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Artigos de revistas sobre o assunto "Electronic surveillance – social aspects – great britain"

1

Skripka, Ivan. "Electronic Media and Social Networks in Politics: European Experience". Contemporary Europe 104, n.º 4 (1 de agosto de 2021): 184–93. http://dx.doi.org/10.15211/soveurope42021184193.

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The article outlines the relationship between the political process and the development of "new" mass media which mainly means social networks. Electronic media, including social networks, pose a challenge to the current state of international relations. In this regard, a number of states (Belorussia, Russia, Great Britain) and supranational structures (European Commission, UN) are developing a digital legislation envisaging control over the online space. In addition to the negative aspects, the development of "new" media helps political forces in their activities. Many European politicians and political parties actively use Internet resources and micro-targeting to attract voters. The challenge for governments and researchers in this field is to understand the pros and cons of the new digital era and to develop a plan for integrating new technologies into the familiar political process. It is concluded that the European Union and other states are at the stage of development and entry into force of uniform rules regulating the Internet. The trend towards the formation of a single legal field is combined with legislative regulation at the national level, since this area affects issues of security and sovereignty.
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Mishenina, H., e D. Pavlenko. "FEATURES AND PROSPECTS OF AGILE APPLICATION IN THE ACTIVITY OF PUBLIC AUTHORITIES IN TERMS OF UKRAINE’S PUBLIC ADMINISTRATION TRANSFORMATIONS". Vìsnik Sumsʹkogo deržavnogo unìversitetu, n.º 4 (2020): 139–51. http://dx.doi.org/10.21272/1817-9215.2020.4-16.

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The article is devoted to the study of conceptual foundations of the Agile management, the need and prospects for implementing its methods in the sphere of public authorities. Systemic shortcomings of traditional governance in public authorities hinder the effective, prompt solution of important tasks of local socio-economic development and the country as a whole, and do not respond quickly to changes in the external environment. Now, during the period of active transformation of social, economic, political systems caused by the COVID 19 pandemic, the speed and quality of digitalization of all processes play a significant role. In the future, such changes will only deepen, covering all areas of socio-economic relations. Emphasis is placed on the processes of reforming the sphere of public administration and local self-government, in particular in terms of digitalization of public administration elements. The analysis of preconditions of active use of flexible methods of management in the public sphere is carried out. The introduction of the Agile technologies to project-oriented structures of public authorities is argued. The essence and practical aspects of effective application of Scrum methodology are considered, and the scheme of its introduction to work of bodies of regional management and local government is offered. The article analyzes the experience of practical application of the Agile approach in the public sector in some countries of the world (such as Great Britain, USA, Australia) and defines the basis for further «State Agile» development in Ukraine. The relevance of further the Agile approach popularization in public administration is confirmed by the need for changes in public-management relations, and prospects for the public digitalization in the following areas such as: development and implementation of a strategy for digital transformation of regions; implementations of digital solutions for increasing the public authorities' efficiency; ensuring electronic interaction between national, regional and local registries; digital democracy development, and so on.
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Dulger, Volodymyr, Serhii Baranov e Ivan Khozlu. "THE INSTITUTE OF CITIZEN APPEALS AS AN ACTIVE MECHANISM FOR THE PROTECTION OF SOCIO-ECONOMIC HUMAN RIGHTS". Baltic Journal of Economic Studies 8, n.º 3 (30 de setembro de 2022): 65–71. http://dx.doi.org/10.30525/2256-0742/2022-8-3-65-71.

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The institute of appeal of citizens to state authorities as an effective mechanism of implementation of socio-economic human rights and freedoms is studied. Attention is drawn to the fact that human rights are the highest social value and determine the degree of political, economic, cultural and other human freedoms. The authors established that the state must be accountable to the individual for its activities, in this regard, ensuring human rights and freedoms is the main responsibility of the state, but all this is possible subject to the principle of the rule of law, which in many countries is enshrined as constitutional. It was found that the problematic issues remain related to the definition of international requirements for the mechanism of implementation of the right of citizens to appeal to public authorities, providing a mechanism for exercising the right of citizens to appeal to public authorities using the latest information technologies, etc. The authors have found that the institute of citizens' appeal to public authorities, as a mechanism for exercising human rights and freedoms, includes many important areas, such as the conduct of public affairs, both directly and through freely elected representatives; the functioning of public control; ensuring the right of access to public information, etc. The peculiarities of the development of the institute of citizens' recourse in the context of international experience in the realization of human rights and freedoms were investigated. It was found that the dynamism of the development of international law at the present time has also influenced the fairly rapid development of the institute of citizens' right to appeal to public authorities, which in turn has affected the increased participation of citizens of different states in the political processes in the world. The concept of the right of citizens to appeal to public authorities has been formulated. International requirements for the mechanism of implementation of the citizens' right to appeal to public authorities were analyzed and identified. The authors found that the international requirements for the mechanism of implementation of the citizens' right to appeal to public authorities are based on five basic principles. The prospect of introducing information technology in the process of citizens' applications to public authorities is considered. It was determined that the rapid development of modern information technologies and their introduction into various spheres of social life has not bypassed their introduction into the legal sphere, which in turn led to the processing of increasing volumes of information in a short period of time, and on the other hand, was a consequence of threats of violation of individual rights, through unauthorized access to personal data, their theft and use for criminal purposes. Shows the problematic aspects arising from the introduction of modern technologies in the work with the citizens' appeal, which affect the protection of personal data. The experience of many countries, such as Great Britain, Germany, Scotland, USA, etc., in the implementation of the system of electronic appeal and the use of electronic petitions as the most progressive form of communication with the government is analyzed.
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Mazur, Tamara, e Spiros Flogaitis. "Electronic parliament as a factor of sustainable development: History and prospects". Ûridičnij časopis Nacìonalʹnoï akademìï vnutrìšnìh sprav 13, n.º 2 (11 de junho de 2023). http://dx.doi.org/10.56215/naia-chasopis/2.2023.19.

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The relevance and significance of the study of the history and prospects of electronic parliamentarism as a factor of sustainable development is conditioned upon the anthropocentric vision of the idea of digitalization of the parliament. For the purpose, the authors chose to consider the system of digital tools that make up the e-parliament in the context of its role in the implementation of the Sustainable Development Goals “Peace, Justice, and Strong Institutions”. The main methods of scientific cognition, which were used when drafting the study, were the methods of content analysis, analogy, and comparison. The levels of the multi-level system of information and data security as a key element of the security of digitalization of the parliament were defined, challenges related to the legal, economic, social, and technological aspects of the process were outlined. Based on the analysis of legal acts and directly on the websites of the parliaments of countries with different democracy indices (Great Britain, Iceland, Sweden, Poland, the Czech Republic, the Baltic countries), global trends in the specified area were formulated. The author emphasized the inherent nature of certain features and the uncertainty of the consequences of digitalization of the parliament in states with various levels of democratic development and different economic indicators. It was established that the transition of parliamentarians in communication with voters from conventional communication in an offline format to an online format contributes to the implementation of openness, inclusiveness, cooperation, and participation in the political sphere. The results of the study were designed to update the issue of the need to introduce new electronic parliamentary tools for the implementation of digital democracy mechanisms in society
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Phillips, Mary, Denise Robertson, Kathryn Hart, Rajesh Kumar e Nariman Karanjia. "P-P28 Long term follow-up after pancreatico-duodenectomy for chronic pancreatitis; are we compliant with NICE guidelines". British Journal of Surgery 108, Supplement_9 (1 de dezembro de 2021). http://dx.doi.org/10.1093/bjs/znab430.251.

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Abstract Background Patients with chronic pancreatitis experience malnutrition, osteoporosis, pancreatic exocrine insufficiency and have a 80% lifetime risk of diabetes (1). These are progressive consequences and require proactive surveillance for detection and optimisation of treatment. The NICE pancreatitis guidelines recommend long-term follow up for patients with chronic pancreatitis (1). European guidelines recommend regular assessment of bone density, biochemical assessment of micronutrient status and a comprehensive nutritional assessment (2). The aim of this survey was to assess compliance with the NICE guidelines by analysing current practice in patients with chronic pancreatitis after pancreaticoduodenectomy. Methods A UK wide electronic survey was developed using Qualtrics® software (SAP America Inc. USA) to capture all the nutritional aspects of follow-up thought to be relevant in the long term. Markers of endocrine failure and malnutrition (weight, nutritional assessment and biochemical, vitamin and mineral screens), smoking and alcohol cessation advice and the use of dual energy x-ray absorptiometry (DEXA) scans were included. The survey was piloted on 5 staff locally prior to being circulated through a professional network – the Pancreatic Society of Great Britain and Ireland (PSGBI). Data were analysed using Chi-Square tests in SPSS (Version 26). Results One hundred and one (23% response rate) clinicians completed the survey, with 83 useable data sets. Eighty eight percent worked in tertiary centres. Lifelong follow up was only offered in tertiary centres (n = 12) and was only provided by surgeons or dietitians (p = 0.03). The duration of follow up did not vary by region (p = 0.463). Patients in the South of England were more likely to undergo a micronutrient screen (p = 0.027). Only 26% of all patients were offered a DEXA scan. Clinicians with more than 10-years’ experience were more likely to assess weight (p = 0.039), glucose and HbA1c (p = 0.035) and assess symptoms (p = 0.031). Conclusions This survey demonstrated a need to improve the provision of long-term follow up for patients with chronic pancreatitis. Lack of clarity on the format and who within the clinical team should take responsibility may explain the lack of structured follow-up in this patient group. The importance of long-term assessment needs to be included in training programmes for junior clinicians, to standardise management, improve nutritional screening and improve access to bone mineral density scanning and diabetes screening. Responsibility for follow up should be agreed between primary, secondary and tertiary care.
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Diachek, Olga, e Anna Dotsenko. "MAIN TRENDS IN THE DEVELOPMENT OF DIGITAL ECONOMY IN THE WORLD AND UKRAINE". Pryazovskyi Economic Herald, n.º 1(24) (2021). http://dx.doi.org/10.32840/2522-4263/2021-1-40.

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The digital economy is evolving at an incredible pace due to its ability to collect, use and analyze volumes of information (digital data) about anything. The fast-growing segment of e-commerce and sharing economy has become the driving force in the process of creating new workplaces. Digitalization accelerates economic and social processes, making them more efficient and transparent. This article aims to give a comprehensive account of the main aspects of the digital economy development that have an impact on economic systems and tells how economic values, basics and characteristics of the country's digital economy will be created. The main directions of digital development in Great Britain has been studied. As well as that there are shown achievements and problematic areas of the formation of the country’s digital economy. The program based on the BIM-strategy BIS, which is the most ambitious and comprehensive program in the world, has been researched. The problem of the gap in digital skills of population of the country and the shortage of skilled workers employed in digital form has been identified. The current state of the digital economy in Ukraine has been analyzed. In the given analysis of Ukraine's economy in terms of involvement of information and telecommunication technologies, the unevenness of "informatization" depending on industries and sectors has been determined as well as the ways of the country's development to overcome the digital gap between smaller cities and centers, people of different ages, backgrounds and incomes in the digital industry. Digitalization creates not only economic benefits but also risks. The Introduction of ICT in the financial sector increases the efficiency of financial services provided and promotes increasing the financial inclusiveness of the population, but poses financial threats to stability and complicates the work of financial supervisors and regulators. Ukraine has a good chance of reducing "electronic interference", unless the state begins to build regulatory policy in accordance with global practices and will not create artificial barriers to development business. The findings are of direct practical relevance.
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Ibrahim, Yasmin. "Commodifying Terrorism". M/C Journal 10, n.º 3 (1 de junho de 2007). http://dx.doi.org/10.5204/mcj.2665.

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Introduction Figure 1 The counter-Terrorism advertising campaign of London’s Metropolitan Police commodifies some everyday items such as mobile phones, computers, passports and credit cards as having the potential to sustain terrorist activities. The process of ascribing cultural values and symbolic meanings to some everyday technical gadgets objectifies and situates Terrorism into the everyday life. The police, in urging people to look out for ‘the unusual’ in their normal day-to-day lives, juxtapose the everyday with the unusual, where day-to-day consumption, routines and flows of human activity can seemingly house insidious and atavistic elements. This again is reiterated in the Met police press release: Terrorists live within our communities making their plans whilst doing everything they can to blend in, and trying not to raise suspicions about their activities. (MPA Website) The commodification of Terrorism through uncommon and everyday objects situates Terrorism as a phenomenon which occupies a liminal space within the everyday. It resides, breathes and co-exists within the taken-for-granted routines and objects of ‘the everyday’ where it has the potential to explode and disrupt without warning. Since 9/11 and the 7/7 bombings Terrorism has been narrated through the disruption of mobility, whether in mid-air or in the deep recesses of the Underground. The resonant thread of disruption to human mobility evokes a powerful meta-narrative where acts of Terrorism can halt human agency amidst the backdrop of the metropolis, which is often a metaphor for speed and accelerated activities. If globalisation and the interconnected nature of the world are understood through discourses of risk, Terrorism bears the same footprint in urban spaces of modernity, narrating the vulnerability of the human condition in an inter-linked world where ideological struggles and resistance are manifested through inexplicable violence and destruction of lives, where the everyday is suspended to embrace the unexpected. As a consequence ambient fear “saturates the social spaces of everyday life” (Hubbard 2). The commodification of Terrorism through everyday items of consumption inevitably creates an intertextuality with real and media events, which constantly corrode the security of the metropolis. Paddy Scannell alludes to a doubling of place in our mediated world where “public events now occur simultaneously in two different places; the place of the event itself and that in which it is watched and heard. The media then vacillates between the two sites and creates experiences of simultaneity, liveness and immediacy” (qtd. in Moores 22). The doubling of place through media constructs a pervasive environment of risk and fear. Mark Danner (qtd. in Bauman 106) points out that the most powerful weapon of the 9/11 terrorists was that innocuous and “most American of technological creations: the television set” which provided a global platform to constantly replay and remember the dreadful scenes of the day, enabling the terrorist to appear invincible and to narrate fear as ubiquitous and omnipresent. Philip Abrams argues that ‘big events’ (such as 9/11 and 7/7) do make a difference in the social world for such events function as a transformative device between the past and future, forcing society to alter or transform its perspectives. David Altheide points out that since September 11 and the ensuing war on terror, a new discourse of Terrorism has emerged as a way of expressing how the world has changed and defining a state of constant alert through a media logic and format that shapes the nature of discourse itself. Consequently, the intensity and centralisation of surveillance in Western countries increased dramatically, placing the emphasis on expanding the forms of the already existing range of surveillance processes and practices that circumscribe and help shape our social existence (Lyon, Terrorism 2). Normalisation of Surveillance The role of technologies, particularly information and communication technologies (ICTs), and other infrastructures to unevenly distribute access to the goods and services necessary for modern life, while facilitating data collection on and control of the public, are significant characteristics of modernity (Reiman; Graham and Marvin; Monahan). The embedding of technological surveillance into spaces and infrastructures not only augment social control but also redefine data as a form of capital which can be shared between public and private sectors (Gandy, Data Mining; O’Harrow; Monahan). The scale, complexity and limitations of omnipresent and omnipotent surveillance, nevertheless, offer room for both subversion as well as new forms of domination and oppression (Marx). In surveillance studies, Foucault’s analysis is often heavily employed to explain lines of continuity and change between earlier forms of surveillance and data assemblage and contemporary forms in the shape of closed-circuit television (CCTV) and other surveillance modes (Dee). It establishes the need to discern patterns of power and normalisation and the subliminal or obvious cultural codes and categories that emerge through these arrangements (Fopp; Lyon, Electronic; Norris and Armstrong). In their study of CCTV surveillance, Norris and Armstrong (cf. in Dee) point out that when added to the daily minutiae of surveillance, CCTV cameras in public spaces, along with other camera surveillance in work places, capture human beings on a database constantly. The normalisation of surveillance, particularly with reference to CCTV, the popularisation of surveillance through television formats such as ‘Big Brother’ (Dee), and the expansion of online platforms to publish private images, has created a contradictory, complex and contested nature of spatial and power relationships in society. The UK, for example, has the most developed system of both urban and public space cameras in the world and this growth of camera surveillance and, as Lyon (Surveillance) points out, this has been achieved with very little, if any, public debate as to their benefits or otherwise. There may now be as many as 4.2 million CCTV cameras in Britain (cf. Lyon, Surveillance). That is one for every fourteen people and a person can be captured on over 300 cameras every day. An estimated £500m of public money has been invested in CCTV infrastructure over the last decade but, according to a Home Office study, CCTV schemes that have been assessed had little overall effect on crime levels (Wood and Ball). In spatial terms, these statistics reiterate Foucault’s emphasis on the power economy of the unseen gaze. Michel Foucault in analysing the links between power, information and surveillance inspired by Bentham’s idea of the Panopticon, indicated that it is possible to sanction or reward an individual through the act of surveillance without their knowledge (155). It is this unseen and unknown gaze of surveillance that is fundamental to the exercise of power. The design and arrangement of buildings can be engineered so that the “surveillance is permanent in its effects, even if it is discontinuous in its action” (Foucault 201). Lyon (Terrorism), in tracing the trajectory of surveillance studies, points out that much of surveillance literature has focused on understanding it as a centralised bureaucratic relationship between the powerful and the governed. Invisible forms of surveillance have also been viewed as a class weapon in some societies. With the advancements in and proliferation of surveillance technologies as well as convergence with other technologies, Lyon argues that it is no longer feasible to view surveillance as a linear or centralised process. In our contemporary globalised world, there is a need to reconcile the dialectical strands that mediate surveillance as a process. In acknowledging this, Giles Deleuze and Felix Guattari have constructed surveillance as a rhizome that defies linearity to appropriate a more convoluted and malleable form where the coding of bodies and data can be enmeshed to produce intricate power relationships and hierarchies within societies. Latour draws on the notion of assemblage by propounding that data is amalgamated from scattered centres of calculation where these can range from state and commercial institutions to scientific laboratories which scrutinise data to conceive governance and control strategies. Both the Latourian and Deleuzian ideas of surveillance highlight the disparate arrays of people, technologies and organisations that become connected to make “surveillance assemblages” in contrast to the static, unidirectional Panopticon metaphor (Ball, “Organization” 93). In a similar vein, Gandy (Panoptic) infers that it is misleading to assume that surveillance in practice is as complete and totalising as the Panoptic ideal type would have us believe. Co-optation of Millions The Metropolitan Police’s counter-Terrorism strategy seeks to co-opt millions where the corporeal body can complement the landscape of technological surveillance that already co-exists within modernity. In its press release, the role of civilian bodies in ensuring security of the city is stressed; Keeping Londoners safe from Terrorism is not a job solely for governments, security services or police. If we are to make London the safest major city in the world, we must mobilise against Terrorism not only the resources of the state, but also the active support of the millions of people who live and work in the capita. (MPA Website). Surveillance is increasingly simulated through the millions of corporeal entities where seeing in advance is the goal even before technology records and codes these images (William). Bodies understand and code risk and images through the cultural narratives which circulate in society. Compared to CCTV technology images, which require cultural and political interpretations and interventions, bodies as surveillance organisms implicitly code other bodies and activities. The travel bag in the Metropolitan Police poster reinforces the images of the 7/7 bombers and the renewed attempts to bomb the London Underground on the 21st of July. It reiterates the CCTV footage revealing images of the bombers wearing rucksacks. The image of the rucksack both embodies the everyday as well as the potential for evil in everyday objects. It also inevitably reproduces the cultural biases and prejudices where the rucksack is subliminally associated with a specific type of body. The rucksack in these terms is a laden image which symbolically captures the context and culture of risk discourses in society. The co-optation of the population as a surveillance entity also recasts new forms of social responsibility within the democratic polity, where privacy is increasingly mediated by the greater need to monitor, trace and record the activities of one another. Nikolas Rose, in discussing the increasing ‘responsibilisation’ of individuals in modern societies, describes the process in which the individual accepts responsibility for personal actions across a wide range of fields of social and economic activity as in the choice of diet, savings and pension arrangements, health care decisions and choices, home security measures and personal investment choices (qtd. in Dee). While surveillance in individualistic terms is often viewed as a threat to privacy, Rose argues that the state of ‘advanced liberalism’ within modernity and post-modernity requires considerable degrees of self-governance, regulation and surveillance whereby the individual is constructed both as a ‘new citizen’ and a key site of self management. By co-opting and recasting the role of the citizen in the age of Terrorism, the citizen to a degree accepts responsibility for both surveillance and security. In our sociological imagination the body is constructed both as lived as well as a social object. Erving Goffman uses the word ‘umwelt’ to stress that human embodiment is central to the constitution of the social world. Goffman defines ‘umwelt’ as “the region around an individual from which signs of alarm can come” and employs it to capture how people as social actors perceive and manage their settings when interacting in public places (252). Goffman’s ‘umwelt’ can be traced to Immanuel Kant’s idea that it is the a priori categories of space and time that make it possible for a subject to perceive a world (Umiker-Sebeok; qtd. in Ball, “Organization”). Anthony Giddens adapted the term Umwelt to refer to “a phenomenal world with which the individual is routinely ‘in touch’ in respect of potential dangers and alarms which then formed a core of (accomplished) normalcy with which individuals and groups surround themselves” (244). Benjamin Smith, in considering the body as an integral component of the link between our consciousness and our material world, observes that the body is continuously inscribed by culture. These inscriptions, he argues, encompass a wide range of cultural practices and will imply knowledge of a variety of social constructs. The inscribing of the body will produce cultural meanings as well as create forms of subjectivity while locating and situating the body within a cultural matrix (Smith). Drawing on Derrida’s work, Pugliese employs the term ‘Somatechnics’ to conceptualise the body as a culturally intelligible construct and to address the techniques in and through which the body is formed and transformed (qtd. in Osuri). These techniques can encompass signification systems such as race and gender and equally technologies which mediate our sense of reality. These technologies of thinking, seeing, hearing, signifying, visualising and positioning produce the very conditions for the cultural intelligibility of the body (Osuri). The body is then continuously inscribed and interpreted through mediated signifying systems. Similarly, Hayles, while not intending to impose a Cartesian dichotomy between the physical body and its cognitive presence, contends that the use and interactions with technology incorporate the body as a material entity but it also equally inscribes it by marking, recording and tracing its actions in various terrains. According to Gayatri Spivak (qtd. in Ball, “Organization”) new habits and experiences are embedded into the corporeal entity which then mediates its reactions and responses to the social world. This means one’s body is not completely one’s own and the presence of ideological forces or influences then inscribe the body with meanings, codes and cultural values. In our modern condition, the body and data are intimately and intricately bound. Outside the home, it is difficult for the body to avoid entering into relationships that produce electronic personal data (Stalder). According to Felix Stalder our physical bodies are shadowed by a ‘data body’ which follows the physical body of the consuming citizen and sometimes precedes it by constructing the individual through data (12). Before we arrive somewhere, we have already been measured and classified. Thus, upon arrival, the citizen will be treated according to the criteria ‘connected with the profile that represents us’ (Gandy, Panoptic; William). Following September 11, Lyon (Terrorism) reveals that surveillance data from a myriad of sources, such as supermarkets, motels, traffic control points, credit card transactions records and so on, was used to trace the activities of terrorists in the days and hours before their attacks, confirming that the body leaves data traces and trails. Surveillance works by abstracting bodies from places and splitting them into flows to be reassembled as virtual data-doubles, and in the process can replicate hierarchies and centralise power (Lyon, Terrorism). Mike Dee points out that the nature of surveillance taking place in modern societies is complex and far-reaching and in many ways insidious as surveillance needs to be situated within the broadest context of everyday human acts whether it is shopping with loyalty cards or paying utility bills. Physical vulnerability of the body becomes more complex in the time-space distanciated surveillance systems to which the body has become increasingly exposed. As such, each transaction – whether it be a phone call, credit card transaction, or Internet search – leaves a ‘data trail’ linkable to an individual person or place. Haggerty and Ericson, drawing from Deleuze and Guattari’s concept of the assemblage, describe the convergence and spread of data-gathering systems between different social domains and multiple levels (qtd. in Hier). They argue that the target of the generic ‘surveillance assemblage’ is the human body, which is broken into a series of data flows on which surveillance process is based. The thrust of the focus is the data individuals can yield and the categories to which they can contribute. These are then reapplied to the body. In this sense, surveillance is rhizomatic for it is diverse and connected to an underlying, invisible infrastructure which concerns interconnected technologies in multiple contexts (Ball, “Elements”). The co-opted body in the schema of counter-Terrorism enters a power arrangement where it constitutes both the unseen gaze as well as the data that will be implicated and captured in this arrangement. It is capable of producing surveillance data for those in power while creating new data through its transactions and movements in its everyday life. The body is unequivocally constructed through this data and is also entrapped by it in terms of representation and categorisation. The corporeal body is therefore part of the machinery of surveillance while being vulnerable to its discriminatory powers of categorisation and victimisation. As Hannah Arendt (qtd. in Bauman 91) had warned, “we terrestrial creatures bidding for cosmic significance will shortly be unable to comprehend and articulate the things we are capable of doing” Arendt’s caution conveys the complexity, vulnerability as well as the complicity of the human condition in the surveillance society. Equally it exemplifies how the corporeal body can be co-opted as a surveillance entity sustaining a new ‘banality’ (Arendt) in the machinery of surveillance. Social Consequences of Surveillance Lyon (Terrorism) observed that the events of 9/11 and 7/7 in the UK have inevitably become a prism through which aspects of social structure and processes may be viewed. This prism helps to illuminate the already existing vast range of surveillance practices and processes that touch everyday life in so-called information societies. As Lyon (Terrorism) points out surveillance is always ambiguous and can encompass genuine benefits and plausible rationales as well as palpable disadvantages. There are elements of representation to consider in terms of how surveillance technologies can re-present data that are collected at source or gathered from another technological medium, and these representations bring different meanings and enable different interpretations of life and surveillance (Ball, “Elements”). As such surveillance needs to be viewed in a number of ways: practice, knowledge and protection from threat. As data can be manipulated and interpreted according to cultural values and norms it reflects the inevitability of power relations to forge its identity in a surveillance society. In this sense, Ball (“Elements”) concludes surveillance practices capture and create different versions of life as lived by surveilled subjects. She refers to actors within the surveilled domain as ‘intermediaries’, where meaning is inscribed, where technologies re-present information, where power/resistance operates, and where networks are bound together to sometimes distort as well as reiterate patterns of hegemony (“Elements” 93). While surveillance is often connected with technology, it does not however determine nor decide how we code or employ our data. New technologies rarely enter passive environments of total inequality for they become enmeshed in complex pre-existing power and value systems (Marx). With surveillance there is an emphasis on the classificatory powers in our contemporary world “as persons and groups are often risk-profiled in the commercial sphere which rates their social contributions and sorts them into systems” (Lyon, Terrorism 2). Lyon (Terrorism) contends that the surveillance society is one that is organised and structured using surveillance-based techniques recorded by technologies, on behalf of the organisations and governments that structure our society. This information is then sorted, sifted and categorised and used as a basis for decisions which affect our life chances (Wood and Ball). The emergence of pervasive, automated and discriminatory mechanisms for risk profiling and social categorising constitute a significant mechanism for reproducing and reinforcing social, economic and cultural divisions in information societies. Such automated categorisation, Lyon (Terrorism) warns, has consequences for everyone especially in face of the new anti-terror measures enacted after September 11. In tandem with this, Bauman points out that a few suicidal murderers on the loose will be quite enough to recycle thousands of innocents into the “usual suspects”. In no time, a few iniquitous individual choices will be reprocessed into the attributes of a “category”; a category easily recognisable by, for instance, a suspiciously dark skin or a suspiciously bulky rucksack* *the kind of object which CCTV cameras are designed to note and passers-by are told to be vigilant about. And passers-by are keen to oblige. Since the terrorist atrocities on the London Underground, the volume of incidents classified as “racist attacks” rose sharply around the country. (122; emphasis added) Bauman, drawing on Lyon, asserts that the understandable desire for security combined with the pressure to adopt different kind of systems “will create a culture of control that will colonise more areas of life with or without the consent of the citizen” (123). This means that the inhabitants of the urban space whether a citizen, worker or consumer who has no terrorist ambitions whatsoever will discover that their opportunities are more circumscribed by the subject positions or categories which are imposed on them. Bauman cautions that for some these categories may be extremely prejudicial, restricting them from consumer choices because of credit ratings, or more insidiously, relegating them to second-class status because of their colour or ethnic background (124). Joseph Pugliese, in linking visual regimes of racial profiling and the shooting of Jean Charles de Menezes in the aftermath of 7/7 bombings in London, suggests that the discursive relations of power and visuality are inextricably bound. Pugliese argues that racial profiling creates a regime of visuality which fundamentally inscribes our physiology of perceptions with stereotypical images. He applies this analogy to Menzes running down the platform in which the retina transforms him into the “hallucinogenic figure of an Asian Terrorist” (Pugliese 8). With globalisation and the proliferation of ICTs, borders and boundaries are no longer sacrosanct and as such risks are managed by enacting ‘smart borders’ through new technologies, with huge databases behind the scenes processing information about individuals and their journeys through the profiling of body parts with, for example, iris scans (Wood and Ball 31). Such body profiling technologies are used to create watch lists of dangerous passengers or identity groups who might be of greater ‘risk’. The body in a surveillance society can be dissected into parts and profiled and coded through technology. These disparate codings of body parts can be assembled (or selectively omitted) to construct and represent whole bodies in our information society to ascertain risk. The selection and circulation of knowledge will also determine who gets slotted into the various categories that a surveillance society creates. Conclusion When the corporeal body is subsumed into a web of surveillance it often raises questions about the deterministic nature of technology. The question is a long-standing one in our modern consciousness. We are apprehensive about according technology too much power and yet it is implicated in the contemporary power relationships where it is suspended amidst human motive, agency and anxiety. The emergence of surveillance societies, the co-optation of bodies in surveillance schemas, as well as the construction of the body through data in everyday transactions, conveys both the vulnerabilities of the human condition as well as its complicity in maintaining the power arrangements in society. Bauman, in citing Jacques Ellul and Hannah Arendt, points out that we suffer a ‘moral lag’ in so far as technology and society are concerned, for often we ruminate on the consequences of our actions and motives only as afterthoughts without realising at this point of existence that the “actions we take are most commonly prompted by the resources (including technology) at our disposal” (91). References Abrams, Philip. Historical Sociology. Shepton Mallet, UK: Open Books, 1982. Altheide, David. “Consuming Terrorism.” Symbolic Interaction 27.3 (2004): 289-308. Arendt, Hannah. Eichmann in Jerusalem: A Report on the Banality of Evil. London: Faber & Faber, 1963. Bauman, Zygmunt. Liquid Fear. Cambridge, UK: Polity, 2006. Ball, Kristie. “Elements of Surveillance: A New Framework and Future Research Direction.” Information, Communication and Society 5.4 (2002): 573-90 ———. “Organization, Surveillance and the Body: Towards a Politics of Resistance.” Organization 12 (2005): 89-108. Dee, Mike. “The New Citizenship of the Risk and Surveillance Society – From a Citizenship of Hope to a Citizenship of Fear?” Paper Presented to the Social Change in the 21st Century Conference, Queensland University of Technology, Queensland, Australia, 22 Nov. 2002. 14 April 2007 http://eprints.qut.edu.au/archive/00005508/02/5508.pdf>. Deleuze, Gilles, and Felix Guattari. A Thousand Plateaus. Minneapolis: U of Minnesota P, 1987. Fopp, Rodney. “Increasing the Potential for Gaze, Surveillance and Normalization: The Transformation of an Australian Policy for People and Homeless.” Surveillance and Society 1.1 (2002): 48-65. Foucault, Michel. Discipline and Punish: The Birth of the Prison. London: Allen Lane, 1977. Giddens, Anthony. Modernity and Self-Identity. Self and Society in the Late Modern Age. Stanford: Stanford UP, 1991. Gandy, Oscar. The Panoptic Sort: A Political Economy of Personal Information. Boulder, CO: Westview, 1997. ———. “Data Mining and Surveillance in the Post 9/11 Environment.” The Intensification of Surveillance: Crime, Terrorism and War in the Information Age. Eds. Kristie Ball and Frank Webster. Sterling, VA: Pluto Press, 2003. Goffman, Erving. Relations in Public. Harmondsworth: Penguin, 1971. Graham, Stephen, and Simon Marvin. Splintering Urbanism: Networked Infrastructures, Technological Mobilities and the Urban Condition. New York: Routledge, 2001. Hier, Sean. “Probing Surveillance Assemblage: On the Dialectics of Surveillance Practices as Process of Social Control.” Surveillance and Society 1.3 (2003): 399-411. Hayles, Katherine. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics. Chicago: U of Chicago P, 1999. Hubbard, Phil. “Fear and Loathing at the Multiplex: Everyday Anxiety in the Post-Industrial City.” Capital & Class 80 (2003). Latour, Bruno. Science in Action. Cambridge, Mass: Harvard UP, 1987 Lyon, David. The Electronic Eye – The Rise of Surveillance Society. Oxford: Polity Press, 1994. ———. “Terrorism and Surveillance: Security, Freedom and Justice after September 11 2001.” Privacy Lecture Series, Queens University, 12 Nov 2001. 16 April 2007 http://privacy.openflows.org/lyon_paper.html>. ———. “Surveillance Studies: Understanding Visibility, Mobility and the Phonetic Fix.” Surveillance and Society 1.1 (2002): 1-7. Metropolitan Police Authority (MPA). “Counter Terrorism: The London Debate.” Press Release. 21 June 2006. 18 April 2007 http://www.mpa.gov.uk.access/issues/comeng/Terrorism.htm>. Pugliese, Joseph. “Asymmetries of Terror: Visual Regimes of Racial Profiling and the Shooting of Jean Charles de Menezes in the Context of the War in Iraq.” Borderlands 5.1 (2006). 30 May 2007 http://www.borderlandsejournal.adelaide.edu.au/vol15no1_2006/ pugliese.htm>. Marx, Gary. “A Tack in the Shoe: Neutralizing and Resisting the New Surveillance.” Journal of Social Issues 59.2 (2003). 18 April 2007 http://web.mit.edu/gtmarx/www/tack.html>. Moores, Shaun. “Doubling of Place.” Mediaspace: Place Scale and Culture in a Media Age. Eds. Nick Couldry and Anna McCarthy. Routledge, London, 2004. Monahan, Teri, ed. Surveillance and Security: Technological Politics and Power in Everyday Life. Routledge: London, 2006. Norris, Clive, and Gary Armstrong. The Maximum Surveillance Society: The Rise of CCTV. Oxford: Berg, 1999. O’Harrow, Robert. No Place to Hide. New York: Free Press, 2005. Osuri, Goldie. “Media Necropower: Australian Media Reception and the Somatechnics of Mamdouh Habib.” Borderlands 5.1 (2006). 30 May 2007 http://www.borderlandsejournal.adelaide.edu.au/vol5no1_2006 osuri_necropower.htm>. Rose, Nikolas. “Government and Control.” British Journal of Criminology 40 (2000): 321–399. Scannell, Paddy. Radio, Television and Modern Life. Oxford: Blackwell, 1996. Smith, Benjamin. “In What Ways, and for What Reasons, Do We Inscribe Our Bodies?” 15 Nov. 1998. 30 May 2007 http:www.bmezine.com/ritual/981115/Whatways.html>. Stalder, Felix. “Privacy Is Not the Antidote to Surveillance.” Surveillance and Society 1.1 (2002): 120-124. Umiker-Sebeok, Jean. “Power and the Construction of Gendered Spaces.” Indiana University-Bloomington. 14 April 2007 http://www.slis.indiana.edu/faculty/umikerse/papers/power.html>. William, Bogard. The Simulation of Surveillance: Hypercontrol in Telematic Societies. Cambridge: Cambridge UP, 1996. Wood, Kristie, and David M. Ball, eds. “A Report on the Surveillance Society.” Surveillance Studies Network, UK, Sep. 2006. 14 April 2007 http://www.ico.gov.uk/upload/documents/library/data_protection/ practical_application/surveillance_society_full_report_2006.pdf>. Citation reference for this article MLA Style Ibrahim, Yasmin. "Commodifying Terrorism: Body, Surveillance and the Everyday." M/C Journal 10.3 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0706/05-ibrahim.php>. APA Style Ibrahim, Y. (Jun. 2007) "Commodifying Terrorism: Body, Surveillance and the Everyday," M/C Journal, 10(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0706/05-ibrahim.php>.
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Harris, Alana. "Mobility, Modernity, and Abroad". M/C Journal 19, n.º 5 (13 de outubro de 2016). http://dx.doi.org/10.5204/mcj.1157.

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IntroductionWhat does it mean to be abroad in the modern Australian context? Australia has developed as a country where people increasingly travel both domestically and abroad. Tourism Research Australia reports that 9.6 million resident departures are forecast for 2015-16 and that this will increase to 13.2 million in 2024–25 (Tourism Forecast). This article will identify the development of the Australian culture of travel abroad, the changes that have taken place in Australian society and the conceptual shift of what it means to travel abroad in modern Australia.The traditions of abroad stem from the seventeenth and eighteenth centuries Grand Tour notion where Europeans and Britons travelled on or to the continent to expand their knowledge and experience. While travel at this time focused on history, culture and science, it was very much the domain of the upper classes (Cooper). The concept of the tourist is often credited with Thomas Cook’s first package tour in 1841, which used railways to facilitate trips for pleasure (Cooper). Other advances at the time popularised the trip abroad. Steamships, expanded rail and road networks all contributed to an age of emerging mobility which saw the development of travel to a multi-dimensional experience open to a great many more people than ever before. This article explores three main waves of influence on the Australian concept of abroad and how each has shifted the experience and meaning of what it is to travel abroad.Australians Abroad The post-war period saw significant changes to Australian society, particularly advances in transport, which shaped the way Australians travelled in the 1950s and 1960s. On the domestic front, Australia began manufacturing Holden cars with Prime Minister Ben Chifley unveiling the first Holden “FX” on 29 November 1948. Such was its success that over 500,000 Holden cars were produced by the end of the next decade (Holden). Throughout the 1950s and 1960s the government established a program to standardise railway gauges around the country, making direct travel between Melbourne and Sydney possible for the first time. Australians became more mobile and their enthusiasm for interstate travel flowed on to international transport (Lee).Also, during the 1950s, Australia experienced an influx of migrants from Southern Europe, followed by the Assisted Passage Scheme to attract Britons in the late 1950s and through the 1960s (“The Changing Face of Modern Australia”). With large numbers of new Australians arriving in Australia by ship, these ships could be filled for their return journey to Britain and Europe with Australian tourists. Travel by ship, usually to the “mother country,” took up to two months time, and communication with those “back home” was limited. By the 1960s travelling by ship started to give way to travel by air. The 1950s saw Qantas operate Royal flights for Queen Elizabeth II and the Duke of Edinburgh for their Australian tour, and in 1956 the airline fleet of 34 propeller drive aircraft carried a record number of passengers to the Melbourne Olympics. On 14 January 1958 Qantas launched the first world service from Melbourne flying the Kangaroo Route (via India) and the Southern Cross Route (via the United States) and before long, there were eight such services operating weekly (Qantas). This developing network of international air services connected Australia to the world in a way it had not been previously (Lee).Such developments in Australian aviation were significant on two fronts. Firstly, air travel was a much faster, easier, and more glamorous means of travel (Bednarek) despite the cost, comfort, safety, and capacity issues. The increase in air travel resulted in a steady decline of international travel by boat. Secondly, air travel abroad offered Australians from all walks of life the opportunity to experience other cultures, ideas, fashions, and fads from abroad. These ideas were fed into a transforming Australian society more quickly than they had been in the past.Social change during the late 1950s and into the 1960s connected Australia more closely to the world. The Royal Tour attracted the attention of the British Empire, and the Melbourne Olympics drew international attention. It was the start of television in Australia (1956) which gave Australians connectivity in a way not experienced previously. Concurrent with these advances, Australian society enjoyed rising standards of living, increased incomes, a rise in private motorcar ownership, along with greater leisure time. Three weeks paid holiday was introduced in NSW in 1958 and long service leave soon followed (Piesse). The confluence of these factors resulted in increased domestic travel and arguably altered the allure of abroad. Australians had the resources to travel in a way that they had not before.The social desire for travel abroad extended to the policy level with the Australian government’s 1975 introduction of the Working Holiday Programme (WHP). With a particular focus on young people, its aim was to foster closer ties and cultural exchange between Australia and partner countries (Department of Immigration and Boarder Protection). With cost and time commitments lessened in the 1960s and bilateral arrangements for the WHP in the 1970s, travel abroad became much more widespread and, at least in part, reduced the tyranny of distance. It is against the backdrop of increasingly connected transport networks, modernised communication, and rapid social change that the foundation for a culture of mobility among Australians was further cemented.Social Interactions AbroadDistance significantly shapes the experience of abroad. Proximity has a long association with the volume and frequency of communication exchange. Libai et al. observed that the geographic, temporal, and social distance may be much more important than individual characteristics in communication exchange. Close proximity fosters interpersonal interaction where discussion of experiences can lead to decision-making and social arrangements whilst travelling. Social interaction abroad has been grounded in similarity, social niceties, a desire to belong to a social group of particular travellers, and the need for information (Harris and Prideaux). At the same time, these interactions also contribute to the individual’s abroad experience. White and White noted, “the role of social interaction in the active construction of self as tourist and the tourist experience draws attention to how tourists self-identify social worlds in which they participate while touring” (43). Similarly, Holloway observed of social interaction that it is “a process of meaning making where individuals and groups shape understandings and attitudes through shared talk within their own communities of critique” (237).The unique combination of social interaction and place forms the experiences one has abroad. Cresswell observed that the geographical location and travellers’ sense of place combine to produce a destination in the tourism context. It is against this backdrop of material and immaterial, mobile and immobile, fixed and fluid intersections where social relations between travellers take place. These points of social meeting, connectivity and interaction are linked by way of networks within the destination or during travel (Mavric and Urry) and contribute to its production of unique experiences abroad.Communicating Abroad Communication whilst abroad, has changed significantly since the turn of the century. The merging of the corporeal and technological domains during travel has impacted the entire experience of travel. Those who travelled to faraway lands by ship in the 1950s were limited to letter writing and the use of telegrams for urgent or special communication. In the space of less than 60 years, the communication landscape could not look more different.Mobile phones, tablets, and laptops are all carried alongside the passport as the necessities of travel. Further, Wi-Fi connectivity at airports, on transport, at accommodation and in public spaces allows the traveller to continue “living” at home—at least in the technological sense—whilst physically being abroad. This is not just true of Australians. Global Internet use has grown by 826.9% from 361 million users in 2000 to 3.3 billion users in 2015. In addition, there were 7.1 billion global SIM connections and 243 million machine-to-machine connections by the end of 2014 (GSMA Intelligence). The World Bank also reported a global growth in mobile telephone subscriptions, per 100 people, from 33.9 in 2005 to 96.3 in 2014. This also means that travellers can be socially present while physically away, which changes the way we see the world.This adoption of modern communication has changed the discourse of “abroad” in a number of ways. The 24-hour nature of the Internet allows constant connectivity. Channels that are always open means that information about a travel experience can be communicated as it is occurring. Real time communication means that ideas can be expressed synchronously on a one-to-one or one-to-many basis (Litvin et al.) through hits, clicks, messages, on-line ratings, comments and the like. Facebook, Snapchat, Instagram, WhatsApp, Viber, Twitter, TripAdvisor, blogs, e-mails and a growing number of channels allow for multifaceted, real time communication during travel.Tied to this, the content of communicating the travel experience has also diversified from the traditional written word. The adage that “a picture tells a thousand words” is poignantly relevant here. The imagery contributes to the message and brings with it a degree of tone and perspective and, at the same time, adds to the volume being communicated. Beyond the written word and connected with images, modern communication allows for maps and tracking during the trip. How a traveller might be feeling can be captured with emojis, what they think of an experience can be assessed and rated and, importantly, this can be “liked” or commented on from those “at home.”Technologically-enhanced communication has changed the traveller’s experience in terms of time, interaction with place, and with people. Prior to modern communication, the traveller would reflect and reconstruct travel tales to be recounted upon their return. Stories of adventure and travels could be malleable, tailored to audience, and embellished—an individual’s recount of their individual abroad experience. However, this has shifted so that the modern traveller can capture the aspects of the experience abroad on screen, upload, share and receive immediate feedback in real time, during travel. It raises the question of whether a traveller is actually experiencing or simply recording events. This could be seen as a need for validation from those at home during travel as each interaction and experience is recorded, shared and held up for scrutiny by others. It also raises the question of motivation. Is the traveller travelling for self or for others?With maps, photos and images at each point, comments back and forth, preferences, ratings, records of social interactions with newfound friends “friended” or “tagged” on Facebook, it could be argued that the travel is simply a chronological series of events influenced from afar; shaped by those who are geographically distanced.Liquid Modernity and Abroad Cresswell considered tourist places as systems of mobile and material objects, technologies, and social relations that are produced, imagined, recalled, and anticipated. Increasingly, developments in communication and closeness of electronic proximity have closed the gap of being away. There is now an unbroken link to home during travel abroad, as there is a constant and real time exchange of events and experiences, where those who are travelling and those who are at home are overlapping rather than discrete networks. Sociologists refer to this as “mobility” and it provides a paradigm that underpins the modern concept of abroad. Mobility thinking accepts the movement of individuals and the resulting dynamism of social groups and argues that actual, virtual, and imagined mobility is critical to all aspects of modern life. Premised on “liquid modernity,” it asserts that people, objects, images, and information are all moving and that there is an interdependence between these movements. The paradigm asserts a network approach of the mobile (travellers, stories, experiences) and the fixed (infrastructure, accommodation, devices). Furthermore, it asserts that there is not a single network but complex intersections of flow, moving at different speed, scale and viscosity (Sheller and Urry). This is a useful way of viewing the modern concept of abroad as it accepts a level of maintained connectivity during travel. The technological interconnectivity within these networks, along with the mobile and material objects, contributes to overlapping experiences of home and abroad.ConclusionFrom the Australian perspective, the development of a transport network, social change and the advent of technology have all impacted the experience abroad. What once was the realm of a select few and a trip to the mother country, has expanded to a “golden age” of glamour and excitement (Bednarek). Travel abroad has become part of the norm for individuals and for businesses in an increasingly global society.Over time, the experience of “abroad” has also changed. Travel and non-travel now overlap. The modern traveller can be both at home and abroad. Modernity and mobility have influenced the practice of the overseas where the traveller’s experience can be influenced by home and vice-versa simultaneously. Revisiting the modern version of the “grand tour” could mean standing in a crowded gallery space of The Louvre with a mobile phone recording and sharing the Mona Lisa experience with friends and family at home. It could mean exploring the finest detail and intricacies of the work from home using Google Art Project (Ambroise).While the lure of the unique and different provides an impetus for travel, it is undeniable that the meaning of abroad has changed. In some respects it could be argued that abroad is only physical distance. Conversely overseas travel has now melded into Australian social life in such a way that it cannot be easily unpicked from other aspects. The traditions that have seen Australians travel and experience abroad have, in any case, provided a tradition of travel which has impacted modern, social and cultural life and will continue to do so.ReferencesAustralian Government. Austrade. Tourism Forecasts 2016. Tourism Research Australia, Canberra. Forest ACT: Australian Government July 2016. Australian Government Department of Immigration and Border Protection. Working Holiday Maker Visa Programme Report. Forest, ACT: Australian Government. 30 June 2015. Australian Government. “The changing Face of Modern Australia – 1950s to 1970s.” Australian Stories, 25 Sep 2016 <http://www.australia.gov.au/about-australia/australian-story/changing-face-of-modern-australia-1950s-to-1970s>. Bednarek, Janet. "Longing for the ‘Holden Age’ of Air Travel? Be Careful What You Wish For." The Conversation 25 Nov. 2014.Cooper, Chris. Essentials of Tourism. Sydney: Pearson Higher Education, 2013.Cresswell, Tim. On the Move: Mobility in the Modern Western World. New York: Taylor & Francis, 2006.Dubois, Ambroise. Mona Lisa, XVI century, Château du Clos Lucé. 1 Oct. 2016 <http://www.google.com/culturalinstitute/beta/asset/mona-lisa-by-ambroise-dubois/fAEaTV3ZVjY_vw?hl=en>.GSMA Intelligence. The Mobile Economy 2015. London: GSMA (Groupe Spécial Mobile Association), 2015.Harris, Alana, and Bruce Prideaux. “The Potential for eWOM to Affect Consumer Behaviour in Tourism.” Handbook of Consumer Behaviour in Tourism. Melbourne: Routledge, in press.Holden. "Holden's Heritage & History with Australia.” Australia, n.d.Holloway, Donell, Lelia Green, and David Holloway. "The Intratourist Gaze: Grey Nomads and ‘Other Tourists’." Tourist Studies 11.3 (2011): 235-252.Lee, Robert. “Linking a Nation: Australia’s Transport and Communications 1788-1970.” Australian Heritage Council, 2003. 29 Sep. 2016 <https://www.environment.gov.au/heritage/ahc/publications/linking-a-nation/contents>.Libai, Barak, et al. "Customer-to-Customer Interactions: Broadening the Scope of Word of Mouth Research." Journal of Service Research 13.3 (2010): 267-282.Litvin, Stephen W., Ronald E. Goldsmith, and Bing Pan. "Electronic Word-of-Mouth in Hospitality and Tourism Management." Tourism Management 29.3 (2008): 458-468.Mavric, Misela, and John Urry. Tourism Studies and the New Mobilities Paradigm. London: Sage Publications, 2009.Piesse, R.D. “Travel & Tourism.” Year Book Australia. Australian Bureau of Statistics, 1966.Qantas. "Constellations." The Qantas Story. 1 Aug. 2016 <http://www.qantas.com/travel/airlines/history-constellations/global/enWeb>.Sheller, Mimi, and John Urry. "The New Mobilities Paradigm." Environment and Planning 38.2 (2006): 207-226.White, Naomi Rosh, and Peter B. White. "Travel as Interaction: Encountering Place and Others." Journal of Hospitality and Tourism Management 15.1 (2008): 42-48.
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Oravec, Jo Ann. "Promoting Honesty in Children, or Fostering Pathological Behaviour?" M/C Journal 26, n.º 3 (27 de junho de 2023). http://dx.doi.org/10.5204/mcj.2944.

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Introduction Many years ago, the moral fable of Pinocchio warned children about the evils of lying (Perella). This article explores how children are learning lie-related insights from genres of currently marketed polygraph-style “spy kits”, voice stress analysis apps, and electric shock-delivering games. These artifacts are emerging despite the fact that polygraphy and other lie detection approaches are restricted in use in certain business and community contexts, in part because of their dubious scientific support. However, lie detection devices are still applied in many real-life settings, often in critically important security, customs, and employment arenas (Bunn). A commonly accepted definition of the term “lie” is “a successful or unsuccessful deliberate attempt, without forewarning, to create in another a belief which the communicator considers to be untrue” (Vrij 15), which includes the use of lies in various gaming situations. Many children’s games involve some kind of deception, and mental privacy considerations are important in many social contexts (such as “keeping a poker face”). The dystopian scenario of children learning basic honesty notions through technologically-enabled lie detection games scripted by corporate developers presents frightening prospects. These lie detection toys and games impart important moral perspectives through technological and algorithmic means (including electrical shocks and online shaming) rather than through human modelling and teaching. They normalise and lessen the seriousness of lying by reducing it into a game. In this article I focus on United States and United Kingdom toys and games, but comparable lie detection approaches have permeated other nations and cultures. Alder characterises the US as having an “obsession” with lie detection devices (1), an enthusiasm increasingly shared with other nations. Playing with the Truth: Spy Kits, Voice Stress Apps, and Shocking Liar The often-frightening image of an individual strapped to sensors and hooked up to a polygraph is often found in movies, television shows, and social media (Littlefield). I construe the notion of “lie detection” as “the use of a physiological measurement apparatus with the explicit aim of identifying when someone is lying. This typically comes with specific protocols for questioning the subject, and the output is graphically represented” (Bergers 1). Some lie detection toys utilise autonomic or unintentionally-supplied input in their analyses (such as the vocal changes related to stress); with networked toys, the data can subsequently be utilised by third parties. These aspects raise questions concerning consent as well as the validity of the results. Developers are producing related artifacts that challenge the difference between truth and lies, such as robots that “lie” by giving children responses to questions based on the children’s analysed preferences rather than standard determinations of truth and falsity (Zhu). Early lie detection games for children include the 1961 Lie Detecto from Manning Manufacturing. The technologies involved are galvanometers that required a 9-volt battery to operate, and sensors strapped to the hands of the subjects. It was reportedly designed “for junior G-men”, with suggested test questions for subjects such as "Do you like school?" Its ratings included "Could Be" and "Big Whopper" (“TIME’s New Products”). Lie detection had also been projected as fertile ground for children’s own educational research ventures. For example, in 2016 the popular magazine Scientific American outlined how young people could conduct experiments as to whether cognitive load (such as working on complex puzzles) affects the subject’s galvanic input to lie detection devices (Science Buddies). However, the Science Buddies’ description of the proposed activity did not encourage children to question the validity of the device itself. In organisational and agency settings, polygraph-style strategies are generally labour-intensive, involving experts who set up and administer tests (Bunn). These resource-intensive aspects of polygraphs may make their use in games attractive to players who want theatrical scripts to act out particular roles. An example of a lie detection toy that models the polygraph is the currently marketed Discovery Kids’ Electronic Lie Detection Portable Spy Kit, in which children go through the procedures of attaching the polygraph’s sensors to a human subject (Granich). The roles of “spy” and “detective” are familiar ones in many children’s books and movies, so the artifacts involved fit readily into children’s narratives. However, the overall societal importance of what they are modelling may still be beyond children’s grasps. Users of the comparable spy kit Project MC2 are given the following characterisation of their lie detection device, designed for individuals aged 6 and older: When someone lies, his or her body often produces small reactions from being nervous or stressed. One of those reactions is a small release of sweat. That moisture increases the skin’s electrical conductivity, or galvanic skin response, and the lie detector reads it as a fib. That's why the lie detector’s clips go on the fingers, because there are lots of sweat glands in your hands. Product includes: Lie detector, disguised as a mint box with a hidden button to force a truth or lie. Equipped with indicator light and sounds. Neon-colored wires with finger clips. (“Project MC2”) Similar sorts of lie detection approaches (though more sophisticated) are currently being used in US military operations. For example, the US Army’s Preliminary Credibility Assessment Screening Systems (PCASS) are handheld polygraphs designed for use in battle. Voice stress analysis systems for lie detection have been used for decades in business as well as medical and crime contexts. As described by Price, the US toy maker Hasbro distributes The Lie Detector Game, which “uses voice analysis to determine whether someone is lying”. In the box you’ll get a lie detector device and 64 cards with questions to answer as part of the gameplay … . If you tell the truth, or the device at least thinks you did, then you score a point. Lying loses you a point” (1). An assortment of smartphone apps with voice-stress analysis capabilities designed for lie detection are also widely available along with suggestions for their use in games (McQuarrie), providing yet another way for children to explore truth and deception in technologically-framed contexts. Lie detection devices for entertainment generally construe at least one of the participants in the toy’s or game’s operations as a “subject”. The Shocking Liar game openly entices users to construct the human game players as “victims”: The SHOCKING LIAR [sic] is a table top device that you strap your victim's hand to, delivering a small electric shock when it thinks a lie is being told… The lie detector evaluates the data and stores the information after each question giving an accumulation of data on the person being questioned. This means the more questions that you ask, the more information the lie detector has to evaluate... Place your hand onto the hand plate of the SHOCKING LIAR. If you tell the truth, you can move away from it safely and if you tell a direct lie or have given an unacceptable amount of half-truths, you will receive an electric shock. Children who use Shocking Liar are indeed led to assume that they can catch themselves or friends in dishonesty, but research justification for the Shocking Liar’s results is not available. The societal messages imparted by the toys to children (such as “this toy can determine whether you are lying”) make their impacts especially consequential. These toys and games extract from the subjects’ data various aspects of which the subjects may not have conscious control or even awareness. For instance, the pitch of the subject’s voice can be mined and subsequently given voice stress analysis, as in the previously described Hasbro game. From this “shadow” or autonomic input is developed an interpretation (however problematic) of the subjects’ mental state. The results of the analysis may eventually be processed consciously by subjects, either as polygraph readings or electrical shocks (as in Shocking Liar). The autonomic input involved is often known as “leakage” or “tells” (Ekman). Game playing with robots presents new lie detection venues. Children often react differently in robot-mediated interactions to truth and deception issues than they do with human beings (Pearson). Since the opportunities for child-robot interaction are increasing with the advent of companion robots, new contexts for lie detection games are emerging. Robots that present verbal feedback to children based on the child’s preferences over time, or that strategically withhold information, are being developed and marketed. Research on children’s responses to robots may provide clues as to how to make cognitive engineering and mental privacy invasions more acceptable. This raises serious concerns about children’s perceptions of the standings of robots as moral guides as well as gaming companions. For younger children who are just acquiring the notion of lying, the toys and games could extend the kinds of socialisation provided by their parents and guardians. As lie detection initiatives are taking on wide roles in everyday human interaction (such as educational cheating and employee credibility assessment), the integration of the approaches into children’s activities may serve to normalise the processes involved. Older children who already have some sense of what lying constitutes may find in the lie detection toys and games some insights as to how to become more effective as liars. Some parents may use these lie-detection toys in misguided attempts to determine whether their children are lying to them about something. Many toys and games are explicit in their lie detection and surveillance themes, with specific narratives relating to the societal roles of detectives and spies. Children become complicit in the societal functions of lie detection, rather than simply being subjects or audiences to them. Children’s toys and games are all about experimentation, and these lie detection artifacts are no different (Oravec 2000). Children are enabled through interactions with the toys and games to experiment with lying behavior and possibly explore certain aspects of their own mental lives as well as those of others. Children can learn how to modulate some of the external physiological signals that are often associated with lying, much in the way that individuals can alter various physiological responses with assistance of biofeedback technologies. Such efforts may be empowering in some senses but also increase the potential for confusion about truthfulness and lying. Use of the toys and games may support the emergence of psychopathic tendencies in which children exhibit antisocial and egocentric behavior along with a failure to learn about the consequences of their actions, in this case lying (Hermann). This situation is comparable to that of organisations that advertise training for how to “beat” or “outsmart” polygraphs, efforts that have often confounded law enforcement and intelligence agencies (Rosky). Playing with the Truth: Children and Honesty The constructions of lie detection events that are fostered in these toys and games generally simplify and mechanise truth-lie differences, and often present them in an unquestioning manner. Children are not encouraged to wonder whether the devices are indeed functioning as stated in the instructions and advertising materials. Failure to inform children about the toys’ intents and to request their consent about lie detection could also challenge some of them to attempt to subvert the toys’ mechanisms. However, many lie detection toys and games provide the opportunity for historically grounded lessons for children about the detection and surveillance strategies of other eras, if introduced in a critical and context-sensitive manner. The assumption that effective lie detection is possible and mental privacy is thus limited is reinforced by the framings of many of these toys and games (Oravec “Emergence”). Lying is indeed a reflection of “Theory of Mind” which enables us to imagine the minds of others, and children are given an arena for exploration on this theme. However, children also learn that their mental worlds and streams of consciousness are readily accessible by others with the use of certain technologies. Scientific justification for the use of polygraphs through the past decades has yielded problematic results, although polygraphs and many other lie detection technologies have still retained social acceptability apparently related to their cultural appeal (Paul, Fischer, and Voigt). Many voice stress apps are also not reliable according to recent research (Tyrsina). The normalisation of current and projected systems for lie detection and mental privacy incursions presents unsettling prospects for children’s development, and the designers and disseminators of toys and games need to consider these dimensions. Using technologically enhanced games, toys, or robots to detect “lies” rather than engaging more directly with other humans in a game context may have unfortunate overall outcomes. For example, the ability to practice various schemes to evade detection while lying may be an attractive aspect of these toys and games to some individuals. The kinds of input often linked with lying behaviors (or “leakage”) can include physiological changes in voice qualities that are generally not directly controllable by the speaker without specific practice; the games and toys provide such practice venues. Individuals who are able to disconnect from their autonomic expressions and lie without physical or acoustic signs can exacerbate personality issues and social pathologies. Some may become psychopaths, who lie to get their way and tend not to feel remorseful, with the games and toys potentially exacerbating genetic tendencies; others may become pathological liars, who lie regardless of whether there is specific benefit to them in doing so (Vrij). Some of these toy-related spying and detective activities can unfortunately be at the expense of others’ wellbeing, whatever their impacts on the children directly involved as players. For example, some forms of lie detection technologies incorporate the remote collection of data without notification of participants, as in the voice-analysis systems just described. Children’s curiosity about others’ thoughts and mental lives may be at the root of such initiatives, though children can also utilise them for bullying and other forms of aggressive behavior. Some research shows that early lie telling by children is often linked with self-defense as they attempt to save face, but other research couples it with anti-social action and behavioral problems (Lavoie). However, adults have been shown to have some considerable influence on children in their lie-telling conduct (Dykstra, Willoughby, and Evans), so there is hope that parents, guardians, teachers, and concerned community members can have some positive influence. Reflections and Conclusions: The “New Pinocchio”? Toys and games can indeed project comforting and nurturing imageries for children. However, they can also challenge individuals to think differently about themselves and others, and even present dystopian scenarios. For toy and game developers to promote lie detection technologies can be problematic because of the associations of lying with antisocial activity and behavioral problems as well as moral concerns. The characters that children play in roles of spies and lie detector administrators supply them with powerful narratives and impact on their mental concepts. The significance of truth-telling in children’s lives is expanding as societal attention to credibility issues increases. For example, children are often called on to present evidence during divorce proceedings and abuse-related cases, so there is a significant body of research about children’s verbal truth and deception patterns (Talwar, Lavoie, and Crossman). The data collected by some networked lie detection toys (such as voice stress analysers) can subsequently be used by third-parties for marketing purposes or direct surveillance, raising critical questions about consent (Oravec “Emergence”). Future entertainment modes may soon be developed with lie detection approaches comparable to the ones I discuss in this article, since many games rely on some form of mental privacy assumptions. Games often have some aspect of personal cognitive control at their roots, with the assumption that individuals can shield their own deliberations from other players at least to some extent. Technological capabilities for lie detection can alter the kinds of strategies involved in games. For example, if players know the quality of other players’ poker hands through technological means, games would need to be restructured substantially, with speed of response or other aspects at a premium. The current and future toy and game developments just discussed underscore the continuing need for ethical and professional vigilance on the part of researchers and developers as they choose projects to work on and technologies to bring to market. Children and young people who play with lie detection and surveillance-related artifacts are being exposed to assumptions about how their own consciousness functions and how they can best navigate in the world through truth-telling or lying. Although children once acquired insights about lying though moral fables like Pinocchio, they are now learning from corporate-developed technological toys and games. References Alder, Ken. The Lie Detectors: The History of an American Obsession. Simon and Schuster, 2007. Bergers, Lara. “Only in America? A History of Lie Detection in the Netherlands in Comparative Perspective, ca. 1910–1980.” The Netherlands: Utrecht U, 2018. <https://studenttheses.uu.nl/handle/20.500.12932/30502>. Bunn, Geoffrey C. The Truth Machine: A Social History of the Lie Detector. Johns Hopkins UP, 2012. Dykstra, Victoria, Teena Willoughby, and Angela D. Evans. "Perceptions of Dishonesty: Understanding Parents’ Reports of and Influence on Children and Adolescents’ Lie-Telling." Journal of Youth and Adolescence 49 (2020): 49–59. <https://doi.org/10.1007/s10964-019-01153-5>. Ekman, Paul. Telling Lies. New York: Norton, 1985. Granich, Mike. “17 Spy Gadgets and Spy Gear for Kids to Gift This Year.” Technolocheese, 2020. 14 Feb. 2020 <https://www.technolocheese.com/spy-gear-for-kids/>. Hermann, Henry. Dominance and Aggression in Humans and Other Animals: The Great Game of Life. Elsevier, 2017. Lavoie, Jennifer, et al. "Lie-telling as a Mode of Antisocial Action: Children’s Lies and Behavior Problems." Journal of Moral Education 47.4 (2018): 432–450. <https://doi.org/10.1080/03057240.2017.1405343>. Littlefield, Melissa. The Lying Brain: Lie Detection in Science and Science Fiction. U of Michigan P, 2011. McQuarrie, Laura. “Hasbro's Lie Detector Game Uses Voice Analysis to Pick Up on Untruths.” Trendhunter, 2019. <https://www.trendhunter.com/trends/lie-detector-game>. Oravec, Jo Ann. "Interactive Toys and Children's Education: Strategies for Educators and Parents." Childhood Education 77.2 (2000): 81-85. ———. "The Emergence of 'Truth Machines'? Artificial Intelligence Approaches to Lie Detection." Ethics and Information Technology 24.6 (2022). <https://link.springer.com/article/10.1007/s10676-022-09621-6>. Paul, Bettina, Larissa Fischer, and Torsten Voigt. “Anachronistic Progress? User Notions of Lie Detection in the Juridical Field.” Engaging Science, Technology, and Society 6 (2020): 328–346. <https://doi.org/10.17351/ests2020.433>. Pearson, Yvette. "Child-Robot Interaction: What Concerns about Privacy and Well-Being Arise When Children Play with, Use, and Learn from Robots?" American Scientist 108.1 (2020): 16–22. 22 June 2023 <https://link.gale.com/apps/doc/A613271878/AONE?u=anon~66b204b9&sid=googleScholar&xid=067570c2>. Perella, Nicolas. "An Essay on Pinocchio." Italica 63.1 (1986): 1–47. <https://doi.org/10.2307/479125>. Price, Emily. “Hasbro Is Launching a Lie Detector Party Game and Ghost-Busting Robot.” Fortune, 2019. 15 Feb. 2019 <http://fortune.com/2019/02/15/lie-detector-party-game/>. “Project MC2.” Amazon, 2020. <https://www.amazon.com/Project-Mc2-539230-Lie-Detector/dp/B015A7CHSA>. Rosky, Jeffrey. "The (F)utility of Post-Conviction Polygraph Testing." Sexual Abuse 25.3 (2013): 259–281. <https://doi.org/10.1177/1079063212455668>. Science Buddies. “Pinocchio’s Arm: A Lie Detector Test.” Scientific American, 10 Mar. 2016. <https://www.scientificamerican.com/article/pinocchio-s-arm-a-lie-detector-test/>. “Shocking Liar.” Amazon, 2020. <https://www.amazon.com/Dayan-Cube-Lie-Detector-Game/dp/B000GUGTYU>. Talwar, Victoria, Jennifer Lavoie, and Angela Crossman. "Carving Pinocchio: Longitudinal Examination of Children’s Lying for Different Goals." Journal of Experimental Child Psychology 181 (2019): 34–55. <https://doi.org/10.1016/j.jecp.2018.12.003>. “TIME’s New Products.” TIME Magazine 78.1 (7 July 1961): 35. Tyrsina, Radu. “These 2 Lie Detecting Programs for PC Will Help You Determine the Truth from All the Lies.” Windowsreport, 5 Aug. 2017. <https://windowsreport.com/lie-detector-software-pc/>. Vrij, Aldert. Detecting Lies and Deceit: Pitfalls and Opportunities. John Wiley & Sons, 2008. Zhu, Dingju. "Feedback Big Data-Based Lie Robot." International Journal of Pattern Recognition and Artificial Intelligence 32.2 (2018). <https://doi.org/10.1142/S0218001418590024>.
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Kay, Louise, Silke Brandsen, Carmen Jacques, Francesca Stocco e Lorenzo Giuseppe Zaffaroni. "Children’s Digital and Non-Digital Play Practices with Cozmo, the Toy Robot". M/C Journal 26, n.º 2 (27 de maio de 2023). http://dx.doi.org/10.5204/mcj.2943.

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

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Reynolds, Teddy. "Pulling back the curtain : an examination of the English Defence League and their use of Facebook". Thesis, University of St Andrews, 2015. http://hdl.handle.net/10023/6927.

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As social media becomes an integral part of our daily lives, and groups seek to utilize this medium to facilitate activism, understanding the nature of these communications and the impact of the content on the individual user becomes a valid area of interest. When one then considers that extremist and terrorist groups have found social media to be an inexpensive and effective means for communication, radicalization, recruitment and member mobilization, the need for this understanding becomes critical. This research seeks to provide just such an understanding in its examination of Far-Right English Defence League and their use of Facebook during a period of increased activism and online growth. Important elements of this work include an understanding of the legal and ethical issues surrounding the collection of online content, particularly in extremist environments; the role of traditional media in their coverage of the group and whether the comments of the members reflect the group's mission statement of the characterization of traditional media; the ability to enhance data segregation and analysis through the development and use of specialized software; and most importantly the findings from the data analysis. Contained within these findings is an understanding of the intricacies of online participation in extremist social media. These include insights into overall traffic generation, the use of links within communications and their impact on the member traffic, and how the group narrative put forth by the administrator is reflected in the dialogue of the users. The most important finding was an understanding of individual user participation within the group and how, even with such an inexpensive and pervasive media outlet, activist groups still struggle to overcome the problem of participation. That this knowledge can be applied in a meaningful way in counter extremist and counter terrorism efforts was an interesting and satisfying development.
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Livros sobre o assunto "Electronic surveillance – social aspects – great britain"

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Clive, Norris, Moran Jade e Armstrong Gary lecturer, eds. Surveillance, closed circuit television, and social control. Aldershot, England: Ashgate, 1998.

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Ross, Clark, ed. Big brother: One man's struggle against the surveillance society. New York: Encounter Books, 2009.

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lecturer, Armstrong Gary, ed. The maximum surveillance society: The rise of CCTV. Oxford: Berg, 1999.

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Chissick, Michael. Electronic commerce: Law and practice. 3a ed. London: Sweet & Maxwell, 2002.

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Chissick, Michael. Electronic commerce: Law and practice. London: Sweet & Maxwell, 1999.

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Lloyd, Ian J. Law on the electronic frontier. Edinburgh: Edinburgh University Press, 1994.

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Clifford, Graham D. A twentieth century professional institution: The story of I.E.R.E., 1925-1988. London, U.K: Peter Peregrinus on behalf of the Institution of Electrical Engineers, 1989.

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McCahill, Michael, e Rachel L. Finn. Surveillance, Capital and Resistance: Theorizing the Surveillance Subject. Taylor & Francis Group, 2014.

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McCahill, Michael, e Rachel L. Finn. Surveillance, Capital and Resistance: Theorizing the Surveillance Subject. Taylor & Francis Group, 2014.

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McCahill, Michael, e Rachel L. Finn. Surveillance, Capital and Resistance: Theorizing the Surveillance Subject. Taylor & Francis Group, 2014.

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Capítulos de livros sobre o assunto "Electronic surveillance – social aspects – great britain"

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Bakirli, Erifyli. "New “Trends” of Sentence Execution in the Globalization Era". In Globalization and Its Impact on Violence Against Vulnerable Groups, 249–68. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9627-1.ch012.

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This chapter reviews the way “home confinement with electronic monitoring” is widespread internationally as an alternative penal sanction to imprisonment, in the globalization era. More specifically, the globalization of criminal activity, the emergence of new forms of criminal behavior, the privatization of anticrime policy, and the appearance of “modern governance of security,” all have allowed technology to infringe into social control of crime. The chapter explores the conception of the idea of a constant electronic surveillance system of offenders into their private space in the late 60s. Since then, such form of punishment has expanded to many penal systems all over the world, having greater appeal in Great Britain than elsewhere in Europe. Greece, following the developments described above, enacted Law No 4205/2013 and therefore, the parameters of the Greek pilot program of electronic monitoring are examined. Finally, the chapter considers all possible violations to ‘prisoners' fundamental rights and to those residing with them.
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Trabalhos de conferências sobre o assunto "Electronic surveillance – social aspects – great britain"

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ZHOROVA, Iryna, Serhiy DANYLYUK e Olha KHUDENKO. "Civic education of students by means of literature: european experience". In Învățământul superior: tradiţii, valori, perspective. "Ion Creanga" State Pedagogical University, 2023. http://dx.doi.org/10.46727/c.29-30-09-2023.p108-122.

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The article reveals the theoretical and methodical aspects of students’ civic education by means of literature. Emphasis is placed on the fact that in the conditions of unstable development of society, escalation of conflicts both between states and between fellow citizens, the issue of students’ civic education is actualized. The authors understand this concept as a form of social education, the formation of a citizen of a specific state, capable of successfully acting for the sake of preserving democracy and peace. Currently, informal education, in addition to the content of “social and civic competencies” that is understandable for Ukrainian educators, uses the term “competencies for the culture of democracy”, which, according to the authors, is a structured concept implemented in the European dimension of civic education. The authors emphasize that fiction affects human feelings and consciousness, it is a powerful means of moral, aesthetic and civic education. Through artistic images, writers provide an opportunity to form their attitude to the events described, to draw certain conclusions, to reflect on universal values, on the actions of one or another character, to see models of civic active/passive behavior. The article analyzes the European experience of civic education, in particular Great Britain and Germany. The authors take into account the literature of these countries and identify aspects that can serve as a basis for students’ civic education, compare them with the Ukrainian realities of civic education. The authors present the main vectors of civic education in Germany, which are determined by the content of literary works and encourage pluralism of opinions, tolerance for the views and judgments of others, motivate students to actively participate in civic life, awareness of the value of freedom, respect for human dignity, the right to self-expression, responsibility for an individual’s moral choice. The works are also the basis for establishing in teenagers such democratic values as the right to life, to fair treatment, dignity, freedom from discrimination, the right to equality, understanding the need to protect one’s rights and the rights of other people.The analysis of content concepts of literature for pupils in Great Britain shows that the priorities of civic education are national patriotism and the education of a law-abiding citizen. The textual material of the works and civic education lessons help pupils to better understand different forms of governance and their impact on citizens; to understand the responsibility and functions of management and the duties of citizens; to acquire socio-cultural experience that gives the opportunity to feel morally, socially, politically, legally competent and protected in society and to take direct part in the activities of civil society institutions. In Finland, the basic democratic values of the national core curriculum are open democracy, equality, responsibility for one’s own choice. An important focus of education in Finnish high school is gaining experience in shaping the future based on joint decisions and interaction.Taking into account the global trends of digitization, the authors considered digital technologies to be educational innovations in students’ civic education (electronic textbooks (not just digitized, but interactive, with virtual 3D materials that teachers can compose at their discretion), textbook scans for download, various materials: interactive laboratories, virtual museums, forums for teachers to communicate, etc.).
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