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Barathi, D. "Dual Authentication Using Mobile Application in Cloud Computing". Asian Journal of Computer Science and Technology 6, nr 1 (5.05.2017): 40–43. http://dx.doi.org/10.51983/ajcst-2017.6.1.1773.

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Internet is that the center of all style of social and monetary activities. It’s enabled organizations to supply their services on-line. Customers feel easier to avail on-line services like ebanking services rather than ancient banking services. They will gain these services twenty four hours each day from their homes. It saves their time and cash and conjointly provides them a lot of open marketplace for comparison. However at same time, security is that the biggest challenge in electronic atmosphere. In past few years, electronic banking has suffered from many malicious attacks like phishing scams, man within the middle attacks and malicious computer code attacks. To beat these issues the Mobile phones square measure ordinarily employed by net servers to validate user’s identification and authentication. It enhances user’s trust in on-line transactions and empowers him to use his mobile network as a further layer of security. This mechanism is understood as Mobile group action Authentication system of numeration (mTAN) that is employed by e-banks and social media sites. This technique has some weakness and users square measure still susceptible to serious security risks. Unauthorized people will notice their ways that to urge unauthorized access in ancient mTAN system. During this project, we’ve got explored weaknesses in current mTAN system and planned an answer for reliable and secure use of 2 layer security.
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Gupta, Varun, Jose Maria Fernandez-Crehuet i Thomas Hanne. "Freelancers in the Software Development Process: A Systematic Mapping Study". Processes 8, nr 10 (27.09.2020): 1215. http://dx.doi.org/10.3390/pr8101215.

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[Context] Freelancers could catalyze the software development process by providing their niche skills to generate high quality outputs. They could help companies (including startups) to foster innovations by suggesting creative ideas and providing their expertise in implementing them (for instance, designing solutions, coding solutions etc.). Freelancers could effectively and efficiently work as a virtual member of the software development team. The company must make informed decisions about which task to allot to the freelancer, which freelancer to select, pricing the task, and evaluating the submitted work. On the other hand, the freelancer should make an informed decision about evaluating the monetary value of the task to be charged, trusting the requester, analyzing the skills requirement of the task (finding matches between skill requirement and skills processed), selecting the best task, and maintaining the highest level of reputation. However, the literature does not provide freelancers and the companies the guidelines that support their decision making. However, if freelancers are selected carefully for the most suitable task, the companies will benefit a lot in terms of improved software development metrics. [Objectives] The objective of this paper is to provide the research community the research trends in freelancer-supported software development. This helps to understand that which software development areas have higher concentrations of research efforts, which area has the support of empirical evidence to support management decision makings, and which area requires the research attention. [Method] The systematic study is conducted by planning the mapping protocol, executing the protocol, and reporting the findings using various visualization tools like bar charts and pie charts. The search process was planned to be executed using set of inclusion and exclusion conditions on four bibliographic databases (IEEExplore, Springerlink, Sciencedirect, and ACM digital library). The relevant papers are selected by applying inclusion and exclusion conditions. The google citations of the relevant papers are subject to the inclusion and exclusion conditions again to include the more relevant papers. Finally, the systematic schema was created and populated after analyzing the studies abstracts. [Results] The results indicate the following (a) The research focus is on generic software development (78%) rather on individual life cycle activities. (b) The number of empirical studies is limited (25%). (c) A number of studies proposing solutions and evaluating on live cases in industrial settings are missing from the literature. This is in comparison to the validation approaches (72%) i.e., solutions tested in laboratory settings. (d) At present, the literature has limited ability to provide the software companies (including startups) with the guidelines (in the form of opinions and experience reports) for involving freelancers in the software development process. (e) The reported challenges include Collaboration and Coordination (33%), Developer Recommendation (or selection) (19%), Team Formulation (14%), Task Recommendation (allocation) (14%), Task Decomposition (11%), Privacy and Security (Confidentiality) (11%), Budget Estimation (8%), Recognition (8%), Trust Issues (8%), Market Dynamism (6%), Intellectual Property Issues (6%), Participation of Crowd Worker (6%), and Capacity Utilization (3%). These challenges are highly interactive, and each challenge impacts all other challenges. (e) Recent focus of the researchers (total 7 studies in 2019) is on generic software development handling the collaboration and coordination (3 studies out of 7), Developer recommendation (2 studies out of 7), and task recommendation (2 studies out of 7). [Conclusion] The freelancer-driven software engineering research area has got the attraction of the researchers, but it will take a long time to gain maturity. This puts an urgent call for more empirical studies and evaluation-based solution research that could help companies (including startups) to foster innovations. Further, the research focus should be well distributed among the various development phases to address the unique challenges associated with individual activities. The accurate management of the freelancer in the software development could help companies and startups to foster innovations and remain competitive in the marketplace.
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Bhatti, Anam, i Hamza Akram. "The Moderating Role Of Subjective Norms Between Online Shopping Behaviour And Its Determinants". International Journal of social Sciences and Economic Review, 27.06.2020, 1–09. http://dx.doi.org/10.36923/ijsser.v2i2.52.

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Purpose of the study: Internet buying is raising phenomena rapidly these days. A peep in the exponent progress of players in the trade specifies that there is still an enormous reservoir of marketplace potential for e-commerce. The convenience of internet buying raised the interest of sellers and traders to attention to this area. The advanced level of the internet has changed the nature of trade. Internet buying is critical in these days, and it is associated directly with consumers. Therefore, the present study determines the relationship between risks and online shopping behavior while moderating by subjective norms. Methodology: Data was collected by students that buying online, 550 sets of questionnaires used for valid coding and analyzing analysis. Collected data analyzed by using SPSS and Smart PLS to test hypotheses. Results reveal that risks have decreasing effects, and subjective norms enhance online shopping behavior. Main Findings: The way of information sharing has been changed, domestically, and globally. E-commerce changed our life and the smooth, best solution for a hectic lifestyle—furthermore, this study contributing to knowledge and this topic understanding. The deductive approach and research were quantitative. In addition, the main aim of this study to examine the influence of financial, convenience, privacy risks influence online shopping behavior with the moderating role of subjective norms. Research limitations/implications: The scholars put their best enthusiasm to contribute to OSB, but static some boundaries in this study. The study attention on online users only, scholars, but disregard non-users. Coming reviews should focus on consumers and non-users and deliberate other elements. In this study, use moderator, upcoming studies can study mediator. Novelty/Originality of this study: Convenience, financial, privacy risks, online shopping behavior, and subjective norms are the variables of current research. The present study reflects a situation for upcoming researchers who want to study and interested in this area. It can be inferences because of its consequences. This research will be helpful for Govt. to make policies and sellers.
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Carvalho, Catarina, i Mariana Curado Malta. "Seleção de CMS para desenvolvimento de Website com Loja Online e Marketplace integrados para a Junta de Freguesia de Gião, Vila do Conde". Cadernos de Investigação do Mestrado em Negócio Eletrónico, 2021. http://dx.doi.org/10.56002/ceos.0031_cimne_1_1.

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O presente artigo foca-se numa revisão de literatura com o objetivo de selecionar o Sistema de Gestão de Conteúdos (CMS) mais indicado para responder à necessidade de criação de um website para a Junta de Freguesia de Gião - Vila do Conde, que pretende estar mais próxima da população e desburocratizar alguns dos seus serviços. A esta problemática, junta-se a necessidade de ajudar a comunidade daquela região a divulgar os seus produtos e serviços digitalmente, uma vez que muitos empresários não têm capacidade monetária e conhecimentos suficientes para fazê-lo. Portanto, é necessário encontrar um CMS que permita, além da criação do website, a integração de uma loja online e marketplace que sirva esses propósitos. Além da exploração dos conceitos de Transformação Digital, e-Gov e Marketplace, este artigo descreve os CMS existentes através de uma comparação de funcionalidades, reúne os requisitos que estes devem ter e, por fim, descreve resumidamente o Sistema de Gestão de Conteúdos selecionado para desenvolvimento deste projeto, o Woocommerce.
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Martin, Sam. "Publish or Perish? Re-Imagining the University Press". M/C Journal 13, nr 1 (21.03.2010). http://dx.doi.org/10.5204/mcj.212.

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In a TEXT essay in 2004, Philip Edmonds wrote about the publication prospects of graduates of creative writing programs. He depicted the publishing industry of the 1970s and 1980s as a field driven by small presses and literary journals, and lamented the dearth of these publications in today’s industry. Edmonds wrote that our creative writing programs as they stand today are under-performing as they do not deliver on the prime goal of most students: publication. “Ultimately,” he wrote, “creative writing programs can only operate to their full potential alongside an expanding and vibrant publishing culture” (1). As a creative writing and publishing lecturer myself, and one who teaches in the field of publishing and editing, this anxiety rings quite true. I am inherently interested in the creation of a strong and vibrant publishing industry so that promising students and graduates might get the most out of their degrees. As the popularity of creative writing programs grows, what relationships are being formed between writing programs and the broader publishing industry? Furthermore, does a role and responsibility exist for universities themselves to foster the publication of the emerging writers they train? Edmonds argued that the answer could be found not in universities, but in state writers’ centres. He advocated a policy whereby universities and the Australia Council funded the production of literary magazines through state writers’ centres, resulting in a healthier publishing marketplace for creative writing graduates (6). This paper offers a second alternative to this plan, arguing that university presses can play a role in the development of a healthier Australian publishing industry. To do so, it cites three examples of university press interactions with both the broad writing and publishing industry, and more specifically, with creative writing programs. The paper uses these examples—University of Queensland Press, University of Western Australia Press, and Giramondo Publishing (UWS)—in order to begin a broader conversation regarding the role universities can play in the writing and publishing industry. Let us begin by thinking about the university and its traditional role in the development of literature. The university can be thought of as a multi-functional literary institution. This is not a new concept: for centuries, there has been an integral link between the book trade and the university, with universities housing “stationers, scribes, parchment makers, paper makers, bookbinders, and all those associated with making books” (Clement 317). In universities today, we see similar performances of the various stages of literary production. We have students practising creative writing in both undergraduate and postgraduate coursework programs. We have the editing of texts and mentoring of writers through postgraduate creative writing supervision. We have the distribution of texts through sales from university bookshops, and the mass storage and loans of texts in university libraries. And we have the publication of texts through university presses.This point of literary production, the publication of texts through university presses, has traditionally been preoccupied with the publication of scholarly work. However, a number of movements within the publishing industry towards the end of the twentieth century resulted in some university presses shifting their objectives to incorporate trade publishing. The globalization of the publishing industry in the early 1990s led to a general change in the decision-making process of mainstream publishers, where increasingly, publishers looked at the commercial viability of texts rather than their cultural value. These movements, defined by the takeover of many publishing houses by media conglomerates, also placed significant financial pressure on smaller publishers, who struggled to compete with houses now backed by significantly increased fiscal strength. While it is difficult to make general statements about university presses due to their very particular nature, one can read a trend towards trade publishing by a number of university presses in an attempt to alleviate some of these financial pressures. This shift can be seen as one interaction between the university and the broader creative writing discipline. However, not all university presses waited until the financial pressures of the 1990s to move to trade publishing. For some presses, their trade lists have played a significant role in defining their relationship with literary culture. One such example in the Australian landscape is University of Queensland Press. UQP was founded in 1948, and subsisted as purely a scholarly publisher until the 1960s. Its first movements into trade publishing were largely through poetry, originally publishing traditional hardback volumes before moving into paperback, a format considered both innovative and risky at the time. David Malouf found an early home at UQP, and has talked a number of times about his relationship with the press. His desire to produce a poetry format which appealed to a new type of audience spawned the press’s interest in trade publishing. He felt that slim paperback volumes would give poetry a new mass market appeal. On a visit to Brisbane in 1969 I went to talk to Frank Thompson (general manager) at the University of Queensland Press… I told him that I did have a book but that I also had a firm idea of the kind of publication I wanted: a paperback of 64 pages that would sell for a dollar. Frank astonished me by saying … that if his people told him it was financially viable he would do it. He picked up the phone, called in his production crew … and after a quarter of an hour of argument and calculations they came up with the unit cost of, I think, twenty-three cents. ‘Okay, mate,’ Frank told me, ‘you’re on.’ I left with a firm undertaking and a deadline for delivery of the manuscript. (Malouf 72-73) That book of poetry, Bicycle and Other Poems, was Malouf’s first solo volume. It appeared in bookstores in 1970 alongside other slim volumes by Rodney Hall and Michael Dransfield, two men who would go on to become iconic Brisbane poets. Together, these three bold experiments in paperback poetry publishing sold a remarkable 7,000 copies and generated these sales without school or university adoptions, and without any Commonwealth Literary Fund assistance, either. UQP went on to publish 159 new titles of poetry between 1968 and 1996, becoming a significant player in the Australian literary landscape. Through University of Queensland Press’s poetry publishing, we see a way of how the university can interact with the broader writing and publishing industry. This level of cohesion between the publishing house and the industry became one of the distinguishing features of the press in this time. UQP garnered a reputation for fostering Australian writing talent, launching the careers of a generation of Australian authors. Elizabeth Jolley, Roger McDonald, Beverley Farmer, Thea Astley, Janette Turner Hospital, and Peter Carey all found their first home at the press. The university’s publishing house was at the forefront of Australian literary development at a time when Australia was beginning to blossom, culturally, as a nation. What this experience shows is the cultural importance and potential cultural benefit of a high level of cohesion between the university press and the broader writing and publishing industry. UQP has also sought to continue a high level of social cohesion with the local community. The press is significant in that it inhabits a physical space, the city of Brisbane, which is devoid of any other significant trade publishers. In this sense, UQP, and by association, the University of Queensland, has played a leading role in the cultural and literary development of the city. UQP continues to sponsor events such as the Brisbane Writers Festival, and publishes the winning manuscript for the Emerging Queensland Author award at the annual Queensland Premier’s Literary Awards. Another point of interest in this relationship between the press and the university at University of Queensland can be seen in the relationship between UQP and some of the staff in the university’s creative writing department. Novelist, Dr Venero Armanno, senior lecturer in the creative writing program at UQ, shifted from a major international publisher back to his employer’s publishing house in 2007. Armanno’s move to the press was coupled with the appointment at UQP of another University of Queensland creative writing senior lecturer, Dr Bronwyn Lea, as poetry editor (Lea has recently left this post). This sort of connection shapes the public face of creative writing within the university, and heightens the level of cohesion between creative writing programs and university publishing. The main product of this interaction is, perhaps, the level of cohesion between university press and creative writing faculty that the relationship outwardly projects. This interaction leads us to question whether more formal arrangements for the cohesion between creative writing departments and university presses can be put in place. Specifically, the two activities beg the question: why can’t university publishers who publish trade fiction make a commitment to publish work that comes out of their own creative writing programs, and particularly, work out of their research higher degrees? The short answer to this seems to be caught up in the differing objectives of university presses and creative writing programs. The matter is not as cut-and-dry as a press wanting to publish good manuscripts, and a creative writing program, through its research by creative practice, providing that work. A number of issues get in the way: quality of manuscripts, editorial direction of press, areas of specialisation of creative writing faculty, flow of numbers through creative writing programs, to name a few. University of Western Australia Publishing recently played with the idea of how these two elements of creative writing within the university, manuscript production and trade publishing, could work together. UWA Publishing was established in 1935 as UWA Press (the house changed its name to UWA Publishing in 2009). Like University of Queensland Press, the house provides an important literary and cultural voice in Perth, which is not a publishing hub on the scale of Sydney or Melbourne. In 2005, the press, which had a tradition as a strong scholarly publisher and emerging trade publisher, announced a plan to publish a new series of literary fiction written by students in Australian creative writing courses. This was a new idea for UWA Publishing, as the house had previously only published scholarly work, along with natural history, history and children’s books.UWA Publishing fiction series editor Terri-Ann White said that the idea behind the series was to use creative writing postgraduate degrees as a “filter” to get the best emerging writing in Australia.There’s got to be something going for a student writer working with an experienced supervisor with all of the resources of a university. There’s got to be an edge to that kind of enterprise. (In Macnamara 3) As this experiment began in 2005, the result of the press’s doctrine is still unclear. However, it could be interesting to explore the motivations behind the decision to focus fiction publishing on postgraduate student work. Many presses publish student work—N.A. Bourke’s The Bone Flute and Julienne van Loon’s Road Story come to mind as two examples of successful work produced in a creative writing program—but few houses advertise where the manuscript has come from. This is perhaps because of the negative stigma that goes along with student work, that the writing is underdeveloped or, perhaps, formulaic, somehow over-influenced by its supervisor or home institution. UWA Publishing’s decision to take fiction solely from the pool of postgraduate writers is a bold one, and can be seen perhaps as noble by those working within the walls of the university. Without making any assumptions about the sales success of the program, the decision does shape the way in which the press is seen in the broader writing and publishing industry. We can summise from the decision that the list will have a strong literary focus, that the work will be substantial and well-researched, to the point where it could contribute to the bulk of a Masters degree by research, or PhD. The program would also appear to appeal to writing students within the university, all of whom go through their various degrees being told how difficult publication can be for first time writers. Another approach to the relationship between university presses and the broader writing and publishing industry can be seen at the University of Western Sydney. UWS founded a group in 2005 called the Writing and Society Research Group. The group manages the literary journal Heat Magazine and the Giramondo book imprint. Giramondo Publishing was established in 1995 with “the aim of publishing quality creative and interpretative writing by Australian authors”. It states its objectives as seeking to “build a common ground between the academy and the marketplace; to stimulate exchange between Australian writers and readers and their counterparts overseas; and to encourage innovative and adventurous work that might not otherwise find publication because of its subtle commercial appeal” ("Giramondo History"). These objectives demonstrate an almost utopian idea of engaging with the broader writing and publishing industry—here we have a university publisher actively seeking to publish inventive and original work, the sort of work which might be overlooked by other publishers. This philosophical approach indicates the gap which university presses (in an ideal world) would fill in the publishing industry. With the financial support of the university (and, in the case of Giramondo and others, funding bodies such as the Australia Council), university presses can be in a unique position to uphold more traditional literary values. They can focus on the cultural value of books, rather than their commercial potential. In this way, the Writing and Society Research Group at UWS demonstrates a more structural approach to the university’s engagement with the publishing industry. It engages with the industry as a stakeholder of literary values, fulfilling one of the roles of the university as a multi-functional literary institution. It also seeks directly to foster the work of new and emerging writers. Not all universities and university presses will have the autonomy or capacity to act in such a way. What is necessary is constant thought, debate and action towards working out how the university press can be a dynamic and relevant industry player. References Clement, Richard. “Cataloguing Medieval and Renaissance Manuscripts.” The Library Quarterly 55 (1985): 316-326. Edmonds, Philip. “Respectable or Risqué: Creative Writing Programs in the Marketplace.” TEXT 8.1 (2004). 27 Jan. 2010 < http://www.textjournal.com.au/april04/edmonds.htm >. “Giramondo History.” Giramondo Publishing. 27 Jan. 2010 < http://www.giramondopublishing.com/history >. Greco, Albert N., Clara E. Rodriguez, and Robert M. Wharton. The Culture and Commerce of Publishing in the 21st Century. Stanford: Stanford Business Books, 2007. Macnamara, Lisa. “Big Break for Student Writers.” The Australian 2 Nov. 2005: Features 3. Malouf, David. In Munro, Craig, ed. UQP: The Writer’s Press: 1948 – 1998. St Lucia: University of Queensland Press, 1998.
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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence". M/C Journal 12, nr 3 (15.07.2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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Binns, Daniel. "No Free Tickets". M/C Journal 25, nr 2 (25.04.2022). http://dx.doi.org/10.5204/mcj.2882.

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Introduction 2021 was the year that NFTs got big—not just in value but also in terms of the cultural consciousness. When digital artist Beeple sold the portfolio of his 5,000 daily images at Christie’s for US$69 million, the art world was left intrigued, confused, and outraged in equal measure. Depending on who you asked, non-fungible tokens (NFTs) seemed to be either a quick cash-grab or the future of the art market (Bowden and Jones; Smee). Following the Beeple sale, articles started to appear indicating that the film industry was abuzz for NFTs. Independent filmmaker Kevin Smith was quick to announce that he planned to release his horror film Killroy Was Here as an NFT (Alexander); in September 2021 the James Bond film No Time to Die also unveiled a series of collectibles to coincide with the film’s much-delayed theatrical release (Natalee); the distribution and collectible platforms Vuele, NFT Studios, and Mogul Productions all emerged, and the industry rumour mill suggests more start-ups are en route (CurrencyWorks; NFT Studios; NewsBTC). Blockchain disciples say that the technology will solve all the problems of the Internet (Tewari; Norton; European Business Review); critics say it will only perpetuate existing accessibility and equality issues (Davis and Flatow; Klein). Those more circumspect will doubtless sit back until the dust settles, waiting to see what parts of so-called web3 will be genuinely integrated into the architecture of the Internet. Pamela Hutchinson puts it neatly in terms of the arts sector: “the NFT may revolutionise the art market, film funding and distribution. Or it might be an ecological disaster and a financial bubble, in which few actual movies change hands, and fraudsters get rich from other people’s intellectual property” (Hutchinson). There is an uptick in the literature around NFTs and blockchain (see Quiniou; Gayvoronskaya & Meinel); however, the technology remains unregulated and unstandardised (Yeung 212-14; Dimitropoulos 112-13). Similarly, the sheer amount of funding being put into fundamental technical, data, and security-related issues speaks volumes to the nascency of the space (Ossinger; Livni; Gayvoronskaya & Meinel 52-6). Put very briefly, NFTs are part of a given blockchain system; think of them, like cryptocurrency coins, as “units of value” within that system (Roose). NFTs were initially rolled out on Ethereum, though several other blockchains have now implemented their own NFT frameworks. NFTs are usually not the artwork itself, but rather a unique, un-copyable (hence, non-fungible) piece of code that is attached, linked, or connected to another digital file, be that an image, video, text, or something else entirely. NFTs are often referred to as a digital artwork’s “certificate of authenticity” (Roose). At the time of writing, it remains to be seen how widely blockchain and NFT technology will be implemented across the entertainment industries. However, this article aims to outline the current state of implementation in the film trade specifically, and to attempt to sort true potential from the hype. Beginning with an overview of the core issues around blockchain and NFTs as they apply to film properties and adjacent products, current implementations of the technology are outlined, before finishing with a hesitant glimpse into the potential future applications. The Issues and Conversation At the core of current conversations around blockchain are three topics: intellectual property and ownership, concentrations of power and control, and environmental impact. To this I would like to add a consideration of social capital, which I begin with briefly here. Both the film industry and “crypto” — if we take the latter to encompass the various facets of so-called ‘web3’ — are engines of social capital. In the case of cinema, its products are commodified and passed through a model that begins with exclusivity (theatrical release) before progressing to mass availability (home media, streaming). The cinematic object, i.e., an individual copy of a film, is, by virtue of its origins as a mass product of the twentieth century, fungible. The film is captured, copied, stored, distributed, and shared. The film-industrial model has always relied on social phenomena, word of mouth, critical discourse, and latterly on buzz across digital social media platforms. This is perhaps as distinct from fine art, where — at least for dealers — the content of the piece does not necessarily matter so much as verification of ownership and provenance. Similarly, web3, with its decentralised and often-anonymised processes, relies on a kind of social activity, or at least a recorded interaction wherein the chain is stamped and each iteration is updated across the system. Even without the current hype, web3 still relies a great deal on discourse, sharing, and community, particularly as it flattens the existing hierarchies of the Internet that linger from Web 2.0. In terms of NFTs, blockchain systems attach scarcity and uniqueness to digital objects. For now, that scarcity and uniqueness is resulting in financial value, though as Jonathan Beller argues the notion of value could — or perhaps should — be reconsidered as blockchain technology, and especially cryptocurrencies, evolve (Beller 217). Regardless, NFT advocates maintain that this is the future of all online activity. To questions of copyright, the structures of blockchain do permit some level of certainty around where a given piece of intellectual property emerged. This is particularly useful where there are transnational differences in recognition of copyright law, such as in France, for instance (Quiniou 112-13). The Berne Convention stipulates that “the subsistence of copyright does not rest on the compliance with formal requirements: rights will exist if the work meets the requirements for protection set out by national law and treaties” (Guadamuz 1373). However, there are still no legal structures underpinning even the most transparent of transactions, when an originator goes out of their way to transfer rights to the buyer of the accompanying NFT. The minimum requirement — even courtesy — for the assignment of rights is the identification of the work itself; as Guadamuz notes, this is tricky for NFTs as they are written in code (1374). The blockchain’s openness and transparency are its key benefits, but until the code can explicitly include (or concretely and permanently reference) the ‘content’ of an NFT, its utility as a system of ownership is questionable. Decentralisation, too, is raised consistently as a key positive characteristic of blockchain technology. Despite the energy required for this decentralisation (addressed shortly), it is true that, at least in its base code, blockchain is a technology with no centralised source of truth or verification. Instead, such verification is performed by every node on the chain. On the surface, for the film industry, this might mean modes of financing, rights management, and distribution chains that are not beholden to multinational media conglomerates, streamers like Netflix, niche intermediaries, or legacy studios. The result here would be a flattening of the terrain: breaking down studio and corporate gatekeeping in favour of a more democratised creative landscape. Creators and creative teams would work peer-to-peer, paying, contracting, servicing, and distribution via the blockchain, with iron-clad, publicly accessible tracking of transactions and ownership. The alternative, though, is that the same imbalances persist, just in a different form: this is outlined in the next section. As Hunter Vaughan writes, the film industry’s environmental impact has long been under-examined. Its practices are diverse, distributed, and hard to quantify. Cinematic images, Vaughan writes, “do not come from nothing, and they do not vanish into the air: they have always been generated by the earth and sun, by fossil fuels and chemical reactions, and our enjoyment of them has material consequences” (3). We believe that by watching a “green” film like Avatar we are doing good, but it implicates us in the dirty secret, an issue of “ignorance and of voluntary psychosis” where “we do not see who we are harming or how these practices are affecting the environment, and we routinely agree to accept the virtual as real” (5). Beyond questions of implication and eco-material conceptualisation, however, there are stark facts. In the 1920s, the Kodak Park Plant in New York drew 12 million gallons of water from Lake Ontario each day to produce film stock. As the twentieth century came to a close, this amount — for a single film plant — had grown to 35-53 million gallons per day. The waste water was perfunctorily “cleaned” and then dumped into surrounding rivers (72-3). This was just one plant, and one part of the filmmaking process. With the shift to digital, this cost might now be calculated in the extraction of precious metals used to make contemporary cameras, computers, or storage devices. Regardless, extrapolate outwards to a global film industry and one quickly realises the impact is almost beyond comprehension. Considering — let alone calculating — the carbon footprint of blockchain requires outlining some fundamentals of the technology. The two primary architectures of blockchain are Proof of Work (PoW) and Proof of Stake (PoS), both of which denote methods of adding and verifying new blocks to a chain. PoW was the first model, employed by Bitcoin and the first iteration of Ethereum. In a PoW model, each new block has a specific cryptographic hash. To confirm the new block, crypto miners use their systems to generate a target hash that is less than or equal to that of the block. The systems process these calculations quickly, as the goal is to be “the first miner with the target hash because that miner is the one who can update the blockchain and receive crypto rewards” (Daly). The race for block confirmation necessitates huge amounts of processing power to make these quick calculations. The PoS model differs in that miners are replaced by validators (or staking services where participants pool validation power). Rather than investing in computer power, validators invest in the blockchain’s coins, staking those coins (tokens) in a smart contract (think of this contract like a bank account or vault). When a new block is proposed, an algorithm chooses a validator based on the size of their stake; if the block is verified, the validator receives further cryptocurrency as a reward (Castor). Given the ubiquity and exponential growth of blockchain technology and its users, an accurate quantification of its carbon footprint is difficult. For some precedent, though, one might consider the impact of the Bitcoin blockchain, which runs on a PoW model. As the New York Times so succinctly puts it: “the process of creating Bitcoin to spend or trade consumes around 91 terawatt-hours of electricity annually, more than is used by Finland, a nation of about 5.5 million” (Huang, O’Neill and Tabuchi). The current Ethereum system (at time of writing), where the majority of NFT transactions take place, also runs on PoW, and it is estimated that a single Ethereum transaction is equivalent to nearly nine days of power consumption by an average US household (Digiconomist). Ethereum always intended to operate on a PoS system, and the transition to this new model is currently underway (Castor). Proof of Stake transactions use significantly less energy — the new Ethereum will supposedly be approximately 2,000 times more energy efficient (Beekhuizen). However, newer systems such as Solana have been explicit about their efficiency goals, stating that a single Solana transaction uses less energy (1,837 Joules, to be precise) than keeping an LED light on for one hour (36,000 J); one Ethereum transaction, for comparison, uses over 692 million J (Solana). In addition to energy usage, however, there is also the question of e-waste as a result of mining and general blockchain operations which, at the time of writing, for Bitcoin sits at around 32 kilotons per year, around the same as the consumer IT wastage of the Netherlands (de Vries and Stoll). How the growth in NFT awareness and adoption amplifies this impact remains to be seen, but depending on which blockchain they use, they may be wasting energy and resources by design. If using a PoW model, the more valuable the cryptocurrency used to make the purchase, the more energy (“gas”) required to authenticate the purchase across the chain. Images abound online of jerry-rigged crypto data centres of varying quality (see also efficiency and safety). With each NFT minted, sold, or traded, these centres draw — and thus waste, for gas — more and more energy. With increased public attention and scrutiny, cryptocurrencies are slowly realising that things could be better. As sustainable alternatives become more desirable and mainstream, it is safe to predict that many NFT marketplaces may migrate to Cardano, Solana, or other more efficient blockchain bases. For now, though, this article considers the existing implementations of NFTs and blockchain technology within the film industry. Current Implementations The current applications of NFTs in film centre around financing and distribution. In terms of the former, NFTs are saleable items that can raise capital for production, distribution, or marketing. As previously mentioned, director Kevin Smith launched Jay & Silent Bob’s Crypto Studio in order to finish and release Killroy Was Here. Smith released over 600 limited edition tokens, including one of the film itself (Moore). In October 2021, renowned Hong Kong director Wong Kar-wai sold an NFT with unreleased footage from his film In the Mood for Love at Sotheby’s for US$550,000 (Raybaud). Quentin Tarantino entered the arena in January 2022, auctioning uncut scenes from his 1994 film Pulp Fiction, despite the threat of legal action from the film’s original distributor Miramax (Dailey). In Australia, an early adopter of the technology is director Michael Beets, who works in virtual production and immersive experiences. His immersive 14-minute VR film Nezunoban (2020) was split into seven different chapters, and each chapter was sold as an NFT. Beets also works with artists to develop entry tickets that are their own piece of generative art; with these tickets and the chapters selling for hundreds of dollars at a time, Beets seems to have achieved the impossible: turning a profit on a short film (Fletcher). Another Australian writer-producer, Samuel Wilson, now based in Canada, suggests that the technology does encourage filmmakers to think differently about what they create: At the moment, I’m making NFTs from extra footage of my feature film Miles Away, which will be released early next year. In one way, it’s like a new age of behind-the-scenes/bonus features. I have 14 hours of DV tapes that I’m cutting into a short film which I will then sell in chapters over the coming months. One chapter will feature the dashing KJ Apa (Songbird, Riverdale) without his shirt on. So, hopefully that can turn some heads. (Wilson, in Fletcher) In addition to individual directors, a number of startup companies are also seeking to get in on the action. One of these is Vuele, which is best understood as a blockchain-based streaming service: an NFT Netflix, if you like. In addition to films themselves, the service will offer extra content as NFTs, including “behind the scenes content, bonus features, exclusive Q&As, and memorabilia” (CurrencyWorks). Vuele’s launch title is Zero Contact, directed by Rick Dugdale and starring Anthony Hopkins. The film is marketed as “the World’s First NFT Feature Film” (as at the time of writing, though, both Vuele and its flagship film have yet to launch). Also launching is NFT Studios, a blockchain-based production company that distributes the executive producer role to those buying into the project. NFT Studios is a decentralised administrative organisation (DAO), guided by tech experts, producers, and film industry intermediaries. NFT Studios is launching with A Wing and a Prayer, a biopic of aeronaut Brian Milton (NFT Studios), and will announce their full slate across festivals in 2022. In Australia, Culture Vault states that its aim is to demystify crypto and champion Australian artists’ rights and access to the space. Co-founder and CEO Michelle Grey is well aware of the aforementioned current social capital of NFTs, but is also acutely aware of the space’s opacity and the ubiquity of often machine-generated tat. “The early NFT space was in its infancy, there was a lot of crap around, but don’t forget there’s a lot of garbage in the traditional art world too,” she says (cited in Miller). Grey and her company effectively act like art dealers; intermediaries between the tech and art worlds. These new companies claim to be adhering to the principles of web3, often selling themselves as collectives, DAOs, or distributed administrative systems. But the entrenched tendencies of the film industry — particularly the persistent Hollywood system — are not so easily broken down. Vuele is a joint venture between CurrencyWorks and Enderby Entertainment. The former is a financial technology company setting up blockchain systems for businesses, including the establishment of branded digital currencies such as the controversial FreedomCoin (Memoria); the latter, Enderby, is a production company founded by Canadian film producer (and former investor relations expert in the oil and uranium sectors) Rick Dugdale (Wiesner). Similarly, NFT Studios is partnered with consulting and marketing agencies and blockchain venture capitalists (NFT Investments PLC). Depending on how charitable or cynical one is feeling, these start-ups are either helpful intermediaries to facilitate legacy media moving into NFT technology, or the first bricks in the capitalist wall to bar access for entry to other players. The Future Is… Buffering Marketplaces like Mintable, OpenSea, and Rarible do indeed make the minting and selling of NFTs fairly straightforward — if you’ve ever listed an item for sale on eBay or Facebook, you can probably mint an NFT. Despite this, the current major barrier for average punters to the NFT space remains technical knowledge. The principles of blockchain remain fairly opaque — even this author, who has been on a deep dive for this article, remains sceptical that widespread adoption across multiple applications and industries is feasible. Even so, as Rennie notes, “the unknown is not what blockchain technology is, or even what it is for (there are countless ‘use cases’), but how it structures the actions of those who use it” (235). At the time of writing, a great many commentators and a small handful of scholars are speculating about the role of the metaverse in the creative space. If the endgame of the metaverse is realised, i.e., a virtual, interactive space where users can interact, trade, and consume entertainment, the role of creators, dealers, distributors, and other brokers and players will be up-ended, and have to re-settle once again. Film industry practitioners might look to the games space to see what the road might look like, but then again, in an industry that is — at its best — somewhat resistant to change, this may simply be a fad that blows over. Blockchain’s current employment as a get-rich-quick mechanism for the algorithmic literati and as a computational extension of existing power structures suggests nothing more than another techno-bubble primed to burst (Patrickson 591-2; Klein). Despite the aspirational commentary surrounding distributed administrative systems and organisations, the current implementations are restricted, for now, to startups like NFT Studios. In terms of cinema, it does remain to be seen whether the deployment of NFTs will move beyond a kind of “Netflix with tchotchkes” model, or a variant of crowdfunding with perks. Once Vuele and NFT Studios launch properly, we may have a sense of how this all will play out, particularly alongside less corporate-driven, more artistically-minded initiatives like that of Michael Beets and Culture Vault. It is possible, too, that blockchain technology may streamline the mechanics of the industry in terms of automating or simplifying parts of the production process, particularly around contracts, financing, licensing. This would obviously remove some of the associated labour and fees, but would also de-couple long-established parts and personnel of the industry — would Hollywood and similar industrial-entertainment complexes let this happen? As with any of the many revolutions that have threatened to kill or resurrect the (allegedly) long-suffering cinematic object, we just have to wait, and watch. References Alexander, Bryan. “Kevin Smith Reveals Why He’s Auctioning Off New His Film ‘Killroy Was Here’ as an NFT.” USA TODAY, 15 Apr. 2021. <https://www.usatoday.com/story/entertainment/movies/2021/04/15/kevin-smith-auctioning-new-film-nft-killroy-here/7244602002/>. Beekhuizen, Carl. “Ethereum’s Energy Usage Will Soon Decrease by ~99.95%.” Ethereum Foundation Blog, 18 May 2021. <https://blog.ethereum.org/2021/05/18/country-power-no-more/>. Beller, Jonathan. “Economic Media: Crypto and the Myth of Total Liquidity.” Australian Humanities Review 66 (2020): 215-225. Beller, Jonathan. The Cinematic Mode of Production: Attention Economy and the Society of the Spectacle. Hanover, NH: Dartmouth College P, 2006. Bowden, James, and Edward Thomas Jones. “NFTs Are Much Bigger than an Art Fad – Here’s How They Could Change the World.” The Conversation, 26 Apr. 2021. <http://theconversation.com/nfts-are-much-bigger-than-an-art-fad-heres-how-they-could-change-the-world-159563>. Cardano. “Cardano, Ouroboros.” 14 Feb. 2022 <https://cardano.org/ouroboros/>. Castor, Amy. “Why Ethereum Is Switching to Proof of Stake and How It Will Work.” MIT Technology Review, 4 Mar. 2022. <https://www.technologyreview.com/2022/03/04/1046636/ethereum-blockchain-proof-of-stake/>. CurrencyWorks. “Vuele - CurrencyWorks™.” 3 Feb. 2022 <https://currencyworks.io/project/vuele/>. Dailey, Natasha. “Quentin Tarantino Will Sell His ‘Pulp Fiction’ NFTs This Month despite a Lawsuit from the Film’s Producer Miramax.” Business Insider, 5 Jan. 2022. <https://www.businessinsider.com.au/quentin-tarantino-to-sell-pulp-fiction-nft-despite-miramax-lawsuit-2022-1>. 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Bucher, Taina. "About a Bot: Hoax, Fake, Performance Art". M/C Journal 17, nr 3 (7.06.2014). http://dx.doi.org/10.5204/mcj.814.

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Introduction Automated or semi-automated software agents, better known as bots, have become an integral part of social media platforms. Reportedly, bots now generate twenty-four per cent of all posts on Twitter (Orlean “Man”), yet we know very little about who these bots are, what they do, or how to attend to these bots. This article examines one particular prominent exemplar: @Horse_ebooks, a much beloved Twitter bot that turned out not to be a “proper” bot after all. By examining how people responded to the revelations that the @Horse_ebooks account was in fact a human and not an automated software program, the intention here is not only to nuance some of the more common discourses around Twitter bots as spam, but more directly and significantly, to use the concept of persona as a useful analytical framework for understanding the relationships people forge with bots. Twitter bots tend to be portrayed as annoying parasites that generate “fake traffic” and “steal identities” (Hill; Love; Perlroth; Slotkin). According to such news media presentations, bots are part of an “ethically-questionable industry,” where they operate to provide an (false) impression of popularity (Hill). In a similar vein, much of the existing academic research on bots, especially from a computer science standpoint, tends to focus on the destructive nature of bots in an attempt to design better spam detection systems (Laboreiro et.al; Weiss and Tscheligi; Zangerle and Specht). While some notable exceptions exist (Gehl; Hwang et al; Mowbray), there is still an obvious lack of research on Twitter bots within Media Studies. By examining a case of “bot fakeness”—albeit in a somewhat different manner—this article contributes an understanding of Twitter bots as medium-specific personas. The case of @Horse_ebooks does show how people treat it as having a distinct personality. More importantly, this case study shows how the relationship people forge with an alleged bot differs from how they would relate to a human. To understand the ambiguity of the concept of persona as it applies to bots, this article relies on para-social interaction theory as developed by Horton and Wohl. In their seminal article first published in 1956, Horton and Wohl understood para-social interaction as a “simulacrum of conversational give and take” that takes place particularly between mass media users and performers (215). The relationship was termed para-social because, despite of the nonreciprocal exposure situation, the viewer would feel as if the relationship was real and intimate. Like theater, an illusory relationship would be created between what they called the persona—an “indigenous figure” presented and created by the mass media—and the viewer (Horton and Wohl 216). Like the “new types of performers” created by the mass media—”the quizmasters, announcers or ‘interviewers’” —bots too, seem to represent a “special category of ‘personalities’ whose existence is a function of the media themselves” (Horton and Wohl 216). In what follows, I revisit the concept of para-social interaction using the case of @Horse_ebooks, to show that there is potential to expand an understanding of persona to include non-human actors as well. Everything Happens So Much: The Case of @Horse_ebooks The case of the now debunked Twitter account @Horse_ebooks is interesting for a number of reasons, not least because it highlights the presence of what we might call botness, the belief that bots possess distinct personalities or personas that are specific to algorithms. In the context of Twitter, bots are pieces of software or scripts that are designed to automatically or semi-automatically publish tweets or make and accept friend requests (Mowbray). Typically, bots are programmed and designed to be as humanlike as possible, a goal that has been pursued ever since Alan Turing proposed what has now become known as the Turing test (Gehl; Weiss and Tschengeli). The Turing test provides the classic challenge for artificial intelligence, namely, whether a machine can impersonate a human so convincingly that it becomes indistinguishable from an actual human. This challenge is particularly pertinent to spambots as they need to dodge the radar of increasingly complex spam filters and detection algorithms. To avoid detection, bots masquerade as “real” accounts, trying to seem as human as possible (Orlean “Man”). Not all bots, however, pretend to be humans. Bots are created for all kinds of purposes. As Mowbray points out, “many bots are designed to be informative or otherwise useful” (184). For example, bots are designed to tweet news headlines, stock market quotes, traffic information, weather forecasts, or even the hourly bell chimes from Big Ben. Others are made for more artistic purposes or simply for fun by hackers and other Internet pundits. These bots tell jokes, automatically respond to certain keywords typed by other users, or write poems (i.e. @pentametron, @ProfJocular). Amidst the growing bot population on Twitter, @Horse_ebooks is perhaps one of the best known and most prominent. The account was originally created by Russian web developer Alexey Kouznetsov and launched on 5 August 2010. In the beginning, @Horse_ebooks periodically tweeted links to an online store selling e-books, some of which were themed around horses. What most people did not know, until it was revealed to the public on 24 September 2013 (Orlean “Horse”), was that the @Horse_ebooks account had been taken over by artist and Buzzfeed employee Jacob Bakkila in September 2011. Only a year after its inception, @Horse_ebooks went from being a bot to being a human impersonating a bot impersonating a human. After making a deal with Kouznetsov, Bakkila disabled the spambot and started generating tweets on behalf of @Horse_ebooks, using found material and text strings from various obscure Internet sites. The first tweet in Bakkila’s disguise was published on 14 September 2011, saying: “You will undoubtedly look on this moment with shock and”. For the next two years, streams of similar, “strangely poetic” (Chen) tweets were published, slowly giving rise to a devoted and growing fan base. Over the years, @Horse_ebooks became somewhat of a cultural phenomenon—an Internet celebrity of sorts. By 2012, @Horse_ebooks had risen to Internet fame; becoming one of the most mentioned “spambots” in news reports and blogs (Chen). Responses to the @Horse_ebooks “Revelation” On 24 September 2013, journalist Susan Orlean published a piece in The New Yorker revealing that @Horse_ebooks was in fact “human after all” (Orlean “@Horse_ebooks”). The revelation rapidly spurred a plethora of different reactions by its followers and fans, ranging from indifference, admiration and disappointment. Some of the sadness and disappointment felt can be seen clearly in the many of media reports, blog posts and tweets that emerged after the New Yorker story was published. Meyer of The Atlantic expressed his disbelief as follows: @Horse_ebooks, reporters told us, was powered by an algorithm. [...] We loved the horse because it was the network talking to itself about us, while trying to speak to us. Our inventions, speaking—somehow sublimely—of ourselves. Our joy was even a little voyeuristic. An algorithm does not need an audience. To me, though, that disappointment is only a mark of the horse’s success. We loved @Horse_ebooks because it was seerlike, childlike. But no: There were people behind it all along. We thought we were obliging a program, a thing which needs no obliging, whereas in fact we were falling for a plan. (Original italics) People felt betrayed, indeed fooled by @Horse_ebooks. As Watson sees it, “The internet got up in arms about the revelation, mostly because it disrupted our desire to believe that there was beauty in algorithms and randomness.” Several prominent Internet pundits, developers and otherwise computationally skilled people, quickly shared their disappointment and even anger on Twitter. As Jacob Harris, a self-proclaimed @Horse_ebooks fan and news hacker at the New York Times expressed it: Harris’ comparisons to the winning chess-playing computer Deep Blue speaks to the kind of disappointment felt. It speaks to the deep fascination that people feel towards the mysteries of the machine. It speaks to the fundamental belief in the potentials of machine intelligence and to the kind of techno-optimism felt amongst many hackers and “webbies.” As technologist and academic Dan Sinker said, “If I can’t rely on a Twitter bot to actually be a bot, what can I rely on?” (Sinker “If”). Perhaps most poignantly, Sinker noted his obvious disbelief in a blog post tellingly titled “Eulogy for a horse”: It’s been said that, given enough time, a million monkeys at typewriters would eventually, randomly, type the works of Shakespeare. It’s just a way of saying that mathematically, given infinite possibilities, eventually everything will happen. But I’ve always wanted it literally to be true. I’ve wanted those little monkeys to produce something beautiful, something meaningful, and yet something wholly unexpected.@Horse_ebooks was my monkey Shakespeare. I think it was a lot of people’s…[I]t really feels hard, like a punch through everything I thought I knew. (Sinker “Eulogy”) It is one thing is to be fooled by a human and quite another to be fooled by a “Buzzfeed employee.” More than anything perhaps, the question of authenticity and trustworthiness seems to be at stake. In this sense, “It wasn’t the identities of the feed’s writers that shocked everyone (though one of the two writers works for BuzzFeed, which really pissed people off). Rather, it was the fact that they were human in the first place” (Farago). As Sinker put it at the end of the “Eulogy”: I want to believe this wasn’t just yet another internet buzz-marketing prank.I want to believe that @Horse was as beautiful and wonderful today as it was yesterday.I want to believe that beauty can be assembled from the randomness of life all around us.I want to believe that a million monkeys can make something amazingGod.I really, really do want to believe.But I don’t think I do.And that feels even worse. Bots as Personae: Revisiting Horton and Wohl’s Concept of Para-Social Relations How then are we to understand and interpret @Horse_ebooks and peoples’ responses to the revelations? Existing research on human-robot relations suggest that machines are routinely treated as having personalities (Turkle “Life”). There is even evidence to suggest that people often imagine relationships with (sufficiently responsive) robots as being better than relationships with humans. As Turkle explains, this is because relationships with machines, unlike humans, do not demand any ethical commitments (Turkle “Alone”). In other words, bots are oftentimes read and perceived as personas, with which people forge affective relationships. The term “persona” can be understood as a performance of personhood. In a Goffmanian sense, this performance describes how human beings enact roles and present themselves in public (Goffman). As Moore puts it, “the persona is a projection, a puppet show, usually constructed by an author and enlivened by the performance, interpretation, or adaptation”. From Marcel Mauss’ classic analysis of gifts as objects thoroughly personified (Scott), through to the study of drag queens (Stru¨bel-Scheiner), the concept of persona signifies a masquerade, a performance. As a useful concept to theorise the performance and doing of personhood, persona has been used to study everything from celebrity culture (Marshall), fiction, and social networking sites (Zhao et al.). The concept also figures prominently in Human Computer Interaction and Usability Studies where the creation of personas constitutes an important design methodology (Dong et al.). Furthermore, as Marshall points out, persona figures prominently in Jungian psychoanalysis where it exemplifies the idea of “what a man should appear to be” (166). While all of these perspectives allow for interesting analysis of personas, here I want to draw on an understanding of persona as a medium specific condition. Specifically, I want to revisit Horton and Wohl’s classic text about para-social interaction. Despite the fact that it was written almost 60 years ago and in the context of the then emerging mass media – radio, television and movies – their observations are still relevant and useful to theorise the kinds of relations people forge with bots today. According to Horton and Wohl, the “persona offers, above all, a continuing relationship. His appearance is a regular and dependable event, to be counted on, planned for, and integrated into the routines of daily life” (216). The para-social relations between audiences and TV personas are developed over time and become more meaningful to the audience as it acquires a history. Not only are devoted TV audiences characterized by a strong belief in the character of the persona, they are also expected to “assume a sense of personal obligation to the performer” (Horton and Wohl 220). As Horton and Wohl note, “the “fan” - comes to believe that he “knows” the persona more intimately and profoundly than others do; that he “understands” his character and appreciates his values and motives (216). In a similar vein, fans of @Horse_ebooks expressed their emotional attachments in blog posts and tweets. For Sinker, @Horse_ebooks seemed to represent the kind of dependable and regular event that Horton and Wohl described: “Even today, I love @Horse_ebooks. A lot. Every day it was a gift. There were some days—thankfully not all that many—where it was the only thing I looked forward to. I know that that was true for others as well” (Sinker “Eulogy”). Judging from searching Twitter retroactively for @Horse_ebooks, the bot meant something, if not much, to other people as well. Still, almost a year after the revelations, people regularly tweet that they miss @Horse_ebooks. For example, Harris tweets messages saying things like: “I’m still bitter about @Horse_ebooks” (12 November 2013) or “Many of us are still angry and hurt about @Horse_ebooks” (27 December 2013). Twitter user @third_dystopia says he feels something is missing from his life, realizing “horse eBooks hasn’t tweeted since September.” Another of the many messages posted in retrospect similarly says: “I want @Horse_ebooks back. Ever since he went silent, Twitter hasn’t been the same for me” (Lockwood). Indeed, Marshall suggests that affect is at “the heart of a wider persona culture” (162). In a Deleuzian understanding of the term, affect refers to the “capacity to affect and be affected” (Steward 2). Borrowing from Marshall, what the @Horse_ebooks case shows is “that there are connections in our culture that are not necessarily coordinated with purposive and rational alignments. They are organised around clusters of sentiment that help situate people on various spectra of activity and engagement” (162). The concept of persona helps to understand how the performance of @Horse_ebooks depends on the audience to “contribute to the illusion by believing in it” (Horton and Wohl 220). “@Horse_ebooks was my monkey” as Sinker says, suggests a fundamental loss. In this case the para-social relation could no longer be sustained, as the illusion of being engaged in a relation with a machine was taken away. The concept of para-social relations helps not only to illuminate the similarities between how people reacted to @Horse_ebooks and the way in which Horton and Wohl described peoples’ reactions to TV personas. It also allows us to see some crucial differences between the ways in which people relate to bots compared to how they relate to a human. For example, rather than an expression of grief at the loss of a social relationship, it could be argued that the responses triggered by the @Horse_ebooks revelations was of a more general loss of belief in the promises of artificial intelligence. To a certain extent, the appeal of @Horse_ebooks was precisely the fact that it was widely believed not to be a person. Whereas TV personas demand an ethical and social commitment on the part of the audience to keep the masquerade of the performer alive, a bot “needs no obliging” (Meyer). Unlike TV personas that depend on an illusory sense of intimacy, bots do “not need an audience” (Meyer). Whether or not people treat bots in the same way as they treat TV personas, Horton and Wohl’s concept of para-social relations ultimately points towards an understanding of the bot persona as “a function of the media themselves” (Horton and Wohl 216). If quizmasters were seen as the “typical and indigenous figures” of mass media in 1956 (Horton and Wohl 216), the bot, I would suggest, constitutes such an “indigenous figure” today. The bot, if not exactly a “new type of performer” (Horton and Wohl 216), is certainly a pervasive “performer”—indeed a persona—on Twitter today. While @Horse_ebooks was somewhat paradoxically revealed as a “performance art” piece (Orlean “Man”), the concept of persona allows us to see the “real” performance of @Horse_ebooks as constituted in the doing of botness. As the responses to @Horse_ebooks show, the concept of persona is not merely tied to beliefs about “what man should appear to be” (Jung 158), but also to ideas about what a bot should appear to be. Moreover, what the curious case of @Horse_ebooks shows, is how bots are not necessarily interpreted and judged by the standards of the original Turing test, that is, how humanlike they are, but according to how well they perform as bots. 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Rozprawy doktorskie na temat "GOVT. E-MARKETPLACE"

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JHA, MADHURESH KUMAR. "STUDY OF ISSUES IDENTIFIED & POSSIBLE SOLUTIONS IN PUBLIC PROCUREMENT SYSTEM (INCLUDING E-PROCUREMENT PORTALS & GOVT. E-MARKETPLACE) IN INDIA USING FOCUSED GROUP METHODOLOGY". Thesis, 2022. http://dspace.dtu.ac.in:8080/jspui/handle/repository/19557.

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The aim of this study is to analyse the issues & possible solutions in Public Procurement System (e procurement portals & Govt. e-Marketplace) in India using Focused Group Methodology. It is well established all over the world that expenditure on account of public procurement is of significant level. India is also no exception to this phenomenon. Also, given that the high level of poverty in the country, the public expenditure is high in India and fiscal deficit remained high in the accounting history of India. In order to streamline the public procurement process, Government of India has launched Central Public Procurement Portals (CPPP) and Government e-Marketplace (GeM) with the aim of bringing transparency, efficiency and price competitiveness in the public procurement system in India. It is a web portal similar to the e-commerce websites where sellers can list their products and buyer can select and buy the product as per their norms and requirement. It can be used by the government agencies and departments of central and state governments only. In earlier studies conducted on the above subject viz. “Study on impact of Government e-Marketplace (GeM) on Public Procurement System in India” and “Study on impact of e-procurement portals (i.e. Central & State Public Procurement Portals) on Public Procurement System in India” have identified the various issues in public procurement system. In this study, these issues has been discussed in groups with the experts from the field and tried to bring possible solutions to these issues. The study was conducted to by organising two Focus group i.e. Focus Group 1 (FG1) & Focus Group 2 (FG2). FG1 was consist of participants from various central, state & autonomous government organisation having 10 years or more experience in handling public procurements whereas FG2 was consists of participants from various central, state & autonomous government organisation having less than 5 years of experience in handling public procurements cases. The outcome during the discussions of focus groups were further discussed with the other groups. Findings of the study were consolidated and put forward in meaningful way for providing base for further study.
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