Articoli di riviste sul tema "Technologie – Société – Cuba"

Segui questo link per vedere altri tipi di pubblicazioni sul tema: Technologie – Société – Cuba.

Cita una fonte nei formati APA, MLA, Chicago, Harvard e in molti altri stili

Scegli il tipo di fonte:

Vedi i top-25 articoli di riviste per l'attività di ricerca sul tema "Technologie – Société – Cuba".

Accanto a ogni fonte nell'elenco di riferimenti c'è un pulsante "Aggiungi alla bibliografia". Premilo e genereremo automaticamente la citazione bibliografica dell'opera scelta nello stile citazionale di cui hai bisogno: APA, MLA, Harvard, Chicago, Vancouver ecc.

Puoi anche scaricare il testo completo della pubblicazione scientifica nel formato .pdf e leggere online l'abstract (il sommario) dell'opera se è presente nei metadati.

Vedi gli articoli di riviste di molte aree scientifiche e compila una bibliografia corretta.

1

Lisbet Eunice Pérez Anzardo, Rodolfo González Ortega, Pedro Bruzón Sosa e Catia Ruiz Bosch. "TI in the Institutional Scientific Productivity of Ecuador, Cuba and Colombia". SIASAT 7, n. 1 (12 gennaio 2022): 28–39. http://dx.doi.org/10.33258/siasat.v7i1.109.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Scientific production is one of the indicators of relevance to measure the efficiency in the institutional environment, which implies a development conditioned in all the sectors from the society to world level. In the same way, the technologies of the information (TI) represent a decisive element for their administration which has experienced a constant growth during the last decades similar to the consolidation of the university studies in the different areas of the knowledge and study modalities. The following article makes a reflection on the base of the concepts and tendencies of the scientific investigation and its linking with the technologies of the information. The production of the investigation was characterized in the countries of Ecuador, Cuba and Colombia, as well as the existent relationship among the investment in technologies of the information and the institutional productivity, which was performed with the analysis of bibliometric indicatives. As a result, it was set down the bases for the theoretical-practical deeping of the investigation. Also, it was verified that the investment in IT focused in articles and scientific magazines, contribute to a better knowledge in academic institutions and that the three countries develop policies to motivate this activity, being Colombia the one with more production in the last ten years, as well as the one that has had bigger expense in IT as percentage of the GDP, which is carried out mainly by the government; although the administration of the knowledge has a transcendental impact for the economic and social development of any country.
2

García Pereira, Annia, Gemma Domínguez Calvo, Alexis Torres Alfonso e Alexander López Padrón. "La educación a distancia en la era de las TIC. Una visión desde los docentes de una carrera técnica de perfil agropecuario". Revista Cognosis. ISSN 2588-0578 6, n. 2 (28 giugno 2021): 93. http://dx.doi.org/10.33936/cognosis.v6i2.3613.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
La educación a distancia en la era de las TIC. Una visión desde los docentes de una carrera técnica de perfil agropecuario AUTORES: Gemma Domínguez Calvo[1] Annia García Pereira[2] Alexis Torres Alfonso[3] Alexander López Padrón[4] DIRECCIÓN PARA CORRESPONDENCIA: gemma@unah.edu.cu Fecha de recepción: dr - mr - Fecha de aceptación: da - ma - RESUMEN La virtualización de la enseñanza como uno de los principales objetivos en la Agenda 2030 para la educación y el desarrollo implica un cambio de paradigma hacia un proceso de formación y gestión universitaria sustentado en el uso de las tecnologías de la información y las comunicaciones (TIC). El objetivo de la presente investigación fue evaluar la evolución de la EaD en Cuba y la percepción de los docentes para implementar la modalidad en una Carrera Técnica Agropecuaria en este caso la Ingeniería en Procesos Agroindustriales. Para ello se realizó el análisis histórico del surgimiento de la EaD, mientras que auxiliados de otros métodos teóricos y empíricos se estableció su desarrollo teniendo en cuenta la evolución de los recursos tecnológicos como medio para establecer la comunicación e interrelación y las características de los recursos educativos. Con tal propósito, en el contexto cubano y para la formación de ingenieros en Procesos Agroindustriales, se realizó una investigación de tipo descriptiva, con el empleo de la escala de actitud de Osgood y una encuesta para docentes. Los resultados alcanzados evidenciaron que, aunque la sociedad cubana da pasos agigantados en el uso de las TIC no es aprovechada al máximo sus potencialidades en los procesos formativos, reflejándose en la indeterminación de los docentes ante la modalidad a distancia para una carrera técnica, al tiempo que reconocen las potencialidades del empleo de las TIC para los procesos de formación. Palabras Clave: educación a distancia; tecnologías de la información y las comunicaciones; ubicuidad. Distance education in the ICT era. A view from the teachers of a technical career with an agricultural profile ABSTRACT The virtualization of education as one of the main objectives in the 2030 Agenda for education and development implies a paradigm shift towards a university training and management process based on the use of information and communication technologies (ICT). The objective of this research was to evaluate the evolution of distance education (E@D) in Cuba and the perception of teachers to implement the modality in an Agricultural Technical Career, in this case Engineering in Agroindustrial Processes. For this, the historical analysis of the emergence of E@D was carried out, while aided by other theoretical and empirical methods, its development was established taking into account the evolution of technological resources as a means to establish communication and interrelation and the characteristics of educational resources. For this purpose, in the Cuban context and for the training of engineers in Agroindustrial Processes, a descriptive investigation was carried out, using the Osgood attitude scale and a survey for teachers. The results achieved, showed that although Cuban society takes giant steps in the use of ICTs, its potentialities are not fully exploited in the training processes, reflecting in the indeterminacy of teachers before the distance modality for a technical career, at the same time that recognize the potential of the use of ICT for training processes KEYWORDS: long distance education; Information technology and communications; ubiquity. [1] Ingeniero en Mecanización Agropecuaria, Máster en: Sistemas de Ingeniería Agrícola. Responsabilidades académicas. Universidad Agraria de la Habana. Cuba. ORCID iD https://orcid.org/0000-0001-5591-1387 [2] Ingeniero en Mecanización Agropecuaria, Doctor en Ciencias en Ingeniería Agrícola y Biosistemas. Profesora Titular. Universidad Agraria de LA Habana, Cuba. E-mail: annia@unah.edu.cu ORCID iD https://orcid.org/0000-0002-3420-1113 [3] Licenciado en Educación. Doctor en Ciencias de la Educación. Profesos Titular. Universidad Agraria de La Habana, Cuba. E-mail: alexist@unah.edu.cu ORCID iD https://orcid.org/0000-0002-3043-901X [4] Doctor en Medicina Veterinaria. Doctor en Ciencias Pedagógicas. Postdoctorado en Teoría y Métodos Educativos. Profesor Tiempo Completo Principal del Instituto de Posgrado de la Universidad Técnica de Manabí, Ecuador. E-mail: alexander.lopez@utm.edu.ec ORCID iD http://orcid.org/0000-0002-1032-7758
3

Ceballos, Danis Rodríguez, Sara María Berrío Sánchez e Yeline Ruiz Betancourt. "NEW TECHNOLOGIES IN SOCIAL INCLUSION OF CHILDREN WITH DISABILITIES". Child in a Digital World 1, n. 1 (2023): 41. http://dx.doi.org/10.61365/forum.2023.026.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Although the social inclusion of boys and girls with disabilities has methodological, academic and even legal requirements, well-defi ned demands for Cuban society, they manifest themselves in their local leaders, and social representations that impede the process. The use of new information technologies in a training strategy in this regard is a valuable alternative and constitutes the relevance of this research. The general objective of this research is to demonstrate the opportunity and relevance of the use of new technologies in the development of a training strategy that contributes to the empowerment on social inclusion of boys and girls with disabilities in local leaders of Cuban community. It constitutes a qualitative research of the action - research type supported by theoretical, historical, logical, analytical, synthetic, inductive, deductive, systemic, structural, and modeling methods as well as those of the empirical level such as observation, ethnographic survey, consultations with specialists, and discussion group. As a population,  local leaders were selected in charge of contributing to the social inclusion of boys and girls with disabilities. As a result, a training strategy emerges that, based on the advantages of the use of new technologies, makes it possible for each action not only to transform reality, but also to get the protagonists involved. Its fl exible and cyclical nature allowed adaptability in the process and the possibility to incorporate other knowledge. By way of conclusions, it was determined that the strategy is a valuable tool in the face of current demands for the elimination of gaps and inequities from the community context. From the perspectives of the theory of social representations, it guarantees a new way of projecting the training of change managers towards the social inclusion of girls and boys with disabilities.
4

Maya Rosell, Yaneidys. "Algunas reflexiones en torno al impacto social del desarrollo científico-tecnológico en la enseñanza del inglés en la universidad cubana actual". Revista Metropolitana de Ciencias Aplicadas 3, n. 3 (1 settembre 2020): 16–23. http://dx.doi.org/10.62452/qxp8fq37.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
The progress of scientific-technical progress constitutes one of the most influential factors in contemporary society, its proper use contributes to the development of learning systems in accordance with the educational needs of learners, since education, by its very essence, constitutes a social process. In this context, inescapable projects integrate the English language as an instrument of communication, as well as the appropriate use of technologies such as access and information processing. This work aims to assess the social impact of scientific-technological development in teaching English at the current Cuban university.
5

D N, Ashwini, e Soumya Dass B. "Role of Data Mining Technique: A Boon to Society". International Journal for Research in Applied Science and Engineering Technology 10, n. 6 (30 giugno 2022): 657–60. http://dx.doi.org/10.22214/ijraset.2022.43782.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Abstract: Datamining is a method of finding interested patterns from huge volume of data. Datamining techniques helps to make business decisions. It analyses information from multiple sources like DataMart, databases. In this paper, we are focussing on datamining tasks and its variety of applications in different fields, which is boon to the society. Keywords: KDD, Decision Tree, OLAP servers, Cube API, ODBC, Frequent patterns
6

Gomes, Vitor, Gilberto Queiroz e Karine Ferreira. "An Overview of Platforms for Big Earth Observation Data Management and Analysis". Remote Sensing 12, n. 8 (16 aprile 2020): 1253. http://dx.doi.org/10.3390/rs12081253.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
In recent years, Earth observation (EO) satellites have generated big amounts of geospatial data that are freely available for society and researchers. This scenario brings challenges for traditional spatial data infrastructures (SDI) to properly store, process, disseminate and analyze these big data sets. To meet these demands, novel technologies have been proposed and developed, based on cloud computing and distributed systems, such as array database systems, MapReduce systems and web services to access and process big Earth observation data. Currently, these technologies have been integrated into cutting edge platforms in order to support a new generation of SDI for big Earth observation data. This paper presents an overview of seven platforms for big Earth observation data management and analysis—Google Earth Engine (GEE), Sentinel Hub, Open Data Cube (ODC), System for Earth Observation Data Access, Processing and Analysis for Land Monitoring (SEPAL), openEO, JEODPP, and pipsCloud. We also provide a comparison of these platforms according to criteria that represent capabilities of the EO community interest.
7

Romanukha, Oleksandr M. "ГРАФІЧНИЙ ІНТЕРФЕЙС ЯК ДИДАКТИЧНИЙ КОМПОНЕНТ ЕЛЕКТРОННОГО ПІДРУЧНИКА". Information Technologies and Learning Tools 67, n. 5 (30 ottobre 2018): 1. http://dx.doi.org/10.33407/itlt.v67i5.2221.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
This article deals with the issue of updating the principles of creation of e-textbooks via graphical interface. The close attention has to be paid to the transformation of the modern society where the new generation of people uses computers, smartphones and tablets not only as working tools but as the means of discovering the world as well. Therefore the graphical interface is considered the code of understanding the information environment. It is emphasised that the spread of information technologies and information transmission and processing methods have become an integral element of human thinking and perception of the world. Getting most of their information through the Internet modern people perceive process and memorize it according to the principles of the interface and programming languages. In this regard graphical interface is seen as the fundamental of the e-textbook visualization. The article presents the model description of the e-textbook “History of Ukraine” visualized as the cube. Each tier in this cube describes the cultural stratum of the epoch and shows the general dynamics of historical development. Each plane in this cube analyses the content of each problem. Studying every part, students open consistently the horizontal cube stratums and see the topics of the epoch represented by the graphical interface device. Every topic contains visualized scheme with hyperactive dates and surnames with zero traditional text with hyperlinks. The advantage of such e-textbook structure is to rise student cognitive activity due to the new principles of the educational material visualization. The e-textbook interface is intuitive; it can be updated and used to get the insight into selected topics and questions. It has means to activate the resources of human higher nervous system taking into account the individual features of students and topics they are studying. Attention is drawn to the fact that scientific progress has been made possible largely thanks to the improvement of semiotics, that is, the development of our language, especially those of its branches, as the language of symbolic logic, rather than by improving brain function.
8

Alexander, Herbert J., e Efren Cordova. "Castro and the Cuban Labor Movement: Statecraft and Society in a Revolutionary Period (1959-1961)." Industrial and Labor Relations Review 42, n. 1 (ottobre 1988): 141. http://dx.doi.org/10.2307/2523197.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
9

Khenkin, S. M. "Latin America: Swings of Political Pendulum Iwanowski Z.W., ed. Latin America: Political Landscape in the Midst of Turbulence. Moscow: ILA RAS, 2022". Journal of Political Theory, Political Philosophy and Sociology of Politics Politeia 111, n. 4 (19 dicembre 2023): 190–98. http://dx.doi.org/10.30570/2078-5089-2023-111-4-190-198.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
The left and right, democratic, hybrid, and authoritarian systems, consolidated and unconsolidated democracies, rising giant-states and underdeveloped economies coexist in the region of Latin America and the Caribbean, which covers more than three dozen states that share common historical destiny, language, and religion. This makes the region a fertile ground for studying various types of regimes, political processes and alternative development paths in the modern world, as vividly demonstrated by the collective monograph “Latin America: Political Landscape in the Midst of Turbulence”, published at the end of 2022. Based on a thorough analysis of the situation in the region, the authors of the monograph show that political life in Latin America is characterized by instability and constant reshaping of the political landscape. The strengthening of the positions of right-wing forces replaced the left turn of the 2000s, and since the beginning of the 2020s, the continent has again drifted to the left. The authors pay special attention to the following factors of turbulence in the development of the region: a natural-resource-based economy in most Latin American countries, poor quality of governance, a decline in trust in political institutions caused by regular corruption scandals, the criminalization of society, the increase in drug trafficking and violence, and the inability of law enforcement agencies to ensure citizens’ safety. Several chapters of the monograph are devoted to the varieties of regimes of the “21st century socialism” that exist in Venezuela, Nicaragua and Bolivia, as well as to the oldest socialist regime on the continent in Cuba. According to the reviewer’s conclusion, with the publication of this monograph the readers received valuable work that allows them to better comprehend the essence of the complex political processes that take place in Latin America today.
10

Alexander, Herbert J. "Book Review: Historical Studies: Castro and the Cuban Labor Movement: Statecraft and Society in a Revolutionary Period (1959–1961)". ILR Review 42, n. 1 (ottobre 1988): 141. http://dx.doi.org/10.1177/001979398804200130.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
11

Novikova, Natalya N., Vladimir V. Mironov, Mikhail D. Kitaygorodskiy e Vita F. Poberezkaia. "Realities and Prospects of Digital Transformation of Additional Education for Children in Russia". International Journal of Early Childhood Special Education 13, n. 2 (2 dicembre 2021): 1164–73. http://dx.doi.org/10.9756/int-jecse/v13i2.211163.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
The relevance of the research is due to the development of the digital space and the processes of restructuring the entire education system. Currently, a modern educational environment is being created in Russia to create conditions for the digital transformation of education with access to individual learning trajectories of students. A special place in modern education is occupied by the additional education of children. Additional educational activities are carried out based on target models for the development of regional systems in the regions of Russia. Different approaches to implementation in the field of digitalization are being developed in each subject of the Russian Federation. In this regard, it becomes relevant to assess the readiness of institutions of additional education for children in the regions to the challenges of modern digital society. The purpose of the publication is to identify the current state and prospects of digital transformation of additional education for children in Russia (on the example of the Komi Republic), considering the key features of the development of the modern digital industry. The leading methodological approaches to the study of the problem under study are system-pragmatist, personality-oriented, and differentiated. The methods of socio-historical and theoretical-methodological analysis, evaluation and generalization of the best practices of institutions for additional education of children, analysis of normative and program documents, and comparative analysis of static data were used in the course of the research. The main trends in the digital transformation of additional education for children have been identified. Promising directions for the development of additional education for children have been identified, considering the key approaches to the implementation of the National Technological Initiative and the National Project "Education". End-to-end technologies of the digital industry have been identified as a result of the research and the correspondence of the directions of educational programs in modern models for additional education of children to these technologies has been determined. The experience of educational activities in modern centers of additional education of the Komi Republic has been summarized: "Kvantorium", "IT-cube", "House of scientific collaboration". The practical significance of the research lies in the possibility of using the obtained data to improve the processes of digital transformation of additional technical education. The research materials can be in demand by managers, methodologists, teachers of the system of additional education for children when developing the concept of development and planning educational activities.
12

Velázquez-Rodríguez, Kerslin. "La gestión de la innovación territorial en el entorno socioeconómico cubano". Revista Transdiciplinaria de Estudios Sociales y Tecnológicos 2, n. 3 (1 settembre 2022): 5–11. http://dx.doi.org/10.58594/rtest.v2i3.50.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
La ciencia, la tecnología y la innovación representan pilares fundamentales para el desarrollo económico y social y es por ello que se incentiva la concepción e implementación de formas organizativas, de financiación y gestión de la actividad científica de manera que se introduzcan de forma sistemática los resultados en los procesos productivos y de servicios, sustentados por el marco institucional y regulatorio establecido y que, en definitiva, se genere la satisfacción de las actuales demandas de la sociedad cubana. El artículo analiza la importancia de la articulación de las universidades con los contextos territoriales en las que éstas se desenvuelven favorece la relación de las capacidades cognitivas, científicas y tecnológicas con la sociedad. Asimismo, se aborda, cómo las universidades pueden contribuir a fomentar el bienestar humano en los territorios, toda vez que se logre ampliar la producción local del conocimiento y la innovación, sobre todo mediante recursos propios. En esos contextos, cuando las personas se apropien de determinados conocimientos y tecnologías, su rol cambia, de ser pacientes se convierten en agentes. Esta realidad conduce a plantearse un modo de actuación basado en la innovación, el cual se apoye además en procesos formativos, investigativos y extensionistas de la universidad en estrecho vínculo con las necesidades de los territorios. Palabras clave: Gestión de la innovación, innovación territorial, universidad. ABSTRACT Science, technology and innovation represent fundamental pillars for economic and social development and that is why the conception and implementation of organizational forms, financing and management of scientific activity is encouraged so that the results are systematically introduced. in the productive and service processes, supported by the established institutional and regulatory framework and that, ultimately, the satisfaction of the current demands of Cuban society is generated. The article analyzes the importance of the articulation of universities with the territorial contexts in which they operate, favoring the relationship of cognitive, scientific and technological capacities with society. Likewise, it addresses how universities can contribute to promoting human well-being in the territories, whenever it is possible to expand the local production of knowledge and innovation, especially through their own resources. In these contexts, when people appropriate certain knowledge and technologies, their role changes, from being patients they become agents. This reality leads to consider a mode of action based on innovation, which is also supported by training, research and extension processes of the university in close connection with the needs of the territories. Keywords: Innovation management, territorial innovation, university.
13

Andresen, Hege, e Anders Breidlid. "The Young Pioneers of Cuba: The Formation of Cuban Citizens through Civic Education". Qeios, 3 gennaio 2024. http://dx.doi.org/10.32388/42ruhg.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
In this article, we contend that Cuba's civic education system is highly ideological, and the Cuban Communist Party's ideology strongly permeates citizens' social obligations towards the state, as imparted through civic education. The research demonstrates that the Cuban education system embodies a form of inclusive nationalism that offers a clear definition of membership within the collective society. As evidenced by our findings, Cuba has, through its Constitution, textbooks, and curriculum, played a crucial role in institutionalizing a particular concept of Cubanness, delineating what it means to be a Cuban citizen. However, the imposition of specific values through socialist ideology faces threats from the economic crisis and the influence of the internet, tourism, and social media on Cuban society. Interviews with informants have unveiled the challenges posed by the rigid and one-dimensional imposition of this particular ideology in schools, revealing tensions, discontent, and fractures in the politicized teaching. The article also compares civic education in Cuba with the progressive Critical Global Citizenship Education. This article is based on 6 weeks of fieldwork (September to November 2019) in Cuba, where civic education was explored in a 5th grade and a 9th grade school in Havana. The qualitative study was based on interviews with important stakeholders, observation of classes, and document analysis of the Constitution, the curriculum, as well as textbooks.
14

Hernández Peña, Liamnisbel. "Geomática y geografía al servicio de la conservación del Patrimonio Arquitectónico". Restauro Archeologico, 15 gennaio 2024. http://dx.doi.org/10.36253/rar-14947.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
In the last decades, the introduction of geomatic technologies in the processes of documentation of built environment has revolutionized the field of morphometric documentation. These procedures have undoubtedly helped tangible Cultural Heritage, which in today's society plays an increasingly central role in socio-economic development and the reaffirmation of a country's cultural identity. This research aims to illustrate a management method for Architectural Heritage (AH) using innovative technologies, which allow determining the influence of geographic-environmental conditions on the processes of material and structural degradation of buildings. The case study on which this method was tested is the Facultad de Arte Teatral (FAT) of the Universidad de las Artes in La Habana (Cuba).
15

Kalathil, Shanthi, e Taylor C. Boas. "The Internet and state control in authoritarian regimes: China, Cuba and the counterrevolution (originally published in August 2001)". First Monday, 27 ottobre 2007. http://dx.doi.org/10.5210/fm.v0i0.1788.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
It is widely believed that the Internet poses an insurmountable threat to authoritarian rule. But political science scholarship has provided little support for this conventional wisdom, and a number of case studies from around the world show that authoritarian regimes are finding ways to control and counter the political impact of Internet use. While the long-term political impact of the Internet remains an open question, we argue that these strategies for control may continue to be viable in the short to medium term. Many authoritarian regimes translate a long and successful history of control over other information and communication technologies into strong control of Internet development within their borders. Potential challenges to the state may arise from Internet use in several areas: the mass public, civil society, the economy, and the international community. Authoritarian states will likely respond to these challenges with a variety of reactive measures: restricting Internet access, filtering content, monitoring online behavior, or even prohibiting Internet use entirely. In addition, such states seek to extend central control through proactive strategies, guiding the development of the medium to promote their own interests and priorities. Through a combination of reactive and proactive strategies, an authoritarian regime can counter the challenge posed by Internet use and even utilize the Internet to extend its reach and authority. In this paper we illustrate how two authoritarian regimes, China and Cuba, are maintainng control over the Internet's political impact through different combinations of reactive and proactive strategies. These cases illustrate that, contrary to assumptions, different types of authoritarian regimes may be able to control and profit from the Internet. Examining the experiences of these two countries may help to shed light on other authoritarian regimes' strategies for Internet development, as well as help to develop generalizable conclusions about the impact of the Internet on authoritarian rule.
16

Kaplan, Caren, Erik Loyer e Ezra Claytan Daniels. "Precision Targets: GPS and the Militarization of Everyday Life". Canadian Journal of Communication 38, n. 3 (16 settembre 2013). http://dx.doi.org/10.22230/cjc.2013v38n3a2655.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
This article explores the militarization of everyday life through the emergence of a dual-use technology, the Global Positioning System (GPS), in the 1990s and first decade of the twenty-first century. It was launched in April 2010 as a Web-based multimedia piece funded by a Digital Innovation Fellowship from the American Council of Learned Societies. During the fellowship year and for several years afterward, author Caren Kaplan worked with programmer/designer Erik Loyer to produce a piece that would address the multiple social and political valences of GPS in a graphically dramatic but academically substantial manner. Ezra Claytan Daniels provided the artwork that illustrates Erik Loyer’s innovative digital “cube” design. Loyer and Kaplan developed the six storylines for the piece, and Kaplan wrote the text (see www.precisiontargets.com).Cet article explore la militarisation de la vie quotidienne entraînée par l’émergence dans la période 1990-2010 d’une technologie à double usage, le Système de localisation mondiale (GPS). En avril 2010 a eu lieu le lancement en ligne d’une pièce multimédia subventionnée par un « Digital Innovation Fellowship » (Bourse d’innovation numérique) provenant de l’American Council of Learned Societies (Conseil américain des sociétés savantes). Pendant l’année de la bourse et plusieurs années ultérieures, l’auteure Caren Kaplan a collaboré avec le programmeur/concepteur Erik Loyer à la réalisation d’une pièce traitant des multiples variables sociales et politiques du GPS d’une manière académique tout en comportant des représentations graphiques dramatiques. Ezra Claytan Daniels a créé l’art quinillustre le cube numérique innovateur conçu par Erik Loyer. D’autre part, Loyer et Kaplan ont développé les six intrigues pour la pièce et Kaplan a rédigé le texte (www.precisiontargets.com).
17

Luigi Alini. "Architecture between heteronomy and self-generation". TECHNE - Journal of Technology for Architecture and Environment, 25 maggio 2021, 21–32. http://dx.doi.org/10.36253/techne-10977.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Introduction «I have never worked in the technocratic exaltation, solving a constructive problem and that’s it. I’ve always tried to interpret the space of human life» (Vittorio Garatti). Vittorio Garatti (Milan, April 6, 1927) is certainly one of the last witnesses of one “heroic” season of Italian architecture. In 1957 he graduated in architecture from the Polytechnic of Milan with a thesis proposing the redesign of a portion of the historic centre of Milan: the area between “piazza della Scala”, “via Broletto”, “via Filodrammatici” and the gardens of the former Olivetti building in via Clerici. These are the years in which Ernesto Nathan Rogers established himself as one of the main personalities of Milanese culture. Garatti endorses the criticism expressed by Rogers to the approval of the Rationalist “language” in favour of an architecture that recovers the implications of the place and of material culture. The social responsibility of architecture and connections between architecture and other forms of artistic expression are the invariants of all the activity of the architect, artist and graphic designer of Garatti. It will be Ernesto Nathan Rogers who will offer him the possibility of experiencing these “contaminations” early: in 1954, together with Giuliano Cesari, Raffaella Crespi, Giampiero Pallavicini and Ferruccio Rezzonico, he designs the preparation of the exhibition on musical instruments at the 10th Milan Triennale. The temporary installations will be a privileged area in which Garatti will continue to experiment and integrate the qualities of artist, graphic designer and architect with each other. Significant examples of this approach are the Art Schools in Cuba 1961-63, the residential complex of Cusano Milanino in 1973, the Attico Cosimo del Fante in 1980, the fittings for the Bubasty shops in 1984, the Camogli residence in 1986, his house atelier in Brera in 1988 and the interiors of the Hotel Gallia in 1989. True architecture generates itself1: an approach that was consolidated over the years of collaboration with Raúl Villanueva in Venezuela and is fulfilled in Cuba in the project of the Art Schools, where Garatti makes use of a plurality of tools that cannot be rigidly confined to the world of architecture. In 1957, in Caracas, he came into contact with Ricardo Porro and Roberto Gottardi. Ricardo Porro, who returned to Cuba in 1960, will be the one to involve Vittorio Garatti and Roberto Gottardi in the Escuelas Nacional de Arte project. The three young architects will be the protagonists of a happy season of the architecture of the Revolution, they will be crossed by that “revolutionary” energy that Ricardo Porro has defined as “magical realism”. As Garatti recalls: it was a special moment. We designed the Schools using a method developed in Venezuela. We started from an analysis of the context, understood not only as physical reality. We studied Cuban poets and painters. Wifredo Lam was a great reference. For example, Lezama Lima’s work is clearly recalled in the plan of the School of Ballet. We were pervaded by the spirit of the revolution. The contamination between knowledge and disciplines, the belief that architecture is a “parasitic” discipline are some of the themes at the centre of the conversation that follows, from which a working method that recognizes architecture as a “social transformation” task emerges, more precisely an art with a social purpose. Garatti often cites Porro’s definition of architecture: architecture is the poetic frame within which human life takes place. To Garatti architecture is a self-generating process, and as such it cannot find fulfilment within its disciplinary specificity: the disciplinary autonomy is a contradiction in terms. Architecture cannot be self-referencing, it generates itself precisely because it finds the sense of its social responsibility outside of itself. No concession to trends, to self-referencing, to the “objectification of architecture”, to its spectacularization. Garatti as Eupalino Valery shuns “mute architectures” and instead prefers singing architectures. A Dialogue of Luigi Alini with Vittorio Garatti Luigi Alini. Let’s start with some personal data. Vittorio Garatti. I was born in Milan on April 6, 1927. My friend Emilio Vedova told me that life could be considered as a sequence of encounters with people, places and facts. My sculptor grandfather played an important role in my life. I inherited the ability to perceive the dimensional quality of space, its plasticity, spatial vision from him. L.A. Your youth training took place in a dramatic phase of history of our country. Living in Milan during the war years must not have been easy. V.G. In October 1942 in Milan there was one of the most tragic bombings that the city has suffered. A bomb exploded in front of the Brera Academy, where the Dalmine offices were located. With a group of boys we went to the rooftops. We saw the city from above, with the roofs partially destroyed. I still carry this image inside me, it is part of that museum of memory that Luciano Semerani often talks about. This image probably resurfaced when I designed the ballet school. The idea of a promenade on the roofs to observe the landscape came from this. L.A. You joined the Faculty of Architecture at the Milan Polytechnic in May 1946-47. V.G. Milan and Italy were like in those years. The impact with the University was not positive, I was disappointed with the quality of the studies. L.A. You have had an intense relationship with the artists who gravitate around Brera, which you have always considered very important for your training. V.G. In 1948 I met Ilio Negri, a graphic designer. Also at Brera there was a group of artists (Morlotti, Chighine, Dova, Crippa) who frequented the Caffè Brera, known as “Bar della Titta”. Thanks to these visits I had the opportunity to broaden my knowledge. As you know, I maintain that there are life’s appointments and lightning strikes. The release of Dada magazine provided real enlightenment for me: I discovered the work of Kurt Schwitters, Theo Van Doesburg, the value of the image and three-dimensionality. L.A. You collaborated on several projects with Ilio Negri. V.G. In 1955 we created the graphics of the Lagostina brand, which was then also used for the preparation of the exhibition at the “Fiera Campionaria” in Milan. We also worked together for the Lerici steel industry. There was an extraordinary interaction with Ilio. L.A. The cultural influence of Ernesto Nathan Rogers was strong in the years you studied at the Milan Polytechnic. He influenced the cultural debate by establishing himself as one of the main personalities of the Milanese architectural scene through the activity of the BBPR studio but even more so through the direction of Domus (from ‘46 to ‘47) and Casabella Continuità (from ‘53 to ‘65). V.G. When I enrolled at the university he was not yet a full professor and he was very opposed. As you know, he coined the phrase: God created the architect, the devil created the colleague. In some ways it is a phrase that makes me rethink the words of Ernesto Che Guevara: beware of bureaucrats, because they can delay a revolution for 50 years. Rogers was the man of culture and the old “bureaucratic” apparatus feared that his entry into the University would sanction the end of their “domain”. L.A. In 1954, together with Giuliano Cesari, Raffella Crespi, Giampiero Pallavicini and Ferruccio Rezzonico, all graduating students of the Milan Polytechnic, you designed the staging of the exhibition on musical instruments at the 10th Milan Triennale. V.G. The project for the Exhibition of Musical Instruments at the Milan Triennale was commissioned by Rogers, with whom I subsequently collaborated for the preparation of the graphic part of the Castello Sforzesco Museum, together with Ilio Negri. We were given a very small budget for this project. We decided to prepare a sequence of horizontal planes hanging in a void. These tops also acted as spacers, preventing people from touching the tools. Among those exhibited there were some very valuable ones. We designed slender structures to be covered with rice paper. The solution pleased Rogers very much, who underlined the dialogue that was generated between the exhibited object and the display system. L.A. You graduated on March 14, 1957. V.G. The project theme that I developed for the thesis was the reconstruction of Piazza della Scala. While all the other classmates were doing “lecorbusierani” projects without paying much attention to the context, for my part I worked trying to have a vision of the city. I tried to bring out the specificities of that place with a vision that Ernesto Nathan Rogers had brought me to. I then found this vision of the city in the work of Giuseppe De Finetti. I tried to re-propose a vision of space and its “atmospheres”, a theme that Alberto Savinio also refers to in Listen to your heart city, from 1944. L.A. How was your work received by the thesis commission? V.G. It was judged too “formal” by Emiliano Gandolfi, but Piero Portaluppi did not express himself positively either. The project did not please. Also consider the cultural climate of the University of those years, everyone followed the international style of the CIAM. I was not very satisfied with the evaluation expressed by the commissioners, they said that the project was “Piranesian”, too baroque. The critique of culture rationalist was not appreciated. Only at IUAV was there any great cultural ferment thanks to Bruno Zevi. L.A. After graduation, you left for Venezuela. V.G. With my wife Wanda, in 1957 I joined my parents in Caracas. In Venezuela I got in touch with Paolo Gasparini, an extraordinary Italian photographer, Ricardo Porro and Roberto Gottardi, who came from Venice and had worked in Ernesto Nathan Rogers’ studio in Milan. Ricardo Porro worked in the office of Carlos Raúl Villanueva. The Cuban writer and literary critic Alejo Carpentier also lived in Caracas at that time. L.A. Carlos Raul Villanueva was one of the protagonists of Venezuelan architecture. His critical position in relation to the Modern Movement and the belief that it was necessary to find an “adaptation” to the specificities of local traditions, the characteristics of the places and the Venezuelan environment, I believe, marked your subsequent Cuban experience with the creative recovery of some elements of traditional architecture such as the portico, the patio, but also the use of traditional materials and technologies that you have masterfully reinterpreted. I think we can also add to these “themes” the connections between architecture and plastic arts. You also become a professor of Architectural Design at the Escuela de Arquitectura of the Central University of Caracas. V.G. On this academic experience I will tell you a statement by Porro that struck me very much: The important thing was not what I knew, I did not have sufficient knowledge and experience. What I could pass on to the students was above all a passion. In two years of teaching I was able to deepen, understand things better and understand how to pass them on to students. The Faculty of Architecture had recently been established and this I believe contributed to fuel the great enthusiasm that emerges from the words by Porro. Porro favoured mine and Gottardi’s entry as teachers. Keep in mind that in those years Villanueva was one of the most influential Venezuelan intellectuals and had played a leading role in the transformation of the University. Villanueva was very attentive to the involvement of art in architecture, just think of the magnificent project for the Universidad Central in Caracas, where he worked together with artists such as the sculptor Calder. I had recently graduated and found myself catapulted into academic activity. It was a strange feeling for a young architect who graduated with a minimum grade. At the University I was entrusted with the Architectural Design course. The relationships with the context, the recovery of some elements of tradition were at the centre of the interests developed with the students. Among these students I got to know the one who in the future became my chosen “brother”: Sergio Baroni. Together we designed all the services for the 23rd district that Carlos Raúl Villanueva had planned to solve the favelas problem. In these years of Venezuelan frequentation, Porro also opened the doors of Cuba to me. Through Porro I got to know the work of Josè Martì, who claimed: cult para eser libre. I also approached the work of Josè Lezama Lima, in my opinion one of the most interesting Cuban intellectuals, and the painting of Wilfredo Lam. L.A. In December 1959 the Revolution triumphed in Cuba. Ricardo Porro returned to Cuba in August 1960. You and Gottardi would join him in December and begin teaching at the Facultad de Arcuitectura. Your contribution to the training of young students took place in a moment of radical cultural change within which the task of designing the Schools was also inserted: the “new” architecture had to give concrete answers but also give “shape” to a new model of society. V.G. After the triumph of the Revolution, acts of terrorism began. At that time in the morning, I checked that they hadn’t placed a bomb under my car. Eisenhower was preparing the invasion. Life published an article on preparing for the invasion of the counterrevolutionary brigades. With Eisenhower dead, Kennedy activated the programme by imposing one condition: in conjunction with the invasion, the Cuban people would have to rise up. Shortly before the attempted invasion, the emigration, deemed temporary, of doctors, architects, university teachers etc. began. They were all convinced they would return to “liberated Cuba” a few weeks later. Their motto was: it is impossible for Americans to accept the triumph of the rebel army. As is well known, the Cuban people did not rise up. The revolutionary process continued and had no more obstacles. The fact that the bourgeois class and almost all the professionals had left Cuba put the country in a state of extreme weakness. The sensation was of great transformation taking place, it was evident. In that “revolutionary” push there was nothing celebratory. All available energies were invested in the culture. There were extraordinary initiatives, from the literacy campaign to the founding of international schools of medicine and of cinema. In Cuba it was decided to close schools for a year and to entrust elementary school children with the task of travelling around the country and teaching illiterate adults. In the morning they worked in the fields and in the evening they taught the peasants to read and write. In order to try to block this project, the counter-revolutionaries killed two children in an attempt to scare the population and the families of the literate children. There was a wave of popular indignation and the programme continued. L.A. Ricardo Porro was commissioned to design the Art Schools. Roberto Gottardi recalls that: «the wife of the Minister of Public Works, Selma Diaz, asked Porro to build the national art schools. The architecture had to be completely new and the schools, in Fidel’s words, the most beautiful in the world. All accomplished in six months. Take it or leave it! [...] it was days of rage and enthusiasm in which all areas of public life was run by an agile and imaginative spirit of warfare»2. You too remembered several times that: that architecture was born from a life experience, it incorporated enthusiasm for life and optimism for the future. V.G. The idea that generated them was to foster the cultural encounter between Africa, Asia and Latin America. A “place” for meeting and exchanging. A place where artists from all over the third world could interact freely. The realisation of the Schools was like receiving a “war assignment”. Fidel Castro and Ernesto Che Guevara selected the Country Club as the place to build a large training centre for all of Latin America. They understood that it was important to foster the Latin American union, a theme that Simón Bolivar had previously wanted to pursue. Il Ché and Fidel, returning from the Country Club, along the road leading to the centre of Havana, met Selma Diaz, architect and wife of Osmany Cienfuegos, the Cuban Construction Minister. Fidel Castro and Ernesto Che Guevara entrusted Selma Diaz with the task of designing this centre. She replied: I had just graduated, how could I deal with it? Then she adds: Riccardo Porro returned to Cuba with two Italian architects. Just think, three young architects without much experience catapulted into an assignment of this size. The choice of the place where to build the schools was a happy intuition of Fidel Castro and Ernesto Che Guevara. L.A. How did the confrontation develop? V.G. We had total freedom, but we had to respond to a functional programme defined with the heads of the schools. Five directors were appointed, one for each school. We initially thought of a citadel. A proposal that did not find acceptance among the Directors, who suggest thinking of five autonomous schools. We therefore decide to place the schools on the edge of the large park and to reuse all the pre-existing buildings. We imagined schools as “stations” to cross. The aim was to promote integration with the environment in which they were “immersed”. Schools are not closed spaces. We established, for example, that there would be no doors: when “everything was ours” there could not be a public and a private space, only the living space existed. L.A. Ricardo Porro recalled: I organised our study in the chapel of the former residence of the Serrà family in Vadado. It was a wonderful place [...]. A series of young people from the school of architecture came to help us […]. Working in that atmosphere, all night and all day was a poetic experience (Loomis , 1999). V.G. We felt like Renaissance architects. We walked around the park and discussed where to locate the schools. Imagine three young people discussing with total, unthinkable freedom. We decided that each of us would deal with one or more schools, within a global vision that was born from the comparison. I chose the Ballet School. Ivan Espin had to design the music school but in the end I did it because Ivan had health problems. Porro decided to take care of the School of Plastic Arts to support his nature as a sculptor. Gottardi had problems with the actors and directors, who could not produce a shared functional programme, which with the dancers was quite simple to produce. The reasons that led us to choose the different project themes were very simple and uncomplicated, as were those for identifying the areas. I liked hidden lands, I was interested in developing a building “embedded” in the ground. Ricardo, on the other hand, chose a hill on which arrange the school of Modern Art. Each of us chose the site almost instinctively. For the Classical Dance School, the functional programme that was provided to me was very meagre: a library, a deanery, an infirmary, three ballet classrooms, theoretical classrooms and one of choreography. We went to see the dancers while they were training and dancing with Porro. The perception was immediate that we had to think of concave and convex spaces that would welcome their movements in space. For a more organic integration with the landscape and to accommodate the orography of the area, we also decided to place the buildings in a “peripheral” position with respect to the park, a choice that allowed us not to alter the nature of the park too much but also to limit the distances to be covered from schools to homes. Selma Diaz added others to the first indications: remember that we have no iron, we have little of everything, but we have many bricks. These were the indications that came to us from the Ministry of Construction. We were also asked to design some large spaces, such as gyms. Consequently, we found ourselves faced with the need to cover large spans without being able to resort to an extensive use of reinforced concrete or wood. L.A. How was the comparison between you designers? V.G. The exchange of ideas was constant, the experiences flowed naturally from one work group to another, but each operated in total autonomy. Each design group had 5-6 students in it. In my case I was lucky enough to have Josè Mosquera among my collaborators, a brilliant modest student, a true revolutionary. The offices where we worked on the project were organised in the Club, which became our “headquarters”. We worked all night and in the morning we went to the construction site. For the solution of logistical problems and the management of the building site of the Ballet School, I was entrusted with an extraordinary bricklayer, a Maestro de Obra named Bacallao. During one of the meetings that took place daily at the construction site, Bacallao told me that in Batista’s time the architects arrived in the morning at the workplace all dressed in white and, keeping away from the construction site to avoid getting dusty, they transferred orders on what to do. In this description by we marvelled at the fact that we were in the construction site together with him to face and discuss how to solve the different problems. In this construction site the carpenters did an extraordinary job, they had considerable experience. Bacallao was fantastic, he could read the drawings and he managed the construction site in an impeccable way. We faced and solved problems and needs that the yard inevitably posed on a daily basis. One morning, for example, arriving at the construction site, I realised the impact that the building would have as a result of its total mono-materiality. I was “scared” by this effect. My eye fell on an old bathtub, inside which there were pieces of 10x10 tiles, then I said to Bacallao: we will cover the wedges between the ribs of the bovedas covering the Ballet and Choreography Theatre classrooms with the tiles. The yard also lived on decisions made directly on site. Also keep in mind that the mason teams assigned to each construction site were independent. However the experience between the groups of masons engaged in the different activities circulated, flowed. There was a constant confrontation. For the workers the involvement was total, they were building for their children. A worker who told me: I’m building the school where my son will come to study. Ricardo Porro was responsible for the whole project, he was a very cultured man. In the start-up phase of the project he took us to Trinidad, the old Spanish capital. He wanted to show us the roots of Cuban architectural culture. On this journey I was struck by the solution of fan windows, by the use of verandas, all passive devices which were entrusted with the control and optimisation of the comfort of the rooms. Porro accompanied us to those places precisely because he wanted to put the value of tradition at the centre of the discussion, he immersed us in colonial culture. L.A. It is to that “mechanism” of self-generation of the project that you have referred to on several occasions? V.G. Yes, just that. When I design, I certainly draw from that stratified “grammar of memory”, to quote Luciano Semerani, which lives within me. The project generates itself, is born and then begins to live a life of its own. A writer traces the profile and character of his characters, who gradually come to life with a life of their own. In the same way the creative process in architecture is self-generated. L.A. Some problems were solved directly on site, dialoguing with the workers. V.G. He went just like that. Many decisions were made on site as construction progressed. Design and construction proceeded contextually. The dialogue with the workers was fundamental. The creative act was self-generated and lived a life of its own, we did nothing but “accompany” a process. The construction site had a speed of execution that required the same planning speed. In the evening we worked to solve problems that the construction site posed. The drawings “aged” rapidly with respect to the speed of decisions and the progress of the work. The incredible thing about this experience is that three architects with different backgrounds come to a “unitary” project. All this was possible because we used the same materials, the same construction technique, but even more so because there was a similar interpretation of the place and its possibilities. L.A. The project of the Music School also included the construction of 96 cubicles, individual study rooms, a theatre for symphonic music and one for chamber music and Italian opera. You “articulated” the 96 cubicles along a 360-metre-long path that unfolds in the landscape providing a “dynamic” view to those who cross it. A choice consistent with the vision of the School as an open place integrated with the environment. V.G. The “Gusano” is a volume that follows the orography of the terrain. It was a common sense choice. By following the level lines I avoided digging and of course I quickly realized what was needed by distributing the volumes horizontally. Disarticulation allows the changing vision of the landscape, which changes continuously according to the movement of the user. The movements do not take place along an axis, they follow a sinuous route, a connecting path between trees and nature. The cubicles lined up along the Gusano are individual study rooms above which there are the collective test rooms. On the back of the Gusano, in the highest part of the land, I placed the theatre for symphonic music, the one for chamber music, the library, the conference rooms, the choir and administration. L.A. In 1962 the construction site stopped. V.G. In 1962 Cuba fell into a serious political and economic crisis, which is what caused the slowdown and then the abandonment of the school site. Cuba was at “war” and the country’s resources were directed towards other needs. In this affair, the architect Quintana, one of the most powerful officials in Cuba, who had always expressed his opposition to the project, contributed to the decision to suspend the construction of the schools. Here is an extract from a writing by Sergio Baroni, which I consider clarifying: «The denial of the Art Schools represented the consolidation of the new Cuban technocratic regime. The designers were accused of aristocracy and individualism and the rest of the technicians who collaborated on the project were transferred to other positions by the Ministry of Construction [...]. It was a serious mistake which one realises now, when it became evident that, with the Schools, a process of renewal of Cuban architecture was interrupted, which, with difficulty, had advanced from the years preceding the revolution and which they had extraordinarily accelerated and anchored to the new social project. On the other hand, and understandably, the adoption of easy pseudo-rationalist procedures prevailed to deal with the enormous demand for projects and constructions with the minimum of resources» (Baroni 1992). L.A. You also experienced dramatic moments in Cuba. I’m referring in particular to the insane accusation of being a CIA spy and your arrest. V.G. I wasn’t the only one arrested. The first was Jean Pierre Garnier, who remained in prison for seven days on charges of espionage. This was not a crazy accusation but one of the CIA’s plans to scare foreign technicians into leaving Cuba. Six months after Garnier, it was Heberto Padilla’s turn, an intellectual, who remained in prison for 15 days. After 6 months, it was my turn. I was arrested while leaving the Ministry of Construction, inside the bag I had the plans of the port. I told Corrieri, Baroni and Wanda not to notify the Italian Embassy, everything would be cleared up. L.A. Dear Vittorio, I thank you for the willingness and generosity with which you shared your human and professional experience. I am sure that many young students will find your “story” of great interest. V.G. At the end of our dialogue, I would like to remember my teacher: Ernesto Nathan Rogers. I’ll tell you an anecdote: in 1956 I was working on the graphics for the Castello Sforzesco Museum set up by the BBPR. Leaving the museum with Rogers, in the Rocchetta courtyard the master stopped and gives me a questioning look. Looking at the Filarete tower, he told me: we have the task of designing a skyscraper in the centre. Usually skyscrapers going up they shrink. Instead this tower has a protruding crown, maybe we too could finish our skyscraper so what do you think? I replied: beautiful! Later I thought that what Rogers evoked was a distinctive feature of our city. The characters of the cities and the masters who have consolidated them are to be respected. If there is no awareness of dialectical continuity, the city loses and gets lost. It is necessary to reconstruct the figure of the architect artist who has full awareness of his role in society. The work of architecture cannot be the result of a pure stylistic and functional choice, it must be the result of a method that takes various and multiple factors into analysis. In Cuba, for example, the musical tradition, the painting of Wilfredo Lam, whose pictorial lines are recognisable in the floor plan of the Ballet School, the literature of Lezama Lima and Alejo Carpentier and above all the Cuban Revolution were fundamental. We theorised this “total” method together with Ricardo Porro, remembering the lecture by Ernesto Nathan Rogers.
18

Cesarini, Paul. "‘Opening’ the Xbox". M/C Journal 7, n. 3 (1 luglio 2004). http://dx.doi.org/10.5204/mcj.2371.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies What constitutes a computer, as we have come to expect it? Are they necessarily monolithic “beige boxes”, connected to computer monitors, sitting on computer desks, located in computer rooms or computer labs? In order for a device to be considered a true computer, does it need to have a keyboard and mouse? If this were 1991 or earlier, our collective perception of what computers are and are not would largely be framed by this “beige box” model: computers are stationary, slab-like, and heavy, and their natural habitats must be in rooms specifically designated for that purpose. In 1992, when Apple introduced the first PowerBook, our perception began to change. Certainly there had been other portable computers prior to that, such as the Osborne 1, but these were more luggable than portable, weighing just slightly less than a typical sewing machine. The PowerBook and subsequent waves of laptops, personal digital assistants (PDAs), and so-called smart phones from numerous other companies have steadily forced us to rethink and redefine what a computer is and is not, how we interact with them, and the manner in which these tools might be used in the classroom. However, this reconceptualization of computers is far from over, and is in fact steadily evolving as new devices are introduced, adopted, and subsequently adapted for uses beyond of their original purpose. Pat Crowe’s Book Reader project, for example, has morphed Nintendo’s GameBoy and GameBoy Advance into a viable electronic book platform, complete with images, sound, and multi-language support. (Crowe, 2003) His goal was to take this existing technology previously framed only within the context of proprietary adolescent entertainment, and repurpose it for open, flexible uses typically associated with learning and literacy. Similar efforts are underway to repurpose Microsoft’s Xbox, perhaps the ultimate symbol of “closed” technology given Microsoft’s propensity for proprietary code, in order to make it a viable platform for Open Source Software (OSS). However, these efforts are not forgone conclusions, and are in fact typical of the ongoing battle over who controls the technology we own in our homes, and how open source solutions are often at odds with a largely proprietary world. In late 2001, Microsoft launched the Xbox with a multimillion dollar publicity drive featuring events, commercials, live models, and statements claiming this new console gaming platform would “change video games the way MTV changed music”. (Chan, 2001) The Xbox launched with the following technical specifications: 733mhz Pentium III 64mb RAM, 8 or 10gb internal hard disk drive CD/DVD ROM drive (speed unknown) Nvidia graphics processor, with HDTV support 4 USB 1.1 ports (adapter required), AC3 audio 10/100 ethernet port, Optional 56k modem (TechTV, 2001) While current computers dwarf these specifications in virtually all areas now, for 2001 these were roughly on par with many desktop systems. The retail price at the time was $299, but steadily dropped to nearly half that with additional price cuts anticipated. Based on these features, the preponderance of “off the shelf” parts and components used, and the relatively reasonable price, numerous programmers quickly became interested in seeing it if was possible to run Linux and additional OSS on the Xbox. In each case, the goal has been similar: exceed the original purpose of the Xbox, to determine if and how well it might be used for basic computing tasks. If these attempts prove to be successful, the Xbox could allow institutions to dramatically increase the student-to-computer ratio in select environments, or allow individuals who could not otherwise afford a computer to instead buy and Xbox, download and install Linux, and use this new device to write, create, and innovate . This drive to literally and metaphorically “open” the Xbox comes from many directions. Such efforts include Andrew Huang’s self-published “Hacking the Xbox” book in which, under the auspices of reverse engineering, Huang analyzes the architecture of the Xbox, detailing step-by-step instructions for flashing the ROM, upgrading the hard drive and/or RAM, and generally prepping the device for use as an information appliance. Additional initiatives include Lindows CEO Michael Robertson’s $200,000 prize to encourage Linux development on the Xbox, and the Xbox Linux Project at SourceForge. What is Linux? Linux is an alternative operating system initially developed in 1991 by Linus Benedict Torvalds. Linux was based off a derivative of the MINIX operating system, which in turn was a derivative of UNIX. (Hasan 2003) Linux is currently available for Intel-based systems that would normally run versions of Windows, PowerPC-based systems that would normally run Apple’s Mac OS, and a host of other handheld, cell phone, or so-called “embedded” systems. Linux distributions are based almost exclusively on open source software, graphic user interfaces, and middleware components. While there are commercial Linux distributions available, these mainly just package the freely available operating system with bundled technical support, manuals, some exclusive or proprietary commercial applications, and related services. Anyone can still download and install numerous Linux distributions at no cost, provided they do not need technical support beyond the community / enthusiast level. Typical Linux distributions come with open source web browsers, word processors and related productivity applications (such as those found in OpenOffice.org), and related tools for accessing email, organizing schedules and contacts, etc. Certain Linux distributions are more or less designed for network administrators, system engineers, and similar “power users” somewhat distanced from that of our students. However, several distributions including Lycoris, Mandrake, LindowsOS, and other are specifically tailored as regular, desktop operating systems, with regular, everyday computer users in mind. As Linux has no draconian “product activation key” method of authentication, or digital rights management-laden features associated with installation and implementation on typical desktop and laptop systems, Linux is becoming an ideal choice both individually and institutionally. It still faces an uphill battle in terms of achieving widespread acceptance as a desktop operating system. As Finnie points out in Desktop Linux Edges Into The Mainstream: “to attract users, you need ease of installation, ease of device configuration, and intuitive, full-featured desktop user controls. It’s all coming, but slowly. With each new version, desktop Linux comes closer to entering the mainstream. It’s anyone’s guess as to when critical mass will be reached, but you can feel the inevitability: There’s pent-up demand for something different.” (Finnie 2003) Linux is already spreading rapidly in numerous capacities, in numerous countries. Linux has “taken hold wherever computer users desire freedom, and wherever there is demand for inexpensive software.” Reports from technology research company IDG indicate that roughly a third of computers in Central and South America run Linux. Several countries, including Mexico, Brazil, and Argentina, have all but mandated that state-owned institutions adopt open source software whenever possible to “give their people the tools and education to compete with the rest of the world.” (Hills 2001) The Goal Less than a year after Microsoft introduced the The Xbox, the Xbox Linux project formed. The Xbox Linux Project has a goal of developing and distributing Linux for the Xbox gaming console, “so that it can be used for many tasks that Microsoft don’t want you to be able to do. ...as a desktop computer, for email and browsing the web from your TV, as a (web) server” (Xbox Linux Project 2002). Since the Linux operating system is open source, meaning it can freely be tinkered with and distributed, those who opt to download and install Linux on their Xbox can do so with relatively little overhead in terms of cost or time. Additionally, Linux itself looks very “windows-like”, making for fairly low learning curve. To help increase overall awareness of this project and assist in diffusing it, the Xbox Linux Project offers step-by-step installation instructions, with the end result being a system capable of using common peripherals such as a keyboard and mouse, scanner, printer, a “webcam and a DVD burner, connected to a VGA monitor; 100% compatible with a standard Linux PC, all PC (USB) hardware and PC software that works with Linux.” (Xbox Linux Project 2002) Such a system could have tremendous potential for technology literacy. Pairing an Xbox with Linux and OpenOffice.org, for example, would provide our students essentially the same capability any of them would expect from a regular desktop computer. They could send and receive email, communicate using instant messaging IRC, or newsgroup clients, and browse Internet sites just as they normally would. In fact, the overall browsing experience for Linux users is substantially better than that for most Windows users. Internet Explorer, the default browser on all systems running Windows-base operating systems, lacks basic features standard in virtually all competing browsers. Native blocking of “pop-up” advertisements is still not yet possible in Internet Explorer without the aid of a third-party utility. Tabbed browsing, which involves the ability to easily open and sort through multiple Web pages in the same window, often with a single mouse click, is also missing from Internet Explorer. The same can be said for a robust download manager, “find as you type”, and a variety of additional features. Mozilla, Netscape, Firefox, Konqueror, and essentially all other OSS browsers for Linux have these features. Of course, most of these browsers are also available for Windows, but Internet Explorer is still considered the standard browser for the platform. If the Xbox Linux Project becomes widely diffused, our students could edit and save Microsoft Word files in OpenOffice.org’s Writer program, and do the same with PowerPoint and Excel files in similar OpenOffice.org components. They could access instructor comments originally created in Microsoft Word documents, and in turn could add their own comments and send the documents back to their instructors. They could even perform many functions not yet capable in Microsoft Office, including saving files in PDF or Flash format without needing Adobe’s Acrobat product or Macromedia’s Flash Studio MX. Additionally, by way of this project, the Xbox can also serve as “a Linux server for HTTP/FTP/SMB/NFS, serving data such as MP3/MPEG4/DivX, or a router, or both; without a monitor or keyboard or mouse connected.” (Xbox Linux Project 2003) In a very real sense, our students could use these inexpensive systems previously framed only within the context of entertainment, for educational purposes typically associated with computer-mediated learning. Problems: Control and Access The existing rhetoric of technological control surrounding current and emerging technologies appears to be stifling many of these efforts before they can even be brought to the public. This rhetoric of control is largely typified by overly-restrictive digital rights management (DRM) schemes antithetical to education, and the Digital Millennium Copyright Act (DMCA). Combined,both are currently being used as technical and legal clubs against these efforts. Microsoft, for example, has taken a dim view of any efforts to adapt the Xbox to Linux. Microsoft CEO Steve Ballmer, who has repeatedly referred to Linux as a cancer and has equated OSS as being un-American, stated, “Given the way the economic model works - and that is a subsidy followed, essentially, by fees for every piece of software sold - our license framework has to do that.” (Becker 2003) Since the Xbox is based on a subsidy model, meaning that Microsoft actually sells the hardware at a loss and instead generates revenue off software sales, Ballmer launched a series of concerted legal attacks against the Xbox Linux Project and similar efforts. In 2002, Nintendo, Sony, and Microsoft simultaneously sued Lik Sang, Inc., a Hong Kong-based company that produces programmable cartridges and “mod chips” for the PlayStation II, Xbox, and Game Cube. Nintendo states that its company alone loses over $650 million each year due to piracy of their console gaming titles, which typically originate in China, Paraguay, and Mexico. (GameIndustry.biz) Currently, many attempts to “mod” the Xbox required the use of such chips. As Lik Sang is one of the only suppliers, initial efforts to adapt the Xbox to Linux slowed considerably. Despite that fact that such chips can still be ordered and shipped here by less conventional means, it does not change that fact that the chips themselves would be illegal in the U.S. due to the anticircumvention clause in the DMCA itself, which is designed specifically to protect any DRM-wrapped content, regardless of context. The Xbox Linux Project then attempted to get Microsoft to officially sanction their efforts. They were not only rebuffed, but Microsoft then opted to hire programmers specifically to create technological countermeasures for the Xbox, to defeat additional attempts at installing OSS on it. Undeterred, the Xbox Linux Project eventually arrived at a method of installing and booting Linux without the use of mod chips, and have taken a more defiant tone now with Microsoft regarding their circumvention efforts. (Lettice 2002) They state that “Microsoft does not want you to use the Xbox as a Linux computer, therefore it has some anti-Linux-protection built in, but it can be circumvented easily, so that an Xbox can be used as what it is: an IBM PC.” (Xbox Linux Project 2003) Problems: Learning Curves and Usability In spite of the difficulties imposed by the combined technological and legal attacks on this project, it has succeeded at infiltrating this closed system with OSS. It has done so beyond the mere prototype level, too, as evidenced by the Xbox Linux Project now having both complete, step-by-step instructions available for users to modify their own Xbox systems, and an alternate plan catering to those who have the interest in modifying their systems, but not the time or technical inclinations. Specifically, this option involves users mailing their Xbox systems to community volunteers within the Xbox Linux Project, and basically having these volunteers perform the necessary software preparation or actually do the full Linux installation for them, free of charge (presumably not including shipping). This particular aspect of the project, dubbed “Users Help Users”, appears to be fairly new. Yet, it already lists over sixty volunteers capable and willing to perform this service, since “Many users don’t have the possibility, expertise or hardware” to perform these modifications. Amazingly enough, in some cases these volunteers are barely out of junior high school. One such volunteer stipulates that those seeking his assistance keep in mind that he is “just 14” and that when performing these modifications he “...will not always be finished by the next day”. (Steil 2003) In addition to this interesting if somewhat unusual level of community-driven support, there are currently several Linux-based options available for the Xbox. The two that are perhaps the most developed are GentooX, which is based of the popular Gentoo Linux distribution, and Ed’s Debian, based off the Debian GNU / Linux distribution. Both Gentoo and Debian are “seasoned” distributions that have been available for some time now, though Daniel Robbins, Chief Architect of Gentoo, refers to the product as actually being a “metadistribution” of Linux, due to its high degree of adaptability and configurability. (Gentoo 2004) Specifically, the Robbins asserts that Gentoo is capable of being “customized for just about any application or need. ...an ideal secure server, development workstation, professional desktop, gaming system, embedded solution or something else—whatever you need it to be.” (Robbins 2004) He further states that the whole point of Gentoo is to provide a better, more usable Linux experience than that found in many other distributions. Robbins states that: “The goal of Gentoo is to design tools and systems that allow a user to do their work pleasantly and efficiently as possible, as they see fit. Our tools should be a joy to use, and should help the user to appreciate the richness of the Linux and free software community, and the flexibility of free software. ...Put another way, the Gentoo philosophy is to create better tools. When a tool is doing its job perfectly, you might not even be very aware of its presence, because it does not interfere and make its presence known, nor does it force you to interact with it when you don’t want it to. The tool serves the user rather than the user serving the tool.” (Robbins 2004) There is also a so-called “live CD” Linux distribution suitable for the Xbox, called dyne:bolic, and an in-progress release of Slackware Linux, as well. According to the Xbox Linux Project, the only difference between the standard releases of these distributions and their Xbox counterparts is that “...the install process – and naturally the bootloader, the kernel and the kernel modules – are all customized for the Xbox.” (Xbox Linux Project, 2003) Of course, even if Gentoo is as user-friendly as Robbins purports, even if the Linux kernel itself has become significantly more robust and efficient, and even if Microsoft again drops the retail price of the Xbox, is this really a feasible solution in the classroom? Does the Xbox Linux Project have an army of 14 year olds willing to modify dozens, perhaps hundreds of these systems for use in secondary schools and higher education? Of course not. If such an institutional rollout were to be undertaken, it would require significant support from not only faculty, but Department Chairs, Deans, IT staff, and quite possible Chief Information Officers. Disk images would need to be customized for each institution to reflect their respective needs, ranging from setting specific home pages on web browsers, to bookmarks, to custom back-up and / or disk re-imaging scripts, to network authentication. This would be no small task. Yet, the steps mentioned above are essentially no different than what would be required of any IT staff when creating a new disk image for a computer lab, be it one for a Windows-based system or a Mac OS X-based one. The primary difference would be Linux itself—nothing more, nothing less. The institutional difficulties in undertaking such an effort would likely be encountered prior to even purchasing a single Xbox, in that they would involve the same difficulties associated with any new hardware or software initiative: staffing, budget, and support. If the institutional in question is either unwilling or unable to address these three factors, it would not matter if the Xbox itself was as free as Linux. An Open Future, or a Closed one? It is unclear how far the Xbox Linux Project will be allowed to go in their efforts to invade an essentially a proprietary system with OSS. Unlike Sony, which has made deliberate steps to commercialize similar efforts for their PlayStation 2 console, Microsoft appears resolute in fighting OSS on the Xbox by any means necessary. They will continue to crack down on any companies selling so-called mod chips, and will continue to employ technological protections to keep the Xbox “closed”. Despite clear evidence to the contrary, in all likelihood Microsoft continue to equate any OSS efforts directed at the Xbox with piracy-related motivations. Additionally, Microsoft’s successor to the Xbox would likely include additional anticircumvention technologies incorporated into it that could set the Xbox Linux Project back by months, years, or could stop it cold. Of course, it is difficult to say with any degree of certainty how this “Xbox 2” (perhaps a more appropriate name might be “Nextbox”) will impact this project. Regardless of how this device evolves, there can be little doubt of the value of Linux, OpenOffice.org, and other OSS to teaching and learning with technology. This value exists not only in terms of price, but in increased freedom from policies and technologies of control. New Linux distributions from Gentoo, Mandrake, Lycoris, Lindows, and other companies are just now starting to focus their efforts on Linux as user-friendly, easy to use desktop operating systems, rather than just server or “techno-geek” environments suitable for advanced programmers and computer operators. While metaphorically opening the Xbox may not be for everyone, and may not be a suitable computing solution for all, I believe we as educators must promote and encourage such efforts whenever possible. I suggest this because I believe we need to exercise our professional influence and ultimately shape the future of technology literacy, either individually as faculty and collectively as departments, colleges, or institutions. Moran and Fitzsimmons-Hunter argue this very point in Writing Teachers, Schools, Access, and Change. One of their fundamental provisions they use to define “access” asserts that there must be a willingness for teachers and students to “fight for the technologies that they need to pursue their goals for their own teaching and learning.” (Taylor / Ward 160) Regardless of whether or not this debate is grounded in the “beige boxes” of the past, or the Xboxes of the present, much is at stake. Private corporations should not be in a position to control the manner in which we use legally-purchased technologies, regardless of whether or not these technologies are then repurposed for literacy uses. I believe the exigency associated with this control, and the ongoing evolution of what is and is not a computer, dictates that we assert ourselves more actively into this discussion. We must take steps to provide our students with the best possible computer-mediated learning experience, however seemingly unorthodox the technological means might be, so that they may think critically, communicate effectively, and participate actively in society and in their future careers. About the Author Paul Cesarini is an Assistant Professor in the Department of Visual Communication & Technology Education, Bowling Green State University, Ohio Email: pcesari@bgnet.bgsu.edu Works Cited http://xbox-linux.sourceforge.net/docs/debian.php>.Baron, Denis. “From Pencils to Pixels: The Stages of Literacy Technologies.” Passions Pedagogies and 21st Century Technologies. Hawisher, Gail E., and Cynthia L. Selfe, Eds. Utah: Utah State University Press, 1999. 15 – 33. Becker, David. “Ballmer: Mod Chips Threaten Xbox”. News.com. 21 Oct 2002. http://news.com.com/2100-1040-962797.php>. http://news.com.com/2100-1040-978957.html?tag=nl>. http://archive.infoworld.com/articles/hn/xml/02/08/13/020813hnchina.xml>. http://www.neoseeker.com/news/story/1062/>. http://www.bookreader.co.uk>.Finni, Scott. “Desktop Linux Edges Into The Mainstream”. TechWeb. 8 Apr 2003. http://www.techweb.com/tech/software/20030408_software. http://www.theregister.co.uk/content/archive/29439.html http://gentoox.shallax.com/. http://ragib.hypermart.net/linux/. http://www.itworld.com/Comp/2362/LWD010424latinlinux/pfindex.html. http://www.xbox-linux.sourceforge.net. http://www.theregister.co.uk/content/archive/27487.html. http://www.theregister.co.uk/content/archive/26078.html. http://www.us.playstation.com/peripherals.aspx?id=SCPH-97047. http://www.techtv.com/extendedplay/reviews/story/0,24330,3356862,00.html. http://www.wired.com/news/business/0,1367,61984,00.html. http://www.gentoo.org/main/en/about.xml http://www.gentoo.org/main/en/philosophy.xml http://techupdate.zdnet.com/techupdate/stories/main/0,14179,2869075,00.html. http://xbox-linux.sourceforge.net/docs/usershelpusers.html http://www.cnn.com/2002/TECH/fun.games/12/16/gamers.liksang/. Citation reference for this article MLA Style Cesarini, Paul. "“Opening” the Xbox" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0406/08_Cesarini.php>. APA Style Cesarini, P. (2004, Jul1). “Opening” the Xbox. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0406/08_Cesarini.php>
19

Oravec, Jo Ann. "Promoting Honesty in Children, or Fostering Pathological Behaviour?" M/C Journal 26, n. 3 (27 giugno 2023). http://dx.doi.org/10.5204/mcj.2944.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Introduction Many years ago, the moral fable of Pinocchio warned children about the evils of lying (Perella). This article explores how children are learning lie-related insights from genres of currently marketed polygraph-style “spy kits”, voice stress analysis apps, and electric shock-delivering games. These artifacts are emerging despite the fact that polygraphy and other lie detection approaches are restricted in use in certain business and community contexts, in part because of their dubious scientific support. However, lie detection devices are still applied in many real-life settings, often in critically important security, customs, and employment arenas (Bunn). A commonly accepted definition of the term “lie” is “a successful or unsuccessful deliberate attempt, without forewarning, to create in another a belief which the communicator considers to be untrue” (Vrij 15), which includes the use of lies in various gaming situations. Many children’s games involve some kind of deception, and mental privacy considerations are important in many social contexts (such as “keeping a poker face”). The dystopian scenario of children learning basic honesty notions through technologically-enabled lie detection games scripted by corporate developers presents frightening prospects. These lie detection toys and games impart important moral perspectives through technological and algorithmic means (including electrical shocks and online shaming) rather than through human modelling and teaching. They normalise and lessen the seriousness of lying by reducing it into a game. In this article I focus on United States and United Kingdom toys and games, but comparable lie detection approaches have permeated other nations and cultures. Alder characterises the US as having an “obsession” with lie detection devices (1), an enthusiasm increasingly shared with other nations. Playing with the Truth: Spy Kits, Voice Stress Apps, and Shocking Liar The often-frightening image of an individual strapped to sensors and hooked up to a polygraph is often found in movies, television shows, and social media (Littlefield). I construe the notion of “lie detection” as “the use of a physiological measurement apparatus with the explicit aim of identifying when someone is lying. This typically comes with specific protocols for questioning the subject, and the output is graphically represented” (Bergers 1). Some lie detection toys utilise autonomic or unintentionally-supplied input in their analyses (such as the vocal changes related to stress); with networked toys, the data can subsequently be utilised by third parties. These aspects raise questions concerning consent as well as the validity of the results. Developers are producing related artifacts that challenge the difference between truth and lies, such as robots that “lie” by giving children responses to questions based on the children’s analysed preferences rather than standard determinations of truth and falsity (Zhu). Early lie detection games for children include the 1961 Lie Detecto from Manning Manufacturing. The technologies involved are galvanometers that required a 9-volt battery to operate, and sensors strapped to the hands of the subjects. It was reportedly designed “for junior G-men”, with suggested test questions for subjects such as "Do you like school?" Its ratings included "Could Be" and "Big Whopper" (“TIME’s New Products”). Lie detection had also been projected as fertile ground for children’s own educational research ventures. For example, in 2016 the popular magazine Scientific American outlined how young people could conduct experiments as to whether cognitive load (such as working on complex puzzles) affects the subject’s galvanic input to lie detection devices (Science Buddies). However, the Science Buddies’ description of the proposed activity did not encourage children to question the validity of the device itself. In organisational and agency settings, polygraph-style strategies are generally labour-intensive, involving experts who set up and administer tests (Bunn). These resource-intensive aspects of polygraphs may make their use in games attractive to players who want theatrical scripts to act out particular roles. An example of a lie detection toy that models the polygraph is the currently marketed Discovery Kids’ Electronic Lie Detection Portable Spy Kit, in which children go through the procedures of attaching the polygraph’s sensors to a human subject (Granich). The roles of “spy” and “detective” are familiar ones in many children’s books and movies, so the artifacts involved fit readily into children’s narratives. However, the overall societal importance of what they are modelling may still be beyond children’s grasps. Users of the comparable spy kit Project MC2 are given the following characterisation of their lie detection device, designed for individuals aged 6 and older: When someone lies, his or her body often produces small reactions from being nervous or stressed. One of those reactions is a small release of sweat. That moisture increases the skin’s electrical conductivity, or galvanic skin response, and the lie detector reads it as a fib. That's why the lie detector’s clips go on the fingers, because there are lots of sweat glands in your hands. Product includes: Lie detector, disguised as a mint box with a hidden button to force a truth or lie. Equipped with indicator light and sounds. Neon-colored wires with finger clips. (“Project MC2”) Similar sorts of lie detection approaches (though more sophisticated) are currently being used in US military operations. For example, the US Army’s Preliminary Credibility Assessment Screening Systems (PCASS) are handheld polygraphs designed for use in battle. Voice stress analysis systems for lie detection have been used for decades in business as well as medical and crime contexts. As described by Price, the US toy maker Hasbro distributes The Lie Detector Game, which “uses voice analysis to determine whether someone is lying”. In the box you’ll get a lie detector device and 64 cards with questions to answer as part of the gameplay … . If you tell the truth, or the device at least thinks you did, then you score a point. Lying loses you a point” (1). An assortment of smartphone apps with voice-stress analysis capabilities designed for lie detection are also widely available along with suggestions for their use in games (McQuarrie), providing yet another way for children to explore truth and deception in technologically-framed contexts. Lie detection devices for entertainment generally construe at least one of the participants in the toy’s or game’s operations as a “subject”. The Shocking Liar game openly entices users to construct the human game players as “victims”: The SHOCKING LIAR [sic] is a table top device that you strap your victim's hand to, delivering a small electric shock when it thinks a lie is being told… The lie detector evaluates the data and stores the information after each question giving an accumulation of data on the person being questioned. This means the more questions that you ask, the more information the lie detector has to evaluate... Place your hand onto the hand plate of the SHOCKING LIAR. If you tell the truth, you can move away from it safely and if you tell a direct lie or have given an unacceptable amount of half-truths, you will receive an electric shock. Children who use Shocking Liar are indeed led to assume that they can catch themselves or friends in dishonesty, but research justification for the Shocking Liar’s results is not available. The societal messages imparted by the toys to children (such as “this toy can determine whether you are lying”) make their impacts especially consequential. These toys and games extract from the subjects’ data various aspects of which the subjects may not have conscious control or even awareness. For instance, the pitch of the subject’s voice can be mined and subsequently given voice stress analysis, as in the previously described Hasbro game. From this “shadow” or autonomic input is developed an interpretation (however problematic) of the subjects’ mental state. The results of the analysis may eventually be processed consciously by subjects, either as polygraph readings or electrical shocks (as in Shocking Liar). The autonomic input involved is often known as “leakage” or “tells” (Ekman). Game playing with robots presents new lie detection venues. Children often react differently in robot-mediated interactions to truth and deception issues than they do with human beings (Pearson). Since the opportunities for child-robot interaction are increasing with the advent of companion robots, new contexts for lie detection games are emerging. Robots that present verbal feedback to children based on the child’s preferences over time, or that strategically withhold information, are being developed and marketed. Research on children’s responses to robots may provide clues as to how to make cognitive engineering and mental privacy invasions more acceptable. This raises serious concerns about children’s perceptions of the standings of robots as moral guides as well as gaming companions. For younger children who are just acquiring the notion of lying, the toys and games could extend the kinds of socialisation provided by their parents and guardians. As lie detection initiatives are taking on wide roles in everyday human interaction (such as educational cheating and employee credibility assessment), the integration of the approaches into children’s activities may serve to normalise the processes involved. Older children who already have some sense of what lying constitutes may find in the lie detection toys and games some insights as to how to become more effective as liars. Some parents may use these lie-detection toys in misguided attempts to determine whether their children are lying to them about something. Many toys and games are explicit in their lie detection and surveillance themes, with specific narratives relating to the societal roles of detectives and spies. Children become complicit in the societal functions of lie detection, rather than simply being subjects or audiences to them. Children’s toys and games are all about experimentation, and these lie detection artifacts are no different (Oravec 2000). Children are enabled through interactions with the toys and games to experiment with lying behavior and possibly explore certain aspects of their own mental lives as well as those of others. Children can learn how to modulate some of the external physiological signals that are often associated with lying, much in the way that individuals can alter various physiological responses with assistance of biofeedback technologies. Such efforts may be empowering in some senses but also increase the potential for confusion about truthfulness and lying. Use of the toys and games may support the emergence of psychopathic tendencies in which children exhibit antisocial and egocentric behavior along with a failure to learn about the consequences of their actions, in this case lying (Hermann). This situation is comparable to that of organisations that advertise training for how to “beat” or “outsmart” polygraphs, efforts that have often confounded law enforcement and intelligence agencies (Rosky). Playing with the Truth: Children and Honesty The constructions of lie detection events that are fostered in these toys and games generally simplify and mechanise truth-lie differences, and often present them in an unquestioning manner. Children are not encouraged to wonder whether the devices are indeed functioning as stated in the instructions and advertising materials. Failure to inform children about the toys’ intents and to request their consent about lie detection could also challenge some of them to attempt to subvert the toys’ mechanisms. However, many lie detection toys and games provide the opportunity for historically grounded lessons for children about the detection and surveillance strategies of other eras, if introduced in a critical and context-sensitive manner. The assumption that effective lie detection is possible and mental privacy is thus limited is reinforced by the framings of many of these toys and games (Oravec “Emergence”). Lying is indeed a reflection of “Theory of Mind” which enables us to imagine the minds of others, and children are given an arena for exploration on this theme. However, children also learn that their mental worlds and streams of consciousness are readily accessible by others with the use of certain technologies. Scientific justification for the use of polygraphs through the past decades has yielded problematic results, although polygraphs and many other lie detection technologies have still retained social acceptability apparently related to their cultural appeal (Paul, Fischer, and Voigt). Many voice stress apps are also not reliable according to recent research (Tyrsina). The normalisation of current and projected systems for lie detection and mental privacy incursions presents unsettling prospects for children’s development, and the designers and disseminators of toys and games need to consider these dimensions. Using technologically enhanced games, toys, or robots to detect “lies” rather than engaging more directly with other humans in a game context may have unfortunate overall outcomes. For example, the ability to practice various schemes to evade detection while lying may be an attractive aspect of these toys and games to some individuals. The kinds of input often linked with lying behaviors (or “leakage”) can include physiological changes in voice qualities that are generally not directly controllable by the speaker without specific practice; the games and toys provide such practice venues. Individuals who are able to disconnect from their autonomic expressions and lie without physical or acoustic signs can exacerbate personality issues and social pathologies. Some may become psychopaths, who lie to get their way and tend not to feel remorseful, with the games and toys potentially exacerbating genetic tendencies; others may become pathological liars, who lie regardless of whether there is specific benefit to them in doing so (Vrij). Some of these toy-related spying and detective activities can unfortunately be at the expense of others’ wellbeing, whatever their impacts on the children directly involved as players. For example, some forms of lie detection technologies incorporate the remote collection of data without notification of participants, as in the voice-analysis systems just described. Children’s curiosity about others’ thoughts and mental lives may be at the root of such initiatives, though children can also utilise them for bullying and other forms of aggressive behavior. Some research shows that early lie telling by children is often linked with self-defense as they attempt to save face, but other research couples it with anti-social action and behavioral problems (Lavoie). However, adults have been shown to have some considerable influence on children in their lie-telling conduct (Dykstra, Willoughby, and Evans), so there is hope that parents, guardians, teachers, and concerned community members can have some positive influence. Reflections and Conclusions: The “New Pinocchio”? Toys and games can indeed project comforting and nurturing imageries for children. However, they can also challenge individuals to think differently about themselves and others, and even present dystopian scenarios. For toy and game developers to promote lie detection technologies can be problematic because of the associations of lying with antisocial activity and behavioral problems as well as moral concerns. The characters that children play in roles of spies and lie detector administrators supply them with powerful narratives and impact on their mental concepts. The significance of truth-telling in children’s lives is expanding as societal attention to credibility issues increases. For example, children are often called on to present evidence during divorce proceedings and abuse-related cases, so there is a significant body of research about children’s verbal truth and deception patterns (Talwar, Lavoie, and Crossman). The data collected by some networked lie detection toys (such as voice stress analysers) can subsequently be used by third-parties for marketing purposes or direct surveillance, raising critical questions about consent (Oravec “Emergence”). Future entertainment modes may soon be developed with lie detection approaches comparable to the ones I discuss in this article, since many games rely on some form of mental privacy assumptions. Games often have some aspect of personal cognitive control at their roots, with the assumption that individuals can shield their own deliberations from other players at least to some extent. Technological capabilities for lie detection can alter the kinds of strategies involved in games. For example, if players know the quality of other players’ poker hands through technological means, games would need to be restructured substantially, with speed of response or other aspects at a premium. The current and future toy and game developments just discussed underscore the continuing need for ethical and professional vigilance on the part of researchers and developers as they choose projects to work on and technologies to bring to market. Children and young people who play with lie detection and surveillance-related artifacts are being exposed to assumptions about how their own consciousness functions and how they can best navigate in the world through truth-telling or lying. Although children once acquired insights about lying though moral fables like Pinocchio, they are now learning from corporate-developed technological toys and games. References Alder, Ken. The Lie Detectors: The History of an American Obsession. Simon and Schuster, 2007. Bergers, Lara. “Only in America? A History of Lie Detection in the Netherlands in Comparative Perspective, ca. 1910–1980.” The Netherlands: Utrecht U, 2018. <https://studenttheses.uu.nl/handle/20.500.12932/30502>. Bunn, Geoffrey C. The Truth Machine: A Social History of the Lie Detector. Johns Hopkins UP, 2012. Dykstra, Victoria, Teena Willoughby, and Angela D. Evans. "Perceptions of Dishonesty: Understanding Parents’ Reports of and Influence on Children and Adolescents’ Lie-Telling." Journal of Youth and Adolescence 49 (2020): 49–59. <https://doi.org/10.1007/s10964-019-01153-5>. Ekman, Paul. Telling Lies. New York: Norton, 1985. Granich, Mike. “17 Spy Gadgets and Spy Gear for Kids to Gift This Year.” Technolocheese, 2020. 14 Feb. 2020 <https://www.technolocheese.com/spy-gear-for-kids/>. Hermann, Henry. Dominance and Aggression in Humans and Other Animals: The Great Game of Life. Elsevier, 2017. Lavoie, Jennifer, et al. "Lie-telling as a Mode of Antisocial Action: Children’s Lies and Behavior Problems." Journal of Moral Education 47.4 (2018): 432–450. <https://doi.org/10.1080/03057240.2017.1405343>. Littlefield, Melissa. The Lying Brain: Lie Detection in Science and Science Fiction. U of Michigan P, 2011. McQuarrie, Laura. “Hasbro's Lie Detector Game Uses Voice Analysis to Pick Up on Untruths.” Trendhunter, 2019. <https://www.trendhunter.com/trends/lie-detector-game>. Oravec, Jo Ann. "Interactive Toys and Children's Education: Strategies for Educators and Parents." Childhood Education 77.2 (2000): 81-85. ———. "The Emergence of 'Truth Machines'? Artificial Intelligence Approaches to Lie Detection." Ethics and Information Technology 24.6 (2022). <https://link.springer.com/article/10.1007/s10676-022-09621-6>. Paul, Bettina, Larissa Fischer, and Torsten Voigt. “Anachronistic Progress? User Notions of Lie Detection in the Juridical Field.” Engaging Science, Technology, and Society 6 (2020): 328–346. <https://doi.org/10.17351/ests2020.433>. Pearson, Yvette. "Child-Robot Interaction: What Concerns about Privacy and Well-Being Arise When Children Play with, Use, and Learn from Robots?" American Scientist 108.1 (2020): 16–22. 22 June 2023 <https://link.gale.com/apps/doc/A613271878/AONE?u=anon~66b204b9&sid=googleScholar&xid=067570c2>. Perella, Nicolas. "An Essay on Pinocchio." Italica 63.1 (1986): 1–47. <https://doi.org/10.2307/479125>. Price, Emily. “Hasbro Is Launching a Lie Detector Party Game and Ghost-Busting Robot.” Fortune, 2019. 15 Feb. 2019 <http://fortune.com/2019/02/15/lie-detector-party-game/>. “Project MC2.” Amazon, 2020. <https://www.amazon.com/Project-Mc2-539230-Lie-Detector/dp/B015A7CHSA>. Rosky, Jeffrey. "The (F)utility of Post-Conviction Polygraph Testing." Sexual Abuse 25.3 (2013): 259–281. <https://doi.org/10.1177/1079063212455668>. Science Buddies. “Pinocchio’s Arm: A Lie Detector Test.” Scientific American, 10 Mar. 2016. <https://www.scientificamerican.com/article/pinocchio-s-arm-a-lie-detector-test/>. “Shocking Liar.” Amazon, 2020. <https://www.amazon.com/Dayan-Cube-Lie-Detector-Game/dp/B000GUGTYU>. Talwar, Victoria, Jennifer Lavoie, and Angela Crossman. "Carving Pinocchio: Longitudinal Examination of Children’s Lying for Different Goals." Journal of Experimental Child Psychology 181 (2019): 34–55. <https://doi.org/10.1016/j.jecp.2018.12.003>. “TIME’s New Products.” TIME Magazine 78.1 (7 July 1961): 35. Tyrsina, Radu. “These 2 Lie Detecting Programs for PC Will Help You Determine the Truth from All the Lies.” Windowsreport, 5 Aug. 2017. <https://windowsreport.com/lie-detector-software-pc/>. Vrij, Aldert. Detecting Lies and Deceit: Pitfalls and Opportunities. John Wiley & Sons, 2008. Zhu, Dingju. "Feedback Big Data-Based Lie Robot." International Journal of Pattern Recognition and Artificial Intelligence 32.2 (2018). <https://doi.org/10.1142/S0218001418590024>.
20

Karl, Irmi. "Domesticating the Lesbian?" M/C Journal 10, n. 4 (1 agosto 2007). http://dx.doi.org/10.5204/mcj.2692.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Introduction There is much to be said about house and home and about our media’s role in defining, enabling, as well as undermining it. […] For we can no longer think about home, any longer than we can live at home, without our media. (Silverstone, “Why Study the Media” 88) For lesbians, inhabiting the queer slant may be a matter of everyday negotiation. This is not about the romance of being off line or the joy of radical politics (though it can be), but rather the everyday work of dealing with the perception of others, with the “straightening devices” and the violence that might follow when such perceptions congeal into social forms. (Ahmed 107) Picture this. Once or twice a week a small, black, portable TV set goes on a journey; down from the lofty heights of the top shelf of the built in storage cupboard into the far corner of the living room. A few hours later, it is being stuffed back into the closet. Not far away across town, another small TV set sits firmly in the corner of a living room. Yet, it remains inanimate for days on end. What do you see? The techno-stories conveyed in this paper are presented through – and anchored to – the idea of the cultural biography of things (Kopytoff 1986), revealing how objects (more specifically media technologies) produce and become part of an articulation of particular and conflicting moral economies of households (Silverstone, “Domesticating Domestication”; Silverstone, Hirsch and Morley, “Information and Communication”; Green). In this context, the concept of the domestication of ICTs has been widely applied in Media Studies during the 1990s and, more recently, been updated to account for the changes in technology, household composition, media regulation, and in fact the dislocation of domesticity itself (Berker, Hartmann, Punie and Ward). Remarkable as these mainstream techno-stories are in their elucidation of contemporary techno-practices, what is still absent is the consideration of how gender and sexuality intersect and are being done through ICT consumption at home, work and during leisure practices in alternative or queer households and families. Do lesbians ‘make’ house and home and in what ways are media and ICTs implicated in the everyday work of queer home-making strategies? As writings on queer subjects and cyberspace have proliferated in recent years, we can now follow a move to contextualize queer virtualities across on and offline experiences, mapping ‘complex geographies of un/belonging’ (Bryson, MacIntosh, Jordan and Lin) and a return to consider online media as part of a bigger ICT package that constitutes our queer everyday life-worlds (Karl). At the same time, fresh perspectives are now being developed with regards to the reconfiguration of domestic values by gay men and lesbians, demonstrating the ongoing processes of probing and negotiation of ‘home’ and the questioning of domesticity itself (Gorman-Murray). By aligning ideas and concepts developed by media theorists in the field of media domestication and consumption as well as (sexual) geographers, this paper makes a contribution towards our understanding of a queer sense of home and domesticity through the technological and more specifically television. It is based on two case studies, part of a larger longitudinal ethnographic study of women-centred households in Brighton, UK. Gill Valentine has identified the home and workplaces as spaces, which are encoded as heterosexual. Sexual identities are being constrained by ‘regulatory regimes’, promoting the normalcy of heterosexuality (4). By recounting the techno-stories of lesbian women, we can re-examine notions of the home as a stable, safe, given entity; the home as a particular feminine sphere as well as the leaky boundaries between public and private. As media and ICTs are also part of a (hetero)sexual economy where they, in their materiality as well as textual significance become markers of sexual difference, we can to a certain extent perceive them as ‘straightening devices’, to borrow a phrase from Sara Ahmed. Here, we will find the articulation of a host of struggles to ‘fight the norms’, but not necessarily ‘step outside the system completely, full-time’ (Ben, personal interview [all the names of the interviewees have been changed to protect their anonymity]). In this sense, the struggle is not only to counter perceived heterosexual home-making and techno-practices, but also to question what kinds of practices to adopt and repeat as ‘fitting in’ mechanism. Significantly, these practices leave neither ‘homonormative’ nor ‘heteronormative’ imaginaries untouched and remind us that: In the case of sexual orientation, it is not simply that we have it. To become straight means that we not only have to turn towards the objects that are given to us by heterosexual culture, but also that we must “turn away” from objects that take us off this line. (Ahmed 21) In this sense then, we are all part of drawing and re-drawing the lines of belonging and un-belonging within the confines of a less than equal power-economy. Locating Dys-Location – Is There a Lesbian in the Home? In his effort to re-situate the perspective of media domestication in the 21st century, David Morley points us to ‘the process of the technologically mediated dislocation of domesticity itself’ (“What’s ‘home’” 22). He argues that ‘under the impact of new technologies and global cultural flows, the home nowadays is not so much a local, particular “self-enclosed” space, but rather, as Zygmunt Bauman puts it, more and more a “phantasmagoric” place, as electronic means of communication allow the radical intrusion of what he calls the “realm of the far” (traditionally, the realm of the strange and potentially troubling) into the “realm of the near” (the traditional “safe space” of ontological security) (23). The juxtaposition of home as a safe, ‘given’ place of ontological security vis a vis the more virtual and mediated realm of the far and potentially intrusive is itself called into question, if we re-consider the concepts of home and (dis)location in the light of lesbian geographies and ‘the production and regulation of heterosexual space’ (Valentine 1). The dislocation of home and domesticity experienced through consumption of (mobile) media technologies has always already been under-written by the potential feeling of dys-location and ‘trouble’ by lesbians on the grounds of sexual orientation. The lesbian experience disrupts the traditionally modern and notably western ideal of home as a safe haven and refuge by making visible the leaky boundaries between private seclusion and public surveillance, as much as it may (re)invest in the production of ideas and ideals of home-making and domesticity. This is illustrated for example by the way in which the heterosexuality of a parental home ‘can inscribe the lesbian body by restricting the performative aspects of a lesbian identity’, which may be subverted by covert acts of resistance (Johnston and Valentine 111; Elwood) as well as by the potentially greater freedoms of lesbian identity within a ‘lesbian home’, which may nevertheless come under scrutiny and ‘surveillance of others, especially close family, friends and neighbours’ (112). Nevertheless, more recently it has also been demonstrated how even overarching structures of familial heteronormativity are opportune to fissures and thereby queered, as Andrew Gorman-Murray illustrates in his study of Australian gay, lesbian and bisexual youth in supportive family homes. So what is, or rather, what can constitute a ‘lesbian home’ and how is it negotiated through everyday techno-practices? In and Out of the Closet – The Straight-Speaking ‘Telly’ As places go, the city of Brighton and Hove in the south-east of England fetches the prize for the highest ratio of LGBT people amongst its population in the UK, sitting at about 15%. In this sense, the home-making stories to which I will refer, of a white, lesbian single mother in her early 40s from a working-class background and a white lesbian/dyke couple in their 30s (from middle-/working-class backgrounds), are already engendered in the sense that Brighton (to them) represented in part a kind of ‘home-coming’ in itself. Helen and Ben, a lesbian butch-femme couple (‘when it takes our fancy’, Helen), had recently bought a terraced 1930s three-bedroom house with a sizeable garden in a soon to be up and coming residential area of Brighton. The neighbours are a mix of elderly, long-standing residents and ‘hetero’ families, or ‘breeders’, as Ben sometimes referred to them. Although they had lived together before, the new house constituted their first purchase together. This was significant especially for Helen, as it made their lives more ‘equal’ in terms of what goes where and the input on the overall interior decoration. Ben had shifted from London to Brighton a few years previously for a ‘quieter life’, but wished to remain connected to a queer community. Helen had made the move to Brighton from Germany – to study and enjoy the queer feel, and never left. Both full-time professionals, Helen worked in the publishing industry and Ben as a social worker. Already considering Brighton their ‘home’ town, the house purchase itself constituted another home-making challenge: as a lesbian/dyke couple on equal footing they were prepared to accept to live in a pre-dominantly straight neighbourhood, as it afforded them more space for money compared to the more visibly gay male living areas in the centre of town. The relative invisibility of queer women (and their neighbourhoods) compared to queer men in Brighton may, as it does elsewhere, be connected to issues of safety (Elwood) as well as the comparative lack of financial capacity (Bell and Valentine). Walking up to this house on the first night of my stay with them, I am struck by just how inconspicuous it appears – one of many in a long street, up a steep hill: ‘Most housing in contemporary western societies is “designed, built, financed and intended for nuclear families”’ (Bell in Bell and Valentine 7). I cannot help but think – more as a reflection on myself than of what I am about to experience – is this it? Is this the ‘domesticated lesbian’? What I see appears ‘familiar’, ‘tamed’, re-tracing the straight lines of heterosexual culture. Helen opens the door and orders me directly into the kitchen. She says ‘Ben is in the living room, watching television… Ben takes great pleasure in watching “You’ve been Framed”’. (Fieldnotes) In this context, it is appropriate to focus on the television and its place within their home-making strategies. Television, in its historical and symbolic significance, could be deemed the technological co-terminus to the ideal nuclear family home. Lynn Spigel has shown through her examination of the cultural history of TV’s formative years in post World War America how television became central to providing representations of family life, but also how the technology itself, as an object, informed material and symbolic transformations within the domestic sphere and beyond. Over the past fifty years as Morley points out, the TV has moved from its fixed place in the living room to become more personalised and encroach on other spaces in house and home and has now, in fact, re-entered the public realm (see airports and shopping malls) where it originated. At present, ‘the home itself can seen as having become … the “last vehicle”, where comfort, safety and stability can happily coexist with the possibility of instantaneous digitalised “flight” to elsewhere – and the instantaneous importation of desired elements of the “elsewhere” into the home’ (Morley, “Media, Modernity” 200). Importantly, as Morley confirms, today’s high-tech discourse is often still framed by a nostalgic vision of ‘family values’. There was only one TV set in Helen and Ben’s house: a black plastic cube with a 16” screen. It was decidedly ‘unglamorous’ as Helen pointed out. During the first round of ‘home-making’ efforts, it had found its way into a corner in the front room, with the sofa and armchair arranged in viewing distance. It was a very ‘traditional’ living room set-up. During my weeklong stay and for some weeks after, it was mostly Ben on her own ‘watching the telly’ in the early evenings ‘vegging out’ after work. Helen, meanwhile, was in the kitchen with the radio on or a CD playing, or in her ‘ICT free’ bedroom, reading. Then, suddenly, the TV had disappeared. During one of our ‘long conversations’ (Silverstone, Hirsch and Morley, “Listening”, 204) it transpired that it was now housed for most of the time on the top shelf of a storage cupboard and only ‘allowed out’ ever so often. As a material object, it had easily found its place as a small, but nevertheless quite central feature in the living room. Imbued with the cultural memory of their parents’ and that of many other living rooms, it was ‘tempting’ and easy for them to ‘accept’ it as part of a setting up home as a couple. Ben explained that they both fell into a habit, an everyday routine, to sit around it. However, settling into their new home with too much ‘ease’, they began to question their techno-practice around the TV. For Helen in particular, the aesthetics of the TV set did not fit in with her plans to re-decorate the house loosely in art deco style, tethered to her femme identity. They did not envisage creating a home that would potentially signal that a family with 2.4 children lives here. ‘The “normality” of [working] 9-5’ (Ben), was sufficient. Establishing a perceived visual difference in their living room, partly by removing the TV set, Helen and Ben aimed to ‘draw a line’ around their home and private sphere vis a vis the rest of the street and, metaphorically speaking, the straight world. The boundaries between the public and private are nevertheless porous, as it is exactly that the public perceptions of a mostly private, domesticated media technology prevent Helen and Ben from feeling entirely comfortable in its presence. It was not only the TV set’s symbolic function as a material object that made them restrict and consciously control the presence of the TV in their home space. One of Helen and Ben’s concerns in this context was that TV, as a broadcast medium, is utterly ‘conservative’ in its content and as such, very much ‘straight speaking’. To paraphrase Helen – you can only read so much between the lines and shout at the telly, it can get tiring. ‘I like watching nature programmes, but they somehow manage even here to make it sound like a hetero narrative’. Ben: ‘yeah – mind the lesbian swans’. The employment of the VCR and renting movies helps them to partly re-dress this perceived imbalance. At the same time, TV’s ‘water-cooler’ effect helps them to stay in tune with what is going on around them and enables them, for example, to participate and intervene in conversations at work. In this sense, watching TV can turn into home-work, which affords a kind of entry ticket to shared life-worlds outside the home and as such can be controlled, but not necessarily abandoned altogether. TV as a ‘straightening device’ may afford the (dis)comfort of a sense of participation in mainstream discourses and the (dis)comfort of serving as a reminder of difference at the same time. ‘It just sits there … apart from Sundays’ – and when the girls come round… Single-parent households are on the rise in the US (Russo Lemor) as well as in the UK. However, the attention given to single-parent families so far focuses pre-dominantly on single mothers and fathers after separation or divorce from a heterosexual marriage (Russo Lemor; Silverstone, “Beneath the Bottom Line”). As (queer) sociologists have began to map the field of ‘families of choice and other life experiments’ (Weeks, Heaphy and Donovan), a more concerted effort to bring together the literatures and to shed more light on the queer techno-practices of alternative families seems necessary. Liz and her young son Tim had moved to Brighton from London. As a lesbian working single mother, she raises Tim pre-dominantly on her own: ‘we are a small family, and that’s fine’. Liz’s home-making narrative is very much driven by her awareness of what she sees as her responsibilities as a mother, a lesbian mother. The move to Brighton was assessed by being able to keep her clients in London (she worked as a self-employed communication and PR person for various London councils) – ‘this is what feeds us’, and the fact that she did not want Tim to go to a ‘badly performing’ school in London. The terraced three-bedroom house she found was in a residential area, not too far from the station and in need of updating and re-decorating. The result of the combined efforts of builders, her dad (‘for some of the DIY’) and herself produced a ‘conventional’ set-up with a living room, a kitchen-diner, a small home-office (for tele-working) and Tim’s and her bedroom. Inconspicuous in its appearance, it was clearly child-oriented with a ‘real jelly bean arch’ in the hallway. The living room is relatively bare, with a big sofa, table and chairs, ‘an ancient stereo-system’ and a ‘battered TV and Video-recorder’ in the corner. ‘We hardly use it’, Liz exclaims. ‘We much rather spend time out and about if there is a chance … quality time, rather than watching TV … or I read him stories in bed. I hate the idea of TV as a baby sitter … I have very deliberately chosen to have Tim and I want to make the most of it’. For Liz, the living room with the TV set in it appears as a kind of gesture to what family homes ‘look like’. As such, the TV and furniture set-up function as a signal and symbol of ‘normality’ in a queer household – perhaps a form of ‘passing’ for visitors and guests. The concern for the welfare of her son in this context is a sign and reflection of a constant negotiation process within a pre-dominantly heterosexual system of cultural symbols and values, which he, of course, is already able to ‘compare’ and evaluate when he is out and about at school or visiting friends in their homes. Unlike in Helen and Ben’s home, the TV is therefore allowed to stay out of the closet. Still, Liz rarely watches TV at all, for reasons not dissimilar to those of Helen and Ben. Apart from this, she shares a lack of spare time with many other single parents. Significantly, the living room and TV do receive a queer ‘make-over’ now and then, when Tim is in bed or with his father on a weekend and ‘the girls’ come over for a drink, chat and video viewing (noticeably, the living room furniture and TV get pushed around and re-arranged to accommodate the crowd). In this sense, Liz, in her home-making practices, carefully manages and performs ‘object relationships’ that allow her and her son to ‘fit in’ as much as to advocate ‘difference’ within the construction of ‘normalcy’. The pressures of this negotiation process are clearly visible. Conclusion – Re-Engendering Home and Techno-Practices As women as much as lesbians, Helen, Ben and Liz are, like so many others, part of a historical and much wider struggle regarding visibility, equality and justice. If this article had been dedicated to gay/queer men and their techno- and home-making sensibilities, it would have read somewhat differently to be sure. Of course, questions of gender and sexual identities would have remained equally paramount, as they always should, enfolding questions of class, race and ethnicity (Pink 2004). The concept and practice of home have a deeply engendered history. Queer practices ‘at home’ are always already tied up with knowledges of gendered practices and spaces. As Morley has observed, ‘space is gendered on a variety of scales … the local is often associated with femininity and seen as the natural basis of home and community, into which an implicitly masculine realm intrudes’ (“Home Territories” 59). As the public and private realms have been gendered masculine and feminine respectively, so have media and ICTs. Although traditional ideas of home and gender relations are beginning to break down and the increasing personalization and mobilization of ICTs blur perceptions of the public and private, certain (idealized, heterosexualized and gendered) images of home, domesticity and family life seem to be recurring in popular discourse as well as mainstream academic writing. As feminist theorists have illustrated the ways in which gender needs to be seen as performative, feminist and queer theorists also ought to work further on finding vocabularies and discourses that capture and highlight diversity, without re-invoking the spectre of the nuclear family (home) itself (Weeks, Heaphy and Donovan). What I found was not the ‘domesticated’ lesbian ‘at home’ in a traditional feminine sphere. Rather, I experienced a complex set of re-negotiations and re-inscriptions of the domestic, of gender and sexual values and identities as well as techno-practices, leaving a trace, a mark on the system no matter how small (Helen: ‘I do wonder what the neighbours make of us’). The pressure and indeed desire to ‘fit in’ is often enormous and therefore affords the re-tracing of certain trodden paths of domesticity and ICT consumption. Nevertheless, I am looking forward to the day when even Liz can put that old telly into the closet as it has lost its meaning as a cultural signifier of a particular kind. References Ahmed, Sara. Queer Phenomenology – Orientations, Objects, Others. Durham and London: Duke UP, 2006. Bell, David, and Gill Valentine. “Introduction: Orientations.” mapping desire. Eds. David Bell and Gill Valentine. London: Routledge, 1995. 1-27. Berker, Thomas, Maren Hartmann, Yves Punie and Katie J. Ward, eds. Domestication of Media and Technology. Maidenhead: Open UP, 2006. Bryson, Mary, Lori MacIntosh, Sharalyn Jordan, Hui-Ling Lin. “Virtually Queer?: Homing Devices, Mobility, and Un/Belongings.” Canadian Journal of Communication 31.3 (2006). Elwood, Sarah A.. “Lesbian Living Spaces: Multiple Meanings of Home.” From Nowhere to Everywhere – Lesbian Geographies. Ed. Gill Valentine. New York and London: Harrington Park Press, 2000. 11-27. Eves, Alison. “Queer Theory, Butch/Femme Identities and Lesbian Space.” Sexualities 7.4 (2004): 480-496. Gorman-Murray, Andrew. “Reconfiguring Domestic Values: Meanings of Home for Gay Men and Lesbians.” Housing, Theory and Society 24.3 (2007). [in press]. ———. “Queering Home or Domesticating Deviance? Interrogating Gay Domesticity through Lifestyle Television.” International Journal of Cultural Studies 9.2 (2006): 227-247. ———. “Queering the Family Home: Narratives from Gay, Lesbian and Bisexual Youth Coming Out in Supportive Family Homes in Australia.” Gender, Place and Culture 15.1 (2008). [in press]. Green, Eileen. “Technology, Leisure and Everyday Practices.” Virtual Gender – Technology and Consumption. Eds. Eileen Green and Alison Adam. London: Routledge, 2001. 173-188. Johnston, Lynda, and Gill Valentine. “Wherever I Lay My Girlfriend, That’s My Home – The Performance and Surveillance of Lesbian Identities in Domestic Environments.” mapping desire. Eds. David Bell and Gill Valentine. London: Routledge, 1995. 99-113. Karl, Irmi. “On/Offline: Gender, Sexuality, and the Techno-Politics of Everyday Life.” Queer Online – Media, Technology & Sexuality. Kate O’Riordan and David J Phillips. New York: Peter Lang, 2007. 45-64. Kopytoff, Igor. “The Cultural Biography of Things: Commoditization as Process.” The Social Life of Things: Commodities in Cultural Perspective. Ed. Arjun Appadurai. New York: Cambridge UP, 1986. 64-91. Morley, David. Family Television – Cultural Power and Domestic Leisure. London: Routledge, 1986/2005. ———. Home Territories – Media, Mobility and Identity. London: Routledge, 2000. ———. “What’s ‘Home’ Got to Do with It? Contradictory Dynamics in the Domestication of Technology and the Dislocation of Domesticity.” Domestication of Media and Technology. Eds. Thomas Berker, Maren Hartmann, Yves Punie and Katie J. Ward. Maidenhead: Open UP, 2006. 21-39. ———. Media, Modernity and Technology – The Geography of the New. London: Routledge, 2007. Pink, Sarah. Home Truths – Gender, Domestic Objects and Everyday Life. Oxford and New York: Berg, 2004. Russo Lemor, Anna Maria. “Making a ‘Home’. The Domestication of Information and Communication Technologies in Single Parents’ Households.” Domestication of Media and Technology. Eds. Thomas Berker, Maren Hartmann, Yves Punie and Katie J. Ward. Maidenhead: Open UP, 2006. 165-184. Silverstone, Roger. “Beneath the Bottom Line: Households and Information and Communication Technologies in an Age of the Consumer.” PICT Policy Papers 17. Swindon: ESRC, 1991. ———. Television and Everyday Life. London: Routledge, 1994. ———. Why Study the Media. London: Sage, 1999. ———. “Domesticating Domestication: Reflections on the Life of a Concept.” Domestication of Media and Technology. Eds. Thomas Berker, Maren Hartmann, Yves Punie and Katie J. Ward. Maidenhead: Open UP, 2006. 229-48. Silverstone, Roger, Eric Hirsch and David Morley. “Listening to a Long Conversation: An Ethnographic Approach to the Study of Information and Communication Technologies in the Home.” Cultural Studies 5.2 (1991): 204-27. ———. “Information and Communication Technologies and the Moral Economy of the Household.” Consuming Technologies – Media and Information in Domestic Spaces. Eds. Roger Silverstone and Eric Hirsch. London: Routledge, 1992. 15-31. Spigel, Lynn. Make Room for TV: Television and the Family Ideal in Post-War America. Chicago: Chicago UP, 1992. UK Office for National Statistics. July 2005. 21 Aug. 2007http://www.statistics.gov.uk/focuson/families>. Valentine, Gill. “Introduction.” From Nowhere to Everywhere: Lesbian Geographies. Ed. Gill Valentine. Binghampton, NY: Harrington Park Press, 2000. 1-9. Weeks, Jeffrey, Brian Heaphy, and Catherine Donovan. Same Sex Intimacies – Families of Choice and Other Life Experiments. London: Routledge, 2001. Citation reference for this article MLA Style Karl, Irmi. "Domesticating the Lesbian?: Queer Strategies and Technologies of Home-Making." M/C Journal 10.4 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0708/06-karl.php>. APA Style Karl, I. (Aug. 2007) "Domesticating the Lesbian?: Queer Strategies and Technologies of Home-Making," M/C Journal, 10(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0708/06-karl.php>.
21

Radywyl, Natalia. "“A little bit more mysterious…”: Ambience and Art in the Dark". M/C Journal 13, n. 2 (9 marzo 2010). http://dx.doi.org/10.5204/mcj.225.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
A Site for the Study of Ambience Deep in Melbourne’s subterranean belly lies a long, dark space dedicated to screen-based art. Built along disused train platforms, it’s even possible to hear the ghostly rumblings and clatter of trains passing alongside the length of the gallery on quiet days. Upon descending the single staircase leading into this dimly-lit space, visitors encounter a distinctive sensory immersion. A flicker of screens dapple the windowless vastness ahead, perhaps briefly highlighting entrances into smaller rooms or the faintly-outlined profiles of visitors. This space often houses time-based moving image artworks. The optical flicker and aural stirrings of adjacent works distract, luring visitors’ attention towards an elsewhere. Yet on other occasions, this gallery’s art is bounded by walls, private enclosures which absorb perceptions of time into the surrounding darkness. Some works lie dormant awaiting visitors’ intervention, while others rotate on endless loops, cycling by unheeded, at times creating an environment of visual and aural collision. A weak haze of daylight falls from above mid-way through the space, marking the gallery’s only exit – an escalator fitted with low glowing lights. This is a space of thematic and physical reinvention. Movable walls and a retractable mezzanine enable the 110 metre long, 15 metre wide and almost 10 metre high space to be reformed with each exhibition, as evidenced by the many exhibitions that this Screen Gallery has hosted since opening as a part of the Australian for the Moving Image (ACMI) in 2002. ACMI endured controversial beginnings over the public funds dedicated to its gallery, cinemas, public editing and games labs, TV production studio, and screen education programs. As media interrogation of ACMI’s role and purpose intensified, several pressing critical and public policy questions surfaced as to how visitors were engaging with and valuing this institution and its spaces. In this context, I undertook the first, in depth qualitative study of visitation to ACMI, so as to address these issues and also the dearth of supporting literature into museum visitation (beyond broad, quantitative analyses). Of particular interest was ACMI’s Screen Gallery, for it appeared to represent something experientially unique and historically distinctive as compared to museums and galleries of the past. I therefore undertook an ethnographic study of museum visitation to codify the expression of ACMI’s institutional remit in light of the modalities of its visitors’ experiences in the Gallery. This rich empirical material formed the basis of my study and also this article, an ethnography of the Screen Gallery’s ambience. My study was undertaken across two exhibitions, World without End and White Noise (2005). While WWE was thematically linear in its charting of the dawn of time, globalisation and apocalypse, visitor interaction was highly non-linear. The moving image was presented in a variety of forms and spaces, from the isolation of works in rooms, the cohabitation of the very large to very small in the gallery proper, to enclosures created by multiple screens, laser-triggered interactivity and even plastic bowls with which visitors could ‘capture’ projections of light. Where heterogeneity was embraced in WWE, WN offered a smoother and less rapturous environment. It presented works by artists regarded as leaders of recent practices in the abstraction of the moving image. Rather than recreating the free exploratory movement of WWE, the WN visitor was guided along one main corridor. Each work was situated in a room or space situated to the right-hand side of the passageway. This isolation created a deep sense of immersion and intimacy with each work. Low-level white noise was even played across the Gallery so as to absorb the aural ‘bleed’ from neighbouring works. For my study, I used qualitative ethnographic techniques to gather phenomenological material, namely longitudinal participant observation and interviews. The observations were conducted on a fortnightly basis for seven months. I typically spent two to three hours shadowing visitors as they moved through the Gallery, detailing patterns of interaction; from gross physical movement and speech, to the very subtle modalities of encounter: a faint smile, a hesitation, or lapsing into complete stillness. I specifically recruited visitors for interviews immediately after their visit so as to probe further into these phenomenological moments while their effects were still fresh. I also endeavoured to capture a wide cross-sample of responses by recruiting on the basis of age, gender and reason for visitation. Ten in-depth interviews (between 45 minutes and one hour) were undertaken, enquiring into the factors influencing impressions of the Gallery, such as previous museum and art experiences, and opinions about media art and technology. In this article, I particularly draw upon my interviews with Steven, Fleur, Heidi, Sean, Trevor and Mathew. These visitors’ commentaries were selected as they reflect upon the overall ambience of the Gallery–intimate recollections of moving through darkness and projections of light–rather than engagement with individual works. When referring to ambience, I borrow from Brian Eno’s 1978 manifesto of Ambient Music, as it offers a useful analogy for assessing the complexity within subtle aesthetic experiences, and more specifically, in a spatial environment generated by electronic means. An ambience is defined as an atmosphere, or a surrounding influence: a tint…Whereas the extant canned music companies proceed from the basis of regularizing environments by blanketing their acoustic and atmospheric idiosyncrasies, Ambient Music is intended to enhance these. Whereas conventional background music is produced by stripping away all sense of doubt and uncertainty (and thus all genuine interest) from the music, Ambient Music retains these qualities. And whereas their intention is to ‘brighten’ the environment by adding stimulus to it… Ambient Music is intended to induce calm and a space to think…Ambient Music must be able to accommodate many levels of listening attention without enforcing one in particular; it must be as ignorable as it is interesting. (Eno, "Ambient Music")While Eno’s definition specifically discusses a listening space, it is comparable to the predominantly digital and visual gallery environment as it elicits similar states of attention, such as calm reflection, or even a peaceful emptying of thoughts. I propose that ACMI’s darkened Screen Gallery creates an exploratory space for such intimate, bodily, subjective experiences. I firstly locate this study within the genealogical context of visitor interaction in museum exhibition environments. We then follow the visitors through the Gallery. As the nuances of their journey are presented, I assess the significance of an alternate model for presenting art which encourages ‘active’ aesthetic experience by privileging ambiguity and subtlety–yet heightened interactivity–and is similar to the systemic complexity Eno accords his Ambient Music. Navigating Museums in the Past The first public museums appeared in the context of the emerging liberal democratic state as both a product and articulation of the early stages of modernity in the nineteenth century. Museum practitioners enforced boundaries by prescribing visitors’ routes architecturally, by presenting museum objects within firm knowledge categories, and by separating visitors from objects with glass cabinets. By making their objects publicly accessible and tightly governing visitors’ parameters of spatial interaction, museums could enforce a pedagogical regulation of moral codes, an expression of ‘governmentality’ which constituted the individual as both a subject and object of knowledge (Bennett "Birth", Culture; Hooper-Greenhill). The advent of high modernism in the mid-twentieth century enforced positivist doctrines through a firm direction of visitor movement, exemplified by Le Corbusier’s Musée à Croissance Illimitée (1939) and Frank Lloyd Wright’s Guggenheim Museum in New York (1959) (Davey 36). In more recent stages of modernity, architecture has attempted to reconcile the singular authority imposed by a building’s design. Robert Venturi, a key theorist of post-modern architecture, argued that the museum’s pedagogical failure to achieve social and political reforms was due to the purist and universalist values expressed within modern architecture. He proposed that post-modern architecture could challenge aesthetic modernism with a playful hybridity which emphasises symbolism and sculptural forms in architecture, and expresses a more diverse set of pluralist ideologies. Examples might include Hans Hollein’s Abteiberg Museum (1972-1982), or the National Museum of Australia in Canberra (2001). Contemporary attempts to design museum interactions reflect the aspirations of the ‘new museum.’ They similarly address a pluralist agenda, but mediate increasingly individualised forms of participation though highly interactive technological interfaces (Message). Commenting about art galleries, Lev Manovich greets this shift with some pessimism. He argues that the high art of the ‘white cube’ gallery is now confronting its ‘ideological enemy’, the ‘black box’, a historically ‘lower’ art form of cinema theatre (10). He claims that the history of spatial experimentation in art galleries is being reversed as much moving image art has been exhibited using a video projection in a darkened room, thereby limiting visitor participation to earlier, static forms of engagement. However, he proposes that new technologies could have an important presence and role in cultural institutions as an ‘augmented space’, in which layers of data overlay physical space. He queries whether this could create new possibilities for spatial interaction, such that cultural institutions might play a progressive role in exploring new futures (14). The Screen Gallery at ACMI embodies the characteristics of the ‘new museum’ as far as it demands multiple modalities of participation in a technological environment. It could perhaps also be regarded an experimental ‘black box’ in that it houses multiple screens, yet, as we shall see, elicits participation unbefitting of a cinema. We therefore turn now to examine visitors’ observations of the Gallery’s design, thereby garnering the experiential significance of passage through a moving image art space. Descending into Darkness Descending the staircase into the Gallery is a process of proceeding into shadows. The blackened cavity (fig. 1) therefore looms ahead as a clear visceral departure from the bustle of Federation Square above (fig. 2), and the clean brightness of ACMI’s foyer (fig. 3). Figure 1: Descent into ACMI's Screen Gallery Figure 2: ACMI at Federation Square, Melbourne Figure 3: ACMI’s foyer One visitor, Fleur, described this passage as a sense of going “deep underground,” where the affective power of darkness overwhelmed other sensory details: “I can’t picture it in my mind – sort of where the gallery finishes… And it’s perfect, it’s dark, and it’s… quiet-ish.” Many visitors found that an entrance softened by shadows added a trace of suspense to the beginnings of their journey. Heidi described how, “because it’s dark and you can’t actually see the people walking about… it’s a little bit more mysterious.” Fleur similarly remarked that “you’re not quite sure what you’re going to meet when you go around. And there’s a certain anticipation.” Steven found that the ambiguity surrounding the conventions of procedure through Gallery was “quite interesting, that experience of being a little bit unsure of where you’re going or not being able to see.” He attributed feelings of disorientation to the way the deep shadows of the Gallery routinely obscured measurement of time: “it’s that darkness that makes it a place where it’s like a time sync… You could spend hours in there… You sort of lose track of time… The darkness kind of contributes to that.” Multiple Pathways The ambiguity of the Gallery compelled visitors to actively engage with the space by developing their own rules for procedure. For example, Sean described how darkness and minimal use of signage generated multiple possibilities for passage: “you kind of need to wander through and guide yourself. It’s fairly dark as well and there aren’t any signs saying ‘Come this way,’ and it was only by sort of accident we found some of the spaces down the very back. Because, it’s very dark… We could very well have missed that.” Katrina similarly explained how she developed a participatory journey through movement: “when you first walk in, it just feels like empty space, and not exactly sure what’s going on and what to look at… and you think nothing is going on, so you have to kind of walk around and get a feel for it.” Steven used this participatory movement to navigate. He remarked that “there’s a kind of basic ‘what’s next?’… When you got down you could see maybe about four works immediately... There’s a kind of choice about ‘this is the one I’ll pay attention to first’, or ‘look, there’s this other one over there – that looks interesting, I might go and come back to this’. So, there’s a kind of charting of the trip through the exhibition.” Therefore while ambiguous rules for procedure undermine traditional forms of interaction in the museum, they prompted visitors to draw upon their sensory perception to construct a self-guided and exploratory path of engagement. However, mystery and ambiguity can also complicate visitors’ sense of self determination. Fleur noted how crossing the threshold into a space without clear conventions for procedure could challenge some visitors: “you have to commit yourself to go into a space like that, and I think the first time, when you’re not sure what’s down there… I think people going there for the first time would probably… find it difficult.” Trevor found this to be the case, objecting that “the part that doesn’t work, is that it doesn’t work as a space that’s easy to get around.” These comments suggest that an ‘unintended consequence’ (Beck) of relaxing contemporary museum conventions to encourage greater visitor autonomy, can be the contrary effect of making navigation more difficult. Visitors struggling to negotiate these conditions may find themselves subject to what Daniel Palmer terms the ‘paradox of user control’, in which contemporary forms of choice prove to be illusory, as they inhibit an individual’s freedom through ‘soft’ forms of domination. The ambiguity created by the Gallery’s darkness therefore brings two disparate – if not contradictory – tendencies together, as concluded by Fleur: “The darkness is – it’s both an advantage and a disadvantage… You can’t sort of see each other as well, but there’s also a bit of freedom in that. In that it sort of goes both ways.” A Journey of Subtle Cues Several strategies to ameliorate disorienting navigation experiences were employed in the Screen Gallery, attempting to create new possibilities for meaningful interaction. Some reflect typical curatorial conventions, such as mounting didactic panels along walls and strategically placing staff as guides. However, visitors frequently eschewed these markers and were instead drawn powerfully to affective conventions, including the shadings of light and sound. Sean noted how small beacons of light at foot level were prominent features, as they illuminated the entrances to rooms and corridors: “That’s your over-whelming impression, because it’s dark and there’s just these feature spotlights… and they’re an interesting device, because they sort of lead your eye through the space as well, and say ‘oh that’s where the next event is, there’s a spotlight over there’.” The luminescence of artworks served a similar purpose, for within “the darkness, the boundaries are less visible, and… you’re drawn to the light, you know, you’re drawn to those screens.” He found that directional sound above artworks also created a comparable effect: “I was aware of the fact that things were quiet until you approached the right spot and obviously it’s where the sound was focussed.” These conventions reflect what Trini Castelli calls ‘soft design’, by which space is made cohesively sensual (Glibb in Mitchell 87-88). The Gallery uses light and sound to fashions this visceral ‘feeling’ of spatial continuity, a seamless ambience. Paul described how this had a pleasurable effect, where the “atmosphere of the space” created “a very nice place to be… Lots of low lighting.” Fleur similarly recalled lasting somatic impressions: “It’s a bit like a cave, I suppose… The atmosphere is so different… it’s warm, I find it quite a relaxing place to be, I find it quite calm…Yeah, it has that feeling of private space to it.” Soft design therefore tempers the spatial severity of museums past through this sensuous ‘participatory environment.’ Interaction with art therefore becomes, as Steven enthused, “an exhibition experience” where “it’s as much (for me) the experience of moving between works as attending to the work itself… That seems really prominent in the experience, that it’s not these kind of isolated, individual works, they’re in relation to each other.” Disruptions to this experiential continuity – what Eno had described as a ‘stimulus’ – were subject to harsh judgement. When asked why he preferred to stand against the back wall of a room, rather than take a seat on the chairs provided, Matthew protested that “the spotlight was on those frigging couches, who wants to sit there? That would’ve been horrible.” Visitors clearly expressed a preference towards a form of spatial interaction in which curatorial conventions heighten, rather than detract from, the immersive dynamic of the museum environment. They showed how the feelings of ambiguity and suspense which absorbed them in the Gallery’s entrance gradually began to dissipate. In their place, a preference arose for conventions which maintained the Gallery’s immersive continuity, and where cues such as focused sound and footlights had a calming effect, and created a cohesive sensual journey through the dark. The Ambience of Art Space Visitors’ comments acquire an additional significance when examined in light of Eno’s earlier definition of what he called Ambient Music. He suggested that even in relative stillness, there exists a capacity for active forms of listening which create a “space to think” and generate a “quiet interest.” In addition, and perhaps most importantly, these active forms of listening are augmented by the “atmospheric idiosyncrasies” which are derived from conditions of uncertainty. As I have shown, the darkened Screen Gallery obscures the rules for visitor participation and consequently elicits doubt and hesitation. Visitors must self-navigate and be guided by sensory perception, responding to the kinaesthetic touch of light on skin and the subtle drifts of sound to constructing a journey through the enveloping darkness. This spatial ambience can therefore be understood as the specific condition which make the Gallery a fertile site for new exchanges between visitors, artworks and curation within the museum. Arjun Mulder defines this kind of dynamism in architectural space as a form of systemic interactivity, the “default state of any living system,” in the way that any system can be considered interactive if it links into, and affects change upon another (Mulder 332). Therefore while museums have historically been spaces for interaction, they have not always been interactive spaces in the sense described by Mulder, where visitor participation and processes of exchange are heightened by the conditions of ambience, and can compel self-determined journeys of visitor enquiry and feelings of relaxation and immersion. ACMI’s Screen Gallery has therefore come to define its practices by heightening these forms of encounter, and elevating the affective possibilities for interacting with art. Traditional museum conventions have been challenged by playing with experiential dynamics. These practices create an ambience which is particular to the gallery, and historically unlike the experiential ecologies of preceding forms of museum, gallery or moving space, be it the white cube or a simple ‘black box’ room for video projections. This perhaps signifies a distinctive moment in the genealogy of the museum, indicating how one instance of an art environment’s ambience can become a rubric for new forms of visitor interaction. References Beck, Ulrich. “The Reinvention of Politics: Towards a Theory of Reflexive Modernization.” Reflexive Modernization: Politics, Tradition and Aesthetics in the Modern Social Order. Eds. Ulrich Beck, Anthony Giddens, and Scott Lash. Cambridge: Politics, 1994. 1-55. Bennett, Tony. The Birth of the Museum: History, Theory, Politics. London; New York: Routledge. 1995. ———. “Culture and Governmentality.” Foucault, Cultural Studies and Governmentality. Eds. J.Z. Bratich, J. Packer, and C. McCarthy. Albany: State University of New York Press, 2003. 47-64. Davey, Peter. “Museums in an N-Dimensional World.” The Architectural Review 1242 (2000): 36-37. Eno, Brian. “Resonant Complexity.” Whole Earth Review (Summer 1994): 42-43. ———. “Ambient Music.” A Year with Swollen Appendices: The Diary of Brian Eno. London: Faber and Faber, 1996. 293-297. Hooper-Greenhill, Eileen. “Museums and Education for the 21st Century.” Museum and Gallery Education. London: Leicester University Press, 1991. 187-193. Manovich, Lev. “The Poetics of Augmented Space: Learning from Prada.” 27 April 2010 ‹http://creativetechnology.salford.ac.uk/fuchs/modules/creative_technology/architecture/manovich_augmented_space.pdf›. Message, Kylie. “The New Museum.” Theory, Culture and Society: Special Issue on Problematizing Global Knowledge. Eds. Mike Featherstone, Couze Venn, and Ryan Bishop, John Phillips. Thousand Oaks, CA: Sage, 2006. 603-606. Mitchell, T. C. Redefining Designing: From Form to Experience. New York: Van Nostrand Reinhold, 1993. Mulder, Arjun. “The Object of Interactivity.” NOX: Machining Architecture. London: Thames and Hudson, 2004. 332-340. Palmer, Daniel. “The Paradox of User Control.” Melbourne Digital Art and Culture 2003 Conference Proceedings. Melbourne: RMIT, 2003. 167-172. Venturi, Robert. Complexity and Contradiction in Architecture. New York: Museum of Modern Art, 1966.
22

Kay, Louise, Silke Brandsen, Carmen Jacques, Francesca Stocco e Lorenzo Giuseppe Zaffaroni. "Children’s Digital and Non-Digital Play Practices with Cozmo, the Toy Robot". M/C Journal 26, n. 2 (27 maggio 2023). http://dx.doi.org/10.5204/mcj.2943.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Introduction This article reports on the emerging findings from a study undertaken as part of an international research collaboration (Australia, Belgium, Italy, UK; DP180103922) exploring the benefits and risks of the Internet of Toys (IoToys). IoToys builds upon technological innovations such as smartphone apps that remotely control home-based objects, and wearable technologies that measure sleep patterns and exercise regimes (Holloway and Green). Mascheroni and Holloway summarise the features of IoToys as entities that users can program, with human-toy interactivity, and which have network connectivity. In this discussion we focus on children’s play with a small programmable robot named Cozmo (fig. 1). The robot also has an ‘explorer mode’ in which children can view the world through the eyes of Cozmo, and a camera which can film the robot’s view, accessed through the mobile app. Children are encouraged to personify Cozmo, including feeding the robot and keeping it tuned up. Cozmo also has numerous functions including tricks, a coding lab, and games that utilise three provided ‘Power Cubes’ that encourage child-robot interaction: Keep Away – the player slides the cube closer to Cozmo then pulls away quickly when Cozmo ‘pounces’ – the aim of the game is to ensure Cozmo misses the cube. Quick Tap – a colour matching game which involves hitting the cubes (before Cozmo) when the colours match. Memory Match – Cozmo shows a pattern of colours, and the player then taps the cubes in the right colour order – each round the pattern gets longer. Fig. 1: Cozmo Whilst the toy uses Wi-Fi rather than connecting directly to the Internet, Cozmo was chosen as a focus for the study because many of its characteristics are typical of IoToys, including connectivity, programmability, and the human-toy connection (Mascheroni and Holloway). Children’s play lives have been changed through the development of digital technologies including smartphones, tablets, laptops, and games consoles (Marsh et al.) and inevitably, children’s play experiences now cross a range of boundaries including the “virtual/physical world, online/offline and digital/nondigital” (Marsh 5). As IoToys become more prevalent in the toy market, there is an increasing need to understand how these connected toys transcend digital-material boundaries between toy and media technology. Whilst toys such as Cozmo share similar traits with traditional toys, they also increasingly share characteristics with computing devices (i.e., video games, mobile apps) and domestic media (i.e., Amazon Alexa; Berriman and Mascheroni). The combination of the traditional and digital adds a layer of complexity to children’s play experiences as the interaction between the child and the robot is ‘reconfigured as a bidirectional, multidimensional, multisensory experience’ (Mascheroni and Holloway 5). By asking ‘what types of play does an Internet-enabled toy engender?’, this article examines the capabilities and limitations of Cozmo for children’s play experiences. Currently, there is little reliable information about children’s IoToy use despite the media attention the subject attracts. Many assumptions are made regarding how technological devices offer restricted opportunities for play (see Healey et al.), and therefore it is vital to investigate the benefits and limitations of these new-generation technologies for parents and children. This article contributes to ongoing debates focussing on children’s playful engagement with digital technology and the importance of engaging parents in discussions on different types of play and children’s development. Methodology This international study involved thirteen families across four countries (Australia, Belgium, Italy, UK; Appendix 1). Ethical clearance was obtained prior to the commencement of the study. Consent was gained from both the children and the parents, and the children were specifically asked if they could be audio-recorded and photographed by the researchers. Pseudonyms have been used in this article. Families were visited twice by a researcher, with each visit lasting around an hour. Firstly, the children were interviewed about their favourite toys, and the parent was interviewed about their thoughts on their children’s (digital) play practices. This provided background information about the child’s play ecologies, such as the extent to which they were familiar with IoToys. Cozmo was also introduced to the children during the first visit and researchers ensured they were confident using the toy before leaving. Cozmo was left with the children to use for a period of between one and three months before the researcher returned for the second visit. Families were reinterviewed, with a focus on what they thought about Cozmo, and how the children had engaged with the toy in their play. Data were deductively analysed using a revised version of Hughes’s taxonomy of play that takes account of the digital aspect of children’s play contexts. Hughes’s original framework, identifying the types of play children engage in, was developed before the rise of digital media. The revised taxonomy was developed by Marsh et al. (see Appendix 2) in a study that examined how apps can promote children’s play and creativity. Data emerging from this study illuminated how Hughes’s taxonomy can be applied in digital contexts, demonstrating that “what changes in digital contexts is not so much the types of play possible, but the nature of that play” (Marsh et al. 250). The adapted framework was applied to the data as a way of analysing play with Cozmo across digital and non-digital spaces, and selections from the transcripts were chosen to illustrate the categories, discussed in the next section. Framing Children’s Digital and Non-Digital Play Practices The findings from the data highlight numerous digital play types (Marsh et al.) that occurred during the children’s interactions with the robot, primarily: Imaginative play in a digital context in which children pretend that things are otherwise. Exploratory play in a digital context in which children explore objects and spaces through the senses to find out information or explore possibilities. Mastery play in digital contexts in which children attempt to gain control of environments. Communication play using words, songs, rhymes, poetry in a digital context. Other types of play that were observed include: Virtual Locomotor play involving movement in a digital context e.g., child may play hide and seek with others in a virtual world. Object play in which children explore virtual objects through vision and touch. Social play in a digital context during which rules for social interaction are constructed and employed. Imaginative Play “Imaginative play” was prevalent in all the case study families, in particular anthropomorphic/zoomorphic play. Anthropomorphic/zoomorphic play can be categorised as imaginative play when children are aware that the object is not real; they display a willing suspension of disbelief. The morphology of social robots is often classified into anthropomorphic (i.e., human-like) and zoomorphic (i.e., animal-like) and different morphologies can elicit differences in how users perceive and interact with robots (Barco et al.). This was the case for the children in this research, who all referred to the fact that the toy was a robot but often described Cozmo as having human/animal attributes. Across the sample, the children talked about Cozmo as if it was a fellow human being or pet. Eleanor (aged 8) stated that “I feel like he’s one of my family”, while Emma (aged 8) said “we sometimes call him ‘brother’ because he is a little bit like family”. Martina (aged 8) observed that Cozmo sometimes has “hiccups'' that prevent him from responding to her queries, reasoning that “it happens by itself because it eats too much”. Louis (aged 9) did not refer to Cozmo as being human, although he did attribute emotions to the toy, mentioning that Cozmo runs in circles whenever he is happy. Sofia’s mother stated that “one thing that made me laugh is that for Sofia it is a puppy. So, she would pet it, give it kisses”. The mother of Aryana (aged 9) commented that “they tried to like treat it like a living thing, not like toy, like a pet . ... They treat it not like something dead or something frozen, something live”. Epley et al. suggest that anthropomorphisation occurs because knowledge that individuals have about humans is developed earlier than knowledge about non-human entities. Therefore, the knowledge children have of being human is drawn upon when encountering objects such as robots. It may be of little surprise that children react like this because, as Marsh (Uncanny Valley 58) argues, “younger children are likely to possess less knowledge about both human and non-human entities than older children and adults, and, therefore, are more likely to anthropomorphise”. Severson and Woodard (2) argue that even in cases where children know the object is not real, the children ascribe feelings, thoughts, and desires to objects in such a serious manner that anthropomorphism is a “pervasive phenomenon that goes beyond mere pretense”. Robot toys such as Cozmo are specifically designed to stimulate anthropomorphism/zoomorphism. Beck et al. have shown that head movements help children identify emotions in robots. Cozmo is programmed to recognise faces and learn names, which inevitably contributes to children feeling an emotional connection. For example, Eleanor (aged 8) remarked that “he was always looking at me and it looked like he was listening to me when I was talking”. The desire for a connection with the robot was so strong for Oscar (aged 7) that he deliberately programmed the robot to respond to him, saying “I can make him do happy stuff which makes me feel like he likes me”. Emma’s mother stated that whenever Emma (aged 8) did something that seemed to make Cozmo happy, she would do those things repeatedly. Emma also referred to Cozmo as having agency, for example, when Cozmo built towers or turned himself into a bulldozer. Even though she made those commands herself via the app, Emma attributed the idea and action to Cozmo. Overall, the children implemented imaginative play practices through the pretence of Cozmo’s ‘human-like’ attributes such as knowing their name, “looking at” and “listening to” them, and displaying different emotions such as love, anger, and happiness. Exploratory Play “Exploratory play” usually occurred when the children first received the toy and most of the children immediately wanted to get to know Cozmo’s features and possibilities. Arthur’s father stated that the first thing Arthur (aged 8) did was grab the remote and start clicking buttons to find out what would happen. Oscar’s mother was amazed that her child had played initially for five hours using Cozmo when he did not spend this long with other toys. She explained that he had been exploring what the toy could do: “he was getting it to choose blocks, pick up blocks, do tricks, make faces, and do dances … . He really enjoyed that”. Controlling Cozmo to travel between rooms was an example of “Virtual Locomotor play”, although the robot could also lead to locomotor play in the physical world as children chased after Cozmo or danced with it. Further examples of virtual locomotor play occurred when the robot followed and chased children if they moved from the play area. Oscar (aged 7) enjoyed using this mode to set the robot on a course which led to it ‘spying’ on his younger sister. His mother noted that: because their bedrooms are opposite sides of the hallway, he kept sending Cozmo to go and watch what she was doing and waiting and seeing how long it took her to realise he was there. Jacob (aged 10) also swiftly realised Cozmo’s surveillance potential as he referred to the robot as a “spying machine”. Louis (aged 9) stated that after he had explored all the options Cozmo offers, playing with it became dull. To him, all the fun was in the exploratory play. Other children across the sample also reported that they stopped playing with Cozmo after a while when they felt like there was nothing new to explore. Mastery Play “Exploratory play” was also connected to “Mastery play” through programmatic sequencing which enabled the robot to move and follow different directions as requested by the children. For example, Eleanor (aged 8) commented, “I liked to play games with him ... . I liked doing the acting thing”. This involved programming the toy to undertake a series of actions that were sequenced in a performance. For Ebrahim (aged 7), the explorer mode also led to mastery play, as he set up an obstacle course for Cozmo using his toy soldiers, explaining that “I took a couple of my soldiers in here and made them out in a specific order and then I tried to get past them in explorer mode”. Arthur (aged 8) would continuously try to find ways to make Cozmo go through obstacle courses faster. He especially liked the coding and programming aspect of the toy, and his father would challenge him to think his decisions through to get better results. Children also utilised other objects in their exploratory and mastery play. Louis (aged 9) would put up barricades so that Cozmo could not escape, and Matteo (aged 9) constructed “high towers” and operated “stability tests” by using Cozmo’s explorer mode and constructing pathways through furniture and other objects. The blurring of physical/virtual and material/digital play, which is prevalent in contemporary play landscapes (Marsh et al., Children, Technology and Play), is highlighted during these episodes in which the children incorporated their own interests linked to their personal environments into their play with Cozmo. Mastery play inevitably involved “Object play”, as children played around with icons on the app to investigate their properties. Cozmo offers a variety of games which stimulate various abilities and can be played via the app or remote. Available games allow both child-robot interaction by means of the ‘Power Cubes’ provided with the robot, and programming games with different difficulty levels. Physical contact between the child and Cozmo, and the robot’s responses, encouraged anthropomorphism, as Jacob (aged 10) switched from referencing Cozmo as ‘it’ to ‘him’ as the discussion progressed: Interviewer: (to Jacob) We got a robot interfacing this time. (To Cozmo) Hello, are you still looking at me? That’s great. (To Jacob) So, do you want to show us your fist bumps that you coded? Jacob: Oh, I didn’t code it. Well, I did code it. Go to tricks. Do you want to fist bump him? Interviewer: Yeah, can I fist bump him? Jacob: Just put your fist near him like close, close, like that. In addition to the fist bump game, Dylan (aged 9) unlocked the Fist Bump app icon on his tablet enabling him to receive rewards by alternating physical fist bumps with himself and virtual fist bumps between Cozmo and the iPad. These object and exploratory play types were positioned as stimulating the robot’s feelings and emotions through musical sounds (like a robot “purring”) that seem to be designed to foster a stronger connection between the child and Cozmo. All the children in the research played Cozmo’s games; the tapping game and the building games with blocks were popular. A clear connection between mastery and object play is shown in those situations where children explore objects to gain control of their environment. While children pointed out that winning the games against Cozmo was almost impossible, some tried to change the game in their favour. Arthur (aged 8), for example, would move the blocks during games to slow down Cozmo. Whenever Emma (aged 8) became impatient with the games, she would move the blocks closer to Cozmo to finish certain games faster. Mastery play was valued by parents because of its interactivity and educational potential. Arthur’s father praised Cozmo’s programming and coding possibilities and valued the technical insight and problem-solving skills it teaches children. Oscar’s mother also valued the educational potential of the toy, but did not appear to recognise that the exploratory play he engaged in involved learning: I liked the fact that it had all these sorts of educational aspects to it. It would have been nice if we’d have got to use them. I like the idea that it could code, and it would teach coding ... but it wasn’t to be. There was some disappointment with the lack of engagement with the coding capabilities of Cozmo. Parents lamented that their children did not engage with coding activities but accepted that this was due to the level of difficulty or technical issues (i.e., Cozmo shutting down frequently), as well as their children’s inability to navigate coding activities (i.e., due to their age). Communication Play “Communication play” was observed as the English-speaking children learnt how to write things into Cozmo that the robot would then say. Ebrahim (aged 7) explained “you can type whatever you want him to say, like, I typed this, ‘I play with Monica’”. Emma (aged 8) made up entire stories for Cozmo to tell, and Arthur (aged 8) made up plays for Cozmo to perform. Oscar (aged 7) felt that the app had helped him learn to read: when asked how it helped him to read, he said “by me typing it in and him saying the words back to me so then I can hear what it says”. This highlights how IoToys can facilitate a playful approach to literacy and supports the work of Heljakka and Ihamäki (96), who assert a need to “widen understandings of toy literacy into multiple directions”. As such, the potential to support aspects of children’s literacy and digital learning in a way that is engaging and playful illuminates the benefits that these types of toys can provide. In contrast, Italian and Belgian children faced more difficulties in communicating with Cozmo as they did not speak English. However, this did not limit the possibility to interact and communicate with Cozmo, for example, through parental mediation or by referring to recognisable symbols (sounds, icons, and images in the app). Other Types of Play The data indicated that four play types (imaginative, exploratory, mastery, and communication play) were the most prevalent among the participating families, although there was also evidence of “Locomotor play” (during exploratory play), and “Object play” (during mastery play). “Social play” was also reported, for instance, when children played with the robot with siblings or friends. All the children wanted to show Cozmo to friends and family. Arthur (aged 8) even arranged with his teacher that he could bring Cozmo to school and show his classmates what Cozmo could do during a class presentation. “Creative play” (play that enables children to explore, develop ideas, and make things in a digital context) was limited in the data. Whilst there was some evidence of this type of play – for example, Oscar (aged 7) and Matteo (aged 9) built ramps and obstacle courses for Cozmo –, in general, there was limited evidence of children playing in creative ways to produce new artefacts with the robot. This is despite the toy having a creative mode, in which children can use the app to code games and actions for Cozmo. For Eleanor, it seemed that the toy did not foster open-ended play. Her mother noted that Eleanor normally enjoyed creative play, but she appeared to lose interest in the toy after displaying initial enthusiasm: “I don’t think it was creative enough, I think it’s not open-ended enough and that’s why she didn’t play with it, would be my guess”. Oscar (aged 7) also lost interest in the toy after the first few weeks of use, which his mother put down to technical issues: I think if it worked flawlessly every time he’d gone to pick it up then he would have been quite happy ... but after a couple of negative experiences where it wouldn’t load up and it’s very frustrating, maybe it just put him off. Other families also talked about how the battery was quick to drain and slow to charge, which impacted on the nature of the play. Emma’s mother stated that the WiFi settings needed to be changed to play with Cozmo which Emma (aged 8) could not do by herself. Therefore, she was only able to play with Cozmo when her mother was around to help her. According to the parents of Arthur and Emma (both aged 8), Cozmo often showed technical errors and did not perform certain games, which caused some frustration with the children. The mother of Aryana (aged 9) also reported a loss of interest in Cozmo, but not particularly related to technical reasons: “she lost interest all the time, so she didn’t follow the steps to the end, she just play a little bit and she'd say, ‘Oh I'm bored, I want to do something’ … mostly YouTube”. Such hesitant engagement may be due to technical issues but might also be due to the limitations regarding creative play identified in this study. Conclusion This study indicates that the Cozmo robot led to a variety of types of play, and that the adaptation of Hughes’s framework by Marsh et al. offered a useful index for identifying changing practices in children's play. As highlighted, children’s play with Cozmo often transcended the virtual and physical, online and offline, and digital and material, as well as providing a vehicle for learning. This analysis thus challenges the proposition that electronic objects limit children’s imagination and play. Prevalent in the findings was the willingness of children to suspend disbelief and engage in anthropomorphic/zoomorphic play with Cozmo by applying human-like attributes to the toy. Children related to the emotional connection with the robot much more than the technical aspects (i.e., coding), and whilst the children understood the limitations of the robot’s agency, there are studies to suggest that caution should be applied by robot developers to ensure that, as technology advances, children are able to maintain the understanding that robots are different from human beings (van den Berghe et al.). This is of particular importance when existing literature highlights that younger children have a less nuanced understanding of the ‘alive’ status of a robot than older children (Nijssen et al.). Children often incorporated more traditional toys and resources into their play with Cozmo: for instance, the use of toy soldiers and building blocks to create obstacle courses demonstrates the digital-material affordances of children’s play. All the children enjoyed the pre-programmed games that utilised the ‘Power Cubes’, and there was an element of competitiveness for the children who demonstrated an eagerness to ‘beat’ the toy. Importantly, parents reported that the app supported children’s literacy development in a playful way, although this was more beneficial for the children whose first language was English. The potential for children’s literacy development through playful child-robot interaction presents opportunities for further study. One significant limitation of the toy that emerged from the findings was the capacity to encourage children’s creative play. Kahn Jr. et al.'s earlier research showed that children endowed less animation to robot toys than to stuffed animals, as if children believe that toy robots have some agency and do not need assistance. Therefore, it is possible that children are less inclined to play in creative ways because they expect Cozmo to control his own behaviour. The research has implications for work with parents. The parents in this study emphasised the value of mastery play for education, but at times overlooked the worth of other types of play for learning. Engaging parents in discussion of the significance that different types of play have for children’s development could be beneficial not just for their own understanding, but also for the types of play they may then encourage and support. The study also has implications for the future development of IoToys. The producers of Cozmo promote types of play through the activities they support in the app, but a broader range of activities could lead to a wider variety of types of play to include, for example, fantasy or dramatic play. There are also opportunities to promote more creative play by, for example, enabling children to construct new artefacts for the robot toy itself, or providing drawing/painting tools that Cozmo could be programmed to use via the app. Broadening play types by design could be encouraged across the toy industry as a whole but, in relation to the IoToys, the opportunities for these kinds of approaches are exciting, reflecting rapid advances in technology that open up possible new worlds of play. This is the challenge for the next few years of toy development, when the first possibilities of the IoToys have been explored. Acknowledgement This research was funded by ARC Discovery Project award DP180103922 – The Internet of Toys: Benefits and Risks of Connected Toys for Children. The article originated as an initiative of the International Partners: Dr Louise Kay and Professor Jackie Marsh (University of Sheffield, UK), Associate Professor Giovanna Mascheroni (Università Cattolica, Italy), and Professor Bieke Zaman (KU Leuven, Belgium). The Australian Chief Investigators on this grant were Dr Donell Holloway and Professor Lelia Green, Edith Cowan University. Much of this article was written by Research Officers who supported the grant’s Investigators, and all parties gratefully acknowledge the funding provided by the Australian Research Council for this project. References Barco, Alex, et al. “Robot Morphology and Children's Perception of Social Robots: An Exploratory Study.” International Conference on Human-Robot Interaction, 23-26 Mar. 2020, Cambridge. Beck, Aryel, et al. “Interpretation of Emotional Body Language Displayed by a Humanoid Robot: A Case Study with Children.” International Journal of Social Robotics 5.3 (2013). 27 Jan. 2023 <https://doi.org/10.1007/s12369-013-0193-z>. Berriman, Liam, and Giovanna Mascheroni. “Exploring the Affordances of Smart Toys and Connected Play in Practice.” New Media & Society 21.4 (2019). 27 Jan. 2023 <https://doi.org/10.1177/1461444818807119>. Brito, Rita, et al. “Young Children, Digital Media and Smart Toys: How Perceptions Shape Adoption and Domestication.” British Journal of Educational Technology 49.5 (2018). 27 Jan. 2023 <https://doi.org/10.1111/bjet.12655>. Epley, Nicholas, et al. "On Seeing Human: A Three-Factor Theory of Anthropomorphism". Psychological Review 114.4 (2007): 864-886. Healey, Aleeya, et al. “Selecting Appropriate Toys for Young Children in the Digital Era.” Pediatrics 143.1 (2019). 27 Jan. 2023 <https://doi.org/10.1542/peds.2018-3348>. Holloway, Donell, and Lelia Green. "The Internet of Toys." Communication Research and Practice 2.4 (2016): 506-519. Hughes, Bob. A Playworker’s Taxonomy of Play Types. 2nd ed. Playlink, 2002. Heljakka, Katriina, and Pirita Ihamäki. “Preschoolers Learning with the Internet of Toys: From Toy-Based Edutainment to Transmedia Literacy.” Seminar.Net 14.1 (2018): 85–102. Kahn Jr., Peter, et al. "Robotic Pets in the Lives of Preschool Children." Interaction Studies 7.3 (2007): 405-436. Marsh, Jackie. “The Internet of Toys: A Posthuman and Multimodal Analysis of Connected Play.” Teachers College Record (2017): 30. ———. "The Uncanny Valley Revisited: Play with the Internet of Toys." Internet of Toys : Practices, Affordances and the Political Economy of Children's Smart Play. Eds. Giovanni Mascheroni and Donell Holloway. Cham: Palgrave Macmillan, 2019. 47-66. Marsh, Jackie, et al. “Digital Play: A New Classification.” Early Years 36.3 (2016): 242. Marsh, Jackie, et al. Children, Technology and Play: Key Findings of a Large-Scale Research Report. The LEGO Foundation, 2020. Mascheroni, Giovanni, and Donell Holloway, eds. Internet of Toys : Practices, Affordances and the Political Economy of Children’s Smart Play. Palgrave Macmillan, 2019. Nijssen, Sari, et al. "You, Robot? The Role of Anthropomorphic Emotion Attributions in Children’s Sharing with a Robot." International Journal of Child-Computer Interaction 30 (2021). 15 Apr. 2023 <https://doi.org/10.1016/j.ijcci.2021.100319>. Severson, Rachel L., and Shailee R. Woodard. “Imagining Others? Minds: The Positive Relation between Children's Role Play and Anthropomorphism.” Frontiers in Psychology 9 (2018). 27 Jan. 2023 <https://doi.org/10.3389/fpsyg.2018.02140>. Van den Berghe, Rianne, et al. "A Toy or a friend? Children's Anthropomorphic Beliefs about Robots and How These Relate to Second-Language Word Learning." Journal of Computer Assisted Learning 37.2 (2021): 396– 410. 15 Apr. 2023 <https://doi.org/10.1111/jcal.12497>. Appendix 1: Participants Country Name (Pseudonym) Sex Age Siblings 1 UK Eleanor F 8 2 younger brothers 2 UK Ebrahim M 7 2 older sisters 3 UK Oscar M 7 1 younger sister 4 UK Aryana F 9 2 younger brothers 5 AU Jacob M 10 1 younger brother 6 AU Dylan M 9 2 older brothers 7 Italy Martina F 8 2 younger sisters 8 Italy Anna F 8 1 younger sister 9 Italy Luca M 8 1 older brother 10 Italy Matteo M 9 1 younger sister 11 Belgium Louis M 9 2 younger sisters 12 Belgium Emma F 8 1 younger sister 13 Belgium Arthur M 8 1 younger sister Appendix 2: Play Types Play Type Play Types (Hughes) Digital Play Types (adapted by Marsh et al., "Digital Play") Symbolic play Occurs when an object stands for another object, e.g. a stick becomes a horse Occurs when a virtual object stands for another object, e.g. an avatar’s shoe becomes a wand Rough and tumble play Children are in physical contact during play, but there is no violence Occurs when avatars that represent users in a digital environment touch each other playfully, e.g. bumping each other Socio-dramatic play Enactment of real-life scenarios that are based on personal experiences, e.g. playing house Enactment of real-life scenarios in a digital environment that are based on personal experiences Social play Play during which rules for social interaction are constructed and employed Play in a digital context during which rules for social interaction are constructed and employed Creative play Play that enables children to explore, develop ideas, and make things Play that enables children to explore, develop ideas, and make things in a digital context Communication play Play using words, songs, rhymes, poetry, etc. Play using words, songs, rhymes, poetry, etc., in a digital context, e.g. text messages, multimodal communication Dramatic play Play that dramatises events in which children have not directly participated, e.g. TV shows Play in a digital context that dramatises events in which children have not directly participated, e.g. TV shows. Locomotor play Play which involves movement, e.g. chase, hide and seek Virtual locomotor play involves movement in a digital context, e.g. child may play hide and seek with others in a virtual world Deep play Play in which children encounter risky experiences, or feel as though they have to fight for survival Play in digital contexts in which children encounter risky experiences, or feel as though they have to fight for survival Exploratory play Play in which children explore objects, spaces, etc. through the senses in order to find out information, or explore possibilities Play in a digital context in which children explore objects, spaces, etc., through the senses in order to find out information, or explore possibilities Fantasy play Play in which children can take on roles that would not occur in real life, e.g. be a superhero Play in a digital context in which children can take on roles that would not occur in real life, e.g. be a superhero Imaginative play Play in which children pretend that things are otherwise Play in a digital context in which children pretend that things are otherwise Mastery play Play in which children attempt to gain control of environments, e.g. building dens Play in digital contexts in which children attempt to gain control of environments, e.g. creating a virtual world Object play Play in which children explore objects through touch and vision Play in which children explore virtual objects through vision and touch through the screen or mouse Role play Play in which children might take on a role beyond the personal or domestic roles associated with socio-dramatic play Play in a digital context in which children might take on a role beyond the personal or domestic roles associated with socio-dramatic play Recapitulative play Play in which children might explore history, rituals, and myths, and play in ways that resonate with the activities of our human ancestors (lighting fires, building shelters, and so on) Play in a digital context in which children might explore history, rituals, and myths, and play in ways that resonate with the activities of our human ancestors (lighting fires, building shelters, and so on) Transgressive play Play in which children contest, resist, and/or transgress expected norms, rules, and perceived restrictions in both digital and non-digital contexts.
23

De Seta, Gabriele. "“Meng? It Just Means Cute”: A Chinese Online Vernacular Term in Context". M/C Journal 17, n. 2 (3 marzo 2014). http://dx.doi.org/10.5204/mcj.789.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
Fig. 1: "Xiao Ming (little Ming) and xiao meng (little sprout/cutie)", satirical take on a popular Chinese textbook character. Shared online Introduction: Cuteness, Online Vernaculars, and Digital FolkloreThis short essay presents some preliminary materials for a discussion of the social circulation of contemporary Chinese vernacular terms among digital media users. In particular, I present the word meng (萌, literally "sprout", recently adopted as a slang term for "cute") as a case in point for a contextual analysis of elements of digital folklore in their transcultural flows, local appropriations, and social practices of signification. One among many other neologisms that enter Mandarin Chinese from seemingly nowhere and gain a widespread popularity in everyday online and offline linguistic practices, meng belongs to a specific genealogy of Japanese animation fansubbing communities, and owes its rapid popularisation to its adaptation to local contexts in different syntactic forms. The resulting inclusion of meng in the changing repertoire of wangluo liuxing ciyu ("words popular on the Internet")—the online vernacular common among Chinese Internet users which is often the target of semantic or structural analyses—is in fact just the last step of processes of networked production and social signification happening across digital media and online platforms.As an anthropologist of media use, I aim to advance the thesis that, in the context of widespread access to digital media, vernacular terms popularised across online platforms and making their way into everyday linguistic interactions are not necessarily the epiphenomena of subcultural formations, nor can they be simply seen as imported aesthetics, or understood through semantic analyses. Rather, “words popular on the Internet” must be understood as part of a local digital folklore, the open repertoire of vernacular content resulting from the daily interaction of users and digital technologies (Lialina & Espenschied 9) in a complex and situated media ecology (Fuller). I argue that the difference between these two approaches is the same passing between a classical structural understanding of signification proposed by Lévi-Strauss and the counter-Copernican revolution proposed by Latour’s quasi-objects proliferating in collectives of actors. Are incredibly pervasive terms like meng actually devoid of meaning, floating signifiers enabling the very possibility of signification? Or are they rather more useful when understood as both signifiers and signifieds, quasi-objects tracing networks and leading to collectives of other hybrids and practices?The materials and observations presented in this essay are part of the data collected for my PhD research on Chinese digital folklore, a study grounded on both ethnographic and archaeological methods. The ethnographic part of my project consists of in-depth interviews, small talk and participant observation of users on several Chinese online platforms such as AcFun, Baidu Tieba, Douban, Sina Weibo and WeChat (Hine). The archaeological part, on the other hand, focuses on the sampling of user-generated content from individual feeds and histories of these online platforms, an approach closer to the user-focused Internet archaeology of Nicholson than to the media archaeology of Parikka. My choice of discussing the term meng as an example is motivated by its pervasiveness in everyday interactions in China, and is supported by my informants identifying it as one of the most popular vernacular terms originating in online interaction. Moreover, as a rather new term jostling its way through the crowded semantic spectrum of cuteness, meng is a good example of the minor aesthetic concepts identified by Ngai as pivotal for judgments of taste in contemporary consumer societies (812). If, as in the words of one of my informants, meng "just means 'cute'," why did it end up on Coca-Cola bottle labels which were then featured in humorous self-portraits with perplexed cats? Fig. 2: "Meng zhu" (Cute leader, play on word on homophone “alliance leader”) special edition Coca-Cola bottle with cat, uploaded on Douban image gallery. Screenshot by the author Cuteness after JapanContemporary Japan is often portrayed as the land of cuteness. Academic explanations of the Japanese fascination with the cute, neotenic and miniaturised abound, tackling the topic from the origins of cute aesthetics in Japanese folkloric characters (Occhi) and their reappearance in commercial phenomena such as Pokémon (Allison), to the role of cuteness as gender performance and normativity (Burdelski & Mitsuhashi) and the "spectacle of kawaii" (Yano 681) as a trans-national strategy of cultural soft power (683). Although the export and localisation of Japanese cultural products across and beyond Asia has been widely documented (Iwabuchi), the discussion has often remained at the level of specific products (comics, TV series, games). Less frequently explored are the repertoires of recontextualised samples, snippets and terms that local audiences piece together after the localisation and consumption of these transnational cultural products. In light of this, is it the case that "the very aesthetic and sensibility that seems to dwell in the playful, the girlish, the infantilized, and the inevitably sexualized" are inevitably adopted after the "widespread distribution and consumption of Japanese cute goods and aesthetics to other parts of the industrial world" (Yano 683)? Or is it rather the case that language precedes aesthetics, and that terms end up reconfigured according to the local discursive contexts in ongoing dialogic and situated negotiations? In other words, what happens when the Japanese word moe (萌え), a slang term "originally referring to the fictional desire for characters of comics, anime, and games or for pop idols” (Azuma 48) is read in its Mandarin Chinese pronunciation meng by amateur translators of anime and manga, picked up by audiences of video streaming websites, and popularised on discussion boards and other online platforms? On a broader level, this is a question of how the vocabularies of specialised fan cultures mutate when they move across language barriers on the vectors of digital media and amateur translations. While in Japanese otaku culture moe indicates a very specific, physically arousing form of aesthetic appreciation that is proper to a devote fan (Azuma 57), the appropriation of the (originally Chinese) logograph by the audiences of dongman (animation and comics) products in Mainland China results in the general propagation of meng as a way of saying 'cute' slightly more fashionable and hip than the regular Mandarin word ke'ai. Does this impact on the semantics or the aesthetics of cuteness in China? These questions have not been ignored by researchers; Chinese academics in particular, who have a first-hand experience of the unpredictable moods of vernacular terms circulating from digital media user cultures to everyday life interactions, appear concerned with finding linguistic explanations or establishing predictors for these rogue terms that seem to ignore lexical rules and traditional etymologies. Liu, for example, tries to explain the popularity of this particular term through Dawkins' neo-Darwinian theorisation of memes as units of cultural transmission, identifying in meng the evolutionary advantages of shortness and memorisability. As simplistic treatments of language, this sort of explanations does not account for the persistence of various other ways of describing general and specific kinds of cuteness in Mandarin Chinese, such as ke'ai, dia or sajiao, as described by Zhang & Kramarae (767). On the other hand, most of the Chinese language research about meng at least acknowledges how the word appears under the sign of a specific media ecology: Japanese comics and animation (dongman) translated and shared online by fan communities, Japanese videogames and movies widely consumed by Chinese young audiences, and the popularisation of Internet access and media literacy across China. It is in this context that this and other neologisms "continuously end up in the latest years' charts of most popular words" (Bai 28, translation by the author), as vernacular Mandarin integrates words from digital media user cultures and online platforms. Similar comparative analyses also recognise that "words move faster than culture" (Huang 15, translation by the author), and that it is now young Chinese digital media users who negotiate their understanding of meng, regardless of the implications of the Japanese moe culture and its aesthetic canons (16). According to Huang, this process indicates on the one hand the openness and curiosity of Chinese youth for Japanese culture, and on the other "the 'borrowist' tendency of the language of Internet culture" (18). It is precisely the speed and the carefree ‘borrowist’ attitude with which these terms are adopted, negotiated and transformed across online platforms which makes it questionable to inscribe them in the classic relationship of generational resistance such as the one that Moore proposes in his treatment of ku, the Chinese word for 'cool' described as the "verbal icon of a youth rebellion that promises to transform some of the older generation's most enduring cultural values" (357). As argued in the following section, meng is definitely not the evolutionary winner in a neo-Darwinian lexical competition between Chinese words, nor occupies a clear role in the semantics of cuteness, nor is it simply deployed as an iconic and rebellious signifier against the cultural values of a previous generation. Rather, after reaching Chinese digital media audiences along the "global wink of pink globalization" (Yano 684) of Japanese animation, comics, movies and videogames, this specific subcultural term diffracts along the vectors of the local media ecology. Specialised communities of translators, larger audiences of Japanese animation streaming websites, larger populations of digital media users and ultimately the public at large all negotiate meng’s meaning and usage in their everyday interactions, while the term quickly becomes just another "word popular on the Internet” listed in end-of-the-year charts, ready to be appropriated by marketing as a local wink to Chinese youth culture. Fig. 3: Baidu image search for 萌 (meng), as of 28 February 2014: the term ‘cute’ elicits neotenic puppies, babies, young girls, teen models, and eroticised Japanese comic characters. Screenshot by the author Everything Meng: Localising and Appropriating CutenessIn the few years since it entered the Chinese vernacular, first as a specialised term adopted by dongman fans and then as a general exclamation for "cute!", meng has been repurposed and adapted to local usages in many different ways, starting from its syntactic function: while in Japanese moe is usually a verb (the action of arousing feelings of passion in the cultivated fan), meng is more frequently used in Chinese as an adjective (cute) and has been quickly compounded in new expressions such as maimeng (literally "to sell cuteness", to act cute), mengwu (cute thing), mengdian (cute selling point), widening the possibilities for its actual usage beyond the specific aesthetic appreciation of female pre-teen anime characters that the word originally refers to. This generalisation of a culturally specific term to the general domain of aesthetic judgments follows local linguistic patterns: for example maimeng (to act cute) is clearly modelled on pre-existing expressions like zhuang ke'ai (acting cute) or sajiao (acting like a spoiled child) which, as Zhang & Kramarae (762) show, are common Mandarin Chinese terms to describe infantilised gender performativity. This connection between being meng and setting up a performance is confirmed by the commentative practices and negotiations around the cuteness of things: as one of my informants quipped regarding a recently popular Internet celebrity: "Some people think that he is meng. But I don't think he's meng, I think he's just posing." Hence, while Japanese moe characters belong to a specific aesthetic canon in the realm of 2D animation, the cuteness that meng indicates in Chinese refers to a much broader scope of content and interactions, in which the semantic distinctions from other descriptors of cuteness are quite blurred, and negotiated in individual use. As another informant put it, commenting on the new WeChat avatar of one of her contacts: "so meng! This is not just ke'ai, this is more ke'ai than ke'ai, it's meng!" Other informants explained meng variably as a more or less performed and faked cuteness, as regular non-specified cuteness, as a higher degree or as a different form of it, evidencing how the term is deployed in both online and offline everyday life interactions according to imitation, personal invention, context and situation, dialogic negotiations, shared literacies, and involvements in specific communities. Moreover, besides using it without the sexual overtones of its Japanese counterpart, my research participants were generally not aware of the process of cross-linguistic borrowing and specialised aesthetic meaning of meng—for most of them, it just meant 'cute', although it did so in very personal ways. These observations do not exclude, however, that meng maintains its linkages to Japanese cultural products and otaku fandom: on the same online platforms where meng was originally borrowed from the lines of fansubbed Japanese anime series, its definition continues to be discussed and compared to its original meaning. The extremely detailed entries on Mengniang Baike (MoeGirl Wiki, http://zh.moegirl.org) testify a devoted effort in collecting and rationalising the Japanese moe aesthetics for an audience of specialised Chinese zhainan (literally 'shut-in guy", the Chinese word for otaku), while Weimeng (Micro-Moe, http://www.weimoe.com) provides a microblogging platform specifically dedicated to sharing dongman content and discuss all things meng. The recent popularity of the word is not lost on the users of these more specialised online platforms, who often voice their discontent with the casual and naive appropriations of uncultured outsiders. A simple search query of the discussion board archives of AcFun, a popular zhainan culture video streaming website, reveals the taste politics at play around these vernacular terms. Here are some complaints, voiced directly by anonymous users of the board, regarding meng: "Now I really detest this meng word, day and night everywhere is meng meng meng and maimeng but do you really understand what do these words mean?" "Don't tell me, alternative people think that watching anime is fashionable; they watch it, learn some new word and use it everywhere. Last time I was playing videogames I heard a girl saying Girl: 'Do you know what does meng mean?' Guy: 'I don't know' Girl: 'You don't even know this! Meng means beautiful, lovely' Fuck your mom's cunt hearing this I wanted to punch through the screen" "Anyway these 'popular words' are all leftovers from our playing around, then a bunch of boons start using them and feel pleased of 'having caught up with fashion', hehe" Fig. 4: "Don't tell me, alternative people think that watching anime is fashionable…", anonymous post commenting on the use of meng on the AcFun message board. Screenshot by the authorConclusion: Do Signifiers Float in Media Ecologies? The choice of examining the networks traced by a slang term signifying cuteness was determined by the conviction that the "minor aesthetics" described by Ngai (812) play an important role in the social construction of taste and judgment in contemporary consumer societies. This is especially significant when discussing digital folklore as the content produced by the everyday interactions of users and digital media: cuteness and the negotiations around its deployment are in fact important features of the repertoires of user-generated content shared and consumed on online platforms. In the case of this essay, the strange collective included green sprouts, textbook illustrations, cats, Japanese anime characters, selfies, and Coke bottle label designs. Summing up the overview of the word meng presented above, and attempting a critical response to Ngai's linkage of the minor aesthetics of cuteness to national contexts which make them "ideologically meaningful" (819), I suggest the recuperation of Lévi-Strauss’ concept of floating signifier as developed in his analysis of Melanesians’ fuzzy notion of mana. This theoretical choice comes almost naturally when dealing with pervasive terms: as Holbraad explains, “part of the original attraction of mana-terms to anthropologists was their peculiarly double universality – their semantic breadth (‘mana is everywhere’, said the native) coupled with their geographical diffusion (‘mana-terms are everywhere’, replied the anthropologist)” (189). Meng seems to be everywhere in China as both a term (in everyday, online and offline interactions) and as cuteness (in popular culture and media), thus making it an apparently perfect candidate for the role of floating signifier. Lévi-Strauss deployed Mauss’ concept as a reinforcement of his structuralist conception of meaning against a surfeit of signifiers (Holbraad 196-197), "a symbol in its pure state, therefore liable to take on any symbolic content whatever [...] a zero symbolic value […] a sign marking the necessity of a supplementary symbolic content over and above that which the signified already contains" (Lévi-Strauss 63-64). Moore’s framing of the Chinese ku and the American cool as “basic slang terms” (360) follows the same structuralist logic: extremely pervasive terms lose in meaning and specificity what they gain in supplementary symbolic content (in his case, generational distinction). Yet, as shown through the examples presented in the essay, meng does in no case reach a zero symbolic value—rather, it is “signifier and signified (and more)” (Holbraad 197), meaning different kinds of cuteness and aesthetic judgement across more or less specialised usages, situated contexts, individual understandings and dialogic negotiations. This oversimplified rebuttal to Lévi-Strauss' concept is my attempt to counter several arguments that I believe to be grounded in the structuralist theorisation of series of signifiers and signified: the linkage between aesthetic categories and national contexts (Ngai); the correlation between language and cultural practices or aesthetics (Yano); the semantic analyses of slang terms (Moore, Bai); the memetic explanations of digital folklore (Liu). As briefly illustrated, meng’s popularity does not necessarily convey a specific Japanese aesthetic culture, nor does its adaptation mirror a peculiarly Chinese one; the term does not necessarily define a different form of cuteness, nor does it confront generational values. It could be more useful to conceptualise meng, and other elements of digital folklore, as what Latour calls quasi-objects, strange hybrids existing in different versions and variations across different domains. Understood in this way, meng traces a network leading to: the specialised knowledge of fansubbing communities, the large audiences of video streaming websites, the echo chambers of social networking platforms and participatory media, and the ebbs and flows of popular culture consumption. To conclude, I agree with Yano that "it remains useful for Asia analysts to observe these ebbs and flows as they intersect with political frameworks, economic trends, and cultural values" (687-88). Meng, as scores of other Chinese slang terms that crowd the yearly charts of ‘words popular on the Internet’ might not be here to stay. But digital folklore is, as long as there will be users interacting and negotiating the minor aesthetics of their everyday life on online platforms. The general theoretical aim of this brief discussion of one vernacular term is evidencing how the very idea of a "Internet culture", when understood through the concepts of media ecology, online vernaculars and quasi-objects becomes hard to grasp through simple surveying, encyclopaedic compilations, statistical analyses or linguistic mapping. Even in a brief contextualisation of one simple slang term, what is revealed is in fact a lively bundle of practices: the cross-linguistic borrowing of a specialised aesthetic, its definition on crowdsourced wikis and anonymous discussion boards, the dialogic negotiations regarding its actual usage in situated contexts of everyday life, and the sectorial dynamics of distinction and taste. Yet, meng just means 'cute'.ReferencesAllison, Anne. “Portable Monsters and Commodity Cuteness: Pokémon as Japan’s New Global Power.” Postcolonial Studies 6.3 (2003): 381–95. Azuma, Hiroki. Otaku: Japan's Database Animals. Minneapolis: University of Minnesota, 2009. Bai, Lin. “Qianxi Wangluo Liuxingyu - Meng [A Brief Analysis of a Popular Internet Term - Meng].” Wuyi Xueyuan Xuebao 31.3 (2012): 28–30. Burdelski, Matthew, and Koji Mitsuhashi. “‘She Thinks You’re Kawaii’: Socializing Affect, Gender, and Relationships in a Japanese Preschool.” Language in Society 39.1 (2010): 65–93. Chuang, Tzu-i. “The Power of Cuteness.” Stanford Journal of East Asian Affairs 5.2 (2005): 21–28. Fuller, Matthew. Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge: MIT Press, 2005. Hine, Christine. The Internet. Oxford: Oxford University Press, 2013. Holbraad, Martin. “The Power of Powder: Multiplicity and Motion in the Divinatory Cosmology of Cuban Ifá (or Mana, Again).” In Thinking through Things, eds. Amiria J. M. Henare, Martin Holbraad and Sari Wastell. London: Routledge, 2007. 189–225. Huang, Yuyan. “‘Meng’ Yu ‘Moe’: Shixi Zhongguo Liuxing Wenhua Dui Riben Wenhua de Shourong [‘Meng’ and ‘Moe’: A Tentative Analysis of the Acceptance of Japanese Culture in Chinese Popular Culture].” Zhejiang Waiguoyu Xueyuan Xuebao 3 (2012): 15–19. Iwabuchi, Kōichi. Recentering Globalization. Durham: Duke University Press, 2002. Latour, Bruno. We Have Never Been Modern. Cambridge: Harvard University Press, 1993. Lévi-Strauss, Claude. Introduction to the Work of Marcel Mauss. London: Routlege & K. Paul, 1987. Lialina, Olia, and Dragan Espenschied. “Do You Believe in Users?” In Digital Folklore, eds. Olia Lialina and Dragan Espenschied. Stuttgart: Merz & Solitude, 2009. Liu, Yiting. “Cong Moyinlun Jiaodu Qianxi ‘Meng’ Ci de Liuxing [A Brief Analysis of the Word ‘Meng’ from a Memetic Point of View].” Yuyan Wenxue 7 (2013): 168. Moore, Robert L. “Generation Ku: Individualism and China’s Millennial Youth.” Ethnology 44.4 (2005): 357–76. Ngai, Sianne. “The Cuteness of the Avant-Garde.” Critical Inquiry 31.4 (2005): 811–847. Nicholson, Scott. “A Framework for Internet Archeology: Discovering Use Patterns in Digital Library and Web–Based Information Resources.” First Monday 10.2 (2005). Occhi, Debra J. “Consuming Kyara ‘Characters:’ Anthropomorphization and Marketing in Contemporary Japan.” Comparative Culture 15 (2010): 77–86. Parikka, Jussi. What Is Media Archaeology?. Cambridge: Polity Press, 2012. Yano, Christine R. “Wink on Pink: Interpreting Japanese Cute as It Grabs the Global Headlines.” The Journal of Asian Studies 68.3 (2009): 681–88. Zhang, Wei, and Cheris Kramarae. “Are Chinese Women Turning Sharp-Tongued?” Discourse & Society 23.6 (2012): 749–70.
24

Hadley, Bree, e Rebecca Caines. "Negotiating Selves: Exploring Cultures of Disclosure". M/C Journal 12, n. 5 (13 dicembre 2009). http://dx.doi.org/10.5204/mcj.207.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
If identity is a construct—and, more critically, a construct defined and developed through relationships with others in public and private spheres—then an understanding of the processes, mechanisms and platforms by which individuals disclose information about themselves is crucial in understanding the way identity, community and culture function, and the way individuals can intervene in the functioning of culture.In this issue of M/C Journal, contributors from the U.S., U.K., and Australia consider the personal, professional and social consequences of disclosure in autobiographical art, community art, online media, and a range of other communicative and cultural practices. Approaching the topic from the perspective of those who disclose, and from the perspective of those who interpret disclosures by or about others, the contributors raise a range of questions about the way in which individuals are currently negotiating the difficult, risky business of disclosure. The articles develop a diverse, yet surprisingly coherent, body of theorisation, constantly returning to the motivations that underpin disclosure, the way disclosure can be interpreted or coopted by others, and, as a result, an overarching concern with the modes, mechanisms and contexts, rather than the content, of disclosure.Disclosure can be defined as a voluntary or involuntary communication of facts, information, feelings or beliefs as part of a social interaction. What the contributors to this issue demonstrate, however, is that disclosure is never neutral—it is always burdened by a complex set of positive and negative valuations of its status. It acts as a revelation, confession, or confirmation of personal characteristics an individual is suspected or expected to possess; and it is readily coopted as part of a continuing cultural labour to categorise and control specific identity positions. Certainly, the ability to open up and share of oneself continues to be seen as integral to the development of agency, a healthy personality, and healthy interpersonal relationships (Cozby 77; Frattaroli 823). As Joanne Frattaroli argues, psychological theory has validated the Freudian argument that disclosing information, thoughts and feeling to others, including therapists —especially feelings about the challenges an individual has encountered in their life—can be seen as cathartic, assisting individuals to release and regulate their emotions (824). Many of the contributors to this issue consider the personally transformative potential of disclosure—for instance, Petra Kuppers, Jill Dowse and Luis Sotelo-Castro. All three authors cite personal transformation as a potential consequence of participatory arts practices which involve disclosure. Their analyses of the personally empowering potential of such activities are, however, tempered by a clear recognition that such disclosures operate in a context where all participants in the interaction are involved in negotiations regarding agency, and access to position, recognition or power. This is a negotiation apparent in Jill Dowse’s description of her voluntary self-disclosures in a very public arts project, and, equally, in Christine Lohmeier’s description of her involuntary self-disclosures via Facebook during an ethnographic research project, Nick Muntean and Anne Petersen’s analysis of celebrity self-disclosures on Twitter, or Michelle Phillipov’s study of media responses to young people’s self-disclosures on the social networking site MySpace. Understood in a social context, disclosures are bound up with what Erving Goffman has called impression management strategies, and are characterised by the more or less conscious efforts at definition, redefinition, discretion, deceit or manipulation designed to control the impression an individual conveys many contributors to this issue unpack. For Goffman, the social stakes of self-presentation “set the stage for a kind of information game—a potentially infinite cycle of concealment, discovery, false revelation and rediscovery” (8) in which both individuals and society are implicated. “In Goffman’s framing of these acts of self-presentation”, as award-winning U.S. performance maker, facilitator and scholar Petra Kuppers says in our feature article, “performance and dramaturgical choices are foregrounded: impression management is an interactive, dynamic process. Disclosure becomes a semiotic act, not a ‘natural’ unfiltered display of an ‘authentic’ self, but a complex engagement with choices.” Whilst disclosure has been linked in popular discourse to values such as authenticity, authority and “truth,” our contributors highlight the fact that acts of disclosure are not—or, at least, not simply—about a personal decision to show some aspect of a (presumed) pre-existing self to the public. Disclosures are semiotic acts, ideological acts, and, above all, performative acts, which construct, rather than just convey or confirm, specific identities and realities. The subject of disclosure does not have control over the meanings attributed to it. Whilst the disclosure of personal information via language, movement, or the more subtle gestural registers our contributors discuss here, can be a deliberate choice in art, or in daily life, disclosure also happens in the extra-textual zones that exist beneath, in-between or beyond the elements of the communicative interaction participants can control. These actions can be hijacked by others, or by the media, and can leave individuals vulnerable to culturally reductive readings. Kuppers, for instance, provides a compelling account of the way she has felt the weight of long-established cultural narratives closing off her own reading of other people’s disclosures about disease and disability—“Yes, we know this story: we can manage her identity for her, and his social role can click into fixity.” As Kuppers reminds us, the right to speak of one’s self, and the right to a receptive audience, is hard earned. Disclosure can lead to closures as identity positions grow inflexible and oppressive under the weight of unexamined discourse.The struggle for control over the processes, mechanisms and platforms of disclosure, and the tactics individuals use to try to take control of or challenge the meanings their disclosures are accorded, is a recurrent theme throughout this issue. Our contributors read this struggle in terms of vulnerability, power, and the performative construction of identity, drawing attention to the way disclosure can operate as a mode of liberation, as a liability, or both at once.In the feature article, Petra Kuppers explores the performance of disclosure, circling around concepts such as intimacy, convergence, form, interactivity and specificity, and exposing fault lines in the practice of self-disclosure which are later taken up by other contributors. Using a performance-as-research perspective, Kuppers’s article takes the reader through the practical implementation of disclosure practices in performance making, exploring the sensuous, painful, powerful risks of telling personal stories to others and the difficulties of framing these stories in ways that connect to other performers and audiences. Drawing on examples from her work as Artistic Director of the long-running international performance project The Olimpias, including the performance workshop series Burning, and historical witnessing, and the inquiry “anti-archive” The Anarcha Project, Kuppers asks how artists using disclosure can form sensual, interactive, ethical, active responses to human lives. Through reference to artistic and theoretical responses to this sort of work, Kuppers argues that experimental forms of performance-making offer disclosures that are “matter: deterritorialising and reterritorialising, familiar and strange, shaping into form, and shaped out of formlessness.” She suggests that these “disclosures are in time and space: they are not narratives that create an archive or a body of knowledge,” but rather a porous and crumbling “vessel” for the precious secrets and revelations of lived experience.Jill Dowse, actor and director for Foursight Theatre, a long-running women’s performance company based in Wolverhampton in the U.K., also addresses the performance practices of bodies in public space. Dowse analyses her own performance practice as a participant in the public art piece One and Other by Antony Gormley in London’s Trafalgar Square throughout the summer of 2009. Dowse explores her impulse to apply to be one of the 2,400 U.K. citizens chosen to have one hour on the empty plinth in Trafalgar Square. She explains how the project forced her to examine her relationship to her own artistic practice, as she negotiated the physical height of the plinth, her own vertigo, and the equally dizzying national expectations and commercialisation of the project by the media. Through reference to the work of Rachel Rosenthal, Dowse teases out the ways in which the process of making and enacting a performance work is a mediated process of disclosure and how subjects in acts of disclosure struggle for control over both the representation of self and the content and form of the communication which ensues in order to “re-imagine [the] relationship with fear and challenge, recognising, even in the core of fear, the potential for transformation.”Artist and scholar Jenny Lawson provides another perspective on the difficult negotiations involved in disclosing the self in performance, unpacking the ways in which she has used the meanings attached to the making and sharing of food to disclose, confess and deconstruct elements of her own cultural identity in her interactive, durational performance If I knew you were coming I’d have baked a cake. Lawson situates her work in the context of others who have used a relationship to food to “confess” aspects of their lives, comparing and contrasting celebrity chef Nigella Lawson’s use of intimate confessions about food, cooking and eating to construct a marketable media persona with performance artist Bobby Baker’s use of intimate confessions about food, cooking and eating as part of “a field of resistant arts practice through which she discloses her often painful and difficult relationship to femininity and the domestic.” Paying particular attention to the way boundaries between public and private, fact and fiction, are crossed in the “mock-autobiographical” performances of Nigella and Baker, Lawson points to the way relationships to food reflect broader cultural anxieties about the body, identity and femininity. Lawson argues that her own durational performances play with autobiographical disclosures that position her quite literally in the “Domestic Goddess Hall of Fame,” drawing attention to her own subjectivity (and failings), and inviting audiences—for instance, by photographing themselves interacting with Lawson and her cakes—to participate in a potentially transformative consideration of their own position in the process of constructing a self-narrative through food, cooking and eating.Whilst Kuppers, Dowse and Lawson’s articles on disclosure, and the way identity is constructed or deconstructed through the performance of disclosures that operate at the nexus of self, other, identity, memory, history and the media, all speak from the perspective of the performer or performance maker, Luis Sotelo-Castro shifts our attention to the positioning of participants in such performance practices. Sotelo-Castro examines the potential cartographic (self-mapping) power of site-specific, participant-led performance practices. His work explores the theoretical concept of “positioning,” and the ways cartographic practices “present the self in spatio-temporal terms and by means of performative narratives that re-define the subject from an isolated individual into a participant within an unfolding live process.” Through an examination of Running Stitch (2006), a performance and visual art project by Jen Southern (U.K) and Jen Hamilton (Canada) in Brighton in the U.K., Sotelo-Castro examines the revelation and concealment that occurs when audiences are asked to enact and interact with the spaces around them and the problems which occur when there are no appropriate, collective methods for capturing the participants’ potentially transformative disclosures and realisations embedded in the design of these projects.Donna Lee Brien and Jennifer Phillips investigate works that involve autobiographical confession and disclosure, again drawing attention to the complex relationships between fact and fiction that characterise such works, and the way the audience’s extra-textual knowledge of the subject of the disclosures (at times pleasurably) effects the audience’s engagement with such works.Brien looks at fictionalised disclosures of biographical information in literary and theatrical texts. She explores how “contemporary authors play with, and across […] boundaries, creating hybrid texts that consciously slide between invention and disclosure.” Brien examines the example of Australian playwright Jill Shearer’s play Georgia and its reliance on disclosing the life of artist Georgia O’Keeffe. In Georgia, Brien finds that the biographical facts alongside dramatic (invented) elements creates a nuanced response to the complex subjectivity and history of this well-known artist. The piece also exposes the pitfalls facing authors who negotiate the expectations of readers and critics on the continuum between private “facts” and creative “expressions.”Phillips also explores literary fictions and disclosures and audience expectations. She highlights the exorcism of personal and professional ghosts in the “mock-disclosures” of author Bret Easton Ellis. Phillips examines Ellis’s 2005 novel, Lunar Park. In it she finds a complex game occurring, where Ellis includes overtly autobiographical data that is suspect, incorrect or misrepresented in order to respond to critics’s and readers’s assumptions about this previous fiction works as somehow autobiographical. “It is possible,” Phillips says, “to see how this fictional text transgresses the boundaries between fiction and fact in an attempt to sever the feedback loop between the media’s representation of Ellis and the interpretation of his fictional texts.” Phillips argues that these mock-disclosures go further than just responding to the critics, in fact acting as a form of closure for both the public controversies surrounding his depiction of violent deaths in American Psycho, and more subtly for personal tragedy in the author’s life, especially for the death of his father, who at the close of the novel is depicted memorialised in the pages of a novel.In the final section of this issue, Christine Lohmeier, Nick Muntean and Anne Petersen, and Michelle Phillipov take up the question of the way new technologies impact on the logics, mechanisms and processes of disclosure. They examine the part strategic efforts at closure through disclosure can play in constructing an image of the self for a specific online audience, the boundaries between public, private, fact and fiction in online disclosures, and the way such disclosures can become the locus for broader conversations about identity, relationships and the functioning of culture. As danah boyd has argued, “technology that makes social information more easily accessible can rupture people’s sense of public and private by altering the previously understood social norms” (14). For boyd, the locus of increased anxiety about the disclosure of private information in contemporary technoculture is not so much about the substance of the private information disclosed, but, rather, about people’s struggle to negotiate the processes by which the information is concealed or disclosed. “The reason for this is that privacy is not simply the state of an inanimate object or set of bytes,” which may be set as seen or unseen. Rather, boyd says, “it is about the sense of vulnerability that an individual feels when negotiating data” (14). Lohmeier, Muntean and Petersen, and Phillipov all focus on specific forms of personal, professional and social vulnerability that arise as a result of such negotiations, unpacking the way in which individuals and cultures respond to this vulnerability. Lohmeier turns our attention to the complexities of constructing a self through voluntary and involuntary disclosures on social networking sites such as Facebook, within the specific context of ethnographic research with communities. Using her own ethnographic fieldwork with Cuban-American communities in Florida as an example, Lohmeier considers the way the challenges that have always accompanied the researcher’s attempt to position him or her self, and disclose an appropriate amount of information about him or her self, are further complicated in a contemporary context where study participants can Google the researcher and construct their own perception of the researcher’s identity on the basis of information placed on sites like Facebook. In doing so, Lohmeier raises important questions about the way the researcher’s identity is negotiated and constructed by the researcher and the research participants over time, about the co-presence of personal and professional identities on online platforms, and the lack of methodological and institutional frameworks to assist the researcher in dealing with these questions. She argues that “my wariness of disclosing too much of myself, aspects of my identity that would threaten my performance as a ‘stable researcher self,’ held other parts of my fragmented identity captive” during and after the research process. Petersen and Muntean examine the way in which the rapid proliferation of new modes of probing into personal lives in contemporary technoculture has prompted celebrities to make use of social networking technology, particularly Twitter, in an attempt to take back control of the star image on which their career success and their value as a cultural commodity is based. “Through Twitter,” Muntean and Petersen say, “the celebrity seeks to arrest meaning—fixing it in place around their own seemingly coherent narrativisation,” as studio systems and strict control by publicists once tried to do. For Muntean and Petersen, though, the authenticity attributed to celebrity tweets is an ideological act, and Twitter itself is “a form of disclosure perfectly attuned to the mindset of technoculture.” Twitter operates in the space between what they call the “conspiratorial mindset,” as a mode of desire intent on discovery of the secret, and the “celebrity subject,” as the unknowable excess that gives substance or orientation to that mode of desire. Muntean and Petersen argue that it is the modality of the seemingly unrehearsed, self-revelatory disclosures on Twitter, rather than the actual object or content of such disclosures, that is central in constructing the inherently unstable subjectivity of both the celebrity and the fan.Phillipov closes this issue with a timely analysis of cultural anxiety about the types of disclosure new media technology makes possible, focusing on the way Australian news media reports attempted to link the murder of Carly Ryan and the suicides of Jodie Gater and Stephanie Gestier in 2007 to their participation in emo subculture, and their presence on the MySpace social networking site in which this subculture is seen to flourish. Phillipov highlights the paradoxes embedded in the news reports on these tragic events. In particular, she unpacks the way the young women’s disclosures on MySpace were “seen as simultaneously excessive and inadequate”—revealing private feelings in a way that left them vulnerable to adult predators, but, at the same time, placing these revelations on a platform where they could be kept hidden from adults who might have helped them. Drawing on John Hartley’s theorisation of news reporting about young people, Phillipov casts the news commentators’s tenuous attempts to link the deaths of Ryan, Gater and Gestier to emo, and to excessive disclosure on MySpace, as what Hartley calls a “cultural thinking-out-loud” (17) in which discussion of the events themselves quickly became the basis for attempts to articulate and explore broader anxieties about the “unknowability” of youth and youth culture.What Phillipov and our other contributors make clear is that the risks, perils and pleasures of self-disclosure are always tied to the subject’s ability to negotiate not just the content of their disclosures, but the cultural mechanisms and discourses that frame their disclosures, and that this negotiation always occurs at the nexus of the individual, medium, and culture. Our contributors point to the level of individual or cultural self-consciousness embedded in many forms of disclosure, and the factors that, as Kuppers argues, make speaking as, about or of a self a challenging, confronting yet compelling prospect for the individual (as in Kuppers, Dowse, Lawson, Lohmeier, and Muntean and Petersen’s articles), for the audience (as in Kupper, Sotelo-Castro, Brien, Phillips, and Muntean and Petersen’s articles), and for the culture (as in Phillipov’s article). Though they cover a diverse cross-section of contemporary forms of disclosure, the articles in this issue capture a profound anxiety about disclosure that coheres around a conflicting desire to both deterritorialise and reterritorialise, both liberate and arrest, the meanings attached to self-narrations. They also highlight the way in which the phenomenon boyd has called social convergence underpins anxieties, and negotiations, about what people choose to disclose. As boyd says, “social convergence occurs when disparate social contexts are collapsed into one […] Social convergence requires people to handle disparate audiences simultaneously without a social script” (18). In one way or another, most of the contributors to this issue point to the way that convergence—of fiction, factual, public and private details about an artist’s life, a celebrity’s life, a researcher’s life, or a teenager’s life “normally” articulated in separate contexts for separate audiences—challenges their control over their self-disclosures (18), impacts on the way they negotiate their self-disclosures, and shapes the way audiences, media, and cultural authorities react to their self-disclosures. Whilst conscious of the risks that arise when facets of a fragmented identity momentarily cohere in an act of disclosure, including the risk that identities will be essentialised by the weight of expectation culture attaches to such acts, our contributors focus on the creative dimensions of disclosing. These articles highlight the way individuals and societies use the communicative modes and mechanisms of disclosure in order, as Kuppers says, to “think outside the structure of story, outside the habits of thought that make us sense and position ourselves in time and space, in power and knowledge,” feeling our way towards new formations of identity and culture, whether liberatory or oppressive, transformative or reintegrative. Whilst self-disclosures cannot always be perforated, contaminated or re-performed in ways that elide recuperative readings, through a focus on the slippery productive and performative dimensions of disclosure, our contributors remind us of the important cross-disciplinary work that is going on in the ongoing negotiation of identity, culture and community. Referencesboyd, danah. “Facebook’s Privacy Trainwreck: Exposure, Invasion, and Social Convergence.” Convergence: The International Journal of Research into New Media Technologies 14.1 (2008): 13–20.Cozby, Paul C. “Self-Disclosure: A Literature Review.” Pschological Bulletin 79.2 (1973): 73–91.Frattaroli, Joanne. “Experimental Disclosure and Its Moderators: A Meta-Analysis.” Psychological Bulletin 132.6 (2006): 823–865.Goffman, Erving. The Presentation of Self in Everyday Life. Woodstock: Overlook Press, 1973. Hartley, John. “‘When Your Child Grows Up Too Fast’: Juvenation and the Boundaries of the Social in the News Media.” Continuum: Journal of Media and Cultural Studies 12.1 (1998): 9–30.
25

Hall, Karen, e Patrick Sutczak. "Boots on the Ground: Site-Based Regionality and Creative Practice in the Tasmanian Midlands". M/C Journal 22, n. 3 (19 giugno 2019). http://dx.doi.org/10.5204/mcj.1537.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
Abstract (sommario):
IntroductionRegional identity is a constant construction, in which landscape, human activity and cultural imaginary build a narrative of place. For the Tasmanian Midlands, the interactions between history, ecology and agriculture both define place and present problems in how to recognise, communicate and balance these interactions. In this sense, regionality is defined not so much as a relation of margin to centre, but as a specific accretion of environmental and cultural histories. According weight to more-than-human perspectives, a region can be seen as a constellation of plant, animal and human interactions and demands, where creative art and design can make space and give voice to the dynamics of exchange between the landscape and its inhabitants. Consideration of three recent art and design projects based in the Midlands reveal the potential for cross-disciplinary research, embedded in both environment and community, to create distinctive and specific forms of connectivity that articulate a regional identify.The Tasmanian Midlands have been identified as a biodiversity hotspot (Australian Government), with a long history of Aboriginal cultural management disrupted by colonial invasion. Recent archaeological work in the Midlands, including the Kerry Lodge Archaeology and Art Project, has focused on the use of convict labour during the nineteenth century in opening up the Midlands for settler agriculture and transport. Now, the Midlands are placed under increasing pressure by changing agricultural practices such as large-scale irrigation. At the same time as this intensification of agricultural activity, significant progress has been made in protecting, preserving and restoring endemic ecologies. This progress has come through non-government conservation organisations, especially Greening Australia and their program Tasmanian Island Ark, and private landowners placing land under conservation covenants. These pressures and conservation activities give rise to research opportunities in the biological sciences, but also pose challenges in communicating the value of conservation and research outcomes to a wider public. The Species Hotel project, beginning in 2016, engaged with the aims of restoration ecology through speculative design while The Marathon Project, a multi-year curatorial art project based on a single property that contains both conservation and commercially farmed zones.This article questions the role of regionality in these three interconnected projects—Kerry Lodge, Species Hotel, and Marathon—sited in the Tasmanian Midlands: the three projects share a concern with the specificities of the region through engagement with specifics sites and their histories and ecologies, while also acknowledging the forces that shape these sites as far more mobile and global in scope. It also considers the interdisciplinary nature of these projects, in the crossover of art and design with ecological, archaeological and agricultural practices of measuring and intervening in the land, where communication and interpretation may be in tension with functionality. These projects suggest ways of working that connect the ecological and the cultural spheres; importantly, they see rural locations as sites of knowledge production; they test the value of small-scale and ephemeral interventions to explore the place of art and design as intervention within colonised landscape.Regions are also defined by overlapping circles of control, interest, and authority. We test the claim that these projects, which operate through cross-disciplinary collaboration and network with a range of stakeholders and community groups, successfully benefit the region in which they are placed. We are particularly interested in the challenges of working across institutions which both claim and enact connections to the region without being centred there. These projects are initiatives resulting from, or in collaboration with, University of Tasmania, an institution that has taken a recent turn towards explicitly identifying as place-based yet the placement of the Midlands as the gap between campuses risks attenuating the institution’s claim to be of this place. Paul Carter, in his discussion of a regional, site-specific collaboration in Alice Springs, flags how processes of creative place-making—operating through mythopoetic and story-based strategies—requires a concrete rather than imagined community that actively engages a plurality of voices on the ground. We identify similar concerns in these art and design projects and argue that iterative and long-term creative projects enable a deeper grappling with the complexities of shared regional place-making. The Midlands is aptly named: as a region, it is defined by its geographical constraints and relationships to urban centres. Heading south from the northern city of Launceston, travellers on the Midland Highway see scores of farming properties networking continuously for around 175 kilometres south to the outskirts of Brighton, the last major township before the Tasmanian capital city of Hobart. The town of Ross straddles latitude 42 degrees south—a line that has historically divided Tasmania into the divisions of North and South. The region is characterised by extensive agricultural usage and small remnant patches of relatively open dry sclerophyll forest and lowland grassland enabled by its lower attitude and relatively flatter terrain. The Midlands sit between the mountainous central highlands of the Great Western Tiers and the Eastern Tiers, a continuous range of dolerite hills lying south of Ben Lomond that slope coastward to the Tasman Sea. This area stretches far beyond the view of the main highway, reaching east in the Deddington and Fingal valleys. Campbell Town is the primary stopping point for travellers, superseding the bypassed towns, which have faced problems with lowering population and resulting loss of facilities.Image 1: Southern Midland Landscape, Ross, Tasmania, 2018. Image Credit: Patrick Sutczak.Predominantly under private ownership, the Tasmanian Midlands are a contested and fractured landscape existing in a state of ecological tension that has occurred with the dominance of western agriculture. For over 200 years, farmers have continually shaped the land and carved it up into small fragments for different agricultural agendas, and this has resulted in significant endemic species decline (Mitchell et al.). The open vegetation was the product of cultural management of land by Tasmanian Aboriginal communities (Gammage), attractive to settlers during their distribution of land grants prior to the 1830s and a focus for settler violence. As documented cartographically in the Centre for 21st Century Humanities’ Colonial Frontier Massacres in Central and Eastern Australia 1788–1930, the period 1820–1835, and particularly during the Black War, saw the Midlands as central to the violent dispossession of Aboriginal landowners. Clements argues that the culture of violence during this period also reflected the brutalisation that the penal system imposed upon its subjects. The cultivation of agricultural land throughout the Midlands was enabled by the provision of unfree convict labour (Dillon). Many of the properties granted and established during the colonial period have been held in multi-generational family ownership through to the present.Within this patchwork of private ownership, the tension between visibility and privacy of the Midlands pastures and farmlands challenges the capacity for people to understand what role the Midlands plays in the greater Tasmanian ecology. Although half of Tasmania’s land areas are protected as national parks and reserves, the Midlands remains largely unprotected due to private ownership. When measured against Tasmania’s wilderness values and reputation, the dry pasturelands of the Midland region fail to capture an equivalent level of visual and experiential imagination. Jamie Kirkpatrick describes misconceptions of the Midlands when he writes of “[f]latness, dead and dying eucalypts, gorse, brown pastures, salt—environmental devastation […]—these are the common impression of those who first travel between Spring Hill and Launceston on the Midland Highway” (45). However, Kirkpatrick also emphasises the unique intimate and intricate qualities of this landscape, and its underlying resilience. In the face of the loss of paddock trees and remnants to irrigation, change in species due to pasture enrichment and introduction of new plant species, conservation initiatives that not only protect but also restore habitat are vital. The Tasmanian Midlands, then, are pastoral landscapes whose seeming monotonous continuity glosses over the radical changes experienced in the processes of colonisation and intensification of agriculture.Underlying the Present: Archaeology and Landscape in the Kerry Lodge ProjectThe major marker of the Midlands is the highway that bisects it. Running from Hobart to Launceston, the construction of a “great macadamised highway” (Department of Main Roads 10) between 1820–1850, and its ongoing maintenance, was a significant colonial project. The macadam technique, a nineteenth century innovation in road building which involved the laying of small pieces of stone to create a surface that was relatively water and frost resistant, required considerable but unskilled labour. The construction of the bridge at Kerry Lodge, in 1834–35, was simultaneous with significant bridge buildings at other major water crossings on the highway, (Department of Main Roads 16) and, as the first water crossing south of Launceston, was a pinch-point through which travel of prisoners could be monitored and controlled. Following the completion of the bridge, the site was used to house up to 60 male convicts in a road gang undergoing secondary punishment (1835–44) and then in a labour camp and hiring depot until 1847. At the time of the La Trobe report (1847), the buildings were noted as being in bad condition (Brand 142–43). After the station was disbanded, the use of the buildings reverted to the landowners for use in accommodation and agricultural storage.Archaeological research at Kerry Lodge, directed by Eleanor Casella, investigated the spatial and disciplinary structures of smaller probation and hiring depots and the living and working conditions of supervisory staff. Across three seasons (2015, 2016, 2018), the emerging themes of discipline and control and as well as labour were borne out by excavations across the site, focusing on remnants of buildings close to the bridge. This first season also piloted the co-presence of a curatorial art project, which grew across the season to include eleven practitioners in visual art, theatre and poetry, and three exhibition outcomes. As a crucial process for the curatorial art project, creative practitioners spent time on site as participants and observers, which enabled the development of responses that interrogated the research processes of archaeological fieldwork as well as making connections to the wider historical and cultural context of the site. Immersed in the mundane tasks of archaeological fieldwork, the practitioners involved became simultaneously focused on repetitive actions while contemplating the deep time contained within earth. This experience then informed the development of creative works interrogating embodied processes as a language of site.The outcome from the first fieldwork season was earthspoke, an exhibition shown at Sawtooth, an artist-run initiative in Launceston in 2015, and later re-installed in Franklin House, a National Trust property in the southern suburbs of Launceston.Images 2 and 3: earthspoke, 2015, Installation View at Sawtooth ARI (top) and Franklin House (bottom). Image Credits: Melanie de Ruyter.This recontextualisation of the work, from contemporary ARI (artist run initiative) gallery to National Trust property enabled the project to reach different audiences but also raised questions about the emphases that these exhibition contexts placed on the work. Within the white cube space of the contemporary gallery, connections to site became more abstracted while the educational and heritage functions of the National Trust property added further context and unintended connotations to the art works.Image 4: Strata, 2017, Installation View. Image Credit: Karen Hall.The two subsequent exhibitions, Lines of Site (2016) and Strata (2017), continued to test the relationship between site and gallery, through works that rematerialised the absences on site and connected embodied experiences of convict and archaeological labour. The most recent iteration of the project, Strata, part of the Ten Days on the Island art festival in 2017, involved installing works at the site, marking with their presence the traces, fragments and voids that had been reburied when the landscape returned to agricultural use following the excavations. Here, the interpretive function of the works directly addressed the layered histories of the landscape and underscored the scope of the human interventions and changes over time within the pastoral landscape. The interpretative role of the artworks formed part of a wider, multidisciplinary approach to research and communication within the project. University of Manchester archaeology staff and postgraduate students directed the excavations, using volunteers from the Launceston Historical Society. Staff from Launceston’s Queen Victorian Museum and Art Gallery brought their archival and collection-based expertise to the site rather than simply receiving stored finds as a repository, supporting immediate interpretation and contextualisation of objects. In 2018, participation from the University of Tasmania School of Education enabled a larger number of on-site educational activities than afforded by previous open days. These multi-disciplinary and multi-organisational networks, drawn together provisionally in a shared time and place, provided rich opportunities for dialogue. However, the challenges of sustaining these exchanges have meant ongoing collaborations have become more sporadic, reflecting different institutional priorities and competing demands on participants. Even within long-term projects, continued engagement with stakeholders can be a challenge: while enabling an emerging and concrete sense of community, the time span gives greater vulnerability to external pressures. Making Home: Ecological Restoration and Community Engagement in the Species Hotel ProjectImages 5 and 6: Selected Species Hotels, Ross, Tasmania, 2018. Image Credits: Patrick Sutczak. The Species Hotels stand sentinel over a river of saplings, providing shelter for animal communities within close range of a small town. At the township of Ross in the Southern Midlands, work was initiated by restoration ecologists to address the lack of substantial animal shelter belts on a number of major properties in the area. The Tasmania Island Ark is a major Greening Australia restoration ecology initiative, connecting 6000 hectares of habitat across the Midlands. Linking larger forest areas in the Eastern Tiers and Central Highlands as well as isolated patches of remnant native vegetation, the Ark project is vital to the ongoing survival of local plant and animal species under pressure from human interventions and climate change. With fragmentation of bush and native grasslands in the Midland landscape resulting in vast open plains, the ability for animals to adapt to pasturelands without shelter has resulted in significant decline as animals such as the critically endangered Eastern Barred Bandicoot struggle to feed, move, and avoid predators (Cranney). In 2014 mass plantings of native vegetation were undertaken along 16km of the serpentine Macquarie River as part of two habitat corridors designed to bring connectivity back to the region. While the plantings were being established a public art project was conceived that would merge design with practical application to assist animals in the area, and draw community and public attention to the work that was being done in re-establishing native forests. The Species Hotel project, which began in 2016, emerged from a collaboration between Greening Australia and the University of Tasmania’s School of Architecture and Design, the School of Land and Food, the Tasmanian College of the Arts and the ARC Centre for Forest Value, with funding from the Ian Potter Foundation. The initial focus of the project was the development of interventions in the landscape that could address the specific habitat needs of the insect, small mammal, and bird species that are under threat. First-year Architecture students were invited to design a series of structures with the brief that they would act as ‘Species Hotels’, and once created would be installed among the plantings as structures that could be inhabited or act as protection. After installation, the privately-owned land would be reconfigured so to allow public access and observation of the hotels, by residents and visitors alike. Early in the project’s development, a concern was raised during a Ross community communication and consultation event that the surrounding landscape and its vistas would be dramatically altered with the re-introduced forest. While momentary and resolved, a subtle yet obvious tension surfaced that questioned the re-writing of an established community’s visual landscape literacy by non-residents. Compact and picturesque, the architectural, historical and cultural qualities of Ross and its location were not only admired by residents, but established a regional identity. During the six-week intensive project, the community reach was expanded beyond the institution and involved over 100 people including landowners, artists, scientists and school children from the region (Wright), attempting to address and channel the concerns of residents about the changing landscape. The multiple timescales of this iterative project—from intensive moments of collaboration between stakeholders to the more-than-human time of tree growth—open spaces for regional identity to shift as both as place and community. Part of the design brief was the use of fully biodegradable materials: the Species Hotels are not expected to last forever. The actual installation of the Species Hotelson site took longer than planned due to weather conditions, but once on site they were weathering in, showing signs of insect and bird habitation. This animal activity created an opportunity for ongoing engagement. Further activities generated from the initial iteration of Species Hotel were the Species Hotel Day in 2017, held at the Ross Community Hall where presentations by scientists and designers provided feedback to the local community and presented opportunities for further design engagement in the production of ephemeral ‘species seed pies’ placed out in and around Ross. Architecture and Design students have gone on to develop more examples of ‘ecological furniture’ with a current focus on insect housing as well as extrapolating from the installation of the Species Hotels to generate a VR visualisation of the surrounding landscape, game design and participatory movement work that was presented as part of the Junction Arts Festival program in Launceston, 2017. The intersections of technologies and activities amplified the lived in and living qualities of the Species Hotels, not only adding to the connectivity of social and environmental actions on site and beyond, but also making a statement about the shared ownership this project enabled.Working Property: Collaboration and Dialogues in The Marathon Project The potential of iterative projects that engage with environmental concerns amid questions of access, stewardship and dialogue is also demonstrated in The Marathon Project, a collaborative art project that took place between 2015 and 2017. Situated in the Northern Midland region of Deddington alongside the banks of the Nile River the property of Marathon became the focal point for a small group of artists, ecologists and theorists to converge and engage with a pastoral landscape over time that was unfamiliar to many of them. Through a series of weekend camps and day trips, the participants were able to explore and follow their own creative and investigative agendas. The project was conceived by the landowners who share a passion for the history of the area, their land, and ideas of custodianship and ecological responsibility. The intentions of the project initially were to inspire creative work alongside access, engagement and dialogue about land, agriculture and Deddington itself. As a very small town on the Northern Midland fringe, Deddington is located toward the Eastern Tiers at the foothills of the Ben Lomond mountain ranges. Historically, Deddington is best known as the location of renowned 19th century landscape painter John Glover’s residence, Patterdale. After Glover’s death in 1849, the property steadily fell into disrepair and a recent private restoration effort of the home, studio and grounds has seen renewed interest in the cultural significance of the region. With that in mind, and with Marathon a neighbouring property, participants in the project were able to experience the area and research its past and present as a part of a network of working properties, but also encouraging conversation around the region as a contested and documented place of settlement and subsequent violence toward the Aboriginal people. Marathon is a working property, yet also a vital and fragile ecosystem. Marathon consists of 1430 hectares, of which around 300 lowland hectares are currently used for sheep grazing. The paddocks retain their productivity, function and potential to return to native grassland, while thickets of gorse are plentiful, an example of an invasive species difficult to control. The rest of the property comprises eucalypt woodlands and native grasslands that have been protected under a conservation covenant by the landowners since 2003. The Marathon creek and the Nile River mark the boundary between the functional paddocks and the uncultivated hills and are actively managed in the interface between native and introduced species of flora and fauna. This covenant aimed to preserve these landscapes, linking in with a wider pattern of organisations and landowners attempting to address significant ecological degradation and isolation of remnant bushland patches through restoration ecology. Measured against the visibility of Tasmania’s wilderness identity on the national and global stage, many of the ecological concerns affecting the Midlands go largely unnoticed. The Marathon Project was as much a project about visibility and communication as it was about art and landscape. Over the three years and with its 17 participants, The Marathon Project yielded three major exhibitions along with numerous public presentations and research outputs. The length of the project and the autonomy and perspectives of its participants allowed for connections to be formed, conversations initiated, and greater exposure to the productivity and sustainability complexities playing out on rural Midland properties. Like Kerry Lodge, the 2015 first year exhibition took place at Sawtooth ARI. The exhibition was a testing ground for artists, and a platform for audiences, to witness the cross-disciplinary outputs of work inspired by a single sheep grazing farm. The interest generated led to the rethinking of the 2016 exhibition and the need to broaden the scope of what the landowners and participants were trying to achieve. Image 7: Panel Discussion at Open Weekend, 2016. Image Credit: Ron Malor.In November 2016, The Marathon Project hosted an Open Weekend on the property encouraging audiences to visit, meet the artists, the landowners, and other invited guests from a number of restoration, conservation, and rehabilitation organisations. Titled Encounter, the event and accompanying exhibition displayed in the shearing shed, provided an opportunity for a rhizomatic effect with the public which was designed to inform and disseminate historical and contemporary perspectives of land and agriculture, access, ownership, visitation and interpretation. Concluding with a final exhibition in 2017 at the University of Tasmania’s Academy Gallery, The Marathon Project had built enough momentum to shape and inform the practice of its participants, the knowledge and imagination of the public who engaged with it, and make visible the precarity of the cultural and rural Midland identity.Image 8. Installation View of The Marathon Project Exhibition, 2017. Image Credit: Patrick Sutczak.ConclusionThe Marathon Project, Species Hotel and the Kerry Lodge Archaeology and Art Project all demonstrate the potential of site-based projects to articulate and address concerns that arise from the environmental and cultural conditions and histories of a region. Beyond the Midland fence line is a complex environment that needed to be experienced to be understood. Returning creative work to site, and opening up these intensified experiences of place to a public forms a key stage in all these projects. Beyond a commitment to site-specific practice and valuing the affective and didactic potential of on-site installation, these returns grapple with issues of access, visibility and absence that characterise the Midlands. Paul Carter describes his role in the convening of a “concretely self-realising creative community” in an initiative to construct a meeting-place in Alice Springs, a community defined and united in “its capacity to imagine change as a negotiation between past, present and future” (17). Within that regional context, storytelling, as an encounter between histories and cultures, became crucial in assembling a community that could in turn materialise story into place. In these Midlands projects, a looser assembly of participants with shared interests seek to engage with the intersections of plant, human and animal activities that constitute and negotiate the changing environment. The projects enabled moments of connection, of access, and of intervention: always informed by the complexities of belonging within regional locations.These projects also suggest the need to recognise the granularity of regionalism: the need to be attentive to the relations of site to bioregion, of private land to small town to regional centre. The numerous partnerships that allow such interconnect projects to flourish can be seen as a strength of regional areas, where proximity and scale can draw together sets of related institutions, organisations and individuals. However, the tensions and gaps within these projects reveal differing priorities, senses of ownership and even regional belonging. Questions of who will live with these project outcomes, who will access them, and on what terms, reveal inequalities of power. Negotiations of this uneven and uneasy terrain require a more nuanced account of projects that do not rely on the geographical labelling of regions to paper over the complexities and fractures within the social environment.These projects also share a commitment to the intersection of the social and natural environment. They recognise the inextricable entanglement of human and more than human agencies in shaping the landscape, and material consequences of colonialism and agricultural intensification. Through iteration and duration, the projects mobilise processes that are responsive and reflective while being anchored to the materiality of site. Warwick Mules suggests that “regions are a mixture of data and earth, historically made through the accumulation and condensation of material and informational configurations”. Cross-disciplinary exchanges enable all three projects to actively participate in data production, not interpretation or illustration afterwards. Mules’ call for ‘accumulation’ and ‘configuration’ as productive regional modes speaks directly to the practice-led methodologies employed by these projects. The Kerry Lodge and Marathon projects collect, arrange and transform material taken from each site to provisionally construct a regional material language, extended further in the dual presentation of the projects as off-site exhibitions and as interventions returning to site. The Species Hotel project shares that dual identity, where materials are chosen for their ability over time, habitation and decay to become incorporated into the site yet, through other iterations of the project, become digital presences that nonetheless invite an embodied engagement.These projects centre the Midlands as fertile ground for the production of knowledge and experiences that are distinctive and place-based, arising from the unique qualities of this place, its history and its ongoing challenges. Art and design practice enables connectivity to plant, animal and human communities, utilising cross-disciplinary collaborations to bring together further accumulations of the region’s intertwined cultural and ecological landscape.ReferencesAustralian Government Department of the Environment and Energy. Biodiversity Conservation. Canberra: Commonwealth of Australia, 2018. 1 Apr. 2019 <http://www.environment.gov.au/biodiversity/conservation>.Brand, Ian. The Convict Probation System: Van Diemen’s Land 1839–1854. Sandy Bay: Blubber Head Press, 1990.Carter, Paul. “Common Patterns: Narratives of ‘Mere Coincidence’ and the Production of Regions.” Creative Communities: Regional Inclusion & the Arts. Eds. Janet McDonald and Robert Mason. Bristol: Intellect, 2015. 13–30.Centre for 21st Century Humanities. Colonial Frontier Massacres in Central and Eastern Australia 1788–1930. Newcastle: Centre for 21st Century Humanitie, n.d. 1 Apr. 2019 <https://c21ch.newcastle.edu.au/colonialmassacres/>.Clements, Nicholas. The Black War: Fear, Sex and Resistance in Tasmania. St Lucia: U of Queensland P, 2014. Cranney, Kate. Ecological Science in the Tasmanian Midlands. Melbourne: Bush Heritage Australia, 2016. 1 Apr. 2019 <https://www.bushheritage.org.au/blog/ecological-science-in-the-tasmanian-midlands>.Davidson N. “Tasmanian Northern Midlands Restoration Project.” EMR Summaries, Journal of Ecological Management & Restoration, 2016. 10 Apr. 2019 <https://site.emrprojectsummaries.org/2016/03/07/tasmanian-northern-midlands-restoration-project/>.Department of Main Roads, Tasmania. Convicts & Carriageways: Tasmanian Road Development until 1880. Hobart: Tasmanian Government Printer, 1988.Dillon, Margaret. “Convict Labour and Colonial Society in the Campbell Town Police District: 1820–1839.” PhD Thesis. U of Tasmania, 2008. <https://eprints.utas.edu.au/7777/>.Gammage, Bill. The Biggest Estate on Earth: How Aborigines Made Australia. Crows Nest: Allen & Unwin, 2012.Greening Australia. Building Species Hotels, 2016. 1 Apr. 2019 <https://www.greeningaustralia.org.au/projects/building-species-hotels/>.Kerry Lodge Archaeology and Art Project. Kerry Lodge Convict Site. 10 Mar. 2019 <http://kerrylodge.squarespace.com/>.Kirkpatrick, James. “Natural History.” Midlands Bushweb, The Nature of the Midlands. Ed. Jo Dean. Longford: Midlands Bushweb, 2003. 45–57.Mitchell, Michael, Michael Lockwood, Susan Moore, and Sarah Clement. “Building Systems-Based Scenario Narratives for Novel Biodiversity Futures in an Agricultural Landscape.” Landscape and Urban Planning 145 (2016): 45–56.Mules, Warwick. “The Edges of the Earth: Critical Regionalism as an Aesthetics of the Singular.” Transformations 12 (2005). 1 Mar. 2019 <http://transformationsjournal.org/journal/issue_12/article_03.shtml>.The Marathon Project. <http://themarathonproject.virb.com/home>.University of Tasmania. Strategic Directions, Nov. 2018. 1 Mar. 2019 <https://www.utas.edu.au/vc/strategic-direction>.Wright L. “University of Tasmania Students Design ‘Species Hotels’ for Tasmania’s Wildlife.” Architecture AU 24 Oct. 2016. 1 Apr. 2019 <https://architectureau.com/articles/university-of-tasmania-students-design-species-hotels-for-tasmanias-wildlife/>.

Vai alla bibliografia