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1

Riches, Peter. "A breach too far? East Norfolk's place in William Smith's search for success." Earth Sciences History 35, no. 1 (January 1, 2016): 145–66. http://dx.doi.org/10.17704/1944-6187-35.1.145.

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William Smith (1769–1839) played an important role in the defence of the fourteen kilometers of coast between Winterton and Eccles, in East Norfolk, UK between 1803 and 1809. Although now known as a geologist, he earned much of his income as an engineer. Smith's main job was to repair the breaches in the Sandhills (sand dunes) that protected farmed lowland behind from sea flooding. At the same time, Smith became involved in several drainage projects in marshes behind the sand dunes which were instigated by ambitious and acquisitive landowners. Smith's nephew, John Phillips (1800–1874), gave a glowing but incomplete account of Smith's East Norfolk work in his Memoir. However, an analysis of the extensive archives in: the Norfolk Record Office, the William Smith Collection in the Oxford University Museum of Natural History and contemporary local newspapers has revealed that after apparent initial success, Smith's work on the Sandhills became more problematical, both technically and financially, and his relationships with local landowners, for whom he worked, became increasingly fractured. The Sandhills work was Smith's first coastal engineering project and, through a combination of his own inexperience and his oversimplification of the coastal processes, his designs did not provide a permanent solution to the erosion of the Sandhills by sea surges nor were his designs retained in subsequent years. Comparison of Smith's design concepts with those used by other contemporary engineers reveal that Smith's limited technical success came from a major earthmoving program to infill the Gaps (breaches) in the Sandhills and the adoption of care and maintenance programs to sustain the sea defences, rather than from any innovative engineering.
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2

Bansal, Pooja, Virendra Nath, and Neerja Pande. "Bryum dunense Smith et Whitehouse (Bryophyta: Bryaceae): New to Central India." Proceedings of the National Academy of Sciences, India Section B: Biological Sciences 82, no. 3 (June 7, 2012): 453–54. http://dx.doi.org/10.1007/s40011-012-0044-y.

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3

Wright, H. E., J. C. Almendinger, and J. Grüger. "Pollen Diagram from the Nebraska Sandhills and the Age of the Dunes." Quaternary Research 24, no. 1 (July 1985): 115–20. http://dx.doi.org/10.1016/0033-5894(85)90087-0.

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Radiocarbon dates of organic alluvium beneath as much as 40 m of dune sand along the Dismal River have led to the suggestion that the Nebraska Sandhills date from the Holocene rather than the last glacial period. On the other hand, the basal layers of lake and marsh deposits in interdune depressions at three localities date in the range of 9000 to 12,000 yr B.P., implying a pre-Holocene age for the sand dunes. A pollen diagram for one of these sites, Swan Lake, indicates prairie vegetation throughout the last 9000 yr, with no suggestion that the landscape was barren enough to permit the shaping of the massive dunes characterizing the area. Sand was not transported across the site during the Holocene, either during the marsh phase, which lasted until 3700 yr B.P., or during the subsequent lake phase. The sand that buries the alluvium along the Dismal River may represent only local eolian activity, or it may indicate that the younger of the two main dune series identified by H. T. U. Smith (1965, Journal of Geology 73, 557–578) is Holocene in age, and the older one Late Wisconsin in age.
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4

Ratton, Philipe, Tobias Bernward Bleninger, Rodrigo Bahia Pereira, and Fábio Veríssimo Gonçalves. "Bedload Sediment Transport Estimation in Sand-Bed Rivers Comparing Traditional Methods and Surrogate Technologies." Applied Sciences 13, no. 1 (December 20, 2022): 5. http://dx.doi.org/10.3390/app13010005.

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Bedload sediment transport in rivers can cause impacts, such as bed erosion/deposition, sandbank formation and changes in flow capacity. Bedload sampling techniques have limitations related to spatial and temporal resolution. These constraints are more relevant in rivers with dunes and high sediment transport. This paper presents a comparison between bedload transport rates estimated with direct and indirect methods in a river with sand dunes. The case study area is a stretch of the Taquari River, in Brazil. Surveys were carried out on three consecutive days, during a flood season. A SonTek M9-ADCP with HydroSurveyor capabilities activated was used to simultaneously measure bathymetry and water velocities throughout a river reach, and also to perform moving-bed tests at six verticals along a predefined cross-section. A mechanical trap (Helley–Smith) was used to collect bedload samples at the same time and positions where the moving-bed tests were performed. Sediment transport was calculated and compared following different approaches: (1) ADCP-BT (Bottom Tracking); (2) modified ISSDOTv2 method (dune tracking); (3) HelleySmith mechanical trap; (4) and five empirical equations. The results showed good agreement between the methodologies, indicating the potential of using ADCPs for hydro sedimentological studies due to the advantages of integrating bathymetry, flow velocity and bedload data.
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5

Anzah, Faisal, Joshua Brian Hodge, and Richard W. Dixon. "H.T.U. Smith (1965) dune morphology and chronology in central and western Nebraska. The Journal of Geology 73(4): 557–578." Progress in Physical Geography: Earth and Environment 43, no. 6 (December 2019): 855–61. http://dx.doi.org/10.1177/0309133319889047.

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Climatic geomorphologists, and eolian geomorphologists in particular, have always been interested in studying dunes to understand and construct past climatic conditions. Smith’s 1965 paper presents an excellent example of a reconnaissance piece of scientific work that set the foundation for (1) using aerial photo-interpretation to provide chronological information about dune fields; (2) the use of eolian processes and landforms as climate change indicators; and (3) extraterrestrial or planetary geomorphology. This article briefly describes Smith’s background, background on Nebraska Sand Hills, and the impact and legacy of Smith’s classic paper.
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6

Roberts, Christine, Oluna Ceska, Paul Kroeger, and Bryce Kendrick. "Macrofungi from six habitats over five years in Clayoquot Sound, Vancouver Island." Canadian Journal of Botany 82, no. 10 (October 1, 2004): 1518–38. http://dx.doi.org/10.1139/b04-114.

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Over 5 years, macrofungi from six habitats in Clayoquot Sound, Vancouver Island, British Columbia, were documented. Habitats were categorized as dune, spruce fringe, old-growth rainforest, second-growth forest, bog, or estuarine. All but the second-growth forest are natural ecosystems. A total of 551 taxa of macrofungi were recorded. Between 17% and 36% of the species in any one habitat were found only in that habitat. The most frequently encountered and ubiquitous species was Craterellus tubaeformis (Fr.) Quel., found in all years, habitats, and sites. Of the 551 taxa, only 28 were found every year, and 308 were found in only 1 year. Rare species that were recorded include Cordyceps ravenelii Berkeley & Curtis, Hygrophorus inocybiformis Smith, and Tricholoma apium Schaeffer in the dunes and Stereopsis humphreyi (Burt) Redhead in the spruce fringe. Similarities between habitats based on taxa in common showed that bog and estuarine habitats had only 9%–17% in common with each other and the other habitats, whereas dune, spruce fringe, and the two forest types shared 21%–31% of their species. Old-growth rainforest yielded approximately 4 times as many species as bog and estuarine habitats, and approximately 1.5 times as many as the other three habitats.Key words: Clayoquot Sound, Vancouver Island, macrofungi, habitats, biodiversity.
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7

Silva, Fabiana O., and Blandina F. Viana. "Os visitantes florais de Eriope blanchetii (Benth.)Harley (Labiatae) nas dunas de Abaeté, Salvador, Bahia." SITIENTIBUS série Ciências Biológicas 2, no. 1/2 (June 30, 2002): 3–10. http://dx.doi.org/10.13102/scb8228.

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Este estudo investiga as oscilações temporais na composição e atividade dos visitantes florais de Eriope blanchetii (Benth.)Harley, enfatizando a influência da duração e intensidade da floração na freqüência de visita das espécies de abelhas predominantes. As observações foram feitas entre outubro de 1999 e outubro de 2000, em uma população natural localizada na Área de Proteção Ambiental das Lagoas e Dunas do Abaeté - APA (12056’S, 38021’W), Salvador, Bahia. Foram coletados 354 insetos visitantes das flores de E. blanchetii, sendo os Hymenoptera o grupo predominante. As abelhas solitárias formam o grupo mais representativo (85%), do total de visitantes. Os demais insetos coletados (15%) incluem outros Hymenoptera como Formicidae (4%) e Vespoidea (4,5%), além das ordens Lepidoptera (4,25%), Diptera (1,7%) e Coleoptera (0,3%). As espécies predominantes foram Xylocopa cearensis Ducke, 1910 (28,32%), Pseudoaugochloropsis pandora Smith, 1853 (15,30 %) e Colletes petropolitanus Della Torre, 1896 (9,39%). Todas estão ativas durante todo o dia, em período coincidente com a antese na população. O número de abelhas visitantes é maior nas plantas com duração e intensidade de floração elevada. A diversidade e o número de abelhas visitantes elevam-se no período de pico, enquanto os demais insetos são mais abundantesdurante a baixa floração.
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8

Durbin, Richard D. "European Handbook of Plant Diseases. I. M. Smith , J. Dunez , D. H. Phillips , R. A. Lelliott , S. A. Archer." Quarterly Review of Biology 64, no. 2 (June 1989): 200. http://dx.doi.org/10.1086/416271.

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9

Melo, Amada Mariana Costa, Blandina F. Viana, and Edinaldo Luz Neves. "Análise do padrão de uso de recursos florais por duas espécies de Melipona Illiger, 1806 (Hymenoptera: Apidae) nas dunas interiores do médio Rio São Francisco, Bahia, Brasil." SITIENTIBUS série Ciências Biológicas 2, no. 1/2 (June 30, 2002): 17–22. http://dx.doi.org/10.13102/scb8230.

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As populações de Melipona (Eomelipona) asilvai Moure, 1971 e Melipona (Melipona) mandacaia Smith, 1863, residentes nas dunas interiores do médio Rio São Francisco, foram estudadas com o objetivo de verificar se essas abelhas apresentam baixa similaridade no uso de recursos tróficos. As abelhas foram coletadas nas flores utilizando-se redes entomológicas, das 6:00h às 17:00h, em uma área restrita (10 ha) com vegetação de caatinga, no período de fevereiro a dezembro de 2000. As plantas floridas foram coletadas, identificadas e o número de flores foi estimado. Amostrou-se um total de 131 indivíduos, sendo 53,4% de M. asilvai e 46,6% de M. mandacaia, visitando as flores de 14 espécies vegetais (7 famílias). As espécies vegetais predominantemente visitadas foram Byrsonima gardnerana Adr.Juss. (Malpighiaceae) (45,8%), Copaifera coriacea Mart. (Leguminosae: Caesalpinioideae) (12,2%) e Serjania comata Radlk. (Sapindaceae) (11,4%). As melíponas concentraram suas atividades em poucas espécies vegetais com floração massal e apresentaram maior atividade diária das 6:00h às 8:00h. Não houve relação entre o número de indivíduos coletados e o número de flores estimadas, sugerindo que a quantidade de recursos não foi limitante. O baixo valor de similaridade no uso de recursos tróficos sugere que essas espécies partilham recursos tróficos na área.
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10

Carmo, Marcos E. G. do, Fernanda C. da C. Kunizaki, Nara L. da S. Sousa, and Lincoln L. Romualdo. "Caracterização e Avaliação da Toxicidade de MP10 Presentes na Área Urbana de Catalão – GO Associados a Parâmetros Climatológicos." Revista Processos Químicos 14, no. 27 (June 15, 2020): 37–48. http://dx.doi.org/10.19142/rpq.v14i27.560.

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Este trabalho apresenta valores da variação de concentração, caracterização elementar e avaliação da toxidade in vitro no material particulado 10 μm (MP10) coletado em dois sítios na área urbana de Catalão-GO. O período amostrado foi entre 05/08/17 a 28/03/18. Os valores de concentração de MP10 estavam em conformidade com a legislação do CONAMA. A espectrometria de fluorescência de raios X identificou a presença majoritária de ferro e menores quantidades de fósforo e enxofre, caracterizando o MP10como resultado da ressuspenção de solo, emissão veicular e emissões do setor industrial. No estudo de toxidade verificou-se que o MP10 não inibiu o desenvolvimento de culturas bacterianas. Referências 1. Queiroz, P. G. M.; Jacomino, V. M. F.; Menezes, M. A. B.; Composição elementar do material particulado presente no aerossol atmosférico do município de Sete Lagoas, Minas Gerais. Química Nova, 2007, 30, 1233.2. Kim, K. H; Jahan, S. A.; Kabir, E. A review on human health perspective of air pollution with respect to allergies and asthma. Environment International, 2013, 59, 41. 3. Padula, A.; Yang, W.; Lurmann, F.; Balmes, J.; Hammond, S.; Shaw, G.; Prenatal exposure to air pollution, maternal diabetes and preterm birth, Environmental Research, 2019, 170, 160. 4. Binaku, K.; O’Brien, T.; Schmeling, M.; Fosco, T.; Statistical analysis of aerosol species, trace gasses, and meteorology in Chicago, Environmental Monitoring and Assessment, 2013, 185, 7295. 5. Almeida-Silva, M.; Canha, N.; Freitas, M. C.; Dung, H. M.; Dionísio, I.; Air pollution at an urban traffic tunnel in Lisbon, Portugal-an INNA study. Applied Radiation and Isotopes, 2011, 69, 1586.6. Marloes, E.; Gerard, H.; Olena, G. Molter, A.; Agius, Raymond.; Beelen, R.; Brunekreef, B.; Custovic, A.; Cyrys, J.; Fuertes, E.; Heinrich, J. Hoffmann, B.; Hoogh, K.; Jedynska, A.; Keuken, M.; Klumper, C.; Kooter, I.; Kramer, U.; Korek, M.; Koppelman, G. H.; Kuhlbusch, T. A. J.; Simpson, A.; Smit, H.A.; Tsai, M.; Wang, M.; Wolf, K.; Pershagen, G.; Gehring, U.; Elemental Composition of Particulate Matter and the Association with Lung Function. Empidemiology, 2014, 25, 648. 7. Baird, C.; Química Ambiental, Bookman: Porto Alegre, 2002.8. Ruckerl, R.; Schneider, A.; Breitner, S,; et. al. Health effects of particulate air pollution: A review of epidemiological evidence. Inhal Toxicol, 2011, 23, 555.9. Gavinier S, Nascimento L. Particulate matter and hospital admissions due to ischemic heart disease in Sorocaba, SP. Rev. Ambient. Água. 2014, 8, 228. 10. Nascimento, L. Air pollution and cardiovascular hospital admissions in a medium-sized city in São Paulo State, Brazil. Braz J Med Biol Res. 2011, 44, 720.11. Machin, A.; Nascimento L. Effects of exposure to air pollutants on children’s health in Cuiabá, Mato Grosso State, Brazil. Cad Saúde Pública [online], 2018, 34. 12. Liu, H.; Dunea, D.; Iordache, S.; Pohoata, A. A Review of Airborne Particulate Matter Effects on Young Children’s Respiratory Symptoms and Diseases. Atmosphere, 2018, 9, 150. 13. Grineski, S.; Collins, T.; Morales, D.; Asian Americans and disproportionate exposure to carcinogenic hazardous air pollutants: A national study, Social Science e Medicine, 2017, 185, 71. 14. Mutlu, E.; Comba, I.; Cho, T.; Engen, P.; Yazici, C.; Soberanes, S.; Hamanaka, R.; Nigdelioglu, R.; Meliton, A.; Ghio, A.; Budinger, S.; Mutlu, G.; Inhalational exposure to particulate matter air pollution alters the composition of the gut microbiome, Environmental Pollution, 2018, 240, 817. 15. Shah, M.; Shaheen-Nazir, R. Assessment of the trace elements level in urban atmospheric particulate matter and source apportionment Islamabad, Pakistan. Atmospheric Pollution Research, 2012, 3, 39.16. Vellingiri, K.; Kim, K.; Ma, C.; Kang, C.; Lee, J.; Kim, I.; Brown, R.; Ambient particulate matter in a central urban area of Seoul, Korea. Chemosphere, 2015, 119, 812.17. Hassan, H.; Kumar, P.; Kakosimos, K.; Flux estimation of fugitive particulate matter emissions from loose Calcisols at construction sites, Atmospheric Environment, 2016, 141, 96. 18. Caixeta, D.; Silva T.; Santana, F.; Almeida, W.; Quality monitoring indoor air of a school of public network located in the city of Cuiaba-MT. Engineering and Science, 2016, 1, 20.19. Smets, W.; Moretti, S.; Denys, S. Airborne bacteria in the atmosphere: Presence, purpose, and potential. Atmospheric Environment, 2016, 139, 214. 20. Maki, T.; Hara, K.; Kobayashi, F. et al. Vertical distribution of airborne bacterial communities in an Asian-dust downwind area, Noto Peninsula. Atmospheric Environment, 2015, 119, 282. 21. Maki, T.; Kakikawa, M.; Kobayashi, F; Yamada, M.; Atsushi, M.; Hasegawa, H.; Iwasaka, Y.; Assessment of composition and origin of airborne bacteria in the free troposphere over Japan. Atmospheric Environment, 2013, 74, 73. 22. Pereira, P.; Lopes, W.; Carvalho, L.; Rocha, G.; Bahia, N.; Loyola, J.; Quiterio, S.; Escaleira, V.; Arbilla, G.; Andrade, J.; Atmospheric concentrations and dry deposition fluxes of particulate trace metals in Salvador, Bahia, Brazil, Atmospheric Environment, 2007, 41, 7837. 23. Romualdo, L.; Santos, R.; Lima, F.; Andrade, L.; Ferreira, I.; Pozza, S.; Environmental Impact Monitoring of a Minero-Chemical Complex in Catalão Urban Area of PTS, PM10 and PM2.5 by EDX Characterization, Chemical Engineering transactions, 2015, 43, 1909.24. Sousa, N.; Análise físico-química e toxicidade do material particulado (MP10) no ar atmosférico em Catalão – GO, Dissertação (Mestrado) - Curso de Química, Universidade Federal de Goiás, Catalão, 2018, 87.25. SILVA, A. C. N.; BERNARDES, R. S.; MORAES, L. R. S.; DOS REIS, J. D. P. “Critérios adotados para seleção de indicadores de contaminação ambiental relacionados aos resíduos sólidos de serviços de saúde: uma proposta de avaliação”. Cad. Saúde Pública, 18:1401-1409, 2002.26. Morris, A.; Beck, J.; Schloss, P.; Campbell, T.; Crothers, K.; Curtis, J.; Flores, S.; Fontenot, A.; Ghedin, E.; Huang, L.; Jabloski, K.; Kleerup, E.; Lynch, S.; Sodergreen, E.; Twigg, H.; Young, V.; Bassis, C.; Venkataraman, A.; Schmidt, T.; Weinstock, G.;. Comparison of the respiratory microbiome in healthy nonsmokers and smokers, American Jounal Respiratory and Critical Care Medicine, 2013, 15, 1067.
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11

Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Seabeach Evening Primrose, Oenothera humifusa." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg177-2018.

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Seabeach evening primrose is found in beach dunes throughout coastal counties in Florida, west to Louisiana,and as far north as New Jersey.https://edis.ifas.ufl.edu/sg177 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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12

Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Squareflower, Paronychia erecta." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg179-2018.

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Squareflower is found in beach dunes, coastal grasslands, and scrub. This plant is an endemic restricted to the coastal Panhandle of Florida, counties west of the Big Bend region, and west to Louisiana. The square outline of the inflorescence is unique and makes squareflower a desirable plant for coastal landscapes.https://edis.ifas.ufl.edu/sg179 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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13

Miller, Debbie, Mack Thetford, Chris Verlinde, and Gabriel Campbell. "Atlantic St. John's Wort, Hypericum tenuifolium Synonym: Hypericum reductum." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg170-2018.

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Анотація:
Atlantic St. John’s wort occurs throughout Florida and more broadly west to Alabama and northeast to North Carolina on beach dunes and scrub plant communities frequently associated with wet depression areas. Hypericum is a large genus of plants with 31 species in Florida alone (Wunderlin et al. 2017). This plant is a prolific flower producer that attracts numerous pollinators.https://edis.ifas.ufl.edu/sg170 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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14

Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Bitter Panicgrass, Bitter Panicum, Panicum amarum." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg178-2018.

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Bitter panicgrass is important in dune stabilization and building and often grows intermixed with sea oats onforedunes. It is also found spread throughout back dunes, interdunal swales, and coastal grasslands. This plantoccurs throughout coastal Florida, except for the Big Bend coast, west to New Mexico, and along coastal northeast states to Massachusetts. A significant proportion of bitter panicgrass reproduction is by vegetative spread; its seeds are often sterile.https://edis.ifas.ufl.edu/sg178 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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15

"Dundes' Allomotifs and Female Audiences: A Reading of Perrault'sLes FéesRose Lovell-Smith." Fabula 37, no. 3-4 (January 1996): 241–47. http://dx.doi.org/10.1515/fabl.1996.37.3-4.241.

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16

Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Sand Live Oak, Quercus geminata." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg182-2018.

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Анотація:
Sand live oak is found throughout northern Florida, more broadly west to Louisiana, and northeast to NorthCarolina. It is found in beach dunes, backdunes, sandhills, coastal areas, and inland areas with deep sandy soils.While this plant forms trees farther inland, it is commonly reduced to shrubs and sub-shrubs because of the extreme environmental conditions of the coast. The acorns of this plant are a valuable food source for wildlife. Sand live oak is available also in commercial nurseries and is often used as a landscape plant.https://edis.ifas.ufl.edu/sg182 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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17

Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Gulf Bluestem, Maritime Bluestem, Schizachyrium maritimum." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg184-2018.

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Gulf bluestem occurs throughout the Florida Panhandle and in neighboring coastal states. Gulf bluestem helpsstabilize dunes, forms thick stands in areas leeward of slopes (Craig 1991), replaces sea oats as the dominant species on protected foredunes behind a seaward ridge after 2 to 17 years (Johnson 1997), and occurs throughout flatwoods and disturbed areas. This plant is very closely related to little bluestem (Schizachyrium scoparium), and its taxonomic position is not entirely agreed upon by taxonomists; hence information may also be located using the taxonomic synonym Schizachyrium scoparium var. scoparium.https://edis.ifas.ufl.edu/sg184 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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18

Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Seaside Goldenrod, Solidago sempervirens." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg185-2018.

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Seaside goldenrod is highly tolerant of both saline soils and salt spray and is usually found on beach dunes, tidal marshes, and disturbed areas throughout coastal areas from Mexico North to Maine and on islands in the Bahamas. It is a prolific flower- and seed-producer. It attracts many pollinators, including birds, native bees, honey bees, butterflies (especially Monarch butterflies), and beneficial insects. The flowers are an important food/energy source for fall migrating monarch butterflies traveling the Atlantic coastal flyway (Sheahan 2014).https://edis.ifas.ufl.edu/sg185 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Coastal Groundcherry, Physalis angustifolia." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg180-2018.

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Coastal groundcherry occurs on beach dunes, coastal grasslands, coastal scrub, and disturbed areas. This plantis found throughout coastal counties on the west coast of Florida—except for the Big Bend region and the extreme southeasternmost counties—and more broadly west to Louisiana. Threatened and endangered beach mice and many other animals rely on this plant as a food source. Plants can be longed-lived and form relatively thick tuberous roots. Coastal groundcherry can hybridize with other Physalis species, particularly with P. viscosa, and has long frustrated plant taxonomists because of the inherent variation within the genus (Sullivan 1985).https://edis.ifas.ufl.edu/sg180 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Sea Oats, Uniola paniculata." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg186-2018.

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Sea oats occur throughout Florida on beach dunes and beaches and on coastal areas west to Texas and north to Maryland. Sea oats are vital dune builders that accumulate sand and prevent erosion due to wind, waves, and large storms. As sand is trapped by the long leaves of sea oats, vertical growth is stimulated, and rooting occurs at the buried nodes. This plant is extremely drought- and salt-tolerant, grows up to the high tide line of beaches, and propagates both vegetatively and by seed in the wild (Shadow 2007).https://edis.ifas.ufl.edu/sg186 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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"David MacLeish Smith, 9 June 1900 - 3 August 1986." Biographical Memoirs of Fellows of the Royal Society 33 (December 1987): 603–17. http://dx.doi.org/10.1098/rsbm.1987.0021.

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David MacLeish Smith was born on 9 June 1900 in Elgin, Scotland. His parents were David Thompson Smith and Mary Millar Pennycook. He had one sister, Helen, who is still alive. His father’s ancestors were town dwellers from Dundee and Paisley and his mother’s family were farmers in East Perthshire. He attended the local East End elementary school of 500 pupils of which his father was headmaster until his death in 1911. David was considered a very bright boy and had reached the top class when his father died. His sister remembers that on holidays in Lossiemouth he usually played by him self, flying his kites from the sand dunes and constructing dams across the rocks. After his father died the family moved to Blairgowrie, Perthshire, and lived in a rather isolated house named ‘Tullyneddie Cottage’ with two aunts. He and his sister played in an adjoining farm, helping with milking the cows and other farm work. His sister remembers that he was very interested in the farming machinery. He went to Blairgowrie High School from 1912 to 1917 and was a very good pupil, outstanding in mathematics and science, as well as very good at English. His mathematics master took a great interest in him and they later became very good friends. When he was 14 years old he read a book entitled How it works by Archibald Williams. At the end of the book was a competition for boys of his age based on the contents. He won the competition and his family were delighted when the result appeared in the London Times . From this time onwards he never wavered in his determination to become an engineer. He was a quiet boy and did not make many intimate friends. From a very early age he had a remarkable memory for anything that interested him.
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Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Seacoast Marshelder, Iva imbricata." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg174-2018.

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Seacoast marshelder is an important plant for dune restoration, stabilization, and formation because of itsability to trap sand. It grows on foredunes and forms low, rounded dunes as sand accumulates (Craig 1991). As the aboveground portions of the plant become buried by sand, rooting is stimulated in stem tissue (Craig 1975). This gives the appearance that the plant is rhizomatous when in fact it is the sand burial resulting in the presence of below-ground stems. This plant occurs throughout coastal Florida (except for the Big Bend coast) and in coastal southeastern states west to Texas and northeast to Virginia.https://edis.ifas.ufl.edu/sg174 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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Miller, Debbie, Mack Thetford, Chris Verlinde, Gabriel Campbell, and Ashlynn Smith. "Gulf Coast Lupine, Lupinus westianus var. westianus." EDIS 2018, no. 5 (October 4, 2018). http://dx.doi.org/10.32473/edis-sg175-2018.

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Gulf coast lupine (Lupinus westianus var. westianus) is listed as threatened by the Plants in the Preservation of Native Flora of Florida Act, Chapter 5B-40, Florida Administrative Code, 1998, amended (Wunderlin et al. 2017). The species is endemic to coastal counties in the western Panhandle of Florida. Two disjunct populations are noted with Lupinus westianus var. aridorum occurring only in the central peninsula of Florida. Gulf coast lupine occurs in beach dunes, coastal grasslands, coastal scrub, sandhills, and disturbed areas such as roadsides. Gulf coast lupine can be distinguished from a similar lupine (L. diffusus) by the lack of a petiole. Several pollinators are sustained by gulf coast lupine, and the inflorescences are remarkably showy. Lupines form symbiotic relationships with nitrogen-fixing microorganisms within the soil (Gutiérrez Mañero et al. 2003).https://edis.ifas.ufl.edu/sg175 This publication is derived from information in SGEB-75/SG156, Dune Restoration and Enhancement for the Florida Panhandle, by Debbie Miller, Mack Thetford, Christina Verlinde, Gabriel Campbell, and Ashlynn Smith. https://edis.ifas.ufl.edu/sg156.
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Kim, Chi-Hoon. "The Power of Fake Food: Plastic Food Models as Tastemakers in South Korea." M/C Journal 17, no. 1 (March 16, 2014). http://dx.doi.org/10.5204/mcj.778.

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“Oh, look at the size of that abalone!”“The beef looks really tasty!”“I really want to eat some!” I am standing in front of a glass case framing the entrance of a food court at Incheon International Airport, South Korea (henceforth Korea). I overhear these exclamations as I watch three teenage girls swarm around me to press their faces against the glass. The case is filled with Korean dishes served in the adjacent food court with brief descriptions and prices. My mouth waters as I lay my eyes on dishes such as bibimbap (rice mixed with meat, vegetables, and a spicy pepper paste called gochujang) and bulgogi (thinly sliced marinated beef) over the teenagers’ shoulders. But alas, we are all deceived. The dishes we have been salivating over are not edible. They are in fact fake, made from plastic. Why have inedible replicas become normalized to stand in for real food? What are the consequences of the proliferation of fake food models in the culinary landscape? And more importantly, why do plastic foods that fall outside the food cycle of production, preparation, consumption, and waste have authority over the way we produce, prepare, and consume food? This paper examines Korean plastic food models as tastemakers that standardize food production and consumption practices. Plastic food both literally and figuratively orders gustatory and aesthetic taste and serves as a tool for social distinction within Korean culinary culture. Firstly, I will explore theoretical approaches to conceptualizing plastic food models as tastemakers. Then, I will examine plastic food models within the political economy of taste in Korea since the 1980s. Finally, I will take a close look into three manufacturers’ techniques and approaches to understand how plastic foods are made. This analysis of the Korean plastic food model industry is based on a total of eight months of fieldwork research and semi-structured interviews conducted from December 2011 to January 2012 with three of the twelve manufacturers in Seoul, South Korea. To protect the identity of my informants, I refer to them as the Pioneer (37 years of experience), Exporter (20 years of experience), and Franchisor (10 years of experience). The Pioneer, a leading food model specialist, was one of the first Korean manufactures who produced Korean models for domestic consumption. His models can be found in major museums and airports across the country. The Exporter is famous for inventing techniques and also producing for a global market. Many of her Korean models are displayed in restaurants in North America and Europe. The Franchisor is one of the largest producers for mid-range chain restaurants and cafes around the nation. His models are up-to-date with current food trends and are showcased at popular franchises. These three professionals not only have gained public recognition as plastic food experts through public competitions, mass media coverage, and government commissioned work but also are known to produce high-quality replicas by hand. Therefore, these three were not randomly selected but chosen to consider various production approaches, capture generational difference, and trace the development of the industry since the late 1970s. Plastic Food Models as Objects of Inquiry Plastic foods are created explicitly for the purpose of not being eaten, however, they impart “taste” in two major ways. Firstly, food models regulate the perception of gustatory and aesthetic taste by communicating flavors, mouth-feel, and visual properties of food through precise replicas. Secondly, models influence social behavior by defining what is culturally and politically appropriate. Food models are made with a variety of materials found in nature (wood, metal, precious stones, and cloth), edible matter (sugar, marzipan, chocolate, and butter), and inedible substances (plastic and wax). Among these materials, plastic is ideal because it creates the most durable and vivid three-dimensional models. Plastic can be manipulated freely with the application of heat and requires very little maintenance over time. Plastic allows for more precise molding and coloring, producing replicas that look more real than the original. Some may argue that fake models are mere hyper-real objects since the real and the simulation are seamlessly melded together and reproductions hold more power over the way reality is experienced (Baudrillard). Post-modern scholars such as Jean Baudrillard and Umberto Eco argue that the production of an absolute fake to satisfy the need for the real results in the rise of simulacra, which are representations that never existed or no longer have an original. I, however, argue that plastic foods within the Korean context rely heavily on originals and reinforce the authority of the original. The analysis of plastic food models can be conceptualized within the broader theoretical framework of uneaten food. This category encompasses food that is elaborately prepared for ritual but discarded, and foods that are considered inedible in different cultural contexts due to religion, customs, politics, and social norms (Douglas; Gewertz and Errington; Harris et al.; Messer; Rath). Analyzing plastic food models as a part of the uneaten food economy opens up analysis of the interrelationship between the physical and conceptual realms of food production and consumption. Although plastic models fall outside the bounds of the conventional food cycle, they influence each stage of this cycle. Food models can act as tools to inform the appropriate aesthetic characteristics of food that guide production. The color and shape can indicate ripeness to inform farming and harvesting methods. Models also act as reference points that ultimately standardize recipes and cooking techniques during food preparation. In restaurants displaying plastic food, kitchen staff use the models to ensure consistency and uniform presentation of dishes. Models often facilitate food choice by offering information on portion size and ingredients. Finally, as food models become the gold standard in the production, preparation, and consumption of food, they also dictate when to discard the “incorrect” looking food. The primary power of plastic food models as tastemakers lies in their ability to seamlessly stand in for the original. Only fake models that are spitting images of the real have the ability to completely deceive the viewer. In “The Work of Art in the Age of Mechanical Reproduction,” Walter Benjamin asserts that for reproduction to invoke the authentic, the presence of the original is necessary. However, an exact replication is impossible since the original is transformed in the process of reproduction. Benjamin argues, “The technique of reproduction detaches the reproduced object from the domain of tradition. By making many reproductions it substitutes a plurality of copies for a unique existence and, in permitting the reproduction to meet the beholder or listener in his own particular situation, it reactivates the object reproduced” (221). Similarly, plastic models of Korean food are removed from the realm of culinary tradition because they deviate from the conventional food cycle but reinforce culinary culture by regulating aesthetic values and food related practices. The notion of authenticity becomes central in determining the strength of plastic food models to order culinary culture by setting visual and social standards. Plastic food models step in to meet the beholder on various occasions, which in turn solidifies and even expands the power of the original. Despite their inability to impart taste and smell, plastic models remain persuasive in their ability to reinforce the materiality of the original food or dish. Plastic Food Models and the Political Economy of Taste in South Korea While plastic models are prevalent all around the world, the degree to which they hold authority in influencing production and consumption practices varies. For example, in many parts of the world, toys are made to resemble food for children to play with or even as joke objects to trick others. In America and Europe, plastic food models are mainly used as decorative elements in historical sites, to recreate ambiance in dining rooms, or as props at deli counters to convey freshness. Plastic food models in Korea go beyond these informative, decorative, and playful functions by visually ordering culinary properties and standardizing food choice. Food models were first made out of wax in Japan in the early 20th century. In 1932, Takizo Iwasaki founded Iwasaki Bei-I, arguably the first plastic food model company in the world. As the plastic food model industry flourished in Japan, some of the production was outsourced to Korea to decrease costs. In the late 1970s, a handful of Japanese-trained Korean manufacturers opened companies in Korea and began producing for the domestic market (Pioneer). Their businesses did not flourish until their products became identified as a tool to promote Korean cuisine to a global audience. Two major international sporting events triggered the growth of the plastic food model industry in Korea. The first was the 1988 Seoul Olympics and the second was the 2002 World Cup. Leading up to these two high-profile international events, the Korean government made major efforts to spruce up the country’s image for tourists and familiarize them with all aspects of Korean culture (Walraven). For example, the designation of kimchi (fermented pickled vegetable) as the national dish for the 1988 Olympics explicitly opened up an opportunity for plastic food models to represent the aesthetic values of Korean cuisine. In 1983, in preparation for showcasing approximately 200 varieties of kimchi to the international community, the government commissioned food experts and plastic model manufacturers to produce plastic replicas of each type. After these models were showcased in public they were used as displays for the Kimchi Field Museum and remain as part of the exhibit today. The government also designated approximately 100 tourist-friendly restaurants across the country, requiring them to display food models during the games. This marked the first large-scale production of Korean plastic food. The second wave of food models occurred in the early 2000s in response to the government’s renewed interest to facilitate international tourists’ navigation of Korean culinary culture during the 2002 World Cup. According to plastic food manufacturers, the government was less involved in regulating the use of plastic models this time, but offered subsidies to businesses to encourage their display for tourists (Exporter; Franchisor). After the World Cup, the plastic food industry continued to grow with demand from businesses, as models become staple objects in public places. Plastic models are now fully incorporated into, and even expected at, mid-range restaurants, fast food chains, and major transportation terminals. Businesses actively display plastic models to increase competition and communicate what they are selling at one glance for tourists and non-tourists alike (Exporter). These increased efforts to reassert Korean culinary culture in public spaces have normalized plastic models in everyday life. The persuasive and authoritative qualities of plastic foods regulate consumption practices in Korea. There are four major ways that plastic food models influence food choice and consumption behavior. First, plastic food models mediate between consumer expectation and reality by facilitating decision-making processes of what and how much to eat. Just by looking at the model, the consumer can experience the sensory qualities of eating the dish, allowing decisions to be made within 30 seconds (Franchisor). Second, plastic models guide what types of foods are suitable for social and cultural occasions. These include during Chuseok (the harvest festival) and Seollal (New Year), when high-end department stores display holiday gift sets containing plastic models of beef, abalone, and pine mushrooms. These sets align consumer expectation and experience by showing consumers the exact dimension and content of the gift. They also define the propriety of holiday gifts. These types of models therefore direct how food is bought, exchanged, and consumed during holidays and reassert a social code. Third, food models become educational tools to communicate health recommendations by solidifying types of dishes and portions appropriate for individuals based on health status, age, and gender. This helps disseminate a definition of a healthful diet and adequate nutrition to guide food choice and consumption. Fourth, plastic food models act as a boundary marker of what constitutes Korean food. Applying Mary Douglas’s notion of food as a boundary marker of ethnicity and identity, plastic food models effectively mark Koreanness to reinforce a certain set of ingredients and presentation as authentic. Plastic models create the ideal visual representation of Korean cuisine that becomes the golden standard, by which dishes are compared, judged, and reproduced as Korean. Plastic models are essentially objects that socially construct the perception of gustatory, aesthetic, and social taste. Plastic foods discipline and define taste by directing the gaze of the beholder, conjuring up social protocol or associations. Sociologist John Urry’s notion of the tourist gaze lends insight to considering the implication of the intentional placement and use of plastic models in the Korean urban landscape. Urry argues that people do not gaze by chance but are taught when, where, and how to gaze by clear markers, objects, events, and experiences. Therefore, plastic models construct the gaze on Korean food to teach consumers when, where, and how to experience and practice Korean culinary culture. The Production Process of Plastic Food Models Analysis of plastic models must also consider who gets to define and reproduce the aesthetic and social taste of food. This approach follows the call to examine the knowledge and power of technical and aesthetic experts responsible for producing and authorizing certain discourses as legitimate and representative of the nation (Boyer and Lomnitz; Krishenblatt-Gimblett; Smith). Since plastic model manufacturers are the main technical and aesthetic experts responsible for disseminating standards of taste through the production of fake food, it is necessary to examine their approaches and methods. High-quality food models begin with original food to be reproduced. For single food items such as an apple or a shrimp, liquid plastic is poured into pre-formed molds. In the case of food with multiple components such as a noodle soup, the actual food is first covered with liquid plastic to replicate its exact shape and then elements are added on top. Next, the mold goes through various heat and chemical treatments before the application of color. The factors that determine the preciseness of the model are the quality of the paint, the skill of the painter, and the producer’s interpretation of the original. In the case of duplicating a dish with multiple ingredients, individual elements are made separately according to the process described above and assembled and presented in the same dishware as that of the original. The producers’ studios look more like test kitchens than industrial factories. Making food models require techniques resembling conventional cooking procedures. The Pioneer, for instance, enrolled in Korean cooking classes when he realized that to produce convincing replicas he needed to understand how certain dishes are made. The main mission for plastic food producers is to visually whet the appetite by creating replicas that look tastier than the original. Since the notion of taste is highly subjective, the objective for plastic food producers is to translate the essence of the food using imagination and artistic expression to appeal to universal taste. A fake model is more than just the sum of its parts because some ingredients are highlighted to increase its approximation of the real. For example, the Pioneer highlights certain characteristics of the food that he believes to be central to the dish while minimizing or even neglecting other aspects. When making models of cabbage kimchi, he focuses on prominently depicting the outer layers of neatly stacked kimchi without emphasizing the radish, peppers, fermented shrimp paste, ginger, and garlic that are tucked between each layer of the cabbage. Although the models are three-dimensional, they only show the top or exterior of the dishes from the viewer’s perspective. Translating dishes that have complex flavor profile and ingredients are challenging and require painstaking editing. The Exporter notes that assembling a dish and putting the final touches on a plate are similar to what a food stylist does because her aim, too, is to make the viewer’s mouth water. To communicate crispy breaded shrimp, she dunks pre-molded plastic shrimp into a thin plastic paste and uses an air gun to make the “batter” swirl into crunchy flakes before coloring it to a perfect golden brown. Manufacturers need to realistically capture the natural properties of food to help consumers imagine the taste of a dish. For instance, the Franchisor confesses that one of the hardest dishes to make is honey bread (a popular dessert at Korean cafes), a thick cut of buttered white toast served piping hot with a scoop of ice cream on top. Convincingly portraying a scoop of ice cream slowly melting over the steaming bread is challenging because it requires the ice cream pooling on the top and running down the sides to look natural. Making artificial material look natural is impossible without meticulous skill and artistic expression. These manufacturers bring plastic models to life by injecting them with their interpretations of the food’s essence, which facilitates food practices by allowing the viewer to imagine and indulge in the taste of the real. Conclusion Deception runs deep in the Korean urban landscape, as plastic models are omnipresent but their fakeness is difficult to discern without conscious effort. While the government’s desire to introduce Korean cuisine to an international audience fueled the increase in displays of plastic food, the enthusiastic adoption of fake food as a tool to regulate and communicate food practices has enabled integration of fake models into everyday life. The plastic models’ authority over daily food practices is rooted in its ability to seamlessly stand in for the real to influence the production and consumption of food. Rather than taking plastic food models at face value, I argued that deeper analysis of the power and agency of manufacturers is necessary. It is through the manufacturers’ expertise and artistic vision that plastic models become tools to articulate notions of taste. As models produced by these manufacturers proliferate both locally and globally, their authority solidifies in defining and reinforcing social norms and taste of Korean culture. Therefore, the Pioneer, Exporter, and Franchisor, are the true tastemakers who translate the essence of food to guide food preference and practices. References Baudrillard, Jean. Simulacra and Simulation. Anne Arbor, MI: University of Michigan Press, 1995. Benjamin, Walter. The Work of Art in the Age of Mechanical Reproduction. New York: Penguin, 1968. Boyer, Dominic, and Claudio Lomnitz. “Intellectuals and Nationalism: Anthropological Engagements.” Annual Review of Anthropology 34 (2005): 105–20. Douglas, Mary. Purity and Danger. London: Routledge, 1966. Eco, Umberto. Travels in Hyperreality. Orlando, FL: Harcourt Bruce & Company, 1983. Exporter, The. Personal Communication. Seoul, South Korea, 11 Jan. 2012. Franchisor, The. Personal Communication. Seoul, South Korea, 9 Jan. 2012. Gewertz, Deborah, and Frederick Errington. Cheap Meat: Flap Food Nations in the Pacific Islands. Berkeley: University of California Press, 2010. Han, Kyung-Koo. “Some Foods Are Good to Think: Kimchi and the Epitomization of National Character.” Korean Social Science Journal 27.1 (2000): 221–35. Harris, Marvin, Nirmal K. Bose, Morton Klass, Joan P. Mencher, Kalervo Oberg, Marvin K. Opler, Wayne Suttles, and Andrew P. Vayda. “The Cultural Ecology of India’s Sacred Cattle [and Comments and Replies].” Current Anthropology (1966): 51–66. Kirshenblatt-Gimblett, Barbara. “Theorizing Heritage.” Ethnomusicology 39.3 (1995): 367–80. Messer, Ellen. “Food Definitions and Boundaries.” Consuming the Inedible: Neglected Dimensions of Food Choice. Eds. Jeremy MacClancy, C. Jeya Henry and Helen Macbeth. New York: Berghahn Books, 2007. 53–65. Pioneer, The. Personal Communication. Incheon, South Korea. 19 Dec. 2011. Rath, Eric. Food and Fantasy in Early Modern Japan. Berkeley: University of California Press, 2010. Smith, Laura Jane. Uses of Heritage. London: Routledge, 2006. Urry, John. The Tourist Gaze: Leisure and Travel in Contemporary Societies. London: Sage Publications, 2002.Walraven, Boudewijn. “Bardot Soup and Confucians’ Meat: Food and Korean Identity in Global Context”. Asian Food: The Global and Local. Eds. Katarzyna Cwiertka, and Boudewijn Walraven. Honolulu: University of Hawai’i Press, 2001. 95–115.
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Pargman, Daniel. "The Fabric of Virtual Reality." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1877.

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Introduction -- Making Sense of the (Virtual) World Computer games are never "just games". Computer games are models of reality and if they were not, we would never be able to understand them. Models serve three functions; they capture important, critical features of that which is to be represented while ignoring the irrelevant, they are appropriate for the person and they are appropriate for the task -- thereby enhancing the ability to make judgements and discover relevant regularities and structures (Norman 1993). Despite the inherently unvisualisable nature of computer code -- the flexible material of which all software constructs are built -- computer code is still the most "salient" ingredient in computer games. Less salient are those assumptions that are "built into" the software. By filtering out those parts of reality that are deemed irrelevant or unnecessary, different sorts of assumptions, different sorts of bias are automatically built into the software, reified in the very computer code (Friedman 1995, Friedman and Nissenbaum 1997). Here I will analyse some of the built-in structures that constitute the fabric of a special sort of game, a MUD. A MUD is an Internet-accessible "multi-participant, user-extensible virtual reality whose user interface is entirely textual" (Curtis, 1992). The specific MUD in question is a nine-year old Swedish-language adventure MUD called SvenskMUD ("SwedishMUD") that is run by Lysator, the academic computer club at Linköping University, Sweden. I have done field studies of SvenskMUD over a period of three and a half years (Pargman, forthcoming 2000). How is the SvenskMUD adventure world structured and what are the rules that are built into the fabric of this computer game? I will describe some of the ways in which danger and death, good and evil, courage, rewards and wealth are handled in the game. I will conclude the paper with a short analysis of the purpose of configuring the player according to those structures. Revocable Deaths Characters (personae/avatars) in SvenskMUD can be divided into two categories, players and magicians. Making a career as a player to a large part involves solving quests and killing "monsters" in the game. The magicians are all ex-players who have "graduated" and gone beyond playing the game of SvenskMUD. They have become the administrators, managers and programmers of SvenskMUD. A watchful eye is kept on the magicians by "God", the creator, owner and ultimate custodian of SvenskMUD. My own first battle in the game, in a sunlit graveyard with a small mouse, is an example of a bit-sized danger suitable for newcomers, or "newbies". I correctly guessed that the mouse was a suitably weak opponent for my newborn character, but still had to "tickle" the mouse on its belly (a euphemism for hitting it without much force) 50 times before I managed to kill it. Other parts of this epic battle included 45 failed attempts of mine to "tickle" the mouse, 39 successful "tickles" of the mouse and finally a wild chase around the graveyard before I caught up with the mouse, cornered it and managed to kill it and end the fight. Although I was successful in my endeavour, I was also more than half dead after my run-in with the mouse and had to spend quite some time engaged in more peaceful occupations before I was completely healed. It was only later that I learned that you can improve your odds considerably by using weapons and armour when you fight... Should a SvenskMUD player fail in his (or less often, her) risky and adventurous career and die, that does not constitute an insurmountable problem. Should such a thing pass, the player's ghost only has to find the way back to a church in one of the villages. In the church, the player is reincarnated, albeit with some loss of game-related abilities and experience. The way the unfortunate event of an occasional death is handled is part of the meta-rules of SvenskMUD. The meta-rules are the implicit, underlying rules that represent the values, practices and concerns that shape the frame from which the "ordinary" specific rules operate. Meta-rules are part of the "world view that directs the game action and represents the implicit philosophy or ideals by which the world operates" (Fine 1983, 76). Despite the adventure setting with all its hints of medieval lawlessness and unknown dangers lurking, SvenskMUD is in fact a very caring and forgiving environment. The ultimate proof of SvenskMUD's forgiveness is the revocable character of death itself. Fair Dangers Another SvenskMUD meta-rule is that dangers (and death) should be "fair". This fairness is extended so as to warn players explicitly of dangers. Before a dangerous monster is encountered, the player receives plenty of warnings: You are standing in the dark woods. You feel a little afraid. East of you is a small dark lake in the woods. There are three visible ways from here: east, north and south. It would be foolish to direct my character to go east in this situation without being adequately prepared for encountering and taking on something dangerous in battle. Those preparations should include a readiness to flee if the expected danger proves to be superior. If, in the example above, a player willingly and knowingly directs a character to walk east, that player has to face the consequences of this action. But if another player is very cautious and has no reason to suspect a deadly danger lurking behind the corner, it is not considered "fair" if that player's character dies or is hurt in such a way that it results in damage that has far-reaching consequences within the game. The dangerous monsters that roam the SvenskMUD world are restricted to roam only "dangerous" areas and it is considered good manners to warn players in some way when they enter such an area. Part of learning how to play SvenskMUD successfully becomes a matter of understanding different cues, such as the transition from a safe area to a dangerous one, or the different levels of danger signalled by different situations. Should they not know it in advance, players quickly learn that it is not advisable to enter the "Valley of Ultimate Evil" unless they have reached a very high level in the game and are prepared to take on any dangers that come their way. As with all other meta-rules, both players and magicians internalise this rule to such an extent that it becomes unquestionable and any transgression (such as a dangerous monster roaming around in a village, killing newbie characters who happen to stray its way) would immediately render complaints from players and corresponding actions on behalf of the magicians to rectify the situation. Meta-Rules as "Folk Ideas" Fine (1983, 76-8) enumerates four meta-rules that Dundes (1971) has described and applies them to the fantasy role-playing games he has studied. Dundes's term for these meta-rules is "folk ideas" and they reflect existing North American (and Western European) cultural beliefs. Fine shows that these folk ideas capture core beliefs or central values of the fantasy role-playing games he studied. Three of Dundes's four folk ideas are also directly applicable to SvenskMUD. Unlimited Wealth The first folk idea is the principle of unlimited good. There is no end to growth or wealth. For that reason, treasure found in a dungeon doesn't need a rationale for being there. This folk idea is related to the modernist concept of constant, unlimited progress. "Some referees even 'restock' their dungeons when players have found a particular treasure so that the next time someone enters that room (and kills the dragon or other beasties guarding it) they, too, will be rewarded" (Fine 1983, 76). To restock all treasures and reawaken all killed monsters at regular intervals is standard procedure in SvenskMUD and all other adventure MUDs. The technical term is that the game "resets". The reason why a MUD resets at regular intervals is that, while the MUD itself is finite, there is no end to the number of players who want their share of treasures and other goodies. The handbook for SvenskMUD magicians contains "design guidelines" for creating quests: You have to invent a small story about your quest. The typical scenario is that someone needs help with something. It is good if you can get the story together in such a way that it is possible to explain why it can be solved several times, since the quest will be solved, once for each prospective magician. Perhaps a small spectacle a short while after (while the player is pondering the reward) that in some way restore things in such a way that it can be solved again. (Tolke 1993, my translation) Good and Evil The second folk idea is that the world is a battleground between good and evil. In fantasy literature or a role-playing game there is often no in-between and very seldom any doubt whether someone encountered is good or evil, as "referees often express the alignment [moral character] of nonplayer characters through stereotyped facial features or symbolic colours" (Fine 1983, 77). "Good and evil" certainly exists as a structuring resource for the SvenskMUD world, but interestingly the players are not able to be described discretely in these terms. As distinct from role-playing games, a SvenskMUD player is not created with different alignments (good, evil or neutral). All players are instead neutral and they acquire an alignment as they go along, playing SvenskMUD -- the game. If a player kills a lot of mice and cute rabbits, that player will turn first wicked and then evil. If a player instead kills trolls and orcs, that player first turns good and then saint-like. Despite the potential fluidity of alignment in SvenskMUD, some players cultivate an aura of being good or evil and position themselves in opposition to each other. This is most apparent with two of the guilds (associations) in SvenskMUD, the Necromancer's guild and the Light order's guild. Courage Begets Rewards The third folk idea is the importance of courage. Dangers and death operate in a "fair" way, as should treasures and rewards. The SvenskMUD world is structured both so as not to harm or kill players "needlessly", and in such a way that it conveys the message "no guts, no glory" to the players. In different places in the MUD (usually close to a church, where new players start), there are "easy" areas with bit-sized dangers and rewards for beginners. My battle with the mouse was an example of such a danger/reward. A small coin or an empty bottle that can be returned for a small finder's fee are examples of other bit-sized rewards: The third folk idea is the importance of courage. Dangers and death operate in a "fair" way, as should treasures and rewards. The SvenskMUD world is structured both so as not to harm or kill players "needlessly", and in such a way that it conveys the message "no guts, no glory" to the players. In different places in the MUD (usually close to a church, where new players start), there are "easy" areas with bit-sized dangers and rewards for beginners. My battle with the mouse was an example of such a danger/reward. A small coin or an empty bottle that can be returned for a small finder's fee are examples of other bit-sized rewards: More experienced characters gain experience points (xps) and rise in levels only by seeking out and overcoming danger and "there is a positive correlation between the danger in a setting and its payoff in treasure" (Fine 1983, 78). Just as it would be "unfair" to die without adequate warning, so would it be (perceived to be) grossly unfair to seek out and overcome dangerous monsters or situations without being adequately rewarded. And conversely, it would be perceived to be unfair if someone "stumbled over the treasure" without having deserved it, i.e. if someone was rewarded without having performed an appropriately difficult task. Taken from the information on etiquette in an adventure MUD, Reid's quote is a good example of this: It's really bad form to steal someone else's kill. Someone has been working on the Cosmicly Invulnerable Utterly Unstoppable Massively Powerful Space Demon for ages, leaves to get healed, and in the interim, some dweeb comes along and whacks the Demon and gets all it's [sic] stuff and tons of xps [experience points]. This really sucks as the other person has spent lots of time and money in expectation of the benefits from killing the monster. The graceful thing to do is to give em [sic] all the stuff from the corpse and compensation for the money spent on healing. This is still a profit to you as you got all the xps and spent practically no time killing it. (Reid 1999, 122, my emphasis) The User Illusion An important objective of the magicians in SvenskMUD is to describe everything that a player experiences in the SvenskMUD world in game-related terms. The game is regarded as a stage where the players are supposed to see only what is in front of, but not behind the scenes. A consistent use of game-related terms and game-related explanations support the suspension of disbelief and engrossment in the SvenskMUD fantasy world. The main activity of the MUD users should be to enter into the game and guide their characters through a fascinating (and, as much as possible and on its own terms, believable) fantasy world. The guiding principle is therefore that the player should never be reminded of the fact that the SvenskMUD world is not for real, that SvenskMUD is only a game or a computer program. From this perspective, the worst thing players can encounter in SvenskMUD is a breakdown of the user illusion, a situation that instantly transports a person from the SvenskMUD world and leaves that person sitting in front of a computer screen. Error messages, e.g. the feared "you have encountered a bug [in the program]", are an example of this. If a magician decides to change the SvenskMUD world, that magician is supposed to do the very best to explain the change by using game-related jargon. This is reminiscent of the advice to "work within the system": "wherever possible, things that can be done within the framework of the experiential level should be. The result will be smoother operation and greater harmony among the user community" (Morningstar and Farmer 1991, 294). If for some reason a shop has to be moved from one village to another, a satisfactory explanation must be given, e.g. a fire occurring in the old shop or the old shop being closed due to competition (perhaps from the "new", relocated shop). Explanations that involve supernatural forces or magic are also fine in a fantasy world. Explanations that remind the player of the fact that the SvenskMUD world is not for real ("I moved the shop to Eriksros, because all magicians decided that it would be so much better to have it there"), or even worse, that SvenskMUD is a computer program ("I moved the program shop.c to another catalogue in the file structure") are to be avoided at all costs. Part of socialising magicians becomes teaching them to express themselves in this way even when they know better about the machinations of SvenskMud. There are several examples of ingenious and imaginative ways to render difficult-to-explain phenomena understandable in game-related terms: There was a simple problem that appeared at times that made the computer [that SvenskMUD runs on] run a little slower, and as time went by the problem got worse. I could fix the problem easily when I saw it and I did that at times. After I had fixed the problem the game went noticeably faster for the players that were logged in. For those occasions, I made up a message and displayed it to everyone who was in the system: "Linus reaches into the nether regions and cranks a little faster". (Interview with Linus Tolke, "God" in SvenskMUD) When a monster is killed in the game, it rots away (disappears) after a while. However, originally, weapons and armour that the monster wielded did not disappear; a lucky player could find valuable objects and take them without having "deserved" them. This specific characteristic of the game was deemed to be a problem, not least because it furthered a virtual inflation in the game that tended to decrease the value of "honestly" collected weapons and loot. The problem was discussed at a meeting of the SvenskMUD magicians that I attended. It was decided that when a monster is killed and the character that killed it does not take the loot, the loot should disappear ("rot") together with the monster. But how should this be explained to the players in a suitable way if they approach a magician to complain about the change, a change that in their opinion was for the worse? At the meeting it was suggested that from now on, all weapons and shields were forged with a cheaper, weaker metal. Not only would objects of this metal "rot" away together with the monster that wielded them, but it was also suggested that all weapons in the whole game should in fact be worn down as time goes by. (Not to worry, new ones appear in all the pre-designated places every time the game resets.) Conclusion -- Configuring the Player SvenskMUD can easily be perceived as a "blooming buzzing confusion" for a new player and my own first explorations in SvenskMUD often left me confused even as I was led from one enlightenment to the next. Not everyone feels inclined to take up the challenge to make sense of a world where you have to learn everything anew, including how to walk and how to talk. On the other hand, in the game world, much is settled for the best, and a crack in a subterranean cave is always exactly big enough to squeeze through... The process of becoming part of the community of SvenskMUD players is inexorably connected to learning to become an expert in the activities of that community, i.e. of playing SvenskMUD (Wenger 1998). A player who wants to program in SvenskMUD (thereby altering the fabric of the virtual world) will acquire many of the relevant concepts before actually becoming a magician, just by playing and exploring the game of SvenskMUD. Even if the user illusion succeeds in always hiding the computer code from the player, the whole SvenskMUD world constitutes a reflection of that underlying computer code. An implicit understanding of the computer code is developed through extended use of SvenskMUD. The relationship between the SvenskMUD world and the underlying computer code is in this sense analogous to the relationship between the lived-in world and the rules of physics that govern the world. All around us children "prepare themselves" to learn the subject of physics in school by throwing balls up in the air (gravity) and by pulling carts or sledges (friction). By playing SvenskMUD, a player will become accustomed to many of the concepts that govern the SvenskMUD world and will come to understand the goals, symbols, procedures and values of SvenskMUD. This process bears many similarities to the "primary socialisation" of a child into a member of society, a socialisation that serves "to make appear as necessity what is in fact a bundle of contingencies" (Berger and Luckmann 1966, 155). This is the purpose of configuring the player and it is intimately connected to the re-growth of SvenskMUD magicians and the survival of SvenskMUD itself over time. However, it is not the only possible outcome of the SvenskMUD socialisation process. The traditional function of trials and quests in fantasy literature is to teach the hero, usually through a number of external or internal encounters with evil or doubt, to make the right, moral choices. By excelling at these tests, the protagonist shows his or her worthiness and by extension also stresses and perhaps imputes these values in the reader (Dalquist et al. 1991). Adventure MUDs could thus socialise adolescents and reinforce common moral values in society; "the fantasy hero is the perfectly socialised and exemplary subject of a society" (53, my translation). My point here is not that SvenskMUD differs from other adventure MUDs. I would imagine that most of my observations are general to adventure MUDs and that many are applicable also to other computer games. My purpose here has rather been to present a perspective on how an adventure MUD is structured, to trace the meaning of that structure beyond the game itself and to suggest a purpose behind that organisation. I encourage others to question built-in bias and underlying assumptions of computer games (and other systems) in future studies. References Berger, P., and T. Luckmann. The Social Construction of Reality: A Treatise in the Sociology of Knowledge. London: Penguin, 1966. Curtis, P. "MUDding: Social Phenomena in Text-Based Virtual Realities." High Noon on the Electronic Frontier. Ed. P. Ludlow. Cambridge, MA: MIT P, 1996. 13 Oct. 2000 <http://www.ibiblio.org/pub/academic/computer-science/virtual-reality/communications/papers/muds/muds/Mudding-Social-Phenomena.txt>. Dalquist, U., T. Lööv, and F. Miegel. "Trollkarlens lärlingar: Fantasykulturen och manlig identitetsutveckling [The Wizard's Apprentices: Fantasy Culture and Male Identity Development]." Att förstå ungdom [Understanding Youth]. Ed. A. Löfgren and M. Norell. Stockholm/Stehag: Brutus Östlings Bokförlag Symposion, 1991. Dundes, A. "Folk Ideas as Units of World View." Toward New Perspectives in Folklore. Ed. A. Paredes and R. Bauman. Austin: U of Texas P, 1971. Fine, G.A. Shared Fantasy: Role-Playing Games as Social Worlds. Chicago: U of Chicago P, 1983. Friedman, B. and H. Nissenbaum. "Bias in Computer Systems." Human Values and the Design of Computer Technology. Ed. B. Friedman. Cambridge, UK: Cambridge UP, 1997. Friedman, T. "Making Sense of Software: Computer Games and Interactive Textuality." Cybersociety: Computer-Mediated Communication and Community. Ed. S. Jones. Thousand Oaks, CA: Sage, 1995. Morningstar, C. and F. R. Farmer. "The Lessons of Lucasfilm's Habitat." Cyberspace: The First Steps. Ed. M. Benedikt. Cambridge: MA, MIT P, 1991. 13 Oct. 2000 <http://www.communities.com/company/papers/lessons.php>. Norman, D. Things That Make Us Smart: Defending Human Attributes in the Age of the Machine. Reading, MA: Addison-Wesley, 1993. Pargman, D. "Code Begets Community: On Social and Technical Aspects of Managing a Virtual Community." Ph.D. dissertation. Dept. of Communication Studies, Linköping University, Sweden, forthcoming, December 2000. Reid, E. "Hierarchy and Power: Social Control in Cyberspace." Communities in Cyberspace. Ed. M. Smith and P. Kollock. London, England: Routledge, 1999. Tolke, L. Handbok för SvenskMudmagiker: ett hjälpmedel för byggarna i SvenskMUD [Handbook for SvenskMudmagicians: An Aid for the Builders in SvenskMUD]. Printed and distributed by the author in a limited edition, 1993. Wenger, E. Communities of Practice: Learning, Meaning and Identity. Cambridge, UK: Cambridge UP, 1998. Citation reference for this article MLA style: Daniel Pargman. "The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/mud.php>. Chicago style: Daniel Pargman, "The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/mud.php> ([your date of access]). APA style: Daniel Pargman. (2000) The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/mud.php> ([your date of access]).
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