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1

Rath, Kamlesh, and James W. Wendorf. "Set-top box control software: A key component in digital video." Philips Journal of Research 50, no. 1-2 (January 1996): 185–99. http://dx.doi.org/10.1016/0165-5817(96)81308-8.

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2

Park, Jong-Hyun, and Ji-Hoon Kang. "Storing and Searching Metadata for Digital Broadcasting on Set-Top Box Environments." Journal of Software Engineering and Applications 01, no. 01 (2008): 26–32. http://dx.doi.org/10.4236/jsea.2008.11005.

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3

Kohiyama, K., H. Shirai, K. Ogawa, A. Manakata, Y. Koga, and M. Ishizaki. "Architecture of MPEG-2 digital set-top-box for CATV VOD system." IEEE Transactions on Consumer Electronics 42, no. 3 (1996): 667–72. http://dx.doi.org/10.1109/30.536170.

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4

Shih-Hsiang Lo, Chi-Chia Lin, and Ming-Syan Chen. "Controlling digital TV set-top box with mobile devices via an IP network." IEEE Transactions on Consumer Electronics 52, no. 3 (August 2006): 935–42. http://dx.doi.org/10.1109/tce.2006.1706491.

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5

Dutta, S., R. Jensen, and A. Rieckmann. "Viper: A multiprocessor SOC for advanced set-top box and digital TV systems." IEEE Design & Test of Computers 18, no. 5 (2001): 21–31. http://dx.doi.org/10.1109/54.953269.

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Cui, Yubao, Li Zhao, Li yuan Liu, and Hualing Chen. "The Design and Implementation of Electronic Program Guide In Digital TV Set-Top-Box." International Journal of Education and Management Engineering 2, no. 11 (November 29, 2012): 56–61. http://dx.doi.org/10.5815/ijeme.2012.11.11.

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7

Soares, André Borin, Alexsandro Cristóvão Bonatto, and Altamiro Amadeu Susin. "Development of a SoC for Digital Television Set-Top Box: Architecture and System Integration Issues." International Journal of Reconfigurable Computing 2013 (2013): 1–10. http://dx.doi.org/10.1155/2013/783501.

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This work presents the integration of several IPs to generate a system-on-chip (SoC) for digital television set-top box compliant to the SBTVD standard. Embedded consumer electronics for multimedia applications like video processing systems require large storage capacity and high bandwidth memory. Also, those systems are built from heterogeneous processing units, designed to perform specific tasks in order to maximize the overall system efficiency. A single off-chip memory is generally shared between the processing units to reduce power and save costs. The external memory access is one bottleneck when decoding high-definition video sequences in real time. In this work, a four-level memory hierarchy was designed to manage the decoded video in macroblock granularity with low latency. The use of the memory hierarchy in the system design is challenging because it impacts the system integration process and IP reuse in a collaborative design team. Practical strategies used to solve integration problems are discussed in this text. The SoC architecture was validated and is being progressively prototyped using a Xilinx Virtex-5 FPGA board.
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8

Wang, Yu Ru, Zhen Ping Lan, and Ping Li. "VOD Client Software Realization of Digital TV STB." Advanced Materials Research 694-697 (May 2013): 2620–25. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2620.

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Real-time VOD (Video on Demand) system is composed of a front-end processing system, a transmission networks, and a client. This paper focuses on the client software implement. It uses household STB (Set Top Box) with Hass hi3110e development platform, RTSP network protocol, and cable to control information, audio and video data transmission. The user client can start a request through cable television networks to achieve selection, storage, and playback the favorite programs anytime and anywhere.
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Ye, Yu Huang, and Xiao Ping Huang. "The Standard and Realization of MMI Based on EN." Applied Mechanics and Materials 182-183 (June 2012): 619–23. http://dx.doi.org/10.4028/www.scientific.net/amm.182-183.619.

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During these years, as the digital TV (DTV) broadcasting technique is developed, the number of set-top box (STB) consumers is increasing quickly, and they spend more money on pay-TV. Conditional Access System is the key technology to realize pay-TV and interact-TV. This paper introduces Man-Machine Interface (MMI) standard of En50221[1] for conditional access system and it’s a method of realization on STB of DTV.
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10

Marwiyati, Marwiyati, and Ade Wahyudin. "Implementasi Sistem Siaran Televisi Digital Di Lpp Tvri Stasiun Jawa Tengah." Jurnal Ilmu Komunikasi 17, no. 2 (September 2, 2020): 156. http://dx.doi.org/10.31315/jik.v17i2.3697.

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Implementasi sistem siaran televisi digital tidaklah mudah, ada beberapa kendala seperti ketidaksiapan masyarakat dalam mengadopsi sistem baru, infrastruktur sistem penerimaan dan pesawat unit televisi harus diganti, serta menambah peralatan Set Top Box. Tujuan penelitian ini untuk mengetahui implementasi sistem siaran televisi digital di LPP TVRI Stasiun Jawa Tengah. Penelitian ini menggunakan metode deskriptif kualitatif, dengan teknik pengumpulan data observasi dan wawancara. Hasil penelitian LPP TVRI Stasiun Jawa Tengah mendapatkan subsidi infrastruktur yang berupa pemancar atau transmisi digital pada tahun 2013 dari Menkominfo dengan type UHF BT-ESA (DVB-T2), Merk RS dengan kekuatan pancar 5 KW. LPP TVRI Stasiun Jawa Tengah sebagai penyedia infrastruktur dalam sistem siaran televisi digital sangat mendukung dan sudah menyatakan siap untuk beralih ke sistem digital. Hasil uji coba siaran digital belum bisa menjangkau semua wilayah masyarakat Jawa Tengah, karena terkendala infrastruktur dan SDM. Hal tersebut disebabkan karena belum ada regulasi atau kebijakan pemerintah dari payung hukum, infrastruktur yang memadai, hak publik, dan harga pesawat televisi berformat DVB-T2 yang mahal. Penelitian ini memberikan rekomendasi kepada pemerintah untuk memberikan subsidi terhadap pengadaan setup box TV digital agar seluruh daerah di Jawa Tengah terjangkau siaran digital, serta memberikan pelatihan kepada SDM yang mengoperasikan perangkat TV digital.
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11

Prasetiyo, Sofyan Mufti. "Pengembangan Spesifikasi Teknis & Prototipe Software Multiplekser TV Digital untuk Sistem Peringatan Dini Bencana (EWS) di Indonesia Studi Kasus Pemancar TV Digital di Lab BPPT." Jurnal Informatika Universitas Pamulang 2, no. 1 (March 25, 2017): 59. http://dx.doi.org/10.32493/informatika.v2i1.1506.

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Indonesia memiliki potensi terhadap bencana alam terutama tsunami dan gempa bumi. Pada siaran TV Digital terdapat konvergensi yakni adanya penggabungan antara Gambar; Suara dan Data; data dapat dimasukan informasi tentang bencana. Hal ini yang menjadi alasan pengiriman sinyal EWS dikirim melalui siaran TV Digital; Salah satu solusi yang feasible dalam hal ini yaitu dengan menumpang pada jaringan televisi. Dengan membandingkan teknis software multiplekser tv digital peringatan dini bencana pada beberapa standar televisi digital serta dengan melihat kebutuhan dasar sistem peringatan dini di Indonesia; penelitian ini mengajukan pengembangan spesifikasi teknis software multiplekser tv digital untuk sistem peringatan dini bencana (ews) di indonesia. Thesis ini juga membuat prototype dan skenario implementasi standar yang terdiri dari server bencana; server multipleks; dan set-top-box yang dilengkapi alert system. Dengan adanya spesifikasi teknis ini dapat meningkatkan percepatan pendistribusian informasi peringatan dini bencana ke masyarakat.
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12

Tellaroli, Tais Marina. "Aplicativos interativos: testes realizados na TV digital brasileira." INTERIN 23, no. 2 (July 1, 2018): 55–72. http://dx.doi.org/10.35168/1980-5276.utp.interin.2018.vol23.n2.pp55-72.

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Este trabalho é parte de investigação realizada em tese de doutorado defendida em 2013 e apresenta os aplicativos desenvolvidos pelo setor de radiodifusão brasileiro para aplicação na TV digital interativa. São apresentadas iniciativas das emissoras Rede Globo, SBT, Rede Record e Rede Bandeirantes a partir de 2009 e sua evolução. Os recursos visualizados na época de realização da pesquisa são importantes para registro da história do desenvolvimento da TV digital interativa brasileira. Para a coleta de dados foram realizadas entrevistas com pesquisadores, engenheiros e executivos das emissoras estudadas. A pesquisa realizada demonstra que a interatividade se encontrava, na ocasião, em um nível incipiente de desenvolvimento, por isso, para o setor da radiodifusão, investir no desenvolvimento de conteúdo interativo tornou-se oneroso e sem previsão de retorno do investimento. A interatividade local é definida como aquela que não transmite dados, apenas os armazena no set-top-box, e tornou-se a principal forma de interatividade explorada pela TV Digital interativa.
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13

Ra, Sang-Jung, Myung-Sun Baek, Jin-Hyuk Song, Dong-Joon Choi, Joon-Young Jung, and Cheol-Sung Kim. "Implementation and Field Trials of OFDM-Based Digital Video Broadcasting System in Commercial Broadcasting Network for Multichannel UHD Service." Wireless Communications and Mobile Computing 2019 (January 1, 2019): 1–9. http://dx.doi.org/10.1155/2019/1649413.

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This paper describes design and implementation of an OFDM-based digital video broadcasting system test platform for multichannel ultra-high definition (UHD) broadcasting services. The developed digital video broadcasting system test platform has been installed in commercial broadcasting station, and trial broadcasting service of the system has been performed through the commercial in-service network. For the performance measurement, field test is also executed. To evaluate the practical performance of the implemented system, a commercial broadcasting set-top box is used. Furthermore, by using measurement receiver, various system performances have been evaluated such as BER, PER, and CNR. Because high efficiency video coding (HEVC) can successfully transmit multimedia contents with a raw data rate of 51.6 Mbps, a multichannel UHD service can be serviced in a single physical 6MHz channel.
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14

Caldelli, Roberto, Rudy Becarelli, Francesco Filippini, Francesco Picchioni, and Riccardo Giorgetti. "Electronic Voting by Means of Digital Terrestrial Television The Infrastructure, Security Issues and a Real Test-bed." International Journal of E-Adoption 2, no. 1 (January 2010): 1–12. http://dx.doi.org/10.4018/jea.2010010101.

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In this paper a Digital Terrestrial Television (DTT) based voting system is presented. This electronic voting technology allows disabled users to cast their vote from home by using common well-known devices. The needed equipment are a TV set, a Set Top Box (STB) with its remote control and a telephone line. The complete infrastructure consists of an MHP (Multimedia Home Platform) application that acts as a client application, a server application that acts as a network/counting server for e-voting, and a security protocol based on asymmetric key encryption to ensure authentication and secrecy of the vote. The MHP application is broadcasted by a certified (e.g., national) TV channel that grants its originality. The user needs a smart card issued by a national authority and to sign the encrypted ballot. The voter can browse the application by acting on the STB remote control. The server application is in charge to verify user identity, to gather and store user’s encrypted ballots and finally to count votes. The communication between the client application and the server takes place by means of a secured channel (using HTTPS) while the voting operations are secured with the help of asymmetric keys encryption.
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15

Anthony Prathap, Joseph, T. S.Anandhi, K. Ramash Kumar, and B. Srikanth. "Performance evaluation and analysis of 64-quadrature amplitude modulator using Xilinx Spartan FPGA." International Journal of Engineering & Technology 7, no. 2.8 (March 19, 2018): 570. http://dx.doi.org/10.14419/ijet.v7i2.8.10523.

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This paper proposes the design of 64-Quadrature Amplitude Modulation using the Very High Speed Integrated Circuit Hardware Description Language (VHDL) coding and XILINX SPARTAN Field Programmable Gate Array (FPGA) real-time implementation for validation. QAM is used in modern digital communication applications like set-top box, satellite TV, wireless and cellular technology etc. In this paper, 64-QAM is implemented and compared with three different XILINX SPARTAN FPGA devices say 3A DSP, 3E and 6E. The power, current and thermal parameters are performed and compared. The power consumed for the design of 64 QAM using the Xilinx SPARTAN 6E FPGA device is 0.014W and 15.9 C/W of Effective TJA for the XILINX SPARTAN 3A DSP FPGA. The device utilization of the 64-QAM design using the XILINX SPARTAN 3A DSP is low.
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16

Dragoni, Aldo Franco. "Universal Access to Health Services Through the Digital Terrestrial Television." Journal of Information Technology Research 6, no. 1 (January 2013): 51–87. http://dx.doi.org/10.4018/jitr.2013010104.

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The Western World has almost completed the transition toward the Digital Television (DTV), and in particular toward the Digital Terrestrial Television (DTT). In every home there is at least one decoder for the DTT. Some of them have a modem, to connect to a telephonic return line, and a Smart Card reader, both required by the “Pay TV” channels. Since those readers are compatible with the Governmental Smart Cards, a new access for the masses to secure and confidential digital services is nowadays available in our Information Society. “T-Government” defines the set of services provided by Governments or private entities via DTT. “Multimedia Home Platform” is the standard for DTT applications. A Local Health will be no more justified for offering services only through the Web disregarding both the broadcast and the return channels of the DTT since by doing so it would contribute to deepen the “digital divide” between skilled (young) people and unskilled (elder) people. The author defines a scenario for providing such T-Health Services both for patients (T-monitoring health parameters) and healthy citizens. These latter will have a bunch of services over DTT, not only informative or interactive applications on the Set top Box, but also transactional services through the secure return channel. However, much effort has to be spent to guarantee the usability of that new interface which is quite different from that of a Web application. The author designed, tested and redesigned a suite of DTT applications as a “proof of concept” to show the potential of this new platform for health information services. DTT may represent a real contribution to bring social healthcare and wellness.
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17

Riza, Tengku Ahmad, Yuyu Wahyu, and Reza Aldrian Ibrahim. "ANALISIS ANTENA BOWTIE PADA FREKUENSI 500-700 MHZ UNTUK TV DIGITAL DI INDONESIA." Jurnal Elektro dan Telekomunikasi Terapan 2, no. 2 (July 26, 2016). http://dx.doi.org/10.25124/jett.v2i2.104.

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Tahun 2017 merupakan tonggak sejarah perubahan di Indonesia dari TV analog menjadi TV digital sesuai dengan Peraturan Menteri Kominfo No.05 Tahun 2012 yang mengadopsi Televisi Digital terestrial Digital Video Broadcasting-Terestrial second Generation (DVB-T2), sehingga diharapkan dengan perubahan menjadi TV Digital dapat meningkatkan kapasitas layanan melalui efisiensi spektrum frekuensi, dimana setelah migrasi ke TV Digital maka 1 kanal bisa ditempati sekitar 6-8 operator televisi. Pada Penelitian sebelumnya, telah dirancang dan direalisasikan sebuah antenna Bowtie, namun belum di implementasikan untuk siaran televisi digital di Indonesia.Penelitian ini menggunakan metode desain, realisasi kemudian diimplentasikan dan dilakukan pengujian dan pengukuran sehingga menghasilkan suatu Antena Bowtie pada rentang frekuensi 500-700 MHz yang dipergunakan untuk antena penerima televisi digital di Indonesia tanpa menggunakan set top box dengan harga yang relatif murah.Hasil Analisis dari antena Bowtie yang dipergunakan untuk televisi digital dengan rentang frekuensi 500-700 MHz didapatkan VSWR masing-masing 500 MHz (VSWR=1,442) dan 600 MHz (VSWR=1,448) serta 700 MHz (VSWR=1,442) kemudian untuk penguatan 13,038 bisa menerima siaran televisi digital. Namun antena ini masih perlu untuk pengembangan ke depannya, karena antenna ini belum dikemas dengan baik dan sempurna.
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18

Proctor, Devin. "Wandering in the City: Time, Memory, and Experience in Digital Game Space." M/C Journal 22, no. 4 (August 14, 2019). http://dx.doi.org/10.5204/mcj.1549.

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As I round the corner from Church Street onto Vesey, I am abruptly met with the façade of St. Paul’s Chapel and by the sudden memory of two things, both of which have not yet happened. I think about how, in a couple of decades, the area surrounding me will be burnt to the ground. I also recall how, just after the turn of the twenty-first century, the area will again crumble onto itself. It is 1759, and I—via my avatar—am wandering through downtown New York City in the videogame space of Assassin’s Creed: Rogue (AC:R). These spatial and temporal memories stem from the fact that I have previously (that is, earlier in my life) played an AC game set in New York City during the War for Independence (later in history), wherein the city’s lower west side burns at the hands of the British. Years before that (in my biographical timeline, though much later in history) I watched from twenty-something blocks north of here as flames erupted from the twin towers of the World Trade Center. Complicating the situation further, Michel de Certeau strolls with me in spirit, pondering observations he will make from almost this exact location (though roughly 1,100 feet higher up) 220 years from now, around the time I am being born. Perhaps the oddest aspect of this convoluted and temporally layered experience is the fact that I am not actually at the corner of Church and Vesey in 1759 at all, but rather on a couch, in Virginia, now. This particular type of sudden arrival at a space is only possible when it is not planned. Prior to the moment described above, I had finished a “mission” in the game that involved my coming to the city, so I decided I would just walk around a bit in the newly discovered digital New York of 1759. I wanted to take it in. I wanted to wander. Truly Being-in-a-place means attending to the interconnected Being-ness and Being-with-ness of all of the things that make up that place (Heidegger; Haraway). Conversely, to travel to or through a place entails a type of focused directionality toward a place that you are not currently Being in. Wandering, however, demands eschewing both, neither driven by an incessant goal, nor stuck in place by introspective ruminations. Instead, wandering is perhaps best described as a sort of mobile openness. A wanderer is not quite Benjamin’s flâneur, characterised by an “idle yet assertive negotiation of the street” (Coates 28), but also, I would argue, not quite de Certeau’s “Wandersmünner, whose bodies follow the thicks and thins of an urban ‘text’ they write without being able to read it” (de Certeau 93). Wandering requires a concerted effort at non-intentionality. That description may seem to fold in on itself, to be sure, but as the spaces around us are increasingly “canalized” (Rabinow and Foucault) and designed with specific trajectories and narratives in mind, inaction leads to the unconscious enacting of an externally derived intention; whereas any attempt to subvert that design is itself a wholly intentional act. This is why wandering is so difficult. It requires shedding layers. It takes practice, like meditation.In what follows, I will explore the possibility of revelatory moments enabled by the shedding of these layers of intention through my own experience in digital space (maybe the most designed and canalized spaces we inhabit). I come to recognise, as I disavow the designed narrative of game space, that it takes on other meanings, becomes another space. I find myself Being-there in a way that transcends the digital as we understand it, experiencing space that reaches into the past and future, into memory and fiction. Indeed, wandering is liminal, betwixt fixed points, spaces, and times, and the text you are reading will wander in this fashion—between the digital and the physical, between memory and experience, and among multiple pasts and the present—to arrive at a multilayered subjective sense of space, a palimpsest of placemaking.Before charging fully into digital time travel, however, we must attend to the business of context. In this case, this means addressing why I am talking about videogame space in Certaudian terms. Beginning as early as 1995, videogame theorists have employed de Certeau’s notion of “spatial stories” in their assertions that games allow players to construct the game’s narrative by travelling through and “colonizing” the space (Fuller and Jenkins). Most of the scholarship involving de Certeau and videogames, however, has been relegated to the concepts of “map/tour” in looking at digital embodiment within game space as experiential representatives of the place/space binary. Maps verbalise spatial experience in place terms, such as “it’s at the corner of this and that street”, whereas tours express the same in terms of movement through space, as in “turn right at the red house”. Videogames complicate this because “mapping is combined with touring when moving through the game-space” (Lammes).In Games as Inhabited Spaces, Bernadette Flynn moves beyond the map/tour dichotomy to argue that spatial theories can approach videogaming in a way no other viewpoint can, because neither narrative nor mechanics of play can speak to the “space” of a game. Thus, Flynn’s work is “focused on completely reconceiving gameplay as fundamentally configured with spatial practice” (59) through de Certeau’s concepts of “strategic” and “tactical” spatial use. Flynn explains:The ability to forge personal directions from a closed simulation links to de Certeau’s notion of tactics, where users can create their own trajectories from the formal organizations of space. For de Certeau, tactics are related to how people individualise trajectories of movement to create meaning and transformations of space. Strategies on the other hand, are more akin to the game designer’s particular matrix of formal structures, arrangements of time and space which operate to control and constrain gameplay. (59)Flynn takes much of her reading of de Certeau from Lev Manovich, who argues that a game designer “uses strategies to impose a particular matrix of space, time, experience, and meaning on his viewers; they, in turn, use ‘tactics’ to create their own trajectories […] within this matrix” (267). Manovich believes de Certeau’s theories offer a salient model for thinking about “the ways in which computer users navigate through computer spaces they did not design” (267). In Flynn’s and Manovich’s estimation, simply moving through digital space is a tactic, a subversion of its strategic and linear design.The views of game space as tactical have historically (and paradoxically) treated the subject of videogames from a strategic perspective, as a configurable space to be “navigated through”, as a way of attaining a certain goal. Dan Golding takes up this problem, distancing our engagement from the design and calling for a de Certeaudian treatment of videogame space “from below”, where “the spatial diegesis of the videogame is affordance based and constituted by the skills of the player”, including those accrued outside the game space (Golding 118). Similarly, Darshana Jayemanne adds a temporal element with the idea that these spatial constructions are happening alongside a “complexity” and “proliferation of temporal schemes” (Jayemanne 1, 4; see also Nikolchina). Building from Golding and Jayemanne, I illustrate here a space wherein the player, not the game, is at the fulcrum of both spatial and temporal complexity, by adding the notion that—along with skill and experience—players bring space and time with them into the game.Viewed with the above understanding of strategies, tactics, skill, and temporality, the act of wandering in a videogame seems inherently subversive: on one hand, by undergoing a destination-less exploration of game space, I am rejecting the game’s spatial narrative trajectory; on the other, I am eschewing both skill accrual and temporal insistence to attempt a sense of pure Being-in-the-game. Such rebellious freedom, however, is part of the design of this particular game space. AC:R is a “sand box” game, which means it involves a large environment that can be traversed in a non-linear fashion, allowing, supposedly, for more freedom and exploration. Indeed, much of the gameplay involves slowly making more space available for investigation in an outward—rather than unidirectional—course. A player opens up these new spaces by “synchronising a viewpoint”, which can only be done by climbing to the top of specific landmarks. One of the fundamental elements of the AC franchise is an acrobatic, free-running, parkour style of engagement with a player’s surroundings, “where practitioners weave through urban environments, hopping over barricades, debris, and other obstacles” (Laviolette 242), climbing walls and traversing rooftops in a way unthinkable (and probably illegal) in our everyday lives. People scaling buildings in major metropolitan areas outside of videogame space tend to get arrested, if they survive the climb. Possibly, these renegade climbers are seeking what de Certeau describes as the “voluptuous pleasure […] of ‘seeing the whole,’ of looking down on, totalizing the most immoderate of human texts” (92)—what he experienced, looking down from the top of the World Trade Center in the late 1970s.***On digital ground level, back in 1759, I look up to the top of St. Paul’s bell tower and crave that pleasure, so I climb. As I make my way up, Non-Player Characters (NPCs)—the townspeople and trader avatars who make up the interactive human scenery of the game—shout things such as “You’ll hurt yourself” and “I say! What on earth is he doing?” This is the game’s way of convincing me that I am enacting agency and writing my own spatial story. I seem to be deploying “tricky and stubborn procedures that elude discipline without being outside the field in which it is exercised” (de Certeau 96), when I am actually following the program the way I am supposed to. If I were not meant to climb the tower, I simply would not be able to. The fact that game developers go to the extent of recording dialogue to shout at me when I do this proves that they expect my transgression. This is part of the game’s “semi-social system”: a collection of in-game social norms that—to an extent—reflect the cultural understandings of outside non-digital society (Atkinson and Willis). These norms are enforced through social pressures and expectations in the game such that “these relative imperatives and influences, appearing to present players with ‘unlimited’ choices, [frame] them within the parameters of synthetic worlds whose social structure and assumptions are distinctly skewed in particular ways” (408). By using these semi-social systems, games communicate to players that performing a particular act is seen as wrong or scandalous by the in-game society (and therefore subversive), even when the action is necessary for the continuation of the spatial story.When I reach the top of the bell tower, I am able to “synchronise the viewpoint”—that is, unlock the map of this area of the city. Previously, I did not have access to an overhead view of the area, but now that I have indulged in de Certeau’s pleasure of “seeing the whole”, I can see not only the tactical view from the street, but also the strategic bird’s-eye view from above. From the top, looking out over the city—now The City, a conceivable whole rather than a collection of streets—it is difficult to picture the neighbourhood engulfed in flames. The stair-step Dutch-inspired rooflines still recall the very recent change from New Amsterdam to New York, but in thirty years’ time, they will all be torched and rebuilt, replaced with colonial Tudor boxes. I imagine myself as an eighteenth-century de Certeau, surveying pre-ruination New York City. I wonder how his thoughts would have changed if his viewpoint were coloured with knowledge of the future. Standing atop the very symbol of global power and wealth—a duo-lith that would exist for less than three decades—would his pleasure have been less “voluptuous”? While de Certeau considers the viewer from above like Icarus, whose “elevation transfigures him into a voyeur” (92), I identify more with Daedalus, preoccupied with impending disaster. I swan-dive from the tower into a hay cart, returning to the bustle of the street below.As I wander amongst the people of digital 1759 New York, the game continuously makes phatic advances at me. I bump into others on the street and they drop boxes they are carrying, or stumble to the side. Partial overheard conversations going on between townspeople—“… what with all these new taxes …”, “… but we’ve got a fine regiment here …”—both underscore the historical context of the game and imply that this is a world that exists even when I am not there. These characters and their conversations are as much a part of the strategic makeup of the city as the buildings are. They are the text, not the writers nor the readers. I am the only writer of this text, but I am merely transcribing a pre-programmed narrative. So, I am not an author, but rather a stenographer. For this short moment, though, I am allowed by the game to believe that I am making the choice not to transcribe; there are missions to complete, and I am ignoring them. I am taking in the city, forgetting—just as the design intends—that I am the only one here, the only person in the entire world, indeed, the person for whom this world exists.While wandering, I also experience conflicts and mergers between what Maurice Halbwachs has called historical, autobiographical, and collective memory types: respectively, these are memories created according to historical record, through one’s own life experience, and by the way a society tends to culturally frame and recall “important” events. De Certeau describes a memorable place as a “palimpsest, [where] subjectivity is already linked to the absence that structures it as existence” (109). Wandering through AC:R’s virtual representation of 1759 downtown New York, I am experiencing this palimpsest in multiple layers, activating my Halbwachsian memories and influencing one another in the creation of my subjectivity. This is the “absence” de Certeau speaks of. My visions of Revolutionary New York ablaze tug at me from beneath a veneer of peaceful Dutch architecture: two warring historical memory constructs. Simultaneously, this old world is painted on top of my autobiographical memories as a New Yorker for thirteen years, loudly ordering corned beef with Russian dressing at the deli that will be on this corner. Somewhere sandwiched between these layers hides a portrait of September 11th, 2001, painted either by collective memory or autobiographical memory, or, more likely, a collage of both. A plane entering a building. Fire. Seen by my eyes, and then re-seen countless times through the same televised imagery that the rest of the world outside our small downtown village saw it. Which images are from media, and which from memory?Above, as if presiding over the scene, Michel de Certeau hangs in the air at the collision site, suspended a 1000 feet above the North Pool of the 9/11 Memorial, rapt in “voluptuous pleasure”. And below, amid the colonists in their tricorns and waistcoats, people in grey ash-covered suits—ambulatory statues; golems—slowly and silently march ever uptown-wards. Dutch and Tudor town homes stretch skyward and transform into art-deco and glass monoliths. These multiform strata, like so many superimposed transparent maps, ground me in the idea of New York, creating the “fragmentary and inward-turning histories” (de Certeau 108) that give place to my subjectivity, allowing me to Be-there—even though, technically, I am not.My conscious decision to ignore the game’s narrative and wander has made this moment possible. While I understand that this is entirely part of the intended gameplay, I also know that the design cannot possibly account for the particular way in which I experience the space. And this is the fundamental point I am asserting here: that—along with the strategies and temporal complexities of the design and the tactics and skills of those on the ground—we bring into digital space our own temporal and experiential constructions that allow us to Be-in-the-game in ways not anticipated by its strategic design. Non-digital virtuality—in the tangled forms of autobiographical, historic, and collective memory—reaches into digital space, transforming the experience. Further, this changed game-experience becomes a part of my autobiographical “prosthetic memory” that I carry with me (Landsberg). When I visit New York in the future, and I inevitably find myself abruptly met with the façade of St Paul’s Chapel as I round the corner of Church Street and Vesey, I will be brought back to this moment. Will I continue to wander, or will I—if just for a second—entertain the urge to climb?***After the recent near destruction by fire of Notre-Dame, a different game in the AC franchise was offered as a free download, because it is set in revolutionary Paris and includes a very detailed and interactive version of the cathedral. Perhaps right now, on sundry couches in various geographical locations, people are wandering there: strolling along the Siene, re-experiencing time they once spent there; overhearing tense conversations about regime change along the Champs-Élysées that sound disturbingly familiar; or scaling the bell tower of the Notre-Dame Cathedral itself—site of revolution, desecration, destruction, and future rebuilding—to reach the pleasure of seeing the strategic whole at the top. And maybe, while they are up there, they will glance south-southwest to the 15th arrondissement, where de Certeau lies, enjoying some voluptuous Icarian viewpoint as-yet unimagined.ReferencesAtkinson, Rowland, and Paul Willis. “Transparent Cities: Re‐Shaping the Urban Experience through Interactive Video Game Simulation.” City 13.4 (2009): 403–417. DOI: 10.1080/13604810903298458.Benjamin, Walter. The Arcades Project. Trans. Howard Eiland and Kevin McLaughlin. Ed. Rolf Tiedmann. Cambridge, Mass.: Belknap Press, 2002. Coates, Jamie. “Key Figure of Mobility: The Flâneur.” Social Anthropology 25.1 (2017): 28–41. DOI: 10.1111/1469-8676.12381.De Certeau, Michel. The Practice of Everyday Life. Translated by Steven Rendall. Berkeley: University of California Press, 1984.Flynn, Bernadette. “Games as Inhabited Spaces.” Media International Australia, Incorporating Culture and Policy 110 (2004): 52–61. DOI: 10.1177/1329878X0411000108.Fuller, Mary, and Henry Jenkins. “‘Nintendo and New World Travel Writing: A Dialogue’ [in] CyberSociety: Computer-Mediated Communication and Community.” CyberSociety: Computer-Mediated Communication and Community. Ed. Steve Jones. Thousand Oaks: Sage, 1994. 57–72. <https://contentstore.cla.co.uk/secure/link?id=7dc700b8-cb87-e611-80c6-005056af4099>.Golding, Daniel. “Putting the Player Back in Their Place: Spatial Analysis from Below.” Journal of Gaming & Virtual Worlds 5.2 (2013): 117–30. DOI: 10.1386/jgvw.5.2.117_1.Halbwachs, Maurice. The Collective Memory. New York: Harper & Row, 1980.Haraway, Donna. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke University Press Books, 2016.Heidegger, Martin. Existence and Being. Chicago: Henry Regnery Company, 1949.Jayemanne, Darshana. “Chronotypology: A Comparative Method for Analyzing Game Time.” Games and Culture (2019): 1–16. DOI: 10.1177/1555412019845593.Lammes, Sybille. “Playing the World: Computer Games, Cartography and Spatial Stories.” Aether: The Journal of Media Geography 3 (2008): 84–96. DOI: 10.1080/10402659908426297.Landsberg, Alison. Prosthetic Memory: The Transformation of American Remembrance in the Age of Mass Culture. New York: Columbia University Press, 2004.Laviolette, Patrick. “The Neo-Flâneur amongst Irresistible Decay.” Playgrounds and Battlefields: Critical Perspectives of Social Engagement. Eds. Martínez Jüristo and Klemen Slabina. Tallinn: Tallinn University Press, 2014. 243–71.Manovich, Lev. The Language of New Media. Cambridge, Massachusetts: MIT Press, 2002.Nikolchina, Miglena. “Time in Video Games: Repetitions of the New.” Differences 28.3 (2017): 19–43. DOI: 10.1215/10407391-4260519.Rabinow, Paul, and Michel Foucault. “Interview with Michel Foucault on Space, Knowledge and Power.” Skyline (March 1982): 17–20.
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Lee, Ashlin. "In the Shadow of Platforms." M/C Journal 24, no. 2 (April 27, 2021). http://dx.doi.org/10.5204/mcj.2750.

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Abstract:
Introduction This article explores the changing relational quality of “the shadow of hierarchy”, in the context of the merging of platforms with infrastructure as the source of the shadow of hierarchy. In governance and regulatory studies, the shadow of hierarchy (or variations thereof), describes the space of influence that hierarchal organisations and infrastructures have (Héritier and Lehmkuhl; Lance et al.). A shift in who/what casts the shadow of hierarchy will necessarily result in changes to the attendant relational values, logics, and (techno)socialities that constitute the shadow, and a new arrangement of shadow that presents new challenges and opportunities. This article reflects on relevant literature to consider two different ways the shadow of hierarchy has qualitatively changed as platforms, rather than infrastructures, come to cast the shadow of hierarchy – an increase in scalability; and new socio-technical arrangements of (non)participation – and the opportunities and challenges therein. The article concludes that more concerted efforts are needed to design the shadow, given a seemingly directionless desire to enact data-driven solutions. The Shadow of Hierarchy, Infrastructures, and Platforms The shadow of hierarchy refers to how institutional, infrastructural, and organisational hierarchies create a relational zone of influence over a particular space. This commonly refers to executive decisions and legislation created by nation states, which are cast over private and non-governmental actors (Héritier and Lehmkuhl, 2). Lance et al. (252–53) argue that the shadow of hierarchy is a productive and desirable thing. Exploring the shadow of hierarchy in the context of how geospatial data agencies govern their data, Lance et al. find that the shadow of hierarchy enables the networked governance approaches that agencies adopt. This is because operating in the shadow of institutions provides authority, confers bureaucratic legitimacy and top-down power, and offers financial support. The darkness of the shadow is thus less a moral or ethicopolitical statement (such as that suggested by Fisher and Bolter, who use the idea of darkness to unpack the morality of tourism involving death and human suffering), and instead a relationality; an expression of differing values, logics, and (techno)socialities internal and external to those infrastructures and institutions that cast it (Gehl and McKelvey). The shadow of hierarchy might therefore be thought of as a field of relational influences and power that a social body casts over society, by virtue of a privileged position vis-a-vis society. It modulates society’s “light”; the resources (Bourdieu) and power relationships (Foucault) that run through social life, as parsed through a certain institutional and infrastructural worldview (the thing that blocks the light to create the shadow). In this way the shadow of hierarchy is not a field of absolute blackness that obscures, but instead a gradient of light and dark that creates certain effects. The shadow of hierarchy is now, however, also being cast by decentralised, privately held, and non-hierarchal platforms that are replacing or merging with public infrastructure, creating new social effects. Platforms are digital, socio-technical systems that create relationships between different entities. They are most commonly built around a relatively fixed core function (such as a social media service like Facebook), that then interacts with a peripheral set of complementors (advertising companies and app developers in the case of social media; Baldwin and Woodard), to create new relationships, forms of value, and other interactions (van Dijck, The Culture of Connectivity). In creating these relationships, platforms become inherently political (Gillespie), shaping relationships and content on the platform (Suzor) and in embodied life (Ajunwa; Eubanks). While platforms are often associated with optional consumer platforms (such as streaming services like Spotify), they have increasingly come to occupy the place of public infrastructure, and act as a powerful enabler to different socio-technical, economic, and political relationships (van Dijck, Governing Digital Societies). For instance, Plantin et al. argue that platforms have merged with infrastructures, and that once publicly held and funded institutions and essential services now share many characteristics with for-profit, privately held platforms. For example, Australia has had a long history of outsourcing employment services (Webster and Harding), and nearly privatised its entire visa processing data infrastructure (Jenkins). Platforms therefore have a greater role in casting the shadow of hierarchy than before. In doing so, they cast a shadow that is qualitatively different, modulated through a different set of relational values and (techno)socialities. Scalability A key difference and selling point of platforms is their scalability; since they can rapidly and easily up- and down-scale their functionalities in a way that traditional infrastructure cannot (Plantin et al.). The ability to respond “on-demand” to infrastructural requirements has made platforms the go-to service delivery option in the neo-liberalised public infrastructure environment (van Dijck, Governing Digital Societies). For instance, services providers like Amazon Web Services or Microsoft Azure provide on demand computing capacity for many nations’ most valuable services, including their intelligence and security capabilities (Amoore, Cloud Ethics; Konkel). The value of such platforms to government lies in the reduced cost and risk that comes with using rented capabilities, and the enhanced flexibility to increase or decrease their usage as required, without any of the economic sunk costs attached to owning the infrastructure. Scalability is, however, not just about on-demand technical capability, but about how platforms can change the scale of socio-technical relationships and services that are mediated through the platform. This changes the relational quality of the shadow of hierarchy, as activities and services occurring within the shadow are now connected into a larger and rapidly modulating scale. Scalability allows the shadow of hierarchy to extend from those in proximity to institutions to the broader population in general. For example, individual citizens can more easily “reach up” into governmental services and agencies as a part of completing their everyday business through platform such as MyGov in Australia (Services Australia). Using a smartphone application, citizens are afforded a more personalised and adaptive experience of the welfare state, as engaging with welfare services is no-longer tied to specific “brick-and-mortar” locations, but constantly available through a smartphone app and web portal. Multiple government services including healthcare and taxation are also connected to this platform, allowing users to reach across multiple government service domains to complete their personal business, seeking information and services that would have once required separate communications with different branches of government. The individual’s capacities to engage with the state have therefore upscaled with this change in the shadow, retaining a productivity and capacity enhancing quality that is reminiscent of older infrastructures and institutions, as the individual and their lived context is brought closer to the institutions themselves. Scale, however, comes with complications. The fundamental driver for scalability and its adaptive qualities is datafication. This means individuals and organisations are inflecting their operational and relational logics with the logic of datafication: a need to capture all data, at all times (van Dijck, Datafication; Fourcade and Healy). Platforms, especially privately held platforms, benefit significantly from this, as they rely on data to drive and refine their algorithmic tools, and ultimately create actionable intelligence that benefits their operations. Thus, scalability allows platforms to better “reach down” into individual lives and different social domains to fuel their operations. For example, as public transport services become increasingly datafied into mobility-as-a-service (MAAS) systems, ride sharing and on-demand transportation platforms like Uber and Lyft become incorporated into the public transport ecosystem (Lyons et al.). These platforms capture geospatial, behavioural, and reputational data from users and drivers during their interactions with the platform (Rosenblat and Stark; Attoh et al.). This generates additional value, and profits, for the platform itself with limited value returned to the user or the broader public it supports, outside of the transport service. It also places the platform in a position to gain wider access to the population and their data, by virtue of operating as a part of a public service. In this way the shadow of hierarchy may exacerbate inequity. The (dis)benefits of the shadow of hierarchy become unevenly spread amongst actors within its field, a function of an increased scalability that connects individuals into much broader assemblages of datafication. For Eubank, this can entrench existing economic and social inequalities by forcing those in need to engage with digitally mediated welfare systems that rely on distant and opaque computational judgements. Local services are subject to increased digital surveillance, a removal of agency from frontline advocates, and algorithmic judgement at scale. More fortunate citizens are also still at risk, with Nardi and Ekbia arguing that many digitally scaled relationships are examples of “heteromation”, whereby platforms convince actors in the platform to labour for free, such as through providing ratings which establish a platform’s reputational economy. Such labour fuels the operation of the platform through exploiting users, who become both a product/resource (as a source of data for third party advertisers) and a performer of unrewarded digital labour, such as through providing user reviews that help guide a platform’s algorithm(s). Both these examples represent a particularly disconcerting outcome for the shadow of hierarchy, which has its roots in public sector institutions who operate for a common good through shared and publicly held infrastructure. In shifting towards platforms, especially privately held platforms, value is transmitted to private corporations and not the public or the commons, as was the case with traditional infrastructure. The public also comes to own the risks attached to platforms if they become tied to public services, placing a further burden on the public if the platform fails, while reaping none of the profit and value generated through datafication. This is a poor bargain at best. (Non)Participation Scalability forms the basis for a further predicament: a changing socio-technical dynamic of (non)participation between individuals and services. According to Star (118), infrastructures are defined through their relationships to a given context. These relationships, which often exist as boundary objects between different communities, are “loosely structured in common use, and become tightly bound in particular locations” (Star, 118). While platforms are certainly boundary objects and relationally defined, the affordances of cloud computing have enabled a decoupling from physical location, and the operation of platforms across time and space through distributed digital nodes (smartphones, computers, and other localised hardware) and powerful algorithms that sort and process requests for service. This does not mean location is not important for the cloud (see Amoore, Cloud Geographies), but platforms are less likely to have a physically co-located presence in the same way traditional infrastructures had. Without the same institutional and infrastructural footprint, the modality for participating in and with the shadow of hierarchy that platforms cast becomes qualitatively different and predicated on digital intermediaries. Replacing a physical and human footprint with algorithmically supported and decentralised computing power allows scalability and some efficiency improvements, but it also removes taken-for-granted touchpoints for contestation and recourse. For example, ride-sharing platform Uber operates globally, and has expressed interest in operating in complement to (and perhaps in competition with) public transport services in some cities (Hall et al.; Conger). Given that Uber would come to operate as a part of the shadow of hierarchy that transport authorities cast over said cities, it would not be unreasonable to expect Uber to be subject to comparable advocacy, adjudication, transparency, and complaint-handling requirements. Unfortunately, it is unclear if this would be the case, with examples suggesting that Uber would use the scalability of its platform to avoid these mechanisms. This is revealed by ongoing legal action launched by concerned Uber drivers in the United Kingdom, who have sought access to the profiling data that Uber uses to manage and monitor its drivers (Sawers). The challenge has relied on transnational law (the European Union’s General Data Protection Regulation), with UK-based drivers lodging claims in Amsterdam to initiate the challenge. Such costly and complex actions are beyond the means of many, but demonstrate how reasonable participation in socio-technical and governance relationships (like contestations) might become limited, depending on how the shadow of hierarchy changes with the incorporation of platforms. Even if legal challenges for transparency are successful, they may not produce meaningful change. For instance, O’Neil links algorithmic bias to mathematical shortcomings in the variables used to measure the world; in the creation of irritational feedback loops based on incorrect data; and in the use of unsound data analysis techniques. These three factors contribute to inequitable digital metrics like predictive policing algorithms that disproportionately target racial minorities. Large amounts of selective data on minorities create myopic algorithms that direct police to target minorities, creating more selective data that reinforces the spurious model. These biases, however, are persistently inaccessible, and even when visible are often unintelligible to experts (Ananny and Crawford). The visibility of the technical “installed base” that support institutions and public services is therefore not a panacea, especially when the installed base (un)intentionally obfuscates participation in meaningful engagement like complaints handling. A negative outcome is, however, also not an inevitable thing. It is entirely possible to design platforms to allow individual users to scale up and have opportunities for enhanced participation. For instance, eGovernance and mobile governance literature have explored how citizens engage with state services at scale (Thomas and Streib; Foth et al.), and the open government movement has demonstrated the effectiveness of open data in understanding government operations (Barns; Janssen et al.), although these both have their challenges (Chadwick; Dawes). It is not a fantasy to imagine alternative configurations of the shadow of hierarchy that allow more participatory relationships. Open data could facilitate the governance of platforms at scale (Box et al.), where users are enfranchised into a platform by some form of membership right and given access to financial and governance records, in the same way that corporate shareholders are enfranchised, facilitated by the same app that provides a service. This could also be extended to decision making through voting and polling functions. Such a governance form would require radically different legal, business, and institutional structures to create and enforce this arrangement. Delacoix and Lawrence, for instance, suggest that data trusts, where a trustee is assigned legal and fiduciary responsibility to achieve maximum benefit for a specific group’s data, can be used to negotiate legal and governance relationships that meaningfully benefit the users of the trust. Trustees can be instructed to only share data to services whose algorithms are regularly audited for bias and provide datasets that are accurate representations of their users, for instance, avoiding erroneous proxies that disrupt algorithmic models. While these developments are in their infancy, it is not unreasonable to reflect on such endeavours now, as the technologies to achieve these are already in use. Conclusions There is a persistent myth that data will yield better, faster, more complete results in whatever field it is applied (Lee and Cook; Fourcade and Healy; Mayer-Schönberger and Cukier; Kitchin). This myth has led to data-driven assemblages, including artificial intelligence, platforms, surveillance, and other data-technologies, being deployed throughout social life. The public sector is no exception to this, but the deployment of any technological solution within the traditional institutions of the shadow of hierarchy is fraught with challenges, and often results in failure or unintended consequences (Henman). The complexity of these systems combined with time, budgetary, and political pressures can create a contested environment. It is this environment that moulds societies' light and resources to cast the shadow of hierarchy. Relationality within a shadow of hierarchy that reflects the complicated and competing interests of platforms is likely to present a range of unintended social consequences that are inherently emergent because they are entering into a complex system – society – that is extremely hard to model. The relational qualities of the shadow of hierarchy are therefore now more multidimensional and emergent, and experiences relating to socio-technical features like scale, and as a follow-on (non)participation, are evidence of this. Yet by being emergent, they are also directionless, a product of complex systems rather than designed and strategic intent. This is not an inherently bad thing, but given the potential for data-system and platforms to have negative or unintended consequences, it is worth considering whether remaining directionless is the best outcome. There are many examples of data-driven systems in healthcare (Obermeyer et al.), welfare (Eubanks; Henman and Marston), and economics (MacKenzie), having unintended and negative social consequences. Appropriately guiding the design and deployment of theses system also represents a growing body of knowledge and practical endeavour (Jirotka et al.; Stilgoe et al.). Armed with the knowledge of these social implications, constructing an appropriate social architecture (Box and Lemon; Box et al.) around the platforms and data systems that form the shadow of hierarchy should be encouraged. This social architecture should account for the affordances and emergent potentials of a complex social, institutional, economic, political, and technical environment, and should assist in guiding the shadow of hierarchy away from egregious challenges and towards meaningful opportunities. To be directionless is an opportunity to take a new direction. The intersection of platforms with public institutions and infrastructures has moulded society’s light into an evolving and emergent shadow of hierarchy over many domains. With the scale of the shadow changing, and shaping participation, who benefits and who loses out in the shadow of hierarchy is also changing. Equipped with insights into this change, we should not hesitate to shape this change, creating or preserving relationalities that offer the best outcomes. Defining, understanding, and practically implementing what the “best” outcome(s) are would be a valuable next step in this endeavour, and should prompt considerable discussion. 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Van Dijck, José. “Datafication, Dataism and Dataveillance: Big Data between Scientific Paradigm and Ideology.” Surveillance & Society 12.2 (2014): 197–208. ———. “Governing Digital Societies: Private Platforms, Public Values.” Computer Law & Security Review 36 (2020) 13 Apr. 2021 <https://www.sciencedirect.com/science/article/abs/pii/S0267364919303887>. ———. The Culture of Connectivity: A Critical History of Social Media. Oxford: Oxford University Press, 2013. Webster, Elizabeth, and Glenys Harding. “Outsourcing Public Employment Services: The Australian Experience.” Australian Economic Review 34.2 (2001): 231-42.
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Ellis, Katie M., Mike Kent, and Kathryn Locke. "Indefinitely beyond Our Reach: The Case for Elevating Audio Description to the Importance of Captions on Australian Television." M/C Journal 20, no. 3 (June 21, 2017). http://dx.doi.org/10.5204/mcj.1261.

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IntroductionIn a 2013 press release issued by Blind Citizens Australia, the advocacy group announced they were lodging a human rights complaint against the Australian government and the ABC over the lack of audio description available on the public broadcaster. Audio description is a track of narration included between the lines of dialogue which describes important visual elements of a television show, movie or performance. Audio description is broadly recognised as an essential feature to make television accessible to audiences who are blind or vision impaired (Utray et al.). Indeed, Blind Citizens Australia maintained that audio description was as important as captioning on Australian television:people who are blind have waited too long and are frustrated that audio description on television remains indefinitely beyond our reach. Our Deaf or hearing impaired peers have always seen great commitment from the ABC, but we continue to feel like second class citizens.While audio description as a technology was developed in the 1960s—around the same time as captions (Ellis, “Netflix Closed Captions”)—it is not as widely available on television and access is therefore often considered to be out of reach for this group. As a further comparison, in Australia, while the provision of captions was mandated in the Broadcasting Services Act (BSA) 1992 and television sets had clear Australian standards regarding their capability to display captions, there is no legislation for audio description and no consistency regarding the ability of television sets sold in Australia to display them (Ellis, “Television’s Transition”). While as a technology, audio description is as old as captioning it is not as widely available on television. This is despite the promise of technological advancements to facilitate its availability. For example, Cronin and King predicted that technological change such as the introduction of stereo sound on television would facilitate a more widespread availability of audio description; however, this has not eventuated. Similarly, in the lead up to the transition from analogue to digital broadcasting in Australia, government policy documents predicted a more widespread availability of audio description as a result of increased bandwidth available via digital television (Ellis, “Television’s Transition”). While these predictions paved way for an audio description trial, there has been no amendment to the BSA to mandate its provision.Audio description has been experienced on Australian broadcast television in 2012, but only for a 14-week trial on ABC1. The trial report, and feedback from disability groups, identified several technical impediments and limitations which effected the experience of audio described content during this trial, including: the timing of the trial during a period in which the transition from analogue to digital television was still occurring (creating hardware compatibility issues for some consumers); the limitations of the “ad hoc” approach undertaken by the ABC and manual implementation of audio description; and the need for upgraded digital receivers (ABC “Trial of Audio Description”, 2). While advocacy groups acknowledged the technical complexities involved, the expected stakeholder discussions that were due to be held post-trial, in part to attempt to resolve the issues experienced, were never undertaken. As a result of the lack of subsequent commitments to providing audio description, in 2013 advocacy group Blind Citizens Australia lodged their formal complaints of disability discrimination against the ABC and the Federal Government. Since the 2012 trial on ABC1, the ABC’s catch-up portal iView instigated another audio description trial in 2015. Through the iView trial it was further confirmed that audio description held considerable benefits for people with a vision impairment. They also demonstrated that audio description was technically feasible, with far less ‘technical difficulties’ than the experience of the 2012 broadcast-based trial. Over the 15 month trial on ABC iView 1,305 hours of audio described content was provided and played 158, 277 times across multiple platforms, including iOS, Android, the Freeview app and desktop computers (ABC, “ABC iView Audio Description Trial”).Yet despite repeated audio description trials and the lodgement of discrimination complaints, there remains no audio description on Australian broadcast television. Similarly, whereas 55 per cent of DVDs released in Australia have captions, only 25 per cent include an audio description track (Media Access Australia). At the time of writing, the only audio description available on Australian television is on Netflix Australia, a subscription video on demand provider.This article seeks to highlight the importance of television access for people with disability, with a specific focus on the provision of audio description for people with vision impairments. Research consistently shows that despite being a visual medium, people with vision impairments watch television at least once a day (Cronin and King; Ellis, “Netflix Closed Captions”). However, while television access has been a priority for advocates for people who are Deaf and hard of hearing (Downey), audiences advocating audio description are only recently making gains (Ellis, “Netflix Closed Captions”; Ellis and Kent). These gains are frequently attributed to technological change, particularly the digitisation of television and the introduction of subscription video on demand where users access television content online and are not constrained by broadcast schedules. This transformation of how we access television is also considered in the article, again with a focus on the provision–or lack thereof—of audio description.This article also reports findings of research conducted with Australians with disabilities accessing the emerging video on demand environment in 2016. The survey was run online from January to February 2016. Survey respondents included people with disability, their families, and carers, and were sourced through disability organisations and community groups as well as via disability-focused social media. A total of 145 people completed the survey and 12 people participated in follow-up interviews. Insights were gained into both how people with disability are currently using video on demand and their anticipated usage of services. Of note is that most subscription video on demand services (Netflix Australia, Stan, and Presto) had only been introduced in Australia in the year before the survey being carried out, with only Foxtel Play and Quickflix having been in operation for some time prior to that.Finally, the article ends by looking at past and current advocacy in this area, including a discussion on existing—albeit, to date, limited—political will.Access to Television for People with DisabilitiesTelevision can be disabling in different ways for people with impairments, yet several accessibility features exist to translate information. For example, people who are D/deaf or hard of hearing may require captions, while people with vision impairments prefer to make use of audio description (Alper et al.). Similarly, people with mobility and dexterity impairments found the transition to digital broadcasting difficult, particularly with relation to set top box set up (Carmichael et al.). As Joshua Robare has highlighted, even legislation has generally favoured the inclusion of audiences with hearing impairments, while disregarding those with vision impairments. Similarly, much of the literature in this area focuses on the provision of captions—a vital accessibility feature for people who are D/deaf or hard of hearing. Consequently, research into accessibility to television for a diversity of impairments, going beyond hearing impairments, remains deficient.In a study of Australian audiences with disability conducted between September and November 2013—during the final months of the analogue to digital simulcast period of Australian broadcast television—closed captions, clean audio, and large/colour-coded remote control keys emerged as the most desired access features (see Ellis, “Digital Television Flexibility”). Audio description barely registered in the top five. In a different study conducted two years ago/later, when disabled Australian audiences of video on demand were asked the same question, captions continued to dominate at 63.4 per cent; however, audio description was also seen to be a necessary feature for almost one third of respondents (see Ellis et al., Accessing Subcription Video).Robert Kingett, founder of the Accessible Netflix Project, participated in our research and told us in an interview that video on demand providers treat accessibility as an “afterthought”, particularly for blind people whom most don’t think of as watching television. Yet research dating back to the 1990s shows almost 100 per cent of people with vision impairments watch television at least once a day (Cronin & King). Statistically, the number of Australians who identify as blind or vision impaired is not insignificant. Vision Australia estimates that over 357,000 Australians have a vision impairment, while one in five Australians have a disability of some form. With an ageing population, this number is expected to grow exponentially in the next ten years (Australian Network on Disability). Kingett therefore describes this lack of accessibility as evidence video on demand is “stuck in the dark ages”, and advocates that people with vision impairments do use video on demand and therefore continue to have unmet access needs.Video on Demand—Transforming TelevisionSubscription video on demand services have caused a major shift in the way television is used and consumed in Australia. Prior to 2015, there was a small subscription video on demand industry in this country. However, in 2015, following the launch of Netflix Australia, Stan, and Presto, Australia was described as having entered the “streaming wars” (Tucker) where consumers would benefit from the increased competition. As Netflix gained dominance in the video on demand market internationally, people with disability began to recognise the potential this service could have in transforming their access to television.For example, the growing availability of video on demand services continues to provide disruptive change to the way in which consumers enjoy information and entertainment. While traditional broadcast television has provided great opportunities for participation in news, events, and popular culture, both socially and in the workplace, the move towards video on demand services has seen a notable decline in traditional television viewing habits, with online continuing to increase at the expense of Australian free-to-air programming (C-Scott).For the general population, this always-on, always-available, and always-shareable nature of video on demand means that the experience is both convenient and instant. If a television show is of interest to friends and family, it can be quickly shared through popular social media with others, allowing everyone to join in the experience. For people with disability, the ability to both share and personalise the experience of television is critical to the popularity of video on demand services for this group. This gives them not only the same benefits as others but also ensures that people with disability are not unintentionally excluded from participation—it allows people with disability the choice as to whether or not to join in. However, exclusion from video on demand is a significant concern for people with disability due to the lack of accessibility features in popular subscription services. The lack of captions, audio description, and interfaces that do not comply with international Web accessibility standards are resulting in many people with disability being unable to fully participate in the preferred viewing platforms of family and friends.The impact of this expands beyond the consumption patterns of audiences, shifting the way the audience is defined and conceptualised. With an increasing distribution of audience attention to multiple channels, products, and services, the ability to, and strategies for, acquiring a large audience has changed (Napoli). As audience attention is distributed, it is broken up, into smaller, fragmented groups. The success, therefore, of a new provider may be to amass a large audience through the aggregation of smaller, niche audiences. This theory has significance for consumers who require audio description because they represent a viable target group. In this context, accessibility is reframed as a commercial opportunity rather than a cost (Ellis, “Netflix Closed Captions”).However, what this means for future provision of audio description in Australia is still unclear. Chris Mikul from Media Access Australia, author of Access on Demand, was interviewed as part of this research. He told us that the complete lack of audio description on local video on demand services can be attributed to the lack of Australian legislation requiring it. In an interview as part of this research he explained the central issue with audio description in this country as “the lack of audio description on broadcast TV, which is shocking in a world context”.International providers fare only slightly better. Robert Kingett established the Accessible Netflix Project in 2013 with the stated aim of advocating for the provision of audio description on Netflix. Netflix, despite a lack of a clear accessibility policy, are seen as being in front in terms of overall accessibility—captions are available for most content. However, the provision of audio description was initially not considered to be of such importance, and Netflix were initially against the idea, citing technical difficulties. Nevertheless, in 2015—shortly after their Australian launch—they did eventually introduce audio description on original programming, describing the access feature as an option customers could choose, “just like choosing the soundtrack in a different language” (Wright). However, despite such successful trials, the issue in the Australian market remains the absence of legislation mandating the provision of audio description in Australia and the other video on demand providers have not introduced audio description to compete with Netflix. As the Netflix example illustrates, both legislation and recognition of people with disability as a key audience demographic will result in a more accessible television environment for this group.Currently, it is debatable as to whether this increasingly competitive market, the shifting perception of audience attraction and retention, and the entry of multiple international video on demand providers, has influenced how accessibility is viewed, both for broadcast television and video on demand. Although there is some evidence for an increasing consideration of people with disability as “valid” consumers—take, for example, the iView audio description trial, or the inclusion of audio description by Netflix—our research indicates accessibility is still inconsistently considered, designed for, and applied by current providers.Survey Response: Key Issues Regarding AccessibilityRespondents were asked to provide an overall impression of video on demand services, and to tell us about their positive and negative experiences. Analysis of 68 extended responses, and the responses provided by the interview participants, identified a lack of availability of accessibility features such as audio description as a key problem. What our results indicate is that while customers with a disability are largely accommodating of the inaccessibility of providers—they use their own assistive technology to access content—they are keenly aware of the provisions that could be made. As one respondent put it:they could do a lot better: talking menus, spoken sub titles, and also spoken messages on screen.However, many expressed low expectations due to the continued absence of audio description on broadcast television:so, the other thing is, my expectations are quite low because of years of not having audio descriptions. I have slightly different expectations to other people.This reflection is important in considering both the shifting expectations regarding video on demand providers but also the need for a clear communication of what features are available so that providers can cater to—and therefore capture—niche markets.The survey identified captioning as the main accessibility problem of video on demand services. However, this may not accurately reflect the need for other accessibility features such as audio description. Rather, it may be indicative that this feature is often the only choice given to consumers. As, Chris Mikul identified, “the only disability being catered for to any great extent is deafness/hearing impairment”. Kingett agreed, noting:people who are deaf and hard of hearing are placed way before the rest because captions are beyond easy and cheap to create now. Please, there’s even companies that people use to crowd source captions so companies don’t have to do it anymore. This all came about because the deaf community has [banded] together … to achieve a cause. I know audio description isn’t as cheap to make as captions but, by these companies’ budgets that’s like dropping a penny.Advocacy and Political WillAs noted above, it has been argued by some that accessibility features that address vision impairments have been neglected. The reason behind this is twofold—the perception that this disability is experienced by a minority of the population and that, because blind people “don’t watch television”, it is not an important accessibility feature. This points towards a need for both disability advocacy and political will by politicians to introduce legislation. As one survey respondent identified, the reality is that, in Australia, neither politicians nor people with vision impairments have yet to address the issue on audio description in an organised or sustained way:we have very little audio described content available in Australia. We don’t have the population of blind people nor the political will by politicians to force providers to provide for us.However, Blind Citizens Australia—the coalition of television audiences with vision impairments who lodged the human rights complaint against the government and the ABC—suggest the tide is turning. Whereas advocates for people with vision impairments have traditionally focused on access to the workforce, the issue of television accessibility is increasingly gaining attention, particularly as a result of international activist efforts and the move towards video on demand (see Ellis and Kent).For example, Kingett’s Accessible Netflix Project in the US is considered one of the most successful accessibility movements towards the introduction of audio description. While its members are predominantly US-based, it does include several Australian members and continues to cover Netflix Australia’s stance on audio description, and be covered by Australian media and organisations (including Media Access Australia and Life Hacker). When Netflix launched in Australia, Kingett encouraged Australians to become more involved in the project (Ellis and Kent).However, despite the progress towards mandating of audio description in parliament and the resolution of efforts made by advocacy groups (including Vision Australia and Blind Citizens Australia), the status of audio description remains uncertain. Whilst some support has been gained—specifically through motions made by Senator Siewert and the ABC iView audio description trials—significant change has been slow. For example, conciliation discussions are still ongoing regarding the now four-year-old complaint brought against the ABC and the Federal Government by Blind Citizens Australia. Meanwhile, although the Senate supported Senator Siewert’s motion to change the Broadcasting Services Act to include audio description, the Act has yet to be amended.The results of multiple ABC trials of audio description remain in discussion. Whilst the recently released report on the findings of the April 2015—July 2016 iView trial states that the “trial has identified that those who utilised the audio description service found it a valuable enhancement to their media engagement and their social interactions” (ABC, “ABC iView Audio Description Trial” 18), it also cautioned that “any move to introduce AD services in Australia would have budgetary implications for the broadcasters in a constrained financial environment” and “broader legislative implications” (ABC, “ABC iView Audio Description Trial” 18). Indeed, although the trial was considered “successful”—in that experiences by users were generally positive and the benefits considerable (Media Access Australia, “New Report”)—the continuation of audio description on iView alone was clarified as representing “a systemic failure to provide people who are blind or have low vision with basic access to television now, given that iView is out of reach for many people in the blindness and low vision community” (Media Access Australia, “New Report”). Indeed, the relatively low numbers of plays of audio described content during the trial (158, 277 plays, representing 0.58% of total program plays on iView) were likely a result of a lack of access to smartphones or Internet technology, prohibitive data speeds and/or general Internet costs, all factors which affect the accessibility of video on demand significantly more for people with disability (Ellis et al., “Access for Everyone?”).On a more positive note, the culmination of advocacy pressure, the ABC iView trial, political attention, and increasing academic literature on the accessibility of Australian media has resulted in the establishment of an Audio Description Working Group by the government. This group consists of industry representatives, advocacy group representatives, academics, and “consumer representatives”. The aims of the group are to: identify options to sustainably increase access to audio description services; identify any impediments to the implementation of audio description; provide expert advice on audio description implementation options; and develop a report on the findings due at the end of 2017.ConclusionIn the absence of audio description, people who are blind or vision impaired report a less satisfying television experience (Cronin and King; Kingett). However, with each technological advancement in the delivery of television, from stereo sound to digital television, this group has held hopes for a more accessible experience. The reality, however, has been a continued lack of audio description, particularly in broadcast television.Several commentators have compared the provision of audio description with closed captioning. They find that audio description is not as widely available, and reflect this is likely a result of lack of legislation (Robare; Ellis, “Digital Television Flexibility”)—for example, in the Australian context, whereas the provision of captions is mandated in the Broadcasting Services Act 1992, audio description is not. As a result, there have been limited trials of audio description in this country and inconsistent standards in how to display it. As discussed throughout this paper, people with vision impairments and their allies therefore often draw on the example of the widespread “acceptance” of captions to make the case that audio description should also be more widely available.However, following the introduction of subscription video on demand in Australia, and particularly Netflix, the issue of audio description is receiving greater attention. It has been argued that video on demand has transformed television, particularly the ways in which television is accessed. Video on demand could also potentially transform the way we think about accessibility for audiences with disability. While captions are a well-established accessibility feature facilitating television access for people with a range of disabilities, video on demand is raising the profile of the importance of audio description for audiences with vision impairments.ReferencesABC. “Audio Description Trial on ABC Television: Report to the Minister for Broadband, Communications and the Digital Economy”. Dec. 2012. 8 Apr. 2017 <https://www.communications.gov.au/sites/g/files/net301/f/ABC-Audio-Description-Trial-Report2.pdf>.ABC. “ABC iView Audio Description Trial: Final Report to The Department of Communications and the Arts.” Oct. 2016. 6 Apr. 2017 <https://www.communications.gov.au/documents/final-report-trial-audio-description-abc-iview>.Alper, Meryl, et al. “Reimagining the Good Life with Disability: Communication, New Technology, and Humane Connections.” Communication and the Good Life. Ed. H. Wang. New York: Peter Lang, 2015.Australian Network on Disability. “Disability Statistics.” Mar. 2017. 30 Apr. 2017 <https://www.and.org.au/pages/disability-statistics.html>.Blind Citizens Australia. Government and ABC Fail to Deliver on Accessible TV for Australia’s Blind. Submission. 10 July 2013. 1 May 2017 <http://bca.org.au/submissions/>.C-Scott, Marc. “The Battle for Audiences as Free-TV Viewing Continues Its Decline.” Mumbrella 22 Apr. 2016. 24 May 2016 <https://mumbrella.com.au/the-battle-for-audiences-as-free-tv-viewing-continues-its-decline-362010>.Carmichael, Alex, et al. “Digital Switchover or Digital Divide: A Prognosis for Useable and Accessible Interactive Digital Television in the UK.” Universal Access in the Information Society 4 (2006): 400–16.Cronin, Barry J., and Sharon Robertson King. “The Development of the Descriptive Video Services.” National Center to Improve Practice in Special Education through Technology, Media and Materials. Sep. 1998. 8 May 2014 <https://www2.edc.org/NCIP/library/v&c/Cronin.htm>.Downey, G. “Constructing Closed-Captioning in the Public Interest: From Minority Media Accessibility to Mainstream Educational Technology.” Info 9.2–3 (2007): 69–82.Ellis, Katie. “Digital Television Flexibility: A Survey of Australians with Disability.” Media International Australia 150 (2014): 96.———. “Netflix Closed Captions Offer an Accessible Model for the Streaming Video Industry, But What about Audio Description?” Communication, Politics & Culture 47.3 (2015).———. “Television’s Transition to the Internet: Disability Accessibility and Broadband-Based TV in Australia.” Media International Australia 153 (2014): 53–63.Ellis, Katie, and Mike Kent. “Accessible Television: The New Frontier in Disability Media Studies Brings Together Industry Innovation, Government Legislation and Online Activism.” First Monday 20 (2015). <http://firstmonday.org/ojs/index.php/fm/article/view/6170>.Ellis, Katie, et al. Accessing Subscription Video on Demand: A Study of Disability and Streaming Television in Australia. Australian Communications Consumer Action Network. Aug. 2016. <https://accan.org.au/grants/current-grants/1066-accessing-video-on-demand-a-study-of-disability-and-streaming-television>.Ellis, Katie, et al. “Access for Everyone? Australia’s ‘Streaming Wars’ and Consumers with Disabilities.” Continuum (2017, publication pending).Kingett, Robert. “The Accessible Netflix Project Advocates Taking Steps to Ensure Netflix Accessibility for Everyone.” 2014. 30 Jan. 2014 <https://netflixproject.wordpress.com>.Media Access Australia. “Statistics on DVD Accessibility in Australia.” 2012. 21 Nov. 2014 <https://mediaaccess.org.au/dvds/Statistics%20on%20DVD%20accessibility%20in%20Australia>.———. “New Report on the Trial of A.D. on ABC iView.” 7 Mar. 2017. 30 Apr. 2017 <https://mediaaccess.org.au/latest_news/television/new-report-on-the-trial-of-ad-on-abc-iview>.Napoli, Philip M., ed. Audience Evolution: New Technologies and the Transformation of Media Audiences. New York: Columbia UP, 2011.Robare, Joshua S. “Television for All: Increasing Television Accessibility for the Visually Impaired through the FCC’s Ability to Regulate Video Description Technology.” Federal Communications Law Journal 63.2 (2011): 553–78.Tucker, Harry. “Netflix Leads the Streaming Wars, Followed by Foxtel’s Presto.” News.com.au 24 June 2016. 18 May 2016 <http://www.news.com.au/technology/home-entertainment/tv/netflix-leads-the-streaming-wars-followed-by-foxtels-presto/news-story/7adf45dcd7d9486ff47ec5ea5951287f>.Utray, Francisco, et al. “Monitoring Accessibility Services in Digital Television.” International Journal of Digital Multimedia Broadcasting (2012): 9.
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Thomas, Peter. "Anywhere But the Home: The Promiscuous Afterlife of Super 8." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.164.

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Consumer or home use (previously ‘amateur’) moving image formats are distinguished from professional (still known as ‘professional’) ones by relative affordability, ubiquity and simplicity of use. Since Pathé Frères released its Pathé Baby camera, projector and 9.5mm film gauge in 1922, a distinct line of viewing and making equipment has been successfully marketed at nonprofessional use, especially in the home. ‘Amateur film’ is a simple term for a complex, variegated and longstanding set of activities. Conceptually it is bounded only by the negative definition of nonprofessional (usually intended as sub-professional), and the positive definition of being for the love of the activity and motivated by personal passion alone. This defines a field broad enough that two major historians of US amateur film, Patricia R. Zimmermann and Alan D. Kattelle, write about different subjects. Zimmermann focuses chiefly on domestic use and ‘how-to’ literature, while Kattelle unearths the collective practices and institutional structure of the Amateur Ciné Clubs and the Amateur Ciné League (Zimmerman, Reel Families, Professional; Kattelle, Home Movies, Amateur Ciné). Marion Norris Gleason, a test subject in Eastman Kodak’s development of 16mm and advocate of amateur film, defined it as having three parts, the home movie, “the photoplay produced by organised groups”, and the experimental film (Swanson 132). This view was current at least until the 1960s, when domestic documentation, Amateur Ciné clubs and experimental filmmakers shared the same film gauges and space in the same amateur film magazines, but paths have diverged somewhat since then. Domestic documentation remains committed to the moving image technology du jour, the Amateur Ciné movement is much reduced, and experimental film has developed a separate identity, its own institutional structure, and won some legitimacy in the art world. The trajectory of Super 8, a late-coming gauge to amateur film, has been defined precisely by this disintegration. Obsolescence was manufactured far more slowly during the long reign of amateur film gauges, allowing 9.5mm (1922-66), 16mm (1923-), 8mm (1932-), and Super 8 (1965-) to engage in protracted format wars significantly longer than the life spans of their analogue and digital video successors. The range of options available to nonprofessional makers – the quality but relative expense of 16mm, the near 16mm frame size of 9.5mm, the superior stability of 8mm compared to 9.5mm and Super 8, the size of Super 8’s picture relative to 8mm’s – are not surprising in the context of general competition for a diverse popular market on the usual basis of price, quality, and novelty. However, since analogue video’s ascent the amateur film gauges have all comprehensibly lost the battle for the home use market. This was by far the largest section of amateur film and the manufacturers’ overt target segment, so the amateur film gauges’ contemporary survival and significance is as something else. Though all the gauges from 8mm to 16mm remain available today to the curious and enthusiastic, Super 8’s afterlife is distinguished by the peculiar combination of having been a tremendously popular substandard to the substandard (ie, to 16mm, the standardised film gauge directly below 35mm in both price and quality), and now being prized for its technological excellence. When the large scale consumption that had supported Super 8’s manufacture dropped away, it revealed the set of much smaller, apparently non-transferable uses that would determine whether and as what Super 8 survived. Consequently, though Super 8 has been superseded many times over as a home movie format, it is not obsolete today as an art medium, a professional format used in the commercial industry, or as an alternative to digital video and 16mm for low budget independent production. In other words, everything it was never intended to be. I lately witnessed an occasion of the kind of high-fetishism for film-versus-video and analogue-versus-digital that the experimental moving image world is justifiably famed for. Discussion around the screening of Peter Tscherkassky’s films at the Xperimenta ‘09 festival raised the specifics and availability of the technology he relies on, both because of the peculiarity of his production method – found-footage collaging onto black and white 35mm stock via handheld light pen – and the issue of projection. Has digital technology supplied an alternative workflow? Would 35mm stock to work on (and prints to pillage) continue to be available? Is the availability of 35mm projectors in major venues holding up? Although this insider view of 35mm’s waning market share was more a performance of technological cultural politics than an analysis of it, it raised a series of issues central to any such analysis. Each film format is a gestalt item, consisting of four parts (that an individual might own): film stock, camera, projector and editor. Along with the availability of processing services, these items comprise a gauge’s viability (not withstanding the existence of camera-less and unedited workflows, and numerous folk developing methods). All these are needed to conjure the geist of the machine at full strength. More importantly, the discussion highlights what happens when such a technology collides with idiosyncratic and unintended use, which happens only because it is manufactured on a much wider scale than eccentric use alone can support. Although nostalgia often plays a role in the advocacy of obsolete technology, its role here should be carefully qualified and not overstated. If it plays a role in the three main economies that support contemporary Super 8, it need not be the same role. Further, even though it is now chiefly the same specialist shops and technicians that supply and service 9.5mm, 8mm, Super 8, and 16mm, they are not sold on the same scale nor to the same purpose. There has been no reported Renaissances of 9.5mm or 8mm, though, as long term home movie formats, they must loom large in the memories of many, and their particular look evokes pastness as surely as any two-colour process. There are some specifics to the trajectory of Super 8 as a non-amateur format that cannot simply be subsumed to general nostalgia or dead technology fetishism. Super 8 as an Art Medium Super 8 has a longer history as an art medium than as a pro-tool or low budget substandard. One key aspect in the invention and supply of amateur film was that it not be an adequate substitute for the professional technology used to populate the media sphere proper. Thus the price of access to motion picture making through amateur gauges has been a marginalisation of the outcome for format reasons alone (Zimmermann, Professional 24; Reekie 110) Eastman Kodak established their 16mm as the acceptable substandard for many non-theatrical uses of film in the 1920s, Pathé’s earlier 28mm having already had some success in this area (Mebold and Tepperman 137, 148-9). But 16mm was still relatively expensive for the home market, and when Kiyooka Eiichi filmed his drive across the US in 1927, his 16mm camera alone cost more than his car (Ruoff 240, 243). Against this, 9.5mm, 8mm and eventually Super 8 were the increasingly affordable substandards to the substandard, marginalised twice over in the commercial world, but far more popular in the consumer market. The 1960s underground film, and the modern artists’ film that was partly recuperated from it, was overwhelmingly based on 16mm, as the collections of its chief distributors, the New York Film-Makers’ Co-op, Canyon Cinema and the Lux clearly show. In the context of experimental film’s longstanding commitment to 16mm, an artist filmmaker’s choice to work with Super 8 had important resonances. Experimental work on 8mm and Super 8 is not hard to come by, even from the 1960s, but consider the cultural stakes of Jonas Mekas’s description of 8mm films as “beautiful folk art, like song and lyric poetry, that was created by the people” (Mekas 83). The evocation of ‘folk art’ signals a yawning gap between 8mm, whose richness has been produced collectively by a large and anonymous group, and the work produced by individual artists such as those (like Mekas himself) who founded the New American Cinema Group. The resonance for artists of the 1960s and 1970s who worked with 8mm and Super 8 was from their status as the premier vulgar film gauge, compounding-through-repetition their choice to work with film at all. By the time Super 8 was declared ‘dead’ in 1980, numerous works by canonical artists had been made in the format (Stan Brakhage, Derek Jarman, Carolee Schneemann, Anthony McCall), and various practices had evolved around the specific possibilities of this emulsion and that camera. The camcorder not only displaced Super 8 as the simplest to use, most ubiquitous and cheapest moving image format, at the same time it changed the hierarchy of moving image formats because Super 8 was now incontestably better than something. Further, beyond the ubiquity, simplicity and size, camcorder video and Super 8 film had little in common. Camcorder replay took advantage of the ubiquity of television, but to this day video projection remains a relatively expensive business and for some time after 1980 the projectors were rare and of undistinguished quality. Until the more recent emergence of large format television (also relatively expensive), projection was necessary to screen to anything beyond very small audience. So, considering the gestalt aspect of these technologies and their functions, camcorders could replace Super 8 only for the capture of home movies and small-scale domestic replay. Super 8 maintained its position as the cheapest way into filmmaking for at least 20 years after its ‘death’, but lost its position as the premier ‘folk’ moving image format. It remained a key format for experimental film through the 1990s, but with constant competition from evolving analogue and digital video, and improved and more affordable video projection, its market share diminished. Kodak has continued to assert the viability of its film stocks and gauges, but across 2005-06 it deleted its Kodachrome Super 8, 16mm and slide range (Kodak, Kodachrome). This became a newsworthy Super 8 story (see Morgan; NYT; Hodgkinson; Radio 4) because Super 8 was the first deletion announced, this was very close to 8 May 2005, which was Global Super 8 Day, Kodachrome 40 (K40) was Super 8’s most famous and still used stock, and because 2005 was Super 8’s 40th birthday. Kodachome was then the most long-lived colour process still available, but there were only two labs left in the world which could supply processing- Kodak’s Lausanne Kodachrome lab in Switzerland, using the authentic company method, and Dwayne’s Photo in the US, using a tolerable but substandard process (Hodgkinson). Kodak launched a replacement stock simultaneously, and indeed the variety of Super 8 stocks is increasing year to year, partly because of new Kodak releases and partly because other companies split Kodak’s 16mm and 35mm stock for use as Super 8 (Allen; Muldowney; Pro8mm; Dager). Nonetheless, the cancelling of K40 convulsed the artists’ film community, and a spirited defence of its unique and excellent properties was lead by artist and activist Pip Chodorov. Chodorov met with a Kodak executive at the Cannes Film Festival, appealed to the French Government and started an online petition. His campaign circular read: EXPLAIN THE ADVANTAGES OF K40We have to show why we care specifically about Kodachrome and why Ektachrome is not a replacement. Kodachrome […] whose fine grain and warm colors […] are often used as a benchmark of quality for other stocks. The unique qualities of the Kodachrome image should be pointed out, and especially the differences between Kodachrome and Ektachrome […]. What great films were shot in Kodachrome, and why? […] What are the advantages to the K-14 process and the Lausanne laboratory? Is K40 a more stable stock, is it more preservable, do the colors fade resistant? Point out differences in the sensitometry curves, the grain structure... There was a rash of protest screenings, including a special all-day programme at Le Festival des Cinemas Différents de Paris, about which Raphaël Bassan wrote This initiative was justified, Kodak having announced in 2005 that it was going to stop the manufacturing of the ultra-sensitive film Kodachrome 40, which allowed such recognized artists as Gérard Courant, Joseph Morder, Stéphane Marti and a whole new generation of filmmakers to express themselves through this supple and inexpensive format with such a particular texture. (Bassan) The distance Super 8 has travelled culturally since analogue video can be seen in the distance between these statements of excellence and the attributes of Super 8 and 8mm that appealed to earlier artists: The great thing about Super 8 is that you can switch is onto automatic and get beyond all those technicalities” (Jarman)An 8mm camera is the ballpoint of the visual world. Soon […] people will use camera-pens as casually as they jot memos today […] and the narrow gauge can make finished works of art. (Durgnat 30) Far from the traits that defined it as an amateur gauge, Super 8 is now lionised in terms more resembling a chemistry historian’s eulogy to the pigments used in Dark Ages illuminated manuscripts. From bic to laspis lazuli. Indie and Pro Super 8 Historian of the US amateur film Patricia R. Zimmermann has charted the long collision between small gauge film, domesticity and the various ‘how-to’ publications designed to bridge the gap. In this she pays particular attention to the ‘how-to’ publications’ drive to assert the commercial feature film as the only model worthy of emulation (Professional 267; Reel xii). This drive continues today in numerous magazines and books addressing the consumer and pro-sumer levels. Alan D. Kattelle has charted a different history of the US amateur film, concentrating on the cine clubs and their national organisation, the Amateur Cine League (ACL), competitive events and distribution, a somewhat less domestic part of the movement which aimed less at family documentation more toward ‘photo-plays’, travelogues and instructionals. Just as interested in achieving professional results with amateur means, the ACL encouraged excellence and some of their filmmakers received commissions to make more widely seen films (Kattelle, Amateur 242). The ACL’s Ten Best competition still exists as The American International Film and Video Festival (Kattelle, Amateur 242), but its remit has changed from being “a showcase for amateur films” to being open “to all non-commercial films regardless of the status of the film makers” (AMPS). This points to both the relative marginalisation of the mid-century notion of the amateur, and that successful professionals and others working in the penumbra of independent production surrounding the industry proper are now important contributors to the festival. Both these groups are the economically important contemporary users of Super 8, but they use it in different ways. Low budget productions use it as cheap alternative to larger gauges or HD digital video and a better capture format than dv, while professional productions use it as a lo-fi format precisely for its degradation and archaic home movie look (Allen; Polisin). Pro8mm is a key innovator, service provider and advocate of Super 8 as an industry standard tool, and is an important and long serving agent in what should be seen as the normalisation of Super 8 – a process of redressing its pariah status as a cheap substandard to the substandard, while progressively erasing the special qualities of Super 8 that underlay this. The company started as Super8 Sound, innovating a sync-sound system in 1971, prior to the release of Kodak’s magnetic stripe sound Super 8 in 1973. Kodak’s Super 8 sound film was discontinued in 1997, and in 2005 Pro8mm produced the Max8 format by altering camera front ends to shoot onto the unused stripe space, producing a better quality image for widescreen. In between they started cutting professional 35mm stocks for Super 8 cameras and are currently investing in ever more high-quality HD film scanners (Allen; Pro8mm). Simultaneous to this, Kodak has brought out a series of stocks for Super 8, and more have been cut down for Super 8 by third parties, that offer a wider range of light responses or ever finer grain structure, thus progressively removing the limitations and visible artefacts associated with the format (Allen; Muldowney; Perkins; Kodak, Motion). These films stocks are designed to be captured to digital video as a normal part of their processing, and then entered into the contemporary digital work flow, leaving little or no indication of the their origins on a format designed to be the 1960s equivalent of the Box Brownie. However, while Super 8 has been used by financially robust companies to produce full-length programmes, its role at the top end of production is more usually as home movie footage and/or to evoke pastness. When service provider and advocate OnSuper8 interviewed professional cinematographer James Chressanthis, he asserted that “if there is a problem with Super 8 it is that it can look too good!” and spent much of the interview explaining how a particular combination of stocks, low shutter speeds and digital conversion could reproduce the traditional degraded look and avoid “looking like a completely transparent professional medium” (Perkins). In his history of the British amateur movement, Duncan Reekie deals with this distinction between the professional and amateur moving image, defining the professional as having a drive towards clarity [that] eventually produced [what] we could term ‘hyper-lucidity’, a form of cinematography which idealises the perception of the human eye: deep focus, increased colour saturation, digital effects and so on. (108) Against this the amateur as distinguished by a visible cinematic surface, where the screen image does not seem natural or fluent but is composed of photographic grain which in 8mm appears to vibrate and weave. Since the amateur often worked with only one reversal print the final film would also often become scratched and dirty. (108-9) As Super 8’s function has moved away from the home movie, so its look has adjusted to the new role. Kodak’s replacement for K40 was finer grained (Kodak, Kodak), designed for a life as good to high quality digital video rather than a film strip, and so for video replay rather than a small gauge projector. In the economy that supports Super 8’s survival, its cameras and film stock have become part of a different gestalt. Continued use is still justified by appeals to geist, but the geist of film in a general and abstract way, not specific to Super 8 and more closely resembling the industry-centric view of film propounded by decades of ‘how-to’ guides. Activity that originally supported Super 8 continues, and currently has embraced the ubiquitous and extremely substandard cameras embedded in mobile phones and still cameras for home movies and social documentation. As Super 8 has moved to a new cultural position it has shed its most recognisable trait, the visible surface of grain and scratches, and it is that which has become obsolete, discontinued and the focus of nostalgia, along with the sound of a film projector (which you can get to go with films transferred to dvd). So it will be left to artist filmmaker Peter Tscherkassky, talking in 1995 about what Super 8 was to him in the 1980s, to evoke what there is to miss about Super 8 today. Unlike any other format, Super-8 was a microscope, making visible the inner life of images by entering beneath the skin of reality. […] Most remarkable of all was the grain. While 'resolution' is the technical term for the sharpness of a film image, Super-8 was really never too concerned with this. Here, quite a different kind of resolution could be witnessed: the crystal-clear and bright light of a Xenon-projection gave us shapes dissolving into the grain; amorphous bodies and forms surreptitiously transformed into new shapes and disappeared again into a sea of colour. Super-8 was the pointillism, impressionism and the abstract expressionism of cinematography. (Howath) Bibliography Allen, Tom. “‘Making It’ in Super 8.” MovieMaker Magazine 8 Feb. 1994. 1 May 2009 ‹http://www.moviemaker.com/directing/article/making_it_in_super_8_3044/›. AMPS. “About the American Motion Picture Society.” American Motion Picture Society site. 2009. 25 Apr. 2009 ‹http://www.ampsvideo.com›. Bassan, Raphaël. “Identity of Cinema: Experimental and Different (review of Festival des Cinémas Différents de Paris, 2005).” Senses of Cinema 44 (July-Sep. 2007). 25 Apr. 2009 ‹http://archive.sensesofcinema.com/contents/07/44/experimental-cinema-bassan.html›. Chodorov, Pip. “To Save Kodochrome.” Frameworks list, 14 May 2005. 28 Apr. 2009 ‹http://www.hi-beam.net/fw/fw29/0216.html›. Dager, Nick. “Kodak Unveils Latest Film Stock in Vision3 Family.” Digital Cinema Report 5 Jan. 2009. 27 Apr. 2009 ‹http://www.digitalcinemareport.com/Kodak-Vision3-film›. Durgnat, Raymond. “Flyweight Flicks.” GAZWRX: The Films of Jeff Keen booklet. Originally published in Films and Filming (Feb. 1965). London: BFI, 2009. 30-31. Frye, Brian L. “‘Me, I Just Film My Life’: An Interview with Jonas Mekas.” Senses of Cinema 44 (July-Sep. 2007). 15 Apr. 2009 ‹http://archive.sensesofcinema.com/contents/07/44/jonas-mekas-interview.html›. Hodgkinson, Will. “End of the Reel for Super 8.” Guardian 28 Sep. 2006. 20 Mar. 2009 ‹http://www.guardian.co.uk/film/2006/sep/28/1›. Horwath, Alexander. “Singing in the Rain - Supercinematography by Peter Tscherkassky.” Senses of Cinema 28 (Sep.-Oct. 2003). 5 May 2009 ‹http://archive.sensesofcinema.com/contents/03/28/tscherkassky.html›. Jarman, Derek. In Institute of Contemporary Arts Video Library Guide. London: ICA, 1987. Kattelle, Alan D. Home Movies: A History of the American Industry, 1897-1979. Hudson, Mass.: self-published, 2000. ———. “The Amateur Cinema League and its films.” Film History 15.2 (2003): 238-51. Kodak. “Kodak Celebrates 40th Anniversary of Super 8 Film Announces New Color Reversal Product to Portfolio.“ Frameworks list, 9 May 2005. 23 Mar. 2009 ‹http://www.hi-beam.net/fw/fw29/0150.html›. ———. “Kodachrome Update.” 30 Jun. 2006. 24 Mar. 2009 ‹http://www.hi-beam.net/fw/fw32/0756.html›. ———. “Motion Picture Film, Digital Cinema, Digital Intermediate.” 2009. 2 Apr. 2009 ‹http://motion.kodak.com/US/en/motion/index.htm?CID=go&idhbx=motion›. Mekas, Jonas. “8mm as Folk Art.” Movie Journal: The Rise of the New American Cinema, 1959-1971. Ed. Jonas Mekas. Originally Published in Village Voice 1963. New York: Macmillan, 1972. Morgan, Spencer. “Kodak, Don't Take My Kodachrome.” New York Times 31 May 2005. 4 Apr. 2009 ‹http://query.nytimes.com/gst/fullpage.html?res=9F05E1DF1F39F932A05756C0A9639C8B63&sec=&spon=&pagewanted=2›. ———. “Fans Beg: Don't Take Kodachrome Away.” New York Times 1 Jun. 2005. 4 Apr. 2009 ‹http://www.nytimes.com/2005/05/31/technology/31iht-kodak.html›. Muldowney, Lisa. “Kodak Ups the Ante with New Motion Picture Film.” MovieMaker Magazine 30 Nov. 2007. 6 Apr. 2009 ‹http://www.moviemaker.com/cinematography/article/kodak_ups_the_ante_with_new_motion_picture_film/›. New York Times. “Super 8 Blues.” 31 May 2005: E1. Perkins, Giles. “A Pro's Approach to Super 8.” OnSuper8 Blogspot 16 July 2007. 13 Apr. 2009 ‹http://onsuper8.blogspot.com/2007/07/pros-approach-to-super-8.html›. Polisin, Douglas. “Pro8mm Asks You to Think Big, Shoot Small.” MovieMaker Magazine 4 Feb. 2009. 1 May 2009 ‹http://www.moviemaker.com/cinematography/article/think_big_shoot_small_rhonda_vigeant_pro8mm_20090127/›. Pro8mm. “Pro8mm Company History.” Super 8 /16mm Cameras, Film, Processing & Scanning (Pro8mm blog) 12 Mar. 2008. 3 May 2009 ‹http://pro8mm-burbank.blogspot.com/2008/03/pro8mm-company-history.html›. Radio 4. No More Yellow Envelopes 24 Dec. 2006. 4 May 2009 ‹http://www.bbc.co.uk/radio4/factual/pip/m6yx0/›. Reekie, Duncan. Subversion: The Definitive History of the Underground Cinema. London: Wallflower Press, 2007. Sneakernet, Christopher Hutsul. “Kodachrome: Not Digital, But Still Delightful.” Toronto Star 26 Sep. 2005. Swanson, Dwight. “Inventing Amateur Film: Marion Norris Gleason, Eastman Kodak and the Rochester Scene, 1921-1932.” Film History 15.2 (2003): 126-36 Zimmermann, Patricia R. “Professional Results with Amateur Ease: The Formation of Amateur Filmmaking Aesthetics 1923-1940.” Film History 2.3 (1988): 267-81. ———. Reel Families: A Social History of Amateur Film. Bloomington: Indiana UP, 1995.
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22

Rogers, Ian Keith. "Without a True North: Tactical Approaches to Self-Published Fiction." M/C Journal 20, no. 6 (December 31, 2017). http://dx.doi.org/10.5204/mcj.1320.

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Abstract:
IntroductionOver three days in November 2017, 400 people gathered for a conference at the Sam’s Town Hotel and Gambling Hall in Las Vegas, Nevada. The majority of attendees were fiction authors but the conference program looked like no ordinary writer’s festival; there were no in-conversation interviews with celebrity authors, no panels on the politics of the book industry and no books launched or promoted. Instead, this was a gathering called 20Books2017, a self-publishing conference about the business of fiction ebooks and there was expertise in the room.Among those attending, 50 reportedly earned over $100,000 US per annum, with four said to be earning in excess of $1,000,000 US year. Yet none of these authors are household names. Their work is not adapted to film or television. Their books cannot be found on the shelves of brick-and-mortar bookstores. For the most part, these authors go unrepresented by the publishing industry and literary agencies, and further to which, only a fraction have ever actively pursued traditional publishing. Instead, they write for and sell into a commercial fiction market dominated by a single retailer and publisher: online retailer Amazon.While the online ebook market can be dynamic and lucrative, it can also be chaotic. Unlike the traditional publishing industry—an industry almost stoically adherent to various gatekeeping processes: an influential agent-class, formalized education pathways, geographic demarcations of curatorial power (see Thompson)—the nascent ebook market is unmapped and still somewhat ungoverned. As will be discussed below, even the markets directly engineered by Amazon are subject to rapid change and upheaval. It can be a space with shifting boundaries and thus, for many in the traditional industry both Amazon and self-publishing come to represent a type of encroaching northern dread.In the eyes of the traditional industry, digital self-publishing certainly conforms to the barbarous north of European literary metaphor: Orwell’s ‘real ugliness of industrialism’ (94) governed by the abject lawlessness of David Peace’s Yorkshire noir (Fowler). But for adherents within the day-to-day of self-publishing, this unruly space also provides the frontiers and gold-rushes of American West mythology.What remains uncertain is the future of both the traditional and the self-publishing sectors and the degree to which they will eventually merge, overlap and/or co-exist. So-called ‘hybrid-authors’ (those self-publishing and involved in traditional publication) are becoming increasingly common—especially in genre fiction—but the disruption brought about by self-publishing and ebooks appears far from complete.To the contrary, the Amazon-led ebook iteration of this market is relatively new. While self-publishing and independent publishing have long histories as modes of production, Amazon launched both its Kindle e-reader device and its marketplace Kindle Direct Publishing (KDP) a little over a decade ago. In the years subsequent, the integration of KDP within the Amazon retail environment dramatically altered the digital self-publishing landscape, effectively paving the way for competing platforms (Kobo, Nook, iBooks, GooglePlay) and today’s vibrant—and, at times, crassly commercial—self-published fiction communities.As a result, the self-publishing market has experienced rapid growth: self-publishers now collectively hold the largest share of fiction sales within Amazon’s ebook categories, as much as 35% of the total market (Howey). Contrary to popular belief they do not reside entirely at the bottom of Amazon’s expansive catalogue either: at the time of writing, 11 of Amazon’s Top 50 Bestsellers were self-published and the median estimated monthly revenue generated by these ‘indie’ books was $43,000 USD / month (per author) on the American site alone (KindleSpy).This international publishing market now proffers authors running the gamut of commercial uptake, from millionaire successes like romance writer H.M. Ward and thriller author Mark Dawson, through to the 19% of self-published authors who listed their annual royalty income as $0 per annum (Weinberg). Their overall market share remains small—as little as 1.8% of trade publishing in the US as a whole (McIlroy 4)—but the high end of this lucrative slice is particularly dynamic: science fiction author Michael Anderle (and 20Books2017 keynote) is on-track to become a seven-figure author in his second year of publishing (based on Amazon sales ranking data), thriller author Mark Dawson has sold over 300,000 copies of his self-published Milton series in 3 years (McGregor), and a slew of similar authors have recently attained New York Times and US Today bestseller status.To date, there is not a broad range of scholarship investigating the operational logics of self-published fiction. Timothy Laquintano’s recent Mass Authorship and the Rise of Self-Publishing (2016) is a notable exception, drawing self-publishing into historical debates surrounding intellectual property, the future of the book and digital abundance. The more empirical portions of Mass Authorship—taken from activity between 2011 to 2015—directly informs this research and his chapter on Amazon (Chapter 4) could be read as a more macro companion to my findings below; taken together and compared they illustrate just how fast-moving the market is. Nick Levey’s work on ‘post-press’ literature and its inherent risks (and discourses of cultural capitol) also informs my thesis here.In addition to which, there is scholarship centred on publishing more generally that also touches on self-published writers as a category of practitioner (see Baverstock and Steinitz, Haughland, Thomlinson and Bélanger). Most of this later work focuses almost entirely on the finished product, usually situating self-publishing as directly oppositional to traditional publishing, and thus subordinating it.In this paper, I hope to outline how the self-publishers I’ve observed have enacted various tactical approaches that specifically strive to tame their chaotic marketplace, and to indicate—through one case study (Amazon exclusivity)—a site of production and resistance where they have occasionally succeeded. Their approach is one that values information sharing and an open-source approach to book-selling and writing craft, ideologies drawn more from the tech / start-up world than commercial book industry described by Thompson (10). It is a space deeply informed by the virtual nature of its major platforms and as such, I argue its relation to the world of traditional publishing—and its representation within the traditional book industry—are tenuous, despite the central role of authorship and books.Making the Virtual Self-Publishing SceneWithin the study of popular music, the use of Barry Shank and Will Straw’s ‘scene’ concept has been an essential tool for uncovering and mapping independent/DIY creative practice. The term scene, defined by Straw as cultural space, is primarily interested in how cultural phenomena articulates or announces itself. A step beyond community, scene theorists are less concerned with examining an evolving history of practice (deemed essentialist) than they are concerned with focusing on the “making and remaking of alliances” as the crucial process whereby communal culture is formed, expressed and distributed (370).A scene’s spatial dimension—often categorized as local, translocal or virtual (see Bennett and Peterson)—demands attention be paid to hybridization, as a diversity of actors approach the same terrain from differing vantage points, with distinct motivations. As a research tool, scene can map action as the material existence of ideology. Thus, its particular usefulness is its ability to draw findings from diverse communities of practice.Drawing methodologies and approaches from Bourdieu’s field theory—a particularly resonant lens for examining cultural work—and de Certeau’s philosophies of space and circumstantial moves (“failed and successful attempts at redirection within a given terrain,” 375), scene focuses on articulation, the process whereby individual and communal activity becomes an observable or relatable or recordable phenomena.Within my previous work (see Bennett and Rogers, Rogers), I’ve used scene to map a variety of independent music-making practices and can see clear resemblances between independent music-making and the growing assemblage of writers within ebook self-publishing. The democratizing impulses espoused by self-publishers (the removal of gatekeepers as married to visions of a fiction/labour meritocracy) marry up quite neatly with the heady mix of separatism and entrepreneurialism inherent in Australian underground music.Self-publishers are typically older and typically more upfront about profit, but the communal interaction—the trade and gifting of support, resources and information—looks decidedly similar. Instead, the self-publishers appear different in one key regard: their scene-making is virtual in ways that far outstrip empirical examples drawn from popular music. 20Books2017 is only one of two conferences for this community thus far and represents one of the few occasions in which the community has met in any sort of organized way offline. For the most part, and in the day-to-day, self-publishing is a virtual scene.At present, the virtual space of self-published fiction is centralized around two digital platforms. Firstly, there is the online message board, of which two specific online destinations are key: the first is Kboards, a PHP-coded forum “devoted to all things Kindle” (Kboards) but including a huge author sub-board of self-published writers. The archive of this board amounts to almost two million posts spanning back to 2009. The second message board site is a collection of Facebook groups, of which the 10,000-strong membership of 20BooksTo50K is the most dominant; it is the originating home of 20Books2017.The other platform constituting the virtual scene of self-publishing is that of podcasting. While there are a number of high-profile static websites and blogs related to self-publishing (and an emerging community of vloggers), these pale in breadth and interaction when compared to podcasts such as The Creative Penn, The Self-Publishing Podcast, The Sell More Books Show, Rocking Self-Publishing (now defunct but archived) and The Self-Publishing Formula podcast. Statistical information on the distribution of these podcasts is unavailable but the circulation and online discussion of their content and the interrelation between the different shows and their hosts and guests all point to their currency within the scene.In short, if one is to learn about the business and craft production modes of self-publishing, one tends to discover and interact with one of these two platforms. The consensus best practice espoused on these boards and podcasts is the data set in which the remainder of this paper draws findings. I have spent the last two years embedded in these communities but for the purposes of this paper I will be drawing data exclusively from the public-facing Kboards, namely because it is the oldest, most established site, but also because all of the issues and discussion presented within this data have been cross-referenced across the different podcasts and boards. In fact, for a long period Kboards was so central to the scene that itself was often the topic of conversation elsewhere.Sticking in the Algorithm: The Best Practice of Fiction Self-PublishingSelf-publishing is a virtual scene because its “constellation of divergent interests and forces” (Shank, Preface, x) occur almost entirely online. This is not just a case of discussion, collaboration and discovery occurring online—as with the virtual layer of local and translocal music scenes—rather, the self-publishing community produces into the online space, almost exclusively. Its venues and distribution pathways are online and while its production mechanisms (writing) are still physical, there is an almost instantaneous and continuous interface with the online. These writers type and, increasingly dictate, their work into the virtual cloud, have it edited there (via in-text annotation) and from there the work is often designed, formatted, published, sold, marketed, reviewed and discussed online.In addition to which, a significant portion of these writers produce collaborative works, co-writing novels and co-editing them via cooperative apps. Teams of beta-readers (often fans) work on manuscripts pre-launch. Covers, blurbs, log lines, ad copy and novel openings are tested and reconfigured via crowd-sourced opinion. Seen here, the writing of the self-publishing scene is often explicitly commercial. But more to the fact, it never denies its direct co-relation with the mandates of online publishing. It is not traditional writing (it moves beyond authorship) and viewing these writers as emerging or unpublished or indeed, using the existing vernacular of literary writing practices, often fails to capture what it is they do.As the self-publishers write for the online space, Amazon forms a huge part of their thinking and working. The site sits at the heart of the practices under consideration here. Many of the authors drawn into this research are ‘wide’ in their online retail distribution, meaning they have books placed with Amazon’s online retail competitors. Yet the decision to go ‘wide’ or stay exclusive to Amazon — and the volume of discussion around this choice — is illustrative of how dominant the company remains in the scene. In fact, the example of Amazon exclusivity provides a valuable case-study.For self-publishers, Amazon exclusivity brings two stated and tangible benefits. The first relates to revenue diversification within Amazon, with exclusivity delivering an additional revenue stream in the form of Kindle Unlimited royalties. Kindle Unlimited (KU) is a subscription service for ebooks. Consumers pay a flat monthly fee ($13.99 AUD) for unlimited access to over a million Kindle titles. For a 300-page book, a full read-through of a novel under KU pays roughly the same royalty to authors as the sale of a $2.99 ebook, but only to Amazon-exclusive authors. If an exclusive book is particularly well suited to the KU audience, this can present authors with a very serious return.The second benefit of Amazon exclusivity is access to internal site merchandising; namely ‘Free Days’ where the book is given away (and can chart on the various ‘Top 100 Free’ leaderboards) and ‘Countdown Deals’ where a decreasing discount is staggered across a period (thus creating a type of scarcity).These two perks can prove particularly lucrative to individual authors. On Kboards, user Annie Jocoby (also writing as Rachel Sinclair) details her experiences with exclusivity:I have a legal thriller series that is all-in with KU [Kindle Unlimited], and I can honestly say that KU has been fantastic for visibility for that particular series. I put the books into KU in the first part of August, and I watched my rankings rise like crazy after I did that. They've stuck, too. If I weren't in KU, I doubt that they would still be sticking as well as they have. (anniejocoby)This is fairly typical of the positive responses to exclusivity, yet it incorporates a number of the more opaque benefits entangled with going exclusive to Amazon.First, there is ‘visibility.’ In self-publishing terms, ‘visibility’ refers almost exclusively to chart positions within Amazon. The myriad of charts — and how they function — is beyond the scope of this paper but they absolutely indicate — often dictate — the discoverability of a book online. These charts are the ‘front windows’ of Amazon, to use an analogy to brick-and-mortar bookstores. Books that chart well are actively being bought by customers and they are very often those benefiting from Amazon’s powerful recommendation algorithm, something that expands beyond the site into the company’s expansive customer email list. This brings us to the second point Jocoby mentions, the ‘sticking’ within the charts.There is a widely held belief that once a good book (read: free of errors, broadly entertaining, on genre) finds its way into the Amazon recommendation algorithm, it can remain there for long periods of time leading to a building success as sales beget sales, further boosting the book’s chart performance and reviews. There is also the belief among some authors that Kindle Unlimited books are actively favoured by this algorithm. The high-selling Amanda M. Lee noted a direct correlation:Rank is affected when people borrow your book [under KU]. Page reads don't play into it all. (Amanda M. Lee)Within the same thread, USA Today bestseller Annie Bellet elaborated:We tested this a bunch when KU 2.0 hit. A page read does zip for rank. A borrow, even with no pages read, is what prompts the rank change. Borrows are weighted exactly like sales from what we could tell, it doesn't matter if nobody opens the book ever. All borrows now are ghost borrows, of course, since we can't see them anymore, so it might look like pages are coming in and your rank is changing, but what is probably happening is someone borrowed your book around the same time, causing the rank jump. (Annie B)Whether this advantage is built into the algorithm in a (likely) attempt to favour exclusive authors, or by nature of KU books presenting at a lower price point, is unknown but there is anecdotal evidence that once a KU book gains traction, it can ‘stick’ within the charts for longer periods of time compared to non-exclusive titles.At the entrepreneurial end of the fiction self-publishing scene, Amazon is positioned at the very centre. To go wide—to follow vectors through the scene adjacent to Amazon — is to go around the commercial centre and its profits. Yet no one in this community remains unaffected by the strategic position of this site and the market it has either created or captured. Amazon’s institutional practices can be adopted by competitors (Kobo Plus is a version of KU) and the multitude of tactics authors use to promote their work all, in one shape or another, lead back to ‘circumstantial moves’ learned from Amazon or services that are aimed at promoting work sold there. Further to which, the sense of instability and risk engendered by such a dominant market player is felt everywhere.Some Closing Ideas on the Ideology of Self-PublishingSelf-publishing fiction remains tactical in the de Certeau sense of the term. It is responsive and ever-shifting, with a touch of communal complicity and what he calls la perruque (‘the wig’), a shorthand for resistance that presents itself as submission (25). The entrepreneurialism of self-published fiction trades off this sense of the tactical.Within the scene, Amazon bestseller charts aren’t as much markers of prestige as systems to be hacked. The choice between ‘wide’ and exclusive is only ever short-term; it is carefully scrutinised and the trade-offs and opportunities are monitored week-to-week and debated constantly online. Over time, the self-publishing scene has become expert at decoding Amazon’s monolithic Terms of Service, ever eager to find both advantage and risk as they attempt to lever the affordances of digital publishing against their own desire for profit and expression.This sense of mischief and slippage forms a big part of what self-publishing is. In contrast to traditional publishing—with its long lead times and physical real estate—self-publishing can’t help but appear fragile, wild and coarse. There is no other comparison possible.To survive in self-publishing is to survive outside the established book industry and to thrive within a new and far more uncertain market/space, one almost entirely without a mapped topology. Unlike the traditional publishing industry—very much a legacy, a “relatively stable” population group (Straw 373)—self-publishing cannot escape its otherness, not in the short term. Both its spatial coordinates and its pathways remain too fast-evolving in comparison to the referent of traditional publishing. In the short-to-medium term, I imagine it will remain at some cultural remove from traditional publishing, be it perceived as a threatening northern force or a speculative west.To see self-publishing in the present, I encourage scholars to step away from traditional publishing industry protocols and frameworks, to strive to see this new arena as the self-published authors themselves understand it (what Muggleton has referred to a “indigenous meaning” 13).Straw and Shank’s scene concept provides one possible conceptual framework for this shift in understanding as scene’s reliance on spatial considerations harbours an often underemphazised asset: it is a theory of orientation. At heart, it draws as much from de Certeau as Bourdieu and as such, the scene presented in this work is never complete or fixed. It is de Certeau’s city “shaped out of fragments of trajectories and alterations of spaces” (93). These scenes—be they musicians or authors—are only ever glimpsed and from a vantage point of close proximity. In short, it is one way out of the essentialisms that currently shroud self-published fiction as a craft, business and community of authors. The cultural space of self-publishing, to return Straw’s scene definition, is one that mirrors its own porous, online infrastructure, its own predominance in virtuality. Its pathways are coded together inside fast-moving media companies and these pathways are increasingly entwined within algorithmic processes of curation that promise meritocratization and disintermediation yet delivery systems that can be learned and manipulated.The agility to publish within these systems is the true skill-set required to self-publish fiction online. It traverses specific platforms and short-term eras. It is the core attribute of success in the scene. Everything else is secondary, including the content of the books produced. It is not the case that these books are of lesser literary quality or that their ever-growing abundance is threatening—this is the counter-argument so often presented by the traditional book industry—but more so that without entrepreneurial agility, the quality of the ebook goes undetermined as it sinks lower and lower into a distribution system that is so open it appears endless.ReferencesAmanda M. Lee. “Re: KU Page Reads and Rank.” Kboards: Writer’s Cafe. 1 Oct. 2007 <https://www.kboards.com/index.php/topic,232945.msg3245005.html#msg3245005>.Annie B [Annie Bellet]. “Re: KU Page Reads and Rank.” Kboards: Writer’s Cafe. 1 Oct. 2007 <https://www.kboards.com/index.php/topic,232945.msg3245068.html#msg3245068>.Anniejocoby [Annie Jocoby]. “Re: Tell Me Why You're WIDE or KU ONLY.” Kboards: Writer’s Cafe. 1 Oct. 2007 <https://www.kboards.com/index.php/topic,242514.msg3558176.html#msg3558176>.Baverstock, Alison, and Jackie Steinitz. “Why Are the Self-Publishers?” Learned Publishing 26 (2013): 211-223.Bennett, Andy, and Richard A. Peterson, eds. Music Scenes: Local, Translocal and Virtual. Vanderbilt University Press, 2004.———, and Ian Rogers. Popular Music Scenes and Cultural Memory. Palgrave Macmillan, 2016.Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Routledge, 1984.De Certeau, Michel. The Practice of Everyday Life. University of California Press, 1984.Haugland, Ann. “Opening the Gates: Print On-Demand Publishing as Cultural Production” Publishing Research Quarterly 22.3 (2006): 3-16.Howey, Hugh. “October 2016 Author Earnings Report: A Turning of the Tide.” Author Earnings. 12 Oct. 2016 <http://authorearnings.com/report/october-2016/>.Kboards. About Kboards.com. 2017. 4 Oct. 2017 <https://www.kboards.com/index.php/topic,242026.0.html>.KindleSpy. 2017. Chrome plug-in.Laquintano, Timothy. Mass Authorship and the Rise of Self-Publishing. University of Iowa Press, 2016.Levey, Nick. “Post-Press Literature: Self-Published Authors in the Literary Field.” Post 45. 1 Oct. 2017 <http://post45.research.yale.edu/2016/02/post-press-literature-self-published-authors-in-the-literary-field-3/>.McGregor, Jay. “Amazon Pays $450,000 a Year to This Self-Published Writer.” Forbes. 17 Apr. 2017 <http://www.forbes.com/sites/jaymcgregor/2015/04/17/mark-dawson-made-750000-from-self-published-amazon-books/#bcce23a35e38>.McIlroy, Thad. “Startups within the U.S. Book Publishing Industry.” Publishing Research Quarterly 33 (2017): 1-9.Muggleton, David. Inside Subculture: The Post-Modern Meaning of Style. Berg, 2000.Orwell, George. Selected Essays. Penguin Books, 1960.Fowler, Dawn. ‘‘This Is the North – We Do What We Want’: The Red Riding Trilogy as ‘Yorkshire Noir.” Cops on the Box. University of Glamorgan, 2013.Rogers, Ian. “The Hobbyist Majority and the Mainstream Fringe: The Pathways of Independent Music Making in Brisbane, Australia.” Redefining Mainstream Popular Music, eds. Andy Bennett, Sarah Baker, and Jodie Taylor. Routlegde, 2013. 162-173.Shank, Barry. Dissonant Identities: The Rock’n’Roll Scene in Austin Texas. Wesleyan University Press, 1994.Straw, Will. “Systems of Articulation, Logics of Change: Communities and Scenes in Popular Music.” Cultural Studies 5.3 (1991): 368–88.Thomlinson, Adam, and Pierre C. Bélanger. “Authors’ Views of e-Book Self-Publishing: The Role of Symbolic Capital Risk.” Publishing Research Quarterly 31 (2015): 306-316.Thompson, John B. Merchants of Culture: The Publishing Business in the Twenty-First Century. Penguin, 2012.Weinberg, Dana Beth. “The Self-Publishing Debate: A Social Scientist Separates Fact from Fiction.” Digital Book World. 3 Oct. 2017 <http://www.digitalbookworld.com/2013/self-publishing-debate-part3/>.
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