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Статті в журналах з теми "Cyber 76 (Computer)"

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Harms, Uwe, and Hermann Luttermann. "Experiences in benchmarking the three supercomputers CRAY-1M, CRAY-X/MP, FUJITSU VP-200 compared with the CYBER 76." Parallel Computing 6, no. 3 (March 1988): 373–82. http://dx.doi.org/10.1016/0167-8191(88)90077-4.

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Chen, Hsiangting Shatina, and Joseph Fiscus. "The inhospitable vulnerability." Journal of Hospitality and Tourism Technology 9, no. 2 (June 11, 2018): 223–34. http://dx.doi.org/10.1108/jhtt-07-2017-0044.

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Purpose The purpose of this conceptual paper is to underline several issues related to cybersecurity in the hospitality industry; address the importance of evaluating cyber risks, vulnerabilities and capabilities; and provide suggestions for hospitality operators to minimize the damage that cyberattacks could cause. Future research addressing cyber threats is a call to action. Design/methodology/approach To understand the occurrence and the impact of information security, the researchers reviewed the previous research regarding information security and used the database from Privacy Rights Clearinghouse and collected 76 information security incidents in the US hospitality industry since 2006. Finding The increasing frequency of data breach incidents from 2006 to 2017 indicates that the issue of cybercrimes has become more critical in the hospitality industry. Originality/value This conceptual paper sheds light on the issues of cybersecurity in risk assessment and heightens the necessity of discussing data breach issues in future hospitality research.
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Saeed, Aween Abubakr, and Noor Ghazi Mohammed Jameel. "Intelligent feature selection using particle swarm optimization algorithm with a decision tree for DDoS attack detection." International Journal of Advances in Intelligent Informatics 7, no. 1 (March 31, 2021): 37. http://dx.doi.org/10.26555/ijain.v7i1.553.

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The explosive development of information technology is increasingly rising cyber-attacks. Distributed denial of service (DDoS) attack is a malicious threat to the modern cyber-security world, which causes performance disruption to the network servers. It is a pernicious type of attack that can forward a large amount of traffic to damage one or all target’s resources simultaneously and prevents authenticated users from accessing network services. The paper aims to select the least number of relevant DDoS attack detection features by designing an intelligent wrapper feature selection model that utilizes a binary-particle swarm optimization algorithm with a decision tree classifier. In this paper, the Binary-particle swarm optimization algorithm is used to resolve discrete optimization problems such as feature selection and decision tree classifier as a performance evaluator to evaluate the wrapper model’s accuracy using the selected features from the network traffic flows. The model’s intelligence is indicated by selecting 19 convenient features out of 76 features of the dataset. The experiments were accomplished on a large DDoS dataset. The optimal selected features were evaluated with different machine learning algorithms by performance measurement metrics regarding the accuracy, Recall, Precision, and F1-score to detect DDoS attacks. The proposed model showed a high accuracy rate by decision tree classifier 99.52%, random forest 96.94%, and multi-layer perceptron 90.06 %. Also, the paper compares the outcome of the proposed model with previous feature selection models in terms of performance measurement metrics. This outcome will be useful for improving DDoS attack detection systems based on machine learning algorithms. It is also probably applied to other research topics such as DDoS attack detection in the cloud environment and DDoS attack mitigation systems.
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Shulga, Olga. "Confidentiality and scam in the internet." University Economic Bulletin, no. 48 (March 30, 2021): 76–91. http://dx.doi.org/10.31470/2306-546x-2021-48-76-91.

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The purpose of the work is to consider the theoretical and practical aspects of fraud in the Internet sphere and on this basis to identify ways to ensure the confidentiality and cybersecurity of private users and commercial organizations. The methodological basis of the work is the use of general and special methods of scientific knowledge. Methods of combining analysis and synthesis, induction and deduction have been used to identify different types of fraud in the Internet. Generalization methods, logical and empirical, were used in determining the directions of development of the national cyber defense system and ensuring confidentiality. The main results of the work: The most common methods of fraud with the use of bank payment cards are identified, among which: a fake poll on social networks with a prize draw; a phone call to obtain classified information; SIM card replacement for access to online banking; online payments on unsecured sites; phishing; copying card data when handed over; unsecured WI-Fi networks; computers in public places; skimming for card data theft; unauthorized micropayments; ATM fraud; use of malicious programs (viruses), fake sites in order to compromise the details of electronic payment instruments and/or logins/passwords for access to Internet/mobile banking systems; dissemination (sale, dissemination) of information on compromised data; terminal network fraud; fraud in remote service systems; social engineering. Basic security rules are defined to prevent fraud. The experience of European countries in the field of cybersecurity is analyzed. The directions of adaptation of the current legislation on cybersecurity to the EU standards are outlined and the directions of development of the national system of cybersecurity are defined. The practical significance of the results is to deepen the understanding of the nature and mechanism of various types of fraud in the Internet. The recommendations proposed in the paper can form a methodological and theoretical basis for the development of economic policy of the state to ensure the confidentiality and cybersecurity of private users and commercial organizations. Conclusions. The state should establish an effective oversight body in the field of personal data protection, but security measures and online restrictions should comply with international standards. The use of encryption should not be prohibited at the legislative level, as such restrictions reduce the ability of citizens to protect themselves from illegal intrusions into privacy. In addition, the state policy in the Internet should be aimed at promoting the development and operation of secure Internet technologies and the formation of mechanisms to protect against services and protocols that threaten the technical functioning of the Internet from viruses, phishing and more.
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Kollek, Daniel, David Barrera, Elizabeth Stobert, and Valérie Homier. "The EDIT Survey: Identifying Emergency Department Information Technology Knowledge and Training Gaps." Disaster Medicine and Public Health Preparedness, March 15, 2021, 1–6. http://dx.doi.org/10.1017/dmp.2020.474.

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Abstract Objective: To review Emergency Department internet connectivity, cyber risk factors, perception of risks and preparedness, security policies, training and mitigation strategies. Methods: A validated targeted survey was sent to Canadian ED physicians and nurses between March 5, 2019 and April 28, 2019. Results: There were 349 responses, with physicians making up 84% of the respondents (59% urban teaching, 35% community teaching, 6% community non-teaching hospitals). All had multiple passwords, 93% had more than 1 user account, over 90% had to log repeatedly each workday, 52% had to change their passwords every 3 months, 75% had multiple methods of authentication and 53% reported using a terminal where someone else was already logged in. Passwords were used to review laboratory and radiology data, access medical records and manage patient flow. Majority of the respondents (51%) did not know if they worked with internet linked devices. Only 7% identified an ‘air gapped’ computer in their facility and 76% used personal devices for patient care, with less than a third of those allowing the IT department to review their device. A total of 26 respondents received no cyber security training. Conclusion: This paper revealed significant computer-human interface dysfunctionality and readiness gaps in the event of an IT failure. These stemmed from poor system design, poor planning and lack of training. The paper identified areas with technical or training solutions and suggested mitigation strategies.
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Segerstad, Ylva Hard af. "Swedish Chat Rooms." M/C Journal 3, no. 4 (August 1, 2000). http://dx.doi.org/10.5204/mcj.1865.

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Most investigations of language use in the computer-mediated communication (CMC) systems colloquially known as 'chat rooms' are based on studies of chat rooms in which English is the predominant language. This study begins to redress that bias by investigating language use in a Swedish text-based chat room. Do Swedish chat participants just adopt strategies adapted to suit the needs of written online conversation, or is Swedish written language being developed in analogy with adaptations that can be observed in 'international' chat rooms? As is now well known, text-based chat rooms provide a means for people to converse in near real time with very little delay between messages. As a written form of interaction, there is no possibility of sending simultaneous non-verbal information, and while the minimal delay gives the interaction a more conversational feel, the conversants must struggle with the time pressure of combining a slow message production system with rapid transmission-reception. Several strategies have been developed in order to ease the strain of writing and to convey more information than written symbols normally allow (Werry; Witmer & Katzman; Hård af Segerstad, "Emoticons"). A number of strategies have been developed to suit the needs of CMC, some of which we recognise from traditional writing, but perhaps use more generously in the new environment. Well known and internationally recognised strategies used to compensate for the lack of non-verbal or non-vocal signals include providing analogies for vocalisations adopted in order to compensate for the effort of typing and time pressure: Smileys (or emoticons): Smileys are combinations of keyboard characters which attempt to resemble facial expressions, eg. ;) (or simple objects such as roses). These are mostly placed at the end of a sentence as an aid to interpret the emotional state of the sender; Surrounding words with *asterisks* (or a number of variants, such as underscores (_word_)). As with smileys, asterisks may be used to indicate the emotional state of the sender (eg. *smiles*, *s*), and also to convey an action (*waves*, *jumps up and down*); In some systems, different fonts and colours may be used to express emotions. Capitals, unorthodox spelling and mixing of cases in the middle of words and Extreme use of punctuation marks may all be used to convey analogies to prosodic phenomena such as intonation, tone of voice, emphasis ("you IDIOT"); Abbreviations and acronyms: some are traditional, others new to the medium; Omission of words: ellipsis, grammatical function words; and, Little correction of typographical errors -- orthography or punctuation -- and little traditional use of mixed cases (eg. capitals at the beginning of sentences), and punctuation. Method This study compares and contrasts data from a questionnaire and material from a logged chat channel. The investigation began with a questionnaire, inquiring into the habits and preferences of Swedish students communicating on the Internet. 333 students (164 females and 169 males) answered the questionnaire that was sent to five upper secondary schools (students aged 16-18), and two lower secondary schools (students aged 13-15). Subjects were asked for three kinds of information: (a) examples of the strategies mentioned above and whether they used these when chatting online, (b) which languages were used in everyday communication and in chat rooms, and (c) the names of favourite chat rooms. One of the most popular public chat rooms turned out to be one maintained by a Swedish newspaper. Permission was obtained to log material from this chat room. The room may be accessed at: <http://nychat.aftonbladet.se/webchat/oppenkanal/Entren.php>. A 'bot (from 'robot', a program that can act like a user on an IRC network) was used to log the time, sender and content of contributions in the room. In order to get a large data set and to record the spread of activity over the most part of a week, approximately 120 hours of logging occurred, six days and nights in succession. During this period 4 293 users ('unique pseudonyms'), from 278 different domains provided 47 715 contributions in total (410 355 total utterances). The logged material was analysed, using the automated search tool TRASA (developed by Leif Gronqvist -- Dept. of Linguistics, Göteborg University, Sweden). Results The language used in the chat room was mainly Swedish. Apart from loan words (in some cases with the English spelling intact, in other cases adapted to Swedish spelling), English phrases (often idiomatic) showed up occasionally, sometimes in the middle of a Swedish sentence. Some examples of contributions are shown, extracted from their original context. (Note: Instances of Nordic letters in the examples have been transformed into the letters 'a' and 'o' respectively.) Table 1. Examples of nicknames and contributions taken from the Web chat material. 01.07.20 Darth Olsson Helloo allibadi hur e de i dag? 14:44:40 G.B Critical information check 01.11.40 Little Boy Lost fru hjarterdam...120 mil busstripp...Later hojdare om det...;) 18.10.30 PeeWee this sucks 22.17.12 Ellen (16) Whatever! 16.06.55 Blackboy Whats up The above examples demonstrate that both nicknames and contributions consist of a mix either of Swedish and English, or of pure English. In answering the questionnaire, the subjects gave many examples of the more 'traditional strategies' used in international chat channels for overcoming the limitations of writing: traditional abbreviations, the use of all uppercase, asterisk-framed words, extreme use of punctuation and the simplest smileys (Hård af Segerstad, "Emoticons", "Expressing Emoticons", "Strategies" and "Swedish Teenagers"). The questionnaire results also included examples of 'net-abbreviations' based on English words. However, while these were similar to those observed in international chat rooms, the most interesting finding was that Swedish teenagers do not just copy that behaviour from the international chat rooms that they have visited: the examples of creative and new abbreviations are made up in comparison with the innovative English net-abbreviations, but based on Swedish words. A number of different types of abbreviations emerged: Acronyms made up from the first letters in a phrase (eg. "istf", meaning "i stallet for" [trans. "instead of"]); Numbers representing the sound value of a syllable in combination with letters (eg. "3vligt" meaning "trevligt" [trans. "nice"]); and, Letters representing the sound value of a syllable in combination with other letters forming an abbreviated representation of a word (eg. "CS" meaning "(vi) ses" [trans. "see (you)"]). The logged chat material showed that all of the strategies, both Swedish and English, mentioned in the questionnaire were actually used online. The Swedish strategies mentioned in the questionnaire are illustrated in Table 2. Table 2. Examples of innovative and traditional Swedish abbreviations given in the questionnaire. Innovative Abbreviation Full phrase Translation Traditional abbreviation Full phrase Translation Asg Asgarvar Laughs hard ngn nagon someone Iofs i och for sig Strictly speaking Ngra nagra some ones iaf, if i allafall Anyway gbg Göteborg Göteborg É Ar Is sv svenska Swedish D Det It bla bland annat among other things Cs (vi) ses See you t.ex. till exempel for example Lr Eller Or ngt nagot something B.S.D.V Bara Sa Du Vet Just To Let You Know t.om till och med even P Pa On, at etc et cetera QL (ql) Kul Fun m.m med mera and more 3vligt Trevligt Nice m.a.o. med andra ord in other words Tebax Tillbaka Back mkt mycket a lot Oxa Ocksa Too ibl Ibland sometimes The table above shows examples of traditional and creative abbreviations developed to suit the limitations and advantages of written Swedish online. A comparison of the logged material with the examples given in the questionnaire shows that all innovative abbreviations exemplified were used, sometimes with slightly different orthography. Table 3. The most frequent abbreviations used in the chat material No. of occurrences Innovative Abbreviations No. of occurrences Traditional abbreviations 224 Oxa 74 GBG 101 Oki 60 gbg 62 Oki 56 ngn 47 É 43 mm 16 P 42 Gbg 10 Iofs 37 ngt 10 If 26 bla 10 D 19 tex 5 Tebax 19 Tom 5 OKI 18 etc 4 É 8 MM 4 Ql 6 Ngn 4 P 5 BLA 4 OXA 4 tom 4 D 4 NGN 3 Asg 4 Mm 3 IF 3 TEX 2 Oxa 2 TOM 1 Cs 2 Ngt 1 Tebax 1 ngra 1 QL 1 bLA 1 If 1 ASG The limited space of this article does not allow for a full analysis of the material from the chat, but in short, data from both the questionnaire and the Web chat of this study suggest that Swedish teenagers conversing in electronic chat rooms draw on their previous knowledge of strategies used in traditional written language to minimise time and effort when writing/typing (cf. Ferrara et al.). They do not just copy behaviour and strategies that they observe in international chat rooms that they have visited, but adapt these to suit the Swedish language. As well as saving time and effort typing, and apart from conveying non-verbal information, it would appear that these communication strategies are also used as a way of signalling and identifying oneself as 'cyber-regulars' -- people who know the game, so to speak. At this stage of research, beyond the use of Swedish language by Swedish nationals, there is nothing to indicate that the adaptations found are significantly different to online adaptations of English or French (cf. Werry). This result calls for further research on the specifics of Swedish adaptations. References Allwood, Jens. "An Activity Based Approach to Pragmatics." Gothenburg Papers in Theoretical Linguistics 76. Dept. of Linguistics, University of Göteborg, 1995. Ferrara, K., H. Brunner, and G. Whittemore. "Interactive Written Discourse as an Emergent Register." Written Communication 8.1 (1991): 8-34. Hård af Segerstad, Ylva. "Emoticons -- A New Mode for the Written Language." Dept. of Linguistics, Göteborg University, Sweden. Unpublished paper, 1998. ---. "Expressing Emotions in Electronic Writing." Dept. of Linguistics, Göteborg University, Sweden. Unpublished paper, 1998. ---. "Strategies in Computer-Mediated Written Communication -- A Comparison between Two User Groups." Dept. of Linguistics, Göteborg University, Sweden. Unpublished paper, 1998. ---. "Swedish Teenagers' Written Conversation in Electronic Chat Environments." WebTalk -- Writing As Conversation. Ed. Diane Penrod. Mahwah, NJ: Lawrence Erlbaum Associates, Forthcoming. Witmer, Diane, and Sandra Lee Katzman. "On-Line Smiles: Does Gender Make A Difference in the Use of Graphic Accents?" Journal of Computer-Mediated Communication 2.4 (1997). 19 Aug. 2000 <http://www.ascusc.org/jcmc/vol2/issue4/witmer1.php>. Werry, Christopher, C. "Linguistic and Interactional Features of Internet Relay Chat." Computer-Mediated Communication: Linguistic, Social and Cross-Cultural Perspectives. Ed. Susan Herring. Amsterdam: John Benjamins, 1996. 47-63. Citation reference for this article MLA style: Ylva Hård af Segerstad. "Swedish Chat Rooms." M/C: A Journal of Media and Culture 3.4 (2000). [your date of access] <http://www.api-network.com/mc/0008/swedish.php>. Chicago style: Ylva Hård af Segerstad, "Swedish Chat Rooms," M/C: A Journal of Media and Culture 3, no. 4 (2000), <http://www.api-network.com/mc/0008/swedish.php> ([your date of access]). APA style: Ylva Hård af Segerstad. (2000) Swedish chat rooms. M/C: A Journal of Media and Culture 3(4). <http://www.api-network.com/mc/0008/swedish.php> ([your date of access]).
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Wilson, Jason A. "Odyssey Renewed." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1874.

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The first home video-gaming console, the Magnavox Odyssey, was released in 1972. Its limited graphical capacities led Magnavox to ship it with a number of plastic overlays for the user's television that would admit a little variety into the then relatively crude gaming experience, limited to a built-in, Pong-like game. Computer and video games have come a long way since then, but it often seems as if critical approaches to gaming have continued shuffling through these plastic films, taking transformations of the screen, or on-screen events, for the whole of the gaming experience. It seems to me that reflection has been paralysed, becoming a discourse of regulation as it revolves around anxieties about gender, violence and narrative. I'd like to explore these anxieties as they've emerged in a few places, and then see if I can articulate the beginnings of an approach that might afford us a more complex, less pessimistic aesthetics of gaming. Anxieties around gender are partly premised upon an evident difference in the types, frequency and extent of gameplay on the part of boys and girls. Recent Australian research suggests that while 76% of boys use home computers for gameplay, the proportion of girls who do the same is around 60% (Cuppitt and Stockbridge 1996). In addition, similar Australian research suggests that while 98% of 12-17 year old boys play games regularly, only around 89% of girls do (Durkin and Aisbett 2000). There is evidence that girls and boys favour different gaming genres (Durkin and Aisbett 2000), and there is little doubt that the magazines and Websites that operate so integrally within gaming cultures tend to hail and attract a mostly male audience. Evidence of this kind of gender split can be seen across the extant research, and from it the argument is often made that this gender imbalance implies a lifelong advantage for boys proceeding from an early pleasurable familiarity with computers. In addressing this problem, rather than confronting questions of access, and parental or teacherly responsibilities to guarantee equity of access for boys and girls, or even looking at issues of gender representation, many critics have instead argued that most games are fundamentally unsuited to the way girls play. In a recent anthology, From Barbie To Mortal Kombat (1998), essentialist discourses of gender are deployed in assembling a consensus around what is termed the 'girls games movement'. Time and again in most of the assembled articles and interviews, claims are made that girls' and boys' interests and styles of play are fundamentally different. While boys allegedly favour destructive play, with an emphasis on mastery, control and competition, girls -- it's constantly asserted -- require collaboration and co-operation, an emphasis on feelings and discussion, a less competitive framework for play, and, above all, narrative. Repeatedly in the anthology, its impugned that games now do not encompass the narrative complexity or richness that girls need, and that girls are alienated from the violent 'twitch and kill' dynamic that pervades gaming. Apart from the thoroughgoing essentialism -- which is brilliantly interrogated by the game-grrlz featured at the end of the anthology -- what troubles me about much of the anthology and much contemporary critical work on games is the implied moral demand that young people's game-culture begin to measure up to another generation's notions of 'appropriate' cultural experiences. A persistent trope in critical work on games -- from Jenkins's piece in the anthology (Jenkins 1998) to works like Marsha Kinder's Playing with Power (1991) -- is the parent-critic watching their children playing video games and becoming perplexed and worried about what is going on. The panic around the lack of 'girls games' -- apart from affording a lucrative opportunity to produce and market worthy material to concerned parents -- serves to authorise the 'correction' of young people's culture. The move from a critique of gaming -- one which rarely engages sympathetically with its pleasures -- to an attempt to inject strong, adult-devised narrative content into games is a move from speaking about gamers ('over their heads') to speaking for gamers. This speaking-for, this flutter of panic has, I think, more than a little to do with an anxiety around the dissipation of cultural power. Theorists of moral panic like John Springhall tell us that moral panics function as attempts to preserve the intergenerational status quo and the cultural-critical hierarchy of a particular period (Springhall 1998). Catharine Lumby argues that new media are like force-fields that reorganise social relations in their wake, and that the anxieties they can inspire can tell us a lot about who feels threatened by such re-organisations, and why (Lumby 1997). Gaming is disturbing in that although it shares some features with other, more familiar visual media, it seems finally, stubbornly unassimilable to the modes of criticism that have developed in relation to those forms. Entrenched critical narratives of spectatorship, or the relationship between viewers, texts, meaning and the economies of cultural production don't seem to find any useful or lasting purchase here. No-one would now argue that televisual or cinematic experiences are passive, but gaming's requirement in principle for the player's direct physical participation in the production of cultural experience means that the old separations underpinning mechanisms of identification or notions of consuming audiences seem irritatingly awkward. Faced with these and other difficulties, criticism has tended to become mesmerised with what is shared -- the screen -- and to be at once frustrated and provoked by the enormous differences still inscribed there. While the close scrutiny of gender representations in gaming has uncovered some serious problems, alongside the demand for narrative we can also see it as part of an older generation's attempt to adapt familiar, free-floating critical modes and models to a group of media with which it has no apparent deep or pleasurable engagement. Faced with a radical analytical and critical failure, the lack of any pleasure to account for or recover, and the need to preserve a cultural and critical hierarchy premised upon the study of other media, it is perhaps inevitable that a desire to alter gaming -- to make it more familiar -- has arisen, and with it a critical discourse of regulation. If we move beyond the screen, if we simply attend to what happens when we and others play games, we allow the possibility of a new aesthetics of gaming to emerge that moves beyond such desires for control. When we realise that what is almost never talked about in current critical work is the body of the player or the nature of machine-mediated play, a field begins to open that might allow us to talk about the uses and pleasures of gaming, and to see its various forms in a wider network of interactions. Paradigm-cases for beginning the sorts of investigations I'm thinking of are those amazing arcade games, like Dance Dance Revolution, that enable and even require public performance and public display. Often positioned at the street entrances of arcades, these games usually attract passing crowds to stop and watch (male and female) players dancing in time with thumping tunes and on-screen instructions. Points are scored by closely matching foot placement with the directional arrows thrown up onto the small screen, but what really attracts the onlookers is the undeniable, individual -- and, strictly, unnecessary -- flair with which the dancers often execute their moves. What at the level of programming, and from an analysis of the screen alone, is the most rudimentary of narratives nevertheless mediates a thrilling and spectacular playful-performative display. And this is where we begin to see that gaming pleasures do not, perhaps cannot, rely on finished or closed narratives. It seems to me that the undeniable popularity of gaming comes from the provision of endlessly recursive grammars and vocabularies for cyborg players to narrate performance, play and self. While many gaming genres and titles do include chunks of traditional narrative storytelling, it seems to me that these often simply embellish the distinctive pleasures of gaming, which require and enact the fundamental redistribution of authorial and narrative power. Gaming establishes a new relationship between perceptual fields and bodies -- a relationship fundamentally different from cinematic or televisual relationships. Associated with these pleasures and relationships is gaming's demand for an ontology -- a series of ontologies -- that can conceive of the moment of play as simultaneously social, mechanical, neither, both. Code and performance, programming and improvised play, when seen together in this way, make the demand for narrative -- ultimately premised upon the separation of consumer and product, spectator and image -- empty of any force. This is to say that when we begin to see the moment of gameplay as a hybrid one -- one where human and machine, play and code, text and reading, producer and consumer cannot be meaningfully distinguished -- we can then begin to see that its unfixed, unstriated forms of play demand a hybrid aesthetics. Such a hybrid aesthetics would move beyond the screen alone to consider gaming's involvement in multiple networks, and thus come to a consideration of its pleasures and possibilities that avoided discourses of morality and control. What it would consider is not only the relationship between gaming and other forms of 'visual culture', but simultaneously its technological artefacts, its involvement with transnational industry, the physical dexterities and epistemologies it demands, the differing shapes of its collectives as it proliferates, its interactions with urban spaces, and its production of different kinds and mixtures of spectators, players, narratives and machines. This kind of Latourean anthropology, with its refusal to bracket gaming as another form of 'soft' culture, is a critical approach that will allow us some traction on gaming's slippery surface, as it allows us to talk about its complexity all at once. If we begin to see games as 'mediators -- that is, actors endowed with the ability to translate what they transport', who in turn 'associate, combine and redeploy countless actors' (Latour 1993), if we look beyond the screen and instead, following Wittgenstein, look for the meaning of games in their everyday social use, we will have begun to look at games in a way that is more interested in what they do, than in what they allegedly do not do. Carrying out this kind of aesthetic project will require not only an attention to the involvement of players' bodies in gaming, but to the patterns of games' dissemination, and to what players themselves say about the games they play. Such an approach need not, in opposing the pessimism that goes with screen-fetishism, veer toward the utopianism of so much cyber-rhetoric. If we take arguments like Latour's seriously, we will say not that gaming represents a revolutionary moment, but that there has always been a deep involvement between humans and our technologies, such that machines and humans constitute collectives for social action. An aesthetics of gaming that takes cognisance of this will short-circuit conveniently polarised debates, and clear space for a more interesting consideration of the networks and uses of gaming. Perhaps those of us who have keenly felt the pleasures and possibilities of gaming can extend a conversation that is no longer sifting through the Odyssey's yellowing transparencies. References Cassell, Justine and Henry Jenkins, eds. From Barbie to Mortal Kombat. Cambridge, Mass.: MIT Press, 1998. Cuppitt, Margaret, and Sally Stockbridge. Families and Electronic Entertainment. Sydney: Office of Film and Literature Classification, 1997. Douglas, Nikki, et al. "Voices from the Combat Zone: Game Grrlz Talk Back." In Cassell and Jenkins. Durkin, Kevin, and Kate Aisbett. Computer Games and Australians Today. Sydney: Office of Film and Literature Classification, 2000. Haraway, Donna J. Simians, Cyborgs and Women: The Reinvention of Nature. New York: Routledge, 1991. Jenkins, Henry. "'Complete Freedom of Movement': Video Games as Gendered Play Spaces." In Cassell and Jenkins. Kinder, Marsha. Playing with Power in Movies, Television and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley: U of California P, 1991. Latour, Bruno. We Have Never Been Modern. Trans. Catherine Porter. Cambridge, Mass.: Harvard UP, 1993. Lumby, Catharine. "Panic Attacks: Old Fears in a New Media Era." Media International Australia, 85 (1997): 40-6. Springhall, John. Youth, Popular Culture and Moral Panic. Houndmills: MacMillan, 1998. Wittgenstein, Ludwig. Philosophical Investigations. Oxford: Blackwell, 1951. Citation reference for this article MLA style: Jason A. Wilson. "Odyssey Renewed: Towards a New Aesthetics of Video-Gaming." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/odyssey.php>. Chicago style: Jason A. Wilson, "Odyssey Renewed: Towards a New Aesthetics of Video-Gaming," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/odyssey.php> ([your date of access]). APA style: Jason A. Wilson. (2000) Odyssey renewed: towards a new aesthetics of video-gaming. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/odyssey.php> ([your date of access]).
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Arnold, Bruce, and Margalit Levin. "Ambient Anomie in the Virtualised Landscape? Autonomy, Surveillance and Flows in the 2020 Streetscape." M/C Journal 13, no. 2 (May 3, 2010). http://dx.doi.org/10.5204/mcj.221.

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Our thesis is that the city’s ambience is now an unstable dialectic in which we are watchers and watched, mirrored and refracted in a landscape of iPhone auteurs, eTags, CCTV and sousveillance. Embrace ambience! Invoking Benjamin’s spirit, this article does not seek to limit understanding through restriction to a particular theme or theoretical construct (Buck-Morss 253). Instead, it offers snapshots of interactions at the dawn of the postmodern city. That bricolage also engages how people appropriate, manipulate, disrupt and divert urban spaces and strategies of power in their everyday life. Ambient information can both liberate and disenfranchise the individual. This article asks whether our era’s dialectics result in a new personhood or merely restate the traditional spectacle of ‘bright lights, big city’. Does the virtualized city result in ambient anomie and satiation or in surprise, autonomy and serendipity? (Gumpert 36) Since the steam age, ambience has been characterised in terms of urban sound, particularly the alienation attributable to the individual’s experience as a passive receptor of a cacophony of sounds – now soft, now loud, random and recurrent–from the hubbub of crowds, the crash and grind of traffic, the noise of industrial processes and domestic activity, factory whistles, fire alarms, radio, television and gramophones (Merchant 111; Thompson 6). In the age of the internet, personal devices such as digital cameras and iPhones, and urban informatics such as CCTV networks and e-Tags, ambience is interactivity, monitoring and signalling across multiple media, rather than just sound. It is an interactivity in which watchers observe the watched observing them and the watched reshape the fabric of virtualized cities merely by traversing urban precincts (Hillier 295; De Certeau 163). It is also about pervasive although unevenly distributed monitoring of individuals, using sensors that are remote to the individual (for example cameras or tag-readers mounted above highways) or are borne by the individual (for example mobile phones or badges that systematically report the location to a parent, employer or sex offender register) (Holmes 176; Savitch 130). That monitoring reflects what Doel and Clark characterized as a pervasive sense of ambient fear in the postmodern city, albeit fear that like much contemporary anxiety is misplaced–you are more at risk from intimates than from strangers, from car accidents than terrorists or stalkers–and that is ahistorical (Doel 13; Scheingold 33). Finally, it is about cooption, with individuals signalling their identity through ambient advertising: wearing tshirts, sweatshirts, caps and other apparel that display iconic faces such as Obama and Monroe or that embody corporate imagery such as the Nike ‘Swoosh’, Coca-Cola ‘Ribbon’, Linux Penguin and Hello Kitty feline (Sayre 82; Maynard 97). In the postmodern global village much advertising is ambient, rather than merely delivered to a device or fixed on a billboard. Australian cities are now seas of information, phantasmagoric environments in which the ambient noise encountered by residents and visitors comprises corporate signage, intelligent traffic signs, displays at public transport nodes, shop-window video screens displaying us watching them, and a plethora of personal devices showing everything from the weather to snaps of people in the street or neighborhood satellite maps. They are environments through which people traverse both as persons and abstractions, virtual presences on volatile digital maps and in online social networks. Spectacle, Anomie or Personhood The spectacular city of modernity is a meme of communication, cultural and urban development theory. It is spectacular in the sense that of large, artificial, even sublime. It is also spectacular because it is built around the gaze, whether the vistas of Hausmann’s boulevards, the towers of Manhattan and Chicago, the shopfront ‘sea of light’ and advertising pillars noted by visitors to Weimar Berlin or the neon ‘neo-baroque’ of Las Vegas (Schivelbusch 114; Fritzsche 164; Ndalianis 535). In the year 2010 it aspires to 2020 vision, a panoptic and panspectric gaze on the part of governors and governed alike (Kullenberg 38). In contrast to the timelessness of Heidegger’s hut and the ‘fixity’ of rural backwaters, spectacular cities are volatile domains where all that is solid continues to melt into air with the aid of jackhammers and the latest ‘new media’ potentially result in a hypereality that make it difficult to determine what is real and what is not (Wark 22; Berman 19). The spectacular city embodies a dialectic. It is anomic because it induces an alienation in the spectator, a fatigue attributable to media satiation and to a sense of being a mere cog in a wheel, a disempowered and readily-replaceable entity that is denied personhood–recognition as an autonomous individual–through subjection to a Fordist and post-Fordist industrial discipline or the more insidious imprisonment of being ‘a housewife’, one ant in a very large ant hill (Dyer-Witheford 58). People, however, are not automatons: they experience media, modernity and urbanism in different ways. The same attributes that erode the selfhood of some people enhance the autonomy and personhood of others. The spectacular city, now a matrix of digits, information flows and opportunities, is a realm in which people can subvert expectations and find scope for self-fulfillment, whether by wearing a hoodie that defeats CCTV or by using digital technologies to find and associate with other members of stigmatized affinity groups. One person’s anomie is another’s opportunity. Ambience and Virtualisation Eighty years after Fritz Lang’s Metropolis forecast a cyber-sociality, digital technologies are resulting in a ‘virtualisation’ of social interactions and cities. In post-modern cityscapes, the space of flows comprises an increasing number of electronic exchanges through physically disjointed places (Castells 2002). Virtualisation involves supplementation or replacement of face-to-face contact with hypersocial communication via new media, including SMS, email, blogging and Facebook. In 2010 your friends (or your boss or a bully) may always be just a few keystrokes away, irrespective of whether it is raining outside, there is a public transport strike or the car is in for repairs (Hassan 69; Baron 215). Virtualisation also involves an abstraction of bodies and physical movements, with the information that represents individual identities or vehicles traversing the virtual spaces comprised of CCTV networks (where viewers never encounter the person or crowd face to face), rail ticketing systems and road management systems (x e-Tag passed by this tag reader, y camera logged a specific vehicle onto a database using automated number-plate recognition software) (Wood 93; Lyon 253). Surveillant Cities Pervasive anxiety is a permanent and recurrent feature of urban experience. Often navigated by an urgency to control perceived disorder, both physically and through cultivated dominant theory (early twentieth century gendered discourses to push women back into the private sphere; ethno-racial closure and control in the Black Metropolis of 1940s Chicago), history is punctuated by attempts to dissolve public debate and infringe minority freedoms (Wilson 1991). In the Post-modern city unprecedented technological capacity generates a totalizing media vector whose plausible by-product is the perception of an ambient menace (Wark 3). Concurrent faith in technology as a cost-effective mechanism for public management (policing, traffic, planning, revenue generation) has resulted in emergence of the surveillant city. It is both a social and architectural fabric whose infrastructure is dotted with sensors and whose people assume that they will be monitored by private/public sector entities and directed by interactive traffic management systems – from electronic speed signs and congestion indicators through to rail schedule displays –leveraging data collected through those sensors. The fabric embodies tensions between governance (at its crudest, enforcement of law by police and their surrogates in private security services) and the soft cage of digital governmentality, with people being disciplined through knowledge that they are being watched and that the observation may be shared with others in an official or non-official shaming (Parenti 51; Staples 41). Encounters with a railway station CCTV might thus result in exhibition of the individual in court or on broadcast television, whether in nightly news or in a ‘reality tv’ crime expose built around ‘most wanted’ footage (Jermyn 109). Misbehaviour by a partner might merely result in scrutiny of mobile phone bills or web browser histories (which illicit content has the partner consumed, which parts of cyberspace has been visited), followed by a visit to the family court. It might instead result in digital viligilantism, with private offences being named and shamed on electronic walls across the global village, such as Facebook. iPhone Auteurism Activists have responded to pervasive surveillance by turning the cameras on ‘the watchers’ in an exercise of ‘sousveillance’ (Bennett 13; Huey 158). That mirroring might involve the meticulous documentation, often using the same geospatial tools deployed by public/private security agents, of the location of closed circuit television cameras and other surveillance devices. One outcome is the production of maps identifying who is watching and where that watching is taking place. As a corollary, people with anxieties about being surveilled, with a taste for street theatre or a receptiveness to a new form of urban adventure have used those maps to traverse cities via routes along which they cannot be identified by cameras, tags and other tools of the panoptic sort, or to simply adopt masks at particular locations. In 2020 can anyone aspire to be a protagonist in V for Vendetta? (iSee) Mirroring might take more visceral forms, with protestors for example increasingly making a practice of capturing images of police and private security services dealing with marches, riots and pickets. The advent of 3G mobile phones with a still/video image capability and ongoing ‘dematerialisation’ of traditional video cameras (ie progressively cheaper, lighter, more robust, less visible) means that those engaged in political action can document interaction with authority. So can passers-by. That ambient imaging, turning the public gaze on power and thereby potentially redefining the ‘public’ (given that in Australia the community has been embodied by the state and discourse has been mediated by state-sanctioned media), poses challenges for media scholars and exponents of an invigorated civil society in which we are looking together – and looking at each other – rather than bowling alone. One challenge for consumers in construing ambient media is trust. Can we believe what we see, particularly when few audiences have forensic skills and intermediaries such as commercial broadcasters may privilege immediacy (the ‘breaking news’ snippet from participants) over context and verification. Social critics such as Baudelaire and Benjamin exalt the flaneur, the free spirit who gazed on the street, a street that was as much a spectacle as the theatre and as vibrant as the circus. In 2010 the same technologies that empower citizen journalism and foster a succession of velvet revolutions feed flaneurs whose streetwalking doesn’t extend beyond a keyboard and a modem. The US and UK have thus seen emergence of gawker services, with new media entrepreneurs attempting to build sustainable businesses by encouraging fans to report the location of celebrities (and ideally provide images of those encounters) for the delectation of people who are web surfing or receiving a tweet (Burns 24). In the age of ambient cameras, where the media are everywhere and nowhere (and micro-stock photoservices challenge agencies such as Magnum), everyone can join the paparazzi. Anyone can deploy that ambient surveillance to become a stalker. The enthusiasm with which fans publish sightings of celebrities will presumably facilitate attacks on bodies rather than images. Information may want to be free but so, inconveniently, do iconoclasts and practitioners of participatory panopticism (Dodge 431; Dennis 348). Rhetoric about ‘citizen journalism’ has been co-opted by ‘old media’, with national broadcasters and commercial enterprises soliciting still images and video from non-professionals, whether for free or on a commercial basis. It is a world where ‘journalists’ are everywhere and where responsibility resides uncertainly at the editorial desk, able to reject or accept offerings from people with cameras but without the industrial discipline formerly exercised through professional training and adherence to formal codes of practice. It is thus unsurprising that South Australia’s Government, echoed by some peers, has mooted anti-gawker legislation aimed at would-be auteurs who impede emergency services by stopping their cars to take photos of bushfires, road accidents or other disasters. The flipside of that iPhone auteurism is anxiety about the public gaze, expressed through moral panics regarding street photography and sexting. Apart from a handful of exceptions (notably photography in the Sydney Opera House precinct, in the immediate vicinity of defence facilities and in some national parks), Australian law does not prohibit ‘street photography’ which includes photographs or videos of streetscapes or public places. Despite periodic assertions that it is a criminal offence to take photographs of people–particularly minors–without permission from an official, parent/guardian or individual there is no general restriction on ambient photography in public spaces. Moral panics about photographs of children (or adults) on beaches or in the street reflect an ambient anxiety in which danger is associated with strangers and strangers are everywhere (Marr 7; Bauman 93). That conceptualisation is one that would delight people who are wholly innocent of Judith Butler or Andrea Dworkin, in which the gaze (ever pervasive, ever powerful) is tantamount to a violation. The reality is more prosaic: most child sex offences involve intimates, rather than the ‘monstrous other’ with the telephoto lens or collection of nastiness on his iPod (Cossins 435; Ingebretsen 190). Recognition of that reality is important in considering moves that would egregiously restrict legitimate photography in public spaces or happy snaps made by doting relatives. An ambient image–unposed, unpremeditated, uncoerced–of an intimate may empower both authors and subjects when little is solid and memory is fleeting. The same caution might usefully be applied in considering alarms about sexting, ie creation using mobile phones (and access by phone or computer monitor) of intimate images of teenagers by teenagers. Australian governments have moved to emulate their US peers, treating such photography as a criminal offence that can be conceptualized as child pornography and addressed through permanent inclusion in sex offender registers. Lifelong stigmatisation is inappropriate in dealing with naïve or brash 12 and 16 year olds who have been exchanging intimate images without an awareness of legal frameworks or an understanding of consequences (Shafron-Perez 432). Cameras may be everywhere among the e-generation but legal knowledge, like the future, is unevenly distributed. Digital Handcuffs Generations prior to 2008 lost themselves in the streets, gaining individuality or personhood by escaping the surveillance inherent in living at home, being observed by neighbours or simply surrounded by colleagues. Streets offered anonymity and autonomy (Simmel 1903), one reason why heterodox sexuality has traditionally been negotiated in parks and other beats and on kerbs where sex workers ply their trade (Dalton 375). Recent decades have seen a privatisation of those public spaces, with urban planning and digital technologies imposing a new governmentality on hitherto ambient ‘deviance’ and on voyeuristic-exhibitionist practice such as heterosexual ‘dogging’ (Bell 387). That governmentality has been enforced through mechanisms such as replacement of traditional public toilets with ‘pods’ that are conveniently maintained by global service providers such as Veolia (the unromantic but profitable rump of former media & sewers conglomerate Vivendi) and function as billboards for advertising groups such as JC Decaux. Faces encountered in the vicinity of the twenty-first century pissoir are thus likely to be those of supermodels selling yoghurt, low interest loans or sportsgear – the same faces sighted at other venues across the nation and across the globe. Visiting ‘the mens’ gives new meaning to the word ambience when you are more likely to encounter Louis Vuitton and a CCTV camera than George Michael. George’s face, or that of Madonna, Barack Obama, Kevin 07 or Homer Simpson, might instead be sighted on the tshirts or hoodies mentioned above. George’s music might also be borne on the bodies of people you see in the park, on the street, or in the bus. This is the age of ambient performance, taken out of concert halls and virtualised on iPods, Walkmen and other personal devices, music at the demand of the consumer rather than as rationed by concert managers (Bull 85). The cost of that ambience, liberation of performance from time and space constraints, may be a Weberian disenchantment (Steiner 434). Technology has also removed anonymity by offering digital handcuffs to employees, partners, friends and children. The same mobile phones used in the past to offer excuses or otherwise disguise the bearer’s movement may now be tied to an observer through location services that plot the person’s movement across Google Maps or the geospatial information of similar services. That tracking is an extension into the private realm of the identification we now take for granted when using taxis or logistics services, with corporate Australia for example investing in systems that allow accurate determination of where a shipment is located (on Sydney Harbour Bridge? the loading dock? accompanying the truck driver on unauthorized visits to the pub?) and a forecast of when it will arrive (Monmonier 76). Such technologies are being used on a smaller scale to enforce digital Fordism among the binary proletariat in corporate buildings and campuses, with ‘smart badges’ and biometric gateways logging an individual’s movement across institutional terrain (so many minutes in the conference room, so many minutes in the bathroom or lingering among the faux rainforest near the Vice Chancellery) (Bolt). Bright Lights, Blog City It is a truth universally acknowledged, at least by right-thinking Foucauldians, that modernity is a matter of coercion and anomie as all that is solid melts into air. If we are living in an age of hypersocialisation and hypercapitalism – movies and friends on tap, along with the panoptic sorting by marketers and pervasive scrutiny by both the ‘information state’ and public audiences (the million people or one person reading your blog) that is an inevitable accompaniment of the digital cornucopia–we might ask whether everyone is or should be unhappy. This article began by highlighting traditional responses to the bright lights, brashness and excitement of the big city. One conclusion might be that in 2010 not much has changed. Some people experience ambient information as liberating; others as threatening, productive of physical danger or of a more insidious anomie in which personal identity is blurred by an ineluctable electro-smog. There is disagreement about the professionalism (for which read ethics and inhibitions) of ‘citizen media’ and about a culture in which, as in the 1920s, audiences believe that they ‘own the image’ embodying the celebrity or public malefactor. Digital technologies allow you to navigate through the urban maze and allow officials, marketers or the hostile to track you. Those same technologies allow you to subvert both the governmentality and governance. You are free: Be ambient! References Baron, Naomi. Always On: Language in an Online and Mobile World. New York: Oxford UP, 2008. Bauman, Zygmunt. 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Анотація:
Few epidemiological studies have discussed the gender-specific prevalence of ischemic heart disease (IHD). We aimed to investigate the gender-specific prevalence of IHD among Saudi patients visiting the emergency department and if it is affected by diabetes mellitus and/or hypertension. Three hundred patients were recruited from Prince Sultan Cardiac Center in Al Ahsa, KSA. Hypertension was identified as systolic pressure equal to or more than 140 mmHg and/or diastolic pressure equal to or more than 90 mmHg or by the patient currently being on antihypertensive medication, and coronary artery disease (CAD) was diagnosed by electrocardiogram, cardiac markers, cardiac exercise testing or coronary angiography. Hypertension was found in 80% of males and 72% of females. A significantly higher rate of diabetes was noted in females (62%) compared to males (48%) (p<0.012). Co-existing diabetes and hypertension was found in 70% of females as compared to 38% of males. The occurrence of IHD in males was significantly higher than that in females (p<0.001). However, the incidence of myocardial infarction was greater in females (52%) compared to males (38%) (p<0.035). Co-existing hypertension and diabetes may affect the gender prevalence of myocardial infarction among emergency department patients, with more infarctions being noted among females. This finding helps to guide the treatment strategy for both genders.
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