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Gao, Yu, i Hong Bo Pan. "Discussion on Fugitive Emission Monitoring of Air Pollutants". Advanced Materials Research 807-809 (wrzesień 2013): 88–91. http://dx.doi.org/10.4028/www.scientific.net/amr.807-809.88.

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Construction project completion and acceptance of environmental protection, fugitive emissions of air pollutants monitoring sites based on the Integrated emission Standard of air pollutants (GB16297-1996) and Technical guidelines for fugitive emission monitoring of air pollutants and the relevant technical documents. The main source of fugitive emissions was production equipment obsolete, unreasonable design, operational errors, improper command and poor management. Existing problems: too theoretical, poor operability, from monitoring sites to point measured project location far, representative is not strong. Recommendations that distribution specification,always pay attention to fugitive emissions sampling,scientific and rational way to find the maximum concentration, Monitoring points arrangement as far as possible with less points to achieve better representative monitoring data .
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Homam, M. J., M. F. M. Khazali i S. Kamaruddin. "GPS Tracker Through HF Radio Using FSK Method". International Journal of Engineering & Technology 7, nr 4.30 (30.11.2018): 149. http://dx.doi.org/10.14419/ijet.v7i4.30.22087.

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A GPS tracker through HF radio using FSK method for Blue Force Tracking (BFT) application was developed. The project aims to transmit and receive the location information which is obtained from the GPS data. The system used frequency range of 500 Hz to 2000 Hz for modulating and demodulating the GPS data using FSK method. The smallest frequency gap between characters without affecting the accuracy of the output is 100 Hz, but the transmission time per character must be set to 100 ms. The transmission speed was investigated to find the optimum speed of the system by varying the delay command in the program. The system can accurately transmit and receive the location data in 1350 ms per coordinate. In general, the developed system successfully maintains the performance of transmitting and receiving the location information which can be applied for the future advancement of the BFT.
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Zuluaga-Gomez, Juan, Karel Veselý, Alexander Blatt, Petr Motlicek, Dietrich Klakow, Allan Tart, Igor Szöke i in. "Automatic Call Sign Detection: Matching Air Surveillance Data with Air Traffic Spoken Communications". Proceedings 59, nr 1 (3.12.2020): 14. http://dx.doi.org/10.3390/proceedings2020059014.

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Voice communication is the main channel to exchange information between pilots and Air-Traffic Controllers (ATCos). Recently, several projects have explored the employment of speech recognition technology to automatically extract spoken key information such as call signs, commands, and values, which can be used to reduce ATCos’ workload and increase performance and safety in Air-Traffic Control (ATC)-related activities. Nevertheless, the collection of ATC speech data is very demanding, expensive, and limited to the intrinsic speakers’ characteristics. As a solution, this paper presents ATCO2, a project that aims to develop a unique platform to collect, organize, and pre-process ATC data collected from air space. Initially, the data are gathered directly through publicly accessible radio frequency channels with VHF receivers and LiveATC, which can be considered as an “unlimited-source” of low-quality data. The ATCO2 project explores employing context information such as radar and air surveillance data (collected with ADS-B and Mode S) from the OpenSky Network (OSN) to correlate call signs automatically extracted from voice communication with those available from ADS-B channels, to eventually increase the overall call sign detection rates. More specifically, the timestamp and location of the spoken command (issued by the ATCo by voice) are extracted, and a query is sent to the OSN server to retrieve the call sign tags in ICAO format for the airplanes corresponding to the given area. Then, a word sequence provided by an automatic speech recognition system is fed into a Natural Language Processing (NLP) based module together with the set of call signs available from the ADS-B channels. The NLP module extracts the call sign, command, and command arguments from the spoken utterance.
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Rajkumar, M., Pacha Shobha Rani, S. Mohammed Yasin, K. Rakesh i S. Vignesh. "Mobile Anti-theft Software (MATS)". Revista Gestão Inovação e Tecnologias 11, nr 2 (5.06.2021): 665–75. http://dx.doi.org/10.47059/revistageintec.v11i2.1703.

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As the increase use of smart phones protecting the smart phones from intruders is the challenging part. In this paper we are came up with application that is used to find the lost device by SMS command. The Mobile Anti-Theft is made for the benefits of the people for finding their device when lost using SMS commands. This project is able to locate the lost device and able to send the current location of device to the user. Using this application we can find the lost mobile phones without paying for any service in a cost efficient manner. It can also able to take the picture of the culprit who stole the mobile phone using both front and rear cameras.
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Vosinakis, Georgios, Maria Krommyda, Angelos Stamou, Nikos Mitro, Marios Palazis-Aslanidis, Katerina Voulgary, Spyros Athanasiadis i Angelos Amditis. "A Smart Integrated Vest for the Canine Companion of the K9 Units". Informatics 9, nr 1 (21.12.2021): 2. http://dx.doi.org/10.3390/informatics9010002.

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Search and rescue operations can range from small, confined spaces, such as collapsed buildings, to large area searches during missing person operations. K9 units are tasked with intervening in such emergencies and assist in the optimal way to ensure a successful outcome for the mission. They are required to operate in unknown situations were the lives of the K9 handler and the canine companion are threatened as they operate with limited situational awareness. Within the context of the INGENIOUS project, we developed a K9 vest for the canine companion of the unit, aiming to increase the unit’s safety while operating in the field, assist the K9 handler in better monitoring the location and the environment of the K9 and increase the information provided to the Command and Control Center during the operation.
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Harper, John, i Kalen Morrow. "North Slope Coastal Imagery Initiative: A Cloud-Based Spill Response Tool". Marine Technology Society Journal 48, nr 5 (1.09.2014): 110–16. http://dx.doi.org/10.4031/mtsj.48.5.4.

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AbstractThe North Slope of Alaska borders on two arctic seas, the Beaufort Sea and Chukchi Sea, with a total shoreline length of approximately 6,000 km. Oil exploration and production facilities are close to the coast, and the risk of spilled oil reaching the coast is increasing. The North Slope coast is a challenging location for spill response as the coastal areas are ice-covered much of the year and subject to variable ice cover during the open-water season. In addition, the shoreline is highly complex and rapidly changing because of melting of permafrost. The North Slope Coastal Imagery Initiative developed an online, decision support tool for spill preparedness and Incident Command decision making. The online tool makes more than 16,000 high-resolution images and 30 hours of high-resolution videography available to Incident Command in the event of a spill. Such high-resolution imagery is extremely useful in providing situational awareness for personnel unfamiliar to the Arctic and for tactical response planning. The resolution of the imagery is much higher than typical shoreline mapping or satellite imagery and, as such, eliminates ambiguity in interpretation when developing the most appropriate response strategies. The project provides a consensus building tool for spill response.
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Liu, Cong, Fangqing Zhang, Xiaojian Han, Hongyu Ye, Zanxi Shi, Jie Zhang, Tiankuo Wang, Jianjun She i Tianyue Zhang. "Intelligent Optimization of Tower Crane Location and Layout Based on Firefly Algorithm". Computational Intelligence and Neuroscience 2022 (29.06.2022): 1–13. http://dx.doi.org/10.1155/2022/6810649.

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The existing tower crane positioning layout mainly depends on the experience of construction personnel, and the best tower crane positioning can be found through a large number of manual data calculation. This manual method is time-consuming and impractical. In view of this, aiming at the current situation that building information modeling (BIM) software can only obtain the relative coordinates of components, this article puts forward the key technology of importing computer-aided design (CAD) graphics into geographic information system (GIS) software to automatically obtain the world coordinate information. By clarifying the transfer relationship between the component material supply point, the component initial positioning point, and the tower crane optional positioning point, as well as the cooperative relationship between each positioning point and the tower crane operation, the tower crane positioning optimization model is formed, and the firefly algorithm is used to automatically calculate and generate the best positioning layout method of the tower crane on the project site. In this study, the vertical transportation and positioning of components are studied, and intelligent construction is formed by integrating information technology. It can further enrich the functions of perception, analysis, decision-making, and optimization; realize the decision-making intelligence of industrial buildings; and achieve the organic unity of engineering construction execution system and decision-making command system.
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Behzadi Koochani, Navid, Raúl Muñoz Romo, Ignacio Hernández Palencia, Sergio López Bernal, Carmen Martin Curto, José Cabezas Rodríguez i Almudena Castaño Reguillo. "Minimum data set harmonization in the management of cross-border Multi Casualty Incidents. Modified Delphi (VALKYRIES—H2020 project)". PLOS ONE 19, nr 7 (18.07.2024): e0305699. http://dx.doi.org/10.1371/journal.pone.0305699.

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Introduction There is a need to develop harmonized procedures and a Minimum Data Set (MDS) for cross-border Multi Casualty Incidents (MCI) in medical emergency scenarios to ensure appropriate management of such incidents, regardless of place, language and internal processes of the institutions involved. That information should be capable of real-time communication to the command-and-control chain. It is crucial that the models adopted are interoperable between countries so that the rights of patients to cross-border healthcare are fully respected. Objective To optimize management of cross-border Multi Casualty Incidents through a Minimum Data Set collected and communicated in real time to the chain of command and control for each incident. To determine the degree of agreement among experts. Method We used the modified Delphi method supplemented with the Utstein technique to reach consensus among experts. In the first phase, the minimum requirements of the project, the profile of the experts who were to participate, the basic requirements of each variable chosen and the way of collecting the data were defined by providing bibliography on the subject. In the second phase, the preliminary variables were grouped into 6 clusters, the objectives, the characteristics of the variables and the logistics of the work were approved. Several meetings were held to reach a consensus to choose the MDS variables using a Modified Delphi technique. Each expert had to score each variable from 1 to 10. Non-voting variables were eliminated, and the round of voting ended. In the third phase, the Utstein Style was applied to discuss each group of variables and choose the ones with the highest consensus. After several rounds of discussion, it was agreed to eliminate the variables with a score of less than 5 points. In phase four, the researchers submitted the variables to the external experts for final assessment and validation before their use in the simulations. Data were analysed with SPSS Statistics (IBM, version 2) software. Results Six data entities with 31 sub-entities were defined, generating 127 items representing the final MDS regarded as essential for incident management. The level of consensus for the choice of items was very high and was highest for the category ‘Incident’ with an overall kappa of 0.7401 (95% CI 0.1265–0.5812, p 0.000), a good level of consensus in the Landis and Koch model. The items with the greatest degree of consensus at ten were those relating to location, type of incident, date, time and identification of the incident. All items met the criteria set, such as digital collection and real-time transmission to the chain of command and control. Conclusions This study documents the development of a MDS through consensus with a high degree of agreement among a group of experts of different nationalities working in different fields. All items in the MDS were digitally collected and forwarded in real time to the chain of command and control. This tool has demonstrated its validity in four large cross-border simulations involving more than eight countries and their emergency services.
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Tavakoli, Nahid, Mohammad Yarmohammadian i Ali Samimi. "Test and Evaluation of Patient Tracking Platform: Use of Near Field Communication". Health in Emergencies & Disasters Quarterly 5, nr 4 (1.07.2020): 193–98. http://dx.doi.org/10.32598/hdq.5.4.187.1.

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Background: In an earthquake situation, medical response communities such as field and referral hospitals are challenged with injured victims’ identification and tracking. Materials and Methods: In our project, a patient tracking platform (PTP) was developed where first responders triage the patients with an electronic tag that report the location and some information of each patient during his/her movement. This platform includes: 1) Near Field Communication (NFC) tags (ISO 14443), 2) Smart mobile phones (Android-based version 4.2.2), 3) Base station laptops (Windows), 4) Server software, 5) Android software to use by first responders, 5) Disaster Command software, and 6) System Architecture. Results: Our model has been completed through literature review, Delphi technique, focus group, design the platform, and implementation in an earthquake exercise. Test and evaluation of PTP platform were done collaborating with Red Cross staff successfully. Conclusion: It is demonstrated the robustness of the patient tracking platform (PTP) in tracking six patients in a simulated earthquake situation in the yard of the relief and rescue department of Isfahan’s Red Crescent.
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Crawford, John, Scott Knutson, Jim Haugen, Ross McDonald, Devon Grennan, Craig Dougans, Denny Quirk i in. "EQUIPMENT RESOURCE INVENTORY FOR OIL SPILL RESPONSES". International Oil Spill Conference Proceedings 2005, nr 1 (1.05.2005): 1073–76. http://dx.doi.org/10.7901/2169-3358-2005-1-1073.

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ABSTRACT This paper will describe the online cataloging of oil spill equipment that has taken place on the West Coast of the United States. A collaborative effort, the cataloging project was developed as a Northwest ad hoc undertaking to meet the equipment-listing requirement of the Area Contingency Plan. The intent was to assemble Oil Spill Response Organizations (OSROs) equipment lists into an Excel® spreadsheet format. Project participants in Washington and Oregon began equipment listing and over time, the process expanded to new members in California and Canada. Individual owners of equipment keep the data up-to-date. All equipment-location moves and acquisition changes are posted to the Internet site, yielding a current resource inventory that can be easily accessed 2417. The computer allows this equipment to be displayed, sorted by type, location, and tracked by date/time. The Excel® spreadsheet data can easily be manipulated to accurately tabulate, among other things, how much boom is available or in use, how much oil can be recovered, and how much oil storage is available. Hard copy equipment lists, which soon became outdated, are a thing of the past. The spreadsheets are used on a weekly basis for drill and spill applications as a tool to assist the Incident Command System's (ICS) Operation, Planning and Logistic sections to assemble, track and order specialized response equipment. The states of Washington and Oregon are using the list as a “database of record.” This is a great tool for the ICS Situation Unit when filling out the Incident Status Summary (ICS Form 209). In addition, individual lines of equipment or equipment systems can easily be printed onto ICS T-cards from Excel® by using a mail-merge program. A uniform Excel®-formatted response-equipment list is flexible, simple to use and easy to access. Undoubtedly, it has contributed to improving response management in the Pacific Northwest.
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Rao, Alwal Keerthan, i T. Rajashekar Reddy. "AUTONOMOUS MISSILE DEFENSE SYSTEM: INTEGRATING ADVANCED SONAR-BASED TRACKING FOR PRECISE DETECTION". Turkish Journal of Computer and Mathematics Education (TURCOMAT) 14, nr 2 (9.03.2023): 1055–60. http://dx.doi.org/10.61841/turcomat.v14i2.14332.

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The objective of this project is to develop and build an automated system for detecting and neutralizing missiles. This system is specifically engineered to identify and track the target (missile) while it maneuvers in various directions. The automated target destruction system tracks the missile's trajectory and engages it by precisely aligning and firing onto the target. This system comprises an advanced sonar-based object tracking system that continuously monitors the target. Once the target is detected, it transmits the precise location of the target to a Central Control System. The Central Control System initiates the movement of the firing mechanism towards the target (missile). After correcting the orientation, it transmits the control command to the firing system in order to launch an attack on the target. This project utilizes an ultrasonic radar system and a DC geared motorpowered firing device that is connected to a Microcontroller based control unit. We choose the use of ultrasonic sensors due to their ability to cover a greater detecting distance and detect targets under various illumination circumstances, including both day and night. Microcontroller programming is accomplished using the Embedded 'C' language. This article has undergone processing in order to minimize human labor and fully automate the missile system. This results in reduced human error and more precision in system processing. This survey outlines the many approaches to automating the missile guidance system using maneuverable actuators. The diverse concepts pertaining to the automation system and the design modules will facilitate the exploration of multiple approaches in relation to the automation system.
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Hussain, Fida, Syed Mazhar Ali Shah, Asif Ali, Imran Ali i Haresh Kumar. "Voice and Hand Controlled Wheelchair System". Journal of Applied Engineering & Technology (JAET) 5, nr 1 (30.06.2021): 31–39. http://dx.doi.org/10.55447/jaet.05.01.32.

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No matter what the problem, the modern human being does not want to remain reliant. Because of their impairments, differently-abled people are unable to meet their own modest requirements. As a result, they don't get along well with others and want to avoid interacting with them as much as possible; however, this may be avoided if we provide them with the newest technology, such as a wheelchair. In the market, there are two types of wheelchairs: manual and electric-powered wheelchairs. The first kind is for those with disabilities in their lower limbs. Furthermore, the manual wheelchair's efficiency is just 10-20%. The goal of this project is to use a human voice and a joystick to drive a wheelchair. It enables a differently-abled person to move his body enough utilizing contemporary technology speech recognition application that is attached to motors to make movement as simple as possible, by employing voice control and identification technology that is coupled to motors. It allows a handicapped person who is deaf to travel from one location to another using his hand and a joystick. The wheelchair is based on computer software, as well as its ability to execute mathematical calculations and communicate with other electrical components. This wheelchair project is aimed at the low and middle classes, therefore if it becomes marketed, it will assist this group of people. We utilized an Arduino circuit that is connected to a speech recognition system. When a command is issued, the circuit sends out impulses to activate a motor and control the chair's movement.
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K, Harishmurthy. "Smart Military Jacket". International Journal for Research in Applied Science and Engineering Technology 9, nr VI (30.06.2021): 4363–66. http://dx.doi.org/10.22214/ijraset.2021.35967.

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In context to the national security, military personnel are involved in treacherous environment. Situations involving reconnaissance, espionage, border warfare, border security force etc. Soldiers toil in different terrains due to which their body temperature changes. Hence to tackle this problem, “SMART MILITARY JACKET” can be implemented. This system will be useful for soldiers who involve in special operations or missions. The data is obtained by providing certain threshold value. This data should be sent to the central command or the base, so the medium used here is GSM (Global system for mobile).Body temperature of a soldier is monitored with the help of a temperature sensor. Heartbeat of the soldier can be monitored by using a pulse sensor. The system also consists of some extra features using which the soldier can ask for a help by sending a distress signal to the military if he is in danger. A GPS tracking system is also attached to the jacket which helps in tracking the position of the soldier. This may help the control station to know about the soldier’s location in real-time. To monitor the system, a control unit called ARDUINO is used. Hence this project aims at implementing the basic lifeguarding system for soldier in low cost and high reliability.
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Muskat, Judd. "INCORPORATING REMOTE SENSING DATA INTO A GIS FOR EMERGENCY SPILL RESPONSE AND NATURAL RESOURCE DAMAGE ASSESSMENT". International Oil Spill Conference Proceedings 2008, nr 1 (1.05.2008): 911–14. http://dx.doi.org/10.7901/2169-3358-2008-1-911.

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ABSTRACT In California, A GIS (Geographic Information System) is routinely employed by the Unified Command to manage, map, analyze and display convergent data during an oil spill emergency response. Collecting remote sensing data from satellite, aircraft and ground based platforms has become more common as technology advances and data acquisition expenses decrease. The California Department of Fish and Game (DFG), Office of Spill Prevention and Response (OSPR) first used aerial photographs acquired in stereo pairs in both natural color and color infra-red for the MV Stuyvesant response in 1999. The aim was to map aquaculture sites in Humboldt and Arcata Bays. OSPR used satellite radar (RADARSAT-1, ERS-2) for slick detection at the MV Stuyvesant and SS Jacob Luckenbach responses. A pilot project by OSPR in 2004/05 showed the feasibility of using the RADARSAT-1 satellite for both ship detection and suspected pollution (slick) location in near real-time. At the Suisun Marsh pipeline incident in 2004 the trustee agencies and the responsible party undertook several NRDA (natural resource damage assessment) data collection efforts and studies. One study used a multispectral digital camera that was flown over the spill site on two dates several weeks apart. Interpretations from these images helped to quantify acreage affected by the pipeline release. DFG'S air force routinely obtains aerial imagery for response purposes using a standard Nikon digital SLR (Single-Lens Reflex) camera. These aerial photographs are geo-referenced and used as “instant” accurate base maps.
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Ali, H., M. I. Zainur, M. Elshaikh i AH Mohd Aman. "Development of Vision Based Smart Gripper for Material Handling Using Internet of Things". Journal of Physics: Conference Series 2312, nr 1 (1.08.2022): 012040. http://dx.doi.org/10.1088/1742-6596/2312/1/012040.

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Abstract Robotic grippers have becoming an emerging trend due to their boundless applications in industrial automation. Nowadays, the deployment of vision based smart gripper for material handling in industrial applications remains challenging and ongoing research. As the Internet of Things (IoT) becomes more commercialized, the various concept of IoT have been integrated with the gripper due to efficient usage. Therefore, this project proposes the development of vision-based sensor of smart gripper for material handling in industrial applications that integrates with the IoT. The rationale of integrating IoT to vision based smart gripper is that it allows authenticated users to log in from any device, anywhere, and view video or images from vision based smart gripper in real-time for critical material handling. This system incorporates a vision sensor camera that acts as an “eye” to automatically detect and recognize the object with different weights and shapes and send the information to the robot for the next task. This smart gripper adopts a force sensor mounted into the fingertip to control the force applied when working with a wide range of objects with different weights. As for the electronic system, power module, communication and control module, sensor and actuator as well as user interface module have been adopted and integrated into the system. In the software development system, user interface configuration was developed through mobile application in which it communicates with Raspberry Pi B+ camera to serve as IoT platform. A series of experiments shows that the vision based gripper using IoT able to detect and recognize the objects and then send the information/command directly to the robot to execute grasping and lifting phase of the object to the desired location that has been assigned.
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Drieu, Michael, i Jameson R. Wendell. "Subsea Source Control Planning Solutions to Prepare Operators for Worse Case Discharge Well Events". International Oil Spill Conference Proceedings 2014, nr 1 (1.05.2014): 300323. http://dx.doi.org/10.7901/2169-3358-2014-1-300323.1.

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The development of a Source Control Emergency Response Plan is one of the best ways in which an operator can ensure that the goals of their regional or project-specific Source Control emergency preparedness efforts will be met, if needed. Procedures for handling emergencies are absolutely essential to ensure the protection of life, property, and the environment. This Source Control Emergency Response Plan (SCERP) is based on decades of conventional and subsea well control experience to ensure that the planning efforts and to develop Source Control Emergency Response Planning (SCERP) through field deployment of the system in order to cap a subsea well. The aforementioned experience covers many years of source control, well control and intervention operations in conceivable operational settings and in a variety of geographic locations. The equipment and procedures specified in this SCERP address a “worst case” scenario involving a loss of well control, necessitating the immediate mobilization of intervention equipment and personnel. The primary objective of the SCERP is to establish a process for responding to and safely managing source-control emergencies using a standard, uniform approach. This process includes the following information:emergency contact information and resourcesresponse managementsource-control operational overview with strategic methodologiesorganizational staffing recommendationscheck list to guide groups and unit leaders andkey resource identification The SCERP is not intended to replace sound judgment. Modification of the mobilization plan and intervention strategy may be necessary, depending on circumstances. Subsea source-control events require common sense and professional judgment on the part of the person(s) in charge of operations, and no operation should be undertaken if it involves unreasonable risk to personnel. Additional, a Logistics Plan must be developed to support operations by identifying mobilization guidelines from the stored location for the capping stack and other support equipment necessary to secure the well. Disembarkation of the equipment clearly offering various options with estimated timelines for transporting the equipment by air, ground and sea should also be outlined to ensure equipment arrives timely and safely. Locating vessels and rigs meeting operational requirements will help ensure well incidents are managed and executed within incident-command and other expectations.
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Zheng, Zhongbiao, i Yan Zhou. "Rendering and Optimization Algorithm of Digital City’s 3D Artistic Landscape Based on Virtual Reality". Wireless Communications and Mobile Computing 2022 (14.04.2022): 1–13. http://dx.doi.org/10.1155/2022/8258565.

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“Digital city” in a broad sense refers to urban informatization. That is to say, the digital city will gradually realize the informatization of the urban national economy and society by building infrastructure platforms such as broadband multimedia information network and geographic information system, integrating urban information resources, establishing e-government, e-commerce, labor, social insurance, and other information communities, to make the city in an invincible position in the competition of the information age. The virtual reality technology of urban three-dimensional landscape, or the establishment of a virtual city, is an important part of the vast project of digital city construction. This research mainly discusses the rendering and optimization algorithm of digital city 3D artistic landscape based on virtual reality. The article uses image stitching technology. Clean up unnecessary furniture in the CAD floor plan, and try to keep only the wall structure. Export drawings and save as dwg files for 3DMAX modeling. For adjacent overlapping images, the common features of the overlapping parts are determined by image matching, so that the images taken at different shooting positions and different viewing directions with a small angle of intersection are calculated to be unified. Take the photo coordinate system, and then find out the overlapping range of each direction for splicing. In the actual data acquisition process, most of the spatial data such as existing maps are used. It mainly includes topographic maps and the latest planning drawings, as well as planning and design drawings of various residential areas. In addition to determining the specific location of each feature, various maps are used to make a surface image (texture) of an urban area based on these data using Photoshop. The editing of roaming space is the key to realizing 3D panoramic virtual city browsing. Combined with the navigation of 3D panoramic map, using key technologies such as hotspot connection and command button, the 3D panoramic images collected in different places in the city can be effectively integrated into one, assisting with various multimedia elements, such as background music, animated videos, and language commentary, show the true appearance of the virtual city in all directions. Compared with the SURF algorithm, the SIFT algorithm extracts more feature points and more correctly matched point pairs, and the minimum time is 0.524 s. This research will contribute to the construction of the three-dimensional landscape of the digital city.
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Dronca, Roxana S., Folakemi Odedina, Che Ngufor, Kimlin Ashing, Ernest Kaninjing i Solomon Rotimi. "Abstract 819: Feasibility of patient-centered home care (PCHC) to reduce disparities in high-risk black men with advanced prostate cancer". Cancer Research 84, nr 6_Supplement (22.03.2024): 819. http://dx.doi.org/10.1158/1538-7445.am2024-819.

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Abstract The objective of our study is to evaluate the feasibility, acceptance, and impact of patient-centered home care (PCHC) on patient reported outcomes (PROs) and health-related quality of life (HQoL) of black men with advanced prostate cancer (CaP). Meeting patients where they are and offering treatment in or closer to their homes reduce psychological distress and increase treatment compliance, especially for disadvantaged patients in rural areas, those on low incomes, with poor access to transport, elderly and people with disabilities. In 2023, Mayo Clinic has developed the Cancer Care Beyond Walls (CCBW) program, a cancer care delivery model that integrates virtual with in facility treatment and provides a package of care to support administration of cancer-directed therapy (chemotherapy, immunotherapy, hormonal therapy) and/or supportive care in the patients’ homes. Our study will assess if patients and families are comfortable with cancer therapy at home, what factors influences their decision, and use this data to inform our understanding of the proportion of the black men with advanced CaP who would be willing to receive and would benefit from this level of care at home. Patients with advanced CaP from our practice requiring active anti-cancer therapy are administered a brief questionnaire regarding preference for location of therapy at the infusion center or in the home, with perceived difficulties and advantages of each approach. A focus group session with prostate cancer survivor advocates is also conducted to capture patients’ thoughts, feelings, attitudes, and questions towards cancer treatments being administered at home versus a hospital setting. In addition, we are conducting an observational study of 20 patients with advanced prostate cancer receiving supportive care/symptom management and/or anti-cancer therapy in the home as part of the Mayo Clinic CCBW Program to assess the safety of cancer directed therapy when administered at home by a home health provider with remote patient monitoring and command center support, and establish the impact of home cancer treatment administration on patient-reported function and global health/quality of life, patient-reported symptoms, clinical outcomes, and cost of care. Successful completion of the project will deliver data on patient understanding and acceptability of cancer care at home, strategies for overcoming barriers to care for underserved communities, and the foundation from which we discover, translate and apply new knowledge in administering personalized care to vulnerable populations. Citation Format: Roxana S. Dronca, Folakemi Odedina, Che Ngufor, Kimlin Ashing, Ernest Kaninjing, Solomon Rotimi. Feasibility of patient-centered home care (PCHC) to reduce disparities in high-risk black men with advanced prostate cancer [abstract]. In: Proceedings of the American Association for Cancer Research Annual Meeting 2024; Part 1 (Regular Abstracts); 2024 Apr 5-10; San Diego, CA. Philadelphia (PA): AACR; Cancer Res 2024;84(6_Suppl):Abstract nr 819.
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Hasan, Md Mahmudul, i Nayeem Al-Tamzid Bhuiyan. "A multi-sensor based fire fighting robot with wireless control and visual system". Recent Research in Science and Technology, 23.11.2020, 6–13. http://dx.doi.org/10.25081/rrst.2020.12.6580.

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Firefighting bot is a kind of robot by which we can detect the fire and extinguish it at the same time. In our project, we built a kind of robot that can automatically detect the location of the fire and can reach closer to the affected point and extinguish it as soon as possible. The extra advantage of our project is we built the robot both in autonomous and remote control mode. The remote control part is pretty much different from the other project because we used an android application to control the robot from the outside through the WIFI. The application is not directly connected with the robot. The robot and the application are both connected to the same server so that the application can give the command from anywhere from the word and the robot will get that command from the server through the WIFI system.
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Edozie, Enerst, Eze Val Hyginus Udoka, Musiimenta Immaculate i Wantimba Janat. "Design and Implementation of a Smart Surveillance Security System". IDOSR JOURNAL OF SCIENCE AND TECHNOLOGY, 11.01.2023, 98–106. http://dx.doi.org/10.59298/idosr/2023/01.1.1207.

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Home security is essential for occupant’s conveniences and protection. This research project designed and implemented a comparatively inexpensive smart surveillance security system that automatically captures an intruder’s image through a raspberry pi camera module and PIR sensor and sends mail to the user via Wi-Fi using the users registered email address. This system operates by triggering the Pi Camera through Raspberry Pi whenever an intruder comes in range using PIR sensor. The Pi camera will capture the image, save it and send the image of the intruder via mail to the user through the help of the command codes embedded in the Raspberry pi microcontroller. This research project will enable home/supermarket and office owners to secure their facilities and monitor the activities of their employers at any location at cheaper cost which is the earnest desire of an Engineer. Proteus 2022 was used as the simulation tool. Keywords: Security, Spy camera, Raspberry pi, IOT, smart security system.
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Amgain, Lal P., Prem Pandey, Sushil Neupane, Basanta Raj Bhattarai i Jay B. Mahatra. "Assessments of an Innovative Fertilizer Management Tool (Nutrient Expert®) for Improved Nutrient Management of Spring Maize at Rani Jamara Kulariya Irrigation Command Area of Tikapur, Kailali". Journal of the Institute of Agriculture and Animal Science, 25.08.2023, 58–71. http://dx.doi.org/10.3126/jiaas.v37i1.56978.

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A multi-locational field trials were assessed to know the innovative fertilizer management tool (Nutrient Expert®) for improved nutrient management of Spring Maize in Rani Jamara Kulariya Irrigation Project Command Area (RJKIPCA) of Tikapur, Kailali during spring season of 2021. The layout and planting of Spring Maize for NE® - Hybrid Maize model for 42 farmers’ fields (Tikapur-18, Janaki-18 and Lamkichuha-6)], and Nutrient Omission Plot Technique (NOPT) maize trials for 21 farmers’ fields (Tikapur-9, Janaki-9 and Lamkichuha-3) were grown using baby trail/ diamond trials in Randomized Complete Block Design (RCBD) considering farmers as replications. Data recording, tabulation, and analysis and interpretation of the data was performed by using ANOVA through the use of R Stat-software. Data analysis was also done for the yield gap analysis using percentage change in yield of Spring Maize over the location due to changes in crop cultivars and NOPT. The experimental results highlighted that most of the soils in the project site were deficit in N followed by K, with the minimum yield loss due to omission of P. The treatment; farmers' fertilizer practices (FFP) with their own cultivar has shown more decreasing trend in Spring Maize yields and it was more prominently seen within the farmers growing hybrid maize than the open pollinated variety (OPV). With huge percentage of yield gaps in Spring Maize denoted that the soil of Janaki and Tikapur were found to be more prone to N and K nutrients deficient than the soils of Lamkichuha. NE®- Hybrid Maize model has fairly predicted the Spring Maize yields and predicted the sound results on profitability with assured actual attainable yield over the FFP. Therefore, NE-model for Spring Maize is suggested to adopt as a recommended decision support system (DSS) tool in the project command areas of RJKIPCA, Tikapur, Kailali.
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"ADVANCED HOME AUTOMATION". October-2020 9, nr 10 (30.10.2020): 16–40. http://dx.doi.org/10.29121/ijesrt.v9.i10.2020.3.

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The main objective of this project is to develop a Home automation system using an Arduino board with Bluetooth being remotely controlled by any android OS smart phone. As technology is advancing so houses are also getting smarter. Modern houses are gradually shifting from conventional switches to centralized control system, Involving remote control switches. Presently, conventional wall switches located in different parts of the houses makes it difficult for the user to go near them to operate. Even more it becomes more difficult for the elderly or physically handicapped people to do so. Remote controlled home automation system provides a most modern solution with smart phone. In order to achieve this, Bluetooth module is interfaced to Arduino board at the receiver end while on the transmitter end, a GUI application on the cell phone sends ON/OFF, commands receiver where loads are connected. By touching the specified location on the GUI a prompt will appear which will seek a command. Thus switching ON/OFF the connected loads.
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Stewart, Michael, Dana Browne, S. Brad Ellison, James Giammanco, Douglas Granger, T. Gregory Guzik i John P. Wefel. "The Louisiana Space Consortium Student Sounding Balloon Program". Journal of High Altitude Ballooning 1, nr 1 (9.08.2021). http://dx.doi.org/10.31274/jhab.13038.

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Since the fall of 2003 the Louisiana Aerospace Catalyst Experiences for Students (LaACES) program has been providing university students a two semester project that culminates with the flight of a scientific balloon experiment. During the first semester students complete the Student Ballooning Course (SBC) which teaches basic skills necessary to develop a working scientific payload. The SBC consists of a series of lectures and activities providing instruction in electronics, programming, project management, balloon payload design, and introductory circuit assembly. The SBC introduces the BalloonSat, a sub-assembly designed at LSU for LaACES which contains a microcontroller, real-time clock and a four channel analog-to-digital converter. The second semester is spent on the design, development, testing and calibration of the payloads. Upon completion of the Flight Readiness Review, students travel to the NASA Columbia Scientific Balloon Facility (CSBF) in Palestine, Texas for integration, launch, recovery and science presentations. A flight capable Automatic Packet Reporting System (APRS) radio beacon armed with GPS and command capable cut down was developed to track the balloon during flight and to cut-down the payloads. Tracking vehicles are outfitted with radios tuned to APRS frequency and laptops displaying maps of the payload location. Here we describe LaACES; program development, tools and technologies, implementation, program, management issues and flight experiences.
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"Cost-Effective Vision based Obstacle Avoidance System integrated Multi Array Ultrasonic sensor for Smart Wheelchair". International Journal of Recent Technology and Engineering 8, nr 4 (30.11.2019): 6988–93. http://dx.doi.org/10.35940/ijrte.d5190.118419.

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A smart wheelchair (SW) is a power wheelchair (PW) consist of microcontroller, actuators, sensor, and implement the assistive technology in system architecture. Users with severe motor impairment may realize the difficulty to operate a wheelchair when they are in a tight space such as passing a doorway or when avoiding obstacles since, they are unable to control the wheelchair. This project embarked on an obstacle avoidance system of a wheelchair. This project developed a cost-effective system that alarmed the user to avoid obstacle on its path. The prototype includes a Kinect camera and ultrasonic sensors. Kinect camera was placed at the right side of the wheelchair for real time video obstacle detection. Four of the ultrasonic sensors was used to detect obstacle at the front and one ultrasonic sensor for rear obstacle detection. Any obstacle detected by the ultrasonic sensors triggered the buzzer. Obstacle detected by Kinect camera was displayed with specific command for the user in attempt for obstacle avoidance. The performance of the obstacle avoidance system was tested indoor to detect obstacles in a controlled environment. The accuracy of the ultrasonic system was tested at a specific distance of 20mm to 200mm at 20mm intervals. Real time video received from the Kinect Camera was used to analyse the depth of the environment and the location of the object.
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"Understanding Effects of Matrix Organization Using SPSS Statistics". Contemporaneity of English Language and Literature in the Robotized Millennium 2, nr 2 (13.01.2024): 39–47. http://dx.doi.org/10.46632/cellrm/2/2/5.

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Matrix Organization, while being complicated, the matrix organisational structure helps achieve the fundamental goal, which is to boost productivity. It has a lot of benefits. These organisations are used by companies that offer a wide range of goods and services. It gives the company more flexibility and disrupts the routine. Employees cooperate with coworkers from diverse departments who are proficient in a variety of tasks. Whenever people from different departments work together, problems get solved faster. Even though everyone is exposed to a variety of roles from outside their primary profession, this does help to advance the workforce as a whole. A matrix organisation is one in which two or more people share administrative responsibility and responsibility. But, depending on whom you question and the field you work in, the significance of the term "matrix" differs greatly. There are frequently two chromatins of command in a matrix, one corresponding to functional departments and the other to project, market, or customer lines. Other chains of command may also exist, such as those based on location. The project leader may have a very powerful management position in a matrix organisational structure, or he may only have a facilitating role. To illustrate organisational ideas, a grid with a power balance between tasks versus function managers will first be examined. SPSS statistics is a data management, advanced analytics, multivariate analytics, business intelligence, and criminal investigation developed by IBM for a statistical software package. A long time, spa inc. was created by, IBM purchased it in 2009. The brand name for the most recent versions is IBM SPSS statistics. Co-operation, Confirmation, Avoidance, Competition, Effective management, Constructive conflict. The Cronbach's Alpha Reliability result. The overall Cronbach's Alpha value for the model is .683 which indicates 68% reliability. From the literature review, the above 49% Cronbach's Alpha value model can be considered for analysis. the outcome of Cronbach's Alpha Reliability. The model's total Cronbach's Alpha score is .683, which denotes a 68% dependability level. The 49% Cronbach's Alpha value model mentioned above from the literature review may be used for analysis.
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Ubale, N. Ayush, Pranavya M U, Poli Guha Neogi i Hardik Jethava. "VOICE CONTROLLED VEHICLE USING MQTT SERVER". International Journal of Engineering Applied Sciences and Technology 6, nr 4 (1.08.2021). http://dx.doi.org/10.33564/ijeast.2021.v06i04.019.

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The voice-controlled vehicle was created to make human work easier, since we live in an artificial intelligence-driven world where robots perform many tasks. The human voice is used to drive the vehicle. A stable android mobile application built with android studio software transmits the speech. It's essentially a Wi-Fi link. Using the mobile application, we can operate the vehicle with our voice from anywhere. The NodeMCU IoT framework is free and open source. It includes firmware for the ESP8266 Wi-Fi module, a Espressif Systems SoC, and ESP-12 module hardware. With the application that has been created, human work may become simpler. Since the vehicle will be linked to Wi-Fi, we will be able to access it from any location in our project. He or she will use the Android application to send commands or voice commands such as forward, backward, left, right, left forward, left backward, right forward, right backward, and right forward, right backward. The pins have been connected to the NodeMCU esp8266, and the code to control the car has been written. When an object or vehicle inhibits the car's movement, an ultrasonic sensor is used to stop it. The voice is recognised and forwarded to the HiveMQ server, where it is processed. HiveMQ's MQTT broker is optimised for cloud native deployments to take advantage of cloud resources. The use of MQTT reduces the amount of bandwidth used to transport data across the network. Low overall operating costs are a result of efficient IoT solutions. The hivemq server receives the command from the Android application and sends it to the NodeMCU microcontroller, which programmes the code to drive the vehicle. The voicecontrolled robot vehicle project has military, surveillance, and human applications in scope. It's a voice-activated wireless robot vehicle. The project's main goal is to guide the robotic vehicle to a specific location. In addition, the project's main goal is to use voice to control the robot. It is now possible to have
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"Fully Automatic Solar Powered Oil-Water Separation System for Grease Trap Controlled by Arduino: A Conceptual Design". International Journal of Recent Technology and Engineering 8, nr 4 (30.11.2019): 1266–71. http://dx.doi.org/10.35940/ijrte.c6343.118419.

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Pipeline clogging in food premises frequently emerges, particularly in small range restaurants. Fat, oil and grease (FOG) disposed from food premises becoming root cause for this issue and pollute drainage system. The aimed of this project was to remove the FOG from wastewater and with automatic oil disposal system using renewable energy. Power input system was improved by designing and developing the solar tracker system for automatic oil disposal grease trap controlled by Arduino and light radiation sensor. The solar tracker was designed based on engineering design methodologies including the survey, house of quality (HOQ), morphological chart and pugh method to ensure the engineering criteria achieved with the concern of customers satisfaction. Light radiation sensor was used to improve the efficiency of solar tracker by detecting the location of sun and Arduino will give a command to the motor based on a signal received from a light radiation sensor. Dual axis solar panel with light radiation sensor gave significant reduction in terms of time consumption used to absorb energy from the sun with average amount of voltage of approximately 1.82 volt compared to fixed solar panel which has average amount of voltage of approximately 1.35 volt. The newly designed dual axis solar tracker also has advantage on flexibility where it can be put at different angle and places.
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Dumchikov, Aleksandr, i Kseniya Pimenova. "An Uncompleted Machine-Building Giant in the Urals: Mobilisation Policy and Construction Practice". Quaestio Rossica 11, nr 4 (21.12.2023). http://dx.doi.org/10.15826/qr.2023.4.857.

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This article examines the Ural Plant of Chemical Engineering in Sverdlovsk as an example of unfinished industrial construction through the command economy formation, industry management structure, and city-planning activities development in the USSR during the first five-year plans. The authors refer to sources kept in the GARF, RGAE, GASO, TsDOOSO, and the Uralhimmashzavod History Museum and periodicals. They characterise the scale of unfinished industrial construction in the Urals during the first five-year plans, which predetermined the geography of the evacuation and the direction of future industrial and city-building development of the regional centres. The article describes the circumstances behind the emergence of the Ural Plant of Chemical Engineering in the first five-year plan programme and its construction process. The authors single out three periods of the plant’s construction, which correspond to the waves of mobilisation of the project discourse: 1930–1933, 1934–1935, and 1938–1941. They explain the causes of failure by the late emergence of the Uralhimmashstroi project in the plan, which coincided with the economic crisis of the turn of the first five-year plans. These factors necessitated a situational prioritisation of construction projects and the concentration of resources on the most important ones to ensure the earliest possible launch. The design of the social city of the Ural Plant of Chemical Engineering is discussed in the context of the development of the master plan of Greater Sverdlovsk and the competition between the central (Leningrad branch of Standartgorproekt) and regional (Uralgiprogor Institute) design organisations. Despite the existence of preliminary designs for the social city and a general settlement scheme, the location and appearance of the residential area were determined by available financial resources and the existing transport infrastructure. Although the project was not realised, the Ural Plant of Chemical Engineering acquired a discursively real status, whose maintenance required real human, monetary, and managerial resources even when construction stopped. Noting the frequency of change of activity waves at the Ural Plant of Chemical Engineering in comparison with the unrealised infrastructure projects of the New and Modern times analysed in foreign literature, as well as public announcements of each new “revival” of construction and silence about its suspensions, the authors conclude that in the conditions of socialist industrialisation, unfinished construction had a high mobilisation value.
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Ramirez, Ariana, David Owshalimpur, Cristin Mount i Christina Schofield. "Retrospective Review of a Novel Virtual Medical Soldier Readiness Processing Process in Response to the COVID-19 Pandemic". Military Medicine, 15.01.2021. http://dx.doi.org/10.1093/milmed/usaa580.

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ABSTRACT Introduction Medical solider readiness processing (SRP) needed to continue during the COVID-19 pandemic. We developed a rapid practice improvement project to allow for a hybrid virtual medical SRP/in-person medical SRP to decrease exposure risk. A retrospective review comparing this virtual SRP to a historical in-person SRP cohort to the same combatant command was then performed. Procedures A virtual medical SRP was completed for 204 soldiers in preparation for deployment within 24 hours of receiving the deployment roster. Each soldier had their MEDPROS data sheet printed and reviewed for deficiencies. Soldiers were then divided into two groups. Group 1 required hybrid SRP with need for in-person labs or vaccinations. Group 2 had no deficiencies noted on MEDPROS review, and the entire medical SRP was done virtually. Pre-deployment health assessment (pre-DHA) was completed over the phone for both groups. The provider then determined whether the soldier was a GO or NO GO, and this information was passed to the unit’s medical staff. Comparative data analysis was performed using t-tests assuming unequal variances and chi-square tests. Information Found A total of 204 soldiers were expected to complete the virtual SRP process. Of those 204, 191 MEDPROS records were reviewed (93%). Seventy-seven of the 191 soldiers (40%) required level one labs and immunizations, had not completed their pre-DHA, or had a combination of these factors. One hundred and fourteen soldiers (60%) had these items completed and were given virtual appointments in GENESIS. One hundred and six of the 114 (95%) soldiers were able to complete their medical SRP virtually. Eighty-six soldiers (80%) of this cohort were a GO for deployment at the end of their virtual SRP visit. The novel virtual SRP process was comparable to the historic in-person SRP as evidenced by no statistically significant difference in terms of the number of providers required and the number of soldiers that was seen by any one provider. The groups did show statistically significant differences based on age, gender, and GOs/NO GOs. Conclusion This is the first proof of concept of a virtual medical SRP on literature review. A virtual SRP process that combines a pre-visit record review with a virtual pre-DHA is a viable process for SRP. The ability to utilize providers outside of a confined location or post may allow for optimized utilization of this scarce resource and result in cost savings to the Army. The recreation of this virtual medical SRP within other Army installations may allow for the improvement and standardization of the medical SRP process as a whole.
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Parker, Heather A., John Baxter i Chris Murray. "Hurricane Irma–Navy's Displaced Vessel and Oil Spill Response". International Oil Spill Conference Proceedings 2021, nr 1 (1.05.2021). http://dx.doi.org/10.7901/2169-3358-2021.1.1141526.

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On the evening of 09–10 September 2017, the Florida Keys were pummeled by Hurricane Irma - a Category 4 storm that was the fifth-costliest hurricane to hit mainland United States, causing an estimated $50 billion in damages, and 34 lives lost in Florida alone. In the Keys, approximately 1350 boats were destroyed or damaged, and approximately 2000 boats were removed from the waters and shorelines from a Unified Command (UC) comprised of U.S. Coast Guard, EPA and Florida Fish and Wildlife Conservation Commission funded from the Federal Emergency Management Agency (FEMA), under an ESF10 Mission Assignment to remove those vessels displaced from the storm where they had sunk, submerged, or been stranded along the shoreline. On September 28, 2017, the UC decided that boats that were on federal property were the responsibility of that agency to manage, and furthermore, since each of these boats had batteries and in most cases fuel on board they posed an immediate hazardous substance and/or oil spill threat, so requested that Navy undertake operations immediately as the lead FOSC to address each of the vessels sunk, submerged, stranded or otherwise displaced on Navy property in the Key West area. On October 1, 2017, the Navy On-Scene Coordinator Representative (NOSC-R) from Navy Region Southeast (NRSE) deployed to Naval Air Station Key West (NASKW) to manage the response. Once adequate funds were identified and secured, NRSE contracted Navy Supervisor of Salvage (SUPSALV), who quickly arrived on-scene with a contracted private salvor. Operations fell into several stages: locating each vessel on NASKW property and determining its condition; identifying each owner/representative; retrieval and temporary storage of each vessel or its remains on Navy property; contacting vessel owners/representatives to making arrangements for owner or insurance company to retrieve the vessel, or surrender it to Navy custody for final destruction at Navy's expense. A number of challenges arose during this response: finding adequate funds at the end of a fiscal year for an un-programmed multi-million dollar project; identifying owners and contact information; negotiating final disposition of each vessel; allowing owners access to vessels stored on Navy property. After 9 weeks of vessel location and identification, and owner notifications, 15 vessels were retrieved by owners, 13 vessels were towed away or otherwise removed by owner insurance companies, and 52 were barged off to a boatyard for final destruction at Navy's expense. In total, $3M was spent by Navy for this operation.
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Knobbe, Marc G., Brandon J. Aden i Hayley R. Ashbaugh. "Comparison of Theater Medical Data Store and Reportable Medical Event Records to Theater Animal Bite Reports Submissions, 2018–2019". Military Medicine, 23.11.2023. http://dx.doi.org/10.1093/milmed/usad445.

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ABSTRACT Introduction This analysis evaluates potential reporting discrepancies of the DD2341 Form (Report of Animal Bite—Potential Rabies Exposure) submitted to a forward-deployed Rabies Advisory Board to the Theater Medical Data Store (TMDS) and Reportable Medical Event (RME) systems to identify reporting gaps that can lead to improved best practices that ensure documentation of Post Exposure Prophylaxis (PEP) of potential rabies exposures into service members (SMs) electronic medical records. Materials and Methods The project compares the number of Service Member animal exposure DD2341 reports submitted to the Camp Arifjan, Kuwait Rabies Advisory Board to in-theater treatment electronic records at the same forward deployed locations from January 1, 2018 to December 31, 2019 recorded in the TMDS and RME databases. Records included active duty and reserve SM deployed to six countries in the United States Central Command (USCENTCOM) area of responsibility. The analysis compared some demographic information, type of potential rabies exposure (e.g., whether a bite or scratch), and PEP to rabies with Human Rabies Immune Globulin (HRIG), Human Rabies Vaccine (HRV), or both between the reporting systems. Results There were 44 fewer records of PEP from the TMDS data records than reported from in theater written reports. Electronic record data showed 85 coded rabies exposure diagnoses. Twenty-two received HRV and no HRIG, while four received HRIG and HRV for PEP. Only seven of the 26 SM receiving rabies PEP had a confirmed RME associated with the electronic record. There were 116 SM animal exposure written reports, with 70 reporting PEP. There were 41 records indicating the SM received HRIG and HRV as part of PEP, while 29 reports indicated that the patient received only HRV PEP. Of the 41 SM receiving HRIG, 32 of the exposures were from cat scratches or bites. Seven records specified HRIG was indicated for treatment but not available at the location; therefore, HRV was the only treatment available. The most common reason indicated on the written report for not receiving rabies PEP was that treatment was not indicated based on the risk category of animal exposure. Conclusions This study is the first to compare the electronic medical record data to in theater reports for potential rabies exposure in a theater of operations. The analysis suggests that some written forms generated in the USCENTCOM theater are not entered into SM Military Health System electronic medical records, indicating that electronic medical records may be a less sensitive method than in-theatre reports for rabies program surveillance in a deployed setting. There is under-reporting in electronic medical records of rabies PEP in both TMDS and RME databases. Rabies PEP is an RME according to the Armed Forces Health Surveillance Division guidelines and case definitions. There needs to be better integration of the DD2341 into the electronic medical records system.
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Jethani, Suneel. "Lists, Spatial Practice and Assistive Technologies for the Blind". M/C Journal 15, nr 5 (12.10.2012). http://dx.doi.org/10.5204/mcj.558.

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IntroductionSupermarkets are functionally challenging environments for people with vision impairments. A supermarket is likely to house an average of 45,000 products in a median floor-space of 4,529 square meters and many visually impaired people are unable to shop without assistance, which greatly impedes personal independence (Nicholson et al.). The task of selecting goods in a supermarket is an “activity that is expressive of agency, identity and creativity” (Sutherland) from which many vision-impaired persons are excluded. In response to this, a number of proof of concept (demonstrating feasibility) and prototype assistive technologies are being developed which aim to use smart phones as potential sensorial aides for vision impaired persons. In this paper, I discuss two such prototypic technologies, Shop Talk and BlindShopping. I engage with this issue’s list theme by suggesting that, on the one hand, list making is a uniquely human activity that demonstrates our need for order, reliance on memory, reveals our idiosyncrasies, and provides insights into our private lives (Keaggy 12). On the other hand, lists feature in the creation of spatial inventories that represent physical environments (Perec 3-4, 9-10). The use of lists in the architecture of assistive technologies for shopping illuminates the interaction between these two modalities of list use where items contained in a list are not only textual but also cartographic elements that link the material and immaterial in space and time (Haber 63). I argue that despite the emancipatory potential of assistive shopping technologies, their efficacy in practical situations is highly dependent on the extent to which they can integrate a number of lists to produce representations of space that are meaningful for vision impaired users. I suggest that the extent to which these prototypes may translate to becoming commercially viable, widely adopted technologies is heavily reliant upon commercial and institutional infrastructures, data sources, and regulation. Thus, their design, manufacture and adoption-potential are shaped by the extent to which certain data inventories are accessible and made interoperable. To overcome such constraints, it is important to better understand the “spatial syntax” associated with the shopping task for a vision impaired person; that is, the connected ordering of real and virtual spatial elements that result in a supermarket as a knowable space within which an assisted “spatial practice” of shopping can occur (Kellerman 148, Lefebvre 16).In what follows, I use the concept of lists to discuss the production of supermarket-space in relation to the enabling and disabling potentials of assistive technologies. First, I discuss mobile digital technologies relative to disability and impairment and describe how the shopping task produces a disabling spatial practice. Second, I present a case study showing how assistive technologies function in aiding vision impaired users in completing the task of supermarket shopping. Third, I discuss various factors that may inhibit the liberating potential of technology assisted shopping by vision-impaired people. Addressing Shopping as a Disabling Spatial Practice Consider how a shopping list might inform one’s experience of supermarket space. The way shopping lists are written demonstrate the variability in the logic that governs list writing. As Bill Keaggy demonstrates in his found shopping list Web project and subsequent book, Milk, Eggs, Vodka, a shopping list may be written on a variety of materials, be arranged in a number of orientations, and the writer may use differing textual attributes, such as size or underlining to show emphasis. The writer may use longhand, abbreviate, write neatly, scribble, and use an array of alternate spelling and naming conventions. For example, items may be listed based on knowledge of the location of products, they may be arranged on a list as a result of an inventory of a pantry or fridge, or they may be copied in the order they appear in a recipe. Whilst shopping, some may follow strictly the order of their list, crossing back and forth between aisles. Some may work through their list item-by-item, perhaps forward scanning to achieve greater economies of time and space. As a person shops, their memory may be stimulated by visual cues reminding them of products they need that may not be included on their list. For the vision impaired, this task is near impossible to complete without the assistance of a relative, friend, agency volunteer, or store employee. Such forms of assistance are often unsatisfactory, as delays may be caused due to the unavailability of an assistant, or the assistant having limited literacy, knowledge, or patience to adequately meet the shopper’s needs. Home delivery services, though readily available, impede personal independence (Nicholson et al.). Katie Ellis and Mike Kent argue that “an impairment becomes a disability due to the impact of prevailing ableist social structures” (3). It can be said, then, that supermarkets function as a disability producing space for the vision impaired shopper. For the vision impaired, a supermarket is a “hegemonic modern visual infrastructure” where, for example, merchandisers may reposition items regularly to induce customers to explore areas of the shop that they wouldn’t usually, a move which adds to the difficulty faced by those customers with impaired vision who work on the assumption that items remain as they usually are (Schillmeier 161).In addressing this issue, much emphasis has been placed on the potential of mobile communications technologies in affording vision impaired users greater mobility and flexibility (Jolley 27). However, as Gerard Goggin argues, the adoption of mobile communication technologies has not necessarily “gone hand in hand with new personal and collective possibilities” given the limited access to standard features, even if the device is text-to-speech enabled (98). Issues with Digital Rights Management (DRM) limit the way a device accesses and reproduces information, and confusion over whether audio rights are needed to convert text-to-speech, impede the accessibility of mobile communications technologies for vision impaired users (Ellis and Kent 136). Accessibility and functionality issues like these arise out of the needs, desires, and expectations of the visually impaired as a user group being considered as an afterthought as opposed to a significant factor in the early phases of design and prototyping (Goggin 89). Thus, the development of assistive technologies for the vision impaired has been left to third parties who must adopt their solutions to fit within certain technical parameters. It is valuable to consider what is involved in the task of shopping in order to appreciate the considerations that must be made in the design of shopping intended assistive technologies. Shopping generally consists of five sub-tasks: travelling to the store; finding items in-store; paying for and bagging items at the register; exiting the store and getting home; and, the often overlooked task of putting items away once at home. In this process supermarkets exhibit a “trichotomous spatial ontology” consisting of locomotor space that a shopper moves around the store, haptic space in the immediate vicinity of the shopper, and search space where individual products are located (Nicholson et al.). In completing these tasks, a shopper will constantly be moving through and switching between all three of these spaces. In the next section I examine how assistive technologies function in producing supermarkets as both enabling and disabling spaces for the vision impaired. Assistive Technologies for Vision Impaired ShoppersJason Farman (43) and Adriana de Douza e Silva both argue that in many ways spaces have always acted as information interfaces where data of all types can reside. Global Positioning System (GPS), Radio Frequency Identification (RFID), and Quick Response (QR) codes all allow for practically every spatial encounter to be an encounter with information. Site-specific and location-aware technologies address the desire for meaningful representations of space for use in everyday situations by the vision impaired. Further, the possibility of an “always-on” connection to spatial information via a mobile phone with WiFi or 3G connections transforms spatial experience by “enfolding remote [and latent] contexts inside the present context” (de Souza e Silva). A range of GPS navigation systems adapted for vision-impaired users are currently on the market. Typically, these systems convert GPS information into text-to-speech instructions and are either standalone devices, such as the Trekker Breeze, or they use the compass, accelerometer, and 3G or WiFi functions found on most smart phones, such as Loadstone. Whilst both these products are adequate in guiding a vision-impaired user from their home to a supermarket, there are significant differences in their interfaces and data architectures. Trekker Breeze is a standalone hardware device that produces talking menus, maps, and GPS information. While its navigation functionality relies on a worldwide radio-navigation system that uses a constellation of 24 satellites to triangulate one’s position (May and LaPierre 263-64), its map and text-to-speech functionality relies on data on a DVD provided with the unit. Loadstone is an open source software system for Nokia devices that has been developed within the vision-impaired community. Loadstone is built on GNU General Public License (GPL) software and is developed from private and user based funding; this overcomes the issue of Trekker Breeze’s reliance on trading policies and pricing models of the few global vendors of satellite navigation data. Both products have significant shortcomings if viewed in the broader context of the five sub-tasks involved in shopping described above. Trekker Breeze and Loadstone require that additional devices be connected to it. In the case of Trekker Breeze it is a tactile keypad, and with Loadstone it is an aftermarket screen reader. To function optimally, Trekker Breeze requires that routes be pre-recorded and, according to a review conducted by the American Foundation for the Blind, it requires a 30-minute warm up time to properly orient itself. Both Trekker Breeze and Loadstone allow users to create and share Points of Interest (POI) databases showing the location of various places along a given route. Non-standard or duplicated user generated content in POI databases may, however, have a negative effect on usability (Ellis and Kent 2). Furthermore, GPS-based navigation systems are accurate to approximately ten metres, which means that users must rely on their own mobility skills when they are required to change direction or stop for traffic. This issue with GPS accuracy is more pronounced when a vision-impaired user is approaching a supermarket where they are likely to encounter environmental hazards with greater frequency and both pedestrian and vehicular traffic in greater density. Here the relations between space defined and spaces poorly defined or undefined by the GPS device interact to produce the supermarket surrounds as a disabling space (Galloway). Prototype Systems for Supermarket Navigation and Product SelectionIn the discussion to follow, I look at two prototype systems using QR codes and RFID that are designed to be used in-store by vision-impaired shoppers. Shop Talk is a proof of concept system developed by researchers at Utah State University that uses synthetic verbal route directions to assist vision impaired shoppers with supermarket navigation, product search, and selection (Nicholson et al.). Its hardware consists of a portable computational unit, a numeric keypad, a wireless barcode scanner and base station, headphones for the user to receive the synthetic speech instructions, a USB hub to connect all the components, and a backpack to carry them (with the exception of the barcode scanner) which has been slightly modified with a plastic stabiliser to assist in correct positioning. Shop Talk represents the supermarket environment using two data structures. The first is comprised of two elements: a topological map of locomotor space that allows for directional labels of “left,” “right,” and “forward,” to be added to the supermarket floor plan; and, for navigation of haptic space, the supermarket inventory management system, which is used to create verbal descriptions of product information. The second data structure is a Barcode Connectivity Matrix (BCM), which associates each shelf barcode with several pieces of information such as aisle, aisle side, section, shelf, position, Universal Product Code (UPC) barcode, product description, and price. Nicholson et al. suggest that one of their “most immediate objectives for future work is to migrate the system to a more conventional mobile platform” such as a smart phone (see Mobile Shopping). The Personalisable Interactions with Resources on AMI-Enabled Mobile Dynamic Environments (PRIAmIDE) research group at the University of Deusto is also approaching Ambient Assisted Living (AAL) by exploring the smart phone’s sensing, communication, computing, and storage potential. As part of their work, the prototype system, BlindShopping, was developed to address the issue of assisted shopping using entirely off-the-shelf technology with minimal environmental adjustments to navigate the store and search, browse and select products (López-de-Ipiña et al. 34). Blind Shopping’s architecture is based on three components. Firstly, a navigation system provides the user with synthetic verbal instructions to users via headphones connected to the smart phone device being used in order to guide them around the store. This requires a RFID reader to be attached to the tip of the user’s white cane and road-marking-like RFID tag lines to be distributed throughout the aisles. A smartphone application processes the RFID data that is received by the smart phone via Bluetooth generating the verbal navigation commands as a result. Products are recognised by pointing a QR code reader enabled smart phone at an embossed code located on a shelf. The system is managed by a Rich Internet Application (RIA) interface, which operates by Web browser, and is used to register the RFID tags situated in the aisles and the QR codes located on shelves (López-de-Ipiña and 37-38). A typical use-scenario for Blind Shopping involves a user activating the system by tracing an “L” on the screen or issuing the “Location” voice command, which activates the supermarket navigation system which then asks the user to either touch an RFID floor marking with their cane or scan a QR code on a nearby shelf to orient the system. The application then asks the user to dictate the product or category of product that they wish to locate. The smart phone maintains a continuous Bluetooth connection with the RFID reader to keep track of user location at all times. By drawing a “P” or issuing the “Product” voice command, a user can switch the device into product recognition mode where the smart phone camera is pointed at an embossed QR code on a shelf to retrieve information about a product such as manufacturer, name, weight, and price, via synthetic speech (López-de-Ipiña et al. 38-39). Despite both systems aiming to operate with as little environmental adjustment as possible, as well as minimise the extent to which a supermarket would need to allocate infrastructural, administrative, and human resources to implementing assistive technologies for vision impaired shoppers, there will undoubtedly be significant establishment and maintenance costs associated with the adoption of production versions of systems resembling either prototype described in this paper. As both systems rely on data obtained from a server by invoking Web services, supermarkets would need to provide in-store WiFi. Further, both systems’ dependence on store inventory data would mean that commercial versions of either of these systems are likely to be supermarket specific or exclusive given that there will be policies in place that forbid access to inventory systems, which contain pricing information to third parties. Secondly, an assumption in the design of both prototypes is that the shopping task ends with the user arriving at home; this overlooks the important task of being able to recognise products in order to put them away or to use at a later time.The BCM and QR product recognition components of both respective prototypic systems associates information to products in order to assist users in the product search and selection sub-tasks. However, information such as use-by dates, discount offers, country of manufacture, country of manufacturer’s origin, nutritional information, and the labelling of products as Halal, Kosher, containing alcohol, nuts, gluten, lactose, phenylalanine, and so on, create further challenges in how different data sources are managed within the devices’ software architecture. The reliance of both systems on existing smartphone technology is also problematic. Changes in the production and uptake of mobile communication devices, and the software that they operate on, occurs rapidly. Once the fit-out of a retail space with the necessary instrumentation in order to accommodate a particular system has occurred, this system is unlikely to be able to cater to the requirement for frequent upgrades, as built environments are less flexible in the upgrading of their technological infrastructure (Kellerman 148). This sets up a scenario where the supermarket may persist as a disabling space due to a gap between the functional capacities of applications designed for mobile communication devices and the environments in which they are to be used. Lists and Disabling Spatial PracticeThe development and provision of access to assistive technologies and the data they rely upon is a commercial issue (Ellis and Kent 7). The use of assistive technologies in supermarket-spaces that rely on the inter-functional coordination of multiple inventories may have the unintended effect of excluding people with disabilities from access to legitimate content (Ellis and Kent 7). With de Certeau, we can ask of supermarket-space “What spatial practices correspond, in the area where discipline is manipulated, to these apparatuses that produce a disciplinary space?" (96).In designing assistive technologies, such as those discussed in this paper, developers must strive to achieve integration across multiple data inventories. Software architectures must be optimised to overcome issues relating to intellectual property, cross platform access, standardisation, fidelity, potential duplication, and mass-storage. This need for “cross sectioning,” however, “merely adds to the muddle” (Lefebvre 8). This is a predicament that only intensifies as space and objects in space become increasingly “representable” (Galloway), and as the impetus for the project of spatial politics for the vision impaired moves beyond representation to centre on access and meaning-making.ConclusionSupermarkets act as sites of hegemony, resistance, difference, and transformation, where the vision impaired and their allies resist the “repressive socialization of impaired bodies” through their own social movements relating to environmental accessibility and the technology assisted spatial practice of shopping (Gleeson 129). It is undeniable that the prototype technologies described in this paper, and those like it, indeed do have a great deal of emancipatory potential. However, it should be understood that these devices produce representations of supermarket-space as a simulation within a framework that attempts to mimic the real, and these representations are pre-determined by the industrial, technological, and regulatory forces that govern their production (Lefebvre 8). Thus, the potential of assistive technologies is dependent upon a range of constraints relating to data accessibility, and the interaction of various kinds of lists across the geographic area that surrounds the supermarket, locomotor, haptic, and search spaces of the supermarket, the home-space, and the internal spaces of a shopper’s imaginary. These interactions are important in contributing to the reproduction of disability in supermarkets through the use of assistive shopping technologies. The ways by which people make and read shopping lists complicate the relations between supermarket-space as location data and product inventories versus that which is intuited and experienced by a shopper (Sutherland). Not only should we be creating inventories of supermarket locomotor, haptic, and search spaces, the attention of developers working in this area of assistive technologies should look beyond the challenges of spatial representation and move towards a focus on issues of interoperability and expanded access of spatial inventory databases and data within and beyond supermarket-space.ReferencesDe Certeau, Michel. The Practice of Everyday Life. Berkeley: University of California Press, 1984. Print.De Souza e Silva, A. “From Cyber to Hybrid: Mobile Technologies As Interfaces of Hybrid Spaces.” Space and Culture 9.3 (2006): 261-78.Ellis, Katie, and Mike Kent. Disability and New Media. New York: Routledge, 2011.Farman, Jason. Mobile Interface Theory: Embodied Space and Locative Media. New York: Routledge, 2012.Galloway, Alexander. “Are Some Things Unrepresentable?” Theory, Culture and Society 28 (2011): 85-102.Gleeson, Brendan. Geographies of Disability. London: Routledge, 1999.Goggin, Gerard. Cell Phone Culture: Mobile Technology in Everyday Life. London: Routledge, 2006.Haber, Alex. “Mapping the Void in Perec’s Species of Spaces.” Tattered Fragments of the Map. Ed. Adam Katz and Brian Rosa. S.l.: Thelimitsoffun.org, 2009.Jolley, William M. When the Tide Comes in: Towards Accessible Telecommunications for People with Disabilities in Australia. Sydney: Human Rights and Equal Opportunity Commission, 2003.Keaggy, Bill. Milk Eggs Vodka: Grocery Lists Lost and Found. Cincinnati, Ohio: HOW Books, 2007.Kellerman, Aharon. Personal Mobilities. London: Routledge, 2006.Kleege, Georgia. “Blindness and Visual Culture: An Eyewitness Account.” The Disability Studies Reader. 2nd edition. Ed. Lennard J. Davis. New York: Routledge, 2006. 391-98.Lefebvre, Henri. The Production of Space. Oxford, UK: Blackwell, 1991.López-de-Ipiña, Diego, Tania Lorido, and Unai López. “Indoor Navigation and Product Recognition for Blind People Assisted Shopping.” Ambient Assisted Living. Ed. J. Bravo, R. Hervás, and V. Villarreal. Berlin: Springer-Verlag, 2011. 25-32. May, Michael, and Charles LaPierre. “Accessible Global Position System (GPS) and Related Orientation Technologies.” Assistive Technology for Visually Impaired and Blind People. Ed. Marion A. Hersh, and Michael A. Johnson. London: Springer-Verlag, 2008. 261-88. Nicholson, John, Vladimir Kulyukin, and Daniel Coster. “Shoptalk: Independent Blind Shopping Through Verbal Route Directions and Barcode Scans.” The Open Rehabilitation Journal 2.1 (2009): 11-23.Perec, Georges. Species of Spaces and Other Pieces. Trans. and Ed. John Sturrock. London: Penguin Books, 1997.Schillmeier, Michael W. J. Rethinking Disability: Bodies, Senses, and Things. New York: Routledge, 2010.Sutherland, I. “Mobile Media and the Socio-Technical Protocols of the Supermarket.” Australian Journal of Communication. 36.1 (2009): 73-84.
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Graves, Tom. "Something Happened on the Way to the ©". M/C Journal 6, nr 2 (1.04.2003). http://dx.doi.org/10.5204/mcj.2155.

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Intellectual property. It's a strange term, indicating from its structure that the questionable notion of property has been appended to something that, in a tangible sense, doesn't even exist. Difficult to grasp, like water, or air, yet at the same time so desirable to own... In Anglo-American law, property is defined, as the eighteenth-century jurist Sir William Blackstone put it, as "that sole and despotic dominion which one man claims and exercises over the external things of the world, in total exclusion of the right of any other individual in the universe" (Terry & Guigni 207). For most physical things, the 'right' of exclusion seems simple enough to understand, and to control. Yet even there, when the boundaries blur, especially over space and time, the results of such 'rights' become less and less manageable, as indicated by the classic 'tragedy of the commons' (Hardin). And once we move outside of the physical realm, and into the world of ideas, or of feelings or the spirit, the notion of an exclusive 'right' of ownership steadily makes less and less sense. It's an issue that's come to the fore with the rise of the Open Source movement, creating software that can be freely shared and used by anyone. There are many arguments about exactly is meant by 'free', though there's often an emphasis on freedom of ideas rather than price: "think of 'free' as in 'free speech', not as in 'free beer'" is how one group describes it (Free Software Foundation). Unlike proprietary software such as Microsoft Windows, the source-code from which the programs are compiled is available is available for anyone to view, amend, extend. As yet, few programmers are paid to do so; certainly no-one is excluded from doing so. The results from this apparently anarchic and altruistic model would be startling for anyone coming from a conventional economics background: for example, Sourceforge, the main Open Source repository, currently hosts almost 60,000 projects, with almost ten times that number of active contributors (Sourceforge). Some of these projects are huge: for example, the Linux kernel is well over a million lines of code, whilst the Gnome user-interface is already almost twice that size. Open Source programs such as the 'LAMP' quadrivirate of the GNU/Linux operating-system, Apache web-server, MySQL database and PHP, Perl or Python scripting languages provide most of the software infrastructure for the Internet (Linux, Apache, MySQL, PHP, Perl, Python). And the Internet returns the favour, by providing a space in which collaboration can happen quickly and for the most part transparently, without much regard for status or location. Yet central though the Internet may be to this new wave of shared 'public good', the core innovations of Open Source are more social than technological. Of these, probably the most important are a specific kind of collaboration, and an unusual twist on copyright law. Eric Raymond's classic essay 'The Cathedral and the Bazaar' is one of the best descriptions of the social processes behind Open Source (Raymond). "Every good work of software starts by scratching a developer's personal itch", says Raymond: see a need, tackle it, share the initial results, ask for help. Larry Wall, the initiator of Perl, "wanted to create something that was so useful that it would be taken up by many people" (Moody 133), and consciously promoted it in much the same way as a missionary (Moody 131). Open access to communications and a culture of shared learning provides the space to "release early, release often" and invite collaboration. Some projects, such as Apache and PHP, are run as a kind of distributed collective, but many are somewhat hierarchical, with a well-known lead-figure at the centre: Linus Torvalds for Linux, Larry Wall for Perl, Guido van Rossum for Python, Miguel de Icaza for Gnome. Yet the style rarely seems hierarchical in practice: the lead-figure's role is that of coordinator and final arbiter of quality, far removed from the militaristic 'command and control' so common in business environments. What makes it work is that anyone can join in, identify a bug, submit a patch, volunteer to design some desirable function or feature, and gain personal satisfaction and social respect for doing so. Programmers’ motivations vary enormously, of course: some share their work as a kind of libertarian statement, whilst others are more driven by a sense of obligation to others in the software-development community, or in the wider world. Yet for many, perhaps most, it's the personal satisfaction that's most important: as Linus Torvalds comments, "most of the good programmers do [Open Source] programming not because they expect to get paid or get adulation by the public, but because it is fun to program" (Torvalds & Ghosh). In that sense it more closely resembles a kind of art-form rather than a conventional business proposition. Realistically, many of the smaller Open Source projects are little more than student exercises, with limited real-world usefulness. But for larger, more relevant projects this borderless, inclusive collaboration usually results in code of very high quality and reliability – "given enough eyeballs, all bugs are shallow" is another of Raymond's aphorisms – in stark contrast to the notorious security holes and general fragility of proprietary products from Redmond and elsewhere. And it leverages different people's skills to create an extraordinary degree of 'win/win', as Linus Torvalds points out: "imagine ten people putting in one hour each every day on the project. They put in one hour of work, but because they share the end results they get nine hours of 'other peoples work' for free. It sounds unfair: get nine hours of work for doing one hour. But it obviously is not" (Torvalds & Ghosh). It's this kind of return-on-investment that's making many businesses more than willing to embrace the 'insanity' of paying programmers to give away their time on Open Source projects (Pavlicek). The hard part, for many businesses, is that it demands a very different approach to business relationships. "Forget business as usual", writes Russell Pavlicek; "forget about demanding your own way; forget fluffy, empty management speeches; forget about fudging facts; forget about marketing that alienates the community; forget about pushing hype rather than real value; forget about taking more than you give" (Pavlicek 131-7). When everything is open, and everyone is in effect a volunteer, none of those time-dishonoured tactics works well. But the real catch is the legal framework under which Open Source is developed and distributed. Conventionally, placing work in the public domain – the intellectual-property equivalent of the commons – means that anyone can apply even the minutest of changes and then declare it exclusively as their own. Walt Disney famously did exactly this with many classics, such as the Grimms' fairy-tales or Rudyard Kipling's Jungle Book. The Free Software Foundation's 'GNU Public License' – used for most Open Source software – avoids this by copyrighting the work, permitting freedom to view, amend and extend the code for any purpose, but requiring that any new version permit the same freedoms (GNU/FSF). This inclusive approach – nicknamed 'copyleft' in contrast to conventional copyright – turns the usual exclusive model of intellectual property on its head. Its viral, self-propagating nature uses the law to challenge the law of property: everything it touches is – in principle – freed from exclusive private ownership. Larry Lessig and the Creative Commons legal team have extended this somewhat further, with machine-readable licenses that permit a finer granularity of choice in defining what uses of a work – a musical performance, a book or a Weblog, for example – are open or withheld (Creative Commons). But the central theme is that copyleft, together with the open nature of the Internet, "moves everything that touches it toward the public domain" (Norlin). Which is not a happy thought for those whose business models depend on exclusion and control of access to intellectual property – such as Hollywood, the media and the biotechnology industry – nor, for that matter, for those who'd prefer to keep their secrets secret (AWOLBush). Part of the problem, for such people, is a mistaken notion of what the Internet really is. It's not a pipe or a medium, like cable TV; it's more like a space or a place, a 'world of ends' (Searls & Weinberger). Not so much infrastructure, to be bought and sold, but necessarily shared, it's more 'innerstructure', a kind of artificial force of nature: "like the Earth's fertile surface, it derives much of its fertility from the life it supports" (Searls). Its key characteristics, argues Doc Searls, are that "No-one owns it; Everyone can use it; Anyone can improve it". And these characteristics of the Internet ultimately arise not from the hardware – routers, cables, servers and the like – or even the software, but ultimately from an agreement – the Internet Protocol – and an idea – that network connections can and should be self-routing, beyond direct control. Yet perhaps the most important idea that arises from this is that one of the most basic foundation-stones of Western society – the model of property as an exclusive 'right', a "sole and despotic dominion" – simply doesn't work. This is especially true for supposed 'intellectual property', such as copyrights, trade-marks, patents, genome sequences, scientific theories: after all, from where do those ideas and patterns ultimately arise? Who owns that? In legal terms, there's no definable root for a trail of provenance, no means to identify all involved intermediaries, and hence no ultimate anchor for any kind of property claim. Many other types of intellectual property, such as domain-names, phrases, words, radio-frequencies, colours, sounds - the word 'Yes', the phrase 'The Real Thing', Ferrari red, the sound of a Harley-Davidson – can only be described as arbitrary expropriations from the public domain. In many senses, then, the whole legal edifice of intellectual property is little more than "all smoke and mirrors", held together by lawyers' bluff – hardly a stable foundation for the much-vaunted 'information economy'! Whilst it's not quite true that "nobody owns it", in practice the only viable ownership for any kind of intellectual property would seem to be that of a declaration of responsibility, of stewardship – such as a project-leader's responsibility for an Open Source project – rather than an arbitrary and ultimately indefensible assertion of exclusive 'right'. So a simple question about intellectual property – is it copyright or copyleft? should source-code be proprietary or 'free'? – goes deeper and deeper into the 'innerstructure' of society itself. Miguel Icaza describes this well: "as the years pass and you're working in this framework, you start to reevaluate in many areas your relationships with your friends and your family. The same ideas about free software and sharing and caring about other people start to permeate other aspects of your life" (Moody 323). Perhaps it's time to look more carefully to look more carefully not just at intellectual property, but at the 'rights' and responsibilities associated with all kinds of property, to reach a more equitable and sustainable means to manage the tangible and intangible resources of this world we share. Works Cited Blackstone, Sir William. "Commentaries on the Laws of England." Book 2, 1765, 2, quoted in Andrew Terry and Des Guigni, Business, Society and the Law. Marrickville, Australia: Harcourt, Brace and Co., 1994. Hardin, Garrett. "The Tragedy of the Commons." Science 162 (1968): 1243-8. 10 Mar. 2003 <http://www.constitution.org/cmt/tragcomm.htm>. “The Free Software Definition.” Free Software Foundation. 10 Mar. 2003 <http://www.fsf.org/philosophy/free-sw.php>. Sourceforge. 9 Mar. 2003 <http://sourceforge.net/>. Linux. 9 Mar. 2003 <http://www.linux.org/>. GNOME. 9 Mar. 2003 <http://www.gnome.org/>. Apache. The Apache Software Foundation. 9 Mar. 2003 <http://www.apache.org/>. MySQL. 9 Mar. 2003 <http://www.mysql.com/>. PHP. 9 Mar. 2003 <http://www.php.net/>. Perl. 9 Mar. 2003 <http://www.perl.org/>. Python. 9 Mar. 2003 <http://www.python.org/>. Raymond, Eric S. The Cathedral and the Bazaar. 11 Aug. 1998. 9 Mar. 2003 <http://www.openresources.com/documents/cathedral-bazaar>. (Note: original location at http://tuxedo.org/~esr/writings/cathedral-bazaar/ is no longer accessible.) Moody, Glyn. Rebel Code: Linux and the Open Source Revolution. London: Allen Lane/Penguin, 2001. Torvalds, Linus, and Rishab Aiyer Ghosh. "Interview with Linus Torvalds". First Monday 3.3 (1998). 9 Mar. 2003 <http://www.firstmonday.dk/issues/issue3_3/torvalds/index.php>. Pavlicek, Russell C. Embracing Insanity: Open Source Software Development. Indianapolis: Sams Publishing, 2000. "Licenses – GNU Project." GNU/Free Software Foundation. 9 Mar. 2003 <http://www.fsf.org/licenses/licenses.html#TOCWhatIsCopyleft>. Lessig, Lawrence (Larry). Home page. 9 Mar. 2003 <http://cyberlaw.stanford.edu/lessig>. Creative Commons. 9 Mar. 2003 <http://creativecommons.org/>. Norlin, Eric. Weblog. 23 Feb. 2003. 9 Mar. 2003 <http://www.unchartedshores.com/blogger/archive/2003_02_23_ar... ...chive3.html#90388497>. “G W Bush Went AWOL.” AWOLBush.com. 9 Mar. 2003 <http://www.awolbush.com/>. Searls, Doc, and David Weinberger. World Of Ends: What the Internet Is and How to Stop Mistaking It for Something Else. 9 Mar. 2003 <http://worldofends.com/>. Searls, Doc. "Is Linux Infrastructure? Or Is it Deeper than That?" Linux Journal 14 May 2002. 10 Mar. 2003 <http://www.linuxjournal.com/article.php?sid=6074>. ---. "Setting Fire to Hollywood’s Plans for the Net: The GeekPAC Story". Linux Journal 29 Apr. 2002. 10 Mar. 2003 <http://www.linuxjournal.com/article.php?sid=6033>. Links http://creativecommons.org/ http://cyberlaw.stanford.edu/lessig http://sourceforge.net/ http://tuxedo.org/~esr/writings/cathedral-bazaar/ http://worldofends.com/ http://www.apache.org/ http://www.awolbush.com/ http://www.constitution.org/cmt/tragcomm.htm http://www.firstmonday.dk/issues/issue3_3/torvalds/index.html http://www.fsf.org/licenses/licenses.html\lTOCWhatIsCopyleft http://www.fsf.org/philosophy/free-sw.html http://www.gnome.org/ http://www.linux.org/ http://www.linuxjournal.com/article.php?sid=6033 http://www.linuxjournal.com/article.php?sid=6074 http://www.mysql.com/ http://www.openresources.com/documents/cathedral-bazaar http://www.perl.org/ http://www.php.net/ http://www.python.org/ http://www.unchartedshores.com/blogger/archive/2003_02_23_archive3.html\l90388497 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Graves, Tom. "Something Happened on the Way to the ©" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/03-somethinghappened.php>. APA Style Graves, T. (2003, Apr 23). Something Happened on the Way to the ©. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/03-somethinghappened.php>
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Castles, Anthony, i Lisa Law. "Whose Heritage". M/C Journal 25, nr 3 (27.06.2022). http://dx.doi.org/10.5204/mcj.2893.

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Introduction Over the past two decades the Cairns landscape has transformed from a remote tourist town beside the Great Barrier Reef to an international, tropical city with a new focus on culture and the arts. A number of important urban design projects have enabled this transformation, including key waterfront redevelopments, the addition of a large shopping mall and convention centre, a renovated museum, and now a new performing arts precinct and proposed ‘gallery precinct’ for the people of Cairns to access new art forms and events. Anderson and Law (556) depict recent developments as a kind of “mayor’s trophy collection” or set of “must have” attractions Cairns needs to stay ‘competitive’. More generally they might be interpreted as ‘entrepreneurial urbanism’ (Harvey) and the attractors for Richard Florida’s creative class, although there is now more scepticism about how these projects fuel property speculation and benefit the middle classes rather than the ‘bohemians’ Florida saw as key to urban growth and transformation (Wainwright). The renovation of Munro Martin Park discussed here is a culture infrastructure project helping transform Cairns into the ‘arts and culture capital of the north’. Here we interrogate the winners and losers of the renovation, with a specific focus on how its heritage values are preserved. The identity of Cairns as an arts and culture hub is not new or unfounded, but the debate changed in emphasis with a proposed Cairns Entertainment Precinct (CEP) in 2011/2012. The then Mayor Val Schier had secured federal and state funding for the development of a $155 million arts precinct on the waterfront near the Cairns Port, as the city had outgrown its existing facilities at the nearby Cairns Civic Theatre and the venue was unable to host large performances. The CEP was to be a key cultural infrastructure project marking a new era of arts and culture activities in Cairns. The subsequent election became a referendum on the precinct, with its location and need being questioned. Bob Manning became the new Mayor with a mandate to scrap the CEP and instead renovate the existing Civic Theatre as part of a scaled-down vision. In 2016, the Cairns Civic Theatre was demolished to make way for a new Cairns Performing Arts Centre. The original Civic Theatre was constructed in the 1970s and was one of a small handful of buildings in Cairns designed in late Brutalist architectural style: its exterior walls were made of fluted grey concrete blocks. Popular from the 1950s to the 1970s, brutalist architecture celebrated Modernism translated into raw, exposed concrete. Despite a renewed popular interest in Brutalist buildings in many western cities, many “are being demolished and new, … homogenous (often glass and composite-clad) towers [are being] erected in their place” (Mould 701). The Cairns Civic Theatre was no exception. Munro Martin Park, directly across from the Cairns Civic Theatre, was folded into the plans for the area and the two were imagined together to form a new Cairns Performing Arts Precinct (CPAC). Munro Martin Park History Munro Martin Park (originally Norman Park) was gazetted as a recreational reserve for Cairns in 1882. The park was set aside soon after European settlement and became a space for outdoor recreation. Community attachment to the park grew over time as the park became known as a meeting place for sporting events, community celebrations, parades, and political rallies. Circuses began annual visits to the park from 1891 as it was the closest large area of open ground to the inner city. These physical features also facilitated other community events, such as public holiday celebrations including May Day and ANZAC Day. Attempts to beautify the park and create shade were made in the early 1880s and again in 1892. Trees were planted with the aim of establishing a botanical reserve, although many did not survive. Those that did – mangoes, figs, and other tropical species – created shade, provided fruit for eating fresh or making chutneys and sauces, and became roosts for local flying foxes and bats. A major change of use occurred when the park was taken over by the military during WWII, and it became a space for accommodation huts and military training. An Air Raids Precautions control centre was erected (today one of the few remaining examples, and heritage listed), and a radio tower. After the war the local authority had no control over the park until it was returned from the military. The park’s war infrastructure was mostly removed, and after the war the parkland was in decline and underutilised (Grimwade 21). Most sporting clubs had moved to new grounds and community gatherings were no longer associated with sporting events (Cairns Regional Council 804). In 1954 the Cairns community saw substantial redevelopment of the park with a bequest from well-regarded local philanthropists: the Munro Martin sisters. The Cairns City Council redeveloped and beautified the park and on completion it was renamed Munro Martin Park in recognition of the sisters. It quickly renewed its status as a place for community gatherings and organised events, and as a rallying point for parades and political protests. Although the park continued to be used, it was no longer the focus of sports, with the development of purpose-built sporting fields on the southside of town. Much of the passive activity in the park began moving to the Cairns Esplanade in the early 1960s, with multi-purpose recreation areas and a large open saltwater swimming baths. This trend continued as the land along the Esplanade was reclaimed from mudflats and turned into areas for recreation and swimming (McKenzie et al. 113). By 2014 no major work had been undertaken in the park for some time, and it again became underutilised. A report by Grimwade evaluating the park’s condition found much of the infrastructure in disrepair. While it was still used by circuses, festivals, May Day celebrations and political rallies, the group most often found there were homeless Indigenous people. Plans to redevelop the park once again occurred in 2015, and these were folded into the CPAC vision. Fig. 1: Aerial image of Munro Martin Park, 1970. (Source: Cairns Historical Society image P291110.) Fig. 2: Aerial image of Munro Martin Park, 2018. (Source: Creative Life – Cairns Regional Council.) Winners and Losers After its renovation and re-opening in 2016, Munro Martin Park became a new public space with an art focus for the Cairns community. It is beautifully landscaped and entices new audiences to enjoy the arts, including families who find it a safe and secure environment for leisure. The barriers often associated with entering arts and culture venues are displaced by egalitarian outdoor seating on blankets, and programming and casting are demographically inclusive, which in turn entices a diverse audience. In this way the park is important to community life, offers health benefits and social interactions, and is a place that welcomes regardless of social standing (Slater and Koo 99). At the same time, the new space reflects neoliberal sensibilities in regard to safety and anti-social behaviour, as the park reflects a wider city branding exercise for Cairns (Mercer and Mayfield 508). The need for controlled ticketing, for example, means the park is now fenced with restricted access. Prior to its renovation the park was a safe haven and meeting and waiting place for those travelling from Indigenous communities in Cape York and the Torres Strait Islands to Cairns. It was frequented by Rosie’s, a local charity providing meals for the homeless, and many used it as a place to sleep (Dalton, Cairns Post). These communities are now locked out during performances and every night at sunset (CCTV ensures they do not remain). This is unfortunate as the park is underutilised on a day-to-day basis as performances are sporadic; this is partly because it is costly to rent and access for community events. In this way the public space of the park has become commodified as part of a new political economy of the city and displaced its use as a refuge for the alienated or excluded. In other words, the park’s renovation raises familiar questions about the ‘right to the city’ (Marcuse). The park had been a place where people could just ‘be’ or dwell, but this was inevitably associated with homelessness (Mitchell 123). It is not uncommon for different groups of people to claim the same site at different times of the day. The important thing is that the users feel a strong enough connection and that it reflects their cultural or social needs so that they are likely to use the place (Barnes et al.). In addition to the displacement of a homeless community, the park also lost significant heritage trees that had survived from the late 1800s. Local environmental activists protested by sitting in – and refusing to come down from – some of the trees as the renovation commenced (Power, Cairns Post). The trees expressed heritage value but were also home to endangered bat colonies (Queensland Department of Environment and Resource Management). Although Munro Martin Park trees are not the only flying fox habitats, their loss has contributed to their demise. On the other hand, and through the park’s addition of new trees, tropical plants and elaborate vined arbours, the park is an award-winning showcase of tropical urban greenery evoking civic pride. This revitalisation and beautification creates opportunities for new community attachments to place through new sensory perceptions (Hashemnezhad et al. 7). Community attachment to Munro Martin Park and its related social value has thus changed over time. The park’s social value, as understood by the Burra Charter, is the social quality which makes it a focus for spiritual, political, national, or other cultural sentiment. Jones (21) defines social value as encompassing “the significance of the historic environment to contemporary communities, including people's sense of identity, belonging and place, as well as forms of memory and spiritual association” (see also Johnston, 1). Fond memories of sporting days, school excursions, and the circus are held by the older community, but after 1970 these positive associations diminish as the park became known for anti-social behaviour and was avoided. The heritage value and community associations are now remembered with interpretive panels that recall political rallies, circuses and celebrations, and the military takeover – making this history more accessible to younger audiences. While the park is no longer a rally point for the start of the annual May Day march, and the circus has shifted outside the city centre, portrait panels remember the stories of people who had a connection with the park. An obelisk created in the memory of the Munro and Martin sisters has been restored, which is also a reminder of Eddie Oribin’s and Sid Barnes’s joint work as influential Cairns-based architects (who built the former neighbouring brutalist Cairns Civic Theatre). The World War Two Air Raids Precautions control room, which coordinated all the air raid wardens in the city, remains and is listed on the Queensland Heritage Register. It was reused as a Scouts shop and has a large fibreglass scout hat put on top. The redevelopment thereby acknowledges the past and makes it more accessible than it was from the 1970s to the 2000s. Old places need new uses and new uses need old places, as urban activist Jane Jacobs famously said (Chang 524). These new uses become a part of a new city narrative and imaginary, creating new community attachments as a part of an evolving story. As it the case with other parts of the city’s history, however, some histories of Cairns are silenced in urban renewal (Law), reflecting the multiple and sometimes conflicting social values at play. Fig. 3: Munro Martin Park as a WWII Command Centre, n.d. (Source: Cairns Historical Society, image P08730.) Fig. 4: WWII Command Centre as Scout Hut with hat, 2016. (Source: Cairns Historical Society, image P20692.) Conclusion The revitalisation of places through arts-led gentrification is well documented and understood. This article builds on critiques of gentrification, asking slightly different questions about memory, history, and the contested meanings of heritage in urban renewal. The social value of Munro Martin Park is situated in time and space and by different users, and community attachment has evolved over time. For older generations the park evokes memories of sports, circuses, political rallies, and the closeness of the war. These histories have been remembered and curated through new park signage reflecting a conservative middle-class past: No Sports on Sundays; Circuses and Celebrations; Rallying at the Park; Military Takeover. For younger generations, for whom the park was a place to be avoided – a dangerous place on the edge of the city centre inhabited by the homeless – the park is now a new cultural space promoting accessibility to the arts. The mangoes that were once shelter for the flying fox population have given way to a new venue, tropical vines and foliage, and new signage and programming will produce new social value over time. Whether its redevelopment will “herald a renaissance in Cairns cultural life” by delivering “fresh performing arts and botanic experiences” (Cultural Services 8) remains to be seen in the shadow of COVID-19. What we do know is that the history and social significance of the park as a space for the homeless or a stopover and waiting place for Indigenous people from the Cape and the Torres Strait Islands has been erased, and that the now dispersed homeless population is difficult to reach except for food trucks and shelters. Their use of the park, whether as shelter or meeting place, is now highly constrained to a small, unfenced corner of the park at the corner of Sheridan and Minnie Street (which is rarely used). Although the redevelopment of Munro Martin Park is part of a vision for Cairns as a hub for arts and culture activities, it is important to ask at what cost. The controlled and surveilled nature of the park no longer permits the use of the space for rough sleeping or informal community events, although its redevelopment has increased visitation and created a safe and inclusive public space for middle class residents to enjoy the arts and contemplate the city’s history. With Marcuse and Mitchell we think it is important to ask larger questions about whose right to the city, and to see the remaking of urban sites as ongoing struggles over public space. In a city with one of the highest rates of homelessness per capita in Queensland, the renovation of this site of refuge reflects neoliberal tendencies in the creative economy to remake the city without due attention to the exclusion of undesirables and growing spatial inequality. References Anderson, Allison, and Lisa Law. "Putting Carmona’s Place-Shaping Continuum to Use in Research Practice." Journal of Urban Design 20.5 (2015): 545-562. DOI: 10.1080/13574809.2015.1071656. Barnes, Leanne, et al. Places Not Spaces: Placemaking in Australia. Envirobook, 1995. Cairns Regional Council. "Planning Scheme Policy – Places of Significance." Cairns Regional Council, 2016. 801-805. Chang, T.C. "‘New Uses Need Old Buildings’: Gentrification Aesthetics and the Arts in Singapore." Urban Studies 53.3 (2016): 524-539. DOI: 10.1177/0042098014527482. Cultural Services. "Cairns Regional Council Strategy for Culture and the Arts 2022." Cairns Regional Council, 2018. Dalton, Nick. "Call to Shift Cairns' Charity Food Van Because of Appalling Drunks." Cairns Post, 2016. <https://www.cairnspost.com.au/news/cairns/cairns-food-van-offers-to-move-after-tempers-flare-over-itinerants/news-story/0a112da6109a9a5b4dcb1fd82b1d2013>. Florida, Richard L. The Rise of the Creative Class : And How It's Transforming Work, Leisure, Community and Everyday Life. Basic Books, 2004. Grimwade, Gordon. "Heritage Plan Munro Martin Park." Cairns Regional Council, 2013. 68. Harvey, David. "From Managerialism to Entrepreneurialism: The Transformation in Urban Governance in Late Capitalism." Geografiska Annaler. Series B, Human Geography 71.1 (1989): 3. DOI: 10.2307/490503. Hashemnezhad, Hashem, et al. "'Sense of Place' and 'Place Attachment'." International Journal of Architecture and Urban Development 3.1 (2013): 5-12. <http://ijaud.srbiau.ac.ir/article_581_a90b5ac919ddc57e6743d8ce32d19741.pdf>. Johnston, Chris. "What Is Social Value? A Discussion Paper." Australian Government Publishing Service, 1992. Jones, Siân. "Wrestling with the Social Value of Heritage: Problems, Dilemmas and Opportunities." Journal of Community Archaeology & Heritage 4.1 (2017): 21-37. DOI: 10.1080/20518196.2016.1193996. Law, Lisa. "The Ghosts of White Australia: Excavating the Past(s) of Rusty's Market in Tropical Cairns." Continuum 25.5 (2011): 669-681. DOI: 10.1080/10304312.2011.605519. Marcuse, Peter. "From Critical Urban Theory to the Right to the City." City: Cities for People, Not for Profit 13.2-3 (2009): 185-197. DOI: 10.1080/13604810902982177. McKenzie, J., et al. "Cairns Thematic History of the City of Cairns and Its Regional Towns." Cairns Regional Council, 2011. 150. <https://www.cairns.qld.gov.au/__data/assets/pdf_file/0010/40888/CairnsThematic.pdf>. Mercer, David, and Prashanti Mayfield. "City of the Spectacle: White Night Melbourne and the Politics of Public Space." Australian Geographer 46.4 (2015): 507-534. DOI: 10.1080/00049182.2015.1058796. Mitchell, Don. The Right to the City: Social Justice and the Fight for Public Space. Guilford Press, 2003. Mould, Oli. "Brutalism Redux: Relational Monumentality and the Urban Politics of Brutalist Architecture." Antipode 49.3 (2017): 701-720. DOI: 10.1111/anti.12306. Power, Shannon. "Locals Angry Cairns Regional Council Has Removed Trees in Munro Martin Park." The Cairns Post, 2015. <https://www.cairnspost.com.au/news/cairns/locals-angry-cairns-regional-council-has-removed-trees-in-munro-martin-park/news-story/837cb6c0769f7651d884481bcf1e25e8>. Queensland Department of Environment and Resource Management. "National Recovery Plan for the Spectacled Flying Fox Pteropus Conspicillatus." 2010. Slater, Alix, and Hee Jung Koo. "A New Type of 'Third Place'?" Journal of Place Management and Development 3.2 (2010): 99. DOI: 10.1108/17538331011062658. Wainwright, Oliver. "‘Everything Is Gentrification Now’: But Richard Florida Isn't Sorry." The Guardian, 2017. <https://www.theguardian.com/cities/2017/oct/26/gentrification-richard-florida-interview-creative-class-new-urban-crisis>.
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Boesenberg, Eva. "Saving the Planet with Barbie?" M/C Journal 27, nr 3 (11.06.2024). http://dx.doi.org/10.5204/mcj.3069.

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In 2019, Mattel introduced a series of Barbie dolls in connection with National Geographic which included a Polar Marine Biologist, an Entomologist, a Wildlife Photojournalist, and a mostly "made from recycled ocean-bound plastic" Barbie ("Mattel Launches Barbie Loves the Ocean") followed in 2021. One year later, the company issued an "Eco-Leadership Team" composed of a Conservation Scientist, a Renewable Energy Engineer, Chief Sustainability Officer, and Environmental Advocate. This can be understood as an attempt to introduce children to the urgency of ecological issues and communicating to them the importance of research into climate change in an age-appropriate manner. Yet, despite the pedagogical opportunities the dolls might offer, I argue that their introduction and presentation primarily represents an instance of greenwashing, "the act or practice of making a product, policy, activity, etc. appear to be more environmentally friendly or less environmentally damaging than it really is" (Merriam-Webster). In order to support my thesis, I will analyse four issues: first, I will have a closer look at the way in which the four "Eco-Leadership" dolls express ecological concerns. I will then turn to the material Barbie is made of, plastic, and examine its environmental impact together with Mattel's "The Future of Pink Is Green" campaign. Next, I will discuss the conspicuous consumption Barbie models, focussing on the Malibu Dream House. I will address how this is entangled with settler colonialism in the fourth and final part. Eco-Leadership Barbie? The "Eco-Leadership" set, billed as "2022 Career of the Year" collection, consists of four dolls. They come in a cardboard box so that the toys are not immediately visible, and their accessories are stored in a paper bag inside. On the one hand, this makes the dolls less appealing, depriving the potential consumers of visual pleasure. On the other hand, this generates an element of suspense, much like a wrapped present. In keeping with Mattel's slogan "The Future of Pink Is Green", the colour pink is toned down, even though each doll sports at least one accessory in this colour. The toys are sold as a team, thus perhaps suggesting that "eco-leadership" is a collaborative project, which departs from the emphasis on individualism otherwise suggested by Barbie packaging. In their promotional material, Mattel mentions that all of the professional fields the dolls represent are male-dominated ("Barbie Eco-Leadership Team"). The combination of the careers featured makes a telling statement about Mattel's framing of ecological issues. First, there is a Conservation Scientist with binoculars and a notebook, implying that she is undertaking research on larger animals, presumably endangered species. Such a focus on mammals tends to downplay structural issues and the "slow violence" that affects ecological systems, as Arno Hölzer has argued (65). She is joined by a Renewable Energy Engineer with a solar panel, referencing the least controversial form of "green energy". Significantly, this is the classic blond Barbie. Together, these two dolls suggest that science and technology will find solutions to current ecological crises, global warming, et cetera (not that such issues are explicitly mentioned). The third doll is advertised as Chief Sustainability Officer. "She works with a company or organization to make sure their actions and products are economically, environmentally and socially sustainable", as Mattel puts it ("Barbie Eco-Leadership Team"). Here, businesses are portrayed not as the source of environmental pollution, but as part of the solution to the problem. While this is not entirely false, this particular approach to environmental issues is severely limited, firmly remaining within a neoliberal, capitalist ideology. It reflects what Dan Brockington and Rosaleen Duffy, following Sklair, term "mainstream conservation", which "proposes resolutions to environmental problems that hinge on heightened commodity production and consumption" (4). In this context, a company's promotion of "ethical consumption" "achieves its ethically positive results by not counting various aspects of the production and consumption of its commodities" (9). Finally, there's the Environmental Advocate – not activist (the term was probably too controversial). She is always mentioned last. Her poster reads: "Barbie loves the earth", possibly the most inane ecological slogan ever devised. It is made of plastic. Acquainting children with ecological issues in an age-appropriate manner is an important task. Playing environmental advocate, or scientist, might certainly be more educational in terms of ecological issues than many of the other career options the "I can be anything" series features. But the absence of a politician in the set, for instance, speaks volumes. The "recipe" for sustainability the dolls embody only requires a heavy dose of science and technology, whipped up by well-meaning entrepreneurship, with a little love for the planet sprinkled on top. One gets a prettier picture if one looks at the toys from different perspectives. The group is rather diverse, with a Black Conservation Scientist, an Environmental Advocate of Asian descent, and a Chief Sustainability Officer that might be Latinx, and "curvy". Again, though, there is a glaring omission. Indigenous people are not included, despite the fact that, due to environmental racism, they are among the communities most dramatically affected by environmental pollution. Benjamin F. Chavis Jr., who coined the term "environmental racism," defined it as racial discrimination in environmental policy-making, enforcement of regulations and laws, the deliberate targeting of communities of color for toxic waste disposal and the siting of polluting industries … , [and] the history of excluding people of color from the mainstream environmental groups, decision-making boards, commissions, and regulatory bodies. (Chavis 3) The consequences for Native Americans were and are severe. By 1999, Winona LaDuke notes, 317 reservations … [were] threatened by environmental hazards … . Reservations have been targeted as sites for 16 proposed nuclear waste dumps [and] [o]ver 100 … toxic waste [sites] … . There have been 1,000 atomic explosions on Western Shoshone land in Nevada, making the Western Shoshone the most bombed nation on earth. (LaDuke 2-3) The absence of an Indigenous doll in the Barbie "Eco-Leadership Team" is also noteworthy considering the long history of Native American and First Nations resistance to habitat destruction and environmental degradation, from nineteenth-century Lakota Little Thunder and Anishnaabe leader Wabunoquod (LaDuke 3, 5) to the #NoDAPL movement (Gilio-Whitaker 1-13). Following Robin Wall Kimmerer, one could even argue that sustainability, or "beneficial relations between people and the environment", are integral to Native (here: Potawatomi) culture (Kimmerer 6). On a very different note, any ecological consideration of Barbie dolls must also address their material properties. According to Mattel, the four dolls "are made from recycled plastic … , wear clothing made from recycled fabric and are certified CarbonNeutral® products" ("Barbie Eco-Leadership Team"). This does not apply to the heads and the hair, however – arguably the most distinctive parts of the toys. This had already been the case with the "Barbie Loves the Ocean" series ("Mattel Launches Barbie Loves the Ocean") – apparently, this is not an issue that can easily be fixed. In other words, only some components of the dolls are manufactured from recycled plastic. Further, in 2022, over 175 different Barbie dolls circulated, of which at least 166 were not made from recycled plastic (Google). To speak of "eco-leadership" is thus rather misleading. To further examine this, I want to have a closer look at the materials the dolls consist of. Life in Plastic… For a while now, it has become common knowledge that "life in plastic" might not be so "fantastic" after all, Aqua's song notwithstanding. Plastic pollution of the oceans is a huge problem, killing birds, whales, and other seaborne animals; so are non-biodegradable plastic landfill, neo-colonial waste export, the detrimental health effects of phthalates in plastic, and so on (Moore, Freinkel). But what James Marriott and Mika Minio-Paluello call the uneven "distribution of violence" during the transformation of fossil fuel into plastic is less well known. Oil production and transport are frequently militarised, they show, with company interests taking precedence over human rights (173-74, 176). Heavily guarded pipelines cut through traditional grazing and farming areas, endangering people's livelihoods as well as local ecosystems (Marriott and Minio-Paluello 176, 178-79). To the consumers who buy the plastic produced from this oil, such violence is invisible, not least because production processes and their environmental consequences are actively screened from view by fossil fuel companies and local governments (173-74). "Although these social and environmental impacts are inherent within its constitution, the plastic product in its uniformity is seemingly wiped clean of all that violence and disruption", the authors conclude (181). Where these matters have rarely been discussed in academic research on Barbie, they garnered significant public interest around the time the movie was released in 2023. That the film itself received the Environmental Media Association (EMA) gold seal (Plastic Pollution Coalition) did not lay such concerns to rest. "After the movie frenzy fades, how do we avoid tonnes of Barbie dolls going to landfill?", Alan Pears asked in The Conversation. Waste Online highlighted the "Not-So-Pretty Side of Plastic Toys", Tatler headlined "How Barbie is making climate change worse", and in Medium, Eric Young even aimed to show "How To Save The World from the Toxicity of Barbie!" (with an exclamation rather than a question mark). Based on a 2022 study by Sarah Levesque, Madeline Robertson, and Christie Klimas, Pears noted that "every 182 gram doll caused about 660 grams of carbon emissions, including plastic production, manufacture and transport" (Pears 2). According to Duke Ines, CEO of Lonely Whale, a campaign devoted to protecting the oceans, "80% of all toys end up in a landfill, incinerators, or the ocean" (Mendez 3). Discarded toys make up around 6% of all plastic in landfills (Levesque et al. 777). There are estimates that, by 2030, in the US emissions from plastic production will supersede those from coal (Pears 2). Mattel seems to have recognised the problem. In 2021, the company announced its "The Future of Pink Is Green" campaign as part of its "goal to use 100% recycled, recyclable or bio-based plastic materials and packaging by 2030" ("Mattel Launches" 2). The efforts include educational vlogger episodes and Mattel PlayBack, a toy return program aimed at recycling materials in toy production. With Barbie, this is difficult, though. As Dorothea Ruffin and others have noted, the dolls are composed of different kinds of plastics. The heads consist of hard vinyl, with water-based spray paint used for the eyes; the torso is manufactured from ABS (acrylonitrile butadiene-styrene), the arms of EVA (ethylene-vinyl acetate), and the legs of polypropylene and PVC (polyvinyl chloride) (Ruffin 2). This makes recycling difficult, perhaps even unfeasible. So in effect, I agree with environmental educator Kristy Drutman that Mattel's eco-friendly self-presentation currently qualifies as greenwashing (Mendez 2). With Lyon's and Maxwell's description of the practice as "selective disclosure of positive information about a company's environmental or social performance, without full disclosure of negative information on these dimensions, so as to create an overly positive corporate image" (9) as reference point, it becomes clear that Mattel's strategy perfectly fits this pattern. Their recycling efforts concern only a small number of the Barbie dolls they produce, and even those are only partly fashioned from salvaged material. Both the release of the "Eco-Leadership" set and the "The Future of Pink Is Green" campaign seem designed primarily to bolster the company's reputation. Conspicuous Consumption and the Malibu Dream House A central component of the problem is the scale of plastic toy consumption, as Levesque et al. observe. Mattel sells around 60 million Barbies annually (Ruffin 2). This amounts to over one billion dolls since 1959 (ETX Daily UP 2). What the scientists call "the overproduction and purchase of toys" (Levesque et al. 791) testifies to the continued centrality of "conspicuous consumption", the demonstrative, wasteful squandering of resources which, as Thorstein Veblen already noted in 1899, signifies and produces social distinction (Veblen 53; cf. 43-72). As he argued, "an unremitting demonstration of ability to pay" (Veblen 54) was and is central for upholding not only one's social standing, but also one's self-esteem. This is at the core of Mattel's business model: stimulating repeated purchases by issuing and marketing ever-new, "must-have" dolls, clothing, and other accessories. These tend to normalise an upper-class lifestyle, as Barbie's sports car, horse, and dream house attest. The Malibu Dream House, part of the Barbie universe since 1962, plays a specific role in this context. It symbolises fun, conspicuous leisure, and glamour. With its spectacular beaches, its exclusiveness, and its proximity to Hollywood celebrity culture, Malibu represents the apex of social aspiration for many people. Houses are also sexy, as Marjorie Garber observes in Sex and Real Estate. "Real estate today has become a form of yuppie pornography. … Buyers are entering the housing market with more celerity (and more salaciousness?) than they once entered the marriage market" (Garber 3, 4). The prominence of the house in the Barbie movie is thus not incidental. Malibu is among the most expensive locations in the US. The median property value is US$4.25m. Due to its beachfront location, its "iconic design" and "cultural value", local brokerage Ruby Home estimated that "the price of the doll's DreamHouse [could be] an eye-watering $10 million" (McPherson). With the understatement typical of the profession, the author of the article writes: "unsurprisingly, Barbie’s home would only be available to high-net-worth buyers". This does more than reinforce classism. The richest segment of the global population also has an inordinately large carbon footprint and overall negative impact on climate change. According to Oxfam, the richest 1% produced 16% of global consumption emissions in 2019. The propagation of Malibu Dream House living thus does not exactly rhyme with "eco- leadership". Barbie and Settler Colonialism The wasteful, environmentally detrimental lifestyle of the very wealthy is part and parcel of US settler colonialism. Unlike other forms of colonialism, settler colonialism attempts to replace the Indigenous population. The term does not only signify a devastating past but names an ongoing process, since Native people have not in fact "disappeared". Lorenzo Veracini puts it succinctly: "settler colonialism is not finished" (Veracini 68-94). As Patrick Wolfe famously wrote, "'settler-colonial state' is Australian [and US] society's primary structural characteristic rather than merely a statement about its origins… . Invasion is a structure not an event" (163). Malibu is traditional Chumash territory. The name derives from the Ventureño Chumash word Humaliwo, meaning "where the surf sounds loudly" (Sampson). The Chumash were forcibly deprived of their land by the Spanish Mission system in the late eighteenth and nineteenth centuries. Deborah A. Miranda has movingly detailed the traumatic effects of this violence in her memoir Bad Indians. But the Chumash are not gone. In fact, the Wishtoyo Chumach Foundation, whose mission it is to "protect and preserve the culture, history, and lifeways of Chumash and Indigenous peoples, and the environment everyone depends on", runs Chumash Village, "with a goal of raising awareness of Chumash people's historical relationship and dependence upon the natural environment as a maritime people", right in Malibu (Wishtoyo Chumach Foundation). None of this is mentioned by Mattel or the Greta Gerwig movie, which does not only signal a missed opportunity to demonstrate "eco-leadership". Rather, such an omission is typical for settler colonial culture. In order to buttress their claim to the land, settlers try to write Indigenous people out of North American history through a strategy White Earth Ojibwe scholar Jean O'Brien has called "firsting", that is, claiming the European settlers were there first, they "discovered" something, etc. The opening of the movie is a classic example. To the voiceover of "since the beginning of time – since the first little girl ever existed", it shows not Native inhabitants, but European American children in vaguely historical, possibly nineteenth century settler clothing. At other points, Barbie's and Ken's cowboy outfits, their glaring whiteness, references to Davy Crockett and, as Stentor Danielson mentioned in their presentation on "Barbieland's Fantasy Ecology: Terra Nullius on the Pink Beach" at the conference "'You Can Be Anything': Imagining and Interrogating Barbie in Popular Culture", to the Black Hills aka Mount Rushmore, clearly mark them as settlers. J.M. Bacon has coined the term "colonial ecological violence" to reference the ways in which environmental degradation and settler colonialism are inextricably intertwined (59). Effectively combatting environmental pollution thus also requires addressing settler colonial economic, social, and cultural structures. As Dina Gilio-Whitaker has forcefully argued, the success of environmental justice movements in the US, especially vis-à-vis the fossil fuel industry, may depend on building coalitions with Indigenous activists. Some of the most promising examples actually come from California, where beaches have been protected from corporate development because sacred Native sites would have been negatively affected (148). "It may well be that organizing around Native land rights holds the key to successfully transitioning from a fossil-fuel energy infrastructure to one based on sustainable energy", Gilio-Whitaker concludes (149). "Effective partnerships with allies in the environmental movement will provide the best defence for the collective well-being of the environment and future generations of all Americans, Native and non-Native alike" (162). This is a far cry from any policy Mattel has so far advertised, not to mention implemented. Conclusion In different respects, the promise of "Eco-Leadership" Barbies rings hollow. Not only do they suggest an extremely limited understanding of environmental concerns and challenges, Mattel's breezy pronouncements are clearly at odds with its simultaneous boosting of conspicuous consumption, let alone the focus on financial profit generally characteristic for its managerial decisions. In light of the enormous environmental problems generated by the manufacturing and disposal of the dolls, the waste-intensive upper-class lifestyle Barbie outfits and accessories promote, and finally the de-thematising of capitalism and settler colonialism both in Mattel's Barbie discourses and the 2023 Barbie movie, the company's attempts to project an ecologically conscious image seem primarily designed to capitalise on an increasing awareness of ecological problems in Mattel's target audience, rather than constituting a serious reconsideration of its unsustainable corporate strategies. References Bacon, J.M. "Settler Colonialism as an Eco-Social Structure and the Production of Colonial Ecological Violence." Environmental Sociology 5.1 (2019): 59-69. Brockington, Dan, and Rosaleen Duffy. "Introduction: Capitalism and Conservation: The Production and Reproduction of Biodiversity Conservation." In Capitalism and Conservation, eds. Dan Brockington and Rosaleen Duffy. Wiley Online Books, 2011. <https://doi.org/10.1002/9781444391442.ch>. Chavis, Benjamin F., Jr. “Foreword." In Confronting Environmental Racism: Voices from the Grassroots. Ed. Robert Bullard. Boston: South End P, 1993. 3–5. Checker, Melissa. Polluted Promises: Environmental Racism and the Search for Justice in a Southern Town. New York: New York UP, 2005. Danielson, Stentor. "Barbieland's Fantasy Ecology: Terra Nullius on the Pink Beach." Presentation at the conference "'You Can Be Anything': Imagining and Interrogating Barbie in Popular Culture", University of New England, 26 Mar. 2024. ETX Daily UP. "How Barbie Is Making Climate Change Worse." Tatler Asia, 7 Aug. 2023. 16 Feb. 2024 <https://www.tatlerasia.com/power-purpose/sustainability/barbie-plastic-waste>. Freinkel, Susan. Plastic: A Toxic Love Story. Boston: Houghton Mifflin Harcourt, 2011. Garber, Marjorie. Sex and Real Estate: Why We Love Houses. New York: Pantheon Books, 2000. Gilio-Whitaker, Dina. As Long as Grass Grows: The Indigenous Fight for Environmental Justice, from Colonization to Standing Rock. Boston: Beacon P, 2019. Google. "How Many Different Barbies Are There 2022?" 11 May 2022. 17 May 2024 <https://www.google.com/search?client=firefox-b-d&q=Barbie+how+many+2022+releases%3F>. Gordon, Noah. “Barbie and the Problem with Plastic.” Carnegie Endowment for International Peace, 20 July 2023. 16 Feb. 2024 <https://carnegieendowment.org/2023/07/20/barbie-and-problem-with-plastic-pub-90241>. Merriam-Webster. “Greenwashing.” N.d. 5 May. 2024 <https://www.merriam-webster.com/dictionary/greenwashing>. Hölzer, Arno. "Aesthetic Strategies of the WWF – Reinforcing the Culture-Nature Dichotomy." MA thesis. Berlin: Humboldt University, 2018. Kimmerer, Robin Wall. Braiding Sweetgrass: Indigenous Wisdom, Scientific Knowledge, and the Teaching of Plants. Milkweed Editions, 2013. LaDuke, Winona. All Our Relations: Native Struggles for Land and Life. Chicago: Haymarket Books, 1999. Levesque, Sarah, Madeline Robertson, and Christie Klimas. “A Life Cycle Assessment of the Environmental Impact of Children's Toys.” Sustainable Production and Consumption 31 (2022): 777–93. Lyon, T.P., and A.W. Maxwell, "Greenwash: Corporate Environmental Disclosure under Threat of Audit." Journal of Economics and Management Strategy 20 (2011): 3-41. Marriott, James, and Mika Minio-Paluello. “Where Does This Stuff Come From? Oil, Plastic, and the Distribution of Violence.” Accumulation: The Material Politics of Plastic. Eds. Jennifer Gabrys, Gay Hawkins, and Mike Michael. London: Routledge, 2013. 171–83. Mattel. "Barbie Eco-Leadership Team (2022 Career of the Year Four Doll Set)." Product Description. N.d. 28 Jan. 2024 <https://creations.mattel.com/products/barbie-eco-leadership-team-2022-career-of-the-year-four-doll-set-hcn25>. ———. "Barbie Sustainability / The Future of Pink Is Green." 11 Apr. 2024. 29 Jan. 2024 <https://shop.mattel.com/pages/barbie-sustainability>. ———. "Mattel Launches Barbie Loves the Ocean; Its First Fashion Doll Made from Recycled Ocean-Bound* Plastic." 10 June 2021. 16 Feb. 2024 <https://corporate.mattel.com/news/mattel-launches-barbie-loves-the-ocean-its-first-fashion-doll-collection-made-from-recycled-ocean-bound-plastic>. ———. "The Future of Pink Is Green: Barbie Introduces New Dr. Jane Goodall and Eco-Leadership Team Certified CarbonNeutral® Dolls Made from Recycled Ocean-Bound Plastic." 12 July 2022. 29 Jan. 2024 <https://corporate.mattel.com/news/the-future-of-pink-is-green-barbie-introduces-new-dr-jane-goodall-and-eco-leadership-team-certified-carbonneutral-dolls-made-from-recycled-ocean-bound-plastic>. McPherson, Marian. "Barbie's Malibu DreamHouse Would Command $10M — If It Was Real." Inman Select, 5 July 2023. 2 Mar. 2024 <https://www.inman.com/2023/07/05/barbies-malibu-dreamhouse-would-command-10m-if-it-was-real/>. Méndez, Lola. “There’s a Recycled Barbie Now, But Are Plastic Toys Really Going Green?” Live Kindly 2024. 16 Feb. 2024. <https://www.livekindly.com/plastic-toys/>. Miranda, Deborah A. Bad Indians: A Tribal Memoir. Berkeley, CA: Heyday, 2013. Moore, Charles, and Cassandra Phillips. Plastic Ocean: How a Sea Captain's Chance Discovery Launched a Determined Quest to Save the Oceans. New York: Avery, 2011. O'Brien, Jean. Firsting and Lasting: Writing Indians Out of Existence in New England. Minneapolis: U of Minnesota P, 2010. Oxfam International. “Richest 1% Emit as Much Planet-Heating Pollution as Two Thirds of Humanity.” 20 Nov. 2023. 28 Feb. 2024 <https://www.oxfam.org/en/press-releases/richest-1-emit-much-planet-heating-pollution-two-thirds-humanity>. Pears, Alan. “In a Barbie World … after the Movie Frenzy Fades, How Do We Avoid Tonnes of Barbie Dolls Going to Landfill?” The Conversation 17 July 2023. 16 Feb. 2024 <https://theconversation.com/in-a-barbie-world-after-the-movie-frenzy-fades-how-do-we-avoid-tonnes-of-barbie-dolls-going-to-landfill-209601>. Ruffin, Dorothea. “Is Life in Plastic Recyclable after All?” Plastic Reimagined 3 Aug. 2023. 26 Mar. 2024 <https://www.plasticreimagined.org/articles/is-life-in-plastic-fantastic-after-all-the-aftermath-of-barbie>. Sampson, Mike. ''Humaliwo: Where The Surf Sounds Loudly.'' California State Parks, n.d. 5 May 2024 <https://www.parks.ca.gov/?page_id=24435>. Veblen, Thorstein. The Theory of the Leisure Class. New York: Dover Publications, 1994 [1899]. Veracini, Lorenzo. The Settler Colonial Present. Hampshire: Palgrave Macmillan, 2015. Waste Online. “From Pink Paint to Landfills: Barbie's Blockbuster Movie and the Not-So-Pretty Side of Plastic Toys.” 10 Aug. 2023. 16 Feb. 2024 <https://wasteonline.uk/blog/barbies-blockbuster-movie-and-the-not-so-pretty-side-of-plastic-toys/>. Wishtoyo Chumash Foundation. 2022. 28 Feb. 2024 <https://www.wishtoyo.org/>. Wolfe, Patrick. Settler Colonialism and the Transformation of Anthropology: The Politics and Poetics of an Ethnographic Event. London: Cassell, 1999. Young, Eric. “How to Save The World from the Toxicity of Barbie!” Medium 18 July 2023. 16 Feb. 2024 <https://medium.com/@eric3586young/how-to-save-the-world-from-the-toxicity-of-barbie-5a09f02d4438>.
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Losh, Elizabeth. "Artificial Intelligence". M/C Journal 10, nr 5 (1.10.2007). http://dx.doi.org/10.5204/mcj.2710.

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On the morning of Thursday, 4 May 2006, the United States House Permanent Select Committee on Intelligence held an open hearing entitled “Terrorist Use of the Internet.” The Intelligence committee meeting was scheduled to take place in Room 1302 of the Longworth Office Building, a Depression-era structure with a neoclassical façade. Because of a dysfunctional elevator, some of the congressional representatives were late to the meeting. During the testimony about the newest political applications for cutting-edge digital technology, the microphones periodically malfunctioned, and witnesses complained of “technical problems” several times. By the end of the day it seemed that what was to be remembered about the hearing was the shocking revelation that terrorists were using videogames to recruit young jihadists. The Associated Press wrote a short, restrained article about the hearing that only mentioned “computer games and recruitment videos” in passing. Eager to have their version of the news item picked up, Reuters made videogames the focus of their coverage with a headline that announced, “Islamists Using US Videogames in Youth Appeal.” Like a game of telephone, as the Reuters videogame story was quickly re-run by several Internet news services, each iteration of the title seemed less true to the exact language of the original. One Internet news service changed the headline to “Islamic militants recruit using U.S. video games.” Fox News re-titled the story again to emphasise that this alert about technological manipulation was coming from recognised specialists in the anti-terrorism surveillance field: “Experts: Islamic Militants Customizing Violent Video Games.” As the story circulated, the body of the article remained largely unchanged, in which the Reuters reporter described the digital materials from Islamic extremists that were shown at the congressional hearing. During the segment that apparently most captured the attention of the wire service reporters, eerie music played as an English-speaking narrator condemned the “infidel” and declared that he had “put a jihad” on them, as aerial shots moved over 3D computer-generated images of flaming oil facilities and mosques covered with geometric designs. Suddenly, this menacing voice-over was interrupted by an explosion, as a virtual rocket was launched into a simulated military helicopter. The Reuters reporter shared this dystopian vision from cyberspace with Western audiences by quoting directly from the chilling commentary and describing a dissonant montage of images and remixed sound. “I was just a boy when the infidels came to my village in Blackhawk helicopters,” a narrator’s voice said as the screen flashed between images of street-level gunfights, explosions and helicopter assaults. Then came a recording of President George W. Bush’s September 16, 2001, statement: “This crusade, this war on terrorism, is going to take a while.” It was edited to repeat the word “crusade,” which Muslims often define as an attack on Islam by Christianity. According to the news reports, the key piece of evidence before Congress seemed to be a film by “SonicJihad” of recorded videogame play, which – according to the experts – was widely distributed online. Much of the clip takes place from the point of view of a first-person shooter, seen as if through the eyes of an armed insurgent, but the viewer also periodically sees third-person action in which the player appears as a running figure wearing a red-and-white checked keffiyeh, who dashes toward the screen with a rocket launcher balanced on his shoulder. Significantly, another of the player’s hand-held weapons is a detonator that triggers remote blasts. As jaunty music plays, helicopters, tanks, and armoured vehicles burst into smoke and flame. Finally, at the triumphant ending of the video, a green and white flag bearing a crescent is hoisted aloft into the sky to signify victory by Islamic forces. To explain the existence of this digital alternative history in which jihadists could be conquerors, the Reuters story described the deviousness of the country’s terrorist opponents, who were now apparently modifying popular videogames through their wizardry and inserting anti-American, pro-insurgency content into U.S.-made consumer technology. One of the latest video games modified by militants is the popular “Battlefield 2” from leading video game publisher, Electronic Arts Inc of Redwood City, California. Jeff Brown, a spokesman for Electronic Arts, said enthusiasts often write software modifications, known as “mods,” to video games. “Millions of people create mods on games around the world,” he said. “We have absolutely no control over them. It’s like drawing a mustache on a picture.” Although the Electronic Arts executive dismissed the activities of modders as a “mustache on a picture” that could only be considered little more than childish vandalism of their off-the-shelf corporate product, others saw a more serious form of criminality at work. Testifying experts and the legislators listening on the committee used the video to call for greater Internet surveillance efforts and electronic counter-measures. Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source. Ironically, the moment in the movie from which the sound clip is excerpted is one about intelligence gathering. As an agent of Team America, a fictional elite U.S. commando squad, the hero of the film’s all-puppet cast, Gary Johnston, is impersonating a jihadist radical inside a hostile Egyptian tavern that is modelled on the cantina scene from Star Wars. Additional laughs come from the fact that agent Johnston is accepted by the menacing terrorist cell as “Hakmed,” despite the fact that he utters a series of improbable clichés made up of incoherent stereotypes about life in the Middle East while dressed up in a disguise made up of shoe polish and a turban from a bathroom towel. The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists. It wasn’t intended for the purpose what it was portrayed to be by the media. So no I don’t regret making a funny video . . . why should I? The only thing I regret is thinking that news from Reuters was objective and always right. The least they could do is some online research before publishing this. If they label me al-Qaeda just for making this silly video, that makes you think, what is this al-Qaeda? And is everything al-Qaeda? Although Sonic Jihad dismissed his own work as “silly” or “funny,” he expected considerably more from a credible news agency like Reuters: “objective” reporting, “online research,” and fact-checking before “publishing.” Within the week, almost all of the salient details in the Reuters story were revealed to be incorrect. SonicJihad’s film was not made by terrorists or for terrorists: it was not created by “Islamic militants” for “Muslim youths.” The videogame it depicted had not been modified by a “tech-savvy militant” with advanced programming skills. Of course, what is most extraordinary about this story isn’t just that Reuters merely got its facts wrong; it is that a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play. Based on their exchanges in the public record, elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal. This environment of cultural reaction can be used to explain why policy makers’ reaction to terrorists’ use of networked communication and digital media actually tells us more about our own American ideologies about technology and rhetoric in a contemporary information environment. When the experts come forward at the Sonic Jihad hearing to “walk us through the media and some of the products,” they present digital artefacts of an information economy that mirrors many of the features of our own consumption of objects of electronic discourse, which seem dangerously easy to copy and distribute and thus also create confusion about their intended meanings, audiences, and purposes. From this one hearing we can see how the reception of many new digital genres plays out in the public sphere of legislative discourse. Web pages, videogames, and Weblogs are mentioned specifically in the transcript. The main architecture of the witnesses’ presentation to the committee is organised according to the rhetorical conventions of a PowerPoint presentation. Moreover, the arguments made by expert witnesses about the relationship of orality to literacy or of public to private communications in new media are highly relevant to how we might understand other important digital genres, such as electronic mail or text messaging. The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property. To explain embarrassing leaks of infinitely replicable digital files, witness Ron Roughead says, “We’re not even sure that they don’t even hack into the kinds of spaces that hold photographs in order to get pictures that our forces have taken.” Another witness, Undersecretary of Defense for Policy and International Affairs, Peter Rodman claims that “any video game that comes out, as soon as the code is released, they will modify it and change the game for their needs.” Thus, the implication of these witnesses’ testimony is that the release of code into the public domain can contribute to political subversion, much as covert intrusion into computer networks by stealthy hackers can. However, the witnesses from the Pentagon and from the government contractor SAIC often present a contradictory image of the supposed terrorists in the hearing transcripts. Sometimes the enemy is depicted as an organisation of technological masterminds, capable of manipulating the computer code of unwitting Americans and snatching their rightful intellectual property away; sometimes those from the opposing forces are depicted as pre-modern and even sub-literate political innocents. In contrast, the congressional representatives seem to focus on similarities when comparing the work of “terrorists” to the everyday digital practices of their constituents and even of themselves. According to the transcripts of this open hearing, legislators on both sides of the aisle express anxiety about domestic patterns of Internet reception. Even the legislators’ own Web pages are potentially disruptive electronic artefacts, particularly when the demands of digital labour interfere with their duties as lawmakers. Although the subject of the hearing is ostensibly terrorist Websites, Representative Anna Eshoo (D-California) bemoans the difficulty of maintaining her own official congressional site. As she observes, “So we are – as members, I think we’re very sensitive about what’s on our Website, and if I retained what I had on my Website three years ago, I’d be out of business. So we know that they have to be renewed. They go up, they go down, they’re rebuilt, they’re – you know, the message is targeted to the future.” In their questions, lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions. Representative Alcee Hastings (D-Florida) compares the polluting power of insurgent bloggers to that of influential online muckrakers from the American political Right. Hastings complains of “garbage on our regular mainstream news that comes from blog sites.” Representative Heather Wilson (R-New Mexico) attempts to project a media-savvy persona by bringing up the “phenomenon of blogging” in conjunction with her questions about jihadist Websites in which she notes how Internet traffic can be magnified by cooperative ventures among groups of ideologically like-minded content-providers: “These Websites, and particularly the most active ones, are they cross-linked? And do they have kind of hot links to your other favorite sites on them?” At one point Representative Wilson asks witness Rodman if he knows “of your 100 hottest sites where the Webmasters are educated? What nationality they are? Where they’re getting their money from?” In her questions, Wilson implicitly acknowledges that Web work reflects influences from pedagogical communities, economic networks of the exchange of capital, and even potentially the specific ideologies of nation-states. It is perhaps indicative of the government contractors’ anachronistic worldview that the witness is unable to answer Wilson’s question. He explains that his agency focuses on the physical location of the server or ISP rather than the social backgrounds of the individuals who might be manufacturing objectionable digital texts. The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries. The residual subtexts in the witnesses’ conjectures about competing cultures of orality and literacy may tell us something about a reactionary rhetoric around videogames and digital culture more generally. According to the experts before Congress, the Middle Eastern audience for these videogames and Websites is limited by its membership in a pre-literate society that is only capable of abortive cultural production without access to knowledge that is archived in printed codices. Sometimes the witnesses before Congress seem to be unintentionally channelling the ideas of the late literacy theorist Walter Ong about the “secondary orality” associated with talky electronic media such as television, radio, audio recording, or telephone communication. Later followers of Ong extend this concept of secondary orality to hypertext, hypermedia, e-mail, and blogs, because they similarly share features of both speech and written discourse. Although Ong’s disciples celebrate this vibrant reconnection to a mythic, communal past of what Kathleen Welch calls “electric rhetoric,” the defence industry consultants express their profound state of alarm at the potentially dangerous and subversive character of this hybrid form of communication. The concept of an “oral tradition” is first introduced by the expert witnesses in the context of modern marketing and product distribution: “The Internet is used for a variety of things – command and control,” one witness states. “One of the things that’s missed frequently is how and – how effective the adversary is at using the Internet to distribute product. They’re using that distribution network as a modern form of oral tradition, if you will.” Thus, although the Internet can be deployed for hierarchical “command and control” activities, it also functions as a highly efficient peer-to-peer distributed network for disseminating the commodity of information. Throughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order. Witness Eric Michael describes the “oral tradition” and the conventions of communal life in the Middle East to emphasise the primacy of speech in the collective discursive practices of this alien population: “I’d like to point your attention to the media types and the fact that the oral tradition is listed as most important. The other media listed support that. And the significance of the oral tradition is more than just – it’s the medium by which, once it comes off the Internet, it is transferred.” The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era. The oral tradition now also has an aspect of rumor. A[n] event takes place. There is an explosion in a city. Rumor is that the United States Air Force dropped a bomb and is doing indiscriminate killing. This ends up being discussed on the street. It ends up showing up in a Friday sermon in a mosque or in another religious institution. It then gets recycled into written materials. Media picks up the story and broadcasts it, at which point it’s now a fact. In this particular case that we were telling you about, it showed up on a network television, and their propaganda continues to go back to this false initial report on network television and continue to reiterate that it’s a fact, even though the United States government has proven that it was not a fact, even though the network has since recanted the broadcast. In this example, many-to-many discussion on the “street” is formalised into a one-to many “sermon” and then further stylised using technology in a one-to-many broadcast on “network television” in which “propaganda” that is “false” can no longer be disputed. This “oral tradition” is like digital media, because elements of discourse can be infinitely copied or “recycled,” and it is designed to “reiterate” content. In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.” The film by SonicJihad is chosen as the final clip by the witnesses before Congress, because it allegedly combines many different types of emotional appeal, and thus it conveniently ties together all of the themes that the witnesses present to the legislators about unreliable oral or rhetorical sources in the Middle East: And there you see how all these products are linked together. And you can see where the games are set to psychologically condition you to go kill coalition forces. You can see how they use humor. You can see how the entire campaign is carefully crafted to first evoke an emotion and then to evoke a response and to direct that response in the direction that they want. Jihadist digital products, especially videogames, are effective means of manipulation, the witnesses argue, because they employ multiple channels of persuasion and carefully sequenced and integrated subliminal messages. To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses. This sharp criticism of the artful use of a presentation style that is “crafted” is ironic, given that the witnesses’ “compilation” of jihadist digital material is staged in the form of a carefully structured PowerPoint presentation, one that is paced to a well-rehearsed rhythm of “slide, please” or “next slide” in the transcript. The transcript also reveals that the members of the House Intelligence Committee were not the original audience for the witnesses’ PowerPoint presentation. Rather, when it was first created by SAIC, this “expert” presentation was designed for training purposes for the troops on the ground, who would be facing the challenges of deployment in hostile terrain. According to the witnesses, having the slide show showcased before Congress was something of an afterthought. Nonetheless, Congressman Tiahrt (R-KN) is so impressed with the rhetorical mastery of the consultants that he tries to appropriate it. As Tiarht puts it, “I’d like to get a copy of that slide sometime.” From the hearing we also learn that the terrorists’ Websites are threatening precisely because they manifest a polymorphously perverse geometry of expansion. For example, one SAIC witness before the House Committee compares the replication and elaboration of digital material online to a “spiderweb.” Like Representative Eshoo’s site, he also notes that the terrorists’ sites go “up” and “down,” but the consultant is left to speculate about whether or not there is any “central coordination” to serve as an organising principle and to explain the persistence and consistency of messages despite the apparent lack of a single authorial ethos to offer a stable, humanised, point of reference. In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.” Of course, to maintain their share of the government market, the Science Applications International Corporation also employs practices of publicity and promotion through the Internet and digital media. They use HTML Web pages for these purposes, as well as PowerPoint presentations and online video. The rhetoric of the Website of SAIC emphasises their motto “From Science to Solutions.” After a short Flash film about how SAIC scientists and engineers solve “complex technical problems,” the visitor is taken to the home page of the firm that re-emphasises their central message about expertise. The maps, uniforms, and specialised tools and equipment that are depicted in these opening Web pages reinforce an ethos of professional specialisation that is able to respond to multiple threats posed by the “global war on terror.” By 26 June 2006, the incident finally was being described as a “Pentagon Snafu” by ABC News. From the opening of reporter Jake Tapper’s investigative Webcast, established government institutions were put on the spot: “So, how much does the Pentagon know about videogames? Well, when it came to a recent appearance before Congress, apparently not enough.” Indeed, the very language about “experts” that was highlighted in the earlier coverage is repeated by Tapper in mockery, with the significant exception of “independent expert” Ian Bogost of the Georgia Institute of Technology. If the Pentagon and SAIC deride the legitimacy of rhetoric as a cultural practice, Bogost occupies himself with its defence. In his recent book Persuasive Games: The Expressive Power of Videogames, Bogost draws upon the authority of the “2,500 year history of rhetoric” to argue that videogames represent a significant development in that cultural narrative. Given that Bogost and his Watercooler Games Weblog co-editor Gonzalo Frasca were actively involved in the detective work that exposed the depth of professional incompetence involved in the government’s line-up of witnesses, it is appropriate that Bogost is given the final words in the ABC exposé. As Bogost says, “We should be deeply bothered by this. We should really be questioning the kind of advice that Congress is getting.” Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see. References ABC News. “Terrorist Videogame?” Nightline Online. 21 June 2006. 22 June 2006 http://abcnews.go.com/Video/playerIndex?id=2105341>. Bogost, Ian. Persuasive Games: Videogames and Procedural Rhetoric. Cambridge, MA: MIT Press, 2007. Game Politics. “Was Congress Misled by ‘Terrorist’ Game Video? We Talk to Gamer Who Created the Footage.” 11 May 2006. http://gamepolitics.livejournal.com/285129.html#cutid1>. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. julieb. “David Morgan Is a Horrible Writer and Should Be Fired.” Online posting. 5 May 2006. Dvorak Uncensored Cage Match Forums. http://cagematch.dvorak.org/index.php/topic,130.0.html>. Mahmood. “Terrorists Don’t Recruit with Battlefield 2.” GGL Global Gaming. 16 May 2006 http://www.ggl.com/news.php?NewsId=3090>. Morgan, David. “Islamists Using U.S. Video Games in Youth Appeal.” Reuters online news service. 4 May 2006 http://today.reuters.com/news/ArticleNews.aspx?type=topNews &storyID=2006-05-04T215543Z_01_N04305973_RTRUKOC_0_US-SECURITY- VIDEOGAMES.xml&pageNumber=0&imageid=&cap=&sz=13&WTModLoc= NewsArt-C1-ArticlePage2>. Ong, Walter J. Orality and Literacy: The Technologizing of the Word. London/New York: Methuen, 1982. Parker, Trey. Online posting. 7 May 2006. 9 May 2006 http://www.treyparker.com>. Plato. “Gorgias.” Plato: Collected Dialogues. Princeton: Princeton UP, 1961. Shrader, Katherine. “Pentagon Surfing Thousands of Jihad Sites.” Associated Press 4 May 2006. SonicJihad. “SonicJihad: A Day in the Life of a Resistance Fighter.” Online posting. 26 Dec. 2005. Planet Battlefield Forums. 9 May 2006 http://www.forumplanet.com/planetbattlefield/topic.asp?fid=13670&tid=1806909&p=1>. Tapper, Jake, and Audery Taylor. “Terrorist Video Game or Pentagon Snafu?” ABC News Nightline 21 June 2006. 30 June 2006 http://abcnews.go.com/Nightline/Technology/story?id=2105128&page=1>. U.S. Congressional Record. Panel I of the Hearing of the House Select Intelligence Committee, Subject: “Terrorist Use of the Internet for Communications.” Federal News Service. 4 May 2006. Welch, Kathleen E. Electric Rhetoric: Classical Rhetoric, Oralism, and the New Literacy. Cambridge, MA: MIT Press, 1999. Citation reference for this article MLA Style Losh, Elizabeth. "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/08-losh.php>. APA Style Losh, E. (Oct. 2007) "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/08-losh.php>.
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Chesher, Chris. "Mining Robotics and Media Change". M/C Journal 16, nr 2 (8.03.2013). http://dx.doi.org/10.5204/mcj.626.

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Introduction Almost all industries in Australia today have adopted digital media in some way. However, uses in large scale activities such as mining may seem to be different from others. This article looks at mining practices with a media studies approach, and concludes that, just as many other industries, mining and media have converged. Many Australian mine sites are adopting new media for communication and control to manage communication, explore for ore bodies, simulate forces, automate drilling, keep records, and make transport and command robotic. Beyond sharing similar digital devices for communication and computation, new media in mining employ characteristic digital media operations, such as numerical operation, automation and managed variability. This article examines the implications of finding that some of the most material practices have become mediated by new media. Mining has become increasingly mediated through new media technologies similar to GPS, visualisation, game remote operation, similar to those adopted in consumer home and mobile digital media. The growing and diversified adoption of digital media championed by companies like Rio Tinto aims not only ‘improve’ mining, but to change it. Through remediating practices of digital mining, new media have become integral powerful tools in prospective, real time and analytical environments. This paper draws on two well-known case studies of mines in the Pilbara and Western NSW. These have been documented in press releases and media reports as representing changes in media and mining. First, the West Angelas mines in the Pilbara is an open cut iron ore mine introducing automation and remote operation. This mine is located in the remote Pilbara, and is notable for being operated remotely from a control centre 2000km away, near Perth Airport, WA. A growing fleet of Komatsu 930E haul trucks, which can drive autonomously, traverses the site. Fitted with radars, lasers and GPS, these enormous vehicles navigate through the open pit mine with no direct human control. Introducing these innovations to mine sites become more viable after iron ore mining became increasingly profitable in the mid-2000s. A boom in steel building in China drove unprecedented demand. This growing income coincided with a change in public rhetoric from companies like Rio Tinto. They pointed towards substantial investments in research, infrastructure, and accelerated introduction of new media technologies into mining practices. Rio Tinto trademarked the term ‘Mine of the future’ (US Federal News Service 1), and publicised their ambitious project for renewal of mining practice, including digital media. More recently, prices have been more volatile. The second case study site is a copper and gold underground mine at Northparkes in Western NSW. Northparkes uses substantial sensing and control, as well as hybrid autonomous and remote operated vehicles. The use of digital media begins with prospecting, and through to logistics of transportation. Engineers place explosives in optimal positions using computer modelling of the underground rock formations. They make heavy use of software to coordinate layer-by-layer use of explosives in this advanced ‘box cut’ mine. After explosives disrupt the rock layer a kilometre underground, another specialised vehicle collects and carries the ore to the surface. The Sandvik loader-hauler-dumper (LHD) can be driven conventionally by a driver, but it can also travel autonomously in and out of the mine without a direct operator. Once it reaches a collection point, where the broken up ore has accumulated, a user of the surface can change the media mode to telepresence. The human operator then takes control using something like a games controller and multiple screens. The remote operator controls the LHD to fill the scoop with ore. The fully-loaded LHD backs up, and returns autonomously using laser senses to follow a trail to the next drop off point. The LHD has become a powerful mediator, reconfiguring technical, material and social practices throughout the mine. The Meanings of Mining and Media Are Converging Until recently, mining and media typically operated ontologically separately. The media, such as newspapers and television, often tell stories about mining, following regular narrative scripts. There are controversies and conflicts, narratives of ecological crises, and the economics of national benefit. There are heroic and tragic stories such as the Beaconsfield mine collapse (Clark). There are new industry policies (Middelbeek), which are politically fraught because of the lobbying power of miners. Almost completely separately, workers in mines were consumers of media, from news to entertainment. These media practices, while important in their own right, tell nothing of the approaching changes in many other sectors of work and everyday life. It is somewhat unusual for a media studies scholar to study mine sites. Mine sites are most commonly studied by Engineering (Bellamy & Pravica), Business and labour and cultural histories (McDonald, Mayes & Pini). Until recently, media scholarship on mining has related to media institutions, such as newspapers, broadcasters and websites, and their audiences. As digital media have proliferated, the phenomena that can be considered as media phenomena has changed. This article, pointing to the growing roles of media technologies, observes the growing importance that media, in these terms, have in the rapidly changing domain of mining. Another meaning for ‘media’ studies, from cybernetics, is that a medium is any technology that translates perception, makes interpretations, and performs expressions. This meaning is more abstract, operating with a broader definition of media — not only those institutionalised as newspapers or radio stations. It is well known that computer-based media have become ubiquitous in culture. This is true in particular within the mining company’s higher ranks. Rio Tinto’s ambitious 2010 ‘Mine of the Future’ (Fisher & Schnittger, 2) program was premised on an awareness that engineers, middle managers and senior staff were already highly computer literate. It is worth remembering that such competency was relatively uncommon until the late 1980s. The meanings of digital media have been shifting for many years, as computers become experienced more as everyday personal artefacts, and less as remote information systems. Their value has always been held with some ambivalence. Zuboff’s (387-414) picture of loss, intimidation and resistance to new information technologies in the 1980s seems to have dissipated by 2011. More than simply being accepted begrudgingly, the PC platform (and variants) has become a ubiquitous platform, a lingua franca for information workers. It became an intimate companion for many professions, and in many homes. It was an inexpensive, versatile and generalised convergent medium for communication and control. And yet, writers such as Gregg observe, the flexibility of networked digital work imposes upon many workers ‘unlimited work’. The office boundaries of the office wall break down, for better or worse. Emails, utility and other work-related behaviours increasingly encroach onto domestic and public space and time. Its very attractiveness to users has tied them to these artefacts. The trail that leads the media studies discipline down the digital mine shaft has been cleared by recent work in media archaeology (Parikka), platform studies (Middelbeek; Montfort & Bogost; Maher) and new media (Manovich). Each of these redefined Media Studies practices addresses the need to diversify the field’s attention and methods. It must look at more specific, less conventional and more complex media formations. Mobile media and games (both computer-based) have turned out to be quite different from traditional media (Hjorth; Goggin). Kirschenbaum’s literary study of hard drives and digital fiction moves from materiality to aesthetics. In my study of digital mining, I present a reconfigured media studies, after the authors, that reveals heterogeneous media configurations, deserving new attention to materiality. This article also draws from the actor network theory approach and terminology (Latour). The uses of media / control / communications in the mining industry are very complex, and remain under constant development. Media such as robotics, computer modelling, remote operation and so on are bound together into complex practices. Each mine site is different — geologically, politically, and economically. Mines are subject to local and remote disasters. Mine tunnels and global prices can collapse, rendering active sites uneconomical overnight. Many technologies are still under development — including Northparkes and West Angelas. Both these sites are notable for their significant use of autonomous vehicles and remote operated vehicles. There is no doubt that the digital technologies modulate all manner of the mining processes: from rocks and mechanical devices to human actors. Each of these actors present different forms of collusion and opposition. Within a mining operation, the budgets for computerised and even robotic systems are relatively modest for their expected return. Deep in a mine, we can still see media convergence at work. Convergence refers to processes whereby previously diverse practices in media have taken on similar devices and techniques. While high-end PCs in mining, running simulators; control data systems; visualisation; telepresence, and so on may be high performance, ruggedised devices, they still share a common platform to the desktop PC. Conceptual resources developed in Media Ecology, New Media Studies, and the Digital Humanities can now inform readings of mining practices, even if their applications differ dramatically in size, reliability and cost. It is not entirely surprising that some observations by new media theorists about entertainment and media applications can also relate to features of mining technologies. Manovich argues that numerical representation is a distinctive feature of new media. Numbers have always already been key to mining engineering. However, computers visualise numerical fields in simulations that extend out of the minds of the calculators, and into visual and even haptic spaces. Specialists in geology, explosives, mechanical apparatuses, and so on, can use plaftorms that are common to everyday media. As the significance of numbers is extended by computers in the field, more and more diverse sources of data provide apparently consistent and seamless images of multiple fields of knowledge. Another feature that Manovich identifies in new media is the capacity for automation of media operations. Automation of many processes in mechanical domains clearly occurred long before industrial technologies were ported into new media. The difference with new media in mine sites is that robotic systems must vary their performance according to feedback from their extra-system environments. For our purposes, the haul trucks in WA are software-controlled devices that already qualify as robots. They sense, interpret and act in the world based on their surroundings. They evaluate multiple factors, including the sensors, GPS signals, operator instructions and so on. They can repeat the path, by sensing the differences, day after day, even if the weather changes, the track wears away or the instructions from base change. Automation compensates for differences within complex and changing environments. Automation of an open-pit mine haulage system… provides more consistent and efficient operation of mining equipment, it removes workers from potential danger, it reduces fuel consumption significantly reducing greenhouse gas (GHG) emissions, and it can help optimize vehicle repairs and equipment replacement because of more-predictable and better-controlled maintenance. (Parreire and Meech 1-13) Material components in physical mines tend to become modular and variable, as their physical shape lines up with the logic of another of Manovich’s new media themes, variability. Automatic systems also make obsolete human drivers, who previously handled those environmental variations, for better or for worse, through the dangerous, dull and dirty spaces of the mine. Drivers’ capacity to control repeat trips is no longer needed. The Komatsu driverless truck, introduced to the WA iron ore mines from 2008, proved itself to be almost as quick as human drivers at many tasks. But the driverless trucks have deeper advantages: they can run 23 hours each day with no shift breaks; they drive more cautiously and wear the equipment less than human drivers. There is no need to put up workers and their families up in town. The benefit most often mentioned is safety: even the worst accident won’t produce injuries to drivers. The other advantage less mentioned is that autonomous trucks don’t strike. Meanwhile, managers of human labour also need to adopt certain strategies of modulation to support the needs and expectations of their workers. Mobile phones, televisions and radio are popular modes of connecting workers to their loved ones, particularly in the remote and harsh West Angelas site. One solution — regular fly-in-fly out shifts — tends also to be alienating for workers and locals (Cheshire; Storey; Tonts). As with any operations, the cost of maintaining a safe and comfortable environment for workers requires trade-offs. Companies face risks from mobile phones, leaking computer networks, and espionage that expose the site to security risks. Because of such risks, miners tend be subject to disciplinary regimes. It is common to test alcohol and drug levels. There was some resistance from workers, who refused to change to saliva testing from urine testing (Latimer). Contesting these machines places the medium, in a different sense, at the centre of regulation of the workers’ bodies. In Northparkes, the solution of hybrid autonomous and remote operation is also a solution for modulating labour. It is safer and more comfortable, while also being more efficient, as one experienced driver can control three trucks at a time. This more complex mode of mediation is necessary because underground mines are more complex in geology, and working environments to suit full autonomy. These variations provide different relationships between operators and machines. The operator uses a games controller, and watches four video views from the cabin to make the vehicle fill the bucket with ore (Northparkes Mines, 9). Again, media have become a pivotal element in the mining assemblage. This combines the safety and comfort of autonomous operation (helping to retain staff) with the required use of human sensorimotor dexterity. Mine systems deserve attention from media studies because sites are combining large scale physical complexity with increasingly sophisticated computing. The conventional pictures of mining and media rarely address the specificity of subjective and artefactual encounters in and around mine sites. Any research on mining communication is typically within the instrumental frames of engineering (Duff et al.). Some of the developments in mechanical systems have contributed to efficiency and safety of many mines: larger trucks, more rock crushers, and so on. However, the single most powerful influence on mining has been adopting digital media to control, integrate and mining systems. Rio Tinto’s transformative agenda document is outlined in its high profile ‘Mine of the Future’ agenda (US Federal News Service). The media to which I refer are not only those in popular culture, but also those with digital control and communications systems used internally within mines and supply chains. The global mining industry began adopting digital communication automation (somewhat) systematically only in the 1980s. Mining companies hesitated to adopt digital media because the fundamentals of mining are so risky and bound to standard procedures. Large scale material operations, extracting and processing minerals from under the ground: hardly to be an appropriate space for delicate digital electronics. Mining is also exposed to volatile economic conditions, so investing in anything major can be unattractive. High technology perhaps contradicts an industry ethos of risk-taking and masculinity. Digital media became domesticated, and familiar to a new generation of formally educated engineers for whom databases and algorithms (Manovich) were second nature. Digital systems become simultaneously controllers of objects, and mediators of meanings and relationships. They control movements, and express communications. Computers slide from using meanings to invoking direct actions over objects in the world. Even on an everyday scale, computer operations often control physical processes. Anti-lock Braking Systems regulate a vehicle’s braking pressure to avoid the danger when wheels lock-up. Or another example, is the ATM, which involves both symbolic interactions, and also exchange of physical objects. These operations are examples of the ‘asignifying semiotic’ (Guattari), in which meanings and non-meanings interact. There is no operation essential distinction between media- and non-media digital operations. Which are symbolic, attached or non-consequential is not clear. This trend towards using computation for both meanings and actions has accelerated since 2000. Mines of the Future Beyond a relatively standard set of office and communications software, many fields, including mining, have adopted specialised packages for their domains. In 3D design, it is AutoCAD. In hard sciences, it is custom modelling. In audiovisual production, it may be Apple and Adobe products. Some platforms define their subjectivity, professional identity and practices around these platforms. This platform orientation is apparent in areas of mining, so that applications such as the Gemcom, Rockware, Geological Database and Resource Estimation Modelling from Micromine; geology/mine design software from Runge, Minemap; and mine production data management software from Corvus. However, software is only a small proportion of overall costs in the industry. Agents in mining demand solutions to peculiar problems and requirements. They are bound by their enormous scale; physical risks of environments, explosive and moving elements; need to negotiate constant change, as mining literally takes the ground from under itself; the need to incorporate geological patterns; and the importance of logistics. When digital media are the solution, there can be what is perceived as rapid gains, including greater capacities for surveillance and control. Digital media do not provide more force. Instead, they modulate the direction, speed and timing of activities. It is not a complete solution, because too many uncontrolled elements are at play. Instead, there are moment and situations when the degree of control refigures the work that can be done. Conclusions In this article I have proposed a new conception of media change, by reading digital innovations in mining practices themselves as media changes. This involved developing an initial reading of the operations of mining as digital media. With this approach, the array of media components extends far beyond the conventional ‘mass media’ of newspapers and television. It offers a more molecular media environment which is increasingly heterogeneous. It sometimes involves materiality on a huge scale, and is sometimes apparently virtual. The mining media event can be a semiotic, a signal, a material entity and so on. It can be a command to a human. It can be a measurement of location, a rock formation, a pressure or an explosion. The mining media event, as discussed above, is subject to Manovich’s principles of media, being numerical, variable and automated. In the mining media event, these principles move from the aesthetic to the instrumental and physical domains of the mine site. The role of new media operates at many levels — from the bottom of the mine site to the cruising altitude of the fly-in-fly out aeroplanes — has motivated significant changes in the Australian industry. When digital media and robotics come into play, they do not so much introduce change, but reintroduce similarity. This inversion of media is less about meaning, and more about local mastery. Media modulation extends the kinds of influence that can be exerted by the actors in control. In these situations, the degrees of control, and of resistance, are yet to be seen. Acknowledgments Thanks to Mining IQ for a researcher's pass at Mining Automation and Communication Conference, Perth in August 2012. References Bellamy, D., and L. Pravica. “Assessing the Impact of Driverless Haul Trucks in Australian Surface Mining.” Resources Policy 2011. Cheshire, L. “A Corporate Responsibility? The Constitution of Fly-In, Fly-Out Mining Companies as Governance Partners in Remote, Mine-Affected Localities.” Journal of Rural Studies 26.1 (2010): 12–20. Clark, N. “Todd and Brant Show PM Beaconsfield's Cage of Hell.” The Mercury, 6 Nov. 2008. Duff, E., C. Caris, A. Bonchis, K. Taylor, C. Gunn, and M. Adcock. “The Development of a Telerobotic Rock Breaker.” CSIRO 2009: 1–10. Fisher, B.S. and S. Schnittger. Autonomous and Remote Operation Technologies in the Mining Industry: Benefits and Costs. BAE Report 12.1 (2012). Goggin, G. Global Mobile Media. London: Routledge, 2010. Gregg, M. Work’s Intimacy. Cambridge: Polity, 2011. Guattari, F. Chaosmosis: An Ethico-Aesthetic Paradigm. Trans. Paul Bains and Julian Pefanis. Bloomington: Indiana UP, 1992. Hjorth, L. Mobile Media in the Asia-Pacific: Gender and the Art of Being Mobile. Taylor & Francis, 2008. Kirschenbaum, M.G. Mechanisms: New Media and the Forensic Imagination. Campridge, Mass.: MIT Press, 2008. Latimer, Cole. “Fair Work Appeal May Change Drug Testing on Site.” Mining Australia 2012. 3 May 2013 ‹http://www.miningaustralia.com.au/news/fair-work-appeal-may-change-drug-testing-on-site›. Latour, B. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2007. Maher, J. The Future Was Here: The Commodore Amiga. Cambridge, Mass.: MIT Press, 2012. Manovich, Lev. The Language of New Media. Cambridge, Mass.: MIT Press, 2001. McDonald, P., R. Mayes, and B. Pini. “Mining Work, Family and Community: A Spatially-Oriented Approach to the Impact of the Ravensthorpe Nickel Mine Closure in Remote Australia.” Journal of Industrial Relations 2012. Middelbeek, E. “Australia Mining Tax Set to Slam Iron Ore Profits.” Metal Bulletin Weekly 2012. Montfort, N., and I. Bogost. Racing the Beam: The Atari Video Computer System. Cambridge, Mass.: MIT Press, 2009. Parikka, J. What Is Media Archaeology? London: Polity Press, 2012. Parreira, J., and J. Meech. “Autonomous vs Manual Haulage Trucks — How Mine Simulation Contributes to Future Haulage System Developments.” Paper presented at the CIM Meeting, Vancouver, 2010. 3 May 2013 ‹http://www.infomine.com/library/publications/docs/parreira2010.pdf›. Storey, K. “Fly-In/Fly-Out and Fly-Over: Mining and Regional Development in Western Australia.” Australian Geographer 32.2 (2010): 133–148. Storey, K. “Fly-In/Fly-Out: Implications for Community Sustainability.” Sustainability 2.5 (2010): 1161–1181. 3 May 2013 ‹http://www.mdpi.com/2071-1050/2/5/1161›. Takayama, L., W. Ju, and C. Nas. “Beyond Dirty, Dangerous and Dull: What Everyday People Think Robots Should Do.” Paper presented at HRI '08, Amsterdam, 2008. 3 May 2013 ‹http://www-cdr.stanford.edu/~wendyju/publications/hri114-takayama.pdf›. Tonts, M. “Labour Market Dynamics in Resource Dependent Regions: An Examination of the Western Australian Goldfields.” Geographical Research 48.2 (2010): 148-165. 3 May 2013 ‹http://onlinelibrary.wiley.com/doi/10.1111/j.1745-5871.2009.00624.x/abstract›. US Federal News Service, Including US State News. “USPTO Issues Trademark: Mine of the Future.” 31 Aug. 2011. Wu, S., H. Han, X. Liu, H. Wang, F. Xue. “Highly Effective Use of Australian Pilbara Blend Lump Ore in a Blast Furnace.” Revue de Métallurgie 107.5 (2010): 187-193. doi:10.1051/metal/2010021. Zuboff, S. In the Age of the Smart Machine: The Future of Work and Power. Heinemann Professional, 1988.
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O'Meara, Radha. "Do Cats Know They Rule YouTube? Surveillance and the Pleasures of Cat Videos". M/C Journal 17, nr 2 (10.03.2014). http://dx.doi.org/10.5204/mcj.794.

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Did you see the videos where the cat jumps in the box, attacks the printer or tries to leap from the snowy car? As the availability and popularity of watching videos on the Internet has risen rapidly in the last decade, so has the prevalence of cat videos. Although the cuteness of YouTube videos of cats might make them appear frivolous, in fact there is a significant irony at their heart: online cat videos enable corporate surveillance of viewers, yet viewers seem just as oblivious to this as the cats featured in the videos. Towards this end, I consider the distinguishing features of contemporary cat videos, focusing particularly on their narrative structure and mode of observation. I compare cat videos with the “Aesthetic of Astonishment” of early cinema and with dog videos, to explore the nexus of a spectatorship of thrills and feline performance. In particular, I highlight a unique characteristic of these videos: the cats’ unselfconsciousness. This, I argue, is rare in a consumer culture dominated by surveillance, where we are constantly aware of the potential for being watched. The unselfconsciousness of cats in online videos offers viewers two key pleasures: to imagine the possibility of freedom from surveillance, and to experience the power of administering surveillance as unproblematic. Ultimately, however, cat videos enable viewers to facilitate our own surveillance, and we do so with the gleeful abandon of a kitten jumping in a tissue box What Distinguishes Cat Videos? Cat videos have become so popular, that they generate millions of views on YouTube, and the Walker Art Center in Minneapolis now holds an annual Internet Cat Video Festival. If you are not already a fan of the genre, the Walker’s promotional videos for the festival (2013 and 2012) provide an entertaining introduction to the celebrities (Lil Bub, Grumpy Cat, and Henri), canon (dancing cats, surprised cat, and cat falling off counter), culture and commodities of online cat videos, despite repositioning them into a public exhibition context. Cats are often said to dominate the internet (Hepola), despite the surprise of Internet inventor Tim Berners-Lee. Domestic cats are currently the most popular pet in the world (Driscoll), however they are already outnumbered by smartphones. Cats have played various roles in our societies, cultures and imaginations since their domestication some 8-10,000 years ago (Driscoll). A potent social and cultural symbol in mythology, art and popular culture, the historical and cultural significance of cats is complex, shifting and often contradictory. They have made their way across geographic, cultural and class boundaries, and been associated with the sacred and the occult, femininity and fertility, monstrosity and domesticity (Driscoll, Rogers). Cats are figured as both inscrutable and bounteously polysemic. Current representations of cats, including these videos, seem to emphasise their sociability with humans, association with domestic space, independence and aloofness, and intelligence and secretiveness. I am interested in what distinguishes the pleasures of cat videos from other manifestations of cats in folklore and popular culture such as maneki-neko and fictional cats. Even within Internet culture, I’m focusing on live action cat videos, rather than lolcats, animated cats, or dog videos, though these are useful points of contrast. The Walker’s cat video primer also introduces us to the popular discourses accounting for the widespread appeal of these videos: cats have global reach beyond language, audiences can project their own thoughts and feelings onto cats, cats are cute, and they make people feel good. These discourses circulate in popular conversation, and are promoted by YouTube itself. These suggestions do not seem to account for the specific pleasures of cat videos, beyond the predominance of cats in culture more broadly. The cat videos popular on the Internet tend to feature several key characteristics. They are generated by users, shot on a mobile device such as a phone, and set in a domestic environment. They employ an observational mode, which Bill Nichols has described as a noninterventionist type of documentary film associated with traditions of direct cinema and cinema verite, where form and style yields to the profilmic event. In the spirit of their observational mode, cat videos feature minimal sound and language, negligible editing and short duration. As Leah Shafer notes, cat videos record, “’live’ events, they are mostly shot by ‘amateurs’ with access to emerging technologies, and they dramatize the familiar.” For example, the one-minute video Cat vs Printer comprises a single, hand-held shot observing the cat, and the action is underlined by the printer’s beep and the sounds created by the cat’s movements. The patterned wallpaper suggests a domestic location, and the presence of the cat itself symbolises domesticity. These features typically combine to produce impressions of universality, intimacy and spontaneity – impressions commonly labelled ‘cute’. The cat’s cuteness is also embodied in its confusion and surprise at the printer’s movements: it is a simpleton, and we can laugh at its lack of understanding of the basic appurtenances of the modern world. Cat videos present minimalist narratives, focused on an instant of spectacle. A typical cat video establishes a state of calm, then suddenly disrupts it. The cat is usually the active agent of change, though chance also frequently plays a significant role. The pervasiveness of this structure means that viewers familiar with the form may even anticipate a serendipitous event. The disruption prompts a surprising or comic effect for the viewer, and this is a key part of the video’s pleasure. For example, in Cat vs Printer, the establishing scenario is the cat intently watching the printer, a presumably quotidian scene, which escalates when the cat begins to smack the moving paper. The narrative climaxes in the final two seconds of the video, when the cat strikes the paper so hard that the printer tray bounces, and the surprised cat falls off its stool. The video ends abruptly. This disruption also takes the viewer by surprise (at least it does the first time you watch it). The terse ending, and lack of resolution or denouement, encourages the viewer to replay the video. The minimal narrative effectively builds expectation for a moment of surprise. These characteristics of style and form typify a popular body of work, though there is variation, and the millions of cat videos on YouTube might be best accounted for by various subgenres. The most popular cat videos seem to have the most sudden and striking disruptions as well as the most abrupt endings. They seem the most dramatic and spontaneous. There are also thousands of cat videos with minor disruptions, and some with brazenly staged events. Increasingly, there is obvious use of postproduction techniques, including editing and music. A growing preponderance of compilations attests to the videos’ “spreadability” (Jenkins, Ford, and Green). The conventional formal structure of these videos effectively homogenises the cat, as if there is a single cat performing in millions of videos. Indeed, YouTube comments often suggest a likeness between the cat represented in the video and the commenter’s own cat. In this sense, the cuteness so readily identified has an homogenising effect. It also has the effect of distinguishing cats as a species from other animals, as it confounds common conceptions of all (other) animals as fundamentally alike in their essential difference from the human (animal). Cat videos are often appreciated for what they reveal about cats in general, rather than for each cat’s individuality. In this way, cat videos symbolise a generic feline cuteness, rather than identify a particular cat as cute. The cats of YouTube act “as an allegory for all the cats of the earth, the felines that traverse myths and religions, literature and fables” (Derrida 374). Each cat swiping objects off shelves, stealing the bed of a dog, leaping onto a kitchen bench is the paradigmatic cat, the species exemplar. Mode of Spectatorship, Mode of Performance: Cat Videos, Film History and Dog Videos Cat videos share some common features with early cinema. In his analysis of the “Aesthetic of Astonishment,” which dominated films until about 1904, film historian Tom Gunning argues that the short, single shot films of this era are characterised by exciting audience curiosity and fulfilling it with visual shocks and thrills. It is easy to see how this might describe the experience of watching Cat vs Printer or Thomas Edison’s Electrocution of an Elephant from 1903. The thrill of revelation at the end of Cat vs Printer is more significant than the minimal narrative it completes, and the most popular videos seem to heighten this shock. Further, like a rainy afternoon spent clicking the play button on a sequence of YouTube’s suggested videos, these early short films were also viewed in variety format as a series of attractions. Indeed, as Leah Shafer notes, some of these early films even featured cats, such as Professor Welton’s Boxing Cats from 1894. Each film offered a moment of spectacle, which thrilled the modern viewer. Gunning argues that these early films are distinguished by a particular relationship between spectator and film. They display blatant exhibitionism, and address their viewer directly. This highlights the thrill of disruption: “The directness of this act of display allows an emphasis on the thrill itself – the immediate reaction of the viewer” (Gunning “Astonishment” 122). This is produced both within the staging of the film itself as players look directly at the camera, and by the mode of exhibition, where a showman primes the audience verbally for a moment of revelation. Importantly, Gunning argues that this mode of spectatorship differs from how viewers watch narrative films, which later came to dominate our film and television screens: “These early films explicitly acknowledge their spectator, seeming to reach outwards and confront. Contemplative absorption is impossible here” (“Astonishment” 123). Gunning’s emphasis on a particular mode of spectatorship is significant for our understanding of pet videos. His description of early cinema has numerous similarities with cat videos, to be sure, but seems to describe more precisely the mode of spectatorship engendered by typical dog videos. Dog videos are also popular online, and are marked by a mode of performance, where the dogs seem to present self-consciously for the camera. Dogs often appear to look at the camera directly, although they are probably actually reading the eyes of the camera operator. One of the most popular dog videos, Ultimate dog tease, features a dog who appears to look into the camera and engage in conversation with the camera operator. It has the same domestic setting, mobile camera and short duration as the typical cat video, but, unlike the cat attacking the printer, this dog is clearly aware of being watched. Like the exhibitionistic “Cinema of Attractions,” it is marked by “the recurring look at the camera by [canine] actors. This action which is later perceived as spoiling the realistic illusion of the cinema, is here undertaken with brio, establishing contact with the audience” (Gunning “Attractions” 64). Dog videos frequently feature dogs performing on command, such as the countless iterations of dogs fetching beverages from refrigerators, or at least behaving predictably, such as dogs jumping in the bath. Indeed, the scenario often seems to be set up, whereas cat videos more often seem to be captured fortuitously. The humour of dog videos often comes from the very predictability of their behaviour, such as repeatedly fetching or rolling in mud. In an ultimate performance of self-consciousness, dogs even seem to act out guilt and shame for their observers. Similarly, baby videos are also popular online and were popular in early cinema, and babies also tend to look at the camera directly, showing that they are aware of bring watched. This emphasis on exhibitionism and modes of spectatorship helps us hone in on the uniqueness of cat videos. Unlike the dogs of YouTube, cats typically seem unaware of their observers; they refuse to look at the camera and “display their visibility” (Gunning “Attractions,” 64). This fits with popular discourses of cats as independent and aloof, untrainable and untameable. Cat videos employ a unique mode of observation: we observe the cat, who is unencumbered by our scrutiny. Feline Performance in a World of Pervasive Surveillance This is an aesthetic of surveillance without inhibition, which heightens the impressions of immediacy and authenticity. The very existence of so many cat videos online is a consequence of camera ubiquity, where video cameras have become integrated with common communications devices. Thousands of cameras are constantly ready to capture these quotidian scenes, and feed the massive economy of user-generated content. Cat videos are obviously created and distributed by humans, a purposeful labour to produce entertainment for viewers. Cat videos are never simply a feline performance, but a performance of human interaction with the cat. The human act of observation is an active engagement with the other. Further, the act of recording is a performance of wielding the camera, and often also through image or voice. The cat video is a companion performance, which is part of an ongoing relationship between that human and that other animal. It carries strong associations with regimes of epistemological power and physical domination through histories of visual study, mastery and colonisation. The activity of the human creator seems to contrast with the behaviour of the cat in these videos, who appears unaware of being watched. The cats’ apparent uninhibited behaviour gives the viewer the illusion of voyeuristically catching a glimpse of a self-sufficient world. It carries connotations of authenticity, as the appearance of interaction and intervention is minimised, like the ideal of ‘fly on the wall’ documentary (Nichols). This lack of self-consciousness and sense of authenticity are key to their reception as ‘cute’ videos. Interestingly, one of the reasons that audiences may find this mode of observation so accessible and engaging, is because it heeds the conventions of the fourth wall in the dominant style of fiction film and television, which presents an hermetically sealed diegesis. This unselfconscious performance of cats in online videos is key, because it embodies a complex relationship with the surveillance that dominates contemporary culture. David Lyon describes surveillance as “any focused attention to personal details for the purposes of influence, management, or control” (“Everyday” 1) and Mark Andrejevic defines monitoring as “the collection of information, with or without the knowledge of users, that has actual or speculative economic value” (“Enclosure” 297). We live in an environment where social control is based on information, collected and crunched by governments, corporations, our peers, and ourselves. The rampancy of surveillance has increased in recent decades in a number of ways. Firstly, technological advances have made the recording, sorting and analysis of data more readily available. Although we might be particularly aware of the gaze of the camera when we stand in line at the supermarket checkout or have an iPhone pointed at our face, many surveillance technologies are hidden points of data collection, which track our grocery purchases, text messages to family and online viewing. Surveillance is increasingly mediated through digital technologies. Secondly, surveillance data is becoming increasingly privatised and monetised, so there is strengthening market demand for consumer information. Finally, surveillance was once associated chiefly with institutions of the state, or with corporations, but the process is increasingly “lateral,” involving peer-to-peer surveillance and self-surveillance in the realms of leisure and domestic life (Andrejevic “Enclosure,” 301). Cat videos occupy a fascinating position within this context of pervasive surveillance, and offer complex thrills for audiences. The Unselfconscious Pleasures of Cat Videos Unselfconsciousness of feline performance in cat videos invites contradictory pleasures. Firstly, cat videos offer viewers the fantasy of escaping surveillance. The disciplinary effect of surveillance means that we modify our behaviour based on a presumption of constant observation; we are managed and manipulated as much by ourselves as we are by others. This discipline is the defining condition of industrial society, as described by Foucault. In an age of traffic cameras, Big Brother, CCTV, the selfie pout, and Google Glass, modern subjects are oppressed by the weight of observation to constantly manage their personal performance. Unselfconsciousness is associated with privacy, intimacy, naivety and, increasingly, with impossibility. By allowing us to project onto the experience of their protagonists, cat videos invite us to imagine a world where we are not constantly aware of being watched, of being under surveillance by both human beings and technology. This projection is enabled by discourse, which constructs cats as independent and aloof, a libertarian ideal. It provides the potential for liberation from technologized social surveillance, and from the concomitant self-discipline of our docile bodies. The uninhibited performance of cats in online videos offers viewers the prospect that it is possible to live without the gaze of surveillance. Through cat videos, we celebrate the untameable. Cats model a liberated uninhibitedness viewers can only desire. The apparent unselfconsciousness of feline performance is analogous to Derrida’s conception of animal nakedness: the nudity of animals is significant, because it is a key feature which distinguishes them from humans, but at the same time there is no sense of the concept of nakedness outside of human culture. Similarly, a performance uninhibited by observation seems beyond humans in contemporary culture, and implies a freedom from social expectations, but there is also little suggestion that cats would act differently if they knew they were observed. We interpret cats’ independence as natural, and take pleasure in cats’ naturalness. This lack of inhibition is cute in the sense that it is attractive to the viewer, but also in the sense that it is naïve to imagine a world beyond surveillance, a freedom from being watched. Secondly, we take pleasure in the power of observing another. Surveillance is based on asymmetrical regimes of power, and the position of observer, recorder, collator is usually more powerful than the subject of their gaze. We enjoy the pleasure of wielding the unequal gaze, whether we hit the “record” button ourselves or just the “play” button. In this way, we celebrate our capacity to contain the cat, who has historically proven conceptually uncontainable. Yet, the cats’ unselfconsciousness means we can absolve ourselves of their exploitation. Looking back at the observer, or the camera, is often interpreted as a confrontational move. Cats in videos do not confront their viewer, do not resist the gaze thrown on them. They accept the role of subject without protest; they perform cuteness without resistance. We internalise the strategies of surveillance so deeply that we emulate its practices in our intimate relationships with domestic animals. Cats do not glare back at us, accusingly, as dogs do, to remind us we are exerting power over them. The lack of inhibition of cats in online videos means that we can exercise the power of surveillance without confronting the oppression this implies. Cat videos offer the illusion of watching the other without disturbing it, brandishing the weapon without acknowledging the violence of its impact. There is a logical tension between these dual pleasures of cat videos: we want to escape surveillance, while exerting it. The Work of Cat Videos in ‘Liquid Surveillance’ These contradictory pleasures in fact speak to the complicated nature of surveillance in the era of “produsage,” when the value chain of media has transformed along with traditional roles of production and consumption (Bruns). Christian Fuchs argues that the contemporary media environment has complicated the dynamics of surveillance, and blurred the lines between subject and object (304). We both create and consume cat videos; we are commodified as audience and sold on as data. YouTube is the most popular site for sharing cat videos, and a subsidiary of Google, the world’s most visited website and a company which makes billions of dollars from gathering, collating, storing, assessing, and trading our data. While we watch cat videos on YouTube, they are also harvesting information about our every click, collating it with our other online behaviour, targeting ads at us based on our specific profile, and also selling this data on to others. YouTube is, in fact, a key tool of what David Lyon calls “liquid surveillance” after the work of Zygmunt Bauman, because it participates in the reduction of millions of bodies into data circulating at the service of consumer society (Lyon “Liquid”). Your views of cats purring and pouncing are counted and monetised, you are profiled and targeted for further consumption. YouTube did not create the imbalance of power implied by these mechanisms of surveillance, but it is instrumental in automating, amplifying, and extending this power (Andrejevic “Lateral,” 396). Zygmunt Bauman argues that in consumer society we are increasingly seduced to willingly subject ourselves to surveillance (Lyon “Liquid”), and who better than the cute kitty to seduce us? Our increasingly active role in “produsage” media platforms such as YouTube enables us to perform what Andrejevic calls “the work of being watched” (“Work”). When we upload, play, view, like and comment on cat videos, we facilitate our own surveillance. We watch cat videos for the contradictory pleasures they offer us, as we navigate and negotiate the overwhelming surveillance of consumer society. Cat videos remind us of the perpetual possibility of observation, and suggest the prospect of escaping it. ReferencesAndrejevic, Mark. “The Work of Being Watched: Interactive Media and the Exploitation of Self-Disclosure.” Critical Studies in Media Communication 19.2 (2002): 230-248. Andrejevic, Mark. “The Discipline of Watching: Detection, Risk, and Lateral Surveillance.” Critical Studies in Media Communication 23.5 (2006): 391-407. Andrejevic, Mark. “Surveillance in the Digital Enclosure.” The Communication Review 10.4 (2007): 295-317. Berners-Lee, Tim. “Ask Me Anything.” Reddit, 12 March 2014. 29 Apr. 2014 ‹http://www.reddit.com/r/IAmA/comments/2091d4/i_am_tim_bernerslee_i_invented_the_www_25_years/cg0wpma›. Bruns, Axel. Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. New York: Peter Lang, 2008. Derrida, Jacques. The Animal That Therefore I Am. New York: Fordham University Press, 2008. Project MUSE, 4 Mar. 2014. 29 Apr. 2014 ‹http://muse.jhu.edu/›. Driscoll, Carlos A., et al. "The Taming of the Cat." Scientific American 300.6 (2009): 68-75. Foucault, Michel. Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. New York: Random House, 1995. Fuchs, Christian. “Web 2.0, Prosumption, and Surveillance.” Surveillance & Society 8.3 (2011): 288-309. Gunning, Tom. “An Aesthetic of Astonishment: Early Film and the Incredulous Spectator.” Viewing Positions: Ways of Seeing Film. Ed. Linda Williams. New Brunswick, NJ: Rutgers UP, 1995. 114-133. Gunning, Tom. "The Cinema of Attractions: Early Film, Its Spectator and the Avant-Garde." Wide Angle 8.3-4 (1986): 63-70. Hepola, Sarah. “The Internet Is Made of Kittens.” Salon, 11 Feb 2009. 29 Apr. 2014 ‹http://www.salon.com/2009/02/10/cat_internet/›. Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Network Culture. New York: NYU Press, 2013. Lyon, David. “Liquid Surveillance: The Contribution of Zygmunt Bauman to Surveillance Studies.” International Political Sociology 4 (2010): 325–338 Lyon, David. “Surveillance, Power and Everyday Life.” In Robin Mansell et al., eds., Oxford Handbook of Information and Communication Technologies. Oxford: Oxford Handbooks, 2007. 449-472. 29 Apr. 2014 ‹http://www.sscqueens.org/sites/default/files/oxford_handbook.pdf›. Nichols, Bill. Introduction to Documentary. 2nd ed. Bloomington: Indiana University Press, 2010. Rogers, Katharine. The Cat and the Human Imagination: Feline Images from Bast to Garfield. Ann Arbor, MI: University of Michigan Press, 2001. Shafer, Leah. “I Can Haz an Internet Aesthetic?!? LOLCats and the Digital Marketplace.” Paper presented at the Northeast Popular/American Culture Association Conference, St. John Fisher College, Rochester, New York, 2012. 5 Mar. 2014 ‹http://fisherpub.sjfc.edu/cgi/viewcontent.cgi?article=1094&context=nepca›.
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