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Статті в журналах з теми "Automobile ownership Australia Forecasting"

1

Li, Zheng, Bo Zhou, and David A. Hensher. "Forecasting automobile gasoline demand in Australia using machine learning-based regression." Energy 239 (January 2022): 122312. http://dx.doi.org/10.1016/j.energy.2021.122312.

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Li, Zheng, John M. Rose, and David A. Hensher. "Forecasting automobile petrol demand in Australia: An evaluation of empirical models." Transportation Research Part A: Policy and Practice 44, no. 1 (January 2010): 16–38. http://dx.doi.org/10.1016/j.tra.2009.09.003.

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3

Loo, Becky P. Y. "Tunnel Traffic and Toll Elasticities in Hong Kong: Some Recent Evidence for International Comparisons." Environment and Planning A: Economy and Space 35, no. 2 (February 2003): 249–76. http://dx.doi.org/10.1068/a3590.

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In this paper, a set of double-log multiple regression models is developed to examine the monthly tunnel traffic of six major toll tunnels in Hong Kong for a 22-year period from January 1979 to September 2000. Despite the much lower percentage of households with cars (12.3%) and the higher dependence of passenger trips on public transport (80.2%), the estimated automobile elasticities in Hong Kong are remarkably similar to those reported in New York, where car ownership is high and the automobile is the dominant mode of transport. The empirical elasticity range in Hong Kong is from —0.103 to —0.291. This is similar to estimates for the United States (—0.13 to —0.45), the United Kingdom (—0.14 to —0.36), and Australia (—0.09 to —0.52). The findings suggest that toll increases are likely to be effective in raising revenue for tunnel management authorities but ineffective in reducing or reallocating automobile traffic for transport planning purposes. Policywise, suburbanization or the redistribution of population could have a much stronger influence on the urban transport market than a ‘multifaceted pricing’ strategy of raising the total costs of vehicle ownership and usage (including high vehicle-registration fees, parking, and gasoline prices). Moreover, improvements to railway connectivity and enhancement of travel speed on public transit could be much more effective than toll increases in relieving urban transport congestion problems at critical bottlenecks, such as downtown and suburb–downtown tunnels and bridges. The inclusion of lagged effects into the analysis further strengthens the above policy recommendations.
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Zhailaubekov, M., та E. Zhailaubek. "Application of intelligent transport systems on the roads of Кazakhstan". Bulletin of the Innovative University of Eurasia 81, № 1 (27 березня 2021): 97–102. http://dx.doi.org/10.37788/2021-1/97-102.

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The progress of work on the creation of an "intelligent transport system" in Kazakhstan, the development and modernization of the road industry will be reported. The economic and social effectiveness of several transport corridors and new projects were analyzed. Transport corridors of foreign countries, methods of providing logistics services were presented. In his address, the head of state paid special attention to the issues of digitalization of all spheres of life of the population, including the transport sector of Kazakhstan. Currently, the Ministry of investment and development of the Republic of Kazakhstan is working on the creation of an "intelligent transport system" within the framework of the state program «Digital Kazakhstan» (ITS). ITS goal is to systematically integrate transport infrastructure, transport devices and users with modern information and communication technologies aimed at improving the safety and efficiency of the transport process. The concept will include 11 components in ITS. One of them is a special automated measuring instruments (UAVs), which are installed in the main automobile corridors. This device is designed to measure moving vehicles without contact and eliminate unjustified stops. This year, it is planned to put into operation 10 units of RSPP, and by 2020 it is planned to increase their number to 46 units. It is also planned to introduce a traffic management system that will inform drivers about the situation on the roads, a system for forecasting and analyzing climatic conditions, which is carried out through a network of weather stations along the roads, a network of video monitoring and special video cameras for detecting traffic violations, toll road systems that cover the cost of maintenance of the national road network, etc. They will be introduced in stages until 2021. The implementation of this project will reduce road deaths, increase the volume of transit traffic and the speed of logistics services, fully cover the main highways with measuring instruments and create favorable conditions for drivers on the roads. Such systems are already operating in South Korea, Japan, Australia, Europe and the United States.
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Simpson, Catherine. "Cars, Climates and Subjectivity: Car Sharing and Resisting Hegemonic Automobile Culture?" M/C Journal 12, no. 4 (September 3, 2009). http://dx.doi.org/10.5204/mcj.176.

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Al Gore brought climate change into … our living rooms. … The 2008 oil price hikes [and the global financial crisis] awakened the world to potential economic hardship in a rapidly urbanising world where the petrol-driven automobile is still king. (Mouritz 47) Six hundred million cars (Urry, “Climate Change” 265) traverse the world’s roads, or sit idly in garages and clogging city streets. The West’s economic progress has been built in part around the success of the automotive industry, where the private car rules the spaces and rhythms of daily life. The problem of “automobile dependence” (Newman and Kenworthy) is often cited as one of the biggest challenges facing countries attempting to combat anthropogenic climate change. Sociologist John Urry has claimed that automobility is an “entire culture” that has re-defined movement in the contemporary world (Urry Mobilities 133). As such, it is the single most significant environmental challenge “because of the intensity of resource use, the production of pollutants and the dominant culture which sustains the major discourses of what constitutes the good life” (Urry Sociology 57-8). Climate change has forced a re-thinking of not only how we produce and dispose of cars, but also how we use them. What might a society not dominated by the private, petrol-driven car look like? Some of the pre-eminent writers on climate change futures, such as Gwynne Dyer, James Lovelock and John Urry, discuss one possibility that might emerge when oil becomes scarce: societies will descend into civil chaos, “a Hobbesian war of all against all” where “regional warlordism” and the most brutish, barbaric aspects of human nature come to the fore (Urry, “Climate Change” 261). Discussing a post-car society, John Urry also proffers another scenario in his “sociologies of the future:” an Orwellian “digital panopticon” in which other modes of transport, far more suited to a networked society, might emerge on a large scale and, in the long run, “might tip the system” into post-car one before it is too late (Urry, “Climate Change” 261). Amongst the many options he discusses is car sharing. Since its introduction in Germany more than 30 years ago, most of the critical literature has been devoted to the planning, environmental and business innovation aspects of car sharing; however very little has been written on its cultural dimensions. This paper analyses this small but developing trend in many Western countries, but more specifically its emergence in Sydney. The convergence of climate change discourse with that of the global financial crisis has resulted in a focus in the mainstream media, over the last few months, on technologies and practices that might save us money and also help the environment. For instance, a Channel 10 News story in May 2009 focused on the boom in car sharing in Sydney (see: http://www.youtube.com/watch? v=EPTT8vYVXro). Car sharing is an adaptive technology that doesn’t do away with the car altogether, but rather transforms the ways in which cars are used, thought about and promoted. I argue that car sharing provides a challenge to the dominant consumerist model of the privately owned car that has sustained capitalist structures for at least the last 50 years. In addition, through looking at some marketing and promotion tactics of car sharing in Australia, I examine some emerging car sharing subjectivities that both extend and subvert the long-established discourses of the automobile’s flexibility and autonomy to tempt monogamous car buyers into becoming philandering car sharers. Much literature has emerged over the last decade devoted to the ubiquitous phenomenon of automobility. “The car is the literal ‘iron cage’ of modernity, motorised, moving and domestic,” claims Urry (“Connections” 28). Over the course of twentieth century, automobility became “the dominant form of daily movement over much of the planet (dominating even those who do not move by cars)” (Paterson 132). Underpinning Urry’s prolific production of literature is his concept of automobility. This he defines as a complex system of “intersecting assemblages” that is not only about driving cars but the nexus between “production, consumption, machinic complexes, mobility, culture and environmental resource use” (Urry, “Connections” 28). In addition, Matthew Paterson, in his Automobile Politics, asserts that “automobility” should be viewed as everything that makes driving around in a car possible: highways, parking structures and traffic rules (87). While the private car seems an inevitable outcome of a capitalistic, individualistic modern society, much work has gone into the process of naturalising a dominant notion of automobility on drivers’ horizons. Through art, literature, popular music and brand advertising, the car has long been associated with seductive forms of identity, and societies have been built around a hegemonic culture of car ownership and driving as the pre-eminent, modern mode of self-expression. And more than 50 years of a popular Hollywood film genre—road movies—has been devoted to glorifying the car as total freedom, or in its more nihilistic version, “freedom on the road to nowhere” (Corrigan). As Paterson claims, “autonomous mobility of car driving is socially produced … by a range of interventions that have made it possible” (18). One of the main reasons automobility has been so successful, he claims, is through its ability to reproduce capitalist society. It provided a commodity around which a whole set of symbols, images and discourses could be constructed which served to effectively legitimise capitalist society. (30) Once the process is locked-in, it then becomes difficult to reverse as billions of agents have adapted to it and built their lives around “automobility’s strange mixture of co-ercion and flexibility” (Urry, “Climate Change” 266). The Decline of the Car Globally, the greatest recent rupture in the automobile’s meta-narrative of success came about in October 2008 when three CEOs from the major US car firms (General Motors, Ford and Chrysler) begged the United States Senate for emergency loan funds to avoid going bankrupt. To put the economic significance of this into context, Emma Rothschild notes “when the listing of the ‘Fortune 500’ began in 1955, General Motors was the largest American corporation, and it was one of the three largest, measured in revenues, every year until 2007” (Rothschilds, “Can we transform”). Curiously, instead of focusing on the death of the car (industry), as we know it, that this scenario might inevitably herald, much of the media attention focused on the hypocrisy and environmental hubris of the fact that all the CEOs had flown in private luxury jets to Washington. “Couldn’t they have at least jet-pooled?” complained one Democrat Senator (Wutkowski). In their next visit to Washington, most of them drove up in experimental vehicles still in pre-production, including plug-in hybrids. Up until that point no other manufacturing industry had been bailed out in the current financial crisis. Of course it’s not the first time the automobile industries have been given government assistance. The Australian automotive industry has received on-going government subsidies since the 1980s. Most recently, PM Kevin Rudd granted a 6.2 billion dollar ‘green car’ package to Australian automotive manufacturers. His justification to the growing chorus of doubts about the economic legitimacy of such a move was: “Some might say it's not worth trying to have a car industry, that is not my view, it is not the view of the Australian government and it never will be the view of any government which I lead” (The Australian). Amongst the many reasons for the government support of these industries must include the extraordinary interweaving of discourses of nationhood and progress with the success of the car industry. As the last few months reveal, evidently the mantra still prevails of “what’s good for the country is good for GM and vice versa”, as the former CEO of General Motors, Charles “Engine” Wilson, argued back in 1952 (Hirsch). In post-industrial societies like Australia it’s not only the economic aspects of the automotive industries that are criticised. Cars seem to be slowly losing their grip on identity-formation that they managed to maintain throughout “the century of the car” (Gilroy). They are no longer unproblematically associated with progress, freedom, youthfulness and absolute autonomy. The decline and eventual death of the automobile as we know it will be long, arduous and drawn-out. But there are some signs of a post-automobile society emerging, perhaps where cars will still be used but they will not dominate our society, urban space and culture in quite the same way that they have over the last 50 years. Urry discusses six transformations that might ‘tip’ the hegemonic system of automobility into a post-car one. He mentions new fuel systems, new materials for car construction, the de-privatisation of cars, development of communications technologies and integration of networked public transport through smart card technology and systems (Urry, Mobilities 281-284). As Paterson and others have argued, computers and mobile phones have somehow become “more genuine symbols of mobility and in turn progress” than the car (157). As a result, much automobile advertising now intertwines communications technologies with brand to valorise mobility. Car sharing goes some way in not only de-privatising cars but also using smart card technology and networked systems enabling an association with mobility futures. In Automobile Politics Paterson asks, “Is the car fundamentally unsustainable? Can it be greened? Has the car been so naturalised on our mobile horizons that we can’t imagine a society without it?” (27). From a sustainability perspective, one of the biggest problems with cars is still the amount of space devoted to them; highways, garages, car parks. About one-quarter of the land in London and nearly one-half of that in Los Angeles is devoted to car-only environments (Urry, “Connections” 29). In Sydney, it is more like a quarter. We have to reduce the numbers of cars on our roads to make our societies livable (Newman and Kenworthy). Car sharing provokes a re-thinking of urban space. If one quarter of Sydney’s population car shared and we converted this space into green use or local market gardens, then we’d have a radically transformed city. Car sharing, not to be confused with ‘ride sharing’ or ‘car pooling,’ involves a number of people using cars that are parked centrally in dedicated car bays around the inner city. After becoming a member (much like a 6 or 12 monthly gym membership), the cars can be booked (and extended) by the hour via the web or phone. They can then be accessed via a smart card. In Sydney there are 3 car sharing organisations operating: Flexicar (http://www.flexicar.com.au/), CharterDrive (http://www.charterdrive.com.au/) and GoGet (http://www.goget.com.au/).[1] The largest of these, GoGet, has been operating for 6 years and has over 5000 members and 200 cars located predominantly in the inner city suburbs. Anecdotally, GoGet claims its membership is primarily drawn from professionals living in the inner-urban ring. Their motivation for joining is, firstly, the convenience that car sharing provides in a congested, public transport-challenged city like Sydney; secondly, the financial savings derived; and thirdly, members consider the environmental and social benefits axiomatic. [2] The promotion tactics of car sharing seems to reflect this by barely mentioning the environment but focusing on those aspects which link car sharing to futuristic and flexible subjectivities which I outline in the next section. Unlike traditional car rental, the vehicles in car sharing are scattered through local streets in a network allowing local residents and businesses access to the vehicles mostly on foot. One car share vehicle is used by 22-24 members and gets about seven cars off the street (Mehlman 22). With lots of different makes and models of vehicles in each of their fleets, Flexicar’s website claims, “around the corner, around the clock” “Flexicar offers you the freedom of driving your own car without the costs and hassles of owning one,” while GoGet asserts, “like owning a car only better.” Due to the initial lack of interest from government, all the car sharing organisations in Australia are privately owned. This is very different to the situation in Europe where governments grant considerable financial assistance and have often integrated car sharing into pre-existing public transport networks. Urry discusses the spread of car sharing across the Western world: Six hundred plus cities across Europe have developed car-sharing schemes involving 50,000 people (Cervero, 2001). Prototype examples are found such as Liselec in La Rochelle, and in northern California, Berlin and Japan (Motavalli, 2000: 233). In Deptford there is an on-site car pooling service organized by Avis attached to a new housing development, while in Jersey electric hire cars have been introduced by Toyota. (Urry, “Connections” 34) ‘Collaborative Consumption’ and Flexible, Philandering Subjectivities Car sharing shifts the dominant conception of a car from being a ‘commodity’, which people purchase and subsequently identify with, to a ‘service’ or network of vehicles that are collectively used. It does this through breaking down the one car = one person (or one family) ratio with one car instead servicing 20 or more people. One of Paterson’s biggest criticisms concerns car driving as “a form of social exclusion” (44). Car sharing goes some way in subverting the model of hyper-individualism that supports both hegemonic automobility and capitalist structures, whereby the private motorcar produces a “separation of individuals from one another driving in their own private universes with no account for anyone else” (Paterson 90). As a car sharer, the driver has to acknowledge that this is not their private domain, and the car no longer becomes an extension of their living room or bedroom, as is noted in much literature around car cultures (Morris, Sheller, Simpson). There are a community of people using the car, so the driver needs to be attentive to things like keeping the car clean and bringing it back on time so another person can use it. So while car sharing may change the affective relationship and self-identification with the vehicle itself, it doesn’t necessarily change the phenomenological dimensions of car driving, such as the nostalgic pleasure of driving on the open road, or perhaps more realistically in Sydney, the frustration of being caught in a traffic jam. However, the fact the driver doesn’t own the vehicle does alter their relationship to the space and the commodity in a literal as well as a figurative way. Like car ownership, evidently car sharing also produces its own set of limitations on freedom and convenience. That mobility and car ownership equals freedom—the ‘freedom to drive’—is one imaginary which car firms were able to successfully manipulate and perpetuate throughout the twentieth century. However, car sharing also attaches itself to the same discourses of freedom and pervasive individualism and then thwarts them. For instance, GoGet in Sydney have run numerous marketing campaigns that attempt to contest several ‘self-evident truths’ about automobility. One is flexibility. Flexibility (and associated convenience) was one thing that ownership of a car in the late twentieth century was firmly able to affiliate itself with. However, car ownership is now more often associated with being expensive, a hassle and a long-term commitment, through things like buying, licensing, service and maintenance, cleaning, fuelling, parking permits, etc. Cars have also long been linked with sexuality. When in the 1970s financial challenges to the car were coming as a result of the oil shocks, Chair of General Motors, James Roche stated that, “America’s romance with the car is not over. Instead it has blossomed into a marriage” (Rothschilds, Paradise Lost). In one marketing campaign GoGet asked, ‘Why buy a car when all you need is a one night stand?’, implying that owning a car is much like a monogamous relationship that engenders particular commitments and responsibilities, whereas car sharing can just be a ‘flirtation’ or a ‘one night stand’ and you don’t have to come back if you find it a hassle. Car sharing produces a philandering subjectivity that gives individuals the freedom to have lots of different types of cars, and therefore relationships with each of them: I can be a Mini Cooper driver one day and a Falcon driver the next. This disrupts the whole kind of identification with one type of car that ownership encourages. It also breaks down a stalwart of capitalism—brand loyalty to a particular make of car with models changing throughout a person’s lifetime. Car sharing engenders far more fluid types of subjectivities as opposed to those rigid identities associated with ownership of one car. Car sharing can also be regarded as part of an emerging phenomenon of what Rachel Botsman and Roo Rogers have called “collaborative consumption”—when a community gets together “through organized sharing, swapping, bartering, trading, gifting and renting to get the same pleasures of ownership with reduced personal cost and burden, and lower environmental impact” (www.collaborativeconsumption.com). As Urry has stated, these developments indicate a gradual transformation in current economic structures from ownership to access, as shown more generally by many services offered and accessed via the web (Urry Mobilities 283). Rogers and Botsman maintain that this has come about through the “convergence of online social networks increasing cost consciousness and environmental necessity." In the future we could predict an increasing shift to payment to ‘access’ for mobility services, rather than the outright private ownerships of vehicles (Urry, “Connections”). Networked-Subjectivities or a ‘Digital Panopticon’? Cars, no longer able on their own to signify progress in either technical or social terms, attain their symbolic value through their connection to other, now more prevalently ‘progressive’ technologies. (Paterson 155) The term ‘digital panopticon’ has often been used to describe a dystopian world of virtual surveillance through such things as web-enabled social networking sites where much information is public, or alternatively, for example, the traffic surveillance system in London whereby the public can be constantly scrutinised through the centrally monitored cameras that track people’s/vehicle’s movements on city streets. In his “sociologies of the future,” Urry maintains that one thing which might save us from descending into post-car civil chaos is a system governed by a “digital panopticon” mobility system. This would be governed by a nexus system “that orders, regulates, tracks and relatively soon would ‘drive’ each vehicle and monitor each driver/passenger” (Urry, “Connections” 33). The transformation of mobile technologies over the last decade has made car sharing, as a viable business model, possible. Through car sharing’s exploitation of an online booking system, and cars that can be tracked, monitored and traced, the seeds of a mobile “networked-subjectivity” are emerging. But it’s not just the technology people are embracing; a cultural shift is occurring in the way that people understand mobility, their own subjectivity, and more importantly, the role of cars. NETT Magazine did a feature on car sharing, and advertised it on their front cover as “GoGet’s web and mobile challenge to car owners” (May 2009). Car sharing seems to be able to tap into more contemporary understandings of what mobility and flexibility might mean in the twenty-first century. In their marketing and promotion tactics, car sharing organisations often discursively exploit science fiction terminology and generate a subjectivity much more dependent on networks and accessibility (158). In the suburbs people park their cars in garages. In car sharing, the vehicles are parked not in car bays or car parks, but in publically accessible ‘pods’, which promotes a futuristic, sci-fi experience. Even the phenomenological dimensions of swiping a smart card over the front of the windscreen to open the car engender a transformation in access to the car, instead of through a key. This is service-technology of the future while those stuck in car ownership are from the old economy and the “century of the car” (Gilroy). The connections between car sharing and the mobile phone and other communications technologies are part of the notion of a networked, accessible vehicle. However, the more problematic side to this is the car under surveillance. Nic Lowe, of his car sharing organisation GoGet says, “Because you’re tagged on and we know it’s you, you are able to drive the car… every event you do is logged, so we know what time you turned the key, what time you turned it off and we know how far you drove … if a car is lost we can sound the horn to disable it remotely to prevent theft. We can track how fast you were going and even how fast you accelerated … track the kilometres for billing purposes and even find out when people are using the car when they shouldn’t be” (Mehlman 27). The possibility with the GPS technology installed in the car is being able to monitor speeds at which people drive, thereby fining then every minute spent going over the speed limit. While this conjures up the notion of the car under surveillance, it is also a much less bleaker scenario than “a Hobbesian war of all against all”. Conclusion: “Hundreds of Cars, No Garage” The prospect of climate change is provoking innovation at a whole range of levels, as well as providing a re-thinking of how we use taken-for-granted technologies. Sometime this century the one tonne, privately owned, petrol-driven car will become an artefact, much like Sydney trams did last century. At this point in time, car sharing can be regarded as an emerging transitional technology to a post-car society that provides a challenge to hegemonic automobile culture. It is evidently not a radical departure from the car’s vast machinic complex and still remains a part of what Urry calls the “system of automobility”. From a pro-car perspective, its networked surveillance places constraints on the free agency of the car, while for those of the deep green variety it is, no doubt, a compromise. Nevertheless, it provides a starting point for re-thinking the foundations of the privately-owned car. While Urry makes an important point in relation to a society moving from ownership to access, he doesn’t take into account the cultural shifts occurring that are enabling car sharing to be attractive to prospective members: the notion of networked subjectivities, the discursive constructs used to establish car sharing as a thing of the future with pods and smart cards instead of garages and keys. If car sharing became mainstream it could have radical environmental impacts on things like urban space and pollution, as well as the dominant culture of “automobile dependence” (Newman and Kenworthy), as Australia attempts to move to a low carbon economy. Notes [1] My partner Bruce Jeffreys, together with Nic Lowe, founded Newtown Car Share in 2002, which is now called GoGet. [2] Several layers down in the ‘About Us’ link on GoGet’s website is the following information about the environmental benefits of car sharing: “GoGet's aim is to provide a reliable, convenient and affordable transport service that: allows people to live car-free, decreases car usage, improves local air quality, removes private cars from local streets, increases patronage for public transport, allows people to lead more active lives” (http://www.goget.com.au/about-us.html). References The Australian. “Kevin Rudd Throws $6.2bn Lifeline to Car Industry.” 10 Nov. 2008. < http://www.theaustralian.news.com.au/business/story/ 0,28124,24628026-5018011,00.html >.Corrigan, Tim. “Genre, Gender, and Hysteria: The Road Movie in Outer Space.” A Cinema Without Walls: Movies, Culture after Vietnam. New Jersey: Rutgers University Press, 1991. Dwyer, Gwynne. Climate Wars. North Carlton: Scribe, 2008. Featherstone, Mike. “Automobilities: An Introduction.” Theory, Culture and Society 21.4-5 (2004): 1-24. Gilroy, Paul. “Driving while Black.” Car Cultures. Ed. Daniel Miller. Oxford: Berg, 2000. Hirsch, Michael. “Barack the Saviour.” Newsweek 13 Nov. 2008. < http://www.newsweek.com/id/168867 >. Lovelock, James. The Revenge of Gaia: Earth’s Climate Crisis and the Fate of Humanity. Penguin, 2007. Lovelock, James. The Vanishing Face of Gaia. Penguin, 2009. Mehlman, Josh. “Community Driven Success.” NETT Magazine (May 2009): 22-28. Morris, Meaghan. “Fate and the Family Sedan.” East West Film Journal 4.1 (1989): 113-134. Mouritz, Mike. “City Views.” Fast Thinking Winter 2009: 47-50. Newman, P. and J. Kenworthy. Sustainability and Cities: Overcoming Automobile Dependence. Washington DC: Island Press, 1999. Paterson, Matthew. Automobile Politics: Ecology and Cultural Political Economy. Cambridge: Cambridge University Press, 2007. Rothschilds, Emma. Paradise Lost: The Decline of the Auto-Industrial Age. New York: Radom House, 1973. Rothschilds, Emma. “Can We Transform the Auto-Industrial Society?” New York Review of Books 56.3 (2009). < http://www.nybooks.com/articles/22333 >. Sheller, Mimi. “Automotive Emotions: Feeling the Car.” Theory, Culture and Society 21 (2004): 221–42. Simpson, Catherine. “Volatile Vehicles: When Women Take the Wheel.” Womenvision. Ed. Lisa French. Melbourne: Damned Publishing, 2003. 197-210. Urry, John. Sociology Beyond Societies: Mobilities for the 21st Century. London: Routledge, 2000. Urry, John. “Connections.” Environment and Planning D: Society and Space 22 (2004): 27-37. Urry, John. Mobilities. Cambridge, and Maiden, MA: Polity Press, 2008. Urry, John. “Climate Change, Travel and Complex Futures.” British Journal of Sociology 59. 2 (2008): 261-279. Watts, Laura, and John Urry. “Moving Methods, Travelling Times.” Environment and Planning D: Society and Space 26 (2008): 860-874. Wutkowski, Karey. “Auto Execs' Private Flights to Washington Draw Ire.” Reuters News Agency 19 Nov. 2008. < http://www.reuters.com/article/newsOne/idUSTRE4AI8C520081119 >.
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6

Marshall, P. David. "Thinking through New." M/C Journal 1, no. 1 (July 1, 1998). http://dx.doi.org/10.5204/mcj.1696.

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A friend of mine once tried to capture the feeling that one gets from a new thing. He decided that there was no word to describe the sensation of having an unblemished eraser when you were in primary school, but nevertheless it produced a kind of fascinating awe in the apparent perfection of the new. A similar feeling captures the new car owner in smelling the interior's recently minted plastic. Used car dealers would doubtless love to bottle that smell because it produces the momentary pleasure of new ownership. And I am sure there are certain people who are addicted to that smell, and go test drive new cars with no intention of buying just for the experience of the "new" smell. New clothes produce that same sensation: most of us ignore the label which says "wash before wearing" because we want to experience the incredible stiff tactile sensation of a new shirt. My friend called this gle-gle, and it is a pervasive relationship to New in a variety of guises. New implies two kinds of objects or practices: it implies either the replacement of the old or it points to the emergence of something that has not existed before. In both cases, new always heralds change and has the potential for social or cultural transformation. As a result, popular writers and ad copy editors often link new with revolution. For example, the advent of the computer was seen to be revolutionary. Similarly a new detergent which worked in cold water promised cataclysmic change in the 1960s. But these promises of revolution through some innovation have not necessarily led to massive social upheaval; rather they have identified a discursive trope of contemporary culture which links new with rejuvenation. The claim that something is new is the mantra of modernity and the kitsch of the postmodern. This double-play of the concept of the new is best untangled through thinking how a once new object becomes the contemporary way of expressing the former hope of progress and change -- with raised and knowing eyebrow. I recently stumbled into one of these double-plays. While searching for bedding for yet another birthday slumber party, I picked up an old mattress which still had its 1950s label, where it proudly announced that the cushioning was the wonderful new revolutionary foam system called the Dunlopillo. The Dunlopillo system was certainly trademarked and no doubt patented for its then unique system of troughs and cones of army green foam; but in its current incarnation the foam was weak and the bed easily crumpled in half. All that was left of the sentiment of newness was the label, which in its graphics expressed the necessary connection to science as the future, and authoritative zeal in its seriousness of its revolutionary potential. But seen from 1998, the claims seemed bombastic and beautifully optimistic. Modernity's relationship to the new is to celebrate the potential for change. It is a cultural project that has enveloped the sentiments of capitalism and socialism from their origins in the 18th and 19th centuries, and manifested itself in what Schudson labelled "capitalist realism" in advertising, and what is known as socialist realism as a state-sanctioned artistic movement in the Soviet Union. Both representations provided their systems with the capacity to repaint the cultural canvas with each new product such as Dunlopillo, or in the Soviet system with each new five-year productivity plan for the collective. Maintaining the unity of the cultural project was a challenge to each system's representational regime; sustaining the power of the new as a revolutionary force is the fundamental link between capitalist and socialist systems throughout the twentieth century. These representational regimes were in fact connected to the production of new phenomena, new materials, new social formations. However, the message of the new has gradually weakened over the last thirty years. Think of the way in which the Space Race produced all sorts of new technologies of computing, calculation and the integration of electronics into the running of the automobile. It also produced the breakfast orange-juice substitute, 'Tang'. Indeed, the first advertisements for Tang intoned that it was the drink that astronauts enjoyed in space. Tang and its flavour crystals provided the ultimate form of efficiency and convenience, and provided a clear link between the highly ideologically driven space program and the everyday lives of citizens of the "free" world. In the 60s and 70s the link between the general project of modernity and improving everyday life was made evidently clear every time you added water to your Tang flavour crystals. One has to ask: where is Tang today? Not only is it difficult to find in my supermarket, but even if it were available it would not operate as the same representation of progress and the project of modernity. Instead, it would have little more than a nostalgic -- or, kitsch -- hold on a generation that has seen too many representations of the new and too many attempts at indicating improvement. The decay of the cultural power of the new is clearly linked to consumer culture's dependence on and overuse of the concept. The entire century has been enveloped by an accelerating pattern of symbolic change. Symbolic change is not necessarily the same as the futurologist Toffler claiming that we are in a constant state of "future shock"; rather it is much more the introduction of new designs as if there were not only transformed designs, but fundamentally transformed products. This perpetually 'new' is a feature of the fashion industry as it works toward seasonal transformation. Toothbrushes have also been the object of this design therapy, which produces both continual change over the last twenty years, and claims of new revolutionary designs. Central to this notion of symbolic change is advertising. Advertising plays with the hopes and desires of its audience by providing the contradictory symbolic materiality of progressive change. The cultural and political power of the new is the symbolic terrain that advertising has mined to present its "images of well-being". What one can now detect in the circulation of advertising is at least two responses to the decay of the power of the new. First, instead of advertising invoking the wonders of science and its technological offspring providing you with something revolutionary, advertising has moved increasingly towards personal transformation, echoing the 30-year-old self-help, self-discovery book industry. In Australia, GM-Holden's Barina television ads provide a typical example. No technical detail about the car is given in the ads, but a great deal of information --- via the singing, the superimposed dancers, and the graphics employed -- signifies that the car is designed for the young female driver. Symbolically, the car is transformed into a new space of feminine subjectivity. Second, advertising plays with the cynicism of the cognoscenti. If the new itself can no longer work to signify genuine change and improvement in contemporary culture, it is instead represented as a changed attitude to the contemporary world that only a particular demographic will actually comprehend. The level of sophistication in reading the new as a cultural phenomenon by advertisers (or by proxy, their agencies) is sometimes astounding. A recent Coca-Cola radio ad played with a singing style of ennui and anger that embodied punk, but only as punk has been reinvented in the mid-90s through such groups as Green Day. The lyrics were identical to the rest of the "Always Coca-Cola" campaign that has been circulating internationally for the last five years; however, the cynicism of the singers, the bare tunefulness, and even the use of a popular culture icon such as Coke as the object of a song (and ridicule), tries to capture a particular new cultural moment with a different audience. Advertising as a cultural discourse on its own expresses a malaise within the transforming promise of the new that has been so much a part of modernity. However, the myths of modernity -- its clear association with social progress -- have never completely dissipated. In contemporary culture, it has fallen on new computer technologies to keep the ember of modernity and progress glowing. Over the last two decades the personal computer has maintained the naiveté of the new that was central to mid-twentieth century advertising, if not post-war culture in general. Very much like the Space Race stitched together an ideological weave that connected the populace to the interests of what Eisenhower first described as a military-industrial complex, the computer has ignited a new generation of optimism. It has been appropriated by governments from Singapore and Malaysia (think of the Multimedia Super Corridor) to the United States (think of Vice President Al Gore's NII) as the rescue package for the organisation of capitalism. Through Microsoft's hegemony there is a sense of coherence in "operating systems" which makes their slogan "where do you want to go today?", in its evocation of choice, also an invocation of unity of purpose. The wonderful synergy of the personal computer is that it weaves the conception of personal desire back into a generalisable social system of value. Despite all these efforts at harnessing the new computer technologies into established political and economic forces, the new nature of computer technology draws us back to the reason why new is intrinsically exciting: the defining nature of the new is that it offers the potential for some form of social change. The Internet has been the source for this new discourse of utopia. If we follow Howard Rheingold's logic, New "virtual communities" are formed online. A disequilibrium in who controls the flow of information is part of the appeal of the Internet, and the very appearance of this journal stems from that sense of new access. The Internet is said to challenge the boundaries of nations and states (although English language hegemony and pure economic access continue to operate to control the flow of those boundaries), with regulation devolving out of state policy towards the individual. Transforming identities are also very much an element of online communities: if nothing else, the play of gender in online game and chat programs identifies the constructed nature of our identities. All of this energy, and what I would call affect, refers to how computer technology and the Internet have managed to produce a sensation of agency. What I mean by agency is not necessarily attached to the project of modernity; rather it is the sense of being able to produce the new itself, as opposed to just living in the architecture of the new provided by someone else. On one level, the Internet and personal computers do provide a way to make your information look as if it is more significant and of a higher quality. The continuing proliferation of personal websites attests to this narcissistic drive of contemporary culture. On another level, the narcissism also identifies activity and agency in engaging in a form of communication with others. The Internet then can be thought of as paralleling movements in contemporary music, where the ability to construct soundscapes through computer interfaces has given the musician greater agency in the production of new electronic music. The new is intrinsically an odd phenomenon. It continually threatens established patterns. What is different about the new and its meaning in the twentieth century is that it has become part of the central ideology of western culture in its characterised representation of modernity. In a strange mix, the new reinforces the old and established. Nonetheless, the new, like culture itself, is never completely contained by any overarching architecture. The new expresses the potential, and occasionally the enactment, of significant cultural change. The fatigue that I have identified in our thinking about the new identifies a decline in the power of modernity to capture change, difference and transformation. That very fatigue may indicate in and of itself something profoundly new. References Rheingold, Howard. The Virtual Community: Homesteading on the Electronic Frontier. New York: HarperPerennial, 1994. Schudson, Michael. Advertising, the Uneasy Persuasion: Its Dubious Impact on American Society. New York: Basic Books, 1984. Toffler, Alvin. Future Shock. London: Pan Books, 1971. Citation reference for this article MLA style: P. David Marshall. "Thinking through New." M/C: A Journal of Media and Culture 1.1 (1998). [your date of access] <http://www.uq.edu.au/mc/9807/think.php>. Chicago style: P. David Marshall, "Thinking through New," M/C: A Journal of Media and Culture 1, no. 1 (1998), <http://www.uq.edu.au/mc/9807/think.php> ([your date of access]). APA style: P. David Marshall. (1998) Thinking through new. M/C: A Journal of Media and Culture 1(1). <http://www.uq.edu.au/mc/9807/think.php> ([your date of access]).
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7

Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9, no. 3 (July 1, 2006). http://dx.doi.org/10.5204/mcj.2637.

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Cities are shared spaces. As the massive worldwide Iraq war protests that began in 2002 indicate, the structure of the city allows for the presentation of social statements, where large groups can gather, share ideas or argue beliefs, and where media outlets can broadcast these activities. While cities enable these forms of interaction, digital technologies also allow for worldwide connections, both through communication and entertainment. What is the relationship between the shared, often contested spaces of the city and how they are represented in interactive media such as videogames? What statements are formed in the streets of Grand Theft Auto? In this paper I will discuss three popular games that reproduce urban spaces: the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents under Pressure (2006). These games are of interest due to their popularity, as well as the forms of interaction reinforced by the urban game environment. Cities have always been spaces for interaction and competition, becoming the site for festivals, protests and games. Ancient forms of graffiti in Rome and Pompeii have been re-envisioned in a worldwide graffiti movement, transforming blighted areas into image-laden environments. Games of stickball, hockey and football transform streets into fields, as do modern marathons and bicycle races. The city street becomes a zone of interpretation, for adaptation and personalization. More recently, skateboarders have transformed cities into skateparks, forcing designers to develop such curiosities as handrail and planter augmentation meant to deter skating. Even more peculiar, a possible response to the anti-skating backlash is the sport known as ‘free-running’ or le parkeur, where participants use the existing infrastructure to express themselves, jumping from rooftop to rooftop, climbing concrete peaks and adding stylistic flourish with each step. These forms of urban gameplay may also be accompanied by dangerous activities as well. Jenkins suggests that discussions on the negative effects of increased gameplay might be addressed by looking at socioeconomic factors, such as the increasing numbers of young people living in urban or semi-urban areas who have fewer opportunities for activity that takes place out of doors, creating the prospect for increased interaction with videogames (“Complete Freedom”). The adaptability combined with the dangerous allure of the city street makes for problematic, intriguing representations in contemporary videogames that deal with urban spaces. I will first discuss a brief history of games that deal with urban spaces, before discussing three popular games and the manner in which they attempt to represent, and recreate the experiences in the city. Games and the City One of the earliest examples of the city represented in a videogame can be seen in Rampage, released by Bally/Midway in 1986. The game includes the city only as backdrop for demolition by hyperagressive mutant animals. SimCity, created by Will Wright and released in 1989, is considered a landmark in the history of videogames, as it is based in forms of cooperation rather than competition. It has spawned at least 21 varieties, including the highly anticipated Spore, a game that allows the player to control life on a microbiological level. Game developers also have explored the recreation of cities from the past. Games such as Civilization and Children of the Nile: Immortal Cities (2004) allow players to control events on a broad social scale, in the style of SimCity, with the addition of historical information that comes into play. As videogames have developed, an increase in processing power has allowed programmers to create spaces rendered in real-time, in three dimensions, allowing for immersive ‘first-person’ perspectives not possible in earlier game systems. This perspective has changed the way in which the city is engaged, from the simplistic destruction of Rampage to more nuanced ways of moving through game space. When discussing the perspective of the player in the urban game space, we should also discuss the perspective of the city inhabitant. As de Certeau describes it, the act of walking in the city represents a form of ownership, reading and creating ‘texts’ through movement. This perspective can shift, through travel in automobile or train, or by ascending in skyscrapers, changing the understanding of the text in the process. This process is inevitably collaborative, as the urban terrain that is monitored both by individuals and by groups: businesses, governments, police. As Flynn suggests, this notion of walking closely resembles the procedural nature of generating meaning in many videogames. Recent games such as the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents Under Pressure (2006) raise issues regarding the representation of the city, and the possibilities afforded the player. Of interest are the following questions: How is the urban environment represented? What options are provided to players for interaction within this environment? Are their implications for everyday practices that borrow from these game-based environments? Grand Theft Auto Grand Theft Auto (GTA) was first released in 1998, and has since expanded into a series of increasingly controversial games. Originally designed for top-down gameplay, a third person point of view was introduced in GTA II (2001). Along with this new point of view came the ability for players to interact with a highly detailed cityspace, deviating from the urban gangster storyline, and interacting with city inhabitants in any number of illicit ways. This interactivity was taken to an extreme in GTA: San Andreas (2004). GTA: San Andreas is set in a state that is a fictional blend of California and Nevada. It continued the gangster storyline of the previous games, becoming notorious for including an encoded, hidden level that allowed players to take part in explicit sex scenes. It featured a style of nonlinear gameplay that allowed players to entertain themselves, exploring the urban landscape free from rigid game requirements. It also limited interactions with city dwellers, limiting narrative elements to ‘cut scenes’ that allow for uninhibited gameplay. As Frasca suggests, the later Grand Theft Auto games are really about moving through space, typically seen as a mundane activity, in an interesting way. However, that which makes the movement interesting typically involves killing and maiming and destroying that which stands in the way of the main character. Without getting into a discussion of morals and videogames, the GTA series certainly has pushed the boundaries of video game acceptability, as well as engaging gameplay, allowing players to drift through the urban environment. The Situationist International (SI) sought to engage with the city, opening up possibilities for new forms of engagement and interaction through drifts, or derivé. Through various forms of derivé they engaged with the psychogeographic space of the city, walking through varied areas, and reorganizing these experiences as though in a dream state, or, perhaps, game (Sadler). Surely any video game can be experienced in a similar manner. I suggest that the GTA series, through interactive openness, allows players to reread the text of this virtual city, while at the same time contributing to the ‘society of the spectacle’ that situationist Guy Debord so maligned (Debord). As a successful yet problematic blend of simulation and quest, the rules in GTA: San Andreas are not made explicit; we are familiar with the urban spaces depicted in GTA, at least through the stereotypes portrayed in the media. Players therefore know the rules implicit to these spaces, and what happens when we break them; thus, the allure of the simulated urban environment. The text created is one that combines lived experience, mediated images, and interaction with the fictional urban space. What happens when this environment is made specific, when the game depicts a real city? Tony Hawk Pro Skater The Tony Hawk Pro Skater (THPS) series became very popular after its release in 1999, capitalizing on the marketing of ‘extreme sports’ as seen in events such as ESPN X Games, which debuted in 1995. While not the first skateboarding game on the market, THPS captured the imagination of the game buying audience, allowing players to skate as Tony Hawk, or any number of pro skaters. The latest installment of the series is Tony Hawk American Wasteland (THAW), which promotes the seamless connections between levels that are detailed reproductions of Los Angeles. While the GTA series allows for, and in many cases encourages, activities that would be deemed illegal, THAW extends the possibility that the player could actually perform these acts in the place depicted in the game. Does this allow for greater immersion, which then inspires players to ‘take it to the street?’ Or, does the gameplay reinforce the argument against such activities in the actual urban space, affirming their ‘destructive’ nature? Although skaters can be a nuisance, particularly in crowded downtown areas, the appropriation of utilitarian infrastructure can also be seen as improvisational art, adapting existing urban features in the process of skating. The SI notion of detournement can be seen in the actions of many skaters, as the process of skating brings new meanings to the urban landscape. Whether the Pro Skater series adds to the possibilities for detournement, or further limits the actual skating that happens in the city, is only relevant to those who skate and those who attempt to prevent this sport from taking place. As you skate through the city, writing the text of your experience through railslides and grinds, you are also given the ability to ‘tag’ the walls of Los Angeles, literally inscribing your place in the environment. The control of urban spaces, and the possibilities for rewriting these spaces—for detournement—brings me to my third example. Getting Up Marc Ecko, clothing designer and hip-hop aficionado, released Getting Up: Contents under Pressure in 2006. Players assume the identity of ‘Trane,’ a young graffiti artists desparate to learn the ropes in the city of ‘New Radius.’ New Radius is currently under the draconian control of ‘Mayor Sung,’ who has promised to rid the city of the scourge of graffiti. As Trane, you make your way through New Radius, battling foes and meeting graffiti legends, who teach you new skills along the way. Getting Up is unique from the games previously mentioned, as you have the ability to interact with the urban environment in a manner that is not incessantly violent or overtly destructive. In fact, the game is marketed as a way to get the thrill of ‘tagging’ without actually taking part in illegal activity. It is also a unique experience, as Trane walks through the entire environment. This slows down the gameplay, and allows the character to take in the highly detailed environments. It a very literal way, the player in Getting Up is writing the city, as de Certeau describes it, though this writing is typically underappreciated as creative activity, much less art. Conclusion The games that I have described present the city in very different ways, and offer players diverse options for interacting and thinking about the city. While, the impact of these games remains to be seen, and may never register beyond the world of the gamer, these games present urban environments as active spaces for engagement, even if it is the thuggishness reinforced in Grand Theft Auto. I would hope that the creativity shown in Tony Hawk’s Pro Skater would lead to the creation of not only more skateparks in suburban spaces, but the acknowledgement of the need for detournement in public urban spaces such as Philadelphia’s Love Park, a favorite East Coast US skate spot that has been the center of much controversy as a result of its popularity. If Pro Skater brings the issue of street skating to a national audience, it is doing good, both as entertainment and social force. Similarly, Marc Ecko’s Getting Up has the potential to not only memorialize the birth of graffiti and hip hop in 1970’s New York; it can also instruct on the flourishing worldwide graffiti scene, allowing those who deserve (and desire) attention to have it. Recent projects such as pacmanhattan have inverted the relationships between gaming and the urban environment that I have described. Taking the game to the city, players engage in interpretations of the video game classic Pac Man in the streets of Manhattan, utilizing a variety of locative media devices. While these games do not change the physicality of the city, they surely change our psycheographical interpretation of that space, in a way that folds together the freedom of gameplay with the control of the street. Jenkins suggests that designers should pay more attention to the work of architects and urban planners as they create interactive worlds (“Game Design”). I would also suggest that the opposite take place. Urban designers might learn from the urban spaces created in games such as American Wasteland and Getting Up, as they present options for the detournement of fixed spaces evident in the graffiti and skate cultures. Increased control will result in diverse responses that subvert this control. Cities should remain spaces for walking, for drifting, for protesting: for games. References Bureau of Public Secrets. Situationist International Anthology. Ed. K. Knabb. Berkeley, Calif.: Bureau of Public Secrets, 1981. Debord, Guy. Society of the Spectacle. New York: Zone Books, 1991. De Certeau, Michel. The Practice of Everyday Life. Berkeley, Calif.: University of California Press, 1984. Flynn, B. Languages of Navigation within Computer Games. Paper presentation, Digital Art and Culture, Melbourne, Australia, 2003. April 2006 http://hypertext.rmit.edu.au/dac/papers/Flynn.pdf>. Jenkins, Henry. “Complete Freedom of Movement: Videogames as Gendered Play Spaces.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Jenkins, Henry. “Game Design as Narrative Architecture.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Frasca, G. Sim Sin City: Some Thoughts on Grand Theft Auto. Game Studies 2003. April 2006 http://www.gamestudies.org/0302/frasca/>. Sadler, S. The Situationist City. Cambridge, Mass.: MIT Press, 1998. Citation reference for this article MLA Style Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9.3 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0607/07-sweeny.php>. APA Style Sweeny, R. (Jul. 2006) "Code of the Streets: Videogames and the City," M/C Journal, 9(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0607/07-sweeny.php>.
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Книги з теми "Automobile ownership Australia Forecasting"

1

Alperovich, Gershon. The demand for car ownership: Evidence from Israeli data. Ramat Gan, Israel: Bar Ilan University, Dept. of Economics, Economics Research Institute, 1996.

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2

Hackworth, John. How many cars in the twenty first century? Bedford [England]: Cranfield Press, 1988.

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Hackworth, John. How many cars in the twenty-first century? (Bedford): Cranfield, 1988.

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4

Purvis, Charles L. Bay Area travel forecasts: Congestion management program databook #1 : regional summary. Oakland, Calif: Metropolitan Transportation Commission, 1991.

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Allanson, E. W. Car Ownership Forecasting. Taylor & Francis Group, 2021.

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Allanson, E. W. Car Ownership Forecasting. Taylor & Francis Group, 2021.

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Allanson, E. W. Car Ownership Forecasting. Taylor & Francis Group, 2013.

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Car Ownership Forecasting. Taylor & Francis Group, 2021.

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de, Jong Gerard, and RAND Europe, eds. Audit of car ownership models. Santa Monica, CA: RAND, 2002.

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10

Metropolitan Washington Council of Governments. Dept. of Metropolitan Development and Information Resources., ed. Forecasts of auto ownership in metropolitan Washington. [Washington, D.C.]: The Council, 1985.

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Частини книг з теми "Automobile ownership Australia Forecasting"

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Allanson, E. W. "Recent Developments in the USA and Australia." In Car Ownership Forecasting, 94–121. Routledge, 2021. http://dx.doi.org/10.4324/9781003158110-7.

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