Статті в журналах з теми "Steel guitar"

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1

Decker, John A. "Graphite-Epoxy Acoustic Guitar Technology." MRS Bulletin 20, no. 3 (March 1995): 37–39. http://dx.doi.org/10.1557/s0883769400044390.

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We have successfully developed an acoustic guitar (Figure 1) composed of graphite. Trademarked the RainSong® graphite guitar, this instrument uses no endangered tropical tonewoods. The instrument's sound quality is equal to that of a fine wooden guitar. At high frequencies, the clarity, sustain, and play-ability surpasses that of wooden guitars. Because of its construction, the instrument is sturdy and is impervious to humidity, heat, and water.The development of this guitar required analysis of the theory of anisotropic sound propagation in the guitar soundboard and body, and resulted in two patents. We designed prototype guitars in collaboration with Pimentel & Sons, Guitar Makers, and used combinations of unidirectional and woven graphite and aramid fibers in an epoxy-resin matrix.The goal of our project was to accurately duplicate—panel by panel—the acoustic properties of a fine wooden guitar. We had the resulting acoustic modes and frequencies verified in the laboratory. We then developed and constructed open-mold and resin-transfer molding tooling for a family of classical, steel-string acoustic and hollow-body electric guitars, which are now in commercial production.Possibly the first all-composite acoustic guitar, the RainSong® represents a fundamental change in stringed-instrument construction, perhaps the first since the 17th Century Italian masters.The RainSong® technology allows musicians to skirt the effects of climate and transport damage on their instruments. The instrument contains essentially no wood, and hence negates environmental concerns about rapid depletion of the virgin-forest woods, from which stringed instruments have traditionally been made.
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2

Troutman, John W. "The Steel Heard ‘Round the World: Exposing the Global Reach of Indigenous Musical Journeys with the Hawaiian Steel Guitar." Itinerario 41, no. 2 (July 31, 2017): 253–74. http://dx.doi.org/10.1017/s0165115317000365.

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In the late nineteenth century, Kānaka Maoli (Native Hawaiians) physically modified guitars and created a new technique for playing them. In the years that followed, hundreds of Hawaiian troupes, engaging new entertainment circuits that crisscrossed the globe, introduced the world to their “Hawaiian steel guitar,” from Shanghai to London, Kolkata to New Orleans. While performing Hawaiianmele, or songs, with their instrument, they demonstrated new virtues for the guitar’s potential in vernacular and commercial music making in these international markets. Based upon archival research, this essay considers the careers of several Hawaiian guitarists who travelled the world in the early twentieth century, connecting local soundscapes through the proliferation of an indigenous technology.
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3

Stanciu, Mariana Domnica, Voichița Bucur, Violeta Mihaela Munteanu, Sergiu Valeriu Georgescu, and Silviu Marian Năstac. "Moisture-induced deformation in the neck of a classical guitar." Holzforschung 73, no. 4 (April 24, 2019): 371–79. http://dx.doi.org/10.1515/hf-2018-0021.

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AbstractClassical guitar necks were submitted to 40, 65 and 80% relative humidity (RH) during time periods ranging from 24 h to several months, and moisture-induced deformations were observed. Different types of classical guitar necks were investigated in terms of structure and reinforcement. The influences of the wood species and the neck reinforcements on the moisture content (MC)-induced deformation were in focus. First, before humidity exposure in the climatic chamber, the relative positions of three points marked on each sample were measured with a control ruler and noted. After exposure, the displacement of the reference points on the samples were verified periodically. The differences between the measurements in different stages and reference positions were calculated, resulting in relative displacement data of the measured points. During the experiments, the MC of the sample was monitored by weighing. The variation of RH leads to dimensional instability and moisture-induced stresses of the guitar necks, which affect the acoustic quality of a guitar. Steel enforcement of the guitar neck improves this situation.
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4

Rolich, Tomislav, Iva Rezić, and Lidija Ćurković. "Estimation of steel guitar strings corrosion by artificial neural network." Corrosion Science 52, no. 3 (March 2010): 996–1002. http://dx.doi.org/10.1016/j.corsci.2009.11.024.

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5

Burke, Patrick. "Kīkā Kila: How the Hawaiian Steel Guitar Changed the Sound of Modern Music." Ethnohistory 64, no. 4 (October 1, 2017): 531–32. http://dx.doi.org/10.1215/00141801-4174296.

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6

Trimillos, Ricardo D. "Kīkā Kila: How the Hawaiian Steel Guitar Changed the Sound of Modern Music." Journal of American History 104, no. 1 (June 2017): 203–4. http://dx.doi.org/10.1093/jahist/jax058.

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7

Diettrich, Brian. "Kīkā Kila: how the Hawaiian steel guitar changed the sound of modern music." Journal of Pacific History 52, no. 1 (January 2, 2017): 125–27. http://dx.doi.org/10.1080/00223344.2016.1258028.

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8

Bonastre, José, José Luis López, Jorge Gabriel Segura, José María Gadea, Ernesto Juliá, and Francisco Cases. "Cathodic protection of steel guitar strings against the corrosive effect of human sweat." Engineering Failure Analysis 97 (March 2019): 645–52. http://dx.doi.org/10.1016/j.engfailanal.2019.01.029.

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9

Rezić, I., L. Ćurković, and M. Ujević. "Study of microstructure and corrosion kinetic of steel guitar strings in artificial sweat solution." Materials and Corrosion 61, no. 6 (August 3, 2009): 524–29. http://dx.doi.org/10.1002/maco.200905368.

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10

Himpele, Jeff. "Making a Film about a Sound: The Steel Guitar from Hawaii to the Honky-Tonk." Anthropology News 52, no. 1 (January 2011): 4–6. http://dx.doi.org/10.1111/j.1556-3502.2011.52104.x.

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11

Neill, Daniel. "Kika Kila: How the Hawaiian Steel Guitar Changed the Sound of Modern Music by John Troutman." Notes 74, no. 3 (2018): 451–55. http://dx.doi.org/10.1353/not.2018.0019.

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12

Donaghy, Keola. "Review: Kīka Kila: How the Hawaiian Steel Guitar Changed the Sound of Modern Music by John Troutman." Pacific Historical Review 87, no. 1 (2018): 208–9. http://dx.doi.org/10.1525/phr.2018.87.1.208.

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13

Merchel, Sebastian, M. Ercan Altinsoy, and David Olson. "Perceptual evaluation of bracewood and soundboard wood variations on the preference of a steel-string acoustic guitar." Journal of the Acoustical Society of America 146, no. 4 (October 2019): 2608–18. http://dx.doi.org/10.1121/1.5129395.

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14

Carcagno, Samuele, Roger Bucknall, Jim Woodhouse, and Christopher J. Plack. "The perceptual effects of tonewood choice for the back/side plates of the steel-string acoustic guitar." Journal of the Acoustical Society of America 140, no. 4 (October 2016): 3390. http://dx.doi.org/10.1121/1.4970855.

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15

Gough, Peter. "Review: Kika Kila: How the Hawaiian Steel Guitar Changed the Sound of Modern Music by John W. Troutman." Southern California Quarterly 99, no. 1 (2017): 98–100. http://dx.doi.org/10.1525/scq.2017.99.1.98.

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16

VanWeelden, Kimberly, Virginia Wayman Davis, and Laura Singletary. "No Fear, Just Fun!: Meaningful, Memorable Musicking in Secondary General Music." General Music Today 32, no. 3 (March 17, 2019): 13–19. http://dx.doi.org/10.1177/1048371319834921.

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Secondary general music is hard to define. For some, this denotes an accelerated version of elementary general music or a decelerated version of a college music appreciation course. Others view this as any nontraditional ensemble geared for middle or high school students, such as guitar, keyboard, or steel pans. Still, for others, secondary general music is not so much a stand-alone course as it is any time devoted to teaching fundamental skills to students in band, orchestra, and choir so they may more successfully perform the repertoire. The authors acknowledge each of the above-listed views as valid; thus, rather than debate what is secondary general music, we will highlight each viewpoint in a three-part series. The first of this series will focus on a class structure where students experience various activities all while learning music fundamentals, studying music history, and developing music literacy skills.
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17

Woodhouse, Jim, David Politzer, and Hossein Mansour. "Acoustics of the banjo: measurements and sound synthesis." Acta Acustica 5 (2021): 15. http://dx.doi.org/10.1051/aacus/2021009.

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Measurements of vibrational response of an American 5-string banjo and of the sounds of played notes on the instrument are presented, and contrasted with corresponding results for a steel-string guitar. A synthesis model, fine-tuned using information from the measurements, has been used to investigate what acoustical features are necessary to produce recognisable banjo-like sound, and to explore the perceptual salience of a wide range of design modifications. Recognisable banjo sound seems to depend on the pattern of decay rates of “string modes”, the loudness magnitude and profile, and a transient contribution to each played note from the “body modes”. A formant-like feature, peaking around 500–800 Hz on the banjo tested, is found to play a key role. At higher frequencies the dynamic behaviour of the bridge produces additional formant-like features, reminiscent of the “bridge hill” of the violin, and these also produce clear perceptual effects.
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18

Hasan, Mohammad Mainul, and Saiful Islam. "Development of an Acoustic Guitar Tuner and Graphical User Interface (GUI) using MATLAB." Applied Research and Smart Technology (ARSTech) 3, no. 2 (December 27, 2022): 49–55. http://dx.doi.org/10.23917/arstech.v3i2.1185.

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Beautiful music requires precisely tuned instruments. Tuning a guitar is a necessary skill for any guitarist on their first day. This work demonstrates an understanding of the critical characteristics that must be considered while developing an acoustic guitar tuner and the logical process used to design such a tuner. The study aimed to create an algorithm using the Butterworth Filter and Fast Fourier Transform (FFT) capable of adequately analysing the frequency spectrum of a plucked guitar string to determine its fundamental frequency. The developed system compared the detected frequency and the standard frequency of the picked guitar string, which then requested the user on the tuning state of that corresponding string. The error in frequency detection was found to be in the order of 0.02%. The MATLAB App Designer tool created a Graphical User Interface (GUI) that users could use to tune guitars using the generated application easily. The implemented tuner overcame the steep learning curve and high sensitivity of traditional ones.
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19

Gunn, Milly. "The Soundscape of Alola." Journal of Sound and Music in Games 3, no. 2-3 (2022): 59–76. http://dx.doi.org/10.1525/jsmg.2022.3.2-3.59.

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This article explores how Pokémon Sun and Pokémon Moon use Hawaiian musical tropes and nondiegetic signifiers throughout the games, helping to “situate the player in the game.” This identification relies on a combination of player cultural literacy and game musical literacy to contextualize the Pokémon region of Alola. The soundscape of the game is made up of the underscore, incorporating traditional instruments from the steel guitar to Ka'eke'eke drums, alongside diegetic sounds to evoke and situate gameplay in a culture and geography most likely foreign to the player. The player’s ability to contextualize and situate themselves in this region relies on a combination of their cultural and game musical literacy. This investigation will also address the consumption of Hawaiian culture both within Japan and in the West, and the portrayal of its traditional music and performance within not only the Pokémon franchise but other AAA game titles that have been enjoyed globally. The use of these musical tropes and nondiegetic signifiers simultaneously grounds the player in the region of Alola, whilst constructing a sense of “otherness” in a Hawaiian soundscape designed by composers who are observing and enjoying the culture as tourists and visitors. The soundscape developed for Alola takes inspiration from traditional Hawaiian culture and music, but it ultimately diverges from these musical traditions and thereby produces a sonic environment unique to the fictional region. Consequently, players develop a literacy built through a return to the sounds traditionally associated with the Pokémon game franchise with a new addition of Hawaiian musical tropes to create a region that serves as something of a pastiche of Hawai'i, packaged to be culturally palatable and consumable to nonnative audiences.
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20

Fellezs, Kevin. "James Revell Carr. Hawaiian music in motion: Mariners, missionaries, and minstrels. Chicago: University of Illinois Press, 2014. 217 pp. John W. Troutman. Kīkā Kila: How the Hawaiian steel guitar changed the sound of modern music. Chapel Hill: University." Journal of Popular Music Studies 28, no. 4 (December 2016): 495–98. http://dx.doi.org/10.1111/jpms.12199.

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21

Champion, Laurie, and Cecelia Tichi. "Readin' Country Music: Steel Guitars, Opry Stars, and Honky Tonk Bars." South Central Review 14, no. 2 (1997): 73. http://dx.doi.org/10.2307/3189951.

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22

Mansour, Hossein, Vincent Fréour, Charalampos Saitis, and Gary P. Scavone. "Post-Classification of Nominally Identical Steel-String Guitars Using Bridge Admittances." Acta Acustica united with Acustica 101, no. 2 (March 1, 2015): 394–407. http://dx.doi.org/10.3813/aaa.918835.

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23

Yu, Jing Liang. "The Construction Technique of Steel-Wood Composite Core Formwork in a Large Span Prestressed Hollow Box Guider." Advanced Materials Research 894 (February 2014): 18–21. http://dx.doi.org/10.4028/www.scientific.net/amr.894.18.

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Based on the comparison of several types of core formwork for large span hollow box girder, their structural characters, and assemble and disassemble in application is analysed to find that steel-wood core formwork is a better choice. Then the installation technique of steel-wood core formwork is discussed, including assemble, disassemble and anti-floating counter measures. The practice in some large span prestressed hollow box girder construction prove that steel-wood core formwork is a simple but effective core formwork construction technique with technological economic advantages because of its low cost, high working efficiency and better accuracy..
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24

Carcagno, Samuele, Roger Bucknall, Jim Woodhouse, Claudia Fritz, and Christopher J. Plack. "Effect of back wood choice on the perceived quality of steel-string acoustic guitars." Journal of the Acoustical Society of America 144, no. 6 (December 2018): 3533–47. http://dx.doi.org/10.1121/1.5084735.

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25

López, José Luis, José Bonastre, Jorge Gabriel Segura, José María Gadea, Ernesto Juliá, and Francisco Cases. "Correlations between acoustic and electrochemical measurements for metallic corrosion on steel strings used in guitars." Engineering Failure Analysis 57 (November 2015): 270–81. http://dx.doi.org/10.1016/j.engfailanal.2015.07.014.

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26

Balaei, S., N. Mohammadi, and H. Doroudi. "Identifying Factors Affecting the Green Supply Chain with Quantitative Approach in Guilan Steel Industry." Journal of Operational Research and Its Applications 18, no. 1 (March 1, 2021): 125–43. http://dx.doi.org/10.52547/jamlu.18.1.125.

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27

Carcagno, Samuele, Roger Bucknall, Jim Woodhouse, Claudia Fritz, and Christopher J. Plack. "Guitarists' evaluation and discrimination of steel-string acoustic guitars built with back/side woods of varying price, prestige, and sustainability." Journal of the Acoustical Society of America 141, no. 5 (May 2017): 3873–74. http://dx.doi.org/10.1121/1.4988661.

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28

Souza-Filho, Pedro Walfir M., José Tasso F. Guimarães, Marcio S. Silva, Francisco R. Costa, Prafulla K. Sahoo, Clovis W. Maurity, and Roberto Dall’Agnol. "Basin morphology, sedimentology and seismic stratigraphy of an upland lake from Serra dos Carajás, southeastern Amazon, Brazil." Boletim do Museu Paraense Emílio Goeldi - Ciências Naturais 11, no. 1 (January 18, 2021): 71–83. http://dx.doi.org/10.46357/bcnaturais.v11i1.461.

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To understand the sedimentary processes in a lake environment, it is essential to investigate the morphological, sedimentalogical and limnological features of the basin. The present study was developed at Violão Lake, Serra Sul de Carajás. The methodological approach comprises the collection of bathymetric and sedimentary data, and shallow seismic profiles. Lake Violão has a NE-SW elongated guitar-shaped form and ~0.3 km2 of surface area, with a perimeter of ~2.7 km. The lake presents washing basin morphology and it is marked by a steep margin carved in duricrust outcrops, while the bottom is flat and constituted mainly by muddy sediments. The water column is stratified only during the dry season and it is mixed in the rainy season. Three seismic stratigraphic successions were identified in the lake resting on prominent basal reflector (bedrock), which reaches a maximum depth of ~15 m. Small lobate masses are deposited in the bottom of the lake from underflows, while the central part of the lake is characterized by drape deposition, suggesting that organic-mud sedimentation is associated to pelagic deposition from dilute interflows or overflows. Therefore, the sedimentary processes are strongly regulated by basin morphology, drainage water inflow and thermal stratification of the water column.
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29

Cao, Rui Bing, Ya Ping Chen, and Jia Feng Wu. "Simulation of Vapor Absorption of Aqueous Libr Solution on Alternate Heat and Mass Transfer Surfaces of Corrugated Plates and Mesh Pecking." Advanced Materials Research 989-994 (July 2014): 831–36. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.831.

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The traditional tube-shell absorber is relatively too bulky to be used in a small absorption chiller for solar air conditioning. As the outer-surface of solution film on the traditional absorber surface is easier to be saturated, several alternate heat and mass transfer absorber schemes have been proposed. However, the film-inversion absorber uses only half surfaces while the dual-side film-inversion absorber scheme is of good performance but too complicated to fulfill. The scheme using stainless steel mesh packing as the film guider is much easier and more uniform in distributing film, and it can also act as the framework for exposing dual-side film to the vapor for adiabatic mass transfer. The alternate heat and mass transfer configurations with plate surfaces and mesh packing are of promising performance for small chiller absorbers.
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30

Humm, Peter. "Cecelia Tichi (ed.), Readin' Country Music: Steel Guitars, Opry Stars and Honky Tonk Bars (Durham, NC: The South Atlantic Quarterly, Winter1995, $10 paper). Pp. 370. ISSN 0038–2876." Journal of American Studies 30, no. 2 (August 1996): 307–8. http://dx.doi.org/10.1017/s0021875800027298.

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31

"Sacred steel: inside an African American steel guitar tradition." Choice Reviews Online 48, no. 06 (February 1, 2011): 48–3186. http://dx.doi.org/10.5860/choice.48-3186.

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32

Burns, Chelsea. "“Together Again,” but We Keep On Crying." Music Theory Online 25, no. 2 (July 2019). http://dx.doi.org/10.30535/mto.25.2.2.

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Buck Owens and the Buckaroos’ 1964 hit “Together Again” tells, in ambivalent terms, of a couple’s reunion. The song is best known for Tom Brumley’s pedal steel guitar solo, a quintessential example of the trademark “crying” sound of the instrument. Brumley’s steel stylings emphasize a negative interpretation of the text, and some of the most poignant elements of his remarkable solo were guided by the mechanics of the instrument. I explore the relationship between the limits and special capabilities of the pedal steel guitar, and I discuss how Brumley highlights both of these aspects in this brief yet famous solo, illustrating relationships between text and technics in this iconic recording.
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33

Karush, Matthew B. "The Banjo: America’s African Instrument. By Laurent DuboisKīkā Kila: How the Hawaiian Steel Guitar Changed the Sound of Modern Music. By John W. Troutman." Journal of Social History, September 10, 2016, shw088. http://dx.doi.org/10.1093/jsh/shw088.

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34

Connor, Will. "Positively Monstrous!" M/C Journal 24, no. 5 (October 5, 2021). http://dx.doi.org/10.5204/mcj.2822.

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Bones are one of the oldest materials used to create musical instruments. Currently, the world’s oldest known instruments are flutes made out of bones (Turk, Turk, and Otte 11). In fact, bones have been used to create or enhance musical instruments in a variety of settings throughout history and in modern day instrument making. Bone bull roarers, jaw bone percussion, clappers, trumpets, drum shells, lyres, or construction parts, such as frets, plectrums, pipes and pipe fittings, embouchure adjustments, or percussive strikes are just a few of the more common uses of bones in musical instrument construction. One man even made a guitar out of the skeleton of his dead uncle to memorialise the person who influenced his musical tastes and career (Bienstock). Bones can therefore be taken as a somewhat common material for making musical instruments. All of these instruments share a common trait, and not just the obvious one that they are all made out of or incorporate bones. None of these instruments are intended to represent something monstrous. Instead, they represent the ephemeral nature of humanity (Cupchik 33), a celebration of lineage or religious beliefs (Davis), or simply are the materials available or suitable to create a sound-making device (Regan). It is not possible to know the full intentions of a maker, in many cases, but a link to monstrosity and a representation of the ‘horrific’ or ‘freakish’ seems missing for the most. There are instruments, however, that do house this sentiment and some that utilise bones in the construction with the purpose of making this connection between the remains and something beast-like. In this article, I argue that the Bone Guitar Thing (BGT) built and played by raxil4 is one of those instruments. Introducing the 'Thing' Raxil4 is the stage name of sonic artist Andrew Page. He has been playing his Bone Guitar Thing for almost twenty years in a variety of settings (Page, email interview, 25 June 2021). The instrument has undergone slight changes during that time, but primarily it has retained its specific visual, timbral, and underlying associative features. The BGT is complex, more so than it may seem at first. By investigating the materials used, the performance techniques employed, and raxil4’s intentions as a musician, instrument maker, and community member within his circles of activity, the monstrous nature of the BGT comes to light. The resultant series of entanglements exhibits and supports a definition of what is a 'monster' that, like several definitions in monster theory discourse (Levina and Bui 6; Cohen 7; Mittman 51), includes challenging that which may be seen as ‘normal’ and thereby may nurture levels of unease or fear. However, in the case of the BGT, that which is monstrous is simultaneously being taken as something positive alongside its beast-like characteristics, and rather than evolving into something that needs to be repressed or eliminated, the ’monster’ here becomes a hero or champion, colleague, or even a friend. The Bone Guitar Thing is not really a guitar. It is a zither with a piece of driftwood for a base, (currently) five strings, and an electric pick-up (see Fig. 1). The bridge for the instrument is two bones, and the pitch and timbre of the strings is sometimes changed with bones used for Cage-like preparation (Cage 7-8; Bunger). Bones are also used to play the instrument, sometimes like a plectrum, others like a hammered dulcimer, or occasionally, simply pounding the string or the soundboard with great force to make a combination of percussive and string sounds. Glissandos are created by using the plectrum bones as a slide, and Page also uses jaw bones to introduce ratchet sounds, string scraping, and precise pitch bending (with the sharper edged part of the bones) (raxil4, “Livestream”). The instrument is electric, so the bones are enhanced with guitar pedals (typically reverb, distortion, and octave-splitter; Page, email interview, 25 June 2021), but the tonal qualities retain a semblance of the bone usage. Fig. 1: raxil4's Bone Guitar Thing. Photograph: Andrew Page. Page often uses the BGT as part of his sonic arsenal to perform dark ambient music, noisescapes, improv music, or live film soundtracks both in live concerts and recording situations. He plays solo as much as with ensembles, and more often improvises his music or parts, but occasionally works with predetermined organisation or scores of some description (although he admits to typically abandoning predetermined passages or scores during live performances; Page, email interview, 14 July 2021). Currently in London, raxil4 presents concerts in a variety of settings, typically well-suited for his brand of sonic art, such as Ryan Jordan’s long-running concert series Noise=Noise (raxil4 feat. King Sara), experimental music shows at the Barbican (raxil4 + King Sara + P23), and dark ambient showcases promoted and arranged by one of his record labels, Sombre Soniks (Wright). Sounds beyond Words: Monstrous Music One series of performances in which raxil4 used the BGT took the form of an immersive theatre show produced by Dread Falls Theatre called Father Dagon, based on the works of horror author H. P. Lovecraft. The performance incorporated a breaking of the ’fourth wall’ in which the audience wanders freely through the performance space, with actor- and sometimes audience-interactive musical performances of partially improvised, partially composed passages by musicians located throughout the set. Director and writer Victoria Snaith considered the use of live, semi-mobile, experimental music dispersed through the audience (mixed with an overall backing soundtrack) as heightening the intensity of the experience by introducing unfamiliar aspects to the setting. She discusses having made this decision based on Lovecraft’s own approach to story-telling that highlights a sense of unfamiliarity and therefore sense of “fear of the unknown”. The usefulness of creating unfamiliarity in this context can serve to support the parts of the narrative that contains supernatural and monstrous aspects. Given that the elements of the supernatural and horrible monsters in Lovecraftian tales are primarily indescribable (both because Lovecraft would recount beasts and fantastic magical happenings in his works as being such, and because in a practical theatrical situation, these things would be impossible to describe, especially without text or specific props or costumes, which the show purposefully uses sparingly, also as a conscious choice to embrace the unknown). Sounds created on instruments that are unique, or generated through unusual performance techniques would lend themselves to being more difficult to describe, and therefore fitting to support a desire to present something regarded as also difficult to describe, that being supernatural happenings or horrific creatures. (Connor 77) Page’s use of the BGT in these performances added directly to this notion both sonically and visually. The homemade nature of his instrument increased the potential that audience members would be less familiar with the source of his sounds, even if they were watching him perform, and the resultant soundscape he provided introduced harsh timbres, undulating pads, and aggressive punctuation of movement. Page sees the BGT as an instrument “reclaimed from the watery depths” (matching the theme of the show’s narrative), therefore as one fitting into the Lovecraft show “quite nicely” (Page, email interview, 25 June 2021). He likens the sounds created by the BGT as presenting “otherworldly melodies” akin to those played by Erich Zann (a character in another Lovecraft story who conjures a gateway to an alternate dimension full of indescribable creatures and nightmares via performing unusual music on his viola de gamba), which Page also sees as fitting (ibid.). His instrument in this setting as a producer and provider of unfamiliarity is supportive of constructing and maintaining a definition of “monstrous” or “terrifying” (Levina and Bui 6). Fig. 2: raxil4 performing in Dread Falls Theatre's Father Dagon, London 2012. Photograph: Pierre Ketteridge. Finding Community in the 'Freakish' Raxil4 also notes that the Bone Guitar Thing is appropriate for creative input within improv music circles (Page, email interview, 25 June 2021). Generally speaking, contemporary improv music (meaning the broad genre) is improvised performance focussing on sonic exploration over melodic, harmonic, or rhythmic content (even though all will be present in most cases; Toop 132-137). In my experience working with improv musicians since 1981, I find that these performers typically attempt to create sounds that are unusual or unexpected. Players often embrace extended techniques, repurposing non-musical items to be sound-making devices, and employ self-built instruments. Improv musicians seek to break free from the constraints of what may be seen as Western standard musical practices (ibid.), but they simultaneously strive to uphold some parallel aspects of artisanship and virtuosity, perhaps as a means to validate their departure from Classical/mainstream music norms. The instruments and approaches can be seen as factors that separate the experimental artists from the conservatory-based performers, yet still affords them the clout of being hard-working, innovative, expressive, and professional. As the name implies, improv music emphasises improvisation. André Hodier (23-36) in his classic book The Worlds of Jazz likens improvising jazz musicians to an alien race who battle each other on a daily basis (via jazz battles) in order to see who resides at the top of the improvisation chain. Improv musicians (some of whom come from a jazz background) tend to engage in this sort of hierarchical status ranking system using a much more ’polite’ and co-supportive mentality (at least in the scenes in which I have been privileged to participate). Improv musicians can occasionally embrace a friendly attitude that one should surpass the experimental nature of other performers, and may do so by presenting a new sound, technique, or instrument. The BGT can serve this function. It can stand out among other improv musicians’ gear, even if a majority of the instruments are self-built, through its use of bones and its intentional evocation of something horrific. Improvised music is sometimes looked down upon by musical communities who value conservatory training, popular music, or more traditional Western classical approaches to music. Referring to avant-garde jazz in the 60s and 70s, Valerie Wilmer (6) recounts that critics and Classical music enthusiasts perceived experimental and improv music as “‘freakish’ and only worthy of passing interest”. The dynamic is different today, but the overall attitude remains, at least in part. The improv music scene is creatively valid, but in comparison to conservative or more mainstream music, incorporates more experimental practices, therefore sometimes musical form, interactions, and preparation is less obvious to audience members outside the experimental music circles. The Bone Guitar Thing also plays into this construction. It is artistically valid, yet perhaps simultaneously challenging to the less-experienced listener. The BGT in this setting is multifunctional. Page (email interview, 25 June 2021) sees the BGT as a means to cut through or rise above other improv musicians, partly by being more recognisable as a “freakish” instrument at performances where the music is already considered freakish by some outsiders. Additionally, the fact that Page has taken the time to make this instrument, and uses notably practiced techniques to create the sounds he introduces, may position him as an innovative professional, rather than a non-trained imposter. The BGT can (at least for raxil4, but for others as well) become a monster among monsters that allows Page to validate his brand of creativity (Ibid). Musical ’freakishness’ appears in other settings as well. An example of this is a performance in which raxil4 took part where an ensemble provided experimental music for a live tattooing event (raxil4, “Listening”). Here, the congruency with being monstrous or freakish is perhaps more overt. Similar to the soundscape being performed, Fenske (6) points out that tattoos may still be seen as unfit or unexpected for certain classes, genders, or education levels, and may even still be associated with illustrated circus performers of the past. Furthermore, Kinzey (32) suggests that avant-garde and counter-culture communities (such as ones where tattooing and live music converge in a single event) often value uniqueness that serves to “erase boundaries between everyday life and art”. The combined performativity of live music and tattoo inking (both the artistic activity and the art itself) associates raxil4 and the BGT with this non-mainstream circle (to some degree), potentially conjuring an identity of something freakish or monstrous to people with different values. Engaging with Expressive Objects The conception and evolution of the Bone Guitar Thing has its roots in personal experience, art experimentation, and material culture related to Page’s life and the musical communities in which he played and plays. In the past, Page endeavored to make small sculptures to be given as Christmas and birthday gifts from materials he found on the shore of the River Thames, many including bones. Page then began to create new musical instruments with what he had available. Page’s brother is a doctor specialising in gunshot wounds and knife trauma, and his apartment was filled with remnants of his brother’s occupation, including a number of crutches. From these, Page crafted his first instruments in this period: crutch harps that utilised the leftover medical devices to build stringed sound generators. He claims the instruments at first were not overly successful, so he began to experiment with his bone sculptures to create more serviceable instruments. An early attempt was a percussion instrument made from various found bones, which Page deemed the “Xylobone” (see Fig. 4). This instrument and advanced crutch harps (6-string tenor (see Fig. 3.) and 2-string bass) became his first arsenal of sound makers, but Page felt the instruments ultimately failed to meet expectations and opted to rethink his approaches and designs. Fig. 3: One of Page's 6-stringed crutch harps. Photograph: Andrew Page. Fig. 4: The Xylobone - raxil4's bone xylophone percussion instrument. Photograph: Andrew Page. The BGT was intended to be more “playable”, “expressive”, and audible to battle louder co-performers. As mentioned, the driftwood base and bones for the instrument originated from the River Thames. The electronics come from a destroyed guitar that was the result of performing in a previous project in which Page was the singer, where the guitarist “had a habit of smashing his guitars on stage, in a sort of expensive tribute to [grunge guitarist] Kurt Cobain" (Page, email interview, 25 June 2021). The BGT started off as a 6-string zither that used guitar-gauge steel strings, but according to Page, given the harsh performance technique of beating or scraping the strings with bones, he was encouraged to switch to using wound, bass-gauge strings, affording him a lower pitch and greater resistance to energetic performance practices. One tuning peg, however, snapped off quite early in its life (as it was in a thinner, more weathered part of the driftwood), leaving the instrument one string shorter. Page says he likes to think that the instrument decided itself that it would be a “5-stringed beast” (ibid.). Conclusion The Bone Guitar Thing is, in fact, beast-like, at least in the settings, sonic attributes, and mindsets of the player and the communities in which the instrument is played, but it may not be the case that this beast-like nature is equal to being monstrous. Cohen (3-25) in his discussion of seven potential monster theories outlines several different notions of what can be considered “monstrous” and relates the monster in each theoretical situation to those fearing the monstrous construct. Most closely related to the situation in which the BGT is observed is a parallel theory based on the concept of “Us versus Them”, meaning “Us” as those who are dealing with the monster in question, and “Them” as being those on the side of the monster or the monster itself (Cohen 19-20). However, with the BGT, the monster is not unanimous with “them”, but rather with “us”. In all the situations outlined here, the instrument takes on the role of a beast, but not a negative role for Page (email interview, 14 July 2021) or fans of raxil4 (Wright). Instead, the beast is more like part of the team of noise makers actively engaged in the community’s activities of creation, entertainment, identity, and validation of values upheld thereof. Each of the performance settings can be argued to exhibit a sense of welcoming outsiders or praising diversity, rather than ostracising it. The Lovecraft performance and story were constructed on the premise of questioning what is a monster and who determines that definition. The Bone Guitar Thing supports and interacts precisely within this parameter to enhance the artistic commentary presented. Within the improv music setting, the instrument assists Page to achieve uniqueness among that which is already unique and highlights the values of community including a show of innovation, exploration, and personal performance technique development. For the live tattooing, the instrument stands out as a unifying sonic flag, connecting other (perhaps less-monstrous) artists into a stronger group of alternative creatives. Effectively, the BGT is a 'freak among freaks', serving to simultaneously fit in and rise above, all while maintaining a sense of “us” within respective circles. The beast-like nature is not entirely an outward force. Page (email interviews, 25 June 2021 and 14 July 2021) is aware that he has received no formal education in music. He admits he is less familiar with music theory, and more familiar with the science and technology behind the music. Page considers himself to be experimental in his approach to sound creation, which he sees as being more unique due to ignoring the “rulebooks” (ibid.). As a result, he feels (at least a slight) pressure of feeling “unprofessional” or “correct” in the eyes of Western conservatory-trained musicians and composers or those with a similar mentality (Page, email interview, 25 June 2021). The BGT was also, to a degree, built to battle being told what was “right”. For Page, his instrument is akin to a beast that helped him break free of the constraints of Western tonal and virtuosic constraints. “I made my own [instrument] so that nobody could tell me I was playing it the wrong way” (ibid.). His “beast” helped him break down barriers and asserted himself as an innovative musician and creative professional. So, then, the Bone Guitar Thing is a monster; sonically, visually, and physically. It represents a monster, it is called “the beast”, and it takes on the role of a terrifying creature raging through (sometimes, extremely quietly – raxil4; raxil 4 feat. King Sara; raxil4 + King Sara + P23) soundscapes, settings, and performances, rallying the like-minded and routing the unsuspecting or “others”. That is an overdramatic take on the situation, perhaps, but the instrument does uphold a series of values and creative aesthetics that fosters positive relationships between the artist, the community, and the sonic and physical qualities of the zither. Rather than being a device that places a horrific barrier to be overcome in an “us versus them” scenario, the monster takes on an alternate role and becomes a source of empowerment for “outsiders” or marginalised groups or people (Mittman 51). Thus the Bone Guitar Thing allows Page to demolish barriers and amalgamate fellow community members into a larger version of “us” to create a space in which the beast is no longer a monster. References Bienstock, Richard. “Man Builds Guitar Out of His Dead Uncle’s Skeleton.” Guitar World 11 Feb. 2021. Web. 13 June 2021 <https://www.guitarworld.com/news/man-builds-guitar-out-of-his-dead-uncles-skeleton-uses-it-to-play-black-metal>. Bunger, Richard. The Well-Prepared Piano. Colorado Springs: Colorado College Music P, 1973. Cage, John. Empty Words: Writings ’73-’78. Middletown, CT: Wesleyan University P, 1981. Cohen, Jeffrey Jerome. “Monster Culture (Seven Theses).” Monster Theory: Reading Culture. Minneapolis: U of Minnesota P, 1996. 3–25. Connor, Will. “Performing the Sounds of Darkness: An Exploratory Discussion of Musical Instruments and the Gothic Aesthetic.” The Dark Arts Journal: Reimaging the Gothic 2.I2 (Autumn 2016). 26 June 2021 <https://thedarkartsjournal.files.wordpress.com/2017/04/the-dark-arts-journal-2-21.pdf>. Cupchik, Jeffrey. “Buddhism as Performing Art: Visualizing Music in the Tibetan Sacred Ritual Music Liturgies.” Yale Journal of Music & Religion 1.1 (2015): 31–62. Davis, Josh. “Some Bronze Age Britons Turned the Bones of Dead Relatives into Musical Instruments.” Natural History Museum. 1 Sep. 2020. 23 June 2021 <https://www.nhm.ac.uk/discover/news/2020/september/bronze-age-britons-turned-the-bones-of-dead-relatives-into-musical-instruments.html>. Fenske, Mindy. Tattoos in American Visual Culture. New York: Palgrave, 2007. Hodier, André. The Worlds of Jazz. New York: Grove P, 1972. Kinzey, Jake. The Sacred and the Profane: An Investigation of Hipsters. Winchester, U.K.: Zero Books, 2012. Levina, Marina, and Diem-My T. Bui. “Introduction: Toward a Comprehensive Monster Theory in the 21st Century.” Monster Culture in the 21st Century: A Reader. Eds. Marina Levina and Diem-My T. Bui. New Delhi: Bloomsbury. 1–14. Mittman, Asa Simon. “Introduction: The Impact of Monsters and Monster Studies.” The Ashgate Research Companion to Monsters and the Monstrous. Eds. Asa Simon Mittman and Peter J. Dendle. London and New York: Routledge, 2013. 44–60. Raxil4. Listening Circuits: 19/06/21 with Live Tattooing from Catmouse. 21 June 2021. 23 June 2021 <https://www.youtube.com/watch?v=VZgUC5TTOxk&list=LL&index=3>. ———. raxil4 – Livestream for Iklecktik: 21/06/20. 22 June 2020. 23 June 2021 <https://www.youtube.com/watch?v=-zW-Mw2jRDQ&list=LL&index=6>. Raxil4 feat: King Sara. raxil4 feat: King Sara – Sawbones 13 – Live @ Noise=Noise (14/01/13). 26 Jan. 2013. 23 June 2021 <https://www.youtube.com/watch?v=fxFMA77yQ_A&list=LL&index=5>. raxil4 + King Sara + P23. raxil4 + King Sara + P23 – Barbican: 15/08/13. 11 Sep. 2018. 23 June 2021 <https://www.youtube.com/watch?v=N619ooZxx-0&list=LL&index=4>. Page, Andrew. Email interview. 25 June 2021. ———. Email interview. 14 July 2021. Regan, Marty. Video interview. 13 July 2021. Snaith, Victoria. Personal interview. 17 April 2016. Toop, David. Ocean of Sound. London: Serpent’s Tail, 2001. Turk, Matija, Ivan Turk, and Marcel Otte. “The Neanderthal Musical Instrument from Divje Babe I Cave (Slovenia): A Critical Review of the Discussion.” Applied Sciences 10-1226.2 (2020): 1–11. Wilmer, Valerie. As Serious as Your Life. London: Serpent’s Tail, 2018. Wright, Kevin. Email interview. 29 June 2021.
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"Reading country music: steel guitars, Opry stars, and honky-tonk bars." Choice Reviews Online 36, no. 08 (April 1, 1999): 36–4404. http://dx.doi.org/10.5860/choice.36-4404.

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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

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Анотація:
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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Setiawan, Nur Dwimas, and Sri Wahyuningsih. "REPRESENTASI SUREALISME PADA VIDEO KLIP LAGU MAN UPON THE HILL KARYA STARS AND RABBIT." WACANA: Jurnal Ilmiah Ilmu Komunikasi 20, no. 1 (June 30, 2021). http://dx.doi.org/10.32509/wacana.v20i1.1433.

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The music video for Man Upon The Hill by Stars and Rabbit can steal attention because it is able to present unique and interesting visuals. The purpose of this study was to determine the representation of the meaning of surrealism in the video clip Man Upon The Hill by Stars and rabbit. This research uses descriptive qualitative research methods. Data collection using the method of observation, in-depth interviews, and documentation. Informants were selected using purposive sampling technique. The technique of checking the validity of the research data used the source triangulation technique. The result of this research is the relationship between humans and nature, representations of several scenes: First, symbols such as the pentagram have the meaning of a dimension of life. Second, the Third Eye Chakra is the highest consciousness. Third, the arrangement of roots to form a gate represents a gate to a different dimension. Fourth, the tree root guitar represents how nature communicates, the melody that sounds from nature. Fifth, the arrangement of floating stones in a circle is the cycle of life. Sixth, black skin is a representation of the balance of the life cycle. Seventh, women with horses represent warriors, children represent purity.
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38

Bauder, Amy. "Keeping It Real? Authenticity, Commercialisation and Family in Australian Country Music." M/C Journal 18, no. 1 (January 20, 2015). http://dx.doi.org/10.5204/mcj.939.

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Getting the Family Together: A Fieldwork Account The final gig of Bob Corbett and the Roo Grass Band’s 2013 tour is a hometown show at New Lambton Community Hall in Newcastle on the coast of New South Wales, Australia. The tour had already covered Newcastle and surrounds at various locations within 50 to 100km of the Newcastle CBD. In addition to lead singer and guitarist Bob Corbett, there are three main members of the Roo Grass Band, Sue Carson on fiddle and mandolin, Dave Carter on banjo, bass and bagpipes and Robbie Long on guitar, mandolin and bass. I enter the building and at the top of the stairs a tall, slim woman with a shock of red hair rushes to greet me with a hug, “It is so good to see you!”This is Veronica, Bob Corbett’s Mum. She’s been busy setting up the merchandise desk, taking tickets, and greeting almost every member of the audience by name. Veronica has functioned as de facto tour manager throughout the band’s Lucky Country Hall Tour. As well as running the merchandise desk and ticketing, she’s occasionally acted as roadie, and has supervised the packing of cars and trailers. These day-to-day jobs on the tour have been done with help from either her sister Roberta or, for most of the tour, a close friend of the band, Jenny. I deposit home-made chocolate brownies and biscuits in the kitchen, setting them up alongside fruit brownies made by Veronica for the audience. Bob’s wife, Kirrily, comes and says hello, followed by their son Marley, who heads straight for the goodies. Their daughter Matilda is running around with her best friend and next-door neighbour, Sophie. Dave, who plays banjo, bass and bagpipes in the band, greets his wife Karen as she arrives with their kids. The band’s fiddle player, Sue, is pacing around, looking fractious. I ask if she’s okay. “Yeah, it is just that my family is meant to be here already and they’re running late. They’re going to miss it.”Not long after, Sue’s partner, Michael (who is also Veronica’s brother, Bob’s uncle) arrives with their son Elijah and his son Gabe, in time for the show. This final gig of the tour seemed to have been largely arranged for the families of the band, and there was little advertising for it. In the way of family get-togethers a mix of tension and excitement fill the room. But once the band starts playing things calm down, a group of kids occupy the dance floor, twirling, swaying, skipping and running along with the music. Family, Authenticity, and Commercial Practices in Australian Country MusicI open with this fieldwork account to illuminate how the presence and involvement of family, through parents, spouses, aunts, uncles, children and even close friends are central to the experience of what it is to be a country music artist in Australia. In the case of Bob Corbett and the Roo Grass Band, for example, band members make choices to involve family in the activity of “being” a band—touring, performing, engaging with fans—and these choices have emotional value for them, but are also yoked to broader discourses of family which circulate in the field of Australian country music. This field story reveals that “family” is not something carved off from artists’ public engagement with the field of Australian country music but is central to it. Discourses of and around “family” are implicit in the practices of Australian country music artists and are strategically used by artists to define what country music is and what is valued in the field. Crucially, the discourse of family is used to support claims to authenticity within country music culture. Ideas about and associated practices concerning, “authenticity” permeate the culture of country music. The discourse reaches across all aspects of the field, and all participants in the scene are compelled to at least turn their minds to questions of authenticity, and develop strategies for dealing with them. Value is conferred on artists seen to convey so-called “true” and “genuine” personas. Indeed the country music community demands something referred to as “honesty” from performers. It needs to be noted that country music is a commercial popular music form and culture. Many agents in the scene have an uneasy symbolic relationship with the commercial aspects of country music, but it is a basic premise within the field: the music exists to make money. This is not to say that financial and popular success (in their quantifiable forms: money made, units sold, crowd sizes, radio spins) is the only thing valued in country music. As a form of cultural capital, authenticity is also valued. But within Australian country music a tension exists between the part of field underpinned by commercial logic and the idea of the popular and those underpinned by notions of creativity, independence and musical integrity. Authenticity is deployed to distinguish country music from other styles of music in a number of keys ways. Authenticity can be taken as an essential quality of music, which “honestly” reflects or expresses an identity or experience (e.g., Australian national identity, rural experience, heartbreak) (Watson, Volume 1; Watson, Volume 2; Sanjek); as a proper way of relating music, artist and audience (Smith); as a ideological watchword which tempers commerciality (Sanjek); or as something “fabricated” or constructed in the codification of the genre (Akenson; Peterson; Carriage and Hayward). I am not positing authenticity as a feature unique to Australian country music. A number of authors have highlighted the role authenticity plays in many forms of popular music to navigate, understand or obfuscate the functions of the commercial music industry and shape its output (Frith; Sanjek; Barker and Taylor). The scholarship on country music and popular music in general often explores how authenticity is inscribed in the products of country music, rather than the processes and practices behind those products: the everyday, extra-musical activities of participants in the scene. This article is concerned then with how discourses of authenticity are sutured to business, musical and promotional practices, and how such tropes function alongside discourses and practices concerning “family” in the negotiation of commercial realities in Australian country music. Rather than looking at end products, my research takes a ground-up approach, exploring what people are doing and how they talk about their practices and decisions. Discourses of “family”, and practices around kin, provide one of many possible entry points for this exploration. MethodologyThis article is based on ethnographic research on Australian country music. Between 2012-2014 I spent many months of focused immersion with Bob Corbett and the Roo Grass Band at festivals and on tour. This research was part of broader participant observation I conducted which included attending more than 150 country music events across New South Wales and Queensland. I also conducted hundreds of informal interviews at these events, as well as in-depth, semi-structured interviews with key informants, including band members Bob Corbett, Sue Carson, Robbie Long, and Michael Carpenter (sometimes drummer).Bob Corbett was recognised by the “mainstream” Australian country music scene in 2012 after winning the Star Maker competition. Since the win Bob and the band’s success within the field has increased—higher album sales, larger crowds, more airplay, recognition, sponsorships and nomination for Golden Guitar Awards (the main Australian country music industry awards). They play a mercurial mix of styles including bluegrass, Western swing, pop folk, and rock. At the core is a concern with storytelling and live, acoustic based performance is central. Bob and the band are primarily engaging with the field of Australian country music (through festivals, media, and self-identification), rather than the folk or bluegrass scenes, which, while related, are distinct fields with different logics, rules and relations.The conceptual framework for this article is indebted to Pierre Bourdieu. In using the term “field” to talk about Australian country music, I understand it as a discrete, relatively autonomous social microcosm, which is located within the social space of Australian society and the broader music industry, yet it is ruled by logics which are “specific and irreducible to those that regulate other fields” (Bourdieu in Bourdieu and Wacquant 97). Australian country music consists of systems of relations, which define the occupants of the field—country musicians, country music stars, or country music fans (to name but a few)—and shape the products and practices of the field. Bob Corbett and the Roo Grass Band are participants in the field of Australian country music, and work to differentiate their position, and gain a monopoly over authority and influence within the field—to be recognised as successful, authentic country music artists (Bourdieu and Wacquant 100). This framework allows analytic space for exploring and understanding a tension between authenticity, as a form of cultural capital, and the commercial imperatives of country music as a popular music form.Family Bands and the Family BusinessThe significance and foregrounded presence of “family” within Australian country music is a result of the history of the field in which family bands have been prominent. The practice of touring with your spouse, children or other kin has been connected to a discourse of the “Family Band” in Australian country music. Slim Dusty and his family, as pioneers in the Australian country music industry, and arguably the most commercially and culturally successful artists in the scene’s history, are held up as an example par excellence of the country music canon, and provide the model for how country music should or could be done as a family. Slim, his wife Joy, daughter Anne Kirkpatrick and other extended family worked as a “family band” touring, performing, songwriting, recording, and being country music artists. As the “first family” Australian country music band (Baker; Ellis) they dominate the social and cultural imaginary of Australian country music. They represent a tradition of family involvement in the business of country music as a way of dealing with the practical realities of touring, providing emotional support and enjoyment, and as a part of a relatively conservative set of values drawn from country life­. These features work together to discursively distance the “family band” from the commercial music industry and imbue integrity and naturalness in those artists’ engagement with the music business. Bob Corbett and the Roo Grass Band is a family band: fiddle player Sue is Bob’s aunty; her partner Michael Stove, Bob’s uncle, was an original member of the Roo Grass Band. But more than that, the band understands themselves as a “family”. Sometimes-drummer in the band, Michael Carpenter, talked at length about the “Roo Grass Family” when I interviewed him, including the affective value he places on those relationships:I love it when Bob says… ‘Michael’s been a part of the Roo Grass family for a long time’ … it’s a very country music thing to say … when Bob says it, it actually means something, there’s a certain level of weight to it, because I know the way he treats his bands, I know the way he treats the people who are involved ... it does make them feel like they are a part of something special and so, and that’s beyond just doing a gig … it kind of creates this sense of loyalty that is important to me.The other members of the band also understand and value their involvement with the band in a similar way, and it spills into the chemistry the band has on stage, and the enjoyment they derive from playing together. The idea of the family band opens out beyond the actual band as well: the “Roo Grass Family” includes friends, fans and others with strong ties and involvement with the band.Practical, on the ground support (both on tour and also at home) offered by family to artists in Australian country music is a significant source of capital for those artists. However, participants also talk about this family help as a chance to spend time together, and couch it within discourses of loyalty, love, fun and commitment. Practices and discourses of small, DIY business are also sutured to discourse of family, as a way of reinforcing the fierce independence from big business and record companies. The fieldwork account at the beginning of this article reveals some of the work done by family on tour for Bob and the band, mainly through the presence of Bob’s mum, Veronica, as defacto tour manager. During the gig Bob offered a series of acknowledgments for the tour. After thanking the audiences and tour sponsors, he moved on to family:Bob: I’d like to thank my aunty Roberta, she came along and helped us on a tour leg … Ah, I’m going to forget people, I’m going to leave the special ones to last … I would like to thank Kirrily personally, but as Sue said, all partners and stuff, so I love you Kiz. But the most special one of all: Mrs Veronica Corbett [loud applause and cheers]. She’s the backbone! Of the tour, so thanks mum, thanks for everything.Veronica: Absolute pleasure Bobby.Bob: It’s been, it’s been a pleasure. You love doing it.Veronica: I love it.Bob: Yeah, you do love doing it, it’s been great, you know. I don’t want to get too, too sentimental, but, um just before dad died, he turned to me and said ‘look after mum’, and I don’t, I don’t look after mum, but in a way, just sharing all these experiences, like, we’re looking after each other, so, thank you for doing that.In this account, I am interested in the ways in which Bob, Veronica and Sue talk about the labour provided by family. There are a number of ways that participants talk about the practice of getting family to help do the work of touring and performing country music, which emerge here, and are consistently used by Bob and the band. It is spoken of in terms of “spending time” with each other, and of loving that time. Discourses of enjoyment and sociality permeate Bob, Veronica, and others’ discussions of the practical reality of people giving up their time to help. This is part of the cultural capital of authenticity: being a professional country music band out on the road is about more than hard slog, making money and cold business; it is an enjoyable experience, underpinned with love. To be authentic, it should be about more than the dollars.While the involvement of family in the activities of the band is discussed and understood as a chance to spend time together, an enjoyable experience, there are also discourses of support and help tied to these practices by those in and around the band. It is often acknowledged as a practical reality that family members are involved in the activities of the band (or in maintaining the home front) as a source of free or cheap labour which makes touring and performing possible. Sue acknowledged the importance of family support to the band, particularly as an independent band, in the interview: Main sources of support? … the management from Toyota and everything … after winning Star Maker, that was really great, so they’ve really helped … and also family … you certainly need that support, because you can’t, you’ve got to get out there and do it, that’s the only way to do it … it’s very personal support in a lot of ways … we’re not at that stage where, we’re not at a bigger level where there’s plenty of money being thrown around by record companies, that sort of support.In acknowledging the role of family at home while the band tours, as well as the “personal support” given to the band, Sue binds the practices of individuals staying at home, minding kids and maintaining home life, to the discourse of family. She is also linking the practices to the band’s “independent” status and the lack of “money being thrown around by record companies” as the reason this support and other on the road, tour based work, is essential. Within Sue’s account here, and at other times during my fieldwork, there was a sense that she saw the need for family support as a sign of inadequacy, a sign that the band had not yet “made it” to the level where the support comes from record companies, and there will be money thrown around to support the activities of the band. This touches on a broader set of discourses that circulate in the country music community about professionalism and amateurism, which are also linked to ideas about family. While the foregrounding of family has value within the field of country music, there is something else going on here. A division is often drawn between “commercial” and “creative” endeavours in Australian country music. By linking practices involving kin and discourses of family, Bob Corbett and the Roo Grass Band position themselves as authentic, or real, grass roots, and with creative freedom, in contrast to being creatively constrained or selling out. Within this division, a reliance on one’s family can be understood in some ways as a rejection of the commercial, business networks of country music. In the case of Sue’s account above there is a sense that it is also a way of negotiating success when you do not have access to a record label or other big business support, which may seem the easier route. Sue’s view differs somewhat from Bob’s in this respect. Bob often expressed pride in the fact that they are “doing it on their own” and boasting an independent DIY model of music business (for example through ticketing, tour organisation and production); a business model that relies on the support of their family, but which is respected and valued within Australian country music. ConclusionArtists such as Bob Corbett and the Roo Grass Band all occupy “positions” in the field of Australian country music, and the discourses of “commercial”, “creative”, and “authentic” all work to categorise artists, and their position in the field. Economic and material circumstances limit, enable or influence the decisions to involve families or not: for Bob, a desire to remain in control of his creative output and career, and the need to maximise income to feed his family makes DIY ticketing, and taking his mum and friends on the road a good choice. But these material factors work with symbolic and cultural factors, in the game of cultural legitimisation about what it is to be a country music artist. The way in which Bob and the band invoked particular discourses of family, loyalty, fun and enjoyment, to talk about the on-the-ground practices of having family involved (or not) in their working lives as musicians is part of the work these bands and artists are doing to represent themselves to the country music community; they are attempting to establish themselves as adequately, legitimately and authentically “country”. In the process they are also shaping what it is to be a country music artist and what is valued within the field—in this case “family”. The constant struggles over what country music is, what is “authentic” country and what represents success, are struggles over the “schemata of classification … which construct social reality” (Bourdieu 20). Bob Corbett and the Roo Grass Band are using strategies in this struggle, in this case the strategies link practices involving kin to discourses of honesty and openness by collapsing public and private, heritage and tradition through the family band, and authenticity, professionalism, and success in the way family support can limit the need to rely on record labels and big business. ReferencesAkenson, James E. “Australia, The United States and Authenticity.” Outback and Urban: Australian Country Music. Ed. Philip Hayward. Gympie, QLD: aicmPress for the Australian Institute of Country Music, 2003. 187–206. Baker, Glen A. “Liner Notes - Annethology: The Best of Anne Kirkpatrick.” July 2010.Barker, Hugh, and Yuval Taylor. Faking It: The Quest for Authenticity in Popular Music. New York: W.W. Norton, 2007.Bourdieu, Pierre. “Social Space and Symbolic Power.” Sociological Theory 7.1 (1989): 14–25. Bourdieu, Pierre, and Loïc J. D. Wacquant, eds. An Invitation to Reflexive Sociology. Chicago: U of Chicago Press, 1992. Carriage, Leigh, and Philip Hayward. “Heartlands: Kasey Chambers, Australian Country Music and Americana.” Outback and Urban: Australian Country Music. Ed. Philip Hayward. Gympie, QLD: aicmPress for the Australian Institute of Country Music, 2003. 113–143. Ellis, Max. “Liner Notes: The Slim Dusty Family Reunion CD.” 2008.Frith, Simon. Music for Pleasure: Essays in the Sociology of Pop. Oxford: Polity Press, 1988.Peterson, Richard A. Creating Country Music: Fabricating Authenticity. Chicago: U of Chicago P, 1997.Sanjek, David. “Pleasures and Principles: Issues of Authenticity in the Analysis of Rock’n’Roll.” Journal of Popular Music Studies 4.2 (1992): 12-21.Sanjek, David. “Blue Moon of Kentucky Rising Over the Mystery Train: The Complex Construction of Country Music.” In Reading Country Music: Steel Guitars, Opry Stars, and Honky-tonk Bars. Ed. Cecelia Tichi. Durham: Duke UP, 1998. 22–44. Smith, Graeme. Singing Australian: The History of Folk and Country Music. North Melbourne, VIC: Pluto Press Australia, 2005. Watson, Eric. Eric Watson’s Country Music in Australia, Volume 1. Pennsylvania: Rodeo Publications, 1982. Watson, Eric. Eric Watson’s Country Music in Australia, Volume 2. Pennsylvania: Rodeo Publications, 1983.
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39

Collins, Steve. "Amen to That." M/C Journal 10, no. 2 (May 1, 2007). http://dx.doi.org/10.5204/mcj.2638.

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In 1956, John Cage predicted that “in the future, records will be made from records” (Duffel, 202). Certainly, musical creativity has always involved a certain amount of appropriation and adaptation of previous works. For example, Vivaldi appropriated and adapted the “Cum sancto spiritu” fugue of Ruggieri’s Gloria (Burnett, 4; Forbes, 261). If stuck for a guitar solo on stage, Keith Richards admits that he’ll adapt Buddy Holly for his own purposes (Street, 135). Similarly, Nirvana adapted the opening riff from Killing Jokes’ “Eighties” for their song “Come as You Are”. Musical “quotation” is actively encouraged in jazz, and contemporary hip-hop would not exist if the genre’s pioneers and progenitors had not plundered and adapted existing recorded music. Sampling technologies, however, have taken musical adaptation a step further and realised Cage’s prediction. Hardware and software samplers have developed to the stage where any piece of audio can be appropriated and adapted to suit the creative impulses of the sampling musician (or samplist). The practice of sampling challenges established notions of creativity, with whole albums created with no original musical input as most would understand it—literally “records made from records.” Sample-based music is premised on adapting audio plundered from the cultural environment. This paper explores the ways in which technology is used to adapt previous recordings into new ones, and how musicians themselves have adapted to the potentials of digital technology for exploring alternative approaches to musical creativity. Sampling is frequently defined as “the process of converting an analog signal to a digital format.” While this definition remains true, it does not acknowledge the prevalence of digital media. The “analogue to digital” method of sampling requires a microphone or instrument to be recorded directly into a sampler. Digital media, however, simplifies the process. For example, a samplist can download a video from YouTube and rip the audio track for editing, slicing, and manipulation, all using software within the noiseless digital environment of the computer. Perhaps it is more prudent to describe sampling simply as the process of capturing sound. Regardless of the process, once a sound is loaded into a sampler (hardware or software) it can be replayed using a MIDI keyboard, trigger pad or sequencer. Use of the sampled sound, however, need not be a faithful rendition or clone of the original. At the most basic level of manipulation, the duration and pitch of sounds can be altered. The digital processes that are implemented into the Roland VariOS Phrase Sampler allow samplists to eliminate the pitch or melodic quality of a sampled phrase. The phrase can then be melodically redefined as the samplist sees fit: adapted to a new tempo, key signature, and context or genre. Similarly, software such as Propellerhead’s ReCycle slices drum beats into individual hits for use with a loop sampler such as Reason’s Dr Rex module. Once loaded into Dr Rex, the individual original drum sounds can be used to program a new beat divorced from the syncopation of the original drum beat. Further, the individual slices can be subjected to pitch, envelope (a component that shapes the volume of the sound over time) and filter (a component that emphasises and suppresses certain frequencies) control, thus an existing drum beat can easily be adapted to play a new rhythm at any tempo. For example, this rhythm was created from slicing up and rearranging Clyde Stubblefield’s classic break from James Brown’s “Funky Drummer”. Sonic adaptation of digital information is not necessarily confined to the auditory realm. An audio editor such as Sony’s Sound Forge is able to open any file format as raw audio. For example, a Word document or a Flash file could be opened with the data interpreted as audio. Admittedly, the majority of results obtained are harsh white noise, but there is scope for serendipitous anomalies such as a glitchy beat that can be extracted and further manipulated by audio software. Audiopaint is an additive synthesis application created by Nicolas Fournel for converting digital images into audio. Each pixel position and colour is translated into information designating frequency (pitch), amplitude (volume) and pan position in the stereo image. The user can determine which one of the three RGB channels corresponds to either of the stereo channels. Further, the oscillator for the wave form can be either the default sine wave or an existing audio file such as a drum loop can be used. The oscillator shapes the end result, responding to the dynamics of the sine wave or the audio file. Although Audiopaint labours under the same caveat as with the use of raw audio, the software can produce some interesting results. Both approaches to sound generation present results that challenge distinctions between “musical sound” and “noise”. Sampling is also a cultural practice, a relatively recent form of adaptation extending out of a time honoured creative aesthetic that borrows, quotes and appropriates from existing works to create new ones. Different fields of production, as well as different commentators, variously use terms such as “co-creative media”, “cumulative authorship”, and “derivative works” with regard to creations that to one extent or another utilise existing works in the production of new ones (Coombe; Morris; Woodmansee). The extent of the sampling may range from subtle influence to dominating significance within the new work, but the constant principle remains: an existing work is appropriated and adapted to fit the needs of the secondary creator. Proponents of what may be broadly referred to as the “free culture” movement argue that creativity and innovation inherently relies on the appropriation and adaptation of existing works (for example, see Lessig, Future of Ideas; Lessig, Free Culture; McLeod, Freedom of Expression; Vaidhyanathan). For example, Gwen Stefani’s 2004 release “Rich Girl” is based on Louchie Lou and Michie One’s 1994 single of the same title. Lou and One’s “Rich Girl”, in turn, is a reggae dance hall adaptation of “If I Were a Rich Man” from Fiddler on the Roof. Stefani’s “na na na” vocal riff shares the same melody as the “Ya ha deedle deedle, bubba bubba deedle deedle dum” riff from Fiddler on the Roof. Samantha Mumba adapted David Bowie’s “Ashes to Ashes” for her second single “Body II Body”. Similarly, Richard X adapted Tubeway Army’s “Are ‘Friends’ Electric?’ and Adina Howard’s “Freak Like Me” for a career saving single for Sugababes. Digital technologies enable and even promote the adaptation of existing works (Morris). The ease of appropriating and manipulating digital audio files has given rise to a form of music known variously as mash-up, bootleg, or bastard pop. Mash-ups are the most recent stage in a history of musical appropriation and they epitomise the sampling aesthetic. Typically produced in bedroom computer-based studios, mash-up artists use software such as Acid or Cool Edit Pro to cut up digital music files and reassemble the fragments to create new songs, arbitrarily adding self-composed parts if desired. Comprised almost exclusively from sections of captured music, mash-ups have been referred to as “fictional pop music” because they conjure up scenarios where, for example, Destiny’s Child jams in a Seattle garage with Nirvana or the Spice Girls perform with Nine Inch Nails (Petridis). Once the initial humour of the novelty has passed, the results can be deeply alluring. Mash-ups extract the distinctive characteristics of songs and place them in new, innovative contexts. As Dale Lawrence writes: “the vocals are often taken from largely reviled or ignored sources—cornball acts like Aguilera or Destiny’s Child—and recast in wildly unlikely contexts … where against all odds, they actually work”. Similarly, Crawford argues that “part of the art is to combine the greatest possible aesthetic dissonance with the maximum musical harmony. The pleasure for listeners is in discovering unlikely artistic complementarities and revisiting their musical memories in mutated forms” (36). Sometimes the adaptation works in the favour of the sampled artist: George Clinton claims that because of sampling he is more popular now than in 1976—“the sampling made us big again” (Green). The creative aspect of mash-ups is unlike that usually associated with musical composition and has more in common with DJing. In an effort to further clarify this aspect, we may regard DJ mixes as “mash-ups on the fly.” When Grandmaster Flash recorded his quilt-pop masterpiece, “Adventures of Grandmaster Flash on the Wheels of Steel,” it was recorded while he performed live, demonstrating his precision and skill with turntables. Modern audio editing software facilitates the capture and storage of sound, allowing mash-up artists to manipulate sounds bytes outside of “real-time” and the live performance parameters within which Flash worked. Thus, the creative element is not the traditional arrangement of chords and parts, but rather “audio contexts”. If, as Riley pessimistically suggests, “there are no new chords to be played, there are no new song structures to be developed, there are no new stories to be told, and there are no new themes to explore,” then perhaps it is understandable that artists have searched for new forms of musical creativity. The notes and chords of mash-ups are segments of existing works sequenced together to produce inter-layered contexts rather than purely tonal patterns. The merit of mash-up culture lies in its function of deconstructing the boundaries of genre and providing new musical possibilities. The process of mashing-up genres functions to critique contemporary music culture by “pointing a finger at how stifled and obvious the current musical landscape has become. … Suddenly rap doesn’t have to be set to predictable funk beats, pop/R&B ballads don’t have to come wrapped in cheese, garage melodies don’t have to recycle the Ramones” (Lawrence). According to Theodor Adorno, the Frankfurt School critic, popular music (of his time) was irretrievably simplistic and constructed from easily interchangeable, modular components (McLeod, “Confessions”, 86). A standardised and repetitive approach to musical composition fosters a mode of consumption dubbed by Adorno “quotation listening” and characterised by passive acceptance of, and obsession with, a song’s riffs (44-5). As noted by Em McAvan, Adorno’s analysis elevates the producer over the consumer, portraying a culture industry controlling a passive audience through standardised products (McAvan). The characteristics that Adorno observed in the popular music of his time are classic traits of contemporary popular music. Mash-up artists, however, are not representative of Adorno’s producers for a passive audience, instead opting to wrest creative control from composers and the recording industry and adapt existing songs in pursuit of their own creative impulses. Although mash-up productions may consciously or unconsciously criticise the current state of popular music, they necessarily exist in creative symbiosis with the commercial genres: “if pop songs weren’t simple and formulaic, it would be much harder for mashup bedroom auteurs to do their job” (McLeod, “Confessions”, 86). Arguably, when creating mash-ups, some individuals are expressing their dissatisfaction with the stagnation of the pop industry and are instead working to create music that they as consumers wish to hear. Sample-based music—as an exercise in adaptation—encourages a Foucauldian questioning of the composer’s authority over their musical texts. Recorded music is typically a passive medium in which the consumer receives the music in its original, unaltered form. DJ Dangermouse (Brian Burton) breached this pact to create his Grey Album, which is a mash-up of an a cappella version of Jay-Z’s Black Album and the Beatles’ eponymous album (also known as the White Album). Dangermouse says that “every kick, snare, and chord is taken from the Beatles White Album and is in their original recording somewhere.” In deconstructing the Beatles’ songs, Dangermouse turned the recordings into a palette for creating his own new work, adapting audio fragments to suit his creative impulses. As Joanna Demers writes, “refashioning these sounds and reorganising them into new sonic phrases and sentences, he creates acoustic mosaics that in most instances are still traceable to the Beatles source, yet are unmistakeably distinct from it” (139-40). Dangermouse’s approach is symptomatic of what Schütze refers to as remix culture: an open challenge to a culture predicated on exclusive ownership, authorship, and controlled distribution … . Against ownership it upholds an ethic of creative borrowing and sharing. Against the original it holds out an open process of recombination and creative transformation. It equally calls into question the categories, rifts and borders between high and low cultures, pop and elitist art practices, as well as blurring lines between artistic disciplines. Using just a laptop, an audio editor and a calculator, Gregg Gillis, a.k.a. Girl Talk, created the Night Ripper album using samples from 167 artists (Dombale). Although all the songs on Night Ripper are blatantly sampled-based, Gillis sees his creations as “original things” (Dombale). The adaptation of sampled fragments culled from the Top 40 is part of Gillis’ creative process: “It’s not about who created this source originally, it’s about recontextualising—creating new music. … I’ve always tried to make my own songs” (Dombale). Gillis states that his music has no political message, but is a reflection of his enthusiasm for pop music: “It’s a celebration of everything Top 40, that’s the point” (Dombale). Gillis’ “celebratory” exercises in creativity echo those of various fan-fiction authors who celebrate the characters and worlds that constitute popular culture. Adaptation through sampling is not always centred solely on music. Sydney-based Tom Compagnoni, a.k.a. Wax Audio, adapted a variety of sound bytes from politicians and media personalities including George W. Bush, Alexander Downer, Alan Jones, Ray Hadley, and John Howard in the creation of his Mediacracy E.P.. In one particular instance, Compagnoni used a myriad of samples culled from various media appearances by George W. Bush to recreate the vocals for John Lennon’s Imagine. Created in early 2005, the track, which features speeded-up instrumental samples from a karaoke version of Lennon’s original, is an immediate irony fuelled comment on the invasion of Iraq. The rationale underpinning the song is further emphasised when “Imagine This” reprises into “Let’s Give Peace a Chance” interspersed with short vocal fragments of “Come Together”. Compagnoni justifies his adaptations by presenting appropriated media sound bytes that deliberately set out to demonstrate the way information is manipulated to present any particular point of view. Playing the media like an instrument, Wax Audio juxtaposes found sounds in a way that forces the listener to confront the bias, contradiction and sensationalism inherent in their daily intake of media information. … Oh yeah—and it’s bloody funny hearing George W Bush sing “Imagine”. Notwithstanding the humorous quality of the songs, Mediacracy represents a creative outlet for Compagnoni’s political opinions that is emphasised by the adaptation of Lennon’s song. Through his adaptation, Compagnoni revitalises Lennon’s sentiments about the Vietnam War and superimposes them onto the US policy on Iraq. An interesting aspect of sampled-based music is the re-occurrence of particular samples across various productions, which demonstrates that the same fragment can be adapted for a plethora of musical contexts. For example, Clyde Stubblefield’s “Funky Drummer” break is reputed to be the most sampled break in the world. The break from 1960s soul/funk band the Winstons’ “Amen Brother” (the B-side to their 1969 release “Color Him Father”), however, is another candidate for the title of “most sampled break”. The “Amen break” was revived with the advent of the sampler. Having featured heavily in early hip-hop records such as “Words of Wisdom” by Third Base and “Straight Out of Compton” by NWA, the break “appears quite adaptable to a range of music genres and tastes” (Harrison, 9m 46s). Beginning in the early 1990s, adaptations of this break became a constant of jungle music as sampling technology developed to facilitate more complex operations (Harrison, 5m 52s). The break features on Shy FX’s “Original Nutta”, L Double & Younghead’s “New Style”, Squarepusher’s “Big Acid”, and a cover version of Led Zepplin’s “Whole Lotta Love” by Jane’s Addiction front man Perry Farrell. This is to name but a few tracks that have adapted the break. Wikipedia offers a list of songs employing an adaptation of the “Amen break”. This list, however, falls short of the “hundreds of tracks” argued for by Nate Harrison, who notes that “an entire subculture based on this one drum loop … six seconds from 1969” has developed (8m 45s). The “Amen break” is so ubiquitous that, much like the twelve bar blues structure, it has become a foundational element of an entire genre and has been adapted to satisfy a plethora of creative impulses. The sheer prevalence of the “Amen break” simultaneously illustrates the creative nature of music adaptation as well as the potentials for adaptation stemming from digital technology such as the sampler. The cut-up and rearrangement aspect of creative sampling technology at once suggests the original but also something new and different. Sampling in general, and the phenomenon of the “Amen break” in particular, ensures the longevity of the original sources; sampled-based music exhibits characteristics acquired from the source materials, yet the illegitimate offspring are not their parents. Sampling as a technology for creatively adapting existing forms of audio has encouraged alternative approaches to musical composition. Further, it has given rise to a new breed of musician that has adapted to technologies of adaptation. Mash-up artists and samplists demonstrate that recorded music is not simply a fixed or read-only product but one that can be freed from the composer’s original arrangement to be adapted and reconfigured. Many mash-up artists such as Gregg Gillis are not trained musicians, but their ears are honed from enthusiastic consumption of music. Individuals such as DJ Dangermouse, Gregg Gillis and Tom Compagnoni appropriate, reshape and re-present the surrounding soundscape to suit diverse creative urges, thereby adapting the passive medium of recorded sound into an active production tool. References Adorno, Theodor. “On the Fetish Character in Music and the Regression of Listening.” The Culture Industry: Selected Essays on Mass Culture. Ed. J. Bernstein. London, New York: Routledge, 1991. Burnett, Henry. “Ruggieri and Vivaldi: Two Venetian Gloria Settings.” American Choral Review 30 (1988): 3. Compagnoni, Tom. “Wax Audio: Mediacracy.” Wax Audio. 2005. 2 Apr. 2007 http://www.waxaudio.com.au/downloads/mediacracy>. Coombe, Rosemary. The Cultural Life of Intellectual Properties. Durham, London: Duke University Press, 1998. Demers, Joanna. Steal This Music: How Intellectual Property Law Affects Musical Creativity. Athens, London: University of Georgia Press, 2006. Dombale, Ryan. “Interview: Girl Talk.” Pitchfork. 2006. 9 Jan. 2007 http://www.pitchforkmedia.com/article/feature/37785/Interview_Interview_Girl_Talk>. Duffel, Daniel. Making Music with Samples. San Francisco: Backbeat Books, 2005. Forbes, Anne-Marie. “A Venetian Festal Gloria: Antonio Lotti’s Gloria in D Major.” Music Research: New Directions for a New Century. Eds. M. Ewans, R. Halton, and J. Phillips. London: Cambridge Scholars Press, 2004. Green, Robert. “George Clinton: Ambassador from the Mothership.” Synthesis. Undated. 15 Sep. 2005 http://www.synthesis.net/music/story.php?type=story&id=70>. Harrison, Nate. “Can I Get an Amen?” Nate Harrison. 2004. 8 Jan. 2007 http://www.nkhstudio.com>. Lawrence, Dale. “On Mashups.” Nuvo. 2002. 8 Jan. 2007 http://www.nuvo.net/articles/article_292/>. Lessig, Lawrence. The Future of Ideas. New York: Random House, 2001. ———. Free Culture: How Big Media Uses Technology and the Law to Lock Down Culture and Control Creativity. New York: The Penguin Press, 2004. McAvan, Em. “Boulevard of Broken Songs: Mash-Ups as Textual Re-Appropriation of Popular Music Culture.” M/C Journal 9.6 (2006) 3 Apr. 2007 http://journal.media-culture.org.au/0612/02-mcavan.php>. McLeod, Kembrew. “Confessions of an Intellectual (Property): Danger Mouse, Mickey Mouse, Sonny Bono, and My Long and Winding Path as a Copyright Activist-Academic.” Popular Music & Society 28.79. ———. Freedom of Expression: Overzealous Copyright Bozos and Other Enemies of Creativity. United States: Doubleday Books. Morris, Sue. “Co-Creative Media: Online Multiplayer Computer Game Culture.” Scan 1.1 (2004). 8 Jan. 2007 http://scan.net.au/scan/journal/display_article.php?recordID=16>. Petridis, Alexis. “Pop Will Eat Itself.” The Guardian UK. March 2003. 8 Jan. 2007 http://www.guardian.co.uk/arts/critic/feature/0,1169,922797,00.html>. Riley. “Pop Will Eat Itself—Or Will It?”. The Truth Unknown (archived at Archive.org). 2003. 9 Jan. 2007 http://web.archive.org/web/20030624154252 /www.thetruthunknown.com/viewnews.asp?articleid=79>. Schütze, Bernard. “Samples from the Heap: Notes on Recycling the Detritus of a Remixed Culture”. Horizon Zero 2003. 8 Jan. 2007 http://www.horizonzero.ca/textsite/remix.php?tlang=0&is=8&file=5>. Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York, London: New York University Press, 2003. Woodmansee, Martha. “On the Author Effect: Recovering Collectivity.” The Construction of Authorship: Textual Appropriation in Law and Literature. Eds. M. Woodmansee, P. Jaszi and P. Durham; London: Duke University Press, 1994. 15. Citation reference for this article MLA Style Collins, Steve. "Amen to That: Sampling and Adapting the Past." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/09-collins.php>. APA Style Collins, S. (May 2007) "Amen to That: Sampling and Adapting the Past," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/09-collins.php>.
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Michielse, Maarten. "Musical Chameleons: Fluency and Flexibility in Online Remix Contests." M/C Journal 16, no. 4 (August 11, 2013). http://dx.doi.org/10.5204/mcj.676.

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While digital remix practices in music have been researched extensively in the last few years (see recently Jansen; Navas; Pinch and Athanasiades; Väkevä), the specific challenges and skills that are central to remixing are still not well understood (Borschke 90). As writers like Demers, Lessig, and Théberge argue, the fact that remixers rework already existing songs rather than building a track from scratch, often means they are perceived as musical thieves or parasites rather than creative artists. Moreover, as writers like Borschke and Rodgers argue, because remixers make use of digital audio workstations to produce and rework their sounds, their practices tend to be seen as highly automated, offering relatively little by way of musical and creative challenges, especially compared to more traditional (electro)acoustic forms of music-making. An underestimation of skill is problematic, however, because, as my own empirical research shows, creative skills and challenges are important to the way digital remixers themselves experience and value their practice. Drawing from virtual ethnographic research within the online remix communities of Indaba Music, this article argues that, not despite but because remixers start from already existing songs and because they rework these songs with the help of digital audio workstations, a particular set of creative abilities becomes foregrounded, namely: ‘fluency’ and ‘flexibility’ (Gouzouasis; Guilford, “Creativity Research”, Intelligence, “Measurement”). Fluency, the way the concept is used here, refers to the ability to respond to, and produce ideas for, a wide variety of musical source materials, quickly and easily. Flexibility refers to the ability to understand, and adapt these approaches to, the ‘musical affordances’ (Gibson; Windsor and De Bézenac) of the original song, that is: the different musical possibilities and constraints the source material provides. For remixers, fluency and flexibility are not only needed in order to be able to participate in these remix contests, they are also central to the way they value and evaluate each other’s work.Researching Online Remix ContestsAs part of a larger research project on online music practices, between 2011 and 2012, I spent eighteen months conducting virtual ethnographic research (Hine) within several remix competitions hosted on online music community Indaba Music. Indaba is not the only online community where creative works can be exchanged and discussed. For this research, however, I have chosen to focus on Indaba because, other than in a remix community like ccMixter for example, competitions are very much central to the Indaba community, thus making it a good place to investigate negotiations of skills and techniques. Also, unlike a community like ACIDplanet which is tied explicitly to Sony’s audio software program ACID Pro, Indaba is not connected to any particular audio workstation, thus providing an insight into a relatively broad variety of remix practices. During my research on Indaba, I monitored discussions between participants, listened to work that had been uploaded, and talked to remixers via personal messaging. In addition to my daily monitoring, I also talked to 21 remixers more extensively through Skype interviews. These interviews were semi-structured, and lasted between 50 minutes and 3.5 hours, sometimes spread over multiple sessions. During these interviews, remixers not only talked about their practices, they also shared work in progress with me by showing their remixes on screen or by directing a webcam to their instruments while they played, recorded, or mixed their material. All the remixers who participated in these interviews granted me permission to quote them and to use the original nicknames or personal names they use on Indaba in this publication. Besides the online observations and interviews, I also participated in three remix competitions myself, in order to gain a better understanding of what it means to be part of a remix community and to see what kind of challenges and abilities are involved. In the online remix contests of Indaba, professional artists invite remixers to rework a song and share and discuss these works within the community. For the purpose of these contests, artists provide separate audio files (so-called ‘stems’) for different musical elements such as voice, drums, bass, or guitar. Remixers can produce their tracks by rearranging these stems, or they can add new audio material, such as beats, chords, and rhythms, as long as this material is not copyrighted. Remixers generally comply with this rule. During the course of a contest, remixers upload their work to the website and discuss and share the results with other remixers. A typical remix contest draws between 200 or 300 participants. These participants are mostly amateur musicians or semi-professionals in the sense that they do not make a living with their creative practices, but rather participate in these contests as a hobby. A remix contest normally lasts for four or five weeks. After that time, the hosting artist chooses a winner and the remixers move on to another contest, hosted by a different artist and featuring a new song, sometimes from a completely different musical genre. It is partly because of this move from contest to contest that fluency and flexibility can be understood as central abilities within these remix practices. Fluency and flexibility are concepts adopted from the work of Joy Paul Guilford (“Creativity Research”, Intelligence, “Measurement”) who developed them in his creativity research from the 1950s onwards. For Guilford, fluency and flexibility are part of divergent-production abilities, those abilities we need in order to be able to deal with open questions or tasks, in which multiple solutions or answers are possible, in a quick and effective way. Within creativity research, divergent-production abilities have mainly been measured and evaluated quantitatively. In music related studies, for example, researchers have scored and assessed so-called fluency and flexibility factors in the music practices of children and adults and compared them to other creative abilities (Webster). For the purpose of this article, however, I do not wish to approach fluency and flexibility quantitatively. Rather, I would like to show that in online remix practices, fluency and flexibility, as creative abilities, become very much foregrounded. Gouzouasis already alludes to this possibility, pointing out that, in digital music practices, fluency might be more important than the ability to read and write traditional music notation. Gouzouasis’ argument, however, does not refer to a specific empirical case. Also, it does not reflect on how digital musicians themselves consider these abilities central to their own practices. Looking at online remix competitions, however, this last aspect becomes clear.FluencyFor Guilford, ‘fluency’ can be understood as the ability to produce a response, or multiple responses, to an open question or task quickly and easily (“Creativity Research”, Intelligence, “Measurement”). It is about making associations, finding different uses or purposes for certain source materials, and combining separate elements into organised phrases and patterns. Based on this definition, it is not difficult to see a link with remix competitions, in which remixers are asked to come up with a musical response to a given song within a limited time frame. Online remix contests are essentially a form of working on demand. It is the artist who invites the audience to remix a song. It is also the artist who decides which song can be remixed and which audio files can be used for that mix. Remixers who participate in these contests are usually not fans of these artists. Often they do not even know the song before they enter a competition. Instead, they travel from contest to contest, taking on many different remix opportunities. For every competition, then, remixers have to first familiarise themselves with the source material, and then try to come up with a creative response that is not only different from the original, but also different from all the other remixes that have already been uploaded. Remixers do not consider this a problem, but embrace it as a challenge. As Moritz Breit, one of the remixers, explained to me: “I like remixing [on Indaba] because it’s a challenge. You get something and have to make something different out of it, and later people will tell you how you did.” Or as hüpersonique put it: “It’s really a challenge. You hear a song and you say: ‘OK, it’s not my taste. But it’s good quality and if I could do something in my genre that would be very interesting’.” If these remixers consider the competitions to be a challenge, it is mainly because these contests provide an exercise of call and response. On Indaba, remixers apply different tempos, timbres, and sounds to a song, they upload and discuss work in progress, and they evaluate and compare the results by commenting on each other’s work. While remixers officially only need to develop one response, in practice they tend to create multiple ideas which they either combine in a single eclectic mix or otherwise include in different tracks which they upload separately. Remixers even have their own techniques in order to stimulate a variety of responses. Some remixers, for example, told me how they expose themselves to a large number of different songs and artists before they start remixing, in order to pick up different ideas and sounds. Others told me how they prefer not to listen to the original song, as it might diminish their ability to move away from it. Instead, they download only one or two of the original stems (usually the vocals) and start improvising around those sounds, without ever having heard the original song as a whole. As Ola Melander, one of the remixers, explained: “I never listen to it. I just load [the vocals] and the drum tracks. [....] I have to do it [in] my own style. [….] I don’t want that the original influences it, I want to make the chords myself, and figure out what it will sound like.” Or as Stretched Mind explained to me: “I listen to the vocal stem, only that, so no synths, no guitars, just pure vocal stems, nothing else. And I figure out what could fit with that.” On Indaba, being able to respond to, and associate around, the original track is considered to be more important than what Guilford calls ‘elaboration’ (“Measurement” 159). For Guilford, elaboration is the ability to turn a rough outline into a detailed and finished whole. It is basically a form of fine tuning. In the case of remixing, this fine tuning is called ‘mastering’ and it is all about getting exactly the right timbre, dynamics, volume, and balance in a track in order to create a ‘perfect’ sounding mix. On Indaba, only a select group of remixers is actually interested in such a professional form of elaboration. As Moritz Breit told me: “It’s not that you have like a huge bunch of perfectly mastered submissions. So nobody is really expecting that from you.” Indeed, in the comment section remixers tend to say less about audio fidelity than about how they like a certain approach. Even when a critical remark is made about the audio quality of a mix, these criticisms are often preceded or followed by encouraging comments which praise the idea behind the track or applaud the way a remixer has brought the song into a new direction. In short, the comments are often directed more towards fluency than towards elaboration, showing that for many of these remixers the idea of a response, any response, is more important than creating a professional or sellable track.Being able to produce a musical response is also more important on Indaba than having specific musical instrument skills. Most remixers work with digital audio workstations, such as Cubase, Logic Pro, and Pro Tools. These software programs make it possible to manipulate and produce sounds in ways that may include musical instruments, but do not necessarily involve them. As Hugill writes, with these programs “a sound source could be a recording, a live sound, an acoustic instrument, a synthesizer, the human body, etc. In fact, any sounding object can be a sound source” (128). As such, remix competitions tend to draw a large variety of different participants, with a wide range of musical backgrounds and instrument skills. Some remixers on Indaba create their remixes by making use of sample libraries and loops. Others, who have the ability, also add sounds with instruments such as drums, guitars, or violins, which they record with microphones or, in the case of electronic or digital instruments, plug directly into their personal computers. Remixers who are confident about their instrument skills improvise around the original tracks in real-time, while less confident players record short segments, which they then alter and correct afterwards with their audio programs. Within the logic of these digital audio workstation practices, these differences are not significant, as all audio input merely functions as a starting point, needing to be adjusted, layered, combined, and recombined afterwards in order to create the final mix. For the contestants themselves these differences are also not so significant, as contestants are still, in their own ways, involved in the challenge of responding to and associating around the original stems, regardless of the specific techniques or instruments used. The fact that remixers are open to different methods and techniques does not mean, however, that every submission is considered to be as valid as any other. Remixers do have strong opinions about what is a good remix and what is not. Looking at the comments contestants give on each other’s work, and the way they talk about their practices during interviews, it becomes clear that remixers find it important that a remix somehow fits the original source material. As hüpersonique explained: “A lot of [remixes] don’t really match the vocals (…) and then it sounds not that good.” From this perspective, remixers not only need to be fluent, they also need to be flexible towards their source material. FlexibilityFor Guilford, flexibility is the readiness to change direction or method (Intelligence, “Measurement”). It is, as Arnold writes, “facilitated by having a great many tricks in your bag, knowing lots of techniques, [and] having broad experience” (129). In music, flexibility can be understood as the ability to switch easily between different sounds, rhythms, and approaches, in order to achieve a desired musical effect. Guilford distinguishes between two forms of flexibility: ‘spontaneous flexibility’, when a subject chooses himself to switch between different approaches, and ‘adaptive flexibility’ when a switch in approach is necessary or preferred to fit a certain task (“Measurement” 158). While both forms of flexibility can be found on Indaba, adaptive flexibility is seen as a particularly important criterion of being a skilled remixer, as it shows that a remixer is able to understand, and react to, the musical affordances of the original track. The idea that music has affordances is not new. As Windsor and De Bézenac argue, building on Gibson’s original theory of affordances, even in the most free expressive jazz improvisations, there are certain cues that make us understand if a solo is “going with” or “going against” the shared context, and it is these cues that guide a musician through an improvisation (111). The same is true for remix practices. As Regelski argues, any form of music rearranging or appropriation “requires considerable understanding of music’s properties – and the different affordances of those properties” (38). Even when remixers only use one of the original stems, such as the vocals, they need to take into account, for example, the tempo of the song, the intensity of the voice, the chord patterns on which the vocals are based, and the mood or feeling the singer is trying to convey. A skilled remixer, then, builds his or her ideas on top of that so that they strengthen and not diminish these properties. On Indaba, ironic or humoristic remixers too are expected to consider at least some of the basic features of the original track, such as its key or its particular form of musical phrasing. Remixes in which these features are purposely ignored are often not appreciated by the community. As Tim Toz, one of the remixers, explained: “There’s only so much you can do, I think, in the context of a melody plus the way the song was originally sung. […] I hear guys trying to bend certain vocal cadences into other kinds of grooves, and it somehow doesn’t work […], it [begins] to sound unnatural.” On Indaba, remixers complement each other when they find the right approach to the original track. They also critique each other when an approach does not fit the original song, when it does not go along with the ‘feel’ of the track, or when it seem to be out of key or sync with the vocals. By discussing each other’s tracks, remixers not only collectively explore the limits and possibilities of a song, they also implicitly discuss their abilities to hear those possibilities and be able to act on them appropriately. What remixers need in order to be able to do this is what Hugill calls, ‘aural awareness’ (15): the ability to understand how sound works, both in a broad and in-depth way. While aural awareness is important for any musician, remixers are especially reliant on it, as their work is centred around the manipulation and extension of already existing sounds (Hugill). In order to be able to move from contest to contest, remixers need to have a broad understanding of how different musical styles work and the kind of possibilities they afford. At the same time they also need to know, at a more granular level, how sounds interact and how small alterations of chords, timbres, or rhythms can change the overall feel of a track. ConclusionRemix competitions draw participants with a wide variety of musical backgrounds who make use of a broad range of instruments and techniques. The reason such a diverse group is able to participate and compete together is not because these practices do not require musical skill, but rather because remix competitions draw on particular kinds of abilities which are not directly linked to specific methods or techniques. While it might not be necessary to produce a flawless track or to be able to play musical material in real-time, remixers do need to be able to respond to a wide variety of source materials, in a quick and effective way. Also, while it might not be necessary for remixers to be able to produce a song from scratch, they do need to be able to understand, and adapt to, the musical affordances different songs provide. In order to be able to move from contest to contest, as true musical chameleons, remixers need a broad and in-depth understanding of how sound works in different musical contexts and how particular musical responses can be achieved. As soon as remixers upload a track, it is mainly these abilities that will be judged, discussed, and evaluated by the community. In this way fluency and flexibility are not only central abilities in order to be able to participate in these remix competitions, they are also important yardsticks by which remixers measure and evaluate both their own work and the achievements of their peers.AcknowledgementsThe author would like to thank Renée van de Vall, Karin Wenz, and Dennis Kersten for their comments on early drafts of this article. Parts of this research have, in an earlier stage, been presented during the IASPM International Conference for the Study of Popular Music in Gijon, Spain 2013. ReferencesArnold, John E. “Education for Innovation.” A Source Book for Creative Thinking. Eds. Sidney Jay Parnes and Harold F. Harding. New York: Charles Scribner’s Sons, 1962.Borschke, Margie. Rethinking the Rhetoric of Remix. Copies and Material Culture in Digital Networks. PhD Thesis U of New South Wales, 2012.Demers, Joanna. Steal This Music. How Intellectual Property Law Affects Musical Creativity. Athens: The U of Georgia P, 2006. Gibson, James J. The Ecological Approach to Visual Perception. London: Lawrence Erlbaum, 1986. Gouzouasis, Peter. “Fluency in General Music and Arts Technologies: Is the Future of Music a Garage Band Mentality?” Action, Criticism, and Theory for Music Education 4. 2 (2005). 26 Aug. 2012 .Guilford, Joy Paul. “Creativity: It’s Measurement and Development.” A Source Book for Creative Thinking. Eds. Sidney Jay Parnes and Harold F. Harding. New York: Charles Scribner’s Sons, 1962. Guilford, Joy Paul. “Creativity Research: Past, Present and Future.” Frontiers of Creativity Research. Beyond the Basics. Ed. Scott G. Isaksen. Buffalo: Bearly Limited, 1987 [1950]. 33–65. Guilford, Joy Paul. The Nature of Human Intelligence. London: McGraw-Hill, 1971. Hine, Christine. Virtual Ethnography. London: Sage, 2000. Hugill, Andrew. The Digital Musician. New York: Routledge, 2008.Jansen, Bas. Where Credit is Due: Cultural Practices of Recorded Music. PhD Thesis U of Amsterdam, 2011. Lessig, Lawrence. Remix. Making Art and Commerce Thrive in the Hybrid Economy. London: Bloomsbury, 2008. Navas, Eduardo. Remix Theory. The Aesthetics of Sampling. New York: Springer Wien, 2012.Pinch, Trevor, and Katherine Athanasiades. “Online Music Sites as Sonic Sociotechnical Communities: Identity, Reputation, and Technology at ACIDplanet.com.” The Oxford Handbook of Sound Studies. Eds. Trevor Pinch and Karin Bijsterveld. Oxford: Oxford UP, 2011. 480–505.Regelski, Thomas A. “Amateuring in Music and its Rivals.” Action, Criticism, and Theory for Music Education 6. 3 (2007): 22–50. Rodgers, Tara. “On the Process and Aesthetics of Sampling in Electronic Music Production.” Organised Sound 8.3 (2003): 313–20. Théberge, Paul. “Technology, Creative Practice and Copyright.” Music and Copyright. Second Edition. Eds. Simon Frith and Lee Marshall. Edinburgh: Edinburgh UP, 2004. 139–56. Väkevä, Lauri. “Garage Band or GarageBand®? Remixing Musical Futures.” British Journal of Music Education 27. 1 (2010): 59–70.Webster, Peter R. “Research on Creative Thinking in Music: The Assessment Literature.” Handbook of Research on Music Teaching and Learning. Ed. Richard Colwell. New York: Shirmer, 1992. 266–80. Windsor, W. Luke, and Christophe de Bézenac. “Music and Affordances.” Musicae Scientiae 16. 1 (2012): 102–20.
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41

Jones, Steve. "Seeing Sound, Hearing Image." M/C Journal 2, no. 4 (June 1, 1999). http://dx.doi.org/10.5204/mcj.1763.

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“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies Popular music is firmly rooted within realist practice, or what has been called the "culture of authenticity" associated with modernism. As Lawrence Grossberg notes, the accelleration of the rate of change in modern life caused, in post-war youth culture, an identity crisis or "lived contradiction" that gave rock (particularly) and popular music (generally) a peculiar position in regard to notions of authenticity. Grossberg places rock's authenticity within the "difference" it maintains from other cultural forms, and notes that its difference "can be justified aesthetically or ideologically, or in terms of the social position of the audiences, or by the economics of its production, or through the measure of its popularity or the statement of its politics" (205-6). Popular music scholars have not adequately addressed issues of authenticity and individuality. Two of the most important questions to be asked are: How is authenticity communicated in popular music? What is the site of the interpretation of authenticity? It is important to ask about sound, technology, about the attempt to understand the ideal and the image, the natural and artificial. It is these that make clear the strongest connections between popular music and contemporary culture. Popular music is a particularly appropriate site for the study of authenticity as a cultural category, for several reasons. For one thing, other media do not follow us, as aural media do, into malls, elevators, cars, planes. Nor do they wait for us, as a tape player paused and ready to play. What is important is not that music is "everywhere" but, to borrow from Vivian Sobchack, that it creates a "here" that can be transported anywhere. In fact, we are able to walk around enveloped by a personal aural environment, thanks to a Sony Walkman.1 Also, it is more difficult to shut out the aural than the visual. Closing one's ears does not entirely shut out sound. There is, additionally, the sense that sound and music are interpreted from within, that is, that they resonate through and within the body, and as such engage with one's self in a fashion that coincides with Charles Taylor's claim that the "ideal of authenticity" is an inner-directed one. It must be noted that authenticity is not, however, communicated only via music, but via text and image. Grossberg noted the "primacy of sound" in rock music, and the important link between music, visual image, and authenticity: Visual style as conceived in rock culture is usually the stage for an outrageous and self-conscious inauthenticity... . It was here -- in its visual presentation -- that rock often most explicitly manifested both an ironic resistance to the dominant culture and its sympathies with the business of entertainment ... . The demand for live performance has always expressed the desire for the visual mark (and proof) of authenticity. (208) But that relationship can also be reversed: Music and sound serve in some instances to provide the aural mark and proof of authenticity. Consider, for instance, the "tear" in the voice that Jensen identifies in Hank Williams's singing, and in that of Patsy Cline. For the latter, voicing, in this sense, was particularly important, as it meant more than a singing style, it also involved matters of self-identity, as Jensen appropriately associates with the move of country music from "hometown" to "uptown" (101). Cline's move toward a more "uptown" style involved her visual image, too. At a significant turning point in her career, Faron Young noted, Cline "left that country girl look in those western outfits behind and opted for a slicker appearance in dresses and high fashion gowns" (Jensen 101). Popular music has forged a link with visual media, and in some sense music itself has become more visual (though not necessarily less aural) the more it has engaged with industrial processes in the entertainment industry. For example, engagement with music videos and film soundtracks has made music a part of the larger convergence of mass media forms. Alongside that convergence, the use of music in visual media has come to serve as adjunct to visual symbolisation. One only need observe the increasingly commercial uses to which music is put (as in advertising, film soundtracks and music videos) to note ways in which music serves image. In the literature from a variety of disciplines, including communication, art and music, it has been argued that music videos are the visualisation of music. But in many respects the opposite is true. Music videos are the auralisation of the visual. Music serves many of the same purposes as sound does generally in visual media. One can find a strong argument for the use of sound as supplement to visual media in Silverman's and Altman's work. For Silverman, sound in cinema has largely been overlooked (pun intended) in favor of the visual image, but sound is a more effective (and perhaps necessary) element for willful suspension of disbelief. One may see this as well in the development of Dolby Surround Sound, and in increased emphasis on sound engineering among video and computer game makers, as well as the development of sub-woofers and high-fidelity speakers as computer peripherals. Another way that sound has become more closely associated with the visual is through the ongoing evolution of marketing demands within the popular music industry that increasingly rely on visual media and force image to the front. Internet technologies, particularly the WorldWideWeb (WWW), are also evidence of a merging of the visual and aural (see Hayward). The development of low-cost desktop video equipment and WWW publishing, CD-i, CD-ROM, DVD, and other technologies, has meant that visual images continue to form part of the industrial routine of the music business. The decrease in cost of many of these technologies has also led to the adoption of such routines among individual musicians, small/independent labels, and producers seeking to mimic the resources of major labels (a practice that has become considerably easier via the Internet, as it is difficult to determine capital resources solely from a WWW site). Yet there is another facet to the evolution of the link between the aural and visual. Sound has become more visual by way of its representation during its production (a representation, and process, that has largely been ignored in popular music studies). That representation has to do with the digitisation of sound, and the subsequent transformation sound and music can undergo after being digitised and portrayed on a computer screen. Once digitised, sound can be made visual in any number of ways, through traditional methods like music notation, through representation as audio waveform, by way of MIDI notation, bit streams, or through representation as shapes and colors (as in recent software applications particularly for children, like Making Music by Morton Subotnick). The impetus for these representations comes from the desire for increased control over sound (see Jones, Rock Formation) and such control seems most easily accomplished by way of computers and their concomitant visual technologies (monitors, printers). To make computers useful tools for sound recording it is necessary to employ some form of visual representation for the aural, and the flexibility of modern computers allows for new modes of predominately visual representation. Each of these connections between the aural and visual is in turn related to technology, for as audio technology develops within the entertainment industry it makes sense for synergistic development to occur with visual media technologies. Yet popular music scholars routinely analyse aural and visual media in isolation from one another. The challenge for popular music studies and music philosophy posed by visual media technologies, that they must attend to spatiality and context (both visual and aural), has not been taken up. Until such time as it is, it will be difficult, if not impossible, to engage issues of authenticity, because they will remain rootless instead of situated within the experience of music as fully sensual (in some cases even synaesthetic). Most of the traditional judgments of authenticity among music critics and many popular music scholars involve space and time, the former in terms of the movement of music across cultures and the latter in terms of history. None rely on notions of the "situatedness" of the listener or musicmaker in a particular aural, visual and historical space. Part of the reason for the lack of such an understanding arises from the very means by which popular music is created. We have become accustomed to understanding music as manipulation of sound, and so far as most modern music production is concerned such manipulation occurs as much visually as aurally, by cutting, pasting and otherwise altering audio waveforms on a computer screen. Musicians no more record music than they record fingering; they engage in sound recording. And recording engineers and producers rely less and less on sound and more on sight to determine whether a recording conforms to the demands of digital reproduction.2 Sound, particularly when joined with the visual, becomes a means to build and manipulate the environment, virtual and non-virtual (see Jones, "Sound"). Sound & Music As we construct space through sound, both in terms of audio production (e.g., the use of reverberation devices in recording studios) and in terms of everyday life (e.g., perception of aural stimuli, whether by ear or vibration in the body, from points surrounding us), we centre it within experience. Sound combines the psychological and physiological. Audio engineer George Massenburg noted that in film theaters: You couldn't utilise the full 360-degree sound space for music because there was an "exit sign" phenomena [sic]. If you had a lot of audio going on in the back, people would have a natural inclination to turn around and stare at the back of the room. (Massenburg 79-80) However, he went on to say, beyond observations of such reactions to multichannel sound technology, "we don't know very much". Research in psychoacoustics being used to develop virtual audio systems relies on such reactions and on a notion of human hardwiring for stimulus response (see Jones, "Sense"). But a major stumbling block toward the development of those systems is that none are able to account for individual listeners' perceptions. It is therefore important to consider the individual along with the social dimension in discussions of sound and music. For instance, the term "sound" is deployed in popular music to signify several things, all of which have to do with music or musical performance, but none of which is music. So, for instance, musical groups or performers can have a "sound", but it is distinguishable from what notes they play. Entire music scenes can have "sounds", but the music within such scenes is clearly distinct and differentiated. For the study of popular music this is a significant but often overlooked dimension. As Grossberg argues, "the authenticity of rock was measured by its sound" (207). Visually, he says, popular music is suspect and often inauthentic (sometimes purposefully so), and it is grounded in the aural. Similarly in country music Jensen notes that the "Nashville Sound" continually evoked conflicting definitions among fans and musicians, but that: The music itself was the arena in and through which claims about the Nashville Sound's authenticity were played out. A certain sound (steel guitar, with fiddle) was deemed "hard" or "pure" country, in spite of its own commercial history. (84) One should, therefore, attend to the interpretive acts associated with sound and its meaning. But why has not popular music studies engaged in systematic analysis of sound at the level of the individual as well as the social? As John Shepherd put it, "little cultural theoretical work in music is concerned with music's sounds" ("Value" 174). Why should this be a cause for concern? First, because Shepherd claims that sound is not "meaningful" in the traditional sense. Second, because it leads us to re-examine the question long set to the side in popular music studies: What is music? The structural homology, the connection between meaning and social formation, is a foundation upon which the concept of authenticity in popular music stands. Yet the ability to label a particular piece of music "good" shifts from moment to moment, and place to place. Frith understates the problem when he writes that "it is difficult ... to say how musical texts mean or represent something, and it is difficult to isolate structures of musical creation or control" (56). Shepherd attempts to overcome this difficulty by emphasising that: Music is a social medium in sound. What [this] means ... is that the sounds of music provide constantly moving and complex matrices of sounds in which individuals may invest their own meanings ... [however] while the matrices of sounds which seemingly constitute an individual "piece" of music can accommodate a range of meanings, and thereby allow for negotiability of meaning, they cannot accommodate all possible meanings. (Shepherd, "Art") It must be acknowledged that authenticity is constructed, and that in itself is an argument against the most common way to think of authenticity. If authenticity implies something about the "pure" state of an object or symbol then surely such a state is connected to some "objective" rendering, one not possible according to Shepherd's claims. In some sense, then, authenticity is autonomous, its materialisation springs not from any necessary connection to sound, image, text, but from individual acts of interpretation, typically within what in literary criticism has come to be known as "interpretive communities". It is not hard to illustrate the point by generalising and observing that rock's notion of authenticity is captured in terms of songwriting, but that songwriters are typically identified with places (e.g. Tin Pan Alley, the Brill Building, Liverpool, etc.). In this way there is an obvious connection between authenticity and authorship (see Jones, "Popular Music Studies") and geography (as well in terms of musical "scenes", e.g. the "Philly Sound", the "Sun Sound", etc.). The important thing to note is the resultant connection between the symbolic and the physical worlds rooted (pun intended) in geography. As Redhead & Street put it: The idea of "roots" refers to a number of aspects of the musical process. There is the audience in which the musician's career is rooted ... . Another notion of roots refers to music. Here the idea is that the sounds and the style of the music should continue to resemble the source from which it sprang ... . The issue ... can be detected in the argument of those who raise doubts about the use of musical high-technology by African artists. A final version of roots applies to the artist's sociological origins. (180) It is important, consequently, to note that new technologies, particularly ones associated with the distribution of music, are of increasing importance in regulating the tension between alienation and progress mentioned earlier, as they are technologies not simply of musical production and consumption, but of geography. That the tension they mediate is most readily apparent in legal skirmishes during an unsettled era for copyright law (see Brown) should not distract scholars from understanding their cultural significance. These technologies are, on the one hand, "liberating" (see Hayward, Young, and Marsh) insofar as they permit greater geographical "reach" and thus greater marketing opportunities (see Fromartz), but on the other hand they permit less commercial control, insofar as they permit digitised music to freely circulate without restriction or compensation, to the chagrin of copyright enthusiasts. They also create opportunities for musical collaboration (see Hayward) between performers in different zones of time and space, on a scale unmatched since the development of multitracking enabled the layering of sound. Most importantly, these technologies open spaces for the construction of authenticity that have hitherto been unavailable, particularly across distances that have largely separated cultures and fan communities (see Paul). The technologies of Internetworking provide yet another way to make connections between authenticity, music and sound. Community and locality (as Redhead & Street, as well as others like Sara Cohen and Ruth Finnegan, note) are the elements used by audience and artist alike to understand the authenticity of a performer or performance. The lived experience of an artist, in a particular nexus of time and space, is to be somehow communicated via music and interpreted "properly" by an audience. But technologies of Internetworking permit the construction of alternative spaces, times and identities. In no small way that has also been the situation with the mediation of music via most recordings. They are constructed with a sense of space, consumed within particular spaces, at particular times, in individual, most often private, settings. What the network technologies have wrought is a networked audience for music that is linked globally but rooted in the local. To put it another way, the range of possibilities when it comes to interpretive communities has widened, but the experience of music has not significantly shifted, that is, the listener experiences music individually, and locally. Musical activity, whether it is defined as cultural or commercial practice, is neither flat nor autonomous. It is marked by ever-changing tastes (hence not flat) but within an interpretive structure (via "interpretive communities"). Musical activity must be understood within the nexus of the complex relations between technical, commercial and cultural processes. As Jensen put it in her analysis of Patsy Cline's career: Those who write about culture production can treat it as a mechanical process, a strategic construction of material within technical or institutional systems, logical, rational, and calculated. But Patsy Cline's recording career shows, among other things, how this commodity production view must be linked to an understanding of culture as meaning something -- as defining, connecting, expressing, mattering to those who participate with it. (101) To achieve that type of understanding will require that popular music scholars understand authenticity and music in a symbolic realm. Rather than conceiving of authenticity as a limited resource (that is, there is only so much that is "pure" that can go around), it is important to foreground its symbolic and ever-changing character. Put another way, authenticity is not used by musician or audience simply to label something as such, but rather to mean something about music that matters at that moment. Authenticity therefore does not somehow "slip away", nor does a "pure" authentic exist. Authenticity in this regard is, as Baudrillard explains concerning mechanical reproduction, "conceived according to (its) very reproducibility ... there are models from which all forms proceed according to modulated differences" (56). Popular music scholars must carefully assess the affective dimensions of fans, musicians, and also record company executives, recording producers, and so on, to be sensitive to the deeply rooted construction of authenticity and authentic experience throughout musical processes. Only then will there emerge an understanding of the structures of feeling that are central to the experience of music. Footnotes For analyses of the Walkman's role in social settings and popular music consumption see du Gay; Hosokawa; and Chen. It has been thus since the advent of disc recording, when engineers would watch a record's grooves through a microscope lens as it was being cut to ensure grooves would not cross over one into another. References Altman, Rick. "Television/Sound." Studies in Entertainment. Ed. Tania Modleski. Bloomington: Indiana UP, 1986. 39-54. Baudrillard, Jean. Symbolic Death and Exchange. London: Sage, 1993. Brown, Ronald. Intellectual Property and the National Information Infrastructure: The Report of the Working Group on Intellectual Property Rights. Washington, DC: U.S. Department of Commerce, 1995. Chen, Shing-Ling. "Electronic Narcissism: College Students' Experiences of Walkman Listening." Annual meeting of the International Communication Association. Washington, D.C. 1993. Du Gay, Paul, et al. Doing Cultural Studies. London: Sage, 1997. Frith, Simon. Sound Effects. New York: Pantheon, 1981. Fromartz, Steven. "Starts-ups Sell Garage Bands, Bowie on Web." Reuters newswire, 4 Dec. 1996. Grossberg, Lawrence. We Gotta Get Out of This Place. London: Routledge, 1992. Hayward, Philip. "Enterprise on the New Frontier." Convergence 1.2 (Winter 1995): 29-44. Hosokawa, Shuhei. "The Walkman Effect." Popular Music 4 (1984). Jensen, Joli. The Nashville Sound: Authenticity, Commercialisation and Country Music. Nashville, Vanderbilt UP, 1998. Jones, Steve. Rock Formation: Music, Technology and Mass Communication. Newbury Park, CA: Sage, 1992. ---. "Popular Music Studies and Critical Legal Studies" Stanford Humanities Review 3.2 (Fall 1993): 77-90. ---. "A Sense of Space: Virtual Reality, Authenticity and the Aural." Critical Studies in Mass Communication 10.3 (Sep. 1993), 238-52. ---. "Sound, Space & Digitisation." Media Information Australia 67 (Feb. 1993): 83-91. Marrsh, Brian. "Musicians Adopt Technology to Market Their Skills." Wall Street Journal 14 Oct. 1994: C2. Massenburg, George. "Recording the Future." EQ (Apr. 1997): 79-80. Paul, Frank. "R&B: Soul Music Fans Make Cyberspace Their Meeting Place." Reuters newswire, 11 July 1996. Redhead, Steve, and John Street. "Have I the Right? Legitimacy, Authenticity and Community in Folk's Politics." Popular Music 8.2 (1989). Shepherd, John. "Art, Culture and Interdisciplinarity." Davidson Dunston Research Lecture. Carleton University, Canada. 3 May 1992. ---. "Value and Power in Music." The Sound of Music: Meaning and Power in Culture. Eds. John Shepherd and Peter Wicke. Cambridge: Polity, 1993. Silverman, Kaja. The Acoustic Mirror. Bloomington: Indiana UP, 1988. Sobchack, Vivian. Screening Space. New York: Ungar, 1982. Young, Charles. "Aussie Artists Use Internet and Bootleg CDs to Protect Rights." Pro Sound News July 1995. Citation reference for this article MLA style: Steve Jones. "Seeing Sound, Hearing Image: 'Remixing' Authenticity in Popular Music Studies." M/C: A Journal of Media and Culture 2.4 (1999). [your date of access] <http://www.uq.edu.au/mc/9906/remix.php>. Chicago style: Steve Jones, "Seeing Sound, Hearing Image: 'Remixing' Authenticity in Popular Music Studies," M/C: A Journal of Media and Culture 2, no. 4 (1999), <http://www.uq.edu.au/mc/9906/remix.php> ([your date of access]). APA style: Steve Jones. (1999) Seeing Sound, Hearing Image: "Remixing" Authenticity in Popular Music Studies. M/C: A Journal of Media and Culture 2(4). <http://www.uq.edu.au/mc/9906/remix.php> ([your date of access]).
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42

Brien, Donna Lee. "Demon Monsters or Misunderstood Casualties?" M/C Journal 24, no. 5 (October 5, 2021). http://dx.doi.org/10.5204/mcj.2845.

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Over the past century, many books for general readers have styled sharks as “monsters of the deep” (Steele). In recent decades, however, at least some writers have also turned to representing how sharks are seriously threatened by human activities. At a time when media coverage of shark sightings seems ever increasing in Australia, scholarship has begun to consider people’s attitudes to sharks and how these are formed, investigating the representation of sharks (Peschak; Ostrovski et al.) in films (Le Busque and Litchfield; Neff; Schwanebeck), newspaper reports (Muter et al.), and social media (Le Busque et al., “An Analysis”). My own research into representations of surfing and sharks in Australian writing (Brien) has, however, revealed that, although reporting of shark sightings and human-shark interactions are prominent in the news, and sharks function as vivid and commanding images and metaphors in art and writing (Ellis; Westbrook et al.), little scholarship has investigated their representation in Australian books published for a general readership. While recognising representations of sharks in other book-length narrative forms in Australia, including Australian fiction, poetry, and film (Ryan and Ellison), this enquiry is focussed on non-fiction books for general readers, to provide an initial review. Sampling holdings of non-fiction books in the National Library of Australia, crosschecked with Google Books, in early 2021, this investigation identified 50 Australian books for general readers that are principally about sharks, or that feature attitudes to them, published from 1911 to 2021. Although not seeking to capture all Australian non-fiction books for general readers that feature sharks, the sampling attempted to locate a wide range of representations and genres across the time frame from the earliest identified text until the time of the survey. The books located include works of natural and popular history, travel writing, memoir, biography, humour, and other long-form non-fiction for adult and younger readers, including hybrid works. A thematic analysis (Guest et al.) of the representation of sharks in these texts identified five themes that moved from understanding sharks as fishes to seeing them as monsters, then prey, and finally to endangered species needing conservation. Many books contained more than one theme, and not all examples identified have been quoted in the discussion of the themes below. Sharks as Part of the Natural Environment Drawing on oral histories passed through generations, two memoirs (Bradley et al.; Fossa) narrate Indigenous stories in which sharks play a central role. These reveal that sharks are part of both the world and a wider cosmology for Aboriginal and Torres Strait Islander people (Clua and Guiart). In these representations, sharks are integrated with, and integral to, Indigenous life, with one writer suggesting they are “creator beings, ancestors, totems. Their lifecycles reflect the seasons, the landscape and sea country. They are seen in the movement of the stars” (Allam). A series of natural history narratives focus on zoological studies of Australian sharks, describing shark species and their anatomy and physiology, as well as discussing shark genetics, behaviour, habitats, and distribution. A foundational and relatively early Australian example is Gilbert P. Whitley’s The Fishes of Australia: The Sharks, Rays, Devil-fish, and Other Primitive Fishes of Australia and New Zealand, published in 1940. Ichthyologist at the Australian Museum in Sydney from the early 1920s to 1964, Whitley authored several books which furthered scientific thought on sharks. Four editions of his Australian Sharks were published between 1983 and 1991 in English, and the book is still held in many libraries and other collections worldwide. In this text, Whitley described a wide variety of sharks, noting shared as well as individual features. Beautiful drawings contribute information on shape, colouring, markings, and other recognisable features to assist with correct identification. Although a scientist and a Fellow and then President of the Royal Zoological Society of New South Wales, Whitley recognised it was important to communicate with general readers and his books are accessible, the prose crisp and clear. Books published after this text (Aiken; Ayling; Last and Stevens; Tricas and Carwardine) share Whitley’s regard for the diversity of sharks as well as his desire to educate a general readership. By 2002, the CSIRO’s Field Guide to Australian Sharks & Rays (Daley et al.) also featured numerous striking photographs of these creatures. Titles such as Australia’s Amazing Sharks (Australian Geographic) emphasise sharks’ unique qualities, including their agility and speed in the water, sensitive sight and smell, and ability to detect changes in water pressure around them, heal rapidly, and replace their teeth. These books also emphasise the central role that sharks play in the marine ecosystem. There are also such field guides to sharks in specific parts of Australia (Allen). This attention to disseminating accurate zoological information about sharks is also evident in books written for younger readers including very young children (Berkes; Kear; Parker and Parker). In these and other similar books, sharks are imaged as a central and vital component of the ocean environment, and the narratives focus on their features and qualities as wondrous rather than monstrous. Sharks as Predatory Monsters A number of books for general readers do, however, image sharks as monsters. In 1911, in his travel narrative Peeps at Many Lands: Australia, Frank Fox describes sharks as “the most dangerous foes of man in Australia” (23) and many books have reinforced this view over the following century. This can be seen in titles that refer to sharks as dangerous predatory killers (Fox and Ruhen; Goadby; Reid; Riley; Sharpe; Taylor and Taylor). The covers of a large proportion of such books feature sharks emerging from the water, jaws wide open in explicit homage to the imaging of the monster shark in the film Jaws (Spielberg). Shark!: Killer Tales from the Dangerous Depths (Reid) is characteristic of books that portray encounters with sharks as terrifying and dramatic, using emotive language and stories that describe sharks as “the world’s most feared sea creature” (47) because they are such “highly efficient killing machines” (iv, see also 127, 129). This representation of sharks is also common in several books for younger readers (Moriarty; Rohr). Although the risk of being injured by an unprovoked shark is extremely low (Chapman; Fletcher et al.), fear of sharks is prevalent and real (Le Busque et al., “People’s Fear”) and described in a number of these texts. Several of the memoirs located describe surfers’ fear of sharks (Muirhead; Orgias), as do those of swimmers, divers, and other frequent users of the sea (Denness; de Gelder; McAloon), even if the author has never encountered a shark in the wild. In these texts, this fear of sharks is often traced to viewing Jaws, and especially to how the film’s huge, bloodthirsty great white shark persistently and determinedly attacks its human hunters. Pioneer Australian shark expert Valerie Taylor describes such great white sharks as “very big, powerful … and amazingly beautiful” but accurately notes that “revenge is not part of their thought process” (Kindle version). Two books explicitly seek to map and explain Australians’ fear of sharks. In Sharks: A History of Fear in Australia, Callum Denness charts this fear across time, beginning with his own “shark story”: a panicked, terror-filled evacuation from the sea, following the sighting of a shadow which turned out not to be a shark. Blake Chapman’s Shark Attacks: Myths, Misunderstandings and Human Fears explains commonly held fearful perceptions of sharks. Acknowledging that sharks are a “highly emotive topic”, the author of this text does not deny “the terror [that] they invoke in our psyche” but makes a case that this is “only a minor characteristic of what makes them such intriguing animals” (ix). In Death by Coconut: 50 Things More Dangerous than a Shark and Why You Shouldn’t Be Afraid of the Ocean, Ruby Ashby Orr utilises humour to educate younger readers about the real risk humans face from sharks and, as per the book’s title, why they should not be feared, listing champagne corks and falling coconuts among the many everyday activities more likely to lead to injury and death in Australia than encountering a shark. Taylor goes further in her memoir – not only describing her wonder at swimming with these creatures, but also her calm acceptance of the possibility of being injured by a shark: "if we are to be bitten, then we are to be bitten … . One must choose a life of adventure, and of mystery and discovery, but with that choice, one must also choose the attendant risks" (2019: Kindle version). Such an attitude is very rare in the books located, with even some of the most positive about these sea creatures still quite sensibly fearful of potentially dangerous encounters with them. Sharks as Prey There is a long history of sharks being fished in Australia (Clark). The killing of sharks for sport is detailed in An American Angler in Australia, which describes popular adventure writer Zane Grey’s visit to Australia and New Zealand in the 1930s to fish ‘big game’. This text includes many bloody accounts of killing sharks, which are justified with explanations about how sharks are dangerous. It is also illustrated with gruesome pictures of dead sharks. Australian fisher Alf Dean’s biography describes him as the “World’s Greatest Shark Hunter” (Thiele), this text similarly illustrated with photographs of some of the gigantic sharks he caught and killed in the second half of the twentieth century. Apart from being killed during pleasure and sport fishing, sharks are also hunted by spearfishers. Valerie Taylor and her late husband, Ron Taylor, are well known in Australia and internationally as shark experts, but they began their careers as spearfishers and shark hunters (Taylor, Ron Taylor’s), with the documentary Shark Hunters gruesomely detailing their killing of many sharks. The couple have produced several books that recount their close encounters with sharks (Taylor; Taylor, Taylor and Goadby; Taylor and Taylor), charting their movement from killers to conservationists as they learned more about the ocean and its inhabitants. Now a passionate campaigner against the past butchery she participated in, Taylor’s memoir describes her shift to a more respectful relationship with sharks, driven by her desire to understand and protect them. In Australia, the culling of sharks is supposedly carried out to ensure human safety in the ocean, although this practice has long been questioned. In 1983, for instance, Whitley noted the “indiscriminate” killing of grey nurse sharks, despite this species largely being very docile and of little threat to people (Australian Sharks, 10). This is repeated by Tony Ayling twenty-five years later who adds the information that the generally harmless grey nurse sharks have been killed to the point of extinction, as it was wrongly believed they preyed on surfers and swimmers. Shark researcher and conservationist Riley Elliott, author of Shark Man: One Kiwi Man’s Mission to Save Our Most Feared and Misunderstood Predator (2014), includes an extremely critical chapter on Western Australian shark ‘management’ through culling, summing up the problems associated with this approach: it seems to me that this cull involved no science or logic, just waste and politics. It’s sickening that the people behind this cull were the Fisheries department, which prior to this was the very department responsible for setting up the world’s best acoustic tagging system for sharks. (Kindle version, Chapter 7) Describing sharks as “misunderstood creatures”, Orr is also clear in her opposition to killing sharks to ‘protect’ swimmers noting that “each year only around 10 people are killed in shark attacks worldwide, while around 73 million sharks are killed by humans”. She adds the question and answer, “sounds unfair? Of course it is, but when an attack is all over the news and the people are baying for shark blood, it’s easy to lose perspective. But culling them? Seriously?” (back cover). The condemnation of culling is also evident in David Brooks’s recent essay on the topic in his collection of essays about animal welfare, conservation and the relationship between humans and other species, Animal Dreams. This disapproval is also evident in narratives by those who have been injured by sharks. Navy diver Paul de Gelder and surfer Glen Orgias were both bitten by sharks in Sydney in 2009 and both their memoirs detail their fear of sharks and the pain they suffered from these interactions and their lengthy recoveries. However, despite their undoubted suffering – both men lost limbs due to these encounters – they also attest to their ongoing respect for these creatures and specify a shared desire not to see them culled. Orgias, instead, charts the life story of the shark who bit him alongside his own story in his memoir, musing at the end of the book, not about himself or his injury, but about the fate of the shark he had encountered: great whites are portrayed … as pathological creatures, and as malevolent. That’s rubbish … they are graceful, mighty beasts. I respect them, and fear them … [but] the thought of them fighting, dying, in a net upsets me. I hope this great white shark doesn’t end up like that. (271–271) Several of the more recent books identified in this study acknowledge that, despite growing understanding of sharks, the popular press and many policy makers continue to advocate for shark culls, these calls especially vocal after a shark-related human death or injury (Peppin-Neff). The damage to shark species involved caused by their killing – either directly by fishing, spearing, finning, or otherwise hunting them, or inadvertently as they become caught in nets or affected by human pollution of the ocean – is discussed in many of the more recent books identified in this study. Sharks as Endangered Alongside fishing, finning, and hunting, human actions and their effects such as beach netting, pollution and habitat change are killing many sharks, to the point where many shark species are threatened. Several recent books follow Orr in noting that an estimated 100 million sharks are now killed annually across the globe and that this, as well as changes to their habitats, are driving many shark species to the status of vulnerable, threatened or towards extinction (Dulvy et al.). This is detailed in texts about biodiversity and climate change in Australia (Steffen et al.) as well as in many of the zoologically focussed books discussed above under the theme of “Sharks as part of the natural environment”. The CSIRO’s Field Guide to Australian Sharks & Rays (Daley et al.), for example, emphasises not only that several shark species are under threat (and protected) (8–9) but also that sharks are, as individuals, themselves very fragile creatures. Their skeletons are made from flexible, soft cartilage rather than bone, meaning that although they are “often thought of as being incredibly tough; in reality, they need to be handled carefully to maximise their chance of survival following capture” (9). Material on this theme is included in books for younger readers on Australia’s endangered animals (Bourke; Roc and Hawke). Shark Conservation By 1991, shark conservation in Australia and overseas was a topic of serious discussion in Sydney, with an international workshop on the subject held at Taronga Zoo and the proceedings published (Pepperell et al.). Since then, the movement to protect sharks has grown, with marine scientists, high-profile figures and other writers promoting shark conservation, especially through attempts to educate the general public about sharks. De Gelder’s memoir, for instance, describes how he now champions sharks, promoting shark conservation in his work as a public speaker. Peter Benchley, who (with Carl Gottlieb) recast his novel Jaws for the film’s screenplay, later attested to regretting his portrayal of sharks as aggressive and became a prominent spokesperson for shark conservation. In explaining his change of heart, he stated that when he wrote the novel, he was reflecting the general belief that sharks would both seek out human prey and attack boats, but he later discovered this to be untrue (Benchley, “Without Malice”). Many recent books about sharks for younger readers convey a conservation message, underscoring how, instead of fearing or killing sharks, or doing nothing, humans need to actively assist these vulnerable creatures to survive. In the children’s book series featuring Bindi Irwin and her “wildlife adventures”, there is a volume where Bindi and a friend are on a diving holiday when they find a dead shark whose fin has been removed. The book not only describes how shark finning is illegal, but also how Bindi and friend are “determined to bring the culprits to justice” (Browne). This narrative, like the other books in this series, has a dual focus; highlighting the beauty of wildlife and its value, but also how the creatures described need protection and assistance. Concluding Discussion This study was prompted by the understanding that the Earth is currently in the epoch known as the Anthropocene, a time in which humans have significantly altered, and continue to alter, the Earth by our activities (Myers), resulting in numerous species becoming threatened, endangered, or extinct. It acknowledges the pressing need for not only natural science research on these actions and their effects, but also for such scientists to publish their findings in more accessible ways (see, Paulin and Green). It specifically responds to demands for scholarship outside the relevant areas of science and conservation to encourage widespread thinking and action (Mascia et al.; Bennett et al.). As understanding public perceptions and overcoming widely held fear of sharks can facilitate their conservation (Panoch and Pearson), the way sharks are imaged is integral to their survival. The five themes identified in this study reveal vastly different ways of viewing and writing about sharks. These range from seeing sharks as nothing more than large fishes to be killed for pleasure, to viewing them as terrifying monsters, to finally understanding that they are amazing creatures who play an important role in the world’s environment and are in urgent need of conservation. This range of representation is important, for if sharks are understood as demon monsters which hunt humans, then it is much more ‘reasonable’ to not care about their future than if they are understood to be fascinating and fragile creatures suffering from their interactions with humans and our effect on the environment. Further research could conduct a textual analysis of these books. In this context, it is interesting to note that, although in 1949 C. Bede Maxwell suggested describing human deaths and injuries from sharks as “accidents” (182) and in 2013 Christopher Neff and Robert Hueter proposed using “sightings, encounters, bites, and the rare cases of fatal bites” (70) to accurately represent “the true risk posed by sharks” to humans (70), the majority of the books in this study, like mass media reports, continue to use the ubiquitous and more dramatic terminology of “shark attack”. The books identified in this analysis could also be compared with international texts to reveal and investigate global similarities and differences. While the focus of this discussion has been on non-fiction texts, a companion analysis of representation of sharks in Australian fiction, poetry, films, and other narratives could also be undertaken, in the hope that such investigations contribute to more nuanced understandings of these majestic sea creatures. 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Holden, Todd Joseph Miles. "The Evolution of Desire in Advertising." M/C Journal 2, no. 5 (July 1, 1999). http://dx.doi.org/10.5204/mcj.1773.

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She's the dollars, she's my protection; she's a promise, in the year of election. Sister, I can't let you go; I'm like a preacher, stealing hearts at a traveling show. For love or money, money, money... Desire -- U2, "Desire" (1988) For the love of money. In the worship of things. Desire has traditionally been employed by advertising as a means of selling product. Regardless of culture, more powerful than context, desire is invoked as one of capitalism's iron-clad codes of quality. The Uses of Desire in Advertising Specifically, two variants have been most common. That in which desire is: (1) stimulated or (2) sated by a product. Crucial to advertisers, in both cases the product is more powerful than the thing the audience finds most powerful: the physical surge, the emotional rush, the chemical compulsion we label "desire". In the case of the former, a typical approach has been to create an equation in which product intervenes in the relationship between man and woman (and it is always man and woman), stimulating the psycho-physiological desire of one for the other. A classic pre-post design. Absent the product, desire would not arise, ad text often alleges. This tack is well captured in this ad for a perfume. Implicit in this approach is the assumption that the ad reader will desire desire. If so, he or she -- equally desirous of this turn of events -- will insert him or herself into the scenario, engaging in a symbolic, if not actual purchase of the product1. As we saw above, desire is often depicted via substitute symbols -- flashing red neon, burning matches, flame-blowers, stifling heat and raging brush fires2. The product is then used to extinguish such signs -- metaphorically quenching desire. This is the satiation variant identified at the outset. Standardised Desire? This last is an Australian ad, but in a wide variety of contexts, the same formula of product/desire appears. A recent Malaysian ad, for instance, plays out like this: a motorbike roars up to a doorstep; its leather-clad rider dismounts. Removing the helmet we find beneath a ... beautiful long-haired woman. Cut to a medium shot of the front door opening. A similarly-clad male leans against the molding. Rugged, firm, slightly aloof. Cut to product name: Dashing for Men. Followed by a picture of the cologne. "The Dashing Sensation" is then posted -- ripe with the implication that the cologne has worked its magical, magnetic attraction uniting female and male. It should be pointed out that Malaysia is a market with a significant western presence. Its top advertising firms are American, British and Italian. Thus, if one were curious as to whether desire was inherently a "cultural universal" or rather due to accession (i.e. the movement of intellectual and corporate capital), Euro-American presence would certainly be a factor to consider 3. Innovating Desire Bringing us to Japan. Desire is also a major theme there, as well. However, there, Japanese firms dominate ad production. And, interestingly, though the above-mentioned formulations do appear, desire in Japan also has its own specialised discourse. Rather than a relationship between the consumable and the consumer's emotional/physical state, discourse about desire can transpire independent of the product. Desire is often simply about desire. This is in keeping with a trend (or, more formally, a stage) of development Japanese advertising has achieved -- what I call "product-least advertising"; a condition in which discourse is about many things other than consumption. One of these things being desire. In closing I will wonder what this might say about Japanese society. Japanese Approaches to Desire As noted above, it is not the case that messages of product-induced desire do not appear in Japan. They are certainly more pervasive than in their Islamic neighbor, Malaysia. And, like America, desire is treated in an array of ways. Object-Mediated Desire One approach, admittedly less conventional, posits the product as medium. Only through the product will desire be manifested. In this ad, though verbal substitutes are invoked -- "lust", "love", "lick", "pinch", bite", "touch" -- desire is the guiding force as the figures trapped inside the product's bar code move mechanically toward physical consummation. Of particular note is the product's multi-faceted relationship to desire: it subsumes desire, stimulates it, provides a forum and means for its expression, and is the device securing its culmination ... the ad text is ambiguous as to which is controlling. This is a definitive "postmodern ad", pregnant with shifting perspective, situational action, oppositional signs and interpretive possibilities. The kind of text so-called "cultural studies" intends by the term "polysemy" (the notion that multiple meanings are contained in any sign -- see Fiske). In the case of desire, postmodern ads tell us not that desire is multiple. Rather, it is a singular (i.e. universally experienced) condition which may be differentially manifested and variously interpretable vis-à-vis singular object/products. Object-Induced Desire For instance, in this ad, again for instant noodles, two salarymen contemplate the statement "this summer's new product is stimulating". Each conjures a different image of just what "stimulating" means. For the younger man, a veritable deluge of sexual adoration; for his elder, an assault by a gang of femmes toughs. And while the latter man's fantasy would not qualify as the conventional definition of "desire", the former would. Thus, despite its polysemic trappings, the ad varies little from the standard approach outlined at the outset (plates 1 and 2). It posits that the product possesses sufficient power to stimulate desire for its consumer in external, unrelated others. Object-Directed Desire One of sociology's earliest complaints about capitalism was its reduction of people to the status of things. Social relations became instrumental acts aimed at achieving rational ends; the personalities, thoughts and qualities of those human agents engaged in the exchange become secondary to the sought good. Advertising, according to early semiotic critiques (see for instance Williamson), has only intensified this predilection, though in a different way. Ads instrumentalise by creating equality between the product presented and the person doing the presenting. When the presenter and product are conflated -- as in the case where a major star clasps the product to her bosom and addresses the camera with: "it's my Nice Once" (the product name) -- the objectification of the human subject may be unavoidable. The material and corporeal meld. She cherishes the drink. If we desire her (her status, her style, her actual physical being) but are realistic (and thus willing to settle for a substitute) ... we can settle for the simulation (her drink). This kind of vicarious taking, this symbolic sharing is common in advertising. Played out over and over the audience quickly learns to draw an equal sign between the two depicted objects (product and star). Purchasing one enables us to realise our desire (however incompletely) for the other. Sometimes the product and person are separated, but in a way that the discourse is about longing. The product is consumed because the human can't be -- perhaps a less satisfactory substitute, but a replacement, nonetheless. Or, as in the ad below, the two might be interchangeable. Interior. Bright yellow room without any discernible features. No walls, windows or furniture. Tight shot of black fishnet stockings, barely covered by a yellow dress. The legs swivel in a chair, allowing a fleeting shot of the model's crotch. Cut to a darkened interior. The product sits next to a set of wrenches. Cut back to first interior. Medium tight of the model's bare shoulders. She spins in her chair. Cut to the mechanic working on the engine of a car. Female voiceover: "Hey! Work AGAIN? ... Let's play!" Cut to tight shot of her pursed lips. "Hey! ... let's go for a drive", accompanying consecutive shots of the mechanic wiping sweat from his brow and the vamp's derriere. Next, a sequence of fast, tight images: mechanic revving the engine, the model's face, then her upper body viewed through heavily-ventilated apparel. "Oh", she says, "cars are cuter, huh?" The mechanic pauses to consider. Walks over to the product, pops the top. "When it comes to that sort of man..." her VO says as he gulps the drink, "women are suckers". Tight on woman's face: "(he's a) rake", she pouts. To better appreciate this endemic correspondence between objectification and desire, consider this ad for a car named "Rosso" ("red" in Italian, "aka" in Japanese). The model, "Anna", is tinted head to toe in red (red, of course, being the universal signifier for passion and desire)4. She and/or the car rouse enough passion in a male by-stander to literally make his blood boil. This, in turn, produces steam which, in turn, sends air current of sufficient force to propel Anna's skirt skyward. This, in turn, converts the man's face into an embarrassed and/or impassioned red. "Rosso!" he gushes enthusiastically -- reference to car, his condition, Anna and, presumably, her panties5. Thus, the desire for things -- people included -- is by no means disappearing in Japanese advertising. The name of the game is still to sell that which has been produced. Although Japanese ads have moved toward a decentring of product -- an introduction of consumption-least discourse, with a concomitant increase in popular cultural and societal content -- the great majority still speak in the language of "here it is, buy it!" The prevailing tenor is still object-oriented. And the spill-over, as we just saw, is a tendency to depict humans and their interactions in objectified terms. A recent ad, for the discount store LLAOX, is rather stark in this regard. A young man displays photos of the many items (guitars, television, appliances) he found at LLAOX. In the final shot, of an attractive woman standing in front of the items, he proudly boasts: "I found her at LLAOX, too!" Subject-Oriented Desire Like ads in other countries, then, Japanese ads tend to place the object ahead of the subject. Desire for the person depicted in the ad is either ancillary to the desire expressed for the product, or else exists as a function of the subject's objectified status. However, an accreting number of Japanese ads have begun orienting desire toward one or both of the subjects in the ad, over or independent of the object for sale. A man and woman in their early thirties sit at a table sipping whiskey. The woman leans toward the man and in a perky voice utters: "Hey, let's turn in soon." The man protests, pointing to the drink: "we haven't finished this, yet." The woman tilts her head. She insists "let's head home." Then in a conspiratorial undertone "it's that day" and winks. The man's elbow falls off the tabletop. The woman blows him a kiss. Cut to a cat hiding beneath one of his paws in embarrassment. (Source: Nikka All Malt Whiskey -- Japan, 1993) Admittedly, not all ad discourse involves desire. But of late considerable ad space has been devoted to human relations and longing6. Consider this promo for a health drink. A man stands on his verandah in his t-shirt and pyjama bottoms. He looks groggy. Cut to a young woman watering her plants on the adjacent porch. "Hey!" she coos to her bushes, "are you lively?" She tends the pots along the centre divider. Is she addressing her foliage or the young man on the other side? He cranes his neck to steal a peek. She seems unaware. He lays his head on his forearms, admiring her. Cut to a shot of her regarding the product; drinking it; savouring the taste. The text reads: "With Lactia you will bloom beautifully." The woman enthuses audibly: "happiness!" Her voyeur, still in thrall, emits a sigh, suddenly straightens and declares aloud (in English): "Nice!" The previous two examples feature desire by adults. Considerable contemporary desire-centred discourse, however, focuses on teens. In these cases the product is sometimes introduced as a symbol for desire -- as in this case of a potato chip which snaps crisply each time a boy's romantic advance is repelled. A boy and girl walk along a boardwalk. The boy tentatively reaches for his partner's hand. Just then an approaching bicyclist toots his horn and cleaves a path between the two. A superimposed chip snaps. Next, seated on the shoreline, the boy reaches out again. Suddenly, a wind-blown ball rolls past, prompting his intended to abruptly vacate her position. He is left, literally clutching air. Another chip snaps again. The boy reaches out to touch the girl's handprint in the sand. He utters "I like you". The girl turns and asks "what did you say?" He impotently shrugs "nothing at all." Cut to a box of the chips. This youthful obsession with desire plays prominently in ads. First, because it fits well with the "mini-drama" format currently favoured in Japanese advertising. Second, because it is an effective technique for capturing viewer interest. The emotional tugs keep the audience attending to the ad beyond the first viewing. In the following ad, while desire for the product is the punch line, the entire ad is structured around unrequited desire. The confusion of the former for the latter not only redounds to product value, but predisposes the audience toward empathy and engagement. A teenage girl in her plaid uniform steers her bike into its berth outside school. Her voiceover identifies the bike name, shows how one touch locks the wheel in place and the seat in the vertical position. "Oh!" a quavering male voice utters off camera. "Can I ask name?" Japanese being a language that often operates without articles and pronouns, we aren't sure which name he means. Quick zoom in on the girl's expectant expression. "Eh?" she asks breathlessly. Her narration stops, her heart soars, glowing a vibrant red over her white sweater. "The bike's name", her interlocutor clarifies. All at once, the throbbing red heart is extinguished, fading to a black circular smudge. Her expectant smile dissolves into disappointment. Not all scenarios are downers, however. In the following case the product is a prop -- at best an accoutrement -- in the teenage game of expressing desire. A spry girl pours hot water into two cups. Off camera an older female voice asks whether she isn't supposed to be resting. "Don't worry about it", the girl replies. Cut to exterior shot. She's wearing a short coat, backing through the front door with the two cups in her hands. Cut to an angled reaction shot: a handsome boy leans across his bike, placing a letter in the post. He holds the letter up. "This", he says. Cut to the girl, now leaning against the entryway of the building, sipping her drink. Haltingly, in a breathy voice, she utters: "To... tomorrow... would have been... okay. But..." Japanese being the language of implication we read this as "it's fine the way it is working out." With the girl in the foreground, we see the boy leaning against the entryway on the opposite side contemplating his drink. Cut to a long angled shot from high above. The two teens sup in the cool evening air, alone, intimate, yet separated by the building's bright entrance. The narrator closes with a message about the nutritional value of the drink -- wholly unrelated to the unequivocal web of intimacy spun by these two youths. This ad offers us a perfect take on how desire is constructed and reproduced in contemporary ads in Japan. A perfect place for us to close. Evolving Desire? Desire is not new to advertising, but the form in which it is currently being expressed is. In Japan, at least, where commercials strive for polysemy in the volatile, evanescent and ultimately quixotic struggle for audience attention, communication is increasingly about things unrelated to the product. High on the list are affection, intimacy and sexuality -- aspects of human existence which bear considerable connection to desire. Reproduced in a variety of forms, played out in an array of contexts, by a variety of demographic "types", such commercial communications have the effect of centralising desire as a major theme in contemporary Japanese society7. The increase in so-called "secondary discourse"8 about human longing is palpable. But what to make of it? Clear explanations lie in "social evolution" -- factors such as: Japan's remarkable achievement of its postwar economic goals; its subsequent economic meltdown and accreting political malaise; the dramatic decline in corporate loyalty; disintegration of the family; increased urbanisation, atomisation and anomie; the stratification of generations and economic classes; increased materialism and attention to status; the concomitant loss of a personal raison d'être and collective moral beacon. In fact, all the reasons that Emile Durkheim diagnosed in fin de siècle France in inventing the discipline of sociology and Murakami Ryu has recently discerned a century later in fin de siècle Japan. Desire is a manifestation of social breakdown, as well as a plea for its resolution. As we enter a new century -- indeed a new millenium -- it is an empirical question worth monitoring whether the Japanese obsession with desire will continue to swell. Footnotes 1. Although the claims in this paper are qualitative, rather than quantitative, without question it is true that both men and women in Japanese television advertising are depicted as desiring. In this way, one could claim that desire exists independent of gender in ads. At the same time, it is almost certain that desire is often depicted as being manifested differentially by men and women. However, as one can infer from the data below, this is not always so (viz. "True Love"). Moreover, while women (or men) might more often fit one or another of the constructs below (i.e. object-mediated, object-induced, object-directed, subject-oriented) than their opposite number, cases can generally be found in which both (male and female) are depicted desiring in each of the stated relationships. 1. Thinking of this (fire-desire) symbol-set generally (and this ad specifically), one is reminded of the Springsteen lyric: At night I wake up with the sheets soaking wet and a freight train running through the middle of my head; Only you can cool my desire. I'm on fire. -- Bruce Springsteen: "I'm on Fire" (1984) Reminding one of the lyric by Shocking Blue from their decade-spanning Number 1 single (1970 by the Dutch band as well as the 1986 cover version by Bananarama): I'm your Venus, I'm your fire at your desire. If not the Earth, Wind and Fire phrasing from "That's the Way of the World" (1975): Hearts of fire, creates love desire... Of course, the fire/desire combo might also have become a universal association due to the easy opportunity (at least in English) to commit a rhyme (no matter how cloddish). 2. It has yet to be determined that desire is a cultural universal. However, the universal presence and relatively uniform logic of the "machinery of capitalism" (a major aspect of which is advertising) certainly serves as a powerful prod. That machinery overlaps culture and tends to act on it in relatively similar ways (one of which may just be the discourse about desire). This, of course, makes no claims about universal outcomes. I have addressed the interaction of capitalism and context and the themes of global/local, homogeneity/heterogeneity, universal/particular in a series of articles concerning information transfer, body, color, and advertising form in comparative context. Please see my home page for references to and greater detail on this work. 3. Regarding red as signifier, see Branston & Stafford (7). Also see my work on color universals ("The Color of Meaning") and culture-specific colour conventions ("The Color of Difference"). 4. Support for this interpretation can be found in other ads, as ideas and practices in Japanese advertising tend to travel in twos or threes. During this same period, Suzuki Move placed Leonardo DiCaprio behind the wheel. As he tooled around the city, his accelleration was such as to raise the skirts of two by-standers. DiCaprio promptly braked, placed the car in reverse, rolled astride the two women, and impishly pointing at each, identified the shade of underpants ("white and strawberry") they were sporting. 5. And let me reiterate: All such depictions are exclusively about sexual/emotional longing between men and women. 6. As I am mainly working with Japanese data in this article, I feel comfortable only seeking to draw conclusions about Japanese society. Certainly, one could fathom conducting the same sort of analysis and arriving at the same general conclusions about other postmodern, capitalist, commercial-centred, consumer-oriented societies. 7. The word is O'Barr's. It bears considerable similarity to Barthes's "second order signification". Plates 1 Caliente perfume (USA, 1994) 9 Georgia canned coffee (Japan, 1999) 2 Old Spice cologne (USA, 1994) 10 Rosso (Japan, 1998) 3 Coke (Australia, 1994) 11 LLAOX (Japan, 1999) 4 Dashing cologne (Malaysia, 1997) 12 Lactia (Japan, 1997) 5 Cup Noodles (Japan, 1998) 13 5/8 and 3/5 Chips (Japan, 1993) 6 Cup Noodles (Japan, 1998) 14 Gachyarinko (Japan, 1999) 7 Nescafe Excella (ice coffee; Japan, 1999) 15 Hotpo (health drink; Japan 1999) 8 Various ads References Barthes, Roland. Mythologies. Jonathan Cape, 1972 (1957). Branston, G., and R. Stafford. The Media Student's Book. London: Routledge, 1996. Fiske, John. Television Culture. London: Methuen, 1987. Holden, Todd. "The Color of Meaning: The Significance of Black and White in Television Commercials." Interdisciplinary Information Sciences 3.2 (1997): 125-146. ---. "The Color of Difference: Critiquing Cultural Convergence via Television Advertising" Interdisciplinary Information Sciences 5.1 (1999): 15-36. O'Barr. Culture and the Ad: Exploring Otherness in the World of Advertising. Boulder, Co.: Westview Press, 1994. Williamson, Judith. Decoding Advertisements: Ideology and Meaning in Advertising. London: Marion Boyers, 1979. Citation reference for this article MLA style: Todd Joseph Miles Holden. "The Evolution of Desire in Advertising: From Object-Obsession to Subject-Affection." M/C: A Journal of Media and Culture 2.5 (1999). [your date of access] <http://www.uq.edu.au/mc/9907/adverts.php>. Chicago style: Todd Joseph Miles Holden, "The Evolution of Desire in Advertising: From Object-Obsession to Subject-Affection," M/C: A Journal of Media and Culture 2, no. 5 (1999), <http://www.uq.edu.au/mc/9907/adverts.php> ([your date of access]). APA style: Todd Joseph Miles Holden. (1999) The evolution of desire in advertising: from object-obsession to subject-affection. M/C: A Journal of Media and Culture 2(5). <http://www.uq.edu.au/mc/9907/adverts.php> ([your date of access]).
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