor Abrahão, Bernardo Giorni Abijaude Bracarense, Samuel Marinho Leidner, Humberto de Campos Rezende y João Victor Boechat Gomide. "Fluxo de trabalho para uma animação com render em tempo real". AVANCA | CINEMA, 26 de febrero de 2021. http://dx.doi.org/10.37390/avancacinema.2020.a199.

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This paper presents the workflow for developing an animated short film, Fio, using real-time rendering. Real-time rendering is a recently commercially available alternative and has drastically reduced rendering time.Rendering means graphically processing an image, or layers of images, so that it can be displayed after processing, immediately. It is a critical step in computer graphics and determines the quality of the final image and the time required for it to be available for display. Previously, rendering required many minutes for each image frame, with multiple and costly processors. Currently, one render per frame is achieved in less than a second, with an equivalent look and a smaller amount of processing.To render in real time, the graphics engine Unreal Engine, a pioneer in this type of solution, was used. For this type of use, to render scenes, the software is free. Software of relevance in the creative industry were chosen as well, such as Autodesk Maya for animations and modeling, zBrush for sculptures, Substance Painter and Photoshop for composing textures, Audition for soundtracks, Premiere for editing. The engine itself has tools for lighting and composition. Other experimental alternatives were tested in the workflow, such as the use of hand-drawn textures with pastel chalks.This paper will introduce each step of the workflow for producing an animated short film, with the preparation of the scene adjustments to be imported by the Unreal engine at the end. The first minute of this animation is accessible in https://vimeo.com/503536788.
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McCormack, Paul. "Play". M/C Journal 1, n.º 5 (1 de diciembre de 1998). http://dx.doi.org/10.5204/mcj.1726.

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All work and no play makes Jack a dull boy, or so the story goes anyway. Equally perilous, of course, is the opposite scenario of all play and no work. I'm not quite sure what that might make poor old Jack; unemployed perhaps? For my part, it made me a 'mature student'! Whatever else it may be, though, play is pervasive. It's one of the first things we get to do as human beings (once we've gotten the more immediate concerns of getting fed and changed out of the way), and if we're lucky it will be one of the things we get to do at every other stage of our lives too (again, along with eating and...). It is probably fitting that play should be the organisational concept for this particular issue of M/C, coinciding as it does with one of the more drawn out periods of play in the Western world: Christmas. Coming at this time, it has certainly brought home to me the relationship between work and play, and where to fit the former into the latter. It's probably no surprise, then, that a couple of the articles here should seek to engage with this particular divide. In the feature article for this issue Belinda Barnet explores the idea of hypertext as an avant-garde alternative to the controlled regularity of the linear text, a playful reaction to predetermined possibilities. Reading hypertext is a bit like playing, it's spontaneous, interactive, and a little subversive in that it rejects the notion of following the single linear text all the way to its hidden but preferred meaning. The nodal leaps of reading hypertext leave us always in a state of something like blissful possibility. Thus hypertext should be considered to involve the active translation of being into becoming in an imagined, or virtual space. Though the danger exists that such a reader risks disorientation in the face of the infinite potential offered by hypertextual linking, just as much as he or she risks being subsumed by the passive subject position "demanded by infotainment culture and the encyclopaedic desire it encourages to seek the satisfaction of closure by following seamless links to a buried 'meaning'". Sherman Young examines the point at which playing and living meet; in the dual context, here, of driving simulation computer games and Baudrillard's precession of simulacra. As driving simulators become more and more sophisticated and 'realistic', embodying the thrills and spills of pushing the car to its limits on the open road, or on the Formula One race track, driving itself becomes more and more (for the majority of us at least) of a daily rush-hour crawl, one foot on the clutch and one hand on the wheel, unexciting and not very challenging. Has the play version of driving left the real behind, or is it a fact that the real is no longer real, but hyperreal? Axel Bruns engages with the recent proliferation of what he calls "musical exhumations": the re-forming and touring of well known and commercially safe musical acts on a large scale, playing either old songs, or new songs that sound like old songs. At the root of this 'replay', he contends, is the mainstream music industry's desire to both make a dollar, and respond to a changing mediascape which may well leave the giants behind as it continues to evolve and diversify. At the core of the problems which the music industry monoliths face is bandwith -- the huge number of 'channels' which something like the Internet provides --, and as a consequence, the opportunity on the one hand for marginal operators and audiences to proliferate, and the lack of opportunity on the other hand for the industry to achieve complete coverage for its preferred (i.e. most profitable) products. So, while the new players spread out on the cyber-airwaves, the old players come together in the better class venues; but in the longer term, it seems, the days of the almost complete domination of large-scale industrialised music may be numbered. Kirsty Leishman takes the work of Michel de Certeau on the art of making do as practiced by individuals going about their everyday life, her own experiences as a convenience store employee of five years standing, and the idea of play as "taking delight in inventiveness, trickery, guile and ruse", and melds them all into an explication of how opportunities for play may be found in even the most mundane kinds of work-a-day existences. In doing so she outlines the tactical use of the store's facilities, pursued as much in an effort to find relief from boredom, as to procure an abundant supply of toiletries and confectionary. This article will make you rethink your own ideas on how the Seven-Elevens of the world operate. John Banks starts from the observation that, even if only for their huge sales and the associated hype that goes with that, the playing of computer games has become "a crucial component of the popular cultural terrain". It is also a problematic one in the sense that so many of the games seem to inscribe somewhat questionable gender roles and relations. But Banks wants to go further than merely examining the representational, or textual level of computer games, critically engaging instead with the activity of playing: a visceral event, and one which is repeatedly described by those in the know in terms of the ephemeral concept of Gameplay. This term, he argues, "functions as something of a shared horizon or assumed knowledge" amongst gamers, and may consequently describe something about the attraction of games that hitherto escapes the vocabulary of cultural theorising: that they're fun, but it's hard to explain exactly how or why. The upshot is that because it does not easily lend itself to theoretical explication this does not mean that the eventhood of the game, as expressed in the term 'Gameplay', is to be devalued in seeking to understand computer games as cultural activities; just as issues of representation should not either be simply abandoned. Rebecca Farley, like Kirsty Leishman, also engages with the divide between work and play, but deals with the animation studio as a workplace rather than the convenience store. In doing so she addresses the twin questions of what exactly is play, and how is it practiced? Is it, as Johan Huizinga would have it, a separate thing, to be done in a separate time and place? Or is the distinction more fluid, play being something we do alongside work, or sprinkled in between bits of work? The answer might, of course, have a lot to do with who you work for. Nick Caldwell briefly charts the history of the computer strategy game, in particular its sub-genre, the "God game". The point he is seeking to make is that the parameters of these games, and the symbolism which they both draw upon and reinforce, are resolutely Western in their nature and detail. Success for the player-God in a game like Civilisation, for example, is contingent upon him or her skilfully leading the flock through a human-scale history of exploration, conflict and technological development; all of which, Caldwell argues, amounts to an imposition of an "ahistorically Westernised path of conquest and colonialism" upon the broad canvas of human history in general. Thus, computer strategy games such as this, by so attractively packaging and promoting what is, after all, just one politico-historical model among many, may simply become little more than "effective tools of the hegemonic apparatus". Ben King closes this issue with some thoughts on an aspect of play that would not seem obvious to most of us: playful murder. He explores the genre of yuppie horror films in which the villain, far from being portrayed as a hideous outcast creature, is actually just the same as the victims: young, beautiful, rich; the playfulness coming from the kind of "selfish revelry" they display in their macabre acts. All that remains for me to say at this point, I guess, is that all of us at M/C hope that your revelry over this holiday season has not been of the too macabre kind, (though, if that's what turns you on...), and that you find these offerings enjoyable, informative, or maybe even both. Read on then. Citation reference for this article MLA style: Paul Mc Cormack. "Editorial: 'Play'." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/edit.php>. Chicago style: Paul Mc Cormack, "Editorial: 'Play'," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/edit.php> ([your date of access]). APA style: Paul Mc Cormack. (1998) Editorial: 'play'. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/edit.php> ([your date of access]).
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Rose, Megan Catherine. "The Future Is Furby". M/C Journal 26, n.º 2 (25 de abril de 2023). http://dx.doi.org/10.5204/mcj.2955.

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Fig. 1: “Pink Flamingo Furby” (2000), “Peachy Furby Baby” (1999), and “Owl Furby” (1999) Sunlight Up (“Dah-ay-loh oo-tye”): Introduction As playthings at the junction of human experience and imagination, toys like Furby present an interesting touch point to explore cultural imaginations, hopes, and fears about zoomorphic robots and AI toys. This year marks their 25th anniversary. Created by Dave Hampton and Caleb Chung, Furby publicly debuted at the American International Toy Fair in 1998. Originally released by Tiger Electronics, this toy was later sold to Hasbro in 2005 to 2007. Since their introduction to the market, Furbys have been occupying our shelves and basements, perceived as “annoying little owl-like dolls with embedded sound-recording chips” (Gullin) that speak their own language “furbish” (shown throughout in parenthesis). Early reportage likened Furby to all kinds of cute critters: mogwais, hamsters, and Star Trek’s tribbles. Narratively Furbys are framed as a benevolent, alien species, living in space in a cloud known as Furbyland. For motivations not revealed, Furbys, in looking down on our planet, were so struck by the beautiful view of nature and its signs of peacefulness — “no worry (boo boh-bay)” — that they jumped, plummeting to us like tiny fluffy asteroids. Little did they know that their arrival would spark an intergalactic diplomatic incident. During its introduction in 1998, the initial discourse in media reportage emphasised anxieties of the unknown. What lies beneath the surface of Furby, as a toy that might blur the line between the real and imagined for children? What technologies might it harbour? As a hybrid of technology and animal, Furby appeared as a creepy-cute cultural icon that simultaneously delighted and horrified children and adults alike. Today adult fans reimagine Furby through play and customisation as part of their reflections on their childhood experiences of this cultural moment, and as a way of exploring new futures. Furby provides an opportunity to reflect on adults’ interactions with toys, including parents, members of the public, and fans motivated by nostalgia. At the time of its release Furby presented adults with moments of “dissonance” towards new horrifying technologies that “might occur at the seams [of] … monumental cultural shifts” (Powell 4). But for adult fans today, as a childhood memory, the toy represents both strangeness and future possibilities; it has become a tool of “disrupt[ing] and challeng[ing] beliefs and connections” (Rand 9). In this article I primarily analyse the “original” Furbys of 1998 to 2002, but also mention a range of later versions. This includes: the Emoto-tronic Furbys (2006) which were designed to have more expressive faces; the Furby Boom (2003), a toy whose personality changes according to the level of care it is provided with; and the Furby Connect (2016), which has bluetooth capacity. This discussion is supported by a thematic analysis of 3800 news articles about Furby from 1998 to 2000, visual analysis of both the original and customised iterations of Furby, as well as my reflections as a member of the Furby fandom community. You Play? (U-nye-loo-lay-doo?): Furby Encounters A key part of the discourse around Furby since its introduction in 1998 was, “who would want one?” Indeed, the answer at the time appeared to be “several million of us, the toy demons hope” (Weeks). After their release in American toy stores on 2 October 1998 in limited supplies, a Furbish frenzy ensued, resulting in altercations between shoppers and staff (e.g. Munroe; Warmbir; Associated Press). Aged 10, I recall my little black and white Furby, Coco, waiting for me on the shelves of the electronics section of Big W in Australia, fortunately with no such commotion. Furby is classed by the Guinness World Records as the world’s first AI toy, but it was certainly not the first electronic toy to enter the market; at the time of Furby’s release, Tickle Me Elmo and My Interactive Pooh presented competition, and by the late 1980s there was already concern about how electronic pet toys might erode emotion and connection (Turkle, “Authenticity”; Turkle, “Nascent”). Speculation over the reason for the Furby mass hysteria ensued. Some suggested the appeal was the toy’s status symbol status (Beck), whereas others cited its broad appeal: “it's not gender specific; it doesn't appeal to a particular age group; and most important, it's affordable and doesn't require additional equipment or a computer” (Davis). Some experts offered their commentary of the cyberpet phenomena in general, suggesting that it is a way of dealing with isolation and loneliness (Yorkshire Post). Indeed, all of these features are important to note when we consider the transformation of Furby into queer icon. Central to Furby’s cultural narrative is the idea of contact, or a meeting between robot and user; through play children “teach” their new pet Earth’s new ways (Marsh, “Coded”; Marsh, “Uncanny”). And with this contact also comes a sense of the unknown: what lies beneath the creature’s surface? In their study of zoomorphic robots, Hirofumi Katsumi and Daniel White suggest that Donna Haraway’s work on animal encounters might help us understand this idea of contact. As “animal-like” creature, Furby recalls the transformative potentials of meeting with the more-than-human. Furby’s presence on toy shelves, in classrooms and in homes was one of the first times society had to consider what it meant to “enter the world of becoming with” zoomorphic robots, and to reflect on “who or what ... is precisely at stake” in this entanglement (Haraway 19). What do we learn about ourselves and the unknown through our encounters with Furby? “Monster” (Moh-moh): Technological Threat, Monstrous Other In media reportage, Furby is framed as both new and innovative, but also as a threatening fluffy anarchist. With its technology largely unknown, Furby at the time of its release presented society with a sense of “technohorror” and “imaginings of [social] collapse” (Powell 24). A common concern was that Furby might record and repeat inappropriate language in an act of rebellion. Occasionally tabloid newspapers would report claims such as, "MUM … was horrified when she sat down to play with her daughter's new Furby toy and it squeaked: "F*** me" (The Sun). Some concerns were quite serious, including that Furby could emit electromagnetic fields that would create interference for medical devices and aircraft instruments; this was later disproven by engineers (Tan and Hinberg; Basky; Computer Security). Other urban myths pointed to a more whimsical Furby, whose sensors had the capacity to launch spacecraft (Watson). One persistent concern was the surveillance potentials of Furby. In 1999 the US National Security Agency (NSA) issued a ban on Furby in their Fort Mead headquarters, with concern that they might record and repeat confidential information (Gullin; Ramalho; Borger). This was denied by Tiger Electronics, who emphatically stated “Furby is not a spy” (Computer Security). Engineers performing “autopsies” on Furbys quickly put much of this anxiety to rest (Phobe). This was met with mirthful rebuttals of how future Furbys might be transformed into cute and ubiquitous “wireless furby transmitters” to gather intelligence in warzones (Gullin). As a result, the initial anxiety about surveillance and toys dissipated. However, academics continue to remind us of the real risks of smart toys (e.g. Lupton; Milkaite and Lievens). The 2016 Furby Connect, equipped with voice recognition and Bluetooth capacities has been shown to be hackable (Williams). Further, Maria Ramalho has reported Snowden’s 2014 claims that both NSA and the UK Government Communication Headquarters have been accessing the data collected. In this context, Furby has become “Big Brother transmogrified into ambiguous, cute” unaccountable creature (Ramalho). Through this, we can see how our entanglement with Furby as an object of technohorror speaks both to our anxieties and the real possibilities of technology. In order to craft a narrative around Furby that speaks to this monstrous potential, many have drawn comparisons between Furby and the character Gizmo from the Gremlins franchise. This reference to Gizmo appears in the majority of the media articles sampled for this research. Gizmo is a “mogwai” (trans. demon) with both cute and monstrous potential; like Furby, it also has the potential to transform into a threat to “good society” (Chesher 153-4). This comparison speaks to Gremlins as an anti-technology statement (Sale). However, when we consider how media rhetoric has framed Furby as something to be tamed and controlled, it’s important we approach this comparison with caution in light of the Orientalist underpinnings of the Gremlins franchise. Wendy Allison Lee highlights how Gremlins reflects xenophobic themes of invasion and assimilation. While Gizmo is a “cute, well-behaved” character who “strives to assimilate” much like how Furby might, through play with children, it also harbours a threat to order. In this encounter are resonances of “racist love” that can sometimes underpin our affection for cuteness (Bow). Further reflection is needed on how we might unentangle ourselves from this framing and imagine more inclusive futures with toys like Furby. Fig. 2: Interactive Gizmo, a “Furby Friend” produced by Hasbro, Tiger and Warner Bros in 1999 Big Fun! (Dah doo-ay wah!): Queer Re-Imaginings of Furby Fig. 3: Party time! Adult fans around the world now gather under the “Furby” banner, participating in a colourful array of playful mischief. Reddit forum r/furby (11,200 subscribers) creates a fun space to enjoy the whimsy of Furby, transforming the figure into a sweet and kind companion. Under this umbrella, r/oddbodyfurby (997 subscribers) explore the horrifying potentials of Furby to its playful and surprising ends, which I discuss in this section. In other forums, such as Furby Collectors and Customisers (4.1k members) on Facebook, these different interests come together in a playful and creative space. There was also an active community on Tumblr, where some of the most creatively generative activities around Furby have occurred (Tiffany). In Japan, there is a lively community of fans on Twitter who dress and photograph Emoto-tronic Furbys in a range of cute and charming ways. This forms part of a broader network of creatives, such as “Circuit Benders” who tear down toys and rework them into instruments in a process known as “frankensteining”, such as Look Mum No Computer’s Furby Organ (Deahl). As fans and artists, people act as “queer accessories” to help Furby escape the world and narrative that sought to enclose it, so it might enact its revenge or transcend as a non-binary queer icon (Rand 9-11). As small, collectible and customisable friends, images of happy and creepy Furbys are part of a network of cute media that provides my generation with a source of comfort during times of precarity, occupying our spaces with their own vitality and presence as soothing companions (e.g. Stevens; Allison; Yano). Cuteness as media also lends itself to hybridisation; a mixing and matching with seemingly “opposing” aesthetics. For many fans, the charm of Furby lies in its nostalgic pull as a creature of childhood creepy-cute nightmares. Indeed, it seems that early concerns that Furby may “blur the line between the real and imagined for many children” were in fact valid (Knowlton). While we knew they weren’t “alive” in the true sense, to us they appeared “sort of alive” as our everyday environments became increasingly technological with a dazzling array of electronics (Turkle, “Authenticity”). As Allison (179) explains, we had to “adjust to a world where the border between the imaginary and the real” began to shift rapidly, leaving us open to dream, imagine, and craft narratives populated by a fear of the mechanised undead. Many Millennials were convinced as children that their Furby was waiting for them in the dark, watching, chuckling (“he he heeeee”). Patrick Lenton, diarising his adventures with a rescue Furby this year recalls his childhood toy as “a riot of noise and fury, the kind of demonic household terror”. Some adults, recalling these memories now refer to Furby as “it” or “evil” (Marsh, “Uncanny” 59). In 2020, adult Furby fans, thinking back to their childhood toys, speculated if the positioning of Furby’s eyes at the front of its head meant it was a predator (Watson). Some suggested that their short legs meant they are ambush predators, their infra-red sensor enabling them to detect prey in the dark. Other playful lore suggested that they were made of real cat and dog fur. Through this act of imaginative play, adults reach back to the playful horrors of their childhoods, combining their sense of dread with glee. This has been recently animated by films such as The Mitchells vs. The Machines (2021), where Furbys equipped with “PAL” chips transmogrify into a horrific pack of menacing creatures, and exact revenge. The main contributing factor to this experience is in part the puppetry of Furby. The 1999 Furby presents an exaggerated performance that is both “alive” and “unalive”, its wild rocking, owlish blinking, and cackling creating a sense of “dread and creeping horror” (Freud 2; Marsh, “Uncanny”). Through a blend of animation and imagination, agency is diffused between toy and child to give Furby “life” (Silvio 423). Interestingly, studies of the 2016 Furby Connect and its friendly and social programming that is designed to encourage positive care and engagement has counteracted some of this experience for children (Marsh, “Uncanny” 54). Likewise, in discussing the 2013 Furby Boom Chesher (151) describes this animation as “zany”, working with Sianne Ngai’s conceptualisation of this aesthetic and its relationship to cuteness. While some might praise these later developments in the Furby franchise as having saved another generation of children from nightmares, compared to the original Furby these later editions are less popular among fans; perhaps there is less “material” to work with. Fans as adults now draw on Furby as a playful and cute text to experiment with and hybridise with a variety of horrifying and surprising potentials. This leans into Furby’s design as a chimera, as it uses a combination of cute features to create a “short-hand” for life and also evoke the “idea” or “character” of appealing animals that form part of cultures “charismatic megafauna” (Nishimura 179; Stuck and Rogers; Gn). With cat-like ears, a tuft of hair that drifts with sympathetic movement, two wide eyes, framed with coquettish false lashes, a bird’s beak, and two paws, Furby both suspends and confounds our disbelief. Following the principles of the Kindchenschema (Lorenz) to a “100% ratio” its body is reduced to a round form, its most dominant feature its large eyes (Borgi, Cogliati-Dezza, Brelsford Meints, and Cirulli). While large eyes generally are thought to have an affective pull to them (Harris 4), their fixed placement in the original Furby’s skull creates a dead-pan gaze, that morphs into a Kubrik stare as the toy tilts forward to greet the viewer. Fig. 4: Kindschenschema at work in Furby’s design Furby fans mischievously extend this hybridisation of Furby’s body further through a range of customisation practices. Through “skinning”, Furby’s faux fur surfaces are removed and replaced with a fantastic array of colours and textures. Through breaking into their mechatronic shell – a practice known as “shucking” – their parts are repaired or modified. This results in a range of delightfully queer, non-binary representations of Furby with a range of vibrant furs, piercings, and evocative twinkling and gentle eyes (“tee-wee-lah!”). These figures act as both avatars and as companions for fans. Sporting earrings and rainbow bead necklaces, they are photographed resting in grassy fields, soft crochet rainbows, and bookshelves: they are an expression of all that is joyful in the world. Some fans push the customisation further to create whimsical creatures from another dimension. Some Furbys appear with moss and lichen for fur, sprouting tiny toadstools. Furbys are also transformed into “oddbodies” of varying species. Some appear both as winged fairies, and as transcendental multi-eyed and winged “biblically accurate” angels. Others are hybridised with plush toys or are reworked into handbags. Some veer into the realm of body horror, using doll limbs and bodies to create humanoid forms. The most iconic is the “long furby”, created by Tumblr user FurbyFuzz in 2018. Elongated and insect-like, the Long Furby wriggles into homes and curls up on soft furnishings. Collectors gather “haunted photos from the dark recesses of the internet” to document their escapades (Long Furby). Sometimes, hybridised Furbys appear not through creator interventions but rather emerge from nature itself. One such mythical creature is Murby, an original Furby unearthed in 2013 on an old farm property. Once toy, now woodland spirit, Murby gazes upon and blesses fans with dreamy, clouded eyes, its body an entanglement of thick moss, rich earth and time. Furby’s queerness, strangeness, and hybridity speaks to fans in different ways. Personally, as a neurodivergent person, I experience the coding and the playful reimaginings of Furby as a reflection of my own life experience. Neurodivergent people have a high capacity for care and empathy for objects as curiosities, supports, and friends (e.g. Atherton and Cross; White and Remington; Clutterbuck, Shah and Livingston). Like Furby, I am an alien whom people want to tame. My body and movement are treated with the same infantilising bemusement and suspicion. I feel like a chimera myself; an entanglement of many parts that make a whole, each on their own charming, but together forming a chaotic attempt to connect with neurotypicals. For me, what lies beneath Furby’s surface is my own psyche; rescuing and customising Furbys is a symbolic act, a creative expression of my desire to transcend and resist ableist forces. Together my Furbys and I revel in our strangeness in solidarity, plotting our mischievous revenge (“party time!”). This micro-level resistance will not overturn ableism but brings me a sense of reprieve as I work with my allies to bring socio-cultural change. Fig. 5: The author, Furby Queen. Photo by Sherbet Birdie Photography. Through their creative work, fans explore how Furbys could be reimagined. While fannish activities may at first glance appear fringe or frivolous, they hold up a mirror to our own limitations, anxieties, and practices as a society. The future is Furby. Go to Sleep Now (U-nye-way-loh-nee-way): Conclusions As a source of technohorror and queer potential, Furby provides a vessel by which we can imagine the futures of toys. Through encounter and contact, this seemingly harmless fluffy robot brought about disruption and chaos as a threat to securities and social fabrics. Adult fans, now recalling this cultural moment, lean into this creature’s promise of new possibilities, queering its cultural narrative. Through exploring adults’ interactions with toys, we explore new potentials for change and futures that are playful and creative. Acknowledgments This article was produced with the support of a Vitalities Lab Scholarship and the Australian Research Council Centre of Excellence for Automated Decision-Making and Society. I also thank Deborah Lupton and David Eastwood for their support in the production of an arts-based project that draws on this research into cyberpet histories. References Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: U of California P, 2006. Associated Press. “Two Injured in Flurry over Furby.” Charleston Daily Mail 28 Nov. 1998. Atherton, Gray, and Liam Cross. “Seeing More than Human: Autism and Anthropomorphic Theory of Mind.” Frontiers in Psychology 9 (2018): 1–18. Basky, Greg. “Furby Not Guilty as ‘Charged’.” The Western Journal of Medicine 172 (2000): 59. Beck, Rachel. “‘Must-Have’ Toys Created by Intense Publicity Campaigns.” AP Business Writer 16 Oct. 1998. 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Giovanna Mascheroni and Donell Holloway. London: Palgrave Macmillan, 2019. Milkaite, Ingrida, and Eva Lievens. “The Internet of Toys: Playing Games with Children’s Data?” The Internet of Toys: Practices, Affordances and the Political Economy of Children’s Smart Play. Eds. Giovanna Mascheroni and Donell Holloway. London: Palgrave Macmillan, 2019. Lee, Wendy Allison. “Cute. Dangerous. Asian American. 'Gremlins' @ 35.” Public Books, 2019. <https://www.publicbooks.org/cute-dangerous-asian-american-gremlins-35/>. Lenton, Patrick. “Happy 25th Birthday Furby, the Toy That Stole a Generation’s Hearts.” Sydney Morning Herald 6 Apr. 2023. <https://www.smh.com.au/culture/comedy/happy-25th-birthday-furby-the-toy-that-stole-a-generation-s-hearts-20230403-p5cxoe.html>. The Mitchells vs. The Machines. Dir. Mike Rianda. Sony Pictures Animation, 2021 Munroe, Tony. “Fur Flies at Mass. Malls over Hasbro’s Furby Doll.” Reuters, 28 Nov. 1998. Ngai, Sianne. 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Cover, Rob. "Reading the Remix: Methods for Researching and Analysing the Interactive Textuality of Remix". M/C Journal 16, n.º 4 (12 de agosto de 2013). http://dx.doi.org/10.5204/mcj.686.

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IntroductionWith the proliferation of remixed (audio-visual) texts such as fan music videos, slash video, mash-ups and digital stories utilising existing and new visual and audio material on sites such as YouTube, questions are opened as to the efficacy of current forms of media textual analysis. Remixed texts have been positioned as a new and transformative form of art that, despite industry copyright concerns, do not compete with existing texts but makes use of them as ‘found material’ in order to produce an ostensibly intertextual experience (Lessig). Intertexts include pastiche, parody and/or allusion to extant texts and, at the same time, acknowledge that no text is purely original but is built on its ostensible or tacit relationality with a broad range of other texts—relationalities which may be activated in reading or be coded into the text. Remixes are often the work of fan audiences who seek to engage in a participatory manner—a particular reading position that shifts into the act of writing—with texts, television, film and music of which one is a member of an avid audience or a community audience that engage with each other through collaborative production of new texts based on old. The remix is a substantial outcome of such readerly, writerly and collaborative engagement whereby meanings drawn intertextually from the original text are re-produced, expanded upon, critiqued or re-framed through several different activities which may include: re-ordering existing audio-visual material in a way which, according to Constance Penley, was once done by Star Trek fans using magnetic tape and two video recorders to produce new narratives and interpretative frames by cutting and suturing material in an order different from that broadcast (Penley);presenting new meanings to texts, stories or narratives by taking visual material either in short cuts or long scenes and layering over popular music audio tracks, which is commonly done by television fans, such as fans of Buffy the Vampire Slayer in the early 2000s, who produce new meanings or re-emphasise old ones around relationships by bringing together (sometimes cheesy) songs with televised footage (Cover, More Than a Watcher). In both cases, the texts are both new and old—they are a remix of existing material, but the act of remixing produces new frames for the activations of meanings or new narratives, that sit between the interactive and the intertextual. The fact that these forms can be traced back to pre-digital technologies of the 1970s (in the case of Penley’s Star Trek fan videos) or the pre-YouTube and Web 2.0 participatory sharing (in the case of Cover’s Buffy the Vampire Slayer fan videos, distributed through newslists, email and private website) indicates the deep-seated cultural desire or demand for participatory engagement and co-creative forms of encountering texts (Cover, Interactivity). In light of this new form of participatory communication experience, there has emerged a methodological gap requiring new frameworks for researching and analysing the remix text as a text, and within the context of its interactivity, intertextuality, layering and the ways in which these together reconfigure existing narratives and produce new narrative. This paper outlines some approaches used in teaching students about contemporary interactive and convergent digital texts by undertaking practical textual analyses of sample remix audio-video texts. I will discuss some of the more important theoretical issues concerning the analysis of remix texts, with particular attention to notions of interactivity, intertextuality and layering. I will then outline some practical steps for undertaking this kind of analysis in the classroom. By understanding the remix text through a metaphor of layering (drawn from Photoshopping and digital manipulation terminology), a method for ‘remix analysis’ can be put forward that presents innovative ways of engaging with textuality and narrative. Such analyses incorporate narrative sourcing, identification of user-generated content, sequencing, digital manipulation, framing and audio/visual juxtaposition as starting points for reading the remix text. Remix analyses, in this framework, optimise a reflective engagement with contemporary issues of copyright and intellectual property, textual genealogy, intertextuality, co-creative production and emergent forms of interactivity. Interactivity and Intertextuality For Lawrence Lessig, remix is a form of creativity that puts in question the separation between reader and writer. It emphasises instead the participatory form in which read-write creativity (or co-creativity) becomes the normative standard of high-level engagement with extant texts through both selection and arrangement (56). Remix culture, for Lessig, makes use of digital technologies that have been developed for other purposes and practices and delivers forms of collage, complexity, and co-creativity directed towards a broader audience. The role played by YouTube as a sharing site which makes available the massive number of remixed texts is testament to the form’s significance as an interactive, intertextual creation or co-creation. As Burgess and Green have argued, consumer co-creation is fundamental to YouTube’s mission and role in the distribution of texts (4-5). It is more than a peripheral site for re-distribution of either existing texts or private video-logs but, today, operates as a mainstream component in a broader media matrix. In this matrix, the experience of textual audiencehood is re-coded as participatory engagement with prior texts, in order both to reflect on those texts and to produce new ones in a co-creative capacity. This is not to suggest that YouTube is not complicit in copyright regimes that actively seek to restrict participatory and co-creative artistic practice in favour of older models of textual ownership and control over distribution (Cover, Audience Inter/Active). Its digital capacity to police remixed texts that have been marked by corporate copyright holders as unavailable for further use or manipulation has been a substantial development on the side of traditional copyright in the push-pull struggle between free co-creativity and limiting regimes (Cover, Interactivity), although this does not altogether stem the production of the remix as a substantial experience of artistic practice and of user participatory engagement with media matrices. Central to understanding and analysing the remix as a text in its own right is the fact that it is interactive, a point which leads to the assertion that analytic tools suited to traditional, non-interactive texts are not always going to be adequate to the task of unpacking and drawing out thematic and conceptual material from a remix’s narrative. Although interactivity has been difficult to define, the form of interactivity in which we see the remix is that which involves an element of co-creativity between the author of a source text and the user of the text who interacts with the source to transform it into something new. Spiro Kiousis has argued that while definitions of interactivity are amorphous, there is value in the concept “as long as we all accept that the term implies some degree of receiver feedback and is usually linked to new technologies” (357). For Lelia Green, however, interactivity implies the capacity of a communication medium to have its products altered by the actions of a user or audience (xx). In the case of the latter, interactivity covers not only the sorts of texts in which audience or user engagement is required as a built-in part of the process, such as in digital games, but those texts, forms, mediums and experiences in which existing texts are manipulated, revised, re-used or brought together, such as in the remix. Drawing on Bordewijk and van Kaam, Sally McMillan delineated the concept of interactivity into a typology of four intersecting levels or uses: Allocution, in which interactive engagement is minimal, and is set within the context of a single, central broadcaster and multiple receivers on the periphery (273). This would ordinarily include most traditional mass media forms such as television and the selection of channels.Consultation, which occurs in the use of a database, such as a website, where a user actively searches for pre-provided information but does not seek to alter that information (273). Access here does not alter the content, source, narrative or information that has been requested. Drawing information from Wikipedia without the intent of editing information may alter the metadata or framework through providing the site with tracking information, but in this case the textuality of the text as accessed is not transformed through this level of interactivity.Registration, which does record access patterns and accumulates information from the periphery in a central registry which alters the information, significance or context of the material (273). McMillan’s early Web 1.0 example of registrational interactivity was the internet ‘cookie’, which tracks and customises content of internet sites visited by the user. However, as a category of interactivity in which the narrative or form of the text itself is altered in its reading or use, it might also be said to include the electronic game as well as forms of communications engagement which access a source text, manipulate, customise or re-form it using commonly-available or sophisticated software, and re-distribute it through digital means. Here, the narrative is knowingly acted upon in ways which alter it for other uses. Conversational, which occurs when individuals interact directly with each other, usually in real-time in ways which mimic face-to-face engagement without physical presence at a locale (273). An online written chat using a relay platform provided by a social networking site that does not record the text is an example; likewise using a video skype account is also conversational interactivity. While McMillan’s ‘registrational’ definition of interactivity, as the one which gives greater capacity to an audience to change, alter and manipulate a text or a textual narrative, allows considerable redefinition of the traditional author-text-audience relationship, none of the four-scale definitions adequately allow for the ways in which remix texts are at once interactive, intertextual, intermedial and built through participatory re-layering and re-organising of a broader corpus of material in ways typically not invited by the original texts or their original distributional mediums—hence the concerns around copyright and distributional control (Cover, Audience Inter/Active). As an outcome of registrational interactivity, the remix presents itself not merely in terms of how the relationship is structured in the context of new digital media, but also shifts how the audience has been conceived historically in terms of its ability to control the text and its internal structure and coherence. In light of both new developments in interactivity with the text as found in the increasing popularity of new media forms such as electronic gaming, and the ‘backlash’ development of new technologies, software and legal methods that actively seek to prevent alteration and re-distribution of texts, the historical and contemporary conception of the author-text-audience affinity can be characterised as a tactical war of contention for control over the text. This is a struggle set across a number of different contexts, media forms, sites and author/audience capacities but is embodied in the legal, cultural and economic skirmishes over the form and use of remix texts. More significantly, however, the remix is an interactivity that is conscious of the intertextuality that produces the various juxtapositions to create new narratives. All texts are intertextual, and the concept of intertextuality takes into account the network of other, similar texts to which any new text contributes and by which it is influenced. This similarity can be produced by several factors, including genre, allusion, trace, pastiche and aesthetics. Intertextuality can include the fact that a text is related to and permeated by the discourse of its sources (Bignell 92), but in all cases it shapes the meanings, significations and potential readings of a text in a way attuned to the polysemy of contemporary cultural production. In the context of interactivity, however, it is through co-creative engagement that intertextuality of both the source and the new text are drawn out as a deliberate act of creation. Layering As an interactive and deliberately intertextual text, the remix or mash-up is best understood as layered intermedia, that is, as a narrative comprised of—or fused between—moving image and sound, audio which includes dialogue, effects, incidental and narrative-related music. In that context, no individual component of the text can be understood or analysed away from the elements into which it has been remixed. New meanings emerge in intermedia remixes not simply because originary or new intertextualities are produced by user-creators relying on existing sources, but because those sources themselves no longer operate with the same set of meanings and significations, allowing the productive activation of new meanings (Bennett). While it is important to pay attention to the fact that the narrative of a remix text works only through the reconfiguration of the intermedia of audio and visual in order to create a new text with subsequent new potential meanings, the analysis must pay attention to the various forms of layering that constitute all audio-visual texts. For Lessig, such layering is a digital form of collage (70). However it is also the means by which, on the one hand, new intertextualities are developed through juxtaposition of different sources in order to give them all new significations and to activate new meanings and, on the other hand, to draw attention to the existing potential intertextuality of the sources and the polysemy of meaning. Understanding layering of texts involves understanding a text in a three-dimensional capacity. This is where some basic awareness of digital image manipulation through application software such as Photoshop and Gimp can be instructive in providing frameworks through which to understand contemporary digital media forms and analyse the ways in which they, as potential, productively activate sets or ranges of meanings. Such digital manipulation programs require the user to think about, say, an image as being built upon and manipulated across different layers, whereby a core image is ‘drawn out’ into its third dimension through adding, shifting, changing, re-figuring and re-framing—layer over layer. The core remains, but is radically altered by what occurs at the different layers. Likewise, the remix is produced through interacting with a number of different source texts together within a conceptual framework that is three-dimension and operates across layers. These include the two primary layers of the visual and the audio—for remixes are typically audio-visual—but also through interacting with a range of intertextual meanings that, likewise, can be understood in three-dimensional layers across the temporality of an audio-visual moving text. Method of Analysis A simple typology for analysing remix texts—focusing particularly on fan videos on YouTube, including same-sexualised fan fiction known as slash and those texts which re-order television and film material juxtaposed against popular music tracks—emerged from a first-year undergraduate digital media cultures course I taught at The University of Adelaide in 2010. With a broad range of meanings, views, interpretations and engagements emerging in large-group teaching, we workshopped possible scenarios with the aim of establishing some steps that can be used to consider the place of the remix in the context of its narrative interactivity and intertextual groundings. A typological method for analysis is not necessarily the most sophisticated way in which to draw out narrative threads and strands from a remix text and, indeed, there may be value in exploring remixed texts from other perspectives such as the YouTube-enabled participatory reflectiveness that emerges from community and commentary perspectives. However, to understand the narrative elements that emerge from a remix there is also great value in beginning with an unstitching of its constituent components in order to understand the interactive, intertextual, intermedial formation of the remix through its structuration and selectivity and assembling of extant texts. To best describe a typology for analysing the remix as a text and an interactive intertext, we might use an example. Let us say, hypothetically, a YouTube remix video of three- minutes-and-fifty-seconds in length that takes various scenes from the television series Arrested Development, perhaps the two characters of adult brothers GOB and Michael Bluth, from across its four years and sets them against a single audio track, Belle & Sebastian’s Seeing Other People. Such an example would not be an uncommon remix, which may be an expression of fandom for Arrested Development or perhaps an expression of critical engagement that actively draws attention to the range of reading positions, formations and potential productive activation of meanings (Bennett) around sibling relationships in the original. That is, by juxtaposing a popular audio track about the awkwardness of romantic relationships against images of the closeness, distance and competitiveness of the two brothers is to give it a ‘slash’ element, thereby presenting a narrative which either implies a pseudo-sexual or romantic component to the brotherly relationship (an activity not uncommon in the production of slash) or makes a critical statement about the way in which the theatrics of touch, familial hugging, looking and seeing or positioning in visual frames is utilised in the series in ways which are open to alternative readings. Now that it is determined such a remix might actively and self-consciously play with the juxtaposition across two layers to create additional meanings, the real work of analysis can be undertaken. This, of course, could include thematic, discursive or narrative analysis of the text alone. However, if one is to work with the notion that a remix is always produced in both interactivity and intertextuality, then a number of steps must be taken at the level of individual layers and, subsequently, together. This aids in understanding the sourcing, collocation, positioning, re-ordering in order to come to a depth of interpretation as to a possible meaning of the remix among the many available in a polysemic cultural product. Step One: Determine the Video Narrative Source. This involves establishing if the remix’s video material is from a singular source (such as a single film or television episode), multiple sources (many films) and, if multiple, if these are from the same genre, with the same actors, same director or different in each case. It also involves ascertaining if there is user-generated visual content such as additional material, animation or captioning. Exploring the possible arrangements of the visual source, while assuming that the audio track remains singular and identifiable, provides opportunities to consider the thematic, genre and story elements and their significations for the resulting new, co-creative narrative of the remix. This step invites the scholar to consider how the remix’s discernible narrative differs from the scholar’s reading of the source video texts, how the visual material signifies without its original audio component (for example, the dialogue in a television episode) and the ways in which the separation of the source visual from audio presents new interpretative frames. Step Two: Understand the Narrative Sequence. Has the video material been cut (pieces extracted and re-joined? Has the temporal order of the video material been re-sequenced. How do these shifts and changes impact on the narrative or story told? In our example here, we might find a series of scenes of two characters hugging or touching, with the narrative elements from the original episode that occur between—that is, that give a context to those hugs—removed. Asking how the removal of that contextual material presents the source clips as a new narrative and a new interactively-derived creation is central to this step. Step Three: Visual Manipulation. What additional visual manipulation features have been added—fade-ins, fade-outs, framing, changes to the speed or playback time of the source video? Accounting for these enables the viewer to position the remix narrative at a point of distance from the source, shifting from derivative to intertextual. Naturally, these must be understood in the context of the earlier steps while foregrounding the interactive form of the remix as a co-created piece that is more than just an intervention into an original text but the utilisation through manipulation of a range of texts to produce a new one. Step Four: Narrative Engagement and Collocation. Here, the scholar must assess the extent to which the audio source has a ‘fit’ with the visual. Thematic and discourse analysis (among others) can be applied to determine the way in which audio track, in addition to the above four steps and manipulations, productively activate new meanings, contexts and frames in the narrative. Importantly, however, this step requires not only asking what the audio does to the video, but the reverse. Using the Arrested Development example, one must ask what the visual material does for the meanings that are denoted within the audio, its musical elements and its lyrics: to what extent does the video source ‘fit’ with or re-position the significance of the audio dialogue and present it with meanings it would not otherwise have in an audio-online context (or, of course, in the context of its use in an ‘authorised’ music video). Together, these four steps present one possible means of ‘coming at’ the interactive and intertextual roots of the remix as a co-creative text. It is not merely to analyse how the source has been used or how the remix allows the sources to be presented or distributed differently, but to understand how new narratives emerge in the context of the various ‘mixings’ that come out of interactive engagement with the text to produce intertextual activation of meanings. Analysing remix texts through this method opens the possibility not only of being able to articulate readings of the text that are built on interactivity and layering, but a critique of the contemporary conditions of textual production. By demonstrating the ways in which a text can be understood to be located not just within intertextuality but within intertextual layers, it is possible to reflect more broadly on all textuality as being produced, disseminated and having its meanings productively activated in the context of ‘degrees’ of layers and ‘degrees’ of of interactivity. References Bennett, T. “Texts, Readers, Reading Formations.” Literature and History 9.2 (1983): 214-227. Bignell, J. Media Semiotics: An Introduction. Manchester: Manchester University Press, 1997. Bordewijk, J.L., and B. van Kaam. “Towards a New Classification of Tele-Information Services.” InterMedia 14.1 (1986): 16-21. Burgess, J., and J. Green. YouTube: Online Video and Participatory Culture. Cambridge: Polity, 2009. Cover, R. “Interactivity: Reconceiving the Audience in the Struggle for Textual ‘Control’.” Australian Journal of Communication, 31.1 (2004): 107-120. — — —. “Audience Inter/Active: Interactive Media, Narrative Control & Reconceiving Audience History.” New Media & Society 8.1 (2006): 213-232. — — —. “More than a Watcher: Buffy Fans, Amateur Music Videos, Romantic Slash and Intermedia.” Music, Sound and Silence in Buffy the Vampire Slayer. Ed. P. Attinello, J. K. Halfyard & V. Knights, London: Ashgate, 2010. 131-148. Green, L. Communication, Technology and Society. St. Leonards, NSW: Allen & Unwin, 2002. Jenkins, H. “What Happened before YouTube.” YouTube: Online Video and Participatory Culture. Ed. J. Burgess and J. Green. Cambridge: Polity, 2009. 109-125. Kiousis, S. “Interactivity: A Concept Explication.” New Media & Society 4.3 (2002): 355-383. Lessig, L. Remix: Making Art and Commerce Thrive in the Hybrid Economy. London: Bloomsbury Academic, 2008. McMillan, S. “A Four-Part Model of Cyber-Interactivity: Some Cyber-Places are More Interactive than Others.” New Media & Society 4.2 (2002): 271-291. Penley, C. Nasa/Trek: Popular Science and Sex in America. London & New York: Verso, 1997.
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Adey, Peter. "Holding Still: The Private Life of an Air Raid". M/C Journal 12, n.º 1 (19 de enero de 2009). http://dx.doi.org/10.5204/mcj.112.

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In PilsenTwenty-six Station Road,She climbed to the third floorUp stairs which were all that was leftOf the whole house,She opened her doorFull on to the sky,Stood gaping over the edge.For this was the placeThe world ended.Thenshe locked up carefullylest someone stealSiriusor Aldebaranfrom her kitchen,went back downstairsand settled herselfto waitfor the house to rise againand for her husband to rise from the ashesand for her children’s hands and feet to be stuck back in placeIn the morning they found herstill as stone, sparrows pecking her hands.Five Minutes after the Air Raidby Miroslav Holub(Calder 287) Holding Still Detonation. Affect. During the Second World War, London and other European cities were subjected to the terrors of aerial bombardment, rendered through nightmarish anticipations of the bomber (Gollin 7) and the material storm of the real air-raid. The fall of bombs plagued cities and their citizens with the terrible rain of explosives and incendiary weapons. A volatile landscape was formed as the urban environment was ‘unmade’ and urged into violent motion. Flying projectiles of shrapnel, debris and people; avalanches of collapsing factories and houses; the inhale and exhale of compressed air and firestorms; the scream of the explosion. All these composed an incredibly fluid urban traumatic, as atmospheres fell over the cities that was thick with smoke, dust, and ventilated only by terror (see for instance Sebald 10 and Mendieta’s 3 recent commentary). Vast craters were imprinted onto the charred morphologies of London and Berlin as well as Coventry, Hamburg and Dresden. Just as the punctuations of the bombing saw the psychic as well as the material give way, writers portraying Britain as an ‘volcano island’ (Spaight 5) witnessed eruptive projections – the volleys of the material air-war; the emotional signature of charged and bitter reprisals; pain, anguish and vengeance - counter-strikes of affect. In the midst of all of this molten violence and emotion it seems impossible that a simultaneous sense of quiescence could be at all possible. More than mere physical fixity or geographical stasis, a rather different sort of experience could take place. Preceding, during and following the excessive mobilisation of an air raid, ‘stillness’ was often used to describe certain plateuing stretches of time-space which were slowed and even stopped (Anderson 740). Between the eruptions appeared hollows of calm and even boredom. People’s nervous flinching under the reverberation of high-explosive blasts formed part of what Jordan Crandall might call a ‘bodily-inclination’ position. Slackened and taut feelings condensed around people listening out for the oncoming bomber. People found that they prepared for the dreadful wail of the siren, or relaxed in the aftermath of the attack. In these instances, states of tension and apprehension as well as calm and relief formed though stillness. The peculiar experiences of ‘stillness’ articulated in these events open out, I suggest, distinctive ways-of-being which undo our assumptions of perpetually fluid subjectivities and the primacy of the ‘body in motion’ even within the context of unparalleled movement and uncertainty (see Harrison 423 and also Rose and Wylie 477 for theoretical critique). The sorts of “musics of stillness and silence able to be discovered in a world of movement” (Thrift, Still 50), add to our understandings of the material geographies of war and terror (see for instance Graham 63; Gregory and Pred 3), whilst they gesture towards complex material-affective experiences of bodies and spaces. Stillness in this sense, denotes apprehending and anticipating spaces and events in ways that sees the body enveloped within the movement of the environment around it; bobbing along intensities that course their way through it; positioned towards pasts and futures that make themselves felt, and becoming capable of intense forms of experience and thought. These examples illustrate not a shutting down of the body to an inwardly focused position – albeit composed by complex relations and connections – but bodies finely attuned to their exteriors (see Bissell, Animating 277 and Conradson 33). In this paper I draw from a range of oral and written testimony archived at the Imperial War Museum and the Mass Observation wartime regular reports. Edited publications from these collections were also consulted. Detailing the experience of aerial bombing during the Blitz, particularly on London between September 1940 to May 1941, forms part of a wider project concerning the calculative and affective dimensions of the aeroplane’s relationship with the human body, especially through the spaces it has worked to construct (infrastructures such as airports) and destroy. While appearing extraordinary, the examples I use are actually fairly typical of the patternings of experience and the depth and clarity with which they are told. They could be taken to be representative of the population as a whole or coincidentally similar testimonials. Either way, they are couched within a specific cultural historical context of urgency, threat and unparalleled violence.Anticipations The complex material geographies of an air raid reveal the ecological interdependencies of populations and their often urban environments and metabolisms (Coward 419; Davis 3; Graham 63; Gregory The Colonial 19; Hewitt Place 257). Aerial warfare was an address of populations conceived at the register of their bio-rhythmical and metabolic relationship to their milieu (Adey). The Blitz and the subsequent Allied bombing campaign constituted Churchill’s ‘great experiment’ for governments attempting to assess the damage an air raid could inflict upon a population’s nerves and morale (Brittain 77; Gregory In Another 88). An anxious and uncertain landscape constructed before the war, perpetuated by public officials, commentators and members of parliament, saw background affects (Ngai 5) of urgency creating an atmosphere that pressurised and squeezed the population to prepare for the ‘gathering storm’. Attacks upon the atmosphere itself had been readily predicted in the form of threatening gas attacks ready to poison the medium upon which human and animal life depended (Haldane 111; Sloterdijk 41-57). One of the most talked of moments of the Blitz is not necessarily the action but the times of stillness that preceded it. Before and in-between an air raid stillness appears to describe a state rendered somewhere between the lulls and silences of the action and the warnings and the anticipatory feelings of what might happen. In the awaiting bodies, the materialites of silence could be felt as a kind-of-sound and as an atmospheric sense of imminence. At the onset of the first air-raids sound became a signifier of what was on the way (MO 408). Waiting – as both practice and sensation – imparted considerable inertia that went back and forth through time (Jeffrey 956; Massumi, Parables 3). For Geographer Kenneth Hewitt, sound “told of the coming raiders, the nearness of bombs, the plight of loved ones” (When the 16). The enormous social survey of Mass Observation concluded that “fear seems to be linked above all with noise” (original emphasis). As one report found, “It is the siren or the whistle or the explosion or the drone – these are the things that terrify. Fear seems to come to us most of all through our sense of hearing” (MO 378). Yet the power of the siren came not only from its capacity to propagate sound and to alert, but the warning held in its voice of ‘keeping silent’. “Prefacing in a dire prolepsis the post-apocalyptic event before the event”, as Bishop and Phillips (97) put it, the stillness of silence was incredibly virtual in its affects, disclosing - in its lack of life – the lives that would be later taken. Devastation was expected and rehearsed by civilians. Stillness formed a space and body ready to spring into movement – an ‘imminent mobility’ as John Armitage (204) has described it. Perched on the edge of devastation, space-times were felt through a sense of impending doom. Fatalistic yet composed expectations of a bomb heading straight down pervaded the thoughts and feelings of shelter dwellers (MO 253; MO 217). Waves of sound disrupted fragile tempers as they passed through the waiting bodies in the physical language of tensed muscles and gritted teeth (Gaskin 36). Silence helped form bodies inclined-to-attention, particularly sensitive to aural disturbances and vibrations from all around. Walls, floors and objects carried an urban bass-line of warning (Goodman). Stillness was forged through a body readied in advance of the violence these materialities signified. A calm and composed body was not necessarily an immobile body. Civilians who had prepared for the attacks were ready to snap into action - to dutifully wear their gas-mask or escape to shelter. ‘Backgrounds of expectation’ (Thrift, Still 36) were forged through non-too-subtle procedural and sequential movements which opened-out new modes of thinking and feeling. Folding one’s clothes and placing them on the dresser in-readiness; pillows and sheets prepared for a spell in the shelter, these were some of many orderly examples (IWM 14595). In the event of a gas attack air raid precautions instructions advised how to put on a gas mask (ARPD 90-92),i) Hold the breath. ii) Remove headgear and place between the knees. iii) Lift the flap of the haversack [ …] iv) Bring the face-piece towards the face’[…](v) Breathe out and continue to breathe in a normal manner The rational technologies of drill, dressage and operational research enabled poise in the face of an eventual air-raid. Through this ‘logistical-life’ (Reid 17), thought was directed towards simple tasks by minutely described instructions. Stilled LifeThe end of stillness was usually marked by a reactionary ‘flinch’, ‘start’ or ‘jump’. Such reactionary ‘urgent analogs’ (Ngai 94; Tomkins 96) often occurred as a response to sounds and movements that merely broke the tension rather than accurately mimicking an air raid. These atmospheres were brittle and easily disrupted. Cars back-firing and changing gear were often complained about (MO 371), just as bringing people out of the quiescence of sleep was a common effect of air-raids (Kraftl and Horton 509). Disorientation was usually fostered in this process while people found it very difficult to carry out the most simple of tasks. Putting one’s clothes on or even making their way out of the bedroom door became enormously problematic. Sirens awoke a ‘conditioned reflex’ to take cover (MO 364). Long periods of sleep deprivation brought on considerable fatigue and anxiety. ‘Sleep we Must’ wrote journalist Ritchie Calder (252) noticing the invigorating powers of sleep for both urban morale and the bare existence of survival. For other more traumatized members of the population, psychological studies found that the sustained concentration of shelling caused what was named ‘apathy-retreat’ (Harrisson, Living 65). This extreme form of acquiescence saw especially susceptible and vulnerable civilians suffer an overwhelming urge to sleep and to be cared-for ‘as if chronically ill’ (Janis 90). A class and racial politics of quiescent affect was enacted as several members of the population were believed far more liable to ‘give way’ to defeat and dangerous emotions (Brittain 77; Committee of Imperial Defence).In other cases it was only once an air-raid had started that sleep could be found (MO 253). The boredom of waiting could gather in its intensity deforming bodies with “the doom of depression” (Anderson 749). The stopped time-spaces in advance of a raid could be soaked with so much tension that the commencement of sirens, vibrations and explosions would allow a person overwhelming relief (MO 253). Quoting from a boy recalling his experiences in Hannover during 1943, Hewitt illustrates:I lie in bed. I am afraid. I strain my ears to hear something but still all is quiet. I hardly dare breathe, as if something horrible is knocking at the door, at the windows. Is it the beating of my heart? ... Suddenly there seems relief, the sirens howl into the night ... (Heimatbund Niedersachsen 1953: 185). (Cited in Hewitt, When 16)Once a state of still was lost getting it back required some effort (Bissell, Comfortable 1697). Cautious of preventing mass panic and public hysteria by allowing the body to erupt outwards into dangerous vectors of mobility, the British government’s schooling in the theories of panicology (Orr 12) and contagious affect (Le Bon 17; Tarde 278; Thrift, Intensities 57; Trotter 140), made air raid precautions (ARP) officers, police and civil defence teams enforce ‘stay put’ and ‘hold firm’ orders to protect the population (Jones et al, Civilian Morale 463, Public Panic 63-64; Thomas 16). Such orders were meant to shield against precisely the kinds of volatile bodies they were trying to compel with their own bombing strategies. Reactions to the Blitz were moralised and racialised. Becoming stilled required self-conscious work by a public anxious not to be seen to ‘panic’. This took the form of self-disciplination. People exhausted considerable energy to ‘settle’ themselves down. It required ‘holding’ themselves still and ‘together’ in order to accomplish this state, and to avoid going the same way as the buildings falling apart around them, as some people observed (MO 408). In Britain a cup of tea was often made as a spontaneous response in the event of the conclusion of a raid (Brown 686). As well as destroying bombing created spaces too – making space for stillness (Conradson 33). Many people found that they could recall their experiences in vivid detail, allocating a significant proportion of their memories to the recollection of the self and an awareness of their surroundings (IWM 19103). In this mode of stillness, contemplation did not turn-inwards but unfolded out towards the environment. The material processual movement of the shell-blast literally evacuated all sound and materials from its centre to leave a vacuum of negative pressure. Diaries and oral testimonies stretch out these millisecond events into discernable times and spaces of sensation, thought and the experience of experience (Massumi, Parables 2). Extraordinarily, survivors mention serene feelings of quiet within the eye of the blast (see Mortimer 239); they had, literally, ‘no time to be frightened’ (Crighton-Miller 6150). A shell explosion could create such intensities of stillness that a sudden and distinctive lessening of the person and world are expressed, constituting ‘stilling-slowing diminishments’ (Anderson 744). As if the blast-vacuum had sucked all the animation from their agency, recollections convey passivity and, paradoxically, a much more heightened and contemplative sense of the moment (Bourke 121; Thrift, Still 41). More lucid accounts describe a multitude of thoughts and an attention to minute detail. Alternatively, the enormous peaking of a waking blast subdued all later activities to relative obsolescence. The hurricane of sounds and air appear to overload into the flatness of an extended and calmed instantaneous present.Then the whistling stopped, then a terrific thump as it hit the ground, and everything seem to expand, then contract with deliberation and stillness seemed to be all around. (As recollected by Bill and Vi Reagan in Gaskin 17)On the other hand, as Schivelbusch (7) shows us in his exploration of defeat, the cessation of war could be met with an outburst of feeling. In these micro-moments a close encounter with death was often experienced with elation, a feeling of peace and well-being drawn through a much more heightened sense of the now (MO 253). These are not pre-formed or contemplative techniques of attunement as Thrift has tracked, but are the consequence of significant trauma and the primal reaction to extreme danger.TracesSusan Griffin’s haunting A Chorus of Stones documents what she describes as a private life of war (1). For Griffin, and as shown in these brief examples, stillness and being-stilled describe a series of diverse experiences endured during aerial bombing. Yet, as Griffin narrates, these are not-so private lives. A common representation of air war can be found in Henry Moore’s tube shelter sketches which convey sleeping tube-dwellers harboured in the London underground during the Blitz. The bodies are represented as much more than individuals being connected by Moore’s wave-like shapes into the turbulent aggregation of a choppy ocean. What we see in Moore’s portrayal and the examples discussed already are experiences with definite relations to both inner and outer worlds. They refer to more-than individuals who bear intimate relations to their outsides and the atmospheric and material environments enveloping and searing through them. Stillness was an unlikely state composed through these circulations just as it was formed as a means of address. It was required in order to apprehend sounds and possible events through techniques of listening or waiting. Alternatively being stilled could refer to pauses between air-strikes and the corresponding breaks of tension in the aftermath of a raid. Stillness was composed through a series of distributed yet interconnecting bodies, feelings, materials and atmospheres oriented towards the future and the past. The ruins of bombed-out building forms stand as traces even today. Just as Massumi (Sensing 16) describes in the context of architecture, the now static remainder of the explosion “envelops in its stillness a deformational field of which it stands as the trace”. The ruined forms left after the attack stand as a “monument” of the passing of the raid to be what it once was – house, factory, shop, restaurant, library - and to become something else. The experience of those ‘from below’ (Hewitt 2) suffering contemporary forms of air-warfare share many parallels with those of the Blitz. Air power continues to target, apparently more precisely, the affective tones of the body. Accessed by kinetic and non-kinetic forces, the signs of air-war are generated by the shelling of Kosovo, ‘shock and awe’ in Iraq, air-strikes in Afghanistan and by the simulated air-raids of IDF aircraft producing sonic-booms over sleeping Palestinian civilians, now becoming far more real as I write in the final days of 2008. Achieving stillness in the wake of aerial trauma remains, even now, a way to survive the (private) life of air war. AcknowledgementsI’d like to thank the editors and particularly the referees for such a close reading of the article; time did not permit the attention their suggestions demanded. Grateful acknowledgement is also made to the AHRC whose funding allowed me to research and write this paper. ReferencesAdey, Peter. Aerial Geographies: Mobilities, Bodies and Subjects. Oxford: Wiley-Blackwell, 2010 (forthcoming). 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Durham and London: Duke U P, 2002.———. “Sensing the Virtual: Building the Insensible.” Architectural Design 68.5/6 (1998): 16-24Mendieta, Edwardo. “The Literature of Urbicide: Friedrich, Nossack, Sebald, and Vonnegut.” Theory and Event 10 (2007):MO 371. “Cars and Sirens.” Mass Observation Report. 27 Aug. 1940.MO 408. “Human Adjustments to Air Raids.” Mass Observation Report. 8 Sep. 1940.MO 253. “Air Raids.” Mass Observation Report. 5 July 1940.MO 217. “Air Raids.” Mass Observation Report. 21 June 1940.MO A14. “Shelters.” Mass Observation Report. [date unknown] 1940.MO 364. “Metropolitan Air Raids.” Mass Observation Report. 23 Aug. 1940.Mortimer, Gavin. The Longest Night. London: Orion, 2005.Ngai, Sianne. Ugly Feelings. Harvard: Harvard U P, 2005.Orr, Pauline. Panic Diaries. Durham and London: Duke U P, 2006.Reid, Julian. The Biopolitics of the War on Terror. 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Brown, Adam y Leonie Rutherford. "Postcolonial Play: Constructions of Multicultural Identities in ABC Children's Projects". M/C Journal 14, n.º 2 (1 de mayo de 2011). http://dx.doi.org/10.5204/mcj.353.

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In 1988, historian Nadia Wheatley and indigenous artist Donna Rawlins published their award-winning picture book, My Place, a reinterpretation of Australian national identity and sovereignty prompted by the bicentennial of white settlement. Twenty years later, the Australian Broadcasting Corporation (ABC) commissioned Penny Chapman’s multi-platform project based on this book. The 13 episodes of the television series begin in 2008, each telling the story of a child at a different point in history, and are accompanied by substantial interactive online content. Issues as diverse as religious difference and immigration, wartime conscription and trauma, and the experiences of Aboriginal Australians are canvassed. The program itself, which has a second series currently in production, introduces child audiences to—and implicates them in—a rich ideological fabric of deeply politicised issues that directly engage with vexed questions of Australian nationhood. The series offers a subversive view of Australian history and society, and it is the child—whether protagonist on the screen or the viewer/user of the content—who is left to discover, negotiate and move beyond often problematic societal norms. As one of the public broadcaster’s keystone projects, My Place signifies important developments in ABC’s construction of multicultural child citizenship. The digitisation of Australian television has facilitated a wave of multi-channel and new media innovation. Though the development of a multi-channel ecology has occurred significantly later in Australia than in the US or Europe, in part due to genre restrictions on broadcasters, all major Australian networks now have at least one additional free-to-air channel, make some of their content available online, and utilise various forms of social media to engage their audiences. The ABC has been in the vanguard of new media innovation, leveraging the industry dominance of ABC Online and its cross-platform radio networks for the repurposing of news, together with the additional funding for digital renewal, new Australian content, and a digital children’s channel in the 2006 and 2009 federal budgets. In line with “market failure” models of broadcasting (Born, Debrett), the ABC was once the most important producer-broadcaster for child viewers. With the recent allocation for the establishment of ABC3, it is now the catalyst for a significant revitalisation of the Australian children’s television industry. The ABC Charter requires it to broadcast programs that “contribute to a sense of national identity” and that “reflect the cultural diversity of the Australian community” (ABC Documents). Through its digital children’s channel (ABC3) and its multi-platform content, child viewers are not only exposed to a much more diverse range of local content, but also politicised by an intricate network of online texts connected to the TV programs. The representation of diasporic communities through and within multi-platformed spaces forms a crucial part of the way(s) in which collective identities are now being negotiated in children’s texts. An analysis of one of the ABC’s My Place “projects” and its associated multi-platformed content reveals an intricate relationship between postcolonial concerns and the construction of child citizenship. Multicultural Places, Multi-Platformed Spaces: New Media Innovation at the ABC The 2007 restructure at the ABC has transformed commissioning practices along the lines noted by James Bennett and Niki Strange of the BBC—a shift of focus from “programs” to multi-platform “projects,” with the latter consisting of a complex network of textual production. These “second shift media practices” (Caldwell) involve the tactical management of “user flows structured into and across the textual terrain that serve to promote a multifaceted and prolonged experience of the project” (Bennett and Strange 115). ABC Managing Director Mark Scott’s polemic deployment of the “digital commons” trope (Murdock, From) differs from that of his opposite number at the BBC, Mark Thompson, in its emphasis on the glocalised openness of the Australian “town square”—at once distinct from, and an integral part of, larger conversations. As announced at the beginning of the ABC’s 2009 annual report, the ABC is redefining the town square as a world of greater opportunities: a world where Australians can engage with one another and explore the ideas and events that are shaping our communities, our nation and beyond … where people can come to speak and be heard, to listen and learn from each other. (ABC ii)The broad emphasis on engagement characterises ABC3’s positioning of children in multi-platformed projects. As the Executive Producer of the ABC’s Children’s Television Multi-platform division comments, “participation is very much the mantra of the new channel” (Glen). The concept of “participation” is integral to what has been described elsewhere as “rehearsals in citizenship” (Northam). Writing of contemporary youth, David Buckingham notes that “‘political thinking’ is not merely an intellectual or developmental achievement, but an interpersonal process which is part of the construction of a collective, social identity” (179). Recent domestically produced children’s programs and their associated multimedia applications have significant potential to contribute to this interpersonal, “participatory” process. Through multi-platform experiences, children are (apparently) invited to construct narratives of their own. Dan Harries coined the term “viewser” to highlight the tension between watching and interacting, and the increased sense of agency on the part of audiences (171–82). Various online texts hosted by the ABC offer engagement with extra content relating to programs, with themed websites serving as “branches” of the overarching ABC3 metasite. The main site—strongly branded as the place for its targeted demographic—combines conventional television guide/program details with “Watch Now!,” a customised iView application within ABC3’s own themed interface; youth-oriented news; online gaming; and avenues for viewsers to create digital art and video, or interact with the community of “Club3” and associated message boards. The profiles created by members of Club3 are moderated and proscribe any personal information, resulting in an (understandably) restricted form of “networked publics” (boyd 124–5). Viewser profiles comprise only a username (which, the website stresses, should not be one’s real name) and an “avatar” (a customisable animated face). As in other social media sites, comments posted are accompanied by the viewser’s “name” and “face,” reinforcing the notion of individuality within the common group. The tool allows users to choose from various skin colours, emphasising the multicultural nature of the ABC3 community. Other customisable elements, including the ability to choose between dozens of pre-designed ABC3 assets and feeds, stress the audience’s “ownership” of the site. The Help instructions for the Club3 site stress the notion of “participation” directly: “Here at ABC3, we don’t want to tell you what your site should look like! We think that you should be able to choose for yourself.” Multi-platformed texts also provide viewsers with opportunities to interact with many of the characters (human actors and animated) from the television texts and share further aspects of their lives and fictional worlds. One example, linked to the representation of diasporic communities, is the Abatti Pizza Game, in which the player must “save the day” by battling obstacles to fulfil a pizza order. The game’s prefacing directions makes clear the ethnicity of the Abatti family, who are also visually distinctive. The dialogue also registers cultural markers: “Poor Nona, whatsa she gonna do? Now it’s up to you to help Johnny and his friends make four pizzas.” The game was acquired from the Canadian-animated franchise, Angela Anaconda; nonetheless, the Abatti family, the pizza store they operate and the dilemma they face translates easily to the Australian context. Dramatisations of diasporic contributions to national youth identities in postcolonial or settler societies—the UK (My Life as a Popat, CITV) and Canada (How to Be Indie)—also contribute to the diversity of ABC3’s television offerings and the positioning of its multi-platform community. The negotiation of diasporic and postcolonial politics is even clearer in the public broadcaster’s commitment to My Place. The project’s multifaceted construction of “places,” the ethical positioning of the child both as an individual and a member of (multicultural) communities, and the significant acknowledgement of ongoing conflict and discrimination, articulate a cultural commons that is more open-ended and challenging than the Eurocentric metaphor, the “town square,” suggests. Diversity, Discrimination and Diasporas: Positioning the Viewser of My Place Throughout the first series of My Place, the experiences of children within different diasporic communities are the focal point of five of the initial six episodes, the plots of which revolve around children with Lebanese, Vietnamese, Greek, and Irish backgrounds. This article focuses on an early episode of the series, “1988,” which explicitly confronts the cultural frictions between dominant Anglocentric Australian and diasporic communities. “1988” centres on the reaction of young Lily to the arrival of her cousin, Phuong, from Vietnam. Lily is a member of a diasporic community, but one who strongly identifies as “an Australian,” allowing a nuanced exploration of the ideological conflicts surrounding the issue of so-called “boat people.” The protagonist’s voice-over narration at the beginning of the episode foregrounds her desire to win Australia’s first Olympic gold medal in gymnastics, thus mobilising nationally identified hierarchies of value. Tensions between diasporic and settler cultures are frequently depicted. One potentially reactionary sequence portrays the recurring character of Michaelis complaining about having to use chopsticks in the Vietnamese restaurant; however, this comment is contextualised several episodes later, when a much younger Michaelis, as protagonist of the episode “1958,” is himself discriminated against, due to his Greek background. The political irony of “1988” pivots on Lily’s assumption that her cousin “won’t know Australian.” There is a patronising tone in her warning to Phuong not to speak Vietnamese for fear of schoolyard bullying: “The kids at school give you heaps if you talk funny. But it’s okay, I can talk for you!” This encourages child viewers to distance themselves from this fictional parallel to the frequent absence of representation of asylum seekers in contemporary debates. Lily’s assumptions and attitudes are treated with a degree of scepticism, particularly when she assures her friends that the silent Phuong will “get normal soon,” before objectifying her cousin for classroom “show and tell.” A close-up camera shot settles on Phuong’s unease while the children around her gossip about her status as a “boat person,” further encouraging the audience to empathise with the bullied character. However, Phuong turns the tables on those around her when she reveals she can competently speak English, is able to perform gymnastics and other feats beyond Lily’s ability, and even invents a story of being attacked by “pirates” in order to silence her gossiping peers. By the end of the narrative, Lily has redeemed herself and shares a close friendship with Phuong. My Place’s structured child “participation” plays a key role in developing the postcolonial perspective required by this episode and the project more broadly. Indeed, despite the record project budget, a second series was commissioned, at least partly on the basis of the overwhelmingly positive reception of viewsers on the ABC website forums (Buckland). The intricate My Place website, accessible through the ABC3 metasite, generates transmedia intertextuality interlocking with, and extending the diegesis of, the televised texts. A hyperlinked timeline leads to collections of personal artefacts “owned” by each protagonist, such as journals, toys, and clothing. Clicking on a gold medal marked “History” in Lily’s collection activates scrolling text describing the political acceptance of the phrase “multiculturalism” and the “Family Reunion” policy, which assisted the arrival of 100,000 Vietnamese immigrants. The viewser is reminded that some people were “not very welcoming” of diasporic groups via an explicit reference to Mrs Benson’s discriminatory attitudes in the series. Viewsers can “visit” virtual representations of the program’s sets. In the bedroom, kitchen, living room and/or backyard of each protagonist can be discovered familiar and additional details of the characters’ lives. The artefacts that can be “played” with in the multimedia applications often imply the enthusiastic (and apparently desirable) adoption of “Australianness” by immigrant children. Lily’s toys (her doll, hair accessories, roller skates, and glass marbles) invoke various aspects of western children’s culture, while her “journal entry” about Phuong states that she is “new to Australia but with her sense of humour she has fitted in really well.” At the same time, the interactive elements within Lily’s kitchen, including a bowl of rice and other Asian food ingredients, emphasise cultural continuity. The description of incense in another room of Lily’s house as a “common link” that is “used in many different cultures and religions for similar purposes” clearly normalises a glocalised world-view. Artefacts inside the restaurant operated by Lily’s mother link to information ranging from the ingredients and (flexible) instructions for how to make rice paper rolls (“Lily and Phuong used these fillings but you can use whatever you like!”) to a brief interactive puzzle game requiring the arrangement of several peppers in order from least hot to most hot. A selectable picture frame downloads a text box labelled “Images of Home.” Combined with a slideshow of static, hand-drawn images of traditional Vietnamese life, the text can be read as symbolic of the multiplicity of My Place’s target audience(s): “These images would have reminded the family of their homeland and also given restaurant customers a sense of Vietnamese culture.” The social-developmental, postcolonial agenda of My Place is registered in both “conventional” ancillary texts, such as the series’ “making of” publication (Wheatley), and the elaborate pedagogical website for teachers developed by the ACTF and Educational Services Australia (http://www.myplace.edu.au/). The politicising function of the latter is encoded in the various summaries of each decade’s historical, political, social, cultural, and technological highlights, often associated with the plot of the relevant episode. The page titled “Multiculturalism” reports on the positive amendments to the Commonwealth’s Migration Act 1958 and provides links to photographs of Vietnamese migrants in 1982, exemplifying the values of equality and cultural diversity through Lily and Phuong’s story. The detailed “Teaching Activities” documents available for each episode serve a similar purpose, providing, for example, the suggestion that teachers “ask students to discuss the importance to a new immigrant of retaining links to family, culture and tradition.” The empathetic positioning of Phuong’s situation is further mirrored in the interactive map available for teacher use that enables children to navigate a boat from Vietnam to the Australian coast, encouraging a perspective that is rarely put forward in Australia’s mass media. This is not to suggest that the My Place project is entirely unproblematic. In her postcolonial analysis of Aboriginal children’s literature, Clare Bradford argues that “it’s all too possible for ‘similarities’ to erase difference and the political significances of [a] text” (188). Lily’s schoolteacher’s lesson in the episode “reminds us that boat people have been coming to Australia for a very long time.” However, the implied connection between convicts and asylum seekers triggered by Phuong’s (mis)understanding awkwardly appropriates a mythologised Australian history. Similarly in the “1998” episode, the Muslim character Mohammad’s use of Ramadan for personal strength in order to emulate the iconic Australian cricketer Shane Warne threatens to subsume the “difference” of the diasporic community. Nonetheless, alongside the similarities between individuals and the various ethnic groups that make up the My Place community, important distinctions remain. Each episode begins and/or ends with the child protagonist(s) playing on or around the central motif of the series—a large fig tree—with the characters declaring that the tree is “my place.” While emphasising the importance of individuality in the project’s construction of child citizens, the cumulative effect of these “my place” sentiments, felt over time by characters from different socio-economic, ethnic, and cultural backgrounds, builds a multifaceted conception of Australian identity that consists of numerous (and complementary) “branches.” The project’s multi-platformed content further emphasises this, with the website containing an image of the prominent (literal and figurative) “Community Tree,” through which the viewser can interact with the generations of characters and families from the series (http://www.abc.net.au/abc3/myplace/). The significant role of the ABC’s My Place project showcases the ABC’s remit as a public broadcaster in the digital era. As Tim Brooke-Hunt, the Executive Head of Children’s Content, explains, if the ABC didn’t do it, no other broadcaster was going to come near it. ... I don’t expect My Place to be a humungous commercial or ratings success, but I firmly believe ... that it will be something that will exist for many years and will have a very special place. Conclusion The reversion to iconic aspects of mainstream Anglo-Australian culture is perhaps unsurprising—and certainly telling—when reflecting on the network of local, national, and global forces impacting on the development of a cultural commons. However, this does not detract from the value of the public broadcaster’s construction of child citizens within a clearly self-conscious discourse of “multiculturalism.” The transmedia intertextuality at work across ABC3 projects and platforms serves an important politicising function, offering positive representations of diasporic communities to counter the negative depictions children are exposed to elsewhere, and positioning child viewsers to “participate” in “working through” fraught issues of Australia’s past that still remain starkly relevant today.References ABC. Redefining the Town Square. ABC Annual Report. Sydney: ABC, 2009. Bennett, James, and Niki Strange. “The BBC’s Second-Shift Aesthetics: Interactive Television, Multi-Platform Projects and Public Service Content for a Digital Era.” Media International Australia: Incorporating Culture and Policy 126 (2008): 106-19. Born, Georgina. Uncertain Vision: Birt, Dyke and the Reinvention of the BBC. London: Vintage, 2004. boyd, danah. “Why Youth ♥ Social Network Sites: The Role of Networked Publics in Teenage Social Life.” Youth, Identity, and Digital Media. Ed. David Buckingham. Cambridge: MIT, 2008. 119-42. Bradford, Clare. Reading Race: Aboriginality in Australian Children’s Literature. Carlton: Melbourne UP, 2001. Brooke-Hunt, Tim. Executive Head of Children’s Content, ABC TV. Interviewed by Dr Leonie Rutherford, ABC Ultimo Center, 16 Mar. 2010. Buckingham, David. After the Death of Childhood: Growing Up in the Age of Electronic Media. Cambridge: Polity, 2000. Buckland, Jenny. Chief Executive Officer, Australian Children’s Television Foundation. Interviewed by Dr Leonie Rutherford and Dr Nina Weerakkody, ACTF, 2 June 2010. Caldwell, John T. “Second Shift Media Aesthetics: Programming, Interactivity and User Flows.” New Media: Theories and Practices of Digitextuality. Eds. John T. Caldwell and Anna Everett. London: Routledge, 2003. 127-44. Debrett, Mary. “Riding the Wave: Public Service Television in the Multiplatform Era.” Media, Culture & Society 31.5 (2009): 807-27. From, Unni. “Domestically Produced TV-Drama and Cultural Commons.” Cultural Dilemmas in Public Service Broadcasting. Eds. Gregory Ferrell Lowe and Per Jauert. Göteborg: Nordicom, 2005. 163-77. Glen, David. Executive Producer, ABC Multiplatform. Interviewed by Dr Leonie Rutherford, ABC Elsternwick, 6 July 2010. Harries, Dan. “Watching the Internet.” The New Media Book. Ed. Dan Harries. London: BFI, 2002. 171-82. Murdock, Graham. “Building the Digital Commons: Public Broadcasting in the Age of the Internet.” Cultural Dilemmas in Public Service Broadcasting. Ed. Gregory Ferrell Lowe and Per Jauert. Göteborg: Nordicom, 2005. 213–30. My Place, Volumes 1 & 2: 2008–1888. DVD. ABC, 2009. Northam, Jean A. “Rehearsals in Citizenship: BBC Stop-Motion Animation Programmes for Young Children.” Journal for Cultural Research 9.3 (2005): 245-63. Wheatley, Nadia. Making My Place. Sydney and Auckland: HarperCollins, 2010. ———, and Donna Rawlins. My Place, South Melbourne: Longman, 1988.
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Blakey, Heather. "Designing Player Intent through “Playful” Interaction". M/C Journal 24, n.º 4 (12 de agosto de 2021). http://dx.doi.org/10.5204/mcj.2802.

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The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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Ballantyne, Glenda y Aneta Podkalicka. "Dreaming Diversity: Second Generation Australians and the Reimagining of Multicultural Australia". M/C Journal 23, n.º 1 (18 de marzo de 2020). http://dx.doi.org/10.5204/mcj.1648.

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Introduction For migrants, the dream of a better life is often expressed by the metaphor of the journey (Papastergiadis 31). Propelled by a variety of forces and choices, migrant life narratives tend to revolve around movement from one place to another, from a homeland associated with cultural and spiritual origins to a hostland which offers new opportunities and possibilities. In many cases, however, their dreams of migrants are deferred; migrants endure hardships and make sacrifices in the hope of a better life for their children. Many studies have explored the social and economic outcomes of the “second” generation – the children of migrants born and raised in the new country. In Australia studies have found, despite some notable exceptions (Betts and Healy; Inglis), that the children of migrants have achieved the economic and social integration their parents dreamed of (Khoo, McDonald, Giorgas, and Birrell). At the same time, however, research has found that the second generation face new challenges, including the negative impact of ethnic and racial discrimination (Dunn, Blair, Bliuc, and Kamp; Jakubowicz, Collins, Reid, and Chafic), the experience of split identities and loyalties (Butcher and Thomas) and a complicated sense of “home” and belonging (Fabiansson; Mason; Collins and Read). In this articles, we explore what the dream of a better life means for second generation migrants, and how that dream might reshape Australia’s multicultural identity. A focus on this generation’s imaginings, visions and hopes for the future is important, we argue, because its distinctive experience, differing from that of other sections of the Australian community in some important ways, needs to be recognised as the nation’s multicultural identity is refashioned in changing circumstances. Unlike their parents, the second generation was born into what is now one of the most diverse countries in the world, with over a quarter (26%) of the population born overseas and a further 23% having at least one parent born overseas (Australian Bureau of Statistics). Unlike their parents, they have come of age in the era of digitally-enabled international communication that has transformed the ways in which people connect. This cohort has a distinctive relationship to the national imaginary. The idea of “multicultural Australia” that was part of the country’s adoption of a multicultural policy framework in the early 1970s was based on a narrative of “old” (white Anglo) Australians “welcoming” (or “tolerating”) “new” (immigrant) Australians (Ang and Stratton; Hage). In this narrative, the second generation, who are Australian born but not “old” Australians and of “migrant background” but not “new” Australians, are largely invisible, setting them apart from both their migrant parents and other, overseas born young Australians of diverse backgrounds, with whom they are often grouped (Collins, Reid, and Fabiansson; Ang, Brand, Noble, and Sternberg; Collins, Reid, and Fabiansson; Harris).In what follows, we aim to contribute to calls for a rethinking of Australian national identity and “culture of interaction” to better reflect the experiences of all citizens (Levey; Collins, Reid, and Fabiansson) by focusing on the experiences of the second generation. Taking our cue from Geoffrey Levey, we argue that “it is not the business of government or politicians to complete the definition of what it means to be Australian” and that we should instead look to a sense of national identity that emerges organically from “mundane daily social interaction” (Levey). To this end, we adopt an “everyday multiculturalism” perspective (Wise and Velayutham), “view[ing] situations of co-existence ... as a concrete, specific context of action, in which difference comes across as a constraint ... and as a resource” (Semi, Colombo, Comozzi, and Frisina 67). We see our focus on the second generation as complementary to existing studies that have examined experiences of young Australians of diverse backgrounds through an everyday multiculturalism prism without distinguishing between newly arrived young people and those born in Australia (Ang, Brand, Noble, and Sternberg; Collins, Reid, and Fabiansson; Harris). We emphasise, however, after Mansouri and Johns, that the second generation’s distinctive cultural and socio-structural challenges and needs – including their distinctive relationship to the idea of “multicultural Australia” – deserve special attention. Like Christina Schachtner, we are cognisant that “faced with the task of giving meaning and direction to their lives, the next generation is increasingly confronted with a need to reconsider the revered values of the present and the past and to reorientate themselves while establishing new meanings” (233; emphasis ours). Like her, we recognise that in the contemporary era, young adults often use digital communicative spaces for the purpose of giving meaning to their lives in the circumstances in which they find themselves (Schachtner 233). Above all, we concur with Hopkins and Dolic when they state that “understanding the processes that inform the creation and maintenance of ... ethnic minority and Australian mainstream identities amongst second-generation young people is critical if these young people are to feel included and recognised, whilst avoiding the alienation and social exclusion that has had such ugly results in other parts of the world (153).In part one, we draw on initial findings from a collaborative empirical study between Swinburne University and the Victorian Multicultural Commission to outline some of the paradoxes and contradictions encountered by a particular – well-educated (currently or recently enrolled at university) and creative (seeking jobs in the media and cultural industries) – segment of the second generation in their attempts to imagine themselves within the frame of “multicultural Australia” (3 focus groups, of 60-90 minutes duration, involving 7-10 participants were conducted over 2018 and 2019). These include feeling more Australian than their parents while not always being seen as “really” Australian by the broader community; embracing diversity but struggling to find a language in which to adequately express it; and acknowledging the progress being made in representing diversity in the mainstream media while not seeing their stories and those of their parents represented there.In part two, we outline future research directions that look to a range of cultural texts and mediated forms of social interactions across popular culture and media in search of new conversations about personal and national identity that could feed into a renewal of a more inclusive understanding of Australian identity.Living and Talking DiversityOur conversations with second generation young Australians confirmed many of the paradoxes and contradictions experienced by young people of diverse backgrounds in the constant traversing of their parents’ and Australian culture captured in previous research (Ang, Brand, Noble, and Sternberg; Harris). Emblematic of these paradoxes are the complicated ways they relate to “Australian identity,” notably expressed in the tension felt between identifying as “Australian” when overseas and with their parent’s heritage when in Australia. An omnipresent reminder of their provisional status as “Aussies” is questions such as “well I know you’re Australian but what are you really?” As one participant put it: “I identify as Australian, I’m proud of my Australian identity. But in Australia I’m Turkish and that’s just because when someone asks I’m not gonna say ‘oh I’m Australian’ ... I used to live in the UK and if someone asked me there, I was Australian. If someone asks me here, I’m Turkish. So that’s how it is. Turkish, born in Australia”The second generation young people in our study responded to these ambiguities in different ways. Some applied hyphenated labels to themselves, while others felt that identification with the nation was largely irrelevant, documented in existing research (Collins, Reid, and Fabiansson; Harris). As one of our participants put it, “I just personally don’t find national identity to be that important or relevant – it’s just another detail about me – I [don’t] think it should affect anything else.” The study also found that our participants had difficulty in finding specific terms to express their identities. For some, trying to describe their identities was “really confusing,” and their thinking changed from day to day. For others, the reason it was hard to express their identities was that the very substance of mundane, daily life “feels very default”. This was the case when many of our participants reported their lived experiences of diversity, whether related to culinary and sport experiences, or simply social interactions with “the people I talk to” and daily train trips where “everyone [of different ethnicities] just rides the train together and doesn’t think twice about it”. As one young person put it, “the default is going around the corner for dinner and having Mongolian beef and pho”. We found that a factor feeding into the ambivalence of articulating Australian identity is the influence – constraining and enabling – of prevailing idioms of identity and difference. Several instances were uncovered in which widely circulating and highly politicised discourses of identity had the effect of shutting down conversation. In particular, the issue of what was “politically correct” language was a touchstone for much of the discussion among the young people in our study. This concern with “appropriate language” created some hesitancy and confusion, as when one person was trying to describe white Australians: “obviously you know Australia’s still a – how do you, you know, I guess I don’t know how to – the appropriate, you know PC language but Australia’s a white country if that makes sense you know”. Other participants were reluctant to talk about cultural groups and their shared characteristics at all, seeing such statements as potentially racist. In contrast to this feeling of restricted discourse, we found many examples of our participants playing and repurposing received vocabularies. As reported in other research, the young people used ideas about origin, race and ethnicity in loose and shifting ways (Back; Butcher). In some cases, in contrast to fears of “racist” connotations of identifying individuals by their cultural background, the language of labels and shorthand descriptors was used as a lingua franca for playful, albeit not unproblematic, negotiations across cultural boundaries. One participant reported being called one of “The Turks” in classes at university. His response expressed the tensions embedded in this usage, finding it stereotyping but ultimately affectionate. As he expressed it, “it’s like, ‘I have a personality, guys.’ But that was okay, it was endearing, they were all with it”. Another finding highlighted more fraught issues that can be raised when existing identity categories are transposed from contexts strongly marked by historically specific circumstances into unrelated contexts. This was the case of a university classmate saying of another Turkish participant that he “was the black guy of the class because … [he] was the darkest”. The circulation of “borrowed” discourses – particularly, as in this case, from the USA – is notable in the digital era, and the broader implications of such usage among people who are not always aware of the connotations of a discourse that is deeply rooted in a particular history and culture, are yet to be fully examined (Lester). The study also shed some light on the struggles the young people in our study encountered in finding a language in which to describe their identities and relationship to “Australianness”. When asked if they thought others would consider them to be “Australian”, responses revealed a spectrum ranging from perceived rejection to an ill-defined and provisional inclusion. One person reported – despite having been born and lived in Australia all their life – that “I don’t think I would ever be called Australian from Australian people – from white Australian people”. Another thought that it was not possible to generalise about being considered Australians by the broader community, as “some do, some don’t”. Again, responses varied. While for some it was a source of unease, for others the distancing from “Australianness” was not experienced negatively, as in the case of the participant who said of being singled out as “different” from the Anglo-Celtic mainstream, “I actually don’t mind that … I’ve got something that a lot of white Australians males don’t have”.A connected finding was the continuing presence of, often subtle but clearly registered, racism. The second generation young people in the study were very conscious of the ways in which experiences of racism they encountered differed from – and represented an improvement on – that of their parents. Drawing an intergenerational contrast between the explicit racism their parents were often subjected to and their own experiences of what they frequently referred to as microaggressions, they mostly saw progress occurring on this front. Another sign of progress they observed was in relation to their own propensity to reject exclusionary thinking, as when they suggested that their parents’ generation are more likely to make “assumptions about culture” based on people’s “outward appearance” which they found problematic because “everyone’s everywhere”. While those cultural faux pas were judged as “well-meaning” and even justified by not “growing up in a culturally diverse setting”, they are at odds with young people’s own experiences and understanding of diversity.The final major finding to emerge from the study was the widespread view that mainstream media fails to represent their lives. Again, our participants acknowledged the progress that has been made over recent decades and applauded moves towards greater representation of non-Anglo-Celtic communities in mainstream free-to-air programming. But the vast majority reported that their experiences are not represented. The sentiment that “I’d love to see someone who looks like me on TV more – on a really basic level – I’d like to see someone who looks like my Dad” was shared by many. What remained missing – and motivated many of the young people in our study to embark on filmmaking careers – was content that reflected their local, place-based lifestyles and the intergenerational dynamics of migrated families that is the fabric of their lives. When asked if Australian media content reflected their experience, one participant put it bluntly: “if I felt like it did, I wouldn’t be actively trying to make documentaries and films about it”.Dreaming DiversityThe findings of the study confirmed earlier research highlighting the ambiguities encountered by second generation Australians who are demographically, emotionally and culturally marked by their parents’ experiences of migration even as they forge their post-migration futures. On the one hand, they reported an allegiance to the Australian nation and recognised that in many ways that they are more part of its fabric than their parents. On the other hand, they reported a number of situations in which they feel marginalised and not “really” Australian, as when they are asked “where are you really from” and when they do not see their stories represented in the mainstream media. In particular, the study highlighted the tensions involved in describing personal and Australian identity, revealing the struggle the second generation often experience in their attempts to express the complexity of their identifications and sense of belonging. As we see it, the lack of recognition of being “really” Australian felt by the young people in our study and their view that mainstream media does not sufficiently represent their experience are connected. Underlying both is a status quo in which the normative Australian is Anglo-Celtic. To help shift this prevailing view of the normative Australian, we endorse earlier calls for a research program centred on analyses of a range of cultural texts and mediated forms of social interactions in search of new conversations about Australian identity. Media, both public and commercial, have the potential to be key agents for community building and identity formation. From radio and television programs through to online discussion forums and social media, media have provided platforms for creating collective imagination and a sense of belonging, including in the context of migration in Australia (Sinclair and Cunningham; Johns; Ang, Brand, Noble, and Sternberg). By supplying symbolic resources through which cultural differences and identities are represented and circulated, they can offer up opportunities for societal reflection, scrutiny and self-interpretation. As a starting point, for example, three current popular media formats that depict or are produced by second-generation Australians lend themselves to such a multi-sited analysis. The first is internet forums in which second generation young people share their quotidian experiences of “bouncing between both cultures in our lives” (Wu and Yuan), often in humorous forms. As the popularity of Subtle Asian Traits and its offshoot Subtle Curry Traits have indicated, these sites tap into the hunger among the Asian diaspora for increased media visibility. The second is the work of comedians, including those who self-identify as of migrant descent. The politics of stereotyping and racial jokes and the difference between them has been a subject of considerable research, including into television comedy productions which are important because of their potential audience reach and ensuing post-viewing conversations (Zambon). The third is a new generation of television programs which are set in situations of diversity without being heralded as “about” diversity. A key case is the television drama series The Heights, first screened on the Australian Broadcasting Corporation in Australia in 2019, which explores the relationships between the residents of a social housing tower and the people who live in the rapidly gentrifying community that surrounds it in the melting pot of urban Australia. These examples represent a diverse range of cultural expressions – created informally and spontaneously (Subtle Asian Traits, Subtle Curry Traits), fashioned by individuals working in the entertainment industry (comedians), and produced professionally and broadcast on national TV networks (The Heights). What unites them is an engagement with the novel forms of belonging that postwar migration has produced (Papastergiadis 20) and an attempt to communicate and represent the lived experience of contemporary Australian diversity, including negotiated dreams and aspirations for the future. We propose a systematic analysis of the new languages of identity and difference that their efforts to represent the evolving patterns and circumstances of diversity in Australia are bringing forth. Conclusions To dream in the context of migration implies, more often than not, the prospect of a better material life in an adopted country. Instead, through the notion of “dreaming diversity”, we foreground the dreams, expectations and imaginations for the future of the Australian second generation which centre on carving out their cultural place in the nation.The empirical research we presented paints a picture of the second generation's paradoxical and contradictory experiences as they navigate the shifting landscape of Australia’s multicultural society. It gives a glimpse of the challenges and hopes they encounter as well as the direction of their attempts to negotiate their place within “Australian identity”. Finally, it highlights the need for a more expansive conversation and language in which that identity can be expressed. A language in which to talk – not just about the many cultures that make up the nation, but also to each other from within them – will be crucial to facilitate the deeper intercultural understanding and engagement many young people aspire to. Our ambition is not to codify a register of approved terms, and even less to formulate a new official discourse for use in multicultural policy documents. It is rather to register, crystalise and expand a discussion around difference and identity that is emerging from everyday interactions of Australians and foster a more committed conversation attuned to contemporary realities and communicative spaces where those interactions take place. In search of a richer vocabulary in which Australian identity might be reimagined, we have identified a research program that will explore emerging ways of talking about difference and identity across a range of cultural and media formats about or by the second generation. While arguing for the significance of the languages and idioms that are emerging in the spaces that young people inhabit, we recognise that, no less than other demographics, second-generation Australians are influenced by circulating narratives and categories in which (national) identity is discussed (Harris 15), including official conceptions and prevailing discourses of identity politics which are often encountered online and through popular culture. Our point is that the dreams, visions and imaginaries of second generation Australians, who will be among the key actors in fashioning Australia’s multicultural futures, are an important element of reimagining Australia’s multiculturalism even if those discourses may be partial, ambivalent or fragmented. We see this research program as building on and extending the tradition of sociological and cultural analyses of popular culture, media and cultural diversity and contributing to a more robust and systematic catalogue of multicultural narratives across different popular formats, genres, and production arrangements characteristic of the diversified media landscape. 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DOI: 10.1177/0163443716663640.AcknowledgmentsThe empirical data reported here was drawn from Zooming In: Multiculturalism through the Lens of the Next Generation, a research collaboration between Swinburne University and the Victorian Multicultural Commission exploring contemporary perspectives on diversity among young Australians through their filmmaking practice, led by Chief Investigators Dr Glenda Ballantyne (Department of Social Sciences) and Dr Vincent Giarusso (Department of Film and Animation). We wish to thank Liam Wright and Alexa Scarlata for their work as Research Assistants on this project, and particularly the participants who shared their stories. Special thanks also to the editors of this special issue and the anonymous reviewers for their insightful feedback on an earlier version of this article. FundingZooming In: Multiculturalism through the Lens of the Next Generation has been generously supported by the Victorian Multicultural Commission, which we gratefully acknowledge.

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