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1

BUCZEK, Konrad, and Sven LAUER. "Firing order selection for a V20 commercial diesel engine with FEV Virtual Engine." Combustion Engines 169, no. 2 (May 1, 2017): 64–70. http://dx.doi.org/10.19206/ce-2017-211.

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The continuously increasing mechanical and thermal loads of modern engines require optimization of the designs with incorporation of a wide range of different aspects. Application of advanced computer simulations in the development process for most engine components is well established, leading to the creation of well optimized products. However, the optimization of such design variables ike the firing order, which influences engine operation in several disciplines, is still challenging. Considering the ever increasing peak firing pressure requirements, the layout of the firing order in multi-cylinder commercial engines is an efficient way to reduce crank train / overall engine vibration and main bearing loads, whilst controlling engine balancing and preserving adequate gas exchange dynamics. The proposed general firing order selection process for four-stroke engines and, in particular, its first part being the optimization of the firing order based on crank train torsional vibration, is the main topic of this paper. The exemplary study for a V20 high speed commercial Diesel engine regarding the influence of the firing sequence on crank train torsional vibration has been conducted with the multibody dynamics simulation software “FEV Virtual Engine”. It addresses various engine crankshaft layouts and engine applications.
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Kersten, T. P., G. Büyüksalih, F. Tschirschwitz, T. Kan, S. Deggim, Y. Kaya, and A. P. Baskaraca. "THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 16, 2017): 403–9. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-403-2017.

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Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Kersten, Thomas Peter, Felix Tschirschwitz, Maren Lindstaedt, and Simon Deggim. "The historic wooden model of Solomon’s Temple." Journal of Cultural Heritage Management and Sustainable Development 8, no. 4 (November 19, 2018): 448–64. http://dx.doi.org/10.1108/jchmsd-09-2017-0067.

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PurposeRecent advances in contemporary virtual reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. The purpose of this paper is to present the generation of a virtual 3D model of the wooden model of Solomon’s Temple, located at the Hamburg museum (Museum für Hamburgische Geschichte), and its processing for data integration into the two game engines Unity and Unreal.Design/methodology/approachCultural heritage (CH) monuments are ideally suited for both thorough multi-dimensional geometric documentation and realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places.FindingsThe project has been carried out by the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the VR System HTC Vive.Originality/valueThe workflow from data acquisition to VR visualisation, including the necessary programming for navigation and interaction, is described. Furthermore, the use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Armentani, E., R. Trapani, R. Citarella, A. Parente, and M. Pirelli. "FEM-BEM Numerical Procedure for Insertion Loss Assessment of an Engine Beauty Cover." Open Mechanical Engineering Journal 7, no. 1 (August 30, 2013): 27–34. http://dx.doi.org/10.2174/1874155x01307010027.

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In this paper a FEM-BEM numerical methodology to simulate soundproofing effects generated by an engine beauty cover was developed. Indeed, the engine beauty cover is not only an aesthetic element but also accomplishes the specific function of soundproofing and thus it is important to calculate the noise attenuation it can provide. The methodology was implemented by using the commercial software Virtual Lab, produced by LMS: the indirect BEM (IBEM), with a variational solution algorithm, was adopted to assess the acoustic scenario whereas the dynamic structural analysis was performed by the Finite Element Method (FEM). A correlation with experimental data obtained in the Fiat Research Centre in Pomigliano d'Arco (Naples) was carried out to verify the efficacy of such a method. The procedure can be applied to any structural element of the same typology (not only of automotive type), with the aim to numerically determine its effectiveness in noise attenuation. The numerical and experimental Insertion Loss showed a satisfactory degree of correlation in all the range of frequencies of relevant importance in the automotive field.
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Gardiyawasam, Tharindu, and G. K. A. Dias. "AN ONLINE VIRTUAL EDUCATIONAL CENTER." International Journal of Research -GRANTHAALAYAH 5, no. 1 (January 31, 2017): 22–32. http://dx.doi.org/10.29121/granthaalayah.v5.i1.2017.1686.

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During the past decade, Sri Lankan education system has transformed in to a highly competitive level and as a result private tuition has now become a necessity in Sri Lankan society. One main concern for most students when selecting a tuition class is the physical distance to the class from their home. As a result, most students have to waste a lot of time and money just for travel to the class. Although Individual and small/group classes provide a customized service compared to open classes, students have to bear a considerably higher tuition fee and that could prevent most students from getting such a service from teachers. Also most teachers have to address the issue of limited space availability and as a result they have to either rent a place or have to limit the number of students to fit in to the available limited space. This web based system enables both students and teachers to self-register in the system and engage in all the typical class room activities with the use of internet. Teachers will be able to conduct live online classes via the system and large number of students will be able to participate classes from their residences. Also various educational resources are available in the system which enables everyone to be fully interacted with each other. Additionally functionalities to generate administrative reports, track visitor details and user activities are also included in the system along with more other useful functionalities. Students will get a customized service and limited space will no longer be a problem for teachers as everyone will interact based on their own locations. So this system will provide a cheaper way of conducting classes than current tuition classes, and also it is expected to operate as a way of minimizing the issues of the current private tuition education sector. Currently the system is based on English language and supports only one local language ‘Sinhala’.
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Kim, Bachyun, Yoseop Woo, and Iksoo Kim. "Warning System Using Multicast Transmission for Pedestrian and Pedal-Cyclist Safety Against the Electric-Powered Driving Means in CVCN Network." International Journal of Engineering & Technology 7, no. 3.33 (August 29, 2018): 139. http://dx.doi.org/10.14419/ijet.v7i3.33.18594.

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This paper deals with a warning system for the safety of pedestrians/pedal-cyclists against electric-powered driving means including hybrid/PHEV/EV/FCEV and electric wheel on minor roads. These roads are a subset of connected-vehicle communication network(CVCN). The fatalities of pedestrians/pedal-cyclists declined recently compared to the early 2000s, but fatality rate of vehicle accidents is increasing. Clearly, this phenomenon will continue because of the increasing number of virtually silent hybrid/PHEV/EV/FCEV and electric wheels on the road.The hybrid/PHEV/EV/FCEV such as green electric-powered ones that can reduce environmental pollution are much more dangerous than traditional vehicles to pedestrians/pedal-cyclists on minor roads. The main risk factor of the electric-powered vehicles is that they are very quiet on the road because of the use of electric motor instead of engine. Thus, the safety warning system that can notify pedestrians/pedal-cyclists the dangerous approaches of vehicles from their behind have to be provided on minor roads.The proposed framework for safety warning system using multicast informs pedestrians/pedal-cyclists through smartphone when electric powered driving means are closing from their behind on minor roads. This is a new technology that uses vibration or sound of smartphone instead of artificial noise generation which is equipped to the electric powered driving means recently.
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Davies, Huw C. "Learning to Google: Understanding classed and gendered practices when young people use the Internet for research." New Media & Society 20, no. 8 (September 21, 2017): 2764–80. http://dx.doi.org/10.1177/1461444817732326.

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This article builds on existing research by examining two groups of young people, one from an elite fee-paying school and the other from a vocational college, as they engage with information on the Web about, for example, conspiracies, climate change and immigration. The data include the results of group and individual interviews, digital search terms and web (http) traffic, videos of discussions and downloads of arguments on social media. This study’s contribution is to synthesise digital methods and sociological concepts of technology, information and youth with Bourdieu’s social theory. By capturing offline and online events and decisions as they are manifested online (and vice versa), this study challenges distinctions between ‘the virtual’ and ‘the real’. It reveals how young people’s class of conditions, including their relative position in the United Kingdom’s educational hierarchy are played out in the way they use digital technology to produce intersecting classed and gendered practices.
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Balaji, Srivi, Meghana Gopannagari, Svanik Sharma, and Preethi Rajgopal. "Developing a Machine Learning Algorithm to Assess Attention Levels in ADHD Students in a Virtual Learning Setting using Audio and Video Processing." International Journal of Recent Technology and Engineering 10, no. 1 (May 30, 2021): 285–95. http://dx.doi.org/10.35940/ijrte.a5965.0510121.

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Over the past few years, numerous technological advancements have modernized and eased access to educational materials, improving overall learning experiences for students with ADHD despite the transition to remote learning. However, the majority of these improvements address comprehension and practice outside of the classroom without recognizing the need for engagement during a lesson. Students are more likely to retain higher amounts of information outside of class, if they have a strong understanding of the lesson during class. A back-end model combined with an engaging front-end user interface can enhance the standard of education for students with ADHD and help them achieve the same level of understanding they would have during an in-person lesson. This project aimed to address the remote learning experiences of students with ADHD by creating a model using machine learning to analyze audio and video clips of a live online lesson, detect distractions in the student’s environment, and use this data in tandem with an interactive user interface to engage students and enhance their remote learning experience. The two means of data collection employed in this model were audio and video analysis. This data was fed into separate convolutional neural networks with reinforcement learning architecture to identify distractions. A genetic algorithm was used to weigh the outputs of both neural networks and produce coefficients determining the weight of each factor. This was then used to determine the distraction level of the student. This model can be implemented in a virtual lesson between an instructor and a student with ADHD, to constantly monitor the attention level of the student. Findings of this research suggested that this model could help an instructor acknowledge and manage symptoms of ADHD – which may lead to distractions, such as impulsivity, hyperactivity and boredom – by modifying their curriculum to further engage the student. This research has the potential to fill the notable gap between technology and education, using technology to improve online educational quality for students with ADHD.
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Lanzola, Giordano, Paolo Bossi, Silvana Quaglini, and Elisa M. Zini. "An Environment for Guidelinebased Decision Support Systems for Outpatients Monitoring." Methods of Information in Medicine 56, no. 04 (2017): 283–93. http://dx.doi.org/10.3414/me16-01-0142.

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SummaryObjectives: We propose an architecture for monitoring outpatients that relies on mobile technologies for acquiring data. The goal is to better control the onset of possible side effects between the scheduled visits at the clinic.Methods: We analyze the architectural components required to ensure a high level of abstraction from data. Clinical practice guidelines were formalized with Alium, an authoring tool based on the PROforma language, using SNOMED-CT as a terminology standard. The Alium engine is accessible through a set of APIs that may be leveraged for implementing an application based on standard web technologies to be used by doctors at the clinic. Data sent by patients using mobile devices need to be complemented with those already available in the Electronic Health Record to generate personalized recommendations. Thus a middleware pursuing data abstraction is required. To comply with current standards, we adopted the HL7 Virtual Medical Record for Clinical Decision Support Logical Model, Release 2.Results: The developed architecture for monitoring outpatients includes: (1) a guideline-based Decision Support System accessible through a web application that helps the doctors with prevention, diagnosis and treatment of therapy side effects; (2) an application for mobile devices, which allows patients to regularly send data to the clinic. In order to tailor the monitoring procedures to the specific patient, the Decision Support System also helps physicians with the configuration of the mobile application, suggesting the data to be collected and the associated collection frequency that may change over time, according to the individual patient’s conditions. A proof of concept has been developed with a system for monitoring the side effects of chemo-radiotherapy in head and neck cancer patients.Conclusions: Our environment introduces two main innovation elements with respect to similar works available in the literature. First, in order to meet the specific patients’ needs, in our work the Decision Support System also helps the physicians in properly configuring the mobile application. Then the Decision Support System is also continuously fed by patient-reported outcomes.
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Miguel-Díez, Felipe de, Eduardo Tolosana-Esteban, and Tobias Cremer. "3D-Simulation of Wood Stacks to Analyze the Influence of Log Properties on Stack Volume." Environmental Sciences Proceedings 3, no. 1 (November 13, 2020): 76. http://dx.doi.org/10.3390/iecf2020-08063.

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The quantification of the solid wood content in a wood stack has been an object of investigation since the 18th century. Particularly, the log parameters exert a considerable influence on the volume of the stack, such as (1) the log midpoint diameter, (2) average bark thickness, (3) crookedness, and (4) log taper. Although many of these parameters have already been studied and some are already considered in many countries when measuring wood stacks, their influence has not been analyzed individually so far since a broad statistical database is needed and the data collection is very costly. Consequently, a 3D-simulation model was developed based on a cross-platform game engine. This model generates virtual wood stacks based on a data set of logs which are defined by the user. The simulation of a stack can be done in a few seconds only and each stack generated can be visualized once all iterations are done. The simulation results are the stacked cubic volume, solid wood cubic volume, and the respective conversion factors. The model, fed with both real data and user-defined data, allows for a detailed analysis of the effect of each parameter on the results, as the user can vary their values discretionary. To obtain the first results from real data, 1000 logs of Scots pine (Pinus sylvestris L.) were measured. The first simulations based on these data show reliable results and it is possible to quantify the influence of the proportion of crooked wood in a pile on the stack volume and the conversion factor. In addition, the results are highly in line with the real trials that have already been performed in parallel. A further scientific evaluation and statistical analysis will be done in a second study phase. However, the model already provides a reasonable tool that is easy to apply for the forest and wood industry in order to make the most accurate estimate possible of the solid wood content in a wood pile.
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Ekpar, Frank Edughom. "A Framework for Interactive Virtual Tours." European Journal of Electrical Engineering and Computer Science 3, no. 6 (December 23, 2019). http://dx.doi.org/10.24018/ejece.2019.3.6.153.

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This paper introduces a framework for the creation, management and deployment of interactive virtual tours. A panoramic image acquisition unit is adapted to acquire panoramic images and video streams from a wide variety of sources. The acquired panoramic images and video streams are fed into a transform engine that performs any required transformations on the input data in a uniform and seamless manner. A package generator coupled with the transform engine synthesizes complete virtual tour packages by combining the transformed data with a broad range of multimedia resources to create navigable virtual tours. Perspective correction and related transformations on the data are carried out by a viewing engine allowing a plurality of viewers to independently and simultaneously interact with the virtual tours. User interaction with the virtual tour packages is enhanced by a control engine that facilitates bi-directional communication between various elements of the system.
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Broderick, Mick, Stuart Marshall Bender, and Tony McHugh. "Virtual Trauma: Prospects for Automediality." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1390.

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Unlike some current discourse on automediality, this essay eschews most of the analysis concerning the adoption or modification of avatars to deliberately enhance, extend or distort the self. Rather than the automedial enabling of alternative, virtual selves modified by playful, confronting or disarming avatars we concentrate instead on emerging efforts to present the self in hyper-realist, interactive modes. In doing so we ask, what is the relationship between traumatic forms of automediation and the affective impact on and response of the audience? We argue that, while on the one hand there are promising avenues for valuable individual and social engagements with traumatic forms of automediation, there is an overwhelming predominance of suffering as a theme in such virtual depictions, comingled with uncritically asserted promises of empathy, which are problematic as the technology assumes greater mainstream uptake.As Smith and Watson note, embodiment is always a “translation” where the body is “dematerialized” in virtual representation (“Virtually” 78). Past scholarship has analysed the capacity of immersive realms, such as Second Life or online games, to highlight how users can modify their avatars in often spectacular, non-human forms. Critics of this mode of automediality note that users can adopt virtually any persona they like (racial, religious, gendered and sexual, human, animal or hybrid, and of any age), behaving as “identity tourists” while occupying virtual space or inhabiting online communities (Nakamura). Furthermore, recent work by Jaron Lanier, a key figure from the 1980s period of early Virtual Reality (VR) technology, has also explored so-called “homuncular flexibility” which describes the capacity for humans to seemingly adapt automatically to the control mechanisms of an avatar with multiple legs, other non-human appendages, or for two users to work in tandem to control a single avatar (Won et. al.). But this article is concerned less with these single or multi-player online environments and the associated concerns over modifying interactive identities. We are principally interested in other automedial modes where the “auto” of autobiography is automated via Artificial Intelligences (AIs) to convincingly mimic human discourse as narrated life-histories.We draw from case studies promoted by the 2017 season of ABC television’s flagship science program, Catalyst, which opened with semi-regular host and biological engineer Dr Jordan Nguyen, proclaiming in earnest, almost religious fervour: “I want to do something that has long been a dream. I want to create a copy of a human. An avatar. And it will have a life of its own in virtual reality.” As the camera followed Nguyen’s rapid pacing across real space he extolled: “Virtual reality, virtual human, they push the limits of the imagination and help us explore the impossible […] I want to create a virtual copy of a person. A digital addition to the family, using technology we have now.”The troubling implications of such rhetoric were stark and the next third of the program did little to allay such techno-scientific misgivings. Directed and produced by David Symonds, with Nguyen credited as co-developer and presenter, the episode “Meet the Avatars” immediately introduced scenarios where “volunteers” entered a pop-up inner city virtual lab, to experience VR for the first time. The volunteers were shown on screen subjected to a range of experimental VR environments designed to elicit fear and/or adverse and disorienting responses such as vertigo, while the presenter and researchers from Sydney University constantly smirked and laughed at their participants’ discomfort. We can only wonder what the ethics process was for both the ABC and university researchers involved in these broadcast experiments. There is little doubt that the participant/s experienced discomfort, if not distress, and that was televised to a national audience. Presenter Nguyen was also shown misleading volunteers on their way to the VR lab, when one asked “You’re not going to chuck us out of a virtual plane are you?” to which Nguyen replied “I don't know what we’re going to do yet,” when it was next shown that they immediately underwent pre-programmed VR exposure scenarios, including a fear of falling exercise from atop a city skyscraper.The sweat-inducing and heart rate-racing exposures to virtual plank walks high above a cityscape, or seeing subjects haptically viewing spiders crawl across their outstretched virtual hands, all elicited predictable responses, showcased as carnivalesque entertainment for the viewing audience. As we will see, this kind of trivialising of a virtual environment’s capacity for immersion belies the serious use of the technology in a range of treatments for posttraumatic stress disorder (see Rizzo and Koenig; Rothbaum, Rizzo and Difede).Figure 1: Nguyen and researchers enjoying themselves as their volunteers undergo VR exposure Defining AutomedialityIn their pioneering 2008 work, Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien, Jörg Dünne and Christian Moser coined the term “automediality” to problematise the production, application and distribution of autobiographic modes across various media and genres—from literary texts to audiovisual media and from traditional expression to inter/transmedia and remediated formats. The concept of automediality was deployed to counter the conventional critical exclusion of analysis of the materiality/technology used for an autobiographical purpose (Gernalzick). Dünne and Moser proffered a concept of automediality that rejects the binary division of (a) self-expression determining the mediated form or (b) (self)subjectivity being solely produced through the mediating technology. Hence, automediality has been traditionally applied to literary constructs such as autobiography and life-writing, but is now expanding into the digital domain and other “paratextual sites” (Maguire).As Nadja Gernalzick suggests, automediality should “encourage and demand not only a systematics and taxonomy of the constitution of the self in respectively genre-specific ways, but particularly also in medium-specific ways” (227). Emma Maguire has offered a succinct working definition that builds on this requirement to signal the automedial universally, noting it operates asa way of studying auto/biographical texts (of a variety of forms) that take into account how the effects of media shape the kinds of selves that can be represented, and which understands the self not as a preexisting subject that might be distilled into story form but as an entity that is brought into being through the processes of mediation.Sidonie Smith and Julia Watson point to automediality as a methodology, and in doing so emphasize how the telling or mediation of a life actually shapes the kind of story that can be told autobiographically. They state “media cannot simply be conceptualized as ‘tools’ for presenting a preexisting, essential self […] Media technologies do not just transparently present the self. They constitute and expand it” (Smith and Watson “Virtually Me” 77).This distinction is vital for understanding how automediality might be applied to self-expression in virtual domains, including the holographic avatar dreams of Nguyen throughout Catalyst. Although addressing this distinction in relation to online websites, following P. David Marshall’s description of “the proliferation of the public self”, Maguire notes:The same integration of digital spaces and platforms into daily life that is prompting the development of new tools in autobiography studies […] has also given rise to the field of persona studies, which addresses the ways in which individuals engage in practices of self-presentation in order to form commoditised identities that circulate in affective communities.For Maguire, these automedial works operate textually “to construct the authorial self or persona”.An extension to this digital, authorial construction is apparent in the exponential uptake of screen mediated prosumer generated content, whether online or theatrical (Miller). According to Gernalzick, unlike fictional drama films, screen autobiographies more directly enable “experiential temporalities”. Based on Mary Anne Doane’s promotion of the “indexicality” of film/screen representations to connote the real, Gernalzick suggests that despite semiotic theories of the index problematising realism as an index as representation, the film medium is still commonly comprehended as the “imprint of time itself”:Film and the spectator of film are said to be in a continuous present. Because the viewer is aware, however, that the images experienced in or even as presence have been made in the past, the temporality of the so-called filmic present is always ambiguous” (230).When expressed as indexical, automedial works, the intrinsic audio-visual capacities of film and video (as media) far surpass the temporal limitations of print and writing (Gernalzick, 228). One extreme example can be found in an emergent trend of “performance crime” murder and torture videos live-streamed or broadcast after the fact using mobile phone cameras and FaceBook (Bender). In essence, the political economy of the automedial ecology is important to understand in the overall context of self expression and the governance of content exhibition, access, distribution and—where relevant—interaction.So what are the implications for automedial works that employ virtual interfaces and how does this evolving medium inform both the expressive autobiographical mode and audiences subjectivities?Case StudyThe Catalyst program described above strove to shed new light on the potential for emerging technology to capture and create virtual avatars from living participants who (self-)generate autobiographical narratives interactively. Once past the initial gee-wiz journalistic evangelism of VR, the episode turned towards host Nguyen’s stated goal—using contemporary technology to create an autonomous virtual human clone. Nguyen laments that if he could create only one such avatar, his primary choice would be that of his grandfather who died when Nguyen was two years old—a desire rendered impossible. The awkward humour of the plank walk scenario sequence soon gives way as the enthusiastic Nguyen is surprised by his family’s discomfort with the idea of digitally recreating his grandfather.Nguyen next visits a Southern California digital media lab to experience the process by which 3D virtual human avatars are created. Inside a domed array of lights and cameras, in less than one second a life-size 3D avatar is recorded via 6,000 LEDs illuminating his face in 20 different combinations, with eight cameras capturing the exposures from multiple angles, all in ultra high definition. Called the Light Stage (Debevec), it is the same technology used to create a life size, virtual holocaust survivor, Pinchas Gutter (Ziv).We see Nguyen encountering a life-size, high-resolution 2D screen version of Gutter’s avatar. Standing before a microphone, Nguyen asks a series of questions about Gutter’s wartime experiences and life in the concentration camps. The responses are naturalistic and authentic, as are the pauses between questions. The high definition 4K screen is photo-realist but much more convincing in-situ (as an artifact of the Catalyst video camera recording, in some close-ups horizontal lines of transmission appear). According to the project’s curator, David Traum, the real Pinchas Gutter was recorded in 3D as a virtual holograph. He spent 25 hours providing 1,600 responses to a broad range of questions that the curator maintained covered “a lot of what people want to say” (Catalyst).Figure 2: The Museum of Jewish Heritage in Manhattan presented an installation of New Dimensions in Testimony, featuring Pinchas Gutter and Eva SchlossIt is here that the intersection between VR and auto/biography hybridise in complex and potentially difficult ways. It is where the concept of automediality may offer insight into this rapidly emerging phenomenon of creating interactive, hyperreal versions of our selves using VR. These hyperreal VR personae can be questioned and respond in real-time, where interrogators interact either as casual conversers or determined interrogators.The impact on visitors is sobering and palpable. As Nguyen relates at the end of his session, “I just want to give him a hug”. The demonstrable capacity for this avatar to engender a high degree of empathy from its automedial testimony is clear, although as we indicate below, it could simply indicate increased levels of emotion.Regardless, an ongoing concern amongst witnesses, scholars and cultural curators of memorials and museums dedicated to preserving the history of mass violence, and its associated trauma, is that once the lived experience and testimony of survivors passes with that generation the impact of the testimony diminishes (Broderick). New media modes of preserving and promulgating such knowledge in perpetuity are certainly worthy of embracing. As Stephen Smith, the executive director of the USC Shoah Foundation suggests, the technology could extendto people who have survived cancer or catastrophic hurricanes […] from the experiences of soldiers with post-traumatic stress disorder or survivors of sexual abuse, to those of presidents or great teachers. Imagine if a slave could have told her story to her grandchildren? (Ziv)Yet questions remain as to the veracity of these recorded personae. The avatars are created according to a specific agenda and the autobiographical content controlled for explicit editorial purposes. It is unclear what and why material has been excluded. If, for example, during the recorded questioning, the virtual holocaust survivor became mute at recollecting a traumatic memory, cried or sobbed uncontrollably—all natural, understandable and authentic responses given the nature of the testimony—should these genuine and spontaneous emotions be included along with various behavioural ticks such as scratching, shifting about in the seat and other naturalistic movements, to engender a more profound realism?The generation of the photorealist, mimetic avatar—remaining as an interactive persona long after the corporeal, authorial being is gone—reinforces Baudrillard’s concept of simulacra, where a clone exists devoid of its original entity and unable to challenge its automedial discourse. And what if some unscrupulous hacker managed to corrupt and subvert Gutter’s AI so that it responded antithetically to its purpose, by denying the holocaust ever happened? The ethical dilemmas of such a paradigm were explored in the dystopian 2013 film, The Congress, where Robyn Wright plays herself (and her avatar), as an out of work actor who sells off the rights to her digital self. A movie studio exploits her screen persona in perpetuity, enabling audiences to “become” and inhabit her avatar in virtual space while she is limited in the real world from undertaking certain actions due to copyright infringement. The inability of Wright to control her mimetic avatar’s discourse or action means the assumed automedial agency of her virtual self as an immortal, interactive being remains ontologically perplexing.Figure 3: Robyn Wright undergoing a full body photogrammetry to create her VR avatar in The Congress (2013)The various virtual exposures/experiences paraded throughout Catalyst’s “Meet the Avatars” paradoxically recorded and broadcast a range of troubling emotional responses to such immersion. Many participant responses suggest great caution and sensitivity be undertaken before plunging headlong into the new gold rush mentality of virtual reality, augmented reality, and AI affordances. Catalyst depicted their program subjects often responding in discomfort and distress, with some visibly overwhelmed by their encounters and left crying. There is some irony that presenter Ngyuen was himself relying on the conventions of 2D linear television journalism throughout, adopting face-to-camera address in (unconscious) automedial style to excitedly promote the assumed socio-cultural boon such automedial VR avatars will generate.Challenging AuthenticityThere are numerous ethical considerations surrounding the potential for AIs to expand beyond automedial (self-)expression towards photorealist avatars interacting outside of their pre-recorded content. When such systems evolve it may be neigh impossible to discern on screen whether the person you are conversing with is authentic or an indistinguishable, virtual doppelganger. In the future, a variant on the Turning Test may be needed to challenge and identify such hyperreal simulacra. We may be witnessing the precursor to such a dilemma playing out in the arena of audio-only podcasts, with some public intellectuals such as Sam Harris already discussing the legal and ethical problems from technology that can create audio from typed text that convincingly replicate the actual voice of a person by sampling approximately 30 minutes of their original speech (Harris). Such audio manipulation technology will soon be available to anybody with the motivation and relatively minor level of technological ability in order to assume an identity and masquerade as automediated dialogue. However, for the moment, the ability to convincingly alter a real-time computer generated video image of a person remains at the level of scientific innovation.Also of significance is the extent to which the audience reactions to such automediated expressions are indeed empathetic or simply part of the broader range of affective responses that also include direct sympathy as well as emotions such as admiration, surprise, pity, disgust and contempt (see Plantinga). There remains much rhetorical hype surrounding VR as the “ultimate empathy machine” (Milk). Yet the current use of the term “empathy” in VR, AI and automedial forms of communication seems to be principally focused on the capacity for the user-viewer to ameliorate negatively perceived emotions and experiences, whether traumatic or phobic.When considering comments about authenticity here, it is important to be aware of the occasional slippage of technological terminology into the mainstream. For example, the psychological literature does emphasise that patients respond strongly to virtual scenarios, events, and details that appear to be “authentic” (Pertaub, Slater, and Barker). Authentic in this instance implies a resemblance to a corresponding scenario/activity in the real world. This is not simply another word for photorealism, but rather it describes for instance the experimental design of one study in which virtual (AI) audience members in a virtual seminar room designed to treat public speaking anxiety were designed to exhibit “random autonomous behaviours in real-time, such as twitches, blinks, and nods, designed to encourage the illusion of life” (Kwon, Powell and Chalmers 980). The virtual humans in this study are regarded as having greater authenticity than an earlier project on social anxiety (North, North, and Coble) which did not have much visual complexity but did incorporate researcher-triggered audio clips of audience members “laughing, making comments, encouraging the speaker to speak louder or more clearly” (Kwon, Powell, and Chalmers 980). The small movements, randomly cued rather than according to a recognisable pattern, are described by the researchers as creating a sense of authenticity in the VR environment as they seem to correspond to the sorts of random minor movements that actual human audiences in a seminar can be expected to make.Nonetheless, nobody should regard an interaction with these AIs, or the avatar of Gutter, as in any way an encounter with a real person. Rather, the characteristics above function to create a disarming effect and enable the real person-viewer to willingly suspend their disbelief and enter into a pseudo-relationship with the AI; not as if it is an actual relationship, but as if it is a simulation of an actual relationship (USC). Lucy Suchman and colleagues invoke these ideas in an analysis of a YouTube video of some apparently humiliating human interactions with the MIT created AI-robot Mertz. Their analysis contends that, while it may appear on first glance that the humans’ mocking exchange with Mertz are mean-spirited, there is clearly a playfulness and willingness to engage with a form of AI that is essentially continuous with “long-standing assumptions about communication as information processing, and in the robot’s performance evidence for the limits to the mechanical reproduction of interaction as we know it through computational processes” (Suchman, Roberts, and Hird).Thus, it will be important for future work in the area of automediated testimony to consider the extent to which audiences are willing to suspend disbelief and treat the recounted traumatic experience with appropriate gravitas. These questions deserve attention, and not the kind of hype displayed by the current iteration of techno-evangelism. Indeed, some of this resurgent hype has come under scrutiny. From the perspective of VR-based tourism, Janna Thompson has recently argued that “it will never be a substitute for encounters with the real thing” (Thompson). Alyssa K. Loh, for instance, also argues that many of the negatively themed virtual experiences—such as those that drop the viewer into a scene of domestic violence or the location of a terrorist bomb attack—function not to put you in the position of the actual victim but in the position of the general category of domestic violence victim, or bomb attack victim, thus “deindividuating trauma” (Loh).Future work in this area should consider actual audience responses and rely upon mixed-methods research approaches to audience analysis. In an era of alt.truth and Cambridge Analytics personality profiling from social media interaction, automediated communication in the virtual guise of AIs demands further study.ReferencesAnon. “New Dimensions in Testimony.” Museum of Jewish Heritage. 15 Dec. 2017. 19 Apr. 2018 <http://mjhnyc.org/exhibitions/new-dimensions-in-testimony/>.Australian Broadcasting Corporation. “Meet The Avatars.” Catalyst, 15 Aug. 2017.Baudrillard, Jean. “Simulacra and Simulations.” Jean Baudrillard: Selected Writings. Ed. Mark Poster. Stanford: Stanford UP, 1988. 166-184.Bender, Stuart Marshall. Legacies of the Degraded Image in Violent Digital Media. Basingstoke: Palgrave Macmillan, 2017.Broderick, Mick. “Topographies of Trauma, Dark Tourism and World Heritage: Hiroshima’s Genbaku Dome.” Intersections: Gender and Sexuality in Asia and the Pacific. 24 Apr. 2010. 14 Apr. 2018 <http://intersections.anu.edu.au/issue24/broderick.htm>.Debevec, Paul. “The Light Stages and Their Applications to Photoreal Digital Actors.” SIGGRAPH Asia. 2012.Doane, Mary Ann. The Emergence of Cinematic Time: Modernity, Contingency, the Archive. Cambridge: Harvard UP, 2002.Dünne, Jörg, and Christian Moser. “Allgemeine Einleitung: Automedialität”. Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien. Eds. Jörg Dünne and Christian Moser. München: Wilhelm Fink, 2008. 7-16.Harris, Sam. “Waking Up with Sam Harris #64 – Ask Me Anything.” YouTube, 16 Feb. 2017. 16 Mar. 2018 <https://www.youtube.com/watch?v=gMTuquaAC4w>.Kwon, Joung Huem, John Powell, and Alan Chalmers. “How Level of Realism Influences Anxiety in Virtual Reality Environments for a Job Interview.” International Journal of Human-Computer Studies 71.10 (2013): 978-87.Loh, Alyssa K. "I Feel You." Artforum, Nov. 2017. 10 Apr. 2018 <https://www.artforum.com/print/201709/alyssa-k-loh-on-virtual-reality-and-empathy-71781>.Marshall, P. David. “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-170.Mathews, Karen. “Exhibit Allows Virtual ‘Interviews’ with Holocaust Survivors.” Phys.org Science X Network, 15 Dec. 2017. 18 Apr. 2018 <https://phys.org/news/2017-09-virtual-holocaust-survivors.html>.Maguire, Emma. “Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website” M/C Journal 17.9 (2014).Miller, Ken. More than Fifteen Minutes of Fame: The Evolution of Screen Performance. Unpublished PhD Thesis. Murdoch University. 2009.Milk, Chris. “Ted: How Virtual Reality Can Create the Ultimate Empathy Machine.” TED Conferences, LLC. 16 Mar. 2015. <https://www.ted.com/talks/chris_milk_how_virtual_reality_can_create_the_ultimate_empathy_machine>.Nakamura, Lisa. “Cyberrace.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison, Wisconsin: U of Wisconsin P, 2014. 42-54.North, Max M., Sarah M. North, and Joseph R Coble. "Effectiveness of Virtual Environment Desensitization in the Treatment of Agoraphobia." International Journal of Virtual Reality 1.2 (1995): 25-34.Pertaub, David-Paul, Mel Slater, and Chris Barker. “An Experiment on Public Speaking Anxiety in Response to Three Different Types of Virtual Audience.” Presence: Teleoperators and Virtual Environments 11.1 (2002): 68-78.Plantinga, Carl. "Emotion and Affect." The Routledge Companion to Philosophy and Film. Eds. Paisley Livingstone and Carl Plantinga. New York: Routledge, 2009. 86-96.Rizzo, A.A., and Sebastian Koenig. “Is Clinical Virtual Reality Ready for Primetime?” Neuropsychology 31.8 (2017): 877-99.Rothbaum, Barbara O., Albert “Skip” Rizzo, and JoAnne Difede. "Virtual Reality Exposure Therapy for Combat-Related Posttraumatic Stress Disorder." Annals of the New York Academy of Sciences 1208.1 (2010): 126-32.Smith, Sidonie, and Julia Watson. Reading Autobiography: A Guide to Interpreting Life Narratives. 2nd ed. Minneapolis: U of Minnesota P, 2010.———. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison: U of Wisconsin P, 2014. 70-95.Suchman, Lucy, Celia Roberts, and Myra J. Hird. "Subject Objects." Feminist Theory 12.2 (2011): 119-45.Thompson, Janna. "Why Virtual Reality Cannot Match the Real Thing." The Conversation, 14 Mar. 2018. 10 Apr. 2018 <http://theconversation.com/why-virtual-reality-cannot-match-the-real-thing-92035>.USC. "Skip Rizzo on Medical Virtual Reality: USC Global Conference 2014." YouTube, 28 Oct. 2014. 2 Apr. 2018 <https://www.youtube.com/watch?v=PdFge2XgDa8>.Won, Andrea Stevenson, Jeremy Bailenson, Jimmy Lee, and Jaron Lanier. "Homuncular Flexibility in Virtual Reality." Journal of Computer-Mediated Communication 20.3 (2015): 241-59.Ziv, Stan. “How Technology Is Keeping Holocaust Survivor Stories Alive Forever”. Newsweek, 18 Oct. 2017. 19 Apr. 2018 <http://www.newsweek.com/2017/10/27/how-technology-keeping-holocaust-survivor-stories-alive-forever-687946.html>.
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Dillon, Steve. "Jam2jam." M/C Journal 9, no. 6 (December 1, 2006). http://dx.doi.org/10.5204/mcj.2683.

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Introduction Generative algorithms have been used for many years by computer musicians like Iannis Xenakis (Xenakis) and David Cope (Cope) to make complex electronic music composition. Advances in computer technology have made it possible to design music algorithms based upon specific pitch, timbre and rhythmic qualities that can be manipulated in real time with a simple interface that a child can control.jam2jam (Brown, Sorensen, & Dillon) is a shareware program developed in java that uses these ideas and involves what we have called Networked Improvisation, which ‘can be broadly described as collaborative music making over a computer network’ (Dillon & Brown). Fig. 1: jam2jam interface (download a shareware version at http://www.explodingart.com/.) Jamming Online With this software users manipulate sliders and dials to influence changes in music in real time. This enables the opportunity for participants to interact with the sound possibilities of a chosen musical style as a focused musical environment. Essentially by moving a slider or dial the user can change the intensity of the musical activity across musical elements such as rhythm, harmony, timbre and volume and the changes they make will respond within the framework of the musical style parameters, updating and recomposing within the timeframe of a quaver/eighth note. This enables the users to play within the style and to hear and influence the shape and structure of the sound. Whilst real time performance using a computer is not new, what is different about this software is that through a network users can create virtual ensembles, which are simultaneously collaborative and interactive. jam2jam was developed using philosophical design principals based on an understanding of ‘meaning’ gained by musicians drawn from both software, live music experiences (Dillon, Student as Maker) and research about how professional composers engage with technology in creative production (Brown, Music Composition). New music technologies have for centuries provided expressive possibilities and an environment where humans can be playful. With jam2jam users can play with complex or simple musical ideas, interact with the musical elements, and hear the changes immediately. When networked they can have these musical experiences collaboratively in a virtual ensemble. Background The initial development of jam2jam began with a survey of the musical tastes of a group of children between the ages of 8-14 in a multi racial community in Delaware, Ohio in the USA as part of the Delaware Children’s Music Festival in 2002. These surveys of ‘the music they liked’ resulted in the researchers purchasing Compact Discs and completing a rule based analysis of the styles. This analysis was then converted into numerical values and algorithms were constructed and used as a structure for the software. The algorithms propose the intensity of range of each style. For example, in the Grunge style the snare drum at low intensity plays a cross stick rim timbre on the second and fourth beat and at high intensity the sound becomes a gated snare sound and plays rhythmic quaver/eighth note triplets. In between these are characteristic rhythmic materials that are less complex than the extreme (triplets). This procedure is replicated across five instruments; drums, percussion, bass, guitar and keyboard. The melodic instruments have algorithms for pitch organisation within the possibilities of the style. These algorithms are the recipes or lesson plans for interactive music making where the student’s gestures control the intensity of the music as it composes in real time. A simple interface was designed (see fig. 1) with a page for each instrument and the mixer. The interface primarily uses dials and sliders for interaction, with radio buttons for timbrel/instrument selection. Once the software was built and installed students were observed using it by videotaping their interaction and interviewing both children and teachers. Observations, which fed into the developmental design, were drawn on a daily basis with the interface and sound engine being regularly updated to accommodate students and teacher requirements. The principals of observation and analysis were based upon a theory of meaningful engagement (Brown, “Modes”, Music Composition; Dillon, “Modelling”, Student as Maker). These adjustments were applied to the software, the curriculum design and to the facilitators’ organisational processes and interactions with the students. The concept of meaningful engagement, which has been applied to this software development process, has provided an effective tool for identifying the location of meaning and describing modes of creative engagement experienced through networked jamming. It also provided a framework for dynamic evaluation and feedback which influences the design with each successive iteration. Defining a Contemporary Musicianship Networked improvisational experiences develop a contemporary musicianship, in which the computer is embraced as an instrument that can be used skillfully in live performance with both acoustic/electric instruments and other network users. The network itself becomes a site for a virtual ensemble where users can experience interaction between ‘players’ in real time. With networked improvisation, cyberspace becomes a venue. Observations have also included performances between two distant locations and ones where computers on the network simultaneously ‘jammed’ with ‘live’ acoustic performers. The Future The future of networked jamming is exciting. There is potential for these environments to replicate complex musical systems and engage participants in musical understandings, linking gesture and sound with concepts of musical knowledge that are constructed within the algorithm and the interface. The dynamic development of Networked Jamming applications involve designs which apply philosophical and pedagogical principles that encourage and sustain meaningful engagement with music making. These are sufficiently complex to allow the revisiting of musical experiences and knowledge at increasingly deeper levels. Conclusion jam2jam is a proof of concept model for networked jamming environments, where people and machines play music in collaborative ensembles. Network jamming requires a contemporary musicianship, which embraces the computer as an instrument, the network as an ensemble and cyberspace as venue for performance. These concepts facilitate access to the ensemble performance of complex musical structures through simple interfaces. It provides the opportunity for users to be creatively immersed in the simultaneous act of listening and performance. jam2jam represents an opportunity for music-makers to have interactive experiences with musical knowledge in a way not otherwise previously available. It enables children, adults and the disabled to enter into a collaborative community where technology mediates a live ensemble performance. The experience could be an ostinato pumping out hip-hop or techno grooves, a Xenakis chaos algorithm, or a minimal ambient soundscape. With the development of new algorithms, a sample engine and creative interface design we believe this concept has amazing possibilities. The real potential of this concept lies in the access that the users have to meaningful engagement with ensemble performance in the production of music, in real time, even with limited previous experience or dexterity. References Brown, A. “Modes of Compositional Engagement.” Paper presented at the Australasian Computer Music Conference-Interfaces, Brisbane, Australia. 2000. ———. Music Composition and the Computer: An Examination of the Work Practices of Five Experienced Composers. Unpublished PhD, University of Queensland, Brisbane, 2003. ———, A. Sorensen, and S. Dillon. jam2jam (Version 1) Interactive generative music making software. Brisbane: Exploding Art Music Productions, 2002. Cope, D. “Computer Modelling of Musical Intelligence in EMI.” Computer Music Journal 16.2 (1992): 69-83. Dillon, S. “Modelling: Meaning through Software Design.” Paper presented at the 26th Annual Conference of the Australian Association for Research in Music Education, Southern Cross University Tweed Heads, 2004. ———, and A. Brown. “Networked Improvisational Musical Environments: Learning through Online Collaborative Music Making.” In Embedding Music Technology in the Secondary School. Eds. J. Finney & P. Burnard. Cambridge: Continuum Press, In Press. Dillon, S. C. The Student as Maker: An Examination of the Meaning of Music to Students in a School and the Ways in Which We Give Access to Meaningful Music Education. Unpublished PhD, La Trobe, Melbourne, 2001. Xenakis, I. Formalized Music. New York: Pendragon Press, 1991. Citation reference for this article MLA Style Dillon, Steve. "Jam2jam: Networked Jamming." M/C Journal 9.6 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0612/04-dillon.php>. APA Style Dillon, S. (Dec. 2006) "Jam2jam: Networked Jamming," M/C Journal, 9(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0612/04-dillon.php>.
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Bayes, Chantelle. "The Cyborg Flâneur: Reimagining Urban Nature through the Act of Walking." M/C Journal 21, no. 4 (October 15, 2018). http://dx.doi.org/10.5204/mcj.1444.

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The concept of the “writer flâneur”, as developed by Walter Benjamin, sought to make sense of the seemingly chaotic nineteenth century city. While the flâneur provided a way for new urban structures to be ordered, it was also a transgressive act that involved engaging with urban spaces in new ways. In the contemporary city, where spaces are now heavily controlled and ordered, some members of the city’s socio-ecological community suffer as a result of idealistic notions of who and what belongs in the city, and how we must behave as urban citizens. Many of these ideals emerge from nineteenth century conceptions of the city in contrast to the country (Williams). However, a reimagining of the flâneur can allow for new transgressions of urban space and result in new literary imaginaries that capture the complexity of urban environments, question some of the more damaging processes and systems, offer new ways of connecting with the city, and propose alternative ways of living with the non-human in such places. With reference to the work of Debra Benita Shaw, Rob Shields and Donna Haraway, I will examine how the urban walking figure might be reimagined as cyborg, complicating boundaries between the real and imagined, the organic and inorganic, and between the human and non-human (Haraway Cyborgs). I will argue that the cyborg flâneur allows for new ways of writing and reading the urban and can work to reimagine the city as posthuman multispecies community. As one example of cyborg flânerie, I look to the app Story City to show how a writer can develop new environmental imaginaries in situ as an act of resistance against the anthropocentric ordering of the city. This article intends to begin a conversation about the ethical, political and epistemological potential of cyborg flânerie and leads to several questions which will require further research.Shaping the City: Environmental ImaginariesIn a sense, the flâneur is the product of a utopian imaginary of the city. According to Shields, Walter Benjamin used the flâneur as a literary device to make sense of the changing modern city of Paris: The flâneur is a hero who excels under the stress of coming to terms with a changing ‘social spatialisation’ of everyday social and economic relations which in the nineteenth century increasingly extended the world of the average person further and further to include rival mass tourism destinations linked by railroad, news of other European powers and distant colonies. This expanding spatialization took the form of economic realities such as changing labour markets and commodity prices and social encounters with strangers and foreigners which impinged on the life world of Europeans. (Fancy Footwork 67)Through his writing, these new spaces and inhabitants were made familiar again to those that lived there. In consequence, the flâneur was seen as a heroic figure who approached the city like a wilderness to be studied and tamed:Even to early 20th-century sociologists the flâneur was a heroic everyman—masculine, controlled and as in tune with his environment as James Fenimore Cooper’s Mohican braves were in their native forests. Anticipating the hardboiled hero of the detective novel, the flâneur pursued clues to the truth of the metropolis, attempting to think through its historical specificity, to inhabit it, even as the truth of empire and commodity capitalism was hidden from him. (Shields Flanerie 210)In this way, the flâneur was a stabilising force, categorising and therefore ordering the city. However, flânerie was also a transgressive act as the walker engaged in eccentric and idle wandering against the usual purposeful walking practices of the time (Coates). Drawing on this aspect, flânerie has increasingly been employed in the humanities and social sciences as a practice of resistance as Jamie Coates has shown. This makes the flâneur, albeit in a refigured form, a useful tool for transgressing strict socio-ecological conventions that affect the contemporary city.Marginalised groups are usually the most impacted by the strict control and ordering of contemporary urban spaces in response to utopian imaginaries of who and what belong. Marginalised people are discouraged and excluded from living in particular areas of the city through urban policy and commercial practices (Shaw 7). Likewise, certain non-human others, like birds, are allowed to inhabit our cities while those that don’t fit ideal urban imaginaries, like bats or snakes, are controlled, excluded or killed (Low). Defensive architecture, CCTV, and audio deterrents are often employed in cities to control public spaces. In London, the spiked corridor of a shop entrance designed to keep homeless people from sleeping there (Andreou; Borromeo) mirrors the spiked ledges that keep pigeons from resting on buildings (observed 2012/2014). On the Gold Coast youths are deterred from loitering in public spaces with classical music (observed 2013–17), while in Brisbane predatory bird calls are played near outdoor restaurants to discourage ibis from pestering customers (Hinchliffe and Begley). In contrast, bright lights, calming music and inviting scents are used to welcome orderly consumers into shopping centres while certain kinds of plants are cultivated in urban parks and gardens to attract acceptable wildlife like butterflies and lorikeets (Wilson; Low). These ways of managing public spaces are built on utopian conceptions of the city as a “civilising” force—a place of order, consumption and safety.As environmental concerns become more urgent, it is important to re-examine these conceptions of urban environments and the assemblage of environmental imaginaries that interact and continue to shape understandings of and attitudes towards human and non-human nature. The network of goods, people and natural entities that feed into and support the city mean that imaginaries shaped in urban areas influence both urban and surrounding peoples and ecologies (Braun). Local ecologies also become threatened as urban structures and processes continue to encompass more of the world’s populations and locales, often displacing and damaging entangled natural/cultural entities in the process. Furthermore, conceptions and attitudes shaped in the city often feed into global systems and as such can have far reaching implications for the way local ecologies are governed, built, and managed. There has already been much research, including work by Lawrence Buell and Ursula Heise, on the contribution that art and literature can make to the development of environmental imaginaries, whether intentional or unintentional, and resulting in both positive and negative associations with urban inhabitants (Yusoff and Gabrys; Buell; Heise). Imaginaries might be understood as social constructs through which we make sense of the world and through which we determine cultural and personal values, attitudes and beliefs. According to Neimanis et al., environmental imaginaries help us to make sense of the way physical environments shape “one’s sense of social belonging” as well as how we “formulate—and enact—our values and attitudes towards ‘nature’” (5). These environmental imaginaries underlie urban structures and work to determine which aspects of the city are valued, who is welcomed into the city, and who is excluded from participation in urban systems and processes. The development of new narrative imaginaries can question some of the underlying assumptions about who or what belongs in the city and how we might settle conflicts in ecologically diverse communities. The reimagined flâneur then might be employed to transgress traditional notions of belonging in the city and replace this with a sense of “becoming” in relation with the myriad of others inhabiting the city (Haraway The Trouble). Like the Benjaminian flâneur, the postmodern version enacts a similar transgressive walking practice. However, the postmodern flâneur serves to resist dominant narratives, with a “greater focus on the tactile and grounded qualities of walking” than the traditional flâneur—and, as opposed to the lone detached wanderer, postmodern flâneur engage in a network of social relationships and may even wander in groups (Coates 32). By employing the notion of the postmodern flâneur, writers might find ways to address problematic urban imaginaries and question dominant narratives about who should and should not inhabit the city. Building on this and in reference to Haraway (Cyborgs), the notion of a cyborg flâneur might take this resistance one step further, not only seeking to counter the dominant social narratives that control urban spaces but also resisting anthropocentric notions of the city. Where the traditional flâneur walked a pet tortoise on a leash, the cyborg flâneur walks with a companion species (Shields Fancy Footwork; Haraway Companion Species). The distinction is subtle. The traditional flâneur walks a pet, an object of display that showcases the eccentric status of the owner. The cyborg flâneur walks in mutual enjoyment with a companion (perhaps a domestic companion, perhaps not); their path negotiated together, tracked, and mapped via GPS. The two acts may at first appear the same, but the difference is in the relationship between the human, non-human, and the multi-modal spaces they occupy. As Coates argues, not everyone who walks is a flâneur and similarly, not everyone who engages in relational walking is a cyborg flâneur. Rather a cyborg flâneur enacts a deliberate practice of walking in relation with naturecultures to transgress boundaries between human and non-human, cultural and natural, and the virtual, material and imagined spaces that make up a place.The Posthuman City: Cyborgs, Hybrids, and EntanglementsIn developing new environmental imaginaries, posthuman conceptions of the city can be drawn upon to readdress urban space as complex, questioning utopian notions of the city particularly as they relate to the exclusion of certain others, and allowing for diverse socio-ecological communities. The posthuman city might be understood in opposition to anthropocentric notions where the non-human is seen as something separate to culture and in need of management and control within the human sphere of the city. Instead, the posthuman city is a complex entanglement of hybrid non-human, cultural and technological entities (Braun; Haraway Companion Species). The flâneur who experiences the city through a posthuman lens acknowledges the human as already embodied and embedded in the non-human world. Key to re-imagining the city is recognising the myriad ways in which non-human nature also acts upon us and influences decisions on how we live in cities (Schliephake 140). This constitutes a “becoming-with each other”, in Haraway’s terms, which recognises the interdependency of urban inhabitants (The Trouble 3). In re-considering the city as a negotiated process between nature and culture rather than a colonisation of nature by culture, the agency of non-humans to contribute to the construction of cities and indeed environmental imaginaries must be acknowledged. Living in the posthuman city requires us humans to engage with the city on multiple levels as we navigate the virtual, corporeal, and imagined spaces that make up the contemporary urban experience. The virtual city is made up of narratives projected through media productions such as tourism campaigns, informational plaques, site markers, and images on Google map locations, all of which privilege certain understandings of the city. Virtual narratives serve to define the city through a network of historical and spatially determined locales. Closely bound up with the virtual is the imagined city that draws on urban ideals, potential developments, mythical or alternative versions of particular cities as well as literary interpretations of cities. These narratives are overlaid on the places that we engage with in our everyday lived experiences. Embodied encounters with the city serve to reinforce or counteract certain virtual and imagined versions while imagined and virtual narratives enhance locales by placing current experience within a temporal narrative that extends into the past as well as the future. Walking the City: The Cyber/Cyborg FlâneurThe notion of the cyber flâneur emerged in the twenty-first century from the practices of idly surfing the Internet, which in many ways has become an extension of the cityscape. In the contemporary world where we exist in both physical and digital spaces, the cyber flâneur (and indeed its cousin the virtual flâneur) have been employed to make sense of new digital sites of connection, voyeurism, and consumption. Metaphors that evoke the city have often been used to describe the experience of the digital including “chat rooms”, “cyber space”, and “home pages” while new notions of digital tourism, the rise of online shopping, and meeting apps have become substitutes for engaging with the physical sites of cities such as shopping malls, pubs, and attractions. The flâneur and cyberflâneur have helped to make sense of the complexities and chaos of urban life so that it might become more palatable to the inhabitants, reducing anxieties about safety and disorder. However, as with the concept of the flâneur, implicit in the cyberflâneur is a reinforcement of traditional urban hierarchies and social structures. This categorising has also worked to solidify notions of who belongs and who does not. Therefore, as Debra Benita Shaw argues, the cyberflâneur is not able to represent the complexities of “how we inhabit and experience the hybrid spaces of contemporary cities” (3). Here, Shaw suggests that Haraway’s cyborg might be used to interrupt settled boundaries and to reimagine the urban walking figure. In both Shaw and Shields (Flanerie), the cyborg is invoked as a solution to the problematic figure of the flâneur. While Shaw presents these figures in opposition and proposes that the flâneur be laid to rest as the cyborg takes its place, I argue that the idea of the flâneur may still have some use, particularly when applied to new multi-modal narratives. As Shields demonstrates, the cyborg operates in the virtual space of simulation rather than at the material level (217). Instead of setting up an opposition between the cyborg and flâneur, these figures might be merged to bring the cyborg into being through the material practice of flânerie, while refiguring the flâneur as posthuman. The traditional flâneur sought to define space, but the cyborg flâneur might be seen to perform space in relation to an entangled natural/cultural community. By drawing on this notion of the cyborg, it becomes possible to circumvent some of the traditional associations with the urban walking figure and imagine a new kind of flâneur, one that walks the streets as an act to complicate rather than compartmentalise urban space. As we emerge into a post-truth world where facts and fictions blur, creative practitioners can find opportunities to forge new ways of knowing, and new ways of connecting with the city through the cyborg flâneur. The development of new literary imaginaries can reconstruct natural/cultural relationships and propose alternative ways of living in a posthuman and multispecies community. The rise of smart-phone apps like Story City provides cyborg flâneurs with the ability to create digital narratives overlaid on real places and has the potential to encourage real connections with urban environments. While these apps are by no means the only activity that a cyborg flâneur might participate in, they offer the writer a platform to engage audiences in a purposeful and transgressive practice of cyborg flânerie. Such narratives produced through cyborg flânerie would conflate virtual, corporeal, and imagined experiences of the city and allow for new environmental imaginaries to be created in situ. The “readers” of these narratives can also become cyborg flâneurs as the traditional urban wanderer is combined with the virtual and imagined space of the contemporary city. As opposed to wandering the virtual city online, readers are encouraged to physically walk the city and engage with the narrative in situ. For example, in one narrative, readers are directed to walk a trail along the Brisbane river or through the CBD to chase a sea monster (Wilkins and Diskett). The reader can choose different pre-set paths which influence the outcome of each story and embed the story in a physical location. In this way, the narrative is layered onto the real streets and spaces of the cityscape. As the reader is directed to walk particular routes through the city, the narratives which unfold are also partly constructed by the natural/cultural entities which make up those locales establishing a narrative practice which engages with the urban on a posthuman level. The murky water of the Brisbane River could easily conceal monsters. Occasional sightings of crocodiles (Hall), fish that leap from the water, and shadows cast by rippling waves as the City Cat moves across the surface impact the experience of the story (observed 2016–2017). Potential exists to capitalise on this narrative form and develop new environmental imaginaries that pay attention to the city as a posthuman place. For example, a narrative might direct the reader’s attention to the networks of water that hydrate people and animals, allow transportation, and remove wastes from the city. People may also be directed to explore their senses within place, be encouraged to participate in sensory gardens, or respond to features of the city in new ways. The cyborg flâneur might be employed in much the same way as the flâneur, to help the “reader” make sense of the posthuman city, where boundaries are shifted, and increasing rates of social and ecological change are transforming contemporary urban sites and structures. Shields asks whether the cyborg might also act as “a stabilising figure amidst the collapse of dualisms, polluted categories, transgressive hybrids, and unstable fluidity” (Flanerie 211). As opposed to the traditional flâneur however, this “stabilising” figure doesn’t sort urban inhabitants into discrete categories but maps the many relations between organisms and technologies, fictions and realities, and the human and non-human. The cyborg flâneur allows for other kinds of “reading” of the city to take place—including those by women, families, and non-Western inhabitants. As opposed to the nineteenth century reader-flâneur, those who read the city through the Story City app are also participants in the making of the story, co-constructing the narrative along with the author and locale. I would argue this participation is a key feature of the cyborg flâneur narrative along with the transience of the narratives which may alter and eventually expire as urban structures and environments change. Not all those who engage with these narratives will necessarily enact a posthuman understanding and not all writers of these narratives will do so as cyborg flâneurs. Nevertheless, platforms such as Story City provide writers with an opportunity to engage participants to question dominant narratives of the city and to reimagine themselves within a multispecies community. In addition, by bringing readers into contact with the human and non-human entities that make up the city, there is potential for real relationships to be established. Through new digital platforms such as apps, writers can develop new environmental imaginaries that question urban ideals including conceptions about who belongs in the city and who does not. The notion of the cyborg is a useful concept through which to reimagine the city as a negotiated process between nature and culture, and to reimagine the flâneur as performer who becomes part of the posthuman city as they walk the streets. This article provides one example of cyborg flânerie in smart-phone apps like Story City that allow writers to construct new urban imaginaries, bring the virtual and imagined city into the physical spaces of the urban environment, and can act to re-place the reader in diverse socio-ecological communities. The reader then becomes both product and constructer of urban space, a cyborg flâneur in the cyborg city. This conversation raises further questions about the cyborg flâneur, including: how might cyborg flânerie be enacted in other spaces (rural, virtual, more-than-human)? What other platforms and narrative forms might cyborg flâneurs use to share their posthuman narratives? How might cyborg flânerie operate in other cities, other cultures and when adopted by marginalised groups? In answering these questions, the potential and limitations of the cyborg flâneur might be refined. The hope is that one day the notion of a cyborg flâneur will no longer necessary as the posthuman city becomes a space of negotiation rather than exclusion. ReferencesAndreou, Alex. “Anti-Homeless Spikes: ‘Sleeping Rough Opened My Eyes to the City’s Barbed Cruelty.’” The Guardian 19 Feb. 2015. 25 Aug. 2017 <https://www.theguardian.com/society/2015/feb/18/defensive-architecture-keeps-poverty-undeen-and-makes-us-more-hostile>.Borromeo, Leah. “These Anti-Homeless Spikes Are Brutal. We Need to Get Rid of Them.” The Guardian 23 Jul. 2015. 25 Aug. 2017 <https://www.theguardian.com/commentisfree/2015/jul/23/anti-homeless-spikes-inhumane-defensive-architecture>.Braun, Bruce. “Environmental Issues: Writing a More-than-Human Urban Geography.” Progress in Human Geography 29.5 (2005): 635–50. Buell, Lawrence. The Future of Environmental Criticism: Environmental Crisis and Literary Imagination. Malden: Blackwell, 2005.Coates, Jamie. “Key Figure of Mobility: The Flâneur.” Social Anthropology 25.1 (2017): 28–41.Hall, Peter. “Crocodiles Spotted in Queensland: A Brief History of Sightings and Captures in the Southeast.” The Courier Mail 4 Jan. 2017. 20 Aug. 2017 <http://www.couriermail.com.au/news/queensland/crocodiles-spotted-in-queensland-a-brief-history-of-sightings-and-captures-in-the-southeast/news-story/5fbb2d44bf3537b8a6d1f6c8613e2789>.Haraway, Donna J. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke UP, 2016.———. The Companion Species Manifesto: Dogs, People, and Significant Otherness. Vol. 1. Chicago: Prickly Paradigm Press, 2003.———. Simians, Cyborgs, and Women: The Reinvention of Nature. Oxon: Routledge, 1991.Heise, Ursula K. Sense of Place and Sense of Planet: The Environmental Imagination of the Global. Oxford: Oxford UP, 2008. Hinchliffe, Jessica, and Terri Begley. “Brisbane’s Angry Birds: Recordings No Deterrent for Nosey Ibis at South Bank.” ABC News 2 Jun. 2015. 25 Aug. 2017 <http://www.abc.net.au/news/2015-02-06/recorded-bird-noise-not-detering-south-banks-angry-birds/6065610>.Low, Tim. The New Nature: Winners and Losers in Wild Australia. London: Penguin, 2002.Neimanis, Astrid, Cecilia Asberg, and Suzi Hayes. “Posthumanist Imaginaries.” Research Handbook on Climate Governance. Eds. K. Bäckstrand and E. Lövbrand. Massachusetts: Edward Elgar Publishing, 2015. 480–90.Schliephake, Christopher. Urban Ecologies: City Space, Material Agency, and Environmental Politics in Contemporary Culture. Maryland: Lexington Books, 2014.Shaw, Debra Benita. “Streets for Cyborgs: The Electronic Flâneur and the Posthuman City.” Space and Culture 18.3 (2015): 230–42.Shields, Rob. “Fancy Footwork: Walter Benjamin’s Notes on Flânerie.” The Flâneur. Ed. Keith Tester. London: Routledge, 2014. 61–80.———. “Flânerie for Cyborgs.” Theory, Culture & Society 23.7-8 (2006): 209–20.Yusoff, Kathryn, and Jennifer Gabrys. “Climate Change and the Imagination.” Wiley Interdisciplinary Reviews: Climate Change 2.4 (2011): 516–34.Wilkins, Kim, and Joseph Diskett. 9 Fathom Deep. Brisbane: Story City, 2014. Williams, Raymond. The Country and the City. New York: Oxford UP, 1975.Wilson, Alexander. The Culture of Nature: North American Landscape from Disney to the Exxon Valdez. Toronto: Between the Lines, 1991.
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15

McGuire, Mark. "Ordered Communities." M/C Journal 7, no. 6 (January 1, 2005). http://dx.doi.org/10.5204/mcj.2474.

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A rhetoric of freedom characterises much of the literature dealing with online communities: freedom from fixed identity and appearance, from the confines of geographic space, and from control. The prevailing view, a combination of futurism and utopianism, is that the lack of order in cyberspace enables the creation of social spaces that will enhance personal freedom and advance the common good. Sherry Turkle argues that computer-mediated communication allows us to create a new form of community, in which identity is multiple and fluid (15-17). Marcos Novak celebrates the possibilities of a dematerialized, ethereal virtual architecture in which the relationships between abstract elements are in a constant state of flux (250). John Perry Barlow employs the frontier metaphor to frame cyberspace as an unmapped, ungoverned territory in which a romantic and a peculiarly American form of individualism can be enjoyed by rough and ready pioneers (“Crime” 460). In his 1993 account as an active participant in The WELL (Whole Earth ‘Lectronic Link), one of the earliest efforts to construct a social space online, Howard Rheingold celebrates the freedom to create a “new kind of culture” and an “authentic community” in the “electronic frontier.” He worries, however, that the freedom enjoyed by early homesteaders may be short lived, because “big power and big money” might soon find ways to control the Internet, just as they have come to dominate and direct other communications media. “The Net,” he states, “is still out of control in fundamental ways, but it might not stay that way for long” (Virtual Community 2-5). The uses of order and disorder Some theorists have identified disorder as a necessary condition for the development of healthy communities. In The Uses of Disorder (1970), Richard Sennett argues that “the freedom to accept and to live with disorder” is integral to our search for community (xviii). In his 1989 study of social space, Ray Oldenburg maintains that public hangouts, which constitute the heart of vibrant communities, support sociability best when activities are unplanned, unorganized, and unrestricted (33). He claims that without the constraints of preplanned control we will be more in control of ourselves and more aware of one another (198). More recently, Charles Landry suggests that “structured instability” and “controlled disruption,” resulting from competition, conflict, crisis, and debate, make cities less comfortable but more exciting. Further, he argues that “endemic structural disorder” requiring ongoing adjustments can generate healthy creative activity and stimulate continual innovation (156-58). Kevin Robins, too, believes that any viable social system must be prepared to accept a level of uncertainty, disorder, and fear. He observes, however, that techno-communities are “driven by the compulsion to neutralize,” and they therefore exclude these possibilities in favour of order and security (90-91). Indeed, order and security are the dominant characteristics that less idealistic observers have identified with cyberspace. Alexander Galloway explains how, despite its potential as a liberating development, the Internet is based on technologies of control. This control is exercised at the code level through technical protocols, such as TCP/IP, DNS, and HTM, that determine disconnections as well as connections (Galloway). Lawrence Lessig suggests that in our examination of the ownership, regulation, and governance of the virtual commons, we must take into account three distinct layers. As well as the “logical” or “code” layer that Galloway foregrounds, we should also consider the “physical” layer, consisting of the computers and wires that carry Internet communications, and the “content” layer, which includes everything that we see and hear over the network. In principle, each of these layers could be free and unorganized, or privately owned and controlled (Lessig 23). Dan Schiller documents the increasing privatization of the Net and argues that corporate cyberspace extends the reach of the market, enabling it to penetrate into areas that have previously been considered to be part of the public domain. For Schiller, the Internet now serves as the main production and control mechanism of a global market system (xiv). Checking into Habbo Hotel Habbo Hotel is an example of a highly ordered and controlled online social space that uses community and game metaphors to suggest something much more open and playful. Designed to attract the teenage market, this graphically intensive cartoon-like hotel is like an interactive Legoland, in which participants assemble a toy-like “Habbo” character and chat, play games, and construct personal environments. The first Habbo Hotel opened its doors in the United Kingdom in 2000, and, by September 2004, localized sites were based in a dozen countries, including Canada, the Unites States, Finland, Japan, Switzerland and Spain, with further expansion planned. At that time, there were more than seventeen million registered Habbo characters worldwide with 2.3 million unique visitors each month (“Strong Growth”). The hotel contains thousands of private rooms and twenty-two public spaces, including a welcome lounge, three lobbies, cinema, game hall, café, pub, and an extensive hallway. Anyone can go to the Room-O-Matic and instantly create a free guest room. However, there are a limited number of layouts to choose from and the furnishings, which must be purchased, have be chosen from a catalog of fixed offerings. All rooms are located on one of five floors, which categorize them according to use (parties, games, models, mazes, and trading). Paradoxically, the so-called public spaces are more restricted and less public than the private guest quarters. The limited capacity of the rooms means that all of the public spaces are full most of the time. Priority is given to paying Habbo Club members and others are denied entry or are unceremoniously ejected from a room when it becomes full. Most visitors never make it into the front lobby. This rigid and restricted construction is far from Novak’s vision of a “liquid architecture” without barriers, that morphs in response to the constantly changing desires of individual inhabitants (Novak 250). Before entering the virtual hotel, individuals must first create a Lego-like avatar. Users choose a unique name for their Habbo (no foul language is allowed) and construct their online persona from a limited selection and colour of body parts. One of two different wardrobes is available, depending on whether “Boy” or “Girl” is chosen. The gender of every Habbo is easily recognizable and the restricted wardrobe results in remarkably similar looking young characters. The lack of differentiation encourages participants to treat other Habbos as generic “Boys” or “Girls” and it encourages limited and predictable conversations that fit the stereotype of male-female interactions in most chat sites. Contrary to Turkle’s contention that computer mediated communication technologies expose the fallacy of a single, fixed, identity, and free participants to experiment with alternative selves (15-17), Habbo characters are permitted just one unchangeable name, and are capable of only limited visual transformations. A fixed link between each Habbo character and its registered user (information that is not available to other participants) allows the hotel management to track members through the site and monitor their behavior. Habbo movements are limited to walking, waving, dancing and drinking virtual alcohol-free beverages. Movement between spaces is accomplished by entering a teleport booth, or by selecting a location by name from the hotel Navigator. Habbos cannot jump, fly or walk through objects or other Habbos. They have no special powers and only a limited ability to interact with objects in their environment. They cannot be hurt or otherwise affected by anything in their surroundings, including other Habbos. The emphasis is on safety and avoidance of conflict. Text chat in Habbo Hotel is limited to one sixty-one-character line, which appears above the Habbo, floats upward, and quickly disappears off the top of the screen. Text must be typed in real time while reading on-going conversations and it is not possible to archive a chat sessions or view past exchanges. There is no way of posting a message on a public board. Using the Habbo Console, shorter messages can also be exchanged between Habbos who may be occupying different rooms. The only other narratives available on the site are in the form of official news and promotions. Before checking into the hotel, Habbos can stop to read Habbo Today, which promotes current offers and activities, and HabboHood Happenings, which offers safety tips, information about membership benefits, jobs (paid in furniture), contest winners, and polls. According to Rheingold, a virtual community can form online when enough people participate in meaningful public discussions over an extended period of time and develop “webs of personal relationships” (Virtual Community 5). By restricting communication to short, fleeting messages between individual Habbos, the hotel frustrates efforts by members to engage in significant dialogue and create a viable social group. Although “community” is an important part of the Habbo Hotel brand, it is unlikely to be a substantial part of the actual experience. The virtual hotel is promoted as a safe, non-threatening environment suitable for the teenagers is designed to attract. Parents’ concerns about the dangers of an unregulated chat space provide the hotel management with a justification for creating a highly controlled social space. The hotel is patrolled twenty-four hours a day by professional moderators backed-up by a team of 180 volunteer “Hobbas,” or guides, who can issue warnings to misbehaving Habbos, or temporarily ban them from the site. All text keyed in by Habbos passes through an automated “Bobba Filter” that removes swearing, racist words, explicit sexual comments and “anything that goes against the “Habbo Way” (“Bad Language”). Stick to the rules and you’ll have fun, Habbos are told, “break them and you’ll get yourself banned” (“Habbo Way”). In Big Brother fashion, messages are displayed throughought the hotel advising members to “Stay safe, read the Habbohood Watch,” “Never give out your details!” and “Obey the Habbo way and you’ll be OK.” This miniature surveillance society contradicts Barlow’s observation that cyberspace serves as “a perfect breeding ground for both outlaws and new ideas about liberty” (“Crime” 460). In his manifesto declaring the independence of cyberspace from government control, he maintains that the state has no authority in the electronic “global social space,” where, he asserts, “[w]e are forming our own Social Contract” based on the Golden Rule (“Declaration”). However, Habbo Hotel shows how the rule of the marketplace, which values profits more than social practices, can limit the freedoms of online civil society just as effectively as the most draconian government regulation. Place your order Far from permitting the “controlled disruption” advocated by Landry, the hotel management ensures that nothing is allowed to disrupt their control over the participants. Without conflict and debate, there are few triggers for creative activity in the site, which is designed to encourage consumption, not community. Timo Soininen, the managing director of the company that designed the hotel, states that, because teenagers like to showcase their own personal style, “self-expression is the key to our whole concept.” However, since it isn’t possible to create a Habbo from scratch, or to import clothing or other objects from outside the site, the only way for members to effectively express themselves is by decorating and furnishing their room with items purchased from the Habbo Catalogue. “You see, this,” admits Soininen, “is where our revenue model kicks in” (Shalit). Real-world products and services are also marketed through ads and promotions that are integrated into chat, news, and games. The result, according to Habbo Ltd, is “the ideal vehicle for third party brands to reach this highly desired 12-18 year-old market in a cost-effective and creative manner” (“Habbo Company Profile”). Habbo Hotel is a good example of what Herbert Schiller describes as the corporate capture of sites of public expression. He notes that, when put at the service of growing corporate power, new technologies “provide the instrumentation for organizing and channeling expression” (5-6). In an afterword to a revised edition of The Virtual Community, published in 2000, Rheingold reports on the sale of the WELL to a privately owned corporation, and its decline as a lively social space when order was imposed from the top down. Although he believes that there is a place for commercial virtual communities on the Net, he acknowledges that as economic forces become more entrenched, “more controls will be instituted because there is more at stake.” While remaining hopeful that activists can leverage the power of many-to-many communications for the public good, he wonders what will happen when “the decentralized network infrastructure and freewheeling network economy collides with the continuing growth of mammoth, global, communication empires” (Virtual Community Rev. 375-7). Although the company that built Habbo Hotel is far from achieving global empire status, their project illustrates how the dominant ethos of privatization and the increasing emphasis on consumption results in gated virtual communities that are highly ordered, restricted, and controlled. The popularity of the hotel reflects the desire of millions of Habbos to express their identities and ideas in a playful environment that they are free to create and manipulate. However, they soon find that the rules are stacked against them. Restricted design options, severe communication limitations, and fixed architectural constraints mean that the only freedom left is the freedom to choose from a narrow range of provided options. In private cyberspaces like Habbo Hotel, the logic of the market rules out unrestrained many-to-many communications in favour of controlled commercial relationships. The liberating potential of the Internet that was recognized by Rheingold and others has been diminished as the forces of globalized commerce impose their order on the electronic frontier. References “Bad Language.” Habbo Hotel. 2004. Sulake UK Ltd. 15 Apr. 2004 http://www.habbohotel.co.uk/habbo/en/help/safety/badlanguage/>. Barlow, John Perry. “Crime and Puzzlement.” High Noon on the Electronic Frontier: Conceptual Issues in Cyberspace. Ed. Peter Ludlow. Cambridge, Mass.: MIT P, 1996. 459-86. ———. “A Declaration of the Independence of Cyberspace.” 8 Feb. 1996. 3 July 2004 http://www.eff.org/~barlow/Declaration-Final.html>. Galloway, Alexander R. Protocol: How Control Exists after Decentralization. Cambridge, Mass.: MIT P, 2004. “Habbo Company Profile.” Habbo Hotel. 2002. Habbo Ltd. 20 Jan. 2003 http://www.habbogroup.com>. “The Habbo Way.” Habbo Hotel. 2004. Sulake UK Ltd. 15 Apr. 2004 http://www.habbohotel.co.uk/habbo/en/help/safety/habboway/>. Landry, Charles. The Creative City: A Toolkit for Urban Innovators. London: Earthscan, 2000. Lessig, Lawrence. The Future of Ideas: The Fate of the Commons in a Connected World. New York: Random, 2001. Novak, Marcos. “Liquid Architecture in Cyberspace.” Cyberspace: First Steps. Ed. Michael Benedikt. Cambridge, Mass.: MIT P, 1991. 225-54. Oldenburg, Ray. The Great Good Place: Cafés, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts and How They Get You through the Day. New York: Paragon, 1989. Rheingold, Howard. The Virtual Community: Homesteading on the Electronic Frontier. New York: Harper, 1993. ———. The Virtual Community: Homesteading on the Electronic Frontier. Rev. ed. Cambridge, Mass.: MIT P, 2000. Robins, Kevin. “Cyberspace and the World We Live In.” The Cybercultures Reader. Eds. David Bell and Barbara M. Kennedy. London: Routledge, 2000. 77-95. Schiller, Dan. Digital Capitalism: Networking the Global Market System. Cambridge, Mass.: MIT P, 1999. Schiller, Herbert I. Culture Inc.: The Corporate Takeover of Public Expression. New York: Oxford UP, 1991. Sennett, Richard. The Uses of Disorder: Personal Identity & City Life. New York: Vintage, 1970. Shalit, Ruth. “Welcome to the Habbo Hotel.” mpulse Magazine. Mar. 2002. Hewlett-Packard. 1 Apr. 2004 http://www.cooltown.com/cooltown/mpulse/0302-habbo.asp>. “Strong Growth in Sulake’s Revenues and Profit – Habbo Hotel Online Game Will Launch in the US in September.” 3 Sept. 2004. Sulake. Sulake Corp. 9 Jan. 2005 http://www.sulake.com/>. Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon, 1997. Citation reference for this article MLA Style McGuire, Mark. "Ordered Communities." M/C Journal 7.6 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0501/06-mcguire.php>. APA Style McGuire, M. (Jan. 2005) "Ordered Communities," M/C Journal, 7(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0501/06-mcguire.php>.
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16

Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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17

Bruns, Axel. "Fight for Survival." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2142.

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All we hear is radio gaga, radio googoo, radio blahblah Radio, what’s new? Radio, someone still loves you Queen, “Radio Gaga” Someone still loves radio—and more people are beginning to discover its online form, Webcasting, as an alternative to terrestrial radio stations. Online radio allows listeners to swap local radio fare for more exotic programming, turning everyday PCs into world receivers, and offers a large variety of special-interest Webcasts catering to very genre-specific tastes. (Spinner.com, one of the largest commercial Webcasters, offers some 175 channels from Abstract Beats to Zydeco, for example.) For independent music labels whose content would never be played on mainstream terrestrial radio, Webcasting has become a major source of exposure. Unlike filesharing, however, Webcasts remain largely ephemeral: no permanent copy of radio content can be created on the user’s computer unless authorised by the Webcaster, or unless users specifically seek out software like Streambox VCR which circumvents such restrictions. Yet in the U.S. the year 2002 saw a protracted battle for the future of webcasting, waged between the Recording Industry Association of America (RIAA) and its royalty collection agency SoundExchange on one side, and a loose coalition of Webcasters on the other. Mirroring the sustained attack on filesharing services, the battle over Webcasting demonstrates once again the hardline position the RIAA has adopted in its dealings with new media music services. In the filesharing arena, we have seen the demise of early services such as Napster and their replacement with deliberately crippled, recording industry-run alternatives or more powerful underground services. In its approach to Webcasting, the RIAA similarly attempted to push through a solution that would have made Internet radio unaffordable to any but the major players in the industry. Its involvement in this fight provides a useful illustration of the shortcomings of the music industry’s strategy for dealing with new, Internet-based media. Casus Belli Prior to 2002, the battlelines had been drawn already. When the grandly named Digital Millennium Copyright Act (DMCA) became law in the U.S. in late October 1998, it introduced a requirement for royalties to be paid by online stations. Rates for such fees were to be determined according to a ‘willing buyer/willing seller’ model—in other words, they were expected to reflect what would be ‘standard’ fees in an established digital media market, as determined by an independent Copyright Arbitration Royalty Panel (CARP). Once set, royalties dating back to the date of passage of the DMCA were then to be paid retroactively by Webcasters. While agreements over performing rights (royalties due to the authors of copyrighted material) resulted in a requirement for Webcasters to pay an average rate of around 3% of their annual revenue, no decision had yet been made about royalties for sound recordings (due to the actual performers of a specific piece) as late as 2001, raising fears of a significant backlog of accumulated fees for at least three years suddenly burdening an industry which had yet to prove its profitability. Some Webcasters even pre-emptively began pulling the plug on their channels (see e.g. Borland). The Copyright Arbitration Royalty Panel (CARP) on Webcasting held its deliberations on a royalty fee structure during the second half of 2001, with submissions by the key parties. The RIAA demanded a payment of around 0.4¢ per song/ per listener. By contrast the Digital Media Association, on behalf of Webcasters, offered 0.14¢ per song/per hour (regardless of the number of listeners). The CARP recommendation markedly reduced the RIAA’s proposed fees, but retained the suggested per song/per listener royalty structure. Librarian of Congress James H. Billington rejected this recommendation but replaced it with a virtually identical model of 0.07¢ per song/per listener for commercial Webcasters, or about 18% of the original RIAA rate (Copyright Office). This still meant significant royalty fees for Webcasters: assuming an average of 10 songs per hour and 100 listeners per channel at any one time, Webcasters broadcasting only one channel, 24 hours a day, would have to pay around $6,100 per year (and this retroactively back to 1998), even though this small audience would be unlikely to generate any income. This fee punished stations for becoming moderately popular, as increasing average audience to 1000 would increase payable royalties to $61,000, while profit might still prove elusive. This was prohibitively expensive for smaller, start-up players, and contributed to a growing list of Webcasters switching off their streams in the belief that they had lost their fight for survival. By contrast U.S. terrestrial radio stations are exempt altogether from paying any royalties to the RIAA because their work is seen as providing a ‘promotional service’ to the music industry. Examining the RIAA Strategy and Its Motives Any negotiator worth their salt will make an opening offer aimed at maximising the eventual outcome of the negotiation, so the initial RIAA demand of 0.4¢ per song/per listener should perhaps be seen as ambitious. Nonetheless, the RIAA’s entire strategy in this conflict seemed geared more towards the terminal frustration of hopeful Webcaster aspirations. The strongest evidence to suggest that the RIAA never negotiated in good faith stems from June 2002 comments by erstwhile Broadcast.com founder Mark Cuban, who in 1999 was involved in negotiating a deal between his company (then newly acquired by Yahoo!) and the RIAA to set royalty rates for Broadcast.com streams. Cuban revealed that buyer and seller in this case were willing first and foremost to price out of the market any potential competition to Broadcast.com from smaller, start-up Webcast operators—this was the reason for choosing the per-song/per-listener fee structure over a percentage-of-revenue approach: I hated the [per-song/listener] price points and explained why they were too high. HOWEVER, … I, as Broadcast.com, didn’t want percent-of-revenue pricing. Why? Because it meant every “Tom, Dick, and Harry” webcaster could come in and undercut our pricing because we had revenue and they didn’t. … The Yahoo! deal I worked on, if it resembles the deal the CARP ruling was built on, was designed so that there would be less competition, and so that small webcasters who needed to live off of a “percentage-of-revenue” to survive, couldn’t. (qtd. in Maloney & Hanson) Therefore, the RIAA consciously presented to the CARP a pricing structure which was not representative of an agreement between willing buyer and seller, but rather an agreement designed to achieve specific objectives: to punish very small operators for becoming more popular, hence discouraging hobbyists from turning professional; make Webcasting unaffordable for independent, small to medium operations; open the market only to major players with significant revenue streams; encourage amalgamation of independent stations into larger networks, and incorporate networks into the bigger media organisations. Indeed, Levy cites the “testimony of an RIAA-backed economist who told the government fee panel [CARP] that a dramatic shakeout in Webcasting is ‘inevitable and desirable because it will bring about market consolidation’”—and ‘consolidation’ (thus excluding small business from the Webcasting market) was clearly the underlying motive of RIAA strategy during the fights of 2002. Reasons for such anti-competitive policies are speculative but the conduct suggests that it represents the interests of an oligopoly of major entertainment producers, defending their interests from independent and alternative upstarts emerging with the information age, whilst claiming to protect the entire music community from exploitation by digital media operators. For three years running music industry sales have been in decline, and “forecasts see sales sliding another six percent in 2003—a fall felt most by the big five music giants—Universal, Sony, Warner, EMI and BMG—which account for 70 percent of sales” (Warner & Marr). The transnationals have consistently attributed this decline to the impact of CD burning, filesharing and other Internet technologies for music transmission. Yet the RIAA was successful in shutting down Napster, and there are a host of other reasons for the downturn: There have been no major musical trends to emerge as major drivers of music sales since the advent of grunge in the early 1990s--“while record sales are dropping, they are also spreading into diverse genres” (Childress), Western economies have continued to skirt recession with a marked decrease in consumer spending, 15 years after the introduction of the CD medium, the initial waves of listeners replacing their vinyl records with CD re-releases and remasters (once a major source of income for labels) have subsided, CD prices remain high, even compared to DVD movie releases, and There is a growing backlash against the practices of an “industry founded on exploitation, oiled by deceit, riven with theft and fuelled by greed” (Fripp 9) and there are calls to boycott major labels altogether, and increased political scrutiny. Hence some observers have read the RIAA’s attacks on filesharing and Webcasts as the actions of an industry fighting for its own survival. Wired quotes former Billboard editor Timothy White as saying that 2003 “could determine whether the music business as we know it survives” (reported in Maloney, “Wired”), and this sentiment is echoed in other reports on the state of the music industry. Alternatively, analysts have noted “the industry released around 27,000 titles in 2001, down from a peak of 38,900 in 1999. Since year-on-year unit sales have dropped a mere 10.3 per cent, it’s clear that demand has held up extremely well: despite higher prices, consumers retain the CD buying habit” (Orlowski). Whether signs of an industry in decline or not, the RIAA’s uncompromising policies in its fight against unpoliced Internet music technologies have caused headaches amongst its own supporters. (A recent Wired article speaks of “civil war inside Sony” over such issues—see Rose.) The Time-Warner-Netscape-AOL conglomerate might find the benefits from its support of the RIAA will be negated by the new royalty fees required of Spinner.com in its new incarnation as ‘Radio@Netscape Plus’, or by the downturn in AOL Broadband’s ability to sign up customers as incentives such as access to filesharing and Web radio dry up. Postscript: Conflict Resolution in the Webcast Wars (?) Without significant policy shifts by the RIAA it has fallen to U.S. politicians to force an uneasy truce in the Webcast conflict. This intervention was prompted by dissatisfaction with the industry’s disregard for the stated aim of the Digital Millennium Copyright Act to cultivate not hinder business in new Internet technologies and the view that CARP had been tricked into accepting a flawed Yahoo!/RIAA deal as the basis for its fee structure recommendations. Following several attempts at legislation and emergency negotiations small Webcasters won a reprieve from the per song/per listener royalty structure which they had been threatened with, and will now pay a percentage of their revenue. This agreement is built on the “Small Webcaster Settlement Act,” which acknowledges that small Webcasters “have expressed their desire for a fee based on a percentage of revenue,” it rejects the CARP recommendations and the Librarian’s rulings as unsuitable for small operators, and instead requires the RIAA and small commercial Webcasters to develop their own structures in the spirit of this bill. While this solution generates division of the Webcast market into smaller and larger operators (and possibly makes the move from the first to the second group, who do pay per song/per listener royalties, all the more daunting), the new structure should be able to ensure its aim of protecting content diversity in Webcasting. That is until the industry finds a new battleground on which to engage Internet-based music technologies. Works Cited Borland, John. “Ad Disputes Tune Web Radio Out.” CNET News.com 11 April 2001. 9 Jan. 2003 <http://news.com.com/2100-1023-255673.htm...>. Childress, Donna J. “Boomers Key to Record Sales.” AARP: The Magazine Mar.-Apr. 2003. 12 Feb. 2003 <http://www.aarpmagazine.org/lifestyle/Ar...>. Copyright Office, Library of Congress, USA. “Summary of the Determination of the Librarian of Congress on Rates and Terms for Webcasting and Ephemeral Recordings.” 8 July. 2002. 9 Jan. 2003 <http://www.copyright.gov/carp/webcasting...>. Fripp, Robert. “Discipline Global Mobile: A Small, Mobile and Independent Record Company.” CD booklet. Space Groove. ProjeKct Two. Discipline Global Mobile, 1998. 9-10. Levy, Steven. “Labels to Net Radio: Die Now.” Newsweek 15 July 2002: 51. Lieberman, David. “States Settle CD Price-Fixing Case.” USA Today 1 Oct. 2002. 18 Jan. 2003 <http://www.usatoday.com/life/music/news/...>. Love, Courtney. “Courtney Love Does the Math.” Salon Magazine 14 June 2000. 18 Jan. 2003 <http://archive.salon.com/tech/feature/20...>. Maloney, Paul. “CARP, Congress, & Compromise: Radio and the Internet in 2002.” RAIN: Radio and Internet Newsletter, 6, 7, 8, and 13 Jan. 2003. 18 Jan. 2003 <http://www.kurthanson.com/archive/news/0...>, <http://www.kurthanson.com/archive/news/0...>, <http://www.kurthanson.com/archive/news/0...>, and <http://www.kurthanson.com/archive/news/0...>. ---. “Wired Examines Music Industry Woes in Four-Article Feature.” RAIN: Radio and Internet Newsletter, 15 Jan. 2003. 18 Jan. 2003 <http://www.kurthanson.com/archive/news/0...>. Maloney, Paul, and Kurt Hanson. “Cuban Says Yahoo!’s RIAA Deal Was Designed to Stifle Competition!” RAIN: Radio and Internet Newsletter, 24 June 2002. 9 Jan. 2003 <http://www.kurthanson.com/archive/news/0...>. Orlowski, Andrew. “Missing RIAA Figures Shoot Down ‘Piracy’ Canard.” The Register 16 Dec. 2002. 12 Feb. 2003 <http://www.theregister.co.uk/content/6/2...>. Rose, Frank. “The Civil War inside Sony.” Wired 11.02 (Feb. 2003). 12 Feb. 2003 <http://www.wired.com/wired/archive/11.02...>. Sidelsky, Barry. “Internet Radio Basics: Copyright Primer and Update.” RAIN: Radio and Internet Newsletter, 28/29 Oct. 2002. 9 Jan. 2003 <http://www.kurthanson.com/archive/news/1...> and <http://www.kurthanson.com/archive/news/1...>. “Small Webcaster Settlement Act.” U.S. Congress, 14 Nov. 2002. 9 Jan. 2003 <http://frwebgate.access.gpo.gov/cgi-bin/...>. Warner, Bernhard, and Merissa Marr. “Battered Record Execs Set to Face the Music.” Reuters 17 Jan. 2003. 18 Jan. 2003 <http://www.reuters.com/newsArticle.jhtml...> Links http://www.reuters.com/newsArticle.jhtml?type=musicNews&amp;amp;storyID=2065414 http://www.spinner.com/ http://www.boycott-riaa.com/ http://www.kurthanson.com/archive/news/010603/index.asp http://www.kurthanson.com/archive/news/010803/index.asp http://www.soundexchange.com/ http://www.theregister.co.uk/content/6/28588.html http://www.kurthanson.com/archive/news/062402/index.asp#story1 http://frwebgate.access.gpo.gov/cgi- in/getdoc.cgi?dbname=107_cong_bills&amp;amp;docid=f:h5469eas.txt.pdf http://www.kurthanson.com/archive/news/011303/index.asp#story2 http://www.kurthanson.com/archive/news/102802/index.asp http://www.aarpmagazine.org/lifestyle/Articles/a2003-01-08-recordsales http://www.broadcast.com/ http://www.kurthanson.com/archive/news/010703/index.asp http://www.kurthanson.com/silenced.asp http://www.usatoday.com/life/music/news/2002-09-30-cd-settlement_x.htm http://www.riaa.org/ http://www.digmedia.org/ http://www.yahoo.com/ http://www.google.com/search?q=streambox+vcr&amp;amp;ie=UTF-8&amp;amp;oe=UTF-8&amp;amp;hl=en&amp;amp;meta= http://radio.netscape.com/ http://www.kurthanson.com/archive/news/102902/index.asp http://www.wired.com/wired/archive/11.02/sony.html http://www.napster.com/ http://news.com.com/2100-1023-255673.html?legacy=cnet http://www.wired.com/ http://archive.salon.com/tech/feature/2000/06/14/love/ http://www.copyright.gov/carp/webcasting_rates_final.html Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Bruns, Axel. "Fight for Survival" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/07-fightforsurvival.php>. APA Style Bruns, A., (2003, Feb 26). Fight for Survival. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/07-fightforsurvival.html
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18

Kudia, Ousswa, Michael Popovich, and Todd Watkins. "The Power of Consumer Activism and the Value of Immunization Registries in a Pandemic." Online Journal of Public Health Informatics 11, no. 1 (May 30, 2019). http://dx.doi.org/10.5210/ojphi.v11i1.9721.

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ObjectiveIf public health agencies used direct communication channels to individuals by building on existing immunization networks, the public would receive correct information quicker during a pandemic. Furthermore, there is value that can be leveraged from social networks to advance public health efforts to manage disease events and encourage consumers being more proactive in managing their own health care.IntroductionEpidemiologists and public health professionals work to ensure the risk and impact of existing and emerging diseases are minimized and do not turn into a pandemic. Timely and accurate information has become imperative as the world has become more interconnected through travel and technology.Recently, new information systems have played a key role in improving public health’s early warning and case management for disease outbreaks. Improved analytics to predict risk in populations have helped researchers open new doors to disease cures and medicines. The role of technology and public health to support these efforts has become more valuable.Health information systems are traditionally used for electronic medical records or payer billing systems and are not paired with technology advancements. Efforts today to link information and technology to engage consumers are championed by health plans and healthcare providers. Empowering individuals to be proactive when presented with their medical records is not a simple problem to solve. Information must be actionable but it still may not achieve the desired success.What if the health community engaged consumers with a social mission to help them fight disease outbreaks by becoming frontline activists to report occurrences and outcomes, and become “intelligent connections” to extend the right information to their social networks? This would encourage consumer technology to be better integrated with health information technology with continued investment in sustaining critical public health ecosystems.A large part of health information systems are immunization information systems (IIS) where administered vaccines are documented in a confidential computer based system in a specific geographic area1. The IIS can be used for disease surveillance purposes and provide valuable information to public health authorities2. Recently, MyIR was created where any IIS, pharmacy or provider can provide patients direct access to family immunization records. Providers can communicate to patients using MyIR to increase engagement and send vaccine reminders.MethodsA public-health engagement approach to empower consumers begins by offering individuals a mission they care about that will contribute to the social good and make them more attentive to their own healthcare. Our approach was to place a mission for every cell phone owner by using a commonly understood health event.The most significant public health event in the 20th century was the power of vaccines and the most significant action an individual can take to reduce their risk of a vaccine-preventable disease is to stay up-to-date on their immunizations3. However, there is a gap between believing in the value of immunizations and ensuring one’s immunizations are current. The challenge is to engage individuals, empower them to be advocates of their own health and in an outbreak, become sources of trusted public health messages as they communicate in their social network.A few experiments were conducted using MyIR.Increase SustainmentUsers who had not used MyIR in over 30 days were contacted. The baseline looked at users that were logging into MyIR more than once a month. The target was non-engaged users which were about 8,000 accounts.Customer Engagement IIn November 2017, an email was sent to 7,772 users that asked them, "Did you get your flu shot?" If they clicked Yes, they received positive affirmation. If they clicked No, the message was an encouragement to get their flu shot before Thanksgiving 2017.Customer Engagement IIIn January 2017, a Healthy Lifestyle page was created within MyIR. It featured a food blogger who offers readers nutritious easy meal ideas.Outreach EffortsMyIR Louisiana users were targeted who had failed to complete the two step enrollment process to access their immunization histories.Efficacy of FluIn April 2018, 212 MyIR users in Washington and Louisiana were asked: Did you get a flu shot this year? Do you feel like you got the flu this year?ResultsIncrease Sustainment27% of people opened the email and 3.6% of these individuals used MyIR within 30 days to access their records.Customer Engagement I9% answered the question with 80% saying “YES” they got their flu shot. As a result, 25 new immunizations were administered to these individuals within 60 days.Customer Engagement IIA 7.1% increase in returning users were tracked and a 9.1% increase in engaged users. There was a 6.7% increase in average session duration.Outreach Effort556 emails were sent which contained instructions to finalize enrollment for MyIR. There was a 30% open rate and 50 individuals completed the process.Efficacy of Flu78% responded they did receive the flu shot this year. Of these, 61.5% felt they got the flu this year which equates to a 38.5% efficacy rate. In February, CDC had determined the interim estimates for the effectiveness of the influenza were 36%4.ConclusionsOur aim was to show examples where public health agencies using direct communication channels to individuals could increase the efficacy of reaching the public with correct information. It was not designed to prove to be statistically effective but to show the potential of engaging individuals that have access to their immunization records. These early experiments and the growing data assets in IIS's help create a framework and technical platform to accelerate the potential value of engaging individuals in response plans for pandemic preparedness.Immunization information systems and technology have reached a point where information is available across wide networks of stakeholders. While health plans, providers and pharmacists struggle to engage their networks, by encouraging patients to be proactive in their healthcare, public health immunization assets may be the tipping point to accelerate this movement.Continued investment of immunization programs, private sector innovation, and consumer empowerment are essential to evolve and sustain data assets. As these assets create added value to each stakeholder, the investment will create a positive return. The value of this virtual ecosystem is untapped and opportunities to use it to drive down healthcare costs and improve patient outcomes are unlimited.References1. Centers for Disease Control Prevention (CDC). About Immunization Information Systems. Atlanta: CDC; 2012 May 15 [Cited 06 Jun 2018]. Available from: http://www.cdc.gov/vaccines/programs/iis/about.html2. Derrough T, Olsson K, Gianfredi V, et al. Immunisation Information Systems – useful tools for monitoring vaccination programmes in EU/EEA countries. Eurosurveillance [Internet];22(17):30519. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5434883/#r13. Centers for Disease Control and Prevention (CDC). Ten great public health achievements--United States, 1900-1999. MMWR Morb Mortal Wkly Rep [Internet]. 1999 Apr 2;48(12):241-3 [Cited 06 Jun 2018]. Available from: https://www.cdc.gov/mmwr/preview/mmwrhtml/00056796.htm4. Morbidity and Mortality Weekly Report (MMWR): Interim Estimates of 2017-18 Seasonal Influenza Vaccine Effectiveness – United States, February 2018. Centers for Disease Control and Prevention [Internet]. 2018 Feb [Cited 2018 Apr 24]. Available from: https://www.cdc.gov/mmwr/volumes/67/wr/mm6706a2.htm
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Ellis, Katie, and Mike Kent. "iTunes Is Pretty (Useless) When You’re Blind: Digital Design Is Triggering Disability When It Could Be a Solution." M/C Journal 11, no. 3 (July 2, 2008). http://dx.doi.org/10.5204/mcj.55.

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Introduction This year, 2008, marks the tenth anniversary of the portable MP3 player. MPMan F10, the first such device to utilise the MP3-encoding format, was launched in March 1998 (Smith). However it was not until April 2003 when Apple Inc launched the iPod that the market began the massive growth that has made the devices almost ubiquitous in everyday life. In 2006 iPods were rated as more popular than beer amongst college students in the United States, according to Student Monitor. Beer had only previously surpassed in popularity once before, in 1997, by the Internet (Zeff). This year will also see the launch in Australia of the latest offering in this line of products – the iPhone – which incorporates the popular MP3 player in an advanced mobile phone. The iPhone features a touch-sensitive flat screen that serves as the interface for its operating system. While the design is striking, it also generates accessibility problems. There are obvious implications for those with vision impairments when there are no physical markers to point towards the phone’s functions (Crichton). This article critically examines the promise of Internet-based digital technology to open up the world to people with disabilities, and the parallel danger that the social construction of disability in the digital environment will simply come to mirror pre-existing analogue discrimination. This paper explores how technologies and innovations designed to improve access by the disabled actually enhance access for all users. The first part of the paper focuses on ‘Web 2.0’ and digital access for people with disability, particularly those with vision impairment. The online software that drives the iPod and iPhone and exclusively delivers content to these devices is iTunes. While iTunes seems on the surface to provide enormous opportunity for the vision impaired to access a broad selection of audio content, its design actually works to inhibit access to the platform for this group. Apple promotes the use of iTunes in educational settings through the iTunes U channel, and this potentially excludes those who have difficulty with access to the technology. Critically, it is these excluded people who, potentially, could benefit the most from the new technology. We consider the difficulty experienced by users of screen readers and braille tablets in relation to iTunes and highlight the potential problems for universities who seek to utilise iTunes U. In the second part of the paper we reframe disability accessibility as a principle of universal access and design and outline how changes made to assist users with disability can enhance the learning experience of all students using the Lectopia lecture recording and distribution system as an example. The third section of the paper situates these digital developments within the continuum of disability theory deploying Finkelstein’s three stages of disability development. The focus then shifts to the potential of online virtual worlds such as Second Life to act as a place where the promise of technology to mediate for disability might be realised. Goggin and Newell suggest that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. This article argues that accessibility must be addressed through the context of design and shared open standards for digital platforms. Web 2.0 and Accessibility The World Wide Web based its successful development on a set of common standards that worked across different software and operating systems. This interoperability held out great opportunity for the implementation of enabling software for those with disability, particularly sight and hearing impairments. The increasing sophistication and diversification of online content has confounded this initial promise. Websites have become more complex, particularly with the rise of ‘Web 2.0’ and the associated trends in coding and website design. This has aggravated attempts to mediate this content for a disabled audience through software (Zajicek). As Wood notes, ‘these days many computers are used principally to access the Internet – and there is no telling what a blind person will encounter there’. As the content requiring translation – either from text into audio or onto a braille tablet, or from audio into text captions – become less standardised and more complex, it becomes both harder for software to act as a translator, and harder to navigate this media once translated. This is particularly the case when links are generated ‘on the fly’ for each view of a website and where images replace words as hyperlinks. These problems can trace their origin to before the development of the World Wide Web. Reihing, addressing another Apple product in 1987 notes: The Apple Macintosh is particularly hard to use because it depends heavily on graphics. Some word processors ‘paint’ pictures of letters on the screen instead of using standard computer codes, and speech or braille devices can’t cope (in Goggin and Newell). Web 2.0 sites loaded with Ajax and other forms of Java scripting present a particular challenge for translation software (Zajicek). iTunes, an iconic Web 2.0 application, is a further step away from easily translated content as proprietary software that while operating though the Internet, does not conform to Web standards. Many translation software packages are unable to read the iTunes software at all or are limited and only able to read part of the page, but not enough of it to use the program (Furendal). As websites utilising ‘Web 2.0’ technology increase in popularity they become less attractive to users who are visually impaired, particularly because the dynamic elements can not be accessed using screen readers provided with the operating system (Bigham, Prince and Ladner). While at one level this presents an inability for a user with a disability to engage with the popular software, it also meant that universities seeking to use iTunes U to deliver content were excluding these students. To Apple’s credit they have taken some of these access concerns on board with the recent release of both the Apple operating system and iTunes, to better enable Apple’s own access software to translate the iTunes screen for blind users. However this also illustrates the problems with this type of software operating outside of nominated standards as there are still serious problems with access to iTunes on Microsoft’s dominant Windows operating system (Furendal). While Widows provides its own integrated screen reading software, the company acknowledges that this is not sufficiently powerful for regular use by disabled users who will need to use more specialised programs (Wood). The recent upgrade of the standard Windows operating system from XP to Vista seems to have abandoned the previous stipulation that there was a keyboard shortcut for each operation the system performed – a key requirement for those unable to use a visual interface on the screen to ‘point and click’ with a mouse (Wood). Other factors, such as the push towards iTunes U, explored in the next section, explain the importance of digital accessibility for everyone, not just the disabled as this technology becomes ubiquitous. The use of Lectopia in higher education demonstrates the value of flexibility of delivery to the whole student population, inclusive of the disabled. iPods and Higher Education iTunes is the enabling software supporting the iPod and iPhone. As well as commercial content, iTunes also acts as a distribution medium for other content that is free to use. It allows individuals or organisations to record and publish audio and video files – podcasts and vodcasts – that can be automatically downloaded from the Internet and onto individual computers and iPods as they become available. Significantly this technology has provided opportunities for educational use. iTunes U has been developed by Apple to facilitate the delivery of content from universities through the service. While Apple has acknowledged that this is, in part, a deliberate effort to drive the uptake of iTunes (Udell), there are particular opportunities for the distribution of information through this channel afforded by the technology. Duke University in the United States was an early adopter, distributing iPods to each of its first-year students for educational use as early as 2004 (Dean). A recent study of students at The University of Western Australia (UWA) by Williams and Fardon found that students who listen to lectures through portable media players such as iPods (the ‘Pod’ in iPod stands for ‘portable on demand’) have a higher attendance rate at lectures than those who do not. In 1998, the same year that the first portable MP3 player was being launched, the Lectopia (or iLecture) lecture recording and distribution system was introduced in Australia at UWA to enable students with disabilities better access to lecture materials. While there have been significant criticisms of this platform (Brabazon), the broad uptake and popularity of this technology, both at UWA and at many universities across Australia, demonstrates how changes made to assist disability can potentially help the broader community. This underpins the concept of ‘universal design’ where consideration given to people with disability also improves the lives of people without disability. A report by the Australian Human Rights and Equal Opportunity Commission, examined the accessibility of digital technology. Disability issues, such as access to digital content, were reframed as universal design issues: Disability accessibility issues are more accurately perceived in many cases as universal access issues, such that appropriate design for access by people with disabilities will improve accessibility and usability for … the community more generally. The idea of universal access was integral to Tim Berners-Lee’s original conception of the Web – however the platform has developed into a more complex and less ordered environment that can stray from agreed standards (Edwards, "Stop"). iTunes comes with its own accessibility issues. Furendal demonstrated that its design has added utility for some impairments notably dyslexia and colour blindness. However, as noted above, iTunes is highly problematic for those with other vision impairment particularly the blind. It is an example of the condition noted by Regan: There exists a false perception among designers that accessibility represents a restriction on creativity. There are few examples that exist in the world that can dissuade designers of this notion. While there are no technical reasons for this division between accessibility and design, the notion exists just the same. The invisibility of this issue confirms that while an awareness of differing abilities can assist all users, this blinkered approach to diverse visual acuities is not only blocking social justice imperatives but future marketing opportunities. The iPhone is notable for problems associated with use by people with disabilities, particularly people with hearing (Keizer) and vision impairments (Crichton). In colder climates the fact that the screen would not be activated by a gloved hand has also been a problem, its design reflects bias against not just the physically impaired. Design decisions reflect the socially constructed nature of disability where disability is related to how humans have chosen to construct the world (Finkelstein ,"To Deny"). Disability Theory and Technology Nora Groce conducted an anthropological study of Martha’s Vineyard in the United States. During the nineteenth century the island had an unusually high incidence of deafness. In response to this everyone on the island was able to communicate in sign language, regardless of the hearing capability, as a standard mode of communication. As a result the impairment of deafness did not become a disability in relation to communication. Society on the island was constructed to be inclusive without regard to a person’s hearing ability. Finkelstein (Attitudes) identified three stages of disability ‘creation’ to suggest disability (as it is defined socially) can be eradicated through technology. He is confident that the third phase, which he argues has been occurring in conjunction with the information age, will offset many of the prejudicial attitudes established during the second phase that he characterised as the industrial era. Digital technologies are often presented as a way to eradicate disability as it is socially constructed. Discussions around the Web and the benefits for people with disability usually centre on accessibility and social interaction. Digital documents on the Internet enable people with disability greater access than physical spaces, such as libraries, especially for the visually impaired who are able to make use of screen readers. There are more than 38 million blind people who utilise screen reading technology to access the Web (Bigham, Prince and Ladner). A visually impaired person is able to access digital texts whereas traditional, analogue, books remain inaccessible. The Web also allows people with disability to interact with others in a way that is not usually possible in general society. In a similar fashion to arguments that the Web is both gender and race neutral, people with disability need not identify as disabled in online spaces and can instead be judged on their personality first. In this way disability is not always a factor in the social encounter. These arguments however fail to address several factors integral to the social construction of disability. While the idea that a visually impaired person can access books electronically, in conjunction with a screen reader, sounds like a disability-free utopia, this is not always the case as ‘digital’ does not always mean ‘accessible’. Often digital documents will be in an image format that cannot be read by the user’s screen reader and will need to be converted and corrected by a sighted person. Sapey found that people with disabilities are excluded from informational occupations. Computer programming positions were fourth least likely of the 58 occupations examined to employ disabled people. As Rehing observed in 1987, it is a fantasy to think that accessibility for blind people simply means turning on a computer (Rehing in Goggin and Newell). Although it may sound empowering for people with disability to interact in an environment where they can live out an identity different from the rhythm of their daily patterns, the reality serves to decrease the visibility of disability in society. Further, the Internet may not be accessible for people with disability as a social environment in the first place. AbilityNet’s State of the eNation Web Accessibility Report: Social Networking Sites found a number of social networking sites including the popular MySpace and Facebook are inaccessible to users with a number of different disabilities, particularly those with a visual impairment such as blindness or a cognitive disability like dyslexia. This study noted the use of ‘Captcha’ – ‘Completely Automated Public Turing test to tell Computers and Humans Apart’ – technology designed to differentiate between a person signing up for an account and an automated computer process. This system presents an image of a word deliberately blurred and disfigured so that it cannot be readily identified by a computer, which can only be translated by a human user. This presents an obstacle to people with a visual impairment, particularly those relying on transcription software that will, by design, not be able to read the image, as well as those with dyslexia who may also have trouble translating the image on the screen. Virtual Worlds and New Possibilities The development of complex online virtual worlds such as Second Life presents their own set of challenges for access, for example, the use of Captcha. However they also afford opportunity. With over a million residents, there is a diversity of creativity. People are using Second Life to try on different identities or campaign for causes relevant in the real world. For example, Simon Stevens (Simon Walsh in SL), runs the nightclub Wheelies in the virtual world and continues to use a wheelchair and helmet in SL – similar to his real-life self: I personally changed Second Life’s attitude toward disability when I set up ‘Wheelies’, its first disability nightclub. This was one of those daft ideas which grew and grew and… has remained a central point for disability issues within Second Life. Many new Disabled users make contact with me for advice and wheelies has helped some of them ‘come out’ and use a wheelchair (Carter). Able-bodied people are also becoming involved in raising disability awareness through Second Life, for example Fez Richardson is developing applications for use in Second Life so that the non-disabled can experience the effects of impairment in this virtual realm (Cassidy) Tertiary Institutions are embracing the potential of Second Life, utilising the world as a virtual classroom. Bates argues that Second Life provides a learning environment free of physical barriers that has the potential to provide an enriched learning experience for all students regardless of whether they have a disability. While Second Life might be a good environment for those with mobility impairment there are still potential access problems for the vision and hearing impaired. However, Second Life has recently become open source and is actively making changes to aid accessibility for the visually impaired including an audible system where leaves rustle to denote a tree is nearby, and text to speech software (Sierra). Conclusion Goggin and Newell observe that new technology is a prominent component of social, cultural and political changes with the potential to mitigate for disability. The uneven interface of the virtual and the analogue, as demonstrated by the implementation and operation of iTunes, indicates that this mitigation is far from an inevitable consequence of this development. However James Edwards, author of the Brothercake blog, is optimistic that technology does have an important role in decreasing disability in wider society, in line with Finkelstein’s third phase: Technology is the last, best hope for accessibility. It's not like the physical world, where there are good, tangible reasons why some things can never be accessible. A person who's blind will never be able to drive a car manually; someone in a wheelchair will never be able to climb the steps of an ancient stone cathedral. Technology is not like the physical world – technology can take any shape. Technology is our slave, and we can make it do what we want. With technology there are no good reasons, only excuses (Edwards, "Technology"). Internet-based technologies have the potential to open up the world to people with disabilities, and are often presented as a way to eradicate disability as it is socially constructed. While Finkelstein believes new technologies characteristic of the information age will offset many of the prejudicial attitudes established during the industrial revolution, where technology was established around able-bodied norms, the examples of the iPhone and Captcha illustrate that digital technology is often constructed in the same social world that people with disability are routinely disabled by. The Lectopia system on the other hand enables students with disabilities to access lecture materials and highlights the concept of universal access, the original ideology underpinning design of the Web. Lectopia has been widely utilised by many different types of students, not just the disabled, who are seeking flexibility. While we should be optimistic, we must also be aware as noted by Goggin and Newell the Internet cannot be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Accessibility is a universal design issue that potentially benefits both those with a disability and the wider community. References AbilityNet Web Accessibility Team. State of the eNation Web Accessibility Reports: Social Networking Sites. AbilityNet. January 2008. 12 Apr. 2008 ‹http://www.abilitynet.org.uk/docs/enation/2008SocialNetworkingSites.pdf›. Bates, Jacqueline. "Disability and Access in Virtual Worlds." Paper presented at Alternative Format Conference, LaTrobe University, Melbourne, 21–23 Jan. 2008. Bigham, Jeffrey P., Craig M. Prince, and Richard E. Ladner . "WebAnywhere: A Screen Reader On-the-Go." Paper presented at 17th International World Wide Web Conference, Beijing, 21–22 April 2008. 29 Apr. 2008 ‹http://webinsight.cs.washington.edu/papers/webanywhere-html/›. Brabazon, Tara. "Socrates in Earpods: The iPodification of Education." Fast Capitalism 2.1, (July 2006). 8 June 2008 ‹http://www.uta.edu/huma/agger/fastcapitalism/2_1/brabazon.htm›. Carter, Paul. "Virtually the Same." Disability Now (May 2007). Cassidy, Margaret. "Flying with Disability in Second Life." Eureka Street 18.1 (10 Jan. 2008): 22-24. 15 June 2007 ‹http://www.eurekastreet.com.au/article.aspx?aeid=4849›. Crichton, Paul. "More on the iPhone…" Access 2.0. BBC.co.uk 22 Jan. 2007. 12 Apr. 2008 ‹http://www.bbc.co.uk/blogs/access20/2007/01/more_on_the_iphone.shtml›. Dean, Katie. "Duke Gives iPods to Freshmen." Wired Magazine (20 July 2004). 29 Apr. 2008 ‹http://www.wired.com/entertainment/music/news/2004/07/64282›. Edwards, James. "Stop Using Ajax!" Brothercake (24 April 2008). 1 May 2008 ‹http://dev.opera.com/articles/view/stop-using-ajax›. –––. "Technology Is the Last, Best Hope for Accessibility." Brothercake 13 Mar. 2007. 1 May 2008 ‹http://www.brothercake.com/site/resources/reference/hope›. Finkelstein, Victor. "To Deny or Not to Deny Disability." Magic Carpet 27.1 (1975): 31-38. 1 May 2008 ‹http://www.independentliving.org/docs1/finkelstein.html›. –––. Attitudes and Disabled People: Issues for Discussion. Geneva: World Rehabilitation Fund, 1980. 1 May 2008 ‹http://www.leeds.ac.uk/disability-studies/archiveuk/finkelstein/attitudes.pdf›. Furendal, David. "Downloading Music and Videos from the Internet: A Study of the Accessibility of The Pirate Bay and iTunes store." Presentation at Uneå University, 24 Jan. 2007. 13 Apr. 2008 ‹http://www.david.furendal.com/Accessibility.aspx›. Groce, Nora E. Everyone Here Spoke Sign Language: Hereditary Deafness on Martha's Vineyard. Cambridge, MA: Harvard University, 1985. Goggin, Gerard, and Christopher Newell. Digital Disability: The Social Construction of Disability in New Media. Oxford: Rowman & Littlefield, 2003. Human Rights and Equal Opportunities Commission. Accessibility of Electronic Commerce and New Service and Information Technologies for Older Australians and People with a Disability. 31 March 2000. 30 Apr. 2008 ‹http://www.hreoc.gov.au/disability_rights/inquiries/ecom/ecomrep.htm#BM2_1›. Keizer, Gregg. "Hearing Loss Group Complains to FCC about iPhone." Computerworld (20 Sep. 2007). 12 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9037999›. Regan, Bob. "Accessibility and Design: A Failure of the Imagination." ACM International Conference Proceedings Series 63: Proceedings of The 2004 International Cross-disciplinary Workshop on Web Accessibility (W4A). 29–37. Sapey, Bob. "Disablement in the Information Age." Disability and Society 15.4 (June 2000): 619–637. Sierra. "IBM Project: Second Life Accessible for Blind People." Techpin (24 Sep. 2007). 3 May 2008 ‹http://www.techpin.com/ibm-project-second-life-accessible-for-blind-people/›. Smith, Tony. "Ten Years Old: The World’s First MP3 Player." Register Hardware (10 Mar. 2008). 12 Apr. 2008 ‹http://www.reghardware.co.uk/2008/03/10/ft_first_mp3_player/›. Udell, Jon. "The iTunes U Agenda." InfoWorld (22 Feb. 2006). 13 Apr. 2008 ‹http://weblog.infoworld.com/udell/2006/02/22.html›. Williams, Jocasta, and Michael Fardon. "Perpetual Connectivity: Lecture Recordings and Portable Media Players." Proceedings from Ascilite, Singapore, 2–5 Dec. 2007. 1084–1092. Wood, Lamont. "Blind Users Still Struggle with 'Maddening' Computing Obstacles." Computerworld (16 Apr. 2008). 27 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9077118&source=NLT_AM&nlid=1›. Zajicek, Mary. "Web 2.0: Hype or Happiness?" Paper presented at International Cross-Disciplinary Conference on Web Accessibility, Banff, Canada, 2–9 May 2007. 12 Apr. 2008 ‹http://www.w4a.info/2007/prog/k2-zajicek.pdf›. Zeff, Robbin. "Universal Design across the Curriculum." New Directions for Higher Education 137 (Spring 2007): 27–44.
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Habel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1383.

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Introduction: Game Culture and GenderAs texts with the potential to help mediate specific forms of identity, video games are rich and complex sites for analysis. A tendency, however, still exists in scholarship to treat video games as just another kind of text, and work that explores the expression of masculine identity persists in drawing from cinematic analysis without proper consideration of game design and how these games are played (Triana). For example, insights from studies into horror cinema may illuminate the relationship between players and game systems in survival horror video games (Habel & Kooyman), but further study is needed to explore how people interact with the game.This article aims to build towards a scholarly definition of the term “Power Fantasy”, a concept that seems well established in wider discourse but is not yet well theorised in the scholarly literature. It does so through a case of the most recent reboot of Doom (2016), a game that in its original incarnation established an enduring tradition for high-action Power Fantasy. In the first-person shooter game Doom, the player fills the role of the “Doom Guy”, a faceless hero who shuttles between Earth and Hell with the sole aim of eviscerating demonic hordes as graphically as possible.How, then, do we begin to theorise the kind of automediation that an iconic game text like Doom facilitates? Substantial work has been done to explore player identification in online games (see Taylor; Yee). Shaw (“Rethinking”) suggests that single-player games are unexplored territory compared to the more social spaces of Massively Multiplayer Online games and other multiplayer experiences, but it is important to distinguish between direct identification with the avatar per se and the ways in which the game text mediates broader gender constructions.Abstract theorisation is not enough, though. To effectively understand this kind of automediation we also need a methodology to gain insights into its processes. The final part of this article, therefore, proposes the analysis of “Let’s Play” videos as a kind of gender identity performance which gives insight into the automediation of dominant masculine gender identities through Power Fantasy video games like Doom. This reflexive performance works to denaturalise gender construction rather than reinforce stable hegemonic identities.Power Fantasy and Gender IdentityPower Fantasy has become an established trope in online critiques and discussions of popular culture. It can be simply defined as “character imagines himself taking revenge on his bullies” (TVTropes). This trope takes on special resonance in video games, where the players themselves live out the violent revenge fantasy in the world of the game.The “power fantasy” of games implies escapism and meaninglessness, evoking outsize explosions and equally outsized displays of dominance. A “power gamer” is one who plays with a single-minded determination to win, at the expense of nuance, social relationships between players, or even their own pleasure in play. (Baker)Many examples apply this concept of Power Fantasy in video games: from God of War to Metroid: Prime and Grand Theft Auto, this prevalent trope of game design uses a kind of “agency mechanics” (Habel & Kooyman) to convince the player that they are becoming increasingly skilful in the game, when in reality the game is simply decreasing in difficulty (PBS Digital Studios). The operation of the Power Fantasy trope is also gendered; in a related trope known as “I Just Want To Be a Badass”, “males are somewhat more prone to harbour [the] wish” to feel powerful (TVTropes). More broadly, even though the game world is obviously not real, playing it requires “an investment in and commitment to a type of masculine performance that is based on the Real (particularly if one is interested in ‘winning’, pummelling your opponent, kicking ass, etc.)” (Burrill 2).Indeed, there is a perceived correlation (if not causation) between the widespread presence of Power Fantasy video games and how “game culture as it stands is shot through with sexism, racism, homophobia, and other biases” (Baker). Golding and van Deventer undertake an extended exploration of this disconcerting side of game culture, concluding that games have “become a venue for some of the more unsophisticated forms of patriarchy” (213) evidenced in the highly-publicised GamerGate movement. This saw an alignment between the label of “gamer” and extreme misogyny, abuse and harassment of women and other minorities in the industry.We have, then, a tentative connection between dominant gameplay forms based on high skill that may be loosely characterised as “Power Fantasy” and some of the most virulent toxic gender expressions seen in recent times. More research is needed to gain a clearer understanding of precisely what Power Fantasy is. Baker’s primary argument is that “power” in games can also be characterised as “power to” or “power with”, as well as the more traditional “power over”. Kurt Squire uses the phrase “Power Fantasy” as a castaway framing for a player who seeks an alternative reward to the usual game progression in Sid Meier’s Civilisation. More broadly, much scholarly work concerning gameplay design and gender identity has been focussed on the hot-button question of videogame violence and its connection to real-world violence, a question that this article avoids since it is well covered elsewhere. Here, a better understanding of the mediation of gender identity through Power Fantasy in Doom can help to illuminate how games function as automedia.Auto-Mediating Gender through Performance in Doom (2016) As a franchise, Doom commands near-incomparable respect as a seminal text of the first-person shooter genre. First released in 1993, it set the benchmark for 3D rendered graphics, energetic sound design, and high-paced action gameplay that was visceral and deeply immersive. It is impossible to mention more recent reboots without recourse to its first seminal instalment and related game texts: Kim Justice suggests a personal identification with it in a 29-minute video analysis entitled “A Personal History of Demon Slaughter”. Doom is a cherished game for many players, possibly because it evokes memories of “boyhood” gaming and all its attendant gender identity formation (Burrill).This identification also arises in livestreams and playthroughs of the game. YouTuber and game reviewer Markiplier describes nostalgically and at lengths his formative experiences playing it (and recounts a telling connection with his father who, he explains, introduced him to gaming), saying “Doom is very important to me […] this was the first game that I sat down and played over and over and over again.” In contrast, Wanderbots confesses that he has never really played Doom, but acknowledges its prominent position in the gaming community by designating himself outside the identifying category of “Doom fan”. He states that he has started playing due to “gushing” recommendations from other gamers. The nostalgic personal connection is important, even in absentia.For the most part, the critical and community response to the 2016 version of Doom was approving: Gilroy admits that it “hit all the right power chords”, raising the signature trope in reference to both gameplay and music (a power chord is a particular technique of playing heavy metal guitar often used in heavy metal music). Doom’s Metacritic score is currently a respectable 85, and, the reception is remarkably consistent between critics and players, especially for such a potentially divisive game (Metacritic). Commentators tend to cite its focus on its high action, mobility, immersion, sound design, and general faithfulness to the spirit of the original Doom as reasons for assessments such as “favourite game ever” (Habel). Game critic Yahtzee’s uncharacteristically approving video review in the iconic Zero Punctuation series is very telling in its assessment of the game’s light narrative framing:Doom seems to have a firm understanding of its audience because, while there is a plot going on, the player-character couldn’t give a half an ounce of deep fried shit; if you want to know the plot then pause the game and read all the fluff text in the character and location database, sipping daintily from your pink teacup full of pussy juice, while the game waits patiently for you to strap your bollocks back on and get back in the fray. (Yahtzee)This is a strident expression of the gendered expectations and response to Doom’s narratological refusal, which is here cast as approvingly masculine and opposed to a “feminine” desire for plot or narrative. It also feeds into a discourse which sees the game as one which demands skill, commitment, and an achievement orientation cast within an exclusivist ideology of “toxic meritocracy” (Paul).In addition to examining reception, approaches to understanding how Doom functions as a “Power Fantasy” or “badass” trope could take a variety of forms. It is tempting to undertake a detailed analysis of its design and gameplay, especially since these feed directly into considerations of player interaction. This could direct a critical focus towards gameplay design elements such as traversal and mobility, difficulty settings, “glory kills”, and cinematic techniques in the same vein as Habel and Kooyman’s analysis of survival horror video games in relation to horror cinema. However, Golding and van Deventer warn against a simplistic analysis of decontextualized gameplay (29-30), and there is a much more intriguing possibility hinted at by Harper’s notion of “Play Practice”.It is useful to analyse a theoretical engagement with a video game as a thought-experiment. But with the rise of gaming as spectacle, and particularly gaming as performance through “Let’s Play” livestreams (or video on demand) on platforms such as TwitchTV and YouTube, it becomes possible to analyse embodied performances of the gameplay of such video games. This kind of analysis allows the opportunity for a more nuanced understanding of how such games mediate gender identities. For Judith Butler, gender is not only performed, it is also performative:Because there is neither an “essence” that gender expresses or externalizes nor an objective ideal to which gender aspires, and because gender is not a fact, the various acts of gender create the idea of gender, and without those acts, there would be no gender at all. (214)Let’s Play videos—that show a player playing a game in real time with their commentary overlaying the on screen action—allow us to see the performative aspects of gameplay. Let’s Plays are a highly popular and developing form: they are not simple artefacts by any means, and can be understood as expressive works in their own right (Lee). They are complex and multifaceted, and while they do not necessarily provide direct insights into the player’s perception of their own identification, with sufficient analysis and unpacking they help us to explore both the construction and denaturalisation of gender identity. In this case, we follow Josef Nguyen’s analysis of Let’s Plays as essential for expression of player identity through performance, but instead focus on how some identity construction may narrow rather than expand the diversity range. T.L. Taylor also has a monograph forthcoming in 2018 titled Watch Me Play: Twitch and the Rise of Game Live Streaming, suggesting the time is ripe for such analysis.These performances are clear in ways we have already discussed: for example, both SplatterCat and Markiplier devote significant time to describing their formative experiences playing Doom as a background to their gameplay performance, while Wanderbots is more distanced. There is no doubt that these videos are popular: Markiplier, for example, has attracted nearly 5 million views of his Doom playthrough. If we see gameplay as automediation, though, these videos become useful artefacts for analysis of gendered performance through gameplay.When SplatterCat discovers the suit of armor for the game’s protagonist, Doom Guy, he half-jokingly remarks “let us be all of the Doom Guy that we can possibly be” (3:20). This is an aspirational mantra, a desire for enacting the game’s Power Fantasy. Markiplier speaks at length about his nostalgia for the game, specifically about how his father introduced him to Doom when he was a child, and he expresses hopes that he will again experience “Doom’s original super-fast pace and just pure unadulterated action; Doom Guy is a badass” (4:59). As the action picks up early into the game, Markiplier expresses the exhilaration and adrenaline that accompany performances of this fastpaced, highly mobile kind of gameplay, implying that he is becoming immersed in the character and, by performing Doom Guy, inhabiting the “badass” role and thus enacting a performance of Power Fantasy:Doom guy—and I hope I’m playing Doom guy himself—is just the embodiment of kickass. He destroys everything and he doesn’t give a fuck about what he breaks in the process. (8:45)This performance of gender through the skilled control of Doom Guy is, initially, unambiguously mediated as Power Fantasy: in control, highly skilled, suffused with Paul’s ‘toxic meritocracy. A similar sentiment is expressed in Wanderbots’ playthrough when the player-character dispenses with narrative/conversation by smashing a computer terminal: “Oh I like this guy already! Alright. Doom Guy does not give a shit. It’s like Wolf Blascowicz [sic], but like, plus plus” (Wanderbots). This is a reference to another iconic first-person shooter franchise, Wolfenstein, which also originated in the 1980s and has experienced a recent successful reboot, and which operates in a similar Power Fantasy mode. This close alignment between these two streamers’ performances suggests significant coherence in both genre and gameplay design and the ways in which players engage with the game as a gendered performative space.Nonetheless, there is no simple one-to-one relationship here—there is not enough evidence to argue that this kind of gameplay experience leads directly to the kind of untrammelled misogyny we see in game culture more broadly. While Gabbiadini et al. found evidence in an experimental study that a masculinist ideology combined with violent video game mechanics could lead to a lack of empathy for women and girls who are victims of violence, Ferguson and Donnellan dispute this finding based on poor methodology, arguing that there is no evidence for a causal relationship between gender, game type and lack of empathy for women and girls. This inconclusiveness in the research is mirrored by an ambiguity in the gendered performance of males playing through Doom, where the Power Fantasy is profoundly undercut in multiple ways.Wanderbots’ Doom playthrough is literally titled ‘I have no idea what I’m Dooming’ and he struggles with particular mechanics and relatively simple progression tools early in the game: this reads against masculinist stereotypes of superior and naturalised gameplay skill. Markiplier’s performance of the “badass” Doom Guy is undercut at various stages: in encountering the iconic challenge of the game, he mentions that “I am halfway decent… not that good at video games” (9:58), and on the verge of the protagonist’s death he admits “If I die this early into my first video I’m going to be very disappointed, so I’m going to have to kick it up a notch” (15:30). This suggests that rather than being an unproblematic and simple expression of male power in a fantasy video game world, the gameplay performances of Power Fantasy games are ambiguous and contested, and not always successfully performed via the avatar. They therefore demonstrate a “kind of gender performance [which] will enact and reveal the performativity of gender itself in a way that destabilizes the naturalized categories of identity and desire” (Butler 211). This cuts across the empowered performance of videogame mastery and physical dominance over the game world, and suggests that the automediation of gender identity through playing video games is a complex phenomenon urgently in need of further theorisation.ConclusionUltimately, this kind of analysis of the mediation of hegemonic gender identities is urgent for a cultural product as ubiquitous as video games. The hyper-empowered “badass” digital avatars of Power Fantasy video games can be expected to have some shaping effect on the identities of those who play them, evidenced by the gendered gameplay performance of Doom briefly explored here. This is by no means a simple or unproblematic process, though. Much further research is needed to test the methodological insights possible by using video performances of gameplay as explorations of the auto-mediation of gender identities through video games.ReferencesBaker, Meguey. “Problematizing Power Fantasy.” The Enemy 1.2 (2015). 18 Feb. 2018 <http://theenemyreader.org/problematizing-power-fantasy/>.Burrill, Derrick. Die Tryin’: Video Games, Masculinity, Culture. New York: Peter Lang, 2008.Butler, Judith. Gender Trouble. 10th ed. London: Routledge, 2002.Ferguson, Christopher, and Brent Donellan. “Are Associations between “Sexist” Video Games and Decreased Empathy toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.” Journal of Youth and Adolescence 46.12 (2017): 2446–2459.Gabbiadini, Alessandro, Paolo Riva, Luca Andrighetto, Chiara Volpato, and Brad J. Bushman. “Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.” PloS One 11.4 (2016). 14 Apr. 2018 <http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0152121>.Gilroy, Joab. “Doom: Review.” IGN, 16 May 2016. 22 Feb. 2018 <http://au.ign.com/articles/2016/05/16/doom-review-2?page=1>.Golding, Dan, and Leena van Deventer. Game Changers: From Minecraft to Misogyny, the Fight for the Future of Videogames. South Melbourne: Affirm, 2016.Habel, Chad, and Ben Kooyman. “Agency Mechanics: Gameplay Design in Survival Horror Video Games”. Digital Creativity 25.1 (2014):1-14.Habel, Chad. “Doom: Review (PS4).” Game Truck Australia, 2017. 22 Feb. 2018 <http://www.gametruckaustralia.com.au/review-doom-2016-ps4/>.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. London: Routledge, 2013.Kim Justice. “Doom: A Personal History of Demon Slaughter.” YouTube, 16 Jan. 2017. 22 Feb. 2018 <https://www.youtube.com/watch?v=JtvoENhvkys>.Lee, Patrick. “The Best Let’s Play Videos Offer More than Vicarious Playthroughs.” The A.V. Club, 24 Apr. 2015. 22 Feb. 2018 <https://games.avclub.com/the-best-let-s-play-videos-offer-more-than-vicarious-pl-1798279027>.Markiplier. “KNEE-DEEP IN THE DEAD | DOOM – Part 1.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=pCygvprsgIk>.Metacritic. “Doom (PS4).” 22 Feb. 2018 <http://www.metacritic.com/game/playstation-4/doom>.Nguyen, Josef. “Performing as Video Game Players in Let’s Plays.” Transformative Works and Cultures 22 (2016). <http://journal.transformativeworks.org/index.php/twc/article/view/698>.Paul, Christopher. The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. Minneapolis: U of Minnesota P, 2018.PBS Digital Studios. “Do Games Give Us Too Much Power?” 2017. 18 Feb. 2018 <https://www.youtube.com/watch?v=9COt-_3C0xI>.Shaw, Adrienne. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media and Society 14.1 (2012): 28-44.———. “Rethinking Game Studies: A Case Study Approach to Video Game Play and Identification.” Critical Studies in Media Communication 30.5 (2013): 347-361.SplatterCatGaming. “DOOM 2016 PC – Gameplay Intro – #01 Let's Play DOOM 2016 Gameplay.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=tusgsunWEIs>.Squire, Kurt. “Open-Ended Video Games: A Model for Developing Learning for the Interactive Age.” The Ecology of Games: Connecting Youth, Games, and Learning. Ed. Katie Salen. Cambridge, MA: MIT P, 2008. 167–198.Boellstorff, Tom, Bonnie Nardi, Celia Pearce, and T.L. Taylor. Ethnography and Virtual Worlds: A Handbook of Method. Princeton, NJ: Princeton UP, 2012.Triana, Benjamin. “Red Dead Maculinity: Constructing a Conceptual Framework for Analysing the Narrative and Message Found in Video Games.” Journal of Games Criticism 2.2 (2015). 12 Apr. 2018 <http://gamescriticism.org/articles/triana-2-2/>.TVTropes. Playing With / Power Fantasy. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/PlayingWith/PowerFantasy>.———. I Just Want to Be a Badass. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/Main/IJustWantToBeBadass>.Wanderbots. “Let’s Play Doom (2016) – PC Gameplay Part I – I Have No Idea What I’m Dooming!” YouTube, 18 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=AQSMNhWAf0o>.Yee, Nick. “Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games.” Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. Eds. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Sun. Cambridge, MA: MIT P, 2008. 83-96.Yahtzee. “Doom (2016) Review.” Zero Punctuation, 8 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=HQGxC8HKCD4>.
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21

Waelder, Pau. "The Constant Murmur of Data." M/C Journal 13, no. 2 (April 15, 2010). http://dx.doi.org/10.5204/mcj.228.

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Abstract:
Our daily environment is surrounded by a paradoxically silent and invisible flow: the coming and going of data through our network cables, routers and wireless devices. This data is not just 1s and 0s, but bits of the conversations, images, sounds, thoughts and other forms of information that result from our interaction with the world around us. If we can speak of a global ambience, it is certainly derived from this constant flow of data. It is an endless murmur that speaks to our machines and gives us a sense of awareness of a certain form of surrounding that is independent from our actual, physical location. The constant “presence” of data around us is something that we have become largely aware of. Already in 1994, Phil Agre stated in an article in WIRED Magazine: “We're so accustomed to data that hardly anyone questions it” (1). Agre indicated that this data is in fact a representation of the world, the discrete bits of information that form the reality we are immersed in. He also proposed that it should be “brought to life” by exploring its relationships with other data and the world itself. A decade later, these relationships had become the core of the new paradigm of the World Wide Web and our interaction with cyberspace. As Mitchell Whitelaw puts it: “The web is increasingly a set of interfaces to datasets ... . On the contemporary web the data pour has become the rule, rather than the exception. The so-called ‘web 2.0’ paradigm further abstracts web content into feeds, real-time flows of XML data” ("Art against Information"). These feeds and flows have been used by artists and researchers in the creation of different forms of dynamic visualisations, in which data is mapped according to a set of parameters in order to summarise it in a single image or structure. Lev Manovich distinguishes in these visualisations those made by artists, to which he refers as “data art”. Unlike other forms of mapping, according to Manovich data art has a precise goal: “The more interesting and at the end maybe more important challenge is how to represent the personal subjective experience of a person living in a data society” (15). Therefore, data artists extract from the bits of information available in cyberspace a dynamic representation of our contemporary environment, the ambience of our digital culture, our shared, intimate and at the same time anonymous, subjectivity. In this article I intend to present some of the ways in which artists have dealt with the murmur of data creatively, exploring the immense amounts of user generated content in forms that interrogate our relationship with the virtual environment and the global community. I will discuss several artistic projects that have shaped the data flow on the Internet in order to take the user back to a state of contemplation, as a listener, an observer, and finally encountering the virtual in a physical form. Listening The concept of ambience particularly evokes an auditory experience related to a given location: in filmmaking, it refers to the sounds of the surrounding space and is the opposite of silence; as a musical genre, ambient music contributes to create a certain atmosphere. In relation to flows of data, it can be said that the applications that analyze Internet traffic and information are “listening” to it, as if someone stands in a public place, overhearing other people's conversations. The act of listening also implies a reception, not an emission, which is a substantial distinction given the fact that data art projects work with given data instead of generating it. As Mitchell Whitelaw states: “Data here is first of all indexical of reality. Yet it is also found, or to put it another way, given. ... Data's creation — in the sense of making a measurement, framing and abstracting something from the flux of the real — is left out” (3). One of the most interesting artistic projects to initially address this sort of “listening” is Carnivore (2001) by the Radical Software Group. Inspired by DCS1000, an e-mail surveillance software developed by the FBI, Carnivore (which was actually the original name of the FBI's program) listens to Internet traffic and serves this data to interfaces (clients) designed by artists, which interpret the provided information in several ways. The data packets can be transformed into an animated graphic, as in amalgamatmosphere (2001) by Joshua Davis, or drive a fleet of radio controlled cars, as in Police State (2003) by Jonah Brucker-Cohen. Yet most of these clients treat data as a more or less abstract value (expressed in numbers) that serves to trigger the reactions in each client. Carnivore clients provide an initial sense of the concept of ambience as reflected in the data circulating the Internet, yet other projects will address this subject more eloquently. Fig. 1: Ben Rubin, Mark Hansen, Listening Post (2001-03). Multimedia installation. Photo: David Allison.Listening Post (2001-04) by Mark Hansen and Ben Rubin is an installation consisting of 231 small electronic screens distributed in a semicircular grid [fig.1: Listening Post]. The screens display texts culled from thousands of Internet chat rooms, which are read by a voice synthesiser and arranged synchronically across the grid. The installation thus becomes a sort of large panel, somewhere between a videowall and an altarpiece, which invites the viewer to engage in a meditative contemplation, seduced by the visual arrangement of the flickering texts scrolling on each screen, appearing and disappearing, whilst sedated by the soft, monotonous voice of the machine and an atmospheric musical soundtrack. The viewer is immersed in a particular ambience generated by the fragmented narratives of the anonymous conversations extracted from the Internet. The setting of the piece, isolated in a dark room, invites contemplation and silence, as the viewer concentrates on seeing and listening. The artists clearly state that their goal in creating this installation was to recreate a sense of ambience that is usually absent in electronic communications: “A participant in a chat room has limited sensory access to the collective 'buzz' of that room or of others nearby – the murmur of human contact that we hear naturally in a park, a plaza or a coffee shop is absent from the online experience. The goal of Listening Post is to collect this buzz and render it at a human scale” (Hansen 114-15). The "buzz", as Hansen and Rubin describe it, is in fact nonexistent in the sense that it does not take place in any physical environment, but is rather the imagined output of the circulation of a myriad blocks of data through the Net. This flow of data is translated into audible and visible signals, thus creating a "murmur" that the viewer can relate to her experience in interacting with other humans. The ambience of a room full of people engaged in conversation is artificially recreated and expanded beyond the boundaries of a real space. By extracting chats from the Internet, the murmur becomes global, reflecting the topics that are being shared by users around the world, in an improvised, ever-changing embodiment of the Zeitgeist, the spirit of the time, or even a certain stream of consciousness on a planetary scale. Fig. 2: Gregory Chatonsky, L'Attente - The Waiting (2007). Net artwork. Photo: Gregory Chatonsky.The idea of contemplation and receptiveness is also present in another artwork that elaborates on the concept of the Zeitgeist. L'Attente [The Waiting] (2007) by Gregory Chatonsky is a net art piece that feeds from the data on the Internet to create an open, never-ending fiction in real time [Fig.2: The Waiting]. In this case, the viewer experiences the artwork on her personal computer, as a sort of film in which words, images and sounds are displayed in a continuous sequence, driven by a slow paced soundtrack that confers a sense of unity to the fragmented nature of the work. The data is extracted in real time from several popular sites (photos from Flickr, posts from Twitter, sound effects from Odeo), the connection between image and text being generated by the network itself: the program extracts text from the posts that users write in Twitter, then selects some words to perform a search on the Flickr database and retrieve photos with matching keywords. The viewer is induced to make sense of this concatenation of visual and audible content and thus creates a story by mentally linking all the elements into what Chatonsky defines as "a fiction without narration" (Chatonsky, Flußgeist). The murmur here becomes a story, but without the guiding voice of a narrator. As with Listening Post, the viewer is placed in the role of a witness or a voyeur, subject to an endless flow of information which is not made of the usual contents distributed by mainstream media, but the personal and intimate statements of her peers, along with the images they have collected and the portraits that identify them in the social networks. In contrast to the overdetermination of History suggested by the term Zeitgeist, Chatonsky proposes a different concept, the spirit of the flow or Flußgeist, which derives not from a single idea expressed by multiple voices but from a "voice" that is generated by listening to all the different voices on the Net (Chatonsky, Zeitgeist). Again, the ambience is conceived as the combination of a myriad of fragments, which requires attentive contemplation. The artist describes this form of interacting with the contents of the piece by making a reference to the character of the angel Damiel in Wim Wenders’s film Wings of Desire (Der Himmel über Berlin, 1987): “to listen as an angel distant and proximate the inner voice of people, to place the hand on their insensible shoulder, to hold without being able to hold back” (Chatonsky, Flußgeist). The act of listening as described in Wenders's character illustrates several key aspects of the above mentioned artworks: there is, on the one hand, a receptiveness, carried out by the applications that extract data from the Internet, which cannot be “hold back” by the user, unable to control the flow that is evolving in front of her. On the other hand, the information she receives is always fragmentary, made up of disconnected parts which are, in the words of the artist Lisa Jevbratt, “rubbings ... indexical traces of reality” (1). Observing The observation of our environment takes us to consider the concept of landscape. Landscape, in its turn, acquires a double nature when we compare our relationship with the physical environment and the digital realm. In this sense, Mitchell Whitelaw stresses that while data moves at superhuman speed, the real world seems slow and persistent (Landscape). The overlapping of dynamic, fast-paced, virtual information on a physical reality that seems static in comparison is one of the distinctive traits of the following projects, in which the ambience is influenced by realtime data in a visual form that is particularly subtle, or even invisible to the naked eye. Fig. 3: Carlo Zanni, The Fifth Day (2009). Net artwork. Screenshot retrieved on 4/4/2009. Photo: Carlo Zanni. The Fifth Day (2009) by Carlo Zanni is a net art piece in which the artist has created a narration by displaying a sequence of ten pictures showing a taxi ride in the city of Alexandria [Fig.3: The Fifth Day]. Although still, the images are dynamic in the sense that they are transformed according to data retrieved from the Internet describing the political and cultural status of Egypt, along with data extracted from the user's own identity on the Net, such as her IP or city of residence. Every time a user accesses the website where the artwork is hosted, this data is collected and its values are applied to the photos by cloning or modifying particular elements in them. For instance, a photograph of a street will show as many passersby as the proportion of seats held by women in national parliament, while the reflection in the taxi driver's mirror in another photo will be replaced by a picture taken from Al-Jazeera's website. Zanni addresses the viewer's perception of the Middle East by inserting small bits of additional information and also elements from the viewer's location and culture into the images of the Egyptian city. The sequence is rendered as the trailer of a political thriller, enhanced by a dramatic soundtrack and concluded with the artwork's credits. As with the abovementioned projects, the viewer must adopt a passive role, contemplating the images before her and eventually observing the minute modifications inserted by the data retrieved in real time. Yet, in this case, the ambience is not made manifest by a constant buzz to which one must listen, but quite more subtly it is suggested by the fact that not even a still image is always the same. As if observing a landscape, the overall impression is that nothing has changed while there are minor transformations that denote a constant evolution. Zanni has explored this idea in previous works such as eBayLandscape (2004), in which he creates a landscape image by combining data extracted from several websites, or My Temporary Visiting Position from the Sunset Terrace Bar (2007), in which a view of the city of Ahlen (Germany) is combined with a real time webcam image of the sky in Naples (Italy). Although they may seem self-enclosed, these online, data-driven compositions also reflect the global ambience, the Zeitgeist, in different forms. As Carlo Giordano puts it: "Aesthetically, the work aims to a nearly seamless integration of mixed fragments. The contents of these parts, reflecting political and economical issues ... thematize actuality and centrality, amplifying the author's interest in what everybody is talking about, what happens hic et nunc, what is in the fore of the media and social discourse" (16-17). A landscape made of data, such as Zanni's eBayLandscape, is the most eloquent image of how an invisible layer of information is superimposed over our physical environment. Fig. 4: Clara Boj and Diego Díaz, Red Libre, Red Visible (2004-06). Intervention in the urban space. Photo: Lalalab.Artists Clara Boj and Diego Díaz, moreover, have developed a visualisation of the actual flows of data that permeate the spaces we inhabit. In Red Libre, Red Visible [Free Network, Visible Network] (2004-06), Boj and Díaz used Augmented Reality (AR) technology to display the flows of data in a local wireless network by creating AR marker tags that were placed on the street. A Carnivore client developed by the artists enabled anyone with a webcam pointing towards the marker tag and connected to the Wi-Fi network to see in real time the data packets flowing from their computer towards the tag [Fig.4: Red Libre]. The marker tags therefore served both as a tool for the visualisation of network activity as well as a visual sign of the existence of an open network in a particular urban area. Later on, they added the possibility of inserting custom made messages, 3D shapes and images that would appear when a particular AR marker tag was seen through the lens of the webcam. With this project, Boj and Díaz give the user the ability to observe and interact with a layer of her environment that was previously invisible and in some senses, out of reach. The artists developed this idea further in Observatorio [Observatory] (2008), a sightseeing telescope that reveals the existence of Wi-Fi networks in an urban area. In both projects, an important yet unnoticed aspect of our surroundings is brought into focus. As with Carlo Zanni's projects, we are invited to observe what usually escapes our perception. The ambience in our urban environment has also been explored by Julian Oliver, Clara Boj, Diego Díaz and Damian Stewart in The Artvertiser (2009-10), a hand-held augmented reality (AR) device that allows to substitute advertising billboards with custom made images. As Naomi Klein states in her book No Logo, the public spaces in most cities have been dominated by corporate advertising, allowing little or no space for freedom of expression (Klein 399). Oliver's project faces this situation by enabling a form of virtual culture jamming which converts any billboard-crowded plaza into an unparalleled exhibition space. Using AR technology, the artists have developed a system that enables anyone with a camera phone, smartphone or the customised "artvertiser binoculars" to record and substitute any billboard advertisement with a modified image. The user can therefore interact with her environment, first by observing and being aware of the presence of these commercial spaces and later on by inserting her own creations or those of other artists. By establishing a connection to the Internet, the modified billboard can be posted on sites like Flickr or YouTube, generating a constant feedback between the real location and the Net. Gregory Chatonsky's concept of the Flußgeist, which I mentioned earlier, is also present in these works, visually displaying the data on top of a real environment. Again, the user is placed in a passive situation, as a receptor of the information that is displayed in front of her, but in this case the connection with reality is made more evident. Furthermore, the perception of the environment minimises the awareness of the fragmentary nature of the information generated by the flow of data. Embodying In her introduction to the data visualisation section of her book Digital Art, Christiane Paul stresses the fact that data is “intrinsically virtual” and therefore lacking a particular form of manifestation: “Information itself to a large extent seems to have lost its 'body', becoming an abstract 'quality' that can make a fluid transition between different states of materiality” (Paul 174). Although data has no “body”, we can consider, as Paul suggests, any object containing a particular set of information to be a dataspace in its own. In this sense, a tendency in working with the Internet dataflow is to create a connection between the data and a physical object, either as the end result of a process in which the data has been collected and then transferred to a physical form, or providing a means of physically reshaping the object through the variable input of data. The objectification of data thus establishes a link between the virtual and the real, but in the context of an artwork it also implies a particular meaning, as the following examples will show.Fig. 5: Gregory Chatonsky, Le Registre - The Register (2007). Book shelf and books. Photo: Pau Waelder. In Le Registre [The Register] (2007), Gregory Chatonsky developed a software application that gathers sentences related to feelings found on blogs. These sentences are recorded and put together in the form a 500-page book every hour. Every day, the books are gathered in sets of 24 and incorporated to an infinite library. Chatonsky has created a series of bookshelves to collect the books for one day, therefore turning an abstract process into an object and providing a physical embodiment of the murmur of data that I have described earlier [Fig.5: Le Registre]. As with L'Attente, in this work Chatonsky elaborates on the concept of Flußgeist, by “listening” to a specific set of data (in a similar way as in Hansen and Rubin's Listening Post) and bringing it into salience. The end product of this process is not just a meaningless object but actually what makes this work profoundly ironic: printing the books is a futile effort, but also constitutes a borgesque attempt at creating an endless library of something as ephemeral as feelings. In a similar way, but with different intentions, Jens Wunderling brings the online world to the physical world in Default to Public (2009). A series of objects are located in several public spaces in order to display information extracted from users of the Twitter network. Wunderling's installation projects the tweets on a window or prints them in adhesive labels, while informing the users that their messages have been taken for this purpose. The materialisation of information meant for a virtual environment implies a new approach to the concept of ambiance as described previously, and in this case also questions the intimacy of those participating in social networks. As the artist puts it: "In times of rapid change concerning communication behavior, media access and competence, the project Default to Public aims to raise awareness of the possible effects on our lives and our privacy" (Wunderling 155). Fig. 6: Moisés Mañas, Stock (2009). Networked installation. Photo: Moisés Mañas. Finally, in Stock (2009), Moisés Mañas embodies the flow of data from stock markets in an installation consisting of several trench coats hanging from automated coat hangers which oscillate when the stock values of a certain company rise. The resulting movement of the respective trench coat simulates a person laughing. In this work, Mañas translates the abstract flow of data into a clearly understandable gesture, providing at the same time a comment on the dynamics of stock markets [Fig.6: Stock]. Mañas´s project does not therefore simply create a physical output of a specific information (such as the stock value of a company at any given moment), but instead creates a dynamic sculpture which suggests a different perception of an otherwise abstract data. On the one hand, the trenchcoats have a ghostly presence and, as they move with unnatural spams, they remind us of the Freudian concept of the Uncanny (Das Umheimliche) so frequently associated with robots and artificial intelligence. On the other hand, the image of a person laughing, in the context of stock markets and the current economical crisis, becomes an ironic symbol of the morality of some stockbrokers. In these projects, the ambience is brought into attention by generating a physical output of a particular set of data that is extracted from certain channels and piped into a system that creates an embodiment of this immaterial flow. Yet, as the example of Mañas's project clearly shows, objects have particular meanings that are incorporated into the artwork's concept and remind us that the visualisation of information in data art is always discretionary, shaped in a particular form in order to convey the artist's intentions. Beyond the Buzz The artworks presented in this article revealt that, beyond the murmur of sentences culled from chats and blogs, the flow of data on the Internet can be used to express our difficult relationship with the vast amount of information that surrounds us. As Mitchell Whitelaw puts it: “Data art reflects a contemporary worldview informed by data excess; ungraspable quantity, wide distribution, mobility, heterogeneity, flux. Orienting ourselves in this domain is a constant challenge; the network exceeds any overview or synopsis” (Information). This excess is compared by Lev Manovich with the Romantic concept of the Sublime, that which goes beyond the limits of human measure and perception, and suggests an interpretation of data art as the Anti-Sublime (Manovich 11). Yet, in the projects that I have presented, rather than making sense of the constant flow of data there is a sort of dialogue, a framing of the information under a particular interpretation. Data is channeled through the artworks's interfaces but remains as a raw material, unprocessed to some extent, retrieved from its original context. These works explore the possibility of presenting us with constantly renewed content that will develop and, if the artwork is preserved, reflect the thoughts and visions of the next generations. A work constantly evolving in the present continuous, yet also depending on the uncertain future of social network companies and the ever-changing nature of the Internet. The flow of data will nevertheless remain unstoppable, our ambience defined by the countless interactions that take place every day between our divided self and the growing number of machines that share information with us. References Agre, Phil. “Living Data.” Wired 2.11 (Nov. 1994). 30 April 2010 ‹http://www.wired.com/wired/archive/2.11/agre.if.html›. Chatonsky, Gregory. “Flußgeist, une fiction sans narration.” Gregory Chatonsky, Notes et Fragments 13 Feb. 2007. 28 Feb. 2010 ‹http://incident.net/users/gregory/wordpress/13-flusgeist-une-fiction-sans-narration/›. ———. “Le Zeitgeist et l'esprit de 'nôtre' temps.” Gregory Chatonsky, Notes et Fragments 21 Jan. 2007. 28 Feb. 2010 ‹http://incident.net/users/gregory/wordpress/21-le-zeigeist-et-lesprit-de-notre-temps/›. Giordano, Carlo. Carlo Zanni. Vitalogy. A Study of a Contemporary Presence. London: Institute of Contemporary Arts, 2005. Hansen, Mark, and Ben Rubin. “Listening Post.” Cyberarts 2004. International Compendium – Prix Ars Electronica 2004. Ed. Hannes Leopoldseder and Christine Schöpf. Ostfildern: Hate Cantz, 2004. 112-17. ———. “Babble Online: Applying Statistics and Design to Sonify the Internet.” Proceedings of the 2001 International Conference on Auditory Display, Espoo, Finland. 30 April 2010 ‹http://www.acoustics.hut.fi/icad2001/proceedings/papers/hansen.pdf›. Jevbratt, Lisa. “Projects.” A::minima 15 (2003). 30 April 2010 ‹http://aminima.net/wp/?p=93&language=en›. Klein, Naomi. No Logo. [El poder de las marcas]. Barcelona: Paidós, 2007. Manovich, Lev. “Data Visualization as New Abstraction and Anti-Sublime.” Manovich.net Aug. 2002. 30 April 2010 ‹http://www.manovich.net/DOCS/data_art_2.doc›. Paul, Christiane. Digital Art. London: Thames & Hudson, 2003. Whitelaw, Mitchell. “Landscape, Slow Data and Self-Revelation.” Kerb 17 (May 2009). 30 April 2010 ‹http://teemingvoid.blogspot.com/2009/05/landscape-slow-data-and-self-revelation.html›. ———. “Art against Information: Case Studies in Data Practice.” Fibreculture 11 (Jan. 2008). 30 April 2010 ‹http://journal.fibreculture.org/issue11/issue11_whitelaw.html›. Wunderling, Jens. "Default to Public." Cyberarts 2009. International Compendium – Prix Ars Electronica 2004. Ed. Hannes Leopoldseder, Christine Schöpf and Gerfried Stocker. Ostfildern: Hate Cantz, 2009. 154-55.
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22

Barnet, Belinda. "In the Garden of Forking Paths." M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1727.

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Abstract:
"Interactivity implies two agencies in conversation, playfully and spontaneously developing a mutual discourse" -- Sandy Stone (11) I. On Interactivity The difference between interactivity as it is performed across the page and the screen, maintains Sandy Stone, is that virtual texts and virtual communities can embody a play ethic (14). Inserted like a mutation into the corporate genome, play ruptures the encyclopaedic desire to follow seamless links to a buried 'meaning' and draws us back to the surface, back into real-time conversation with the machine. Hypertext theorists see this as a tactic of resistance to homogenisation. As we move across a hypertextual reading space, we produce the text in this unfolding now, choosing pathways which form a map in the space of our own memories: where we have been, where we are, where we might yet be. Play is occupying oneself with diversions. II. Space, Time and Composition Reading in time, we create the text in the space of our own memories. Hypertext theorists maintain that the choices we make around every corner, the spontaneity and contingency involved in these choices, are the bringing into being of a (constantly replaced) electronic palimpsest, a virtual geography. The dislocation which occurs as we engage in nodal leaps draws us back to the surface, rupturing our experience of the narrative and bringing us into a blissful experience of possibility. III. War against the Line There is the danger, on the one hand, of being subsumed by the passive subject position demanded by infotainment culture and the desire it encourages to seek the satisfaction of closure by following seamless links to a buried 'meaning'. On the other hand, we risk losing efficiency and control over the unfolding interaction by entering into an exchange which disorientates us with infinite potential. We cannot wildly destratify. The questions we ask must seek to keep the conversation open. In order to establish a new discursive territory within which to understand this relationship, we should view the interface not simply as a transparency which enables interaction with the machine as 'other', but as a text, a finely-wrought behavioural map which "exists at the intersection of political and ideological boundary lands" (Selfe & Selfe 1). As we write, so are we written by the linguistic contact zones of this terrain. Hypertext is thus a process involving the active translation of modes of being into possible becomings across the interface. The geographic 'space' we translate into a hypertext "is imaginational... . We momentarily extend the linear reading act into a third dimension when we travel a link" (Tolva 4). A literal spatial representation would break from the realm of hypertext and become a virtual reality. Thus, the geographic aspect is not inherent to the system itself but is partially translated into the geometry of the medium via our experience and perception (the 'map'), a process describing our 'line of flight' as we evolve in space. Directional flows between time and its traditional subordination to space in representation implode across the present-tense of the screen and time literally surfaces. Our experience of the constantly-replaced electronic palimpsest is one of temporal surrender: "we give in to time, we give way to time, we give in with time"(Joyce 219). In other words, the subject of hypertext subverts the traditional hierarchy and writes for space, producing the 'terrain' in the unfolding now in the Deleuzian sense, not in space as desired by the State. Johnson-Eilola aligns the experience of hypertext with the Deleuzian War Machine, a way of describing the speed and range of virtual movement created when the animal body splices into the realm of technology and opens an active plane of conflict.. The War Machine was invented by the nomads -- it operates by continual deterritorialisation in a tension-limit with State science, what we might call the command-control drive associated with geometric, dynamic thought and the sedentary culture of the Line. It "exemplifies" the avant-garde mentality that hypertext theorists have been associating with the electronic writing space (Moulthrop, "No War Machine" 1). Playing outside. The State desires an end to the resistance to totalisation promulgated by contingent thought and its thermodynamic relationship to space: the speed which assumes a probabilistic, vortical motion, actually drawing smooth space itself. The war machine is thus an open system opposed to classical mechanics via its grounding in active contingencies and spatio-temporal production. The nomad reads and writes for space, creating the temporal text in the space of her own memory, giving way to time and allowing existent points to lapse before the trajectory of flight. Nomad thought is not dependent on any given theory of relationship with the medium, but works via disruption and (re)distribution, the gaps, stutterings and gasp-like expressions experienced when we enter into conversation with the hypertext. The danger is that the war machine might be appropriated by the State, at which point this light-speed communication becomes of the utmost importance in the war against space and time. As speed and efficient retrieval replace real-space across the instantaneity and immediacy of the terminal, the present-time sensory faculties of the individual are marginalised as incidental and she becomes "the virtual equivalent of the well-equipped invalid" (Virilio 5). In other words, as the frame of real-space and present-time disappears, the text of the reader/writer becomes "sutured" into the discourse of the State, the only goal to gain "complete speed, to cover territory in order for the State to subdivide and hold it through force, legislation or consent" (Virilio, qtd. in Johnson-Eilola). This is when the predetermined geometry of hypertext becomes explicit. The progressive subsumption (or "suturing") of the multiple, nomadic self into the discourse of the computer occurs when "the terms of the narrative are heightened, as each 'node' in the hypertext points outwards to other nodes [and] readers must compulsively follow links to arrive at the 'promised plenitude' at the other end of the link" (Johnson-Eilola 391). When we no longer reflect on the frame and move towards complete speed and efficiency, when we stop playing on the surface and no longer concern ourselves with diversion, the war machine has been appropriated by the State. In this case, there is no revolutionary 'outside' to confront in interaction, as all has been marshalled towards closure. Keeping the conversation open means continuously reflecting on the frame. We cannot wildly destratify and lose control entirely by moving in perpetual bewilderment, but we can see the incompleteness of the story, recognising the importance of local gaps and spaces. We can work with the idea that the "dyad of smooth/striated represents not a dialectic but a continuum" (Moulthrop, "Rhizome" 317) that can be turned more complex in its course. Contingency and play reside in the intermezzo, the "dangerous edges, fleeting, attempting to write across the boundaries between in-control and out-of-control" (Johnson-Eilola 393). The war machine exists as at once process and product, the translation between smooth-striated moving in potentia: the nomadic consciousness can recognise this process and live flux as reality itself, or consistency. In sum, we avoid subsumption and appropriation by holding open the function of the text as process in our theorising, in our teaching, in our reading and writing across the hypertextual environment. We can either view hypertext as a tool or product which lends itself to efficient, functional use (to organise information, to control and consume in an encyclopaedic fashion), or we can view it as a process which lends itself to nomadic thought and resistance to totalisation in syncopated flows, in cybernetic fits and starts. This is our much-needed rhetoric of activity. IV. An Alternative Story No matter their theoretical articulation, such claims made for hypertext are fundamentally concerned with escaping the logocentric geometry of regulated time and space. Recent explorations deploying the Deleuzian smooth/striated continuum make explicit the fact that the enemy in this literary 'war' has never been the Line or linearity per se, but "the nonlinear perspective of geometry; not the prison-house of time but the fiction of transcendence implied by the indifferent epistemological stance toward time" (Rosenberg 276). Although the rhizome, the war machine, the cyborg and the nomad differ in their particularities and composition, they all explicitly play on the dislocated, time-irreversible processes of chaos theory, thermodynamics and associated 'liberatory' topological perspectives. Rosenberg's essay makes what I consider to be a very disruptive point: hypertext merely simulates the 'smooth', contingent thought seen to be antithetical to regulated space-time and precise causality due to its fundamental investment in a regulated, controlled and (pre)determined geometry. Such a deceptively smooth landscape is technonarcissistic in that its apparent multiplicity actually prescribes to a totality of command-control. Hypertext theorists have borrowed the terms 'multilinear', 'nonlinear' and 'contingency' from physics to articulate hypertext's resistance to the dominant determinist episteme, a framework exemplified by the term 'dynamics', opposing it to "the irreversible laws characteristic of statistical approximations that govern complex events, exemplified by the term, 'thermodynamics'" (Rosenberg 269). This resistance to the time-reversible, non-contingent and totalised worldview has its ideological origins in the work of the avant-garde. Hypertext theorists are fixated with quasi-hypertextual works that were precursors to the more 'explicitly' revolutionary texts in the electronic writing space. In the works of the avant-garde, contingency is associated with creative freedom and subversive, organic logic. It is obsessively celebrated by the likes of Pynchon, Joyce, Duchamp and Cage. Hypertext theorists have reasoned from this that 'nonlinear' or 'multilinear' access to information is isomorphic with such playful freedom and its contingent, associative leaps. Theorists align this nonsequential reasoning with a certain rogue logic: the 'fluid nature of thought itself' exemplified by the explicitly geographic relationship to space-time of the Deleuzian rhizome and the notion of contingent, probabilistic 'becomings'. Hypertext participates fully in the spatio-temporal dialectic of the avant-garde. As Moulthrop observes, the problem with this is that from a topological perspective, 'linear' and 'multilinear' are identical: "lines are still lines, logos and not nomos, even when they are embedded in a hypertextual matrix" ("Rhizome" 310). The spatio-temporal dislocations which enable contingent thought and 'subversive' logic are simply not sustained through the reading/writing experience. Hypertextual links are not only reversible in time and space, but trace a detached path through functional code, each new node comprising a carefully articulated behavioural 'grammar' that the reader adjusts to. To assume that by following 'links' and engaging in disruptive nodal leaps a reader night be resisting the framework of regulated space-time and determinism is "to ignore how, once the dislocation occurs, a normalcy emerges ... as the hypertext reader acclimates to the new geometry or new sequence of lexias" (Rosenberg 283). Moreover, the searchpath maps which earlier theorists had sensed were antithetical to smooth space actually exemplify the element of transcendent control readers have over the text as a whole. "A reader who can freeze the text, a reader who is aware of a Home button, a reader who can gain an instant, transcendent perspective of the reading experience, domesticates contingencies" (Rosenberg 275). The visual and behavioural grammar of hypertext is one of transcendent control and determined response. Lines are still lines -- regulated, causal and not contingent -- even when they are 'constructed' by an empowered reader. Hypertext is thus invested (at least in part) in a framework of regularity, control and precise function. It is inextricably a part of State apparatus. The problem with this is that the War Machine, which best exemplifies the avant-garde's insurgency against sedentary culture, must be exterior to the State apparatus and its regulated grid at all times. "If we acknowledge this line of critique (which I think we must), then we must seriously reconsider any claims about hypertext fiction as War Machine, or indeed as anything en avant" (Moulthrop, "No War Machine" 5). Although hypertext is not revolutionary, it would be the goal of any avant-garde use of hypertext to find a way to sustain the experience of dislocation that would indicate liberation from the hegemony of geometry. I would like to begin to sketch the possibility of 'contingent interaction' through the dislocations inherent to alternative interfaces later in this story. For the time being, however, we must reassess all our liberation claims. If linearity and multilinearity are identical in terms of geometric relations to space-time, "why should they be any different in terms of ideology", asks Moulthrop ("Rhizome" 310). V. On Interactivity Given Rosenberg's critique against any inherently revolutionary qualities, we must acknowledge that hypermedia "marks not a terminus but a transition," Moulthrop writes ("Rhizome" 317). As a medium of exchange it is neither smooth nor striated, sophist nor socratic, 'work' nor 'text': it is undergoing an increasingly complex phase transition between such states. This landscape also gives rise to stray flows and intensities, 'Unspecified Enemies' which exist at the dangerous fissures and edges. We must accept that we will never escape the system, but we are presented with opportunities to rock the sedentary order from within. As a group of emerging electronic artists see it, the dis-articulation of the point'n'click interface is where interaction becomes reflection on the frame in fits and starts. "We believe that the computer, like everything else, is composed in conflict," explain the editors of electronic magazine I/O/D. "If we are locked in with the military and with Disney, they are locked in not just with us, but with every other stray will-to-power" (Fuller, Interview 2). Along with Adelaide-based group Mindflux, these artists produce hypertext interfaces that involve sensory apparatus and navigational skills that have been marginalised as incidental in the disabling interactive technologies of mainstream multimedia. Sound, movement, proprioception, an element of randomness and assorted other sensory circuits become central to the navigational experience. By enlisting marginalised senses, "we are not proposing to formulate a new paradigm of multimedial correctness," stresses Fuller, "but simply exploring the possibility of more complicated feedback arrangements between the user and the machine" (Fuller, qtd. in Barnet 48). The reader must encounter the 'lexias' contained in the system via the stray flows, intensities, movements, stratas and organs that are not proper to the system but shift across the interface and the surface of her body. In Fuller's electronic magazine, the reader is called upon to converse with the technology outside of the domesticated circuits of sight, dislocating the rigorous hierarchy of feedback devices which privilege the sight-machine and disable contingent interaction in a technonarcissistic fashion. The written information is mapped across a 'fuzzy' sound-based interface, sensitive at every moment to the smallest movements of the reader's fingers on the keys and mouse: the screen itself is black, its swarm of links and hotspots dead to the eye. The reader's movements produce different bleeps and beats, each new track opening different entrances and exits through the information in dependence upon the fluctuating pitch and tempo of her music. Without the aid of searchpaths and bright links, she must move in a state of perpetual readjustment to the technology, attuned not to the information stored behind the interface, but to the real-time sounds her movements produce. What we are calling play, Fuller explains, "is the difference between something that has a fixed grammar on the one hand and something that is continually and openly inventing its own logic on the other" (Fuller & Pope 4). The electronic writing space is not inherently liberatory, and the perpetual process of playing with process across the interface works to widen the 'fissures across the imperium' only for a moment. According to Fuller and Joyce, the 'process of playing with process' simply means complicating the feedback arrangements between the user's body and the machine. "We need to find a way of reading sensually ... rather than, as the interactive artist Graham Weinbren puts it, descending 'into the pit of so-called multimedia, with its scenes of unpleasant 'hotspots,' and 'menus' [that] leaves no room for the possibility of a loss of self, of desire in relation to the unfolding'" remarks Joyce (11). Interactivity which calls upon a mind folded everywhere within the body dislocates the encyclopaedic organisation of data that "preserves a point of privilege from where the eye can frame objects" by enlisting itinerant, diffuse desires in an extended period of readjustment to technology (Fuller & Pope 3). There are no pre-ordained or privileged feedback circuits as the body is seen to comprise a myriad possible elements or fragments of a desiring-machine with the potential to disrupt the flow, to proliferate. Mainstream multimedia's desire for 'informational hygiene' would have us transcend this embodied flux and bureaucratise the body into organs. Information is fed through the circuits of sight in a Pavlovian field of buttons and bright links: interactivity is misconceived as choice-making, when 'response' is a more appropriate concept. When the diffuse desire which thrives on disruption and alternative paradigms is written out in favour of informational hygiene, speed and efficient retrieval replace embodied conversation. "Disembodied [interaction] of this kind is always a con... . The entropic, troublesome flesh that is sloughed off in these fantasies of strongly male essentialism is interwoven with the dynamics of self-processing cognition and intentionality. We see computers as embodied culture, hardwired epistemology" (Fuller 2). Avant-garde hypertext deepens the subjective experience of the human-computer interface: it inscribes itself across the diffuse, disruptive desires of the flesh. Alternative interfaces are not an ideological overhaul enabled by the realm of technê, but a space for localised break-outs across the body. Bifurcations are enacted on the micro level by desiring-machines, across an interface which seeks to dislocate intentionality in conjunction with the marginalised sensory apparatus of the reader, drawing other minds, other organs into localised conversation with command-control. "The user learns kinesthetically and proprioceptively that the boundaries of self are defined less by the skin than by the [local] feedback loops connecting body and simulation in a techno-bio-integrated circuit" (Hayles 72). She oscillates between communication and control, play and restraint: not a nomad but a "human Deserter assuming the most diverse forms" (ATP, 422). VI. Desire Working from across the territory we have covered, we might say that electronic interaction 'liberates' us from neither the Line nor the flesh: at its most experimental, it is nothing less than reading embodied. References Barnet, Belinda. "Storming the Interface: Mindvirus, I/O/D and Deceptive Interaction." Artlink: Australian Contemporary Art Quarterly 17:4 (1997). Deleuze, Gilles, and Felix Guattari. A Thousand Plateaus: Capitalism & Schizophrenia. Minneapolis: U of Minnesota P, 1987. Fuller, Matt and Simon Pope. "Warning: This Computer Has Multiple Personality Disorder." 1993. 11 Dec. 1998 <http://www.altx.com/wordbombs/popefuller.php>. ---, eds. I/O/D2. Undated. 11 Dec. 1998 <http://www.pHreak.co.uk/i_o_d/>. Hayles, Katherine N. "Virtual Bodies and Flickering Signifiers" October Magazine 66 (Fall 1993): 69-91. Johnson-Eilola, Johndan. "Control and the Cyborg: Writing and Being Written in Hypertext." Journal of Advanced Composition 13:2 (1993): 381-99. Joyce, Michael. Of Two Minds: Hypertext, Pedagogy and Poetics. Ann Arbor: U of Michigan P, 1995. Moulthrop, Stuart. "No War Machine." 1997. 11 Dec. 1998 <http://raven.ubalt.edu/staff/moulthrop/essays/war_machine.php>. ---. "Rhizome and Resistance: Hypertext and the Dreams of a New Culture." Hyper/Text/Theory. Ed. George P. Landow. Baltimore: Johns Hopkins UP, 1994. 299-319. Rosenberg, Martin E. "Physics and Hypertext: Liberation and Complicity in Art and Pedagogy." Hyper/Text/Theory. Ed. George Landow. Baltimore: Johns Hopkins UP, 1994. 268-298. Selfe, Cynthia L., and Richard J. Selfe. "The Politics of the Interface: Power and Its Exercise in Electronic Contact Zones." College Composition and Communication 45.4: 480-504. Stone, Allucquére Roseanne. The War of Desire and Technology. London: MIT Press, 1996. Tolva, John. "Ut Pictura Hyperpoesis: Spatial Form, Visuality, and the Digital Word." 1993. 11 Dec. 1998 <http://www.cs.unc.edu/~barman/HT96/P43/pictura.htm>. Virilio, Paul. "The Third Interval: A Critical Transition." Rethinking Technologies. Ed. Verena Conley. London: U of Minnesota P, 1993. 3-12. Citation reference for this article MLA style: Belinda Barnet. "In the Garden of Forking Paths: Contingency, Interactivity and Play in Hypertext." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/garden.php>. Chicago style: Belinda Barnet, "In the Garden of Forking Paths: Contingency, Interactivity and Play in Hypertext," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/garden.php> ([your date of access]). APA style: Belinda Barnet. (1998) In the garden of forking paths: contingency, interactivity and play in hypertext. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/garden.php> ([your date of access]).
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23

Leaver, Tama. "The Social Media Contradiction: Data Mining and Digital Death." M/C Journal 16, no. 2 (March 8, 2013). http://dx.doi.org/10.5204/mcj.625.

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Abstract:
Introduction Many social media tools and services are free to use. This fact often leads users to the mistaken presumption that the associated data generated whilst utilising these tools and services is without value. Users often focus on the social and presumed ephemeral nature of communication – imagining something that happens but then has no further record or value, akin to a telephone call – while corporations behind these tools tend to focus on the media side, the lasting value of these traces which can be combined, mined and analysed for new insight and revenue generation. This paper seeks to explore this social media contradiction in two ways. Firstly, a cursory examination of Google and Facebook will demonstrate how data mining and analysis are core practices for these corporate giants, central to their functioning, development and expansion. Yet the public rhetoric of these companies is not about the exchange of personal information for services, but rather the more utopian notions of organising the world’s information, or bringing everyone together through sharing. The second section of this paper examines some of the core ramifications of death in terms of social media, asking what happens when a user suddenly exists only as recorded media fragments, at least in digital terms. Death, at first glance, renders users (or post-users) without agency or, implicitly, value to companies which data-mine ongoing social practices. Yet the emergence of digital legacy management highlights the value of the data generated using social media, a value which persists even after death. The question of a digital estate thus illustrates the cumulative value of social media as media, even on an individual level. The ways Facebook and Google approach digital death are examined, demonstrating policies which enshrine the agency and rights of living users, but become far less coherent posthumously. Finally, along with digital legacy management, I will examine the potential for posthumous digital legacies which may, in some macabre ways, actually reanimate some aspects of a deceased user’s presence, such as the Lives On service which touts the slogan “when your heart stops beating, you'll keep tweeting”. Cumulatively, mapping digital legacy management by large online corporations, and the affordances of more focussed services dealing with digital death, illustrates the value of data generated by social media users, and the continued importance of the data even beyond the grave. Google While Google is universally synonymous with search, and is the world’s dominant search engine, it is less widely understood that one of the core elements keeping Google’s search results relevant is a complex operation mining user data. Different tools in Google’s array of services mine data in different ways (Zimmer, “Gaze”). Gmail, for example, uses algorithms to analyse an individual’s email in order to display the most relevant related advertising. This form of data mining is comparatively well known, with most Gmail users knowingly and willingly accepting more personalised advertising in order to use Google’s email service. However, the majority of people using Google’s search engine are unaware that search, too, is increasingly driven by the tracking, analysis and refining of results on the basis of user activity (Zimmer, “Externalities”). As Alexander Halavais (160–180) quite rightly argues, recent focus on the idea of social search – the deeper integration of social network information in gauging search results – is oxymoronic; all search, at least for Google, is driven by deep analysis of personal and aggregated social data. Indeed, the success of Google’s mining of user data has led to concerns that often invisible processes of customisation and personalisation will mean that the supposedly independent or objective algorithms producing Google’s search results will actually yield a different result for every person. As Siva Vaidhyanathan laments: “as users in a diverse array of countries train Google’s algorithms to respond to specialized queries with localised results, each place in the world will have a different list of what is important, true, or ‘relevant’ in response to any query” (138). Personalisation and customisation are not inherently problematic, and frequently do enhance the relevance of search results, but the main objection raised by critics is not Google’s data mining, but the lack of transparency in the way data are recorded, stored and utilised. Eli Pariser, for example, laments the development of a ubiquitous “filter bubble” wherein all search results are personalised and subjective but are hidden behind the rhetoric of computer-driven algorithmic objectivity (Pariser). While data mining informs and drives many of Google’s tools and services, the cumulative value of these captured fragments of information is best demonstrated by the new service Google Now. Google Now is a mobile app which delivers an ongoing stream of search results but without the need for user input. Google Now extrapolates the rhythms of a person’s life, their interests and their routines in order to algorithmically determine what information will be needed next, and automatically displays it on a user’s mobile device. Clearly Google Now is an extremely valuable and clever tool, and the more information a user shares, the better the ongoing customised results will be, demonstrating the direct exchange value of personal data: total personalisation requires total transparency. Each individual user will need to judge whether they wish to share with Google the considerable amount of personal information needed to make Google Now work. The pressing ethical question that remains is whether Google will ensure that users are sufficiently aware of the amount of data and personal privacy they are exchanging in order to utilise such a service. Facebook Facebook began as a closed network, open only to students at American universities, but has transformed over time to a much wider and more open network, with over a billion registered users. Facebook has continually reinvented their interface, protocols and design, often altering both privacy policies and users’ experience of privacy, and often meeting significant and vocal resistance in the process (boyd). The data mining performed by social networking service Facebook is also extensive, although primarily aimed at refining the way that targeted advertising appears on the platform. In 2007 Facebook partnered with various retail loyalty services and combined these records with Facebook’s user data. This information was used to power Facebook’s Beacon service, which added details of users’ retail history to their Facebook news feed (for example, “Tama just purchased a HTC One”). The impact of all of these seemingly unrelated purchases turning up in many people’s feeds suddenly revealed the complex surveillance, data mining and sharing of these data that was taking place (Doyle and Fraser). However, as Beacon was turned on, without consultation, for all Facebook users, there was a sizable backlash that meant that Facebook had to initially switch the service to opt-in, and then discontinue it altogether. While Beacon has been long since erased, it is notable that in early 2013 Facebook announced that they have strengthened partnerships with data mining and profiling companies, including Datalogix, Epsilon, Acxiom, and BlueKai, which harness customer information from a range of loyalty cards, to further refine the targeting ability offered to advertisers using Facebook (Hof). Facebook’s data mining, surveillance and integration across companies is thus still going on, but no longer directly visible to Facebook users, except in terms of the targeted advertisements which appear on the service. Facebook is also a platform, providing a scaffolding and gateway to many other tools and services. In order to use social games such as Zynga’s Farmville, Facebook users agree to allow Zynga to access their profile information, and use Facebook to authenticate their identity. Zynga has been unashamedly at the forefront of user analytics and data mining, attempting to algorithmically determine the best way to make virtual goods within their games attractive enough for users to pay for them with real money. Indeed, during a conference presentation, Zynga Vice President Ken Rudin stated outright that Zynga is “an analytics company masquerading as a games company” (Rudin). I would contend that this masquerade succeeds, as few Farmville players are likely to consider how their every choice and activity is being algorithmically scrutinised in order to determine what virtual goods they might actually buy. As an instance of what is widely being called ‘big data’, the data miing operations of Facebook, Zynga and similar services lead to a range of ethical questions (boyd and Crawford). While users may have ostensibly agreed to this data mining after clicking on Facebook’s Terms of Use agreement, the fact that almost no one reads these agreements when signing up for a service is the Internet’s worst kept secret. Similarly, the extension of these terms when Facebook operates as a platform for other applications is a far from transparent process. While examining the recording of user data leads to questions of privacy and surveillance, it is important to note that many users are often aware of the exchange to which they have agreed. Anders Albrechtslund deploys the term ‘social surveillance’ to usefully emphasise the knowing, playful and at times subversive approach some users take to the surveillance and data mining practices of online service providers. Similarly, E.J. Westlake notes that performances of self online are often not only knowing but deliberately false or misleading with the aim of exploiting the ways online activities are tracked. However, even users well aware of Facebook’s data mining on the site itself may be less informed about the social networking company’s mining of offsite activity. The introduction of ‘like’ buttons on many other Websites extends Facebook’s reach considerably. The various social plugins and ‘like’ buttons expand both active recording of user activity (where the like button is actually clicked) and passive data mining (since a cookie is installed or updated regardless of whether a button is actually pressed) (Gerlitz and Helmond). Indeed, because cookies – tiny packets of data exchanged and updated invisibly in browsers – assign each user a unique identifier, Facebook can either combine these data with an existing user’s profile or create profiles about non-users. If that person even joins Facebook, their account is connected with the existing, data-mined record of their Web activities (Roosendaal). As with Google, the significant issue here is not users knowingly sharing their data with Facebook, but the often complete lack of transparency in terms of the ways Facebook extracts and mines user data, both on Facebook itself and increasingly across applications using Facebook as a platform and across the Web through social plugins. Google after Death While data mining is clearly a core element in the operation of Facebook and Google, the ability to scrutinise the activities of users depends on those users being active; when someone dies, the question of the value and ownership of their digital assets becomes complicated, as does the way companies manage posthumous user information. For Google, the Gmail account of a deceased person becomes inactive; the stored email still takes up space on Google’s servers, but with no one using the account, no advertising is displayed and thus Google can earn no revenue from the account. However, the process of accessing the Gmail account of a deceased relative is an incredibly laborious one. In order to even begin the process, Google asks that someone physically mails a series of documents including a photocopy of a government-issued ID, the death certificate of the deceased person, evidence of an email the requester received from the deceased, along with other personal information. After Google have received and verified this information, they state that they might proceed to a second stage where further documents are required. Moreover, if at any stage Google decide that they cannot proceed in releasing a deceased relative’s Gmail account, they will not reveal their rationale. As their support documentation states: “because of our concerns for user privacy, if we determine that we cannot provide the Gmail content, we will not be able to share further details about the account or discuss our decision” (Google, “Accessing”). Thus, Google appears to enshrine the rights and privacy of individual users, even posthumously; the ownership or transfer of individual digital assets after death is neither a given, nor enshrined in Google’s policies. Yet, ironically, the economic value of that email to Google is likely zero, but the value of the email history of a loved one or business partner may be of substantial financial and emotional value, probably more so than when that person was alive. For those left behind, the value of email accounts as media, as a lasting record of social communication, is heightened. The question of how Google manages posthumous user data has been further complicated by the company’s March 2012 rationalisation of over seventy separate privacy policies for various tools and services they operate under the umbrella of a single privacy policy accessed using a single unified Google account. While this move was ostensibly to make privacy more understandable and transparent at Google, it had other impacts. For example, one of the side effects of a singular privacy policy and single Google identity is that deleting one of a recently deceased person’s services may inadvertently delete them all. Given that Google’s services include Gmail, YouTube and Picasa, this means that deleting an email account inadvertently erases all of the Google-hosted videos and photographs that individual posted during their lifetime. As Google warns, for example: “if you delete the Google Account to which your YouTube account is linked, you will delete both the Google Account AND your YouTube account, including all videos and account data” (Google, “What Happens”). A relative having gained access to a deceased person’s Gmail might sensibly delete the email account once the desired information is exported. However, it seems less likely that this executor would realise that in doing so all of the private and public videos that person had posted on YouTube would also permanently disappear. While material possessions can be carefully dispersed to specific individuals following the instructions in someone’s will, such affordances are not yet available for Google users. While it is entirely understandable that the ramification of policy changes are aimed at living users, as more and more online users pass away, the question of their digital assets becomes increasingly important. Google, for example, might allow a deceased person’s executor to elect which of their Google services should be kept online (perhaps their YouTube videos), which traces can be exported (perhaps their email), and which services can be deleted. At present, the lack of fine-grained controls over a user’s digital estate at Google makes this almost impossible. While it violates Google’s policies to transfer ownership of an account to another person, if someone does leave their passwords behind, this provides their loved ones with the best options in managing their digital legacy with Google. When someone dies and their online legacy is a collection of media fragments, the value of those media is far more apparent to the loved ones left behind rather than the companies housing those media. Facebook Memorialisation In response to users complaining that Facebook was suggesting they reconnect with deceased friends who had left Facebook profiles behind, in 2009 the company instituted an official policy of turning the Facebook profiles of departed users into memorial pages (Kelly). Technically, loved ones can choose between memorialisation and erasing an account altogether, but memorialisation is the default. This entails setting the account so that no one can log into it, and that no new friends (connections) can be made. Existing friends can access the page in line with the user’s final privacy settings, meaning that most friends will be able to post on the memorialised profile to remember that person in various ways (Facebook). Memorialised profiles (now Timelines, after Facebook’s redesign) thus become potential mourning spaces for existing connections. Since memorialised pages cannot make new connections, public memorial pages are increasingly popular on Facebook, frequently set up after a high-profile death, often involving young people, accidents or murder. Recent studies suggest that both of these Facebook spaces are allowing new online forms of mourning to emerge (Marwick and Ellison; Carroll and Landry; Kern, Forman, and Gil-Egui), although public pages have the downside of potentially inappropriate commentary and outright trolling (Phillips). Given Facebook has over a billion registered users, estimates already suggest that the platform houses 30 million profiles of deceased people, and this number will, of course, continue to grow (Kaleem). For Facebook, while posthumous users do not generate data themselves, the fact that they were part of a network means that their connections may interact with a memorialised account, or memorial page, and this activity, like all Facebook activities, allows the platform to display advertising and further track user interactions. However, at present Facebook’s options – to memorialise or delete accounts of deceased people – are fairly blunt. Once Facebook is aware that a user has died, no one is allowed to edit that person’s Facebook account or Timeline, so Facebook literally offers an all (memorialisation) or nothing (deletion) option. Given that Facebook is essentially a platform for performing identities, it seems a little short-sighted that executors cannot clean up or otherwise edit the final, lasting profile of a deceased Facebook user. As social networking services and social media become more ingrained in contemporary mourning practices, it may be that Facebook will allow more fine-grained control, positioning a digital executor also as a posthumous curator, making the final decision about what does and does not get kept in the memorialisation process. Since Facebook is continually mining user activity, the popularity of mourning as an activity on Facebook will likely mean that more attention is paid to the question of digital legacies. While the user themselves can no longer be social, the social practices of mourning, and the recording of a user as a media entity highlights the fact that social media can be about interactions which in significant ways include deceased users. Digital Legacy Services While the largest online corporations have fairly blunt tools for addressing digital death, there are a number of new tools and niche services emerging in this area which are attempting to offer nuanced control over digital legacies. Legacy Locker, for example, offers to store the passwords to all of a user’s online services and accounts, from Facebook to Paypal, and to store important documents and other digital material. Users designate beneficiaries who will receive this information after the account holder passes away, and this is confirmed by preselected “verifiers” who can attest to the account holder’s death. Death Switch similarly provides the ability to store and send information to users after the account holder dies, but tests whether someone is alive by sending verification emails; fail to respond to several prompts and Death Switch will determine a user has died, or is incapacitated, and executes the user’s final instructions. Perpetu goes a step further and offers the same tools as Legacy Locker but also automates existing options from social media services, allowing users to specify, for example, that their Facebook, Twitter or Gmail data should be downloaded and this archive should be sent to a designated recipient when the Perpetu user dies. These tools attempt to provide a more complex array of choices in terms of managing a user’s digital legacy, providing similar choices to those currently available when addressing material possessions in a formal will. At a broader level, the growing demand for these services attests to the ongoing value of online accounts and social media traces after a user’s death. Bequeathing passwords may not strictly follow the Terms of Use of the online services in question, but it is extremely hard to track or intervene when a user has the legitimate password, even if used by someone else. More to the point, this finely-grained legacy management allows far more flexibility in the utilisation and curation of digital assets posthumously. In the process of signing up for one of these services, or digital legacy management more broadly, the ongoing value and longevity of social media traces becomes more obvious to both the user planning their estate and those who ultimately have to manage it. The Social Media Afterlife The value of social media beyond the grave is also evident in the range of services which allow users to communicate in some fashion after they have passed away. Dead Social, for example, allows users to schedule posthumous social media activity, including the posting of tweets, sending of email, Facebook messages, or the release of online photos and videos. The service relies on a trusted executor confirming someone’s death, and after that releases these final messages effectively from beyond the grave. If I Die is a similar service, which also has an integrated Facebook application which ensures a user’s final message is directly displayed on their Timeline. In a bizarre promotional campaign around a service called If I Die First, the company is promising that the first user of the service to pass away will have their posthumous message delivered to a huge online audience, via popular blogs and mainstream press coverage. While this is not likely to appeal to everyone, the notion of a popular posthumous performance of self further complicates that question of what social media can mean after death. Illustrating the value of social media legacies in a quite different but equally powerful way, the Lives On service purports to algorithmically learn how a person uses Twitter while they are live, and then continue to tweet in their name after death. Internet critic Evgeny Morozov argues that Lives On is part of a Silicon Valley ideology of ‘solutionism’ which casts every facet of society as a problem in need of a digital solution (Morozov). In this instance, Lives On provides some semblance of a solution to the problem of death. While far from defeating death, the very fact that it might be possible to produce any meaningful approximation of a living person’s social media after they die is powerful testimony to the value of data mining and the importance of recognising that value. While Lives On is an experimental service in its infancy, it is worth wondering what sort of posthumous approximation might be built using the robust data profiles held by Facebook or Google. If Google Now can extrapolate what a user wants to see without any additional input, how hard would it be to retool this service to post what a user would have wanted after their death? Could there, in effect, be a Google After(life)? Conclusion Users of social media services have differing levels of awareness regarding the exchange they are agreeing to when signing up for services provided by Google or Facebook, and often value the social affordances without necessarily considering the ongoing media they are creating. Online corporations, by contrast, recognise and harness the informatic traces users generate through complex data mining and analysis. However, the death of a social media user provides a moment of rupture which highlights the significant value of the media traces a user leaves behind. More to the point, the value of these media becomes most evident to those left behind precisely because that individual can no longer be social. While beginning to address the issue of posthumous user data, Google and Facebook both have very blunt tools; Google might offer executors access while Facebook provides the option of locking a deceased user’s account as a memorial or removing it altogether. Neither of these responses do justice to the value that these media traces hold for the living, but emerging digital legacy management tools are increasingly providing a richer set of options for digital executors. While the differences between material and digital assets provoke an array of legal, spiritual and moral issues, digital traces nevertheless clearly hold significant and demonstrable value. For social media users, the death of someone they know is often the moment where the media side of social media – their lasting, infinitely replicable nature – becomes more important, more visible, and casts the value of the social media accounts of the living in a new light. For the larger online corporations and service providers, the inevitable increase in deceased users will likely provoke more fine-grained controls and responses to the question of digital legacies and posthumous profiles. It is likely, too, that the increase in online social practices of mourning will open new spaces and arenas for those same corporate giants to analyse and data-mine. References Albrechtslund, Anders. “Online Social Networking as Participatory Surveillance.” First Monday 13.3 (2008). 21 Apr. 2013 ‹http://firstmonday.org/article/view/2142/1949›. boyd, danah. “Facebook’s Privacy Trainwreck: Exposure, Invasion, and Social Convergence.” Convergence 14.1 (2008): 13–20. ———, and Kate Crawford. “Critical Questions for Big Data.” Information, Communication & Society 15.5 (2012): 662–679. Carroll, Brian, and Katie Landry. “Logging On and Letting Out: Using Online Social Networks to Grieve and to Mourn.” Bulletin of Science, Technology & Society 30.5 (2010): 341–349. Doyle, Warwick, and Matthew Fraser. “Facebook, Surveillance and Power.” Facebook and Philosophy: What’s on Your Mind? Ed. D.E. Wittkower. Chicago, IL: Open Court, 2010. 215–230. Facebook. “Deactivating, Deleting & Memorializing Accounts.” Facebook Help Center. 2013. 7 Mar. 2013 ‹http://www.facebook.com/help/359046244166395/›. Gerlitz, Carolin, and Anne Helmond. “The Like Economy: Social Buttons and the Data-intensive Web.” New Media & Society (2013). Google. “Accessing a Deceased Person’s Mail.” 25 Jan. 2013. 21 Apr. 2013 ‹https://support.google.com/mail/answer/14300?hl=en›. ———. “What Happens to YouTube If I Delete My Google Account or Google+?” 8 Jan. 2013. 21 Apr. 2013 ‹http://support.google.com/youtube/bin/answer.py?hl=en&answer=69961&rd=1›. Halavais, Alexander. Search Engine Society. Polity, 2008. Hof, Robert. “Facebook Makes It Easier to Target Ads Based on Your Shopping History.” Forbes 27 Feb. 2013. 1 Mar. 2013 ‹http://www.forbes.com/sites/roberthof/2013/02/27/facebook-makes-it-easier-to-target-ads-based-on-your-shopping-history/›. Kaleem, Jaweed. “Death on Facebook Now Common as ‘Dead Profiles’ Create Vast Virtual Cemetery.” Huffington Post. 7 Dec. 2012. 7 Mar. 2013 ‹http://www.huffingtonpost.com/2012/12/07/death-facebook-dead-profiles_n_2245397.html›. Kelly, Max. “Memories of Friends Departed Endure on Facebook.” The Facebook Blog. 27 Oct. 2009. 7 Mar. 2013 ‹http://www.facebook.com/blog/blog.php?post=163091042130›. Kern, Rebecca, Abbe E. Forman, and Gisela Gil-Egui. “R.I.P.: Remain in Perpetuity. Facebook Memorial Pages.” Telematics and Informatics 30.1 (2012): 2–10. Marwick, Alice, and Nicole B. Ellison. “‘There Isn’t Wifi in Heaven!’ Negotiating Visibility on Facebook Memorial Pages.” Journal of Broadcasting & Electronic Media 56.3 (2012): 378–400. Morozov, Evgeny. “The Perils of Perfection.” The New York Times 2 Mar. 2013. 4 Mar. 2013 ‹http://www.nytimes.com/2013/03/03/opinion/sunday/the-perils-of-perfection.html?pagewanted=all&_r=0›. Pariser, Eli. The Filter Bubble: What the Internet Is Hiding from You. London: Viking, 2011. Phillips, Whitney. “LOLing at Tragedy: Facebook Trolls, Memorial Pages and Resistance to Grief Online.” First Monday 16.12 (2011). 21 Apr. 2013 ‹http://firstmonday.org/ojs/index.php/fm/article/view/3168›. Roosendaal, Arnold. “We Are All Connected to Facebook … by Facebook!” European Data Protection: In Good Health? Ed. Serge Gutwirth et al. Dordrecht: Springer, 2012. 3–19. Rudin, Ken. “Actionable Analytics at Zynga: Leveraging Big Data to Make Online Games More Fun and Social.” San Diego, CA, 2010. Vaidhyanathan, Siva. The Googlization of Everything. 1st ed. Berkeley: University of California Press, 2011. Westlake, E.J. “Friend Me If You Facebook: Generation Y and Performative Surveillance.” TDR: The Drama Review 52.4 (2008): 21–40. Zimmer, Michael. “The Externalities of Search 2.0: The Emerging Privacy Threats When the Drive for the Perfect Search Engine Meets Web 2.0.” First Monday 13.3 (2008). 21 Apr. 2013 ‹http://firstmonday.org/ojs/index.php/fm/article/view/2136/1944›. ———. “The Gaze of the Perfect Search Engine: Google as an Infrastructure of Dataveillance.” Web Search. Eds. Amanda Spink & Michael Zimmer. Berlin: Springer, 2008. 77–99.
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West, Patrick. "The Convergence Potentials of Collaboration & Adaptation: A Case Study in Progress." M/C Journal 9, no. 2 (May 1, 2006). http://dx.doi.org/10.5204/mcj.2621.

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Abstract:
Introduction Collaboration converges with adaptation insofar as collaborative practice involves an adaptation of the differences amongst collaborators with the aim of achieving a seamless blending of personalities and practices. By contrast, this article addresses the topic of the convergence potentials between collaboration and adaptation in those cases where the unmitigated differences across personnel and practices maximize the cultural significance of a project. The case study under review here appears linked to an unusually deep level of engagement with the concerns of its audience, which suggests the significance, more generally, of combining collaboration with a ‘difference-oriented’ notion of adaptation. Adaptation, thus, has the potential to open up new vistas in collaboration’s cultural impact. The case study, of which I am the director, is a multi-product, multi-person ‘adaptation portfolio’ designed as an intervention into urban identity issues affecting the inhabitants of Gold Coast City, Queensland, Australia. Through my analysis in this article, I propose that collaboration benefits from cross-fertilization with adaptation in two ways. Firstly, adaptation acts as a wellspring for potentially more radical modes of ‘participant-centred’ collaboration and, secondly, adaptation suggests an extension of collaborative activity into the non-participant, or what might be termed the ‘intra-textual’, domain. The Case Study My adaptation portfolio contains a short story (‘Now You Know What Women Have to Put Up With All of the Time’ [West]), a short film script (‘Passion Play’ [West]), a short film, a film set installation-art exhibition, an artistic website, an exhibition of still photography and cinematography, and an example of inter-genre writing (‘Intercut’ [West]). I am the author, as indicated, of three of these products. The rest are being produced by artists who operate, as I do, in the Gold Coast region. With the project still in progress, the conditions are now ripe for considering the methodological issues that subtend the development of the final set of products. The diversity of the portfolio is anchored (although, importantly, not pre-determined) by the narrative of my short story, which insinuates itself along the creative product spectrum of my collaborators. The first paragraph of the story summarizes its plot and instigates its insouciant tone: “You can’t just shove a mate into the back seat of a taxi, fling the driver a hundred bucks, then say, ‘take him anywhere’. Can you?” (West, ‘Now’ 2) The mate in question is Blair Beamish, a young man on his buck’s night, who is turned upon by his supposed friends. His ‘crime’ is to create a rift in the homo-social compact binding the group. They dispatch him on a taxi trip to ‘anywhere’ as a humiliating prank. Blair must then sort out his sexual desires and life choices. At the taxi driver’s whim, his trip weaves along the highways and byways of Gold Coast City. In this way, Blair’s identity is forced into a series of ‘interfaces’ with the city, which draws attention to issues of identity construction in relationship to exopolitanism as theorized by Edward Soja. Exopolitanism and the Adaptation Portfolio It quickly became apparent that my case-study project of creative engagement with questions of identity in Gold Coast City required a multi-product approach as a foil for the nature of the place itself. Gold Coast City is an ‘exopolitan’ site, in Soja’s classic sense of that term: “perched beyond the vortex of the old agglomerative nodes, [spinning] new whorls of its own, turning the city inside-out and outside-in at the same time” (Soja 95). Similarly, Patricia Wise notices its “routine fragmentation and partiality” (Wise). Gold Coast City is a place of multiplicities and, so, multiplicities—at least, a multiplicity of creative products—are required to expose, if not to mollify, the effects of the place on its half million inhabitants. And a genuine multiplicity—a convergence of differences freed from any single dominant term—is best generated via a multi-person approach. Regarding the effects of exopolitanism, Celeste Olalquiaga proposes that the spatially unsettled dweller in the postmodern city is ‘psychasthenic’: that is, “vanishing as a differentiated entity … incapable of demarcating the limits of its own body, lost in the immense area that circumscribes it” (Olalquiaga 2). Olalquiaga points to the typical Los Angeleno as an example of such identity confusion. However, while the scope of this project might expand in future, it is only currently designed as an enabling procedure for the ‘helplessly chameleon’ citizens of Gold Coast City, to the extent that adaptation within a portfolio of creative products suggests human-focused strategies of adaptation. People who engage with the relations amongst multiplicities in this collaborative project might draw from those relations models for dealing with the multiplicities of urbanism in their day-to-day lives. Not necessarily for overcoming or neutralizing such multiplicities, but for using them to advantage as part of the art and science of urban inhabitation itself. My narrative, therefore, acts as a springboard for the various creative endeavours of my collaborators, who are engaged across several art forms in the project of expressing aspects of Blair’s tale. The absence on my part of any deliberate control over what they might produce is crucial to the ‘ethics’ of our mode of collaboration. Adaptation becomes here an enabling tactic of collaboration because it contains the potential—notably when it operates to ‘combine’ radically different time-based and non-time-based art forms—to stimulate heightened difference rather than seamless blending. And this sort of difference is what we want for our engagement with the differences of the city. Suggestion One—Adaptation and Radical Collaboration The literature on adaptation appears to contain a better resource for such radical forms of collaboration than is offered within prevailing models of collaboration. Robert Stam, for example, provides a description of film adaptation that is immensely suggestive for the development of this collaborative project: “Film adaptations, then, are caught up in the ongoing whirl of intertextual reference and transformation, of texts generating other texts in an endless process of recycling, transformation, and transmutation, with no clear point of origin” (Stam 66). Something like what Stam describes seems to be present in one of the conjunctions of time-based (short film) and non-time-based (installation art) products in this collaborative enterprise. Here, the project responds to David Joselit’s notion that inhabitants of sites like Gold Coast City must negotiate “a new spatial order: a space in which the virtual and the physical are absolutely coextensive, allowing a person to travel in one direction through sound or image while proceeding elsewhere physically” (Joselit 276). Installation art representing place always already operates across a fissure of the represented site and the actual site of the representation: thus, art space and place space coalesce. Inspired by Matthew Barney’s hyperbolic Cremaster Cycle creations in the Guggenheim Museum, I plan to add to this spatial (and indeed temporal) coalescence by establishing film set installation art at certain Gold Coast City locations that feature in the film, while the film itself will loop screen on monitors embedded within this same installation art (Guggenheim Museum). This element of this collaborative project will function therefore as a ‘creative laboratory’ for testing Joselit’s ‘new spatial order’ in that it involves three (inter-related) levels of adaptation: time-based with non-time-based forms; art space with place space; and the virtual (short film) with the physical or real (on-site installation art). Suggestion Two—Adaptation and ‘Intra-Textual’ Collaboration Besides insinuating a radical element into collaboration, adaptation also suggests an extension of collaborative activity into the non-participant, or (to coin a phrase) ‘intra-textual’, domain. Put differently, the notion of intra-textual adaptation allows us to unshackle collaboration from the process of collaboration (the efforts of a team of individuals) and re-situate it as an aspect of the product itself. The value of this is twofold: it sweeps the rug out from under any fusty attachment collaboration might retain to participant intentionality; relatedly, it revitalizes the theory and practices of collaboration because it suggests that the collaborative process continues even after the product is claimed to be finished. In other words, adaptation undoes the tendency in creative circles to place too much emphasis on the process of collaboration, at the expense of an appreciation of the intra-textuality of the actual product—an appreciation that might stimulate, in turn, new ways of approaching the process of collaboration. An ‘Intra-Textual’ Example The ‘core’ narrative of this collaborative project involves a taxi trip that will end when the meter hits $100.00. Any given product in my adaptation portfolio (say, the artistic website, or the film set installation-art exhibition) might represent the taxi meter in any number of ways. But what interests me here is how the meter itself is always an instance of intra-textual adaptation, of a collaboration within the text between two elements of it. In C. S. Peirce’s terms, the taxi meter could be labelled an Index. In James Monaco’s gloss on Peirce, an Index “measures a quality not because it is identical to it but because it has an inherent relationship to it” (Monaco 133). Now, isn’t this also a possible definition of adaptation, or, by extension, collaboration? A quality is measured—you might say, adapted into something else; one thing is transformed into another thing related to the first thing. Specifically, returning to the diegesis of my core narrative, the taxi meter adapts the time and space of Blair’s urban journey into the running-up of the $100.00. In this case, adaptation is a function of language itself, and it is this that makes the taxi meter a challenge to those schools of collaborative thought currently over-invested in the participant definition of collaboration, which hampers the development of new models of collaboration in that it unduly emphasizes process over product. Conclusion This article has used an in-progress collaborative case study to highlight the value for collaboration of appropriating notions of difference and intra-textuality from the domain of adaptation. On the evidence of this multi-product, multi-person adaptation portfolio, such an approach can reap the rewards of greater involvement with the cultural and identity concerns of the audience. The main problem with much artistic collaboration is that it tends to preserve an artificial homogeneity that papers over the important ways in which the world is composed of differences and multiplicities rather than of sameness and unification. The exopolitan inhabitants of Gold Coast City know this, and creative products that attempt to engage powerfully with cultural and identity issues must know it too. References Guggenheim Museum—Past Exhibitions—Matthew Barney: The Cremaster Cycle. 21 Feb.-11 June 2003. Guggenheim Museum. 2 Mar. 2006 http://www.guggenheim.org/exhibitions/past_exhibitions/barney/index.html>. Joselit, David. “Navigating the New Territory.” Artforum 43.10 (2005): 276-80. Monaco, James. How to Read a Film: The Art, Technology, Language, History, and Theory of Film and Media. New York: Oxford UP, 1981. Olalquiaga, Celeste. Megalopolis: Contemporary Cultural Sensibilities. Minneapolis: U of Minnesota P, 1992. Soja, Edward. W. “Inside Exopolis: Scenes from Orange County.” Variations on a Theme Park: The New American City and the End of Public Space. Ed. Michael Sorkin. New York: Hill and Wang, 1992. Stam, Robert. “Beyond Fidelity: The Dialogics of Adaptation.” Film Adaptation. Ed. James Naremore. New Brunswick: Rutgers UP, 2000. West, Patrick. “Intercut.” Sites of Cosmopolitanism: Citizenship, Aesthetics, Culture. Eds. David Ellison and Ian Woodward. Brisbane: Centre for Public Culture and Ideas, Griffith University, 2005. ———. “Now You Know What Women Have to Put Up with All of the Time.” Idiom 23 17.1 (2005): 2-4. ———. “Passion Play.” Unpublished short film script. Wise, Patricia. “Australia’s Gold Coast: A City Producing Itself.” Cityscapes Conference, Aberystwyth, Wales. 8-10 July 2004. Citation reference for this article MLA Style West, Patrick. "The Convergence Potentials of Collaboration & Adaptation: A Case Study in Progress." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/16-west.php>. APA Style West, P. (May 2006) "The Convergence Potentials of Collaboration & Adaptation: A Case Study in Progress," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/16-west.php>.
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Chen, Peter. "Community without Flesh." M/C Journal 2, no. 3 (May 1, 1999). http://dx.doi.org/10.5204/mcj.1750.

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On Wednesday 21 April the Minister for Communications, Information Technology and the Arts introduced a piece of legislation into the Australian Senate to regulate the way Australians use the Internet. This legislation is presented within Australia's existing system of content regulation, a scheme that the Minister describes is not censorship, but merely regulation (Alston 55). Underlying Senator Alston's rhetoric about the protection of children from snuff film makers, paedophiles, drug pushers and other criminals, this long anticipated bill is aimed at reducing the amount of pornographic materials available via computer networks, a censorship regime in an age when regulation and classification are the words we prefer to use when society draws the line under material we want to see, but dare not allow ourselves access to. Regardless of any noble aspirations expressed by free-speech organisations such as Electronic Frontiers Australia relating to the defence of personal liberty and freedom of expression, this legislation is about porn. Under the Bill, Australia would proscribe our citizens from accessing: explicit depictions of sexual acts between consenting adults; mild non-violent fetishes; depictions of sexual violence, coercion or non-consent of any kind; depictions of child sexual abuse, bestiality, sexual acts accompanied by offensive fetishes, or exploitative incest fantasies; unduly detailed and/or relished acts of extreme violence or cruelty; explicit or unjustifiable depictions of sexual violence against non-consenting persons; and detailed instruction or encouragement in matters of crime or violence or the abuse of proscribed drugs. (OFLC) The Australian public, as a whole, favour the availability of sexually explicit materials in some form, with OFLC data indicating a relatively high degree of public support for X rated videos, the "high end" of the porn market (Paterson et al.). In Australia strict regulation of X rated materials in conventional media has resulted in a larger illegal market for these materials than the legalised sex industries of the ACT and Northern Territory (while 1.2 million X rated videos are legally sold out of the territories, 2 million are sold illegally in other jurisdictions, according to Patten). In Australia, censorship of media content has traditionally been based on the principles of the protection of society from moral harm and individual degradation, with specific emphasis on the protection of innocents from material they are not old enough for, or mentally capable of dealing with (Joint Select Committee on Video Material). Even when governments distanced themselves from direct personal censorship (such as Don Chipp's approach to the censorship of films and books in the late 1960s and early 1970s) and shifted the rationale behind censorship from prohibition to classification, the publicly stated aims of these decisions have been the support of existing community standards, rather than the imposition of strict legalistic moral values upon an unwilling society. In the debates surrounding censorship, and especially the level of censorship applied (rather than censorship as a whole), the question "what is the community we are talking about here?" has been a recurring theme. The standards that are applied to the regulation of media content, both online and off, are often the focus of community debate (a pluralistic community that obviously lacks "standards" by definition of the word). In essence the problem of maintaining a single set of moral and ethical values for the treatment of media content is a true political dilemma: a problem that lacks any form of solution acceptable to all participants. Since the introduction of the Internet as a "mass" medium (or more appropriately, a "popular" one), government indecision about how best to treat this new technology has precluded any form or content regulation other than the ad hoc use of existing non-technologically specific law to deal with areas of criminal or legally sanctionable intent (such as the use of copyright law, or the powers under the Crimes Act relating to the improper use of telecommunications services). However, indecision in political life is often associated with political weakness, and in the face of pressure to act decisively (motivated again by "community concern"), the Federal government has decided to extend the role of the Australian Broadcasting Authority to regulate and impose a censorship regime on Australian access of morally harmful materials. It is important to note the government's intention to censor access, rather than content of the Internet. While material hosted in Australia (ignoring, of course, the "cyberspace" definitions of non-territorial existence of information stored in networks) will be censored (removed from Australia computers), the government, lacking extraterritorial powers to compel the owners of machines located offshore, intends to introduce of some form of refused access list to materials located in other nations. What is interesting to consider in this context is the way that slight shifts of definitional paradigm alter the way this legislation can be considered. If information flows (upon which late capitalism is becoming more dependent) were to be located within the context of international law governing the flow of waterways, does the decision to prevent travel of morally dubious material through Australia's informational waterways impinge upon the riparian rights of other nations (the doctrine of fair usage without impeding flow; Godana 50)? Similarly, if we take Smith's extended definition of community within electronic transactional spaces (the maintenance of members' commitment to the group, monitoring and sanctioning behaviour and the production and distribution of resources), then the current Bill proposes the regulation of the activities of one community by another (granted, a larger community that incorporates the former). Seen in this context, this legislation is the direct intervention in an established social order by a larger and less homogeneous group. It may be trite to quote the Prime Minister's view of community in this context, where he states ...It is free individuals, strong communities and the rule of law which are the best defence against the intrusive power of the state and against those who think they know what is best for everyone else. (Howard 21) possibly because the paradigm in which this new legislation is situated does not classify those Australians online (who number up to 3 million) as a community in their own right. In a way the Internet users of Australia have never identified themselves as a community, nor been asked to act in a communitarian manner. While discussions about the value of community models when applied to the Internet are still divided, there are those who argue that their use of networked services can be seen in this light (Worthington). What this new legislation does, however, is preclude the establishment of public communities in order to meet the desires of government for some limits to be placed on Internet content. The Bill does allow for the development of "restricted access systems" that would allow pluralistic communities to develop and engage in a limited amount of self-regulation. These systems include privately accessible Intranets, or sites that restrict access through passwords or some other form of age verification technique. Thus, ignoring the minimum standards that will be required for these communities to qualify for some measure of self-regulatory freedom, what is unspoken here is that specific subsections of the Internet population may exist, provided they keep well away from the public gaze. A ghetto without physical walls. Under the Bill, a co-regulatory approach is endorsed by the government, favouring the establishment of industry codes of practice by ISPs and (or) the establishment of a single code of practice by the content hosting industry (content developers are relegated to yet undetermined complementary state legislation). However, this section of the Bill, in mandating a range of minimum requirements for these codes of practice, and denying plurality to the content providers, places an administrative imperative above any communitarian spirit. That is, that the Internet should have no more than one community, it should be an entity bound by a single guiding set of principles and be therefore easier to administer by Australian censors. This administrative imperative re-encapsulates the dilemma faced by governments dealing with the Internet: that at heart, the broadcast and print press paradigms of existing censorship regimes face massive administrative problems when presented with a communications technology that allows for wholesale publication of materials by individuals. Whereas the limited numbers of broadcasters and publishers have allowed the development of Australia's system of classification of materials (on a sliding scale from G to RC classifications or the equivalent print press version), the new legislation introduced into the Senate uses the classification scheme simply as a censorship mechanism: Internet content is either "ok" or "not ok". From a public administration perspective, this allows government to drastically reduce the amount of work required by regulators and eases the burden of compliance costs by ISPs, by directing clear and unambiguous statements about the acceptability of existing materials placed online. However, as we have seen in other areas of social policy (such as the rationalisation of Social Security services or Health), administrative expedience is often antipathetic to small communities that have special needs, or cultural sensitivities outside of mainstream society. While it is not appropriate to argue that public administration creates negative social impacts through expedience, what can be presented is that, where expedience is a core aim of legislation, poor administration may result. For many Australian purveyors of pornography, my comments will be entirely unhelpful as they endeavour to find effective ways to spoof offshore hosts or bone up (no pun intended) on tunnelling techniques. Given the easy way in which material can be reconstituted and relocated on the Internet, it seems likely that some form of regulatory avoidance will occur by users determined not to have their content removed or blocked. For those regulators given the unenviable task of censoring Internet access it may be worthwhile quoting from Sexing the Cherry, in which Jeanette Winterson describes the town: whose inhabitants are so cunning that to escape the insistence of creditors they knock down their houses in a single night and rebuild them elsewhere. So the number of buildings in the city is always constant but they are never in the same place from one day to the next. (43) Thus, while Winterson saw this game as a "most fulfilling pastime", it is likely to present real administrative headaches to ABA regulators when attempting to enforce the Bill's anti-avoidance clauses. The Australian government, in adapting existing regulatory paradigms to the Internet, has overlooked the informal communities who live, work and play within the virtual world of cyberspace. In attempting to meet a perceived social need for regulation with political and administrative expedience, it has ignored the potentially cohesive role of government in developing self-regulating communities who need little government intervention to produce socially beneficial outcomes. In proscribing activity externally to the realm in which these communities reside, what we may see is a new type of community, one whose desire for a feast of flesh leads them to evade the activities of regulators who operate in the "meat" world. What this may show us is that in a virtual environment, the regulators' net is no match for a world wide web. References Alston, Richard. "Regulation is Not Censorship." The Australian 13 April 1999: 55. Paterson, K., et. al. Classification Issues: Film, Video and Television. Sydney: The Office of Film and Literature Classification, 1993. Patten, F. Personal interview. 9 Feb. 1999. Godana, B.A. Africa's Shared Water Resources: Legal and Institutional Aspects of the Nile, Niger and Senegal River Systems. London: Frances Pinter, 1985. Howard, John. The Australia I Believe In: The Values, Directions and Policy Priorities of a Coalition Government Outlined in 1995. Canberra: Liberal Party, 1995. Joint Select Committee On Video Material. Report of the Joint Select Committee On Video Material. Canberra: APGS, 1988. Office of Film and Literature Classification. Cinema & Video Ratings Guide. 1999. 1 May 1999 <http://www.oflc.gov.au/classinfo.php>. Smith, Marc A. "Voices from the WELL: The Logic of the Virtual Commons." 1998. 2 Mar. 1999 <http://www.sscnet.ucla.edu/soc/csoc/papers/voices/Voices.htm>. Winterson, Jeanette. Sexing the Cherry. New York: Vintage Books. 1991. Worthington, T. Testimony before the Senate Select Committee on Information Technologies. Unpublished, 1999. Citation reference for this article MLA style: Peter Chen. "Community without Flesh: First Thoughts on the New Broadcasting Services Amendment (Online Services) Bill 1999." M/C: A Journal of Media and Culture 2.3 (1999). [your date of access] <http://www.uq.edu.au/mc/9905/bill.php>. Chicago style: Peter Chen, "Community without Flesh: First Thoughts on the New Broadcasting Services Amendment (Online Services) Bill 1999," M/C: A Journal of Media and Culture 2, no. 3 (1999), <http://www.uq.edu.au/mc/9905/bill.php> ([your date of access]). APA style: Author. (1999) Community without flesh: first thoughts on the new broadcasting services amendment (online services) bill 1999. M/C: A Journal of Media and Culture 2(3). <http://www.uq.edu.au/mc/9905/bill.php> ([your date of access]).
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26

Sampson, Tony. "Dr Aycock's Bad Idea." M/C Journal 8, no. 1 (February 1, 2005). http://dx.doi.org/10.5204/mcj.2314.

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Following the deep-seated analogy between biological and computer parasites, it is surely inconceivable that anyone would want to deliberately infect a computer. It’s a bad idea, right? Well, not necessarily. It seems that the University of Calgary (UoC) want to challenge the received wisdom of security experts—a judgment, which determines that there is no such thing as a good virus. The UoC wants to encourage their students to write and test malevolent viruses. Still following the biological analogy, Dr John Aycock, the academic who runs the program at UoC, likens the approach to ‘what medical researchers do to combat the latest biological viruses such as Sars’. He argues that ‘before you can develop a cure, you have to understand what the virus is and how it spreads and what motivates those who write malicious software’ (Fried). The reaction from security experts is not surprisingly one of dismay—for them, all viruses are bad. Nonetheless, it is Dr. Aycock’s provocation that may provide a much-needed alternative solution to one of the biggest problems facing the network society. As many affiliates of this composite society are increasingly discovering, the network is a present day communication paradox. It is a vast, fast, and efficient logic machine, but simultaneously it provides the perfect medium for viral contagion. Moreover, despite the efforts of a billion dollar anti-virus industry, current reactive solutions are clearly not working. A report in the UK (DTI) concludes that despite the considerable uptake of anti-virus software—93% of UK companies have anti-virus software—70% of all security breaches are from viral-like programs. (The DTI report claims that ‘two-thirds of organisations that had any security incident said that a virus infection was their worst one’. In comparison, a 1991 Gallup survey [in Louw and Duffy] showed that of 500 of the UK’s largest businesses 24% had experienced a viral attack.) Viruses, it seems, are progressively more capable of ‘bypassing traditional anti-virus software and targeting vulnerabilities’. However, Dr Aycock argues that academics should not bury their heads in the sand. They should openly recognise that ‘reacting to the virus is simply not working’ and instead support pro-active research into the creation of computer viruses. Within the bad idea itself there maybe a good solution. Naturally, the experts are outraged by what they perceive as an incursion beyond the ethical norms of the computer world. These recent events are part of an ongoing good virus/bad virus debate. Network controllers have long argued for the ethical containment of viral code. Unlocking the secrets of the virus writer is, according to the anti-virus community, a bad idea. In the early 1980s, when Fred Cohen began experimenting with self-replicating code as part of his PhD, he experienced the moral indignation of the computer community. Cohen’s viral research at the University of Southern California (USC) referenced von Neumann’s seminal work on cellular automata (1948) and the Darwinian computer games played out in the Bell Labs in the 1950s and 1960s (Dewdney). Cohen was working on a similar, but simplified, idea, a ‘program’ that could insert itself into other programs and assume control of them. In doing so, he quickly realised the potential problem of the computer virus. I’d been working on computer security for a long time – I knew how systems worked, and how different attacks worked… But it came over me. Anyone who writes one of these things would have something that could replicate everywhere (Spiller 172). After seeing the results of his experiments, network controllers at USC banned him from repeating any similar exercises. Moreover, after completing his thesis in 1985, he could not get it published in a journal until 1987 (Spiller 176; it was finally published in the journal Computers and Security), and suffered a ‘virtual lockout’ in the funding of further research. Cohen later refers to the ‘apparent fear reaction’ as a result of trying to solve technical problems with policy solutions. At the time, Cohen used the same biological analogy as Dr. Aycock to defend his research into computer viruses. The benefits of biological research on the quality of life is indisputable, and the benefits of computer virus research may some day pay off in the quality of our information systems, and by extension, our well being. (Cohen in Trends in Computer Virus Research) In the early 1990s, the network seemed to be a more open-minded society. Cohen was able to consider computer viruses in terms of the legitimacy of friendly contagion. The so-called benevolent virus appeared in his book A Short Course on Computer Viruses (Cohen 15). It was conceived of as a viral alternative to Turing logic. At the same time, physicist Mark Ludwig, driven by his desire to make technical information about computer viruses freely available, published the Black Book of Computer Viruses. Wired Magazine championed Ludwig’s ‘gruellingly meticulous analyses of viral performance and technique’ (Dibbell). In 1995, Tom Ray, a biologist turned computer programmer, created the viral-like Tierra program, an evolutionary race between digital hosts and parasites. Ray proposed that Tierra should exist in ‘a very large, complex and inter-connected region of cyberspace… inoculated with digital organisms, which will be allowed to evolve freely through natural selection’ (Ray)—ironically, something similar to what we are currently experiencing. In the early days, viral researchers were prompted to defend their work. In an interview in the virus webzine Alive in 1994, Cohen argued that a ‘symbol sequences without any known malicious side effects’ could not be considered as a bad idea. Ludwig contended that people were ‘brainwashed into believing that virus = bad…’ (Dibbell). However, more foreboding voices soon joined the debate. Spafford warned that while there is legitimate ‘scientific interest’ in viruses as a ‘means of modelling life’ and developing epidemiological defences, fellow researches should heed the dangers of further experimentation. True viruses are inherently unethical. For Spafford, the idea of a ‘good virus’ is an oxymoron. Following the exponential growth in malicious attacks in the mid-1990s, the idea of a good virus drifted considerably from the centre to the margins of the network society. In 1996, the IBM anti-virus researcher Sarah Gordon criticised Ludwig for elevating the status of the computer virus from the digital equivalent of a can of spray paint. With estimated costs to the worldwide Information Technolgy industry of $13 billion in 2001 (Pipkin 41) and the destructive force of a single worm costing tens of millions of dollars, not surprisingly the word ‘virus’ has developed a negative connotation. Even Cohen has realised that any acceptance of the benevolent virus would require considerable linguistic embellishment. Try ‘intelligent agents’, ‘artificial life’, ‘adaptive distributed networks’, and similar names and you will be far more successful. (Fed Cohen’s response to email questions posed by the author in June 2002) Within this heated climate, it was highly probable that Dr Aycock would stand accused of peddling a bad idea. Graham Cluley, a consultant for Sophos, rhetorically questions UoC’s ethics by asking, ‘should we teach kids how to break into cars if they’re interested in becoming a policeman one day?’ (Kelly). The anti-virus experts argue that by teaching how to ‘attack and destroy’ rather than ‘prevention, protection, and cure’, UoC will simply encourage the widespread contagion of the bad idea. However, UoC questions the naivety of this expert opinion. They argue that any ‘reasonably intelligent individual’ can access this information without attending university for four years. They claim it is ‘dangerous to think that virus writers can be stopped without a better understanding of how they operate.’ Maybe UoC are doing what academia does best. They are considering the virus in a new and unfamiliar light, clearing away ethical baggage, and crossing the moral boundaries of the network society. Deep-seated as it is, the analogy only goes so far. The network and the virus writer have developed their own biology, which is both technologically and culturally shaped. The search for a viral cure has to move away from the reactionary dissection of existing viral anatomies. Researchers need to look towards a pro-active engineering model that incorporates the complex human-computer assemblage. As one maverick expert suggests: Tomorrow’s experts need to learn to think beyond and develop better applications and operating systems that proactively block potential attack vectors rather than waiting to be attacked and then responding (a ‘security expert’ discussing the UoC programme in http://www.tla.ch/TLA/NEWS/2004sec/20040914Writting-Viruses.htm, 14 Sep. 2004) While many other types of furtive program, like ‘bots’, ‘crawlers’, and ‘spiders’ legitimately creep behind our screens, the virus is seen as a digital pariah. Whether or not the viral algorithm is benevolent or malevolent doesn’t seem to matter any more. The vast majority of the network society regards it as a bad idea. Nevertheless, Dr Aycock’s experiment with both the cultural and technological elements could produce a pro-active immunisation program. Whatever the conclusion, he should be applauded for attempting to carry out this experiment while beleaguered by so many experts who decide to judge innovation in terms of rigid moral outcomes. References Cohen, F. A Short Course on Computer Viruses. 2nd ed. John Wiley & Sons, 1994. Cohen, F. “Friendly Contagion: Harnessing the Subtle Power of Computer Viruses.” The Sciences Sept/Oct (1991): 22–8. Cohen, F. “The Legend: An Interview.” Alive 1.1 (April-July 1994). Dec. 2004 http://www.virusview.net/info/virus/j&a/alive11.html>. Cohen, F. Trends in Computer Virus Research. Pittsburgh: ASP Press, 1991. Dec. 2004 http://vx.netlux.org/lib/afc06.html>. Department of Trade and Industry. “Technical Report.” Information Security Breaches Survey (2004). PriceWaterhouseCoopers. Dec. 2004 http://www.security-survey.gov.uk>. Dewdney, AK. “Computer Recreations: In the Game Called Core War Hostile Programs Engage in a Battle of Bits.” Scientific American 250.5 (1984): 14-22. Dibbell, J. “Viruses Are Good for You: Spawn of the Devil, Computer Viruses May Help Us Realize the Full Potential of the Net.” Wired Magazine 3.02 (Feb 1995). Dec. 2004 http://www.wired.com/wired/archive/3.02/viruses.html> Fried, I. “Learn Virus Writing Skills in Canada”. ZDNet UK News 28 May 2003. Dec. 2004 http://news.zdnet.co.uk/internet/0,39020369,2135325,00.htm>. Gordon, S. The Generic Virus Writer II. IBM Research, 1996. Dec. 2004 http://www.research.ibm.com>. (Paper first presented at the 6th International Virus Bulletin Conference, Brighton, UK, September 1996.) Ludwig, M. The Little Black Book of Computer Viruses. American Eagle Publications, 1991. http://vx.netlux.org/lib/vml00.html>. Pipkin, D. Halting the Hacker: A Practical Guide to Computer Security. New Jersey: Pearson Education, 2003. Ray, T. A Proposal to Create Two Biodiversity Reserves: One Digital and One Organic: Technical Report. Tierra Homepage, 1995. Dec. 2004 http://www.his.atr.jp/~ray/tierra/>. Spafford, E. “Computer Viruses: A Form of Artificial Life?” Artificial Life II, Studies in the Sciences of Complexity. Ed. C. Langton. Addison-Wesley, 1991: vol. XII 727-47. Spiller, N., ed. Cyber_Reader: Critical Writings for the Digital Era. London: Phaidon, 2002. Citation reference for this article MLA Style Sampson, Tony. "Dr Aycock's Bad Idea: Is the Good Use of Computer Viruses Still a Bad Idea?." M/C Journal 8.1 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0502/02-sampson.php>. APA Style Sampson, T. (Feb. 2005) "Dr Aycock's Bad Idea: Is the Good Use of Computer Viruses Still a Bad Idea?," M/C Journal, 8(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0502/02-sampson.php>.
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27

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

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“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies Popular music is firmly rooted within realist practice, or what has been called the "culture of authenticity" associated with modernism. As Lawrence Grossberg notes, the accelleration of the rate of change in modern life caused, in post-war youth culture, an identity crisis or "lived contradiction" that gave rock (particularly) and popular music (generally) a peculiar position in regard to notions of authenticity. Grossberg places rock's authenticity within the "difference" it maintains from other cultural forms, and notes that its difference "can be justified aesthetically or ideologically, or in terms of the social position of the audiences, or by the economics of its production, or through the measure of its popularity or the statement of its politics" (205-6). Popular music scholars have not adequately addressed issues of authenticity and individuality. Two of the most important questions to be asked are: How is authenticity communicated in popular music? What is the site of the interpretation of authenticity? It is important to ask about sound, technology, about the attempt to understand the ideal and the image, the natural and artificial. It is these that make clear the strongest connections between popular music and contemporary culture. Popular music is a particularly appropriate site for the study of authenticity as a cultural category, for several reasons. For one thing, other media do not follow us, as aural media do, into malls, elevators, cars, planes. Nor do they wait for us, as a tape player paused and ready to play. What is important is not that music is "everywhere" but, to borrow from Vivian Sobchack, that it creates a "here" that can be transported anywhere. In fact, we are able to walk around enveloped by a personal aural environment, thanks to a Sony Walkman.1 Also, it is more difficult to shut out the aural than the visual. Closing one's ears does not entirely shut out sound. There is, additionally, the sense that sound and music are interpreted from within, that is, that they resonate through and within the body, and as such engage with one's self in a fashion that coincides with Charles Taylor's claim that the "ideal of authenticity" is an inner-directed one. It must be noted that authenticity is not, however, communicated only via music, but via text and image. Grossberg noted the "primacy of sound" in rock music, and the important link between music, visual image, and authenticity: Visual style as conceived in rock culture is usually the stage for an outrageous and self-conscious inauthenticity... . It was here -- in its visual presentation -- that rock often most explicitly manifested both an ironic resistance to the dominant culture and its sympathies with the business of entertainment ... . The demand for live performance has always expressed the desire for the visual mark (and proof) of authenticity. (208) But that relationship can also be reversed: Music and sound serve in some instances to provide the aural mark and proof of authenticity. Consider, for instance, the "tear" in the voice that Jensen identifies in Hank Williams's singing, and in that of Patsy Cline. For the latter, voicing, in this sense, was particularly important, as it meant more than a singing style, it also involved matters of self-identity, as Jensen appropriately associates with the move of country music from "hometown" to "uptown" (101). Cline's move toward a more "uptown" style involved her visual image, too. At a significant turning point in her career, Faron Young noted, Cline "left that country girl look in those western outfits behind and opted for a slicker appearance in dresses and high fashion gowns" (Jensen 101). Popular music has forged a link with visual media, and in some sense music itself has become more visual (though not necessarily less aural) the more it has engaged with industrial processes in the entertainment industry. For example, engagement with music videos and film soundtracks has made music a part of the larger convergence of mass media forms. Alongside that convergence, the use of music in visual media has come to serve as adjunct to visual symbolisation. One only need observe the increasingly commercial uses to which music is put (as in advertising, film soundtracks and music videos) to note ways in which music serves image. In the literature from a variety of disciplines, including communication, art and music, it has been argued that music videos are the visualisation of music. But in many respects the opposite is true. Music videos are the auralisation of the visual. Music serves many of the same purposes as sound does generally in visual media. One can find a strong argument for the use of sound as supplement to visual media in Silverman's and Altman's work. For Silverman, sound in cinema has largely been overlooked (pun intended) in favor of the visual image, but sound is a more effective (and perhaps necessary) element for willful suspension of disbelief. One may see this as well in the development of Dolby Surround Sound, and in increased emphasis on sound engineering among video and computer game makers, as well as the development of sub-woofers and high-fidelity speakers as computer peripherals. Another way that sound has become more closely associated with the visual is through the ongoing evolution of marketing demands within the popular music industry that increasingly rely on visual media and force image to the front. Internet technologies, particularly the WorldWideWeb (WWW), are also evidence of a merging of the visual and aural (see Hayward). The development of low-cost desktop video equipment and WWW publishing, CD-i, CD-ROM, DVD, and other technologies, has meant that visual images continue to form part of the industrial routine of the music business. The decrease in cost of many of these technologies has also led to the adoption of such routines among individual musicians, small/independent labels, and producers seeking to mimic the resources of major labels (a practice that has become considerably easier via the Internet, as it is difficult to determine capital resources solely from a WWW site). Yet there is another facet to the evolution of the link between the aural and visual. Sound has become more visual by way of its representation during its production (a representation, and process, that has largely been ignored in popular music studies). That representation has to do with the digitisation of sound, and the subsequent transformation sound and music can undergo after being digitised and portrayed on a computer screen. Once digitised, sound can be made visual in any number of ways, through traditional methods like music notation, through representation as audio waveform, by way of MIDI notation, bit streams, or through representation as shapes and colors (as in recent software applications particularly for children, like Making Music by Morton Subotnick). The impetus for these representations comes from the desire for increased control over sound (see Jones, Rock Formation) and such control seems most easily accomplished by way of computers and their concomitant visual technologies (monitors, printers). To make computers useful tools for sound recording it is necessary to employ some form of visual representation for the aural, and the flexibility of modern computers allows for new modes of predominately visual representation. Each of these connections between the aural and visual is in turn related to technology, for as audio technology develops within the entertainment industry it makes sense for synergistic development to occur with visual media technologies. Yet popular music scholars routinely analyse aural and visual media in isolation from one another. The challenge for popular music studies and music philosophy posed by visual media technologies, that they must attend to spatiality and context (both visual and aural), has not been taken up. Until such time as it is, it will be difficult, if not impossible, to engage issues of authenticity, because they will remain rootless instead of situated within the experience of music as fully sensual (in some cases even synaesthetic). Most of the traditional judgments of authenticity among music critics and many popular music scholars involve space and time, the former in terms of the movement of music across cultures and the latter in terms of history. None rely on notions of the "situatedness" of the listener or musicmaker in a particular aural, visual and historical space. Part of the reason for the lack of such an understanding arises from the very means by which popular music is created. We have become accustomed to understanding music as manipulation of sound, and so far as most modern music production is concerned such manipulation occurs as much visually as aurally, by cutting, pasting and otherwise altering audio waveforms on a computer screen. Musicians no more record music than they record fingering; they engage in sound recording. And recording engineers and producers rely less and less on sound and more on sight to determine whether a recording conforms to the demands of digital reproduction.2 Sound, particularly when joined with the visual, becomes a means to build and manipulate the environment, virtual and non-virtual (see Jones, "Sound"). Sound & Music As we construct space through sound, both in terms of audio production (e.g., the use of reverberation devices in recording studios) and in terms of everyday life (e.g., perception of aural stimuli, whether by ear or vibration in the body, from points surrounding us), we centre it within experience. Sound combines the psychological and physiological. Audio engineer George Massenburg noted that in film theaters: You couldn't utilise the full 360-degree sound space for music because there was an "exit sign" phenomena [sic]. If you had a lot of audio going on in the back, people would have a natural inclination to turn around and stare at the back of the room. (Massenburg 79-80) However, he went on to say, beyond observations of such reactions to multichannel sound technology, "we don't know very much". Research in psychoacoustics being used to develop virtual audio systems relies on such reactions and on a notion of human hardwiring for stimulus response (see Jones, "Sense"). But a major stumbling block toward the development of those systems is that none are able to account for individual listeners' perceptions. It is therefore important to consider the individual along with the social dimension in discussions of sound and music. For instance, the term "sound" is deployed in popular music to signify several things, all of which have to do with music or musical performance, but none of which is music. So, for instance, musical groups or performers can have a "sound", but it is distinguishable from what notes they play. Entire music scenes can have "sounds", but the music within such scenes is clearly distinct and differentiated. For the study of popular music this is a significant but often overlooked dimension. As Grossberg argues, "the authenticity of rock was measured by its sound" (207). Visually, he says, popular music is suspect and often inauthentic (sometimes purposefully so), and it is grounded in the aural. Similarly in country music Jensen notes that the "Nashville Sound" continually evoked conflicting definitions among fans and musicians, but that: The music itself was the arena in and through which claims about the Nashville Sound's authenticity were played out. A certain sound (steel guitar, with fiddle) was deemed "hard" or "pure" country, in spite of its own commercial history. (84) One should, therefore, attend to the interpretive acts associated with sound and its meaning. But why has not popular music studies engaged in systematic analysis of sound at the level of the individual as well as the social? As John Shepherd put it, "little cultural theoretical work in music is concerned with music's sounds" ("Value" 174). Why should this be a cause for concern? First, because Shepherd claims that sound is not "meaningful" in the traditional sense. Second, because it leads us to re-examine the question long set to the side in popular music studies: What is music? The structural homology, the connection between meaning and social formation, is a foundation upon which the concept of authenticity in popular music stands. Yet the ability to label a particular piece of music "good" shifts from moment to moment, and place to place. Frith understates the problem when he writes that "it is difficult ... to say how musical texts mean or represent something, and it is difficult to isolate structures of musical creation or control" (56). Shepherd attempts to overcome this difficulty by emphasising that: Music is a social medium in sound. What [this] means ... is that the sounds of music provide constantly moving and complex matrices of sounds in which individuals may invest their own meanings ... [however] while the matrices of sounds which seemingly constitute an individual "piece" of music can accommodate a range of meanings, and thereby allow for negotiability of meaning, they cannot accommodate all possible meanings. (Shepherd, "Art") It must be acknowledged that authenticity is constructed, and that in itself is an argument against the most common way to think of authenticity. If authenticity implies something about the "pure" state of an object or symbol then surely such a state is connected to some "objective" rendering, one not possible according to Shepherd's claims. In some sense, then, authenticity is autonomous, its materialisation springs not from any necessary connection to sound, image, text, but from individual acts of interpretation, typically within what in literary criticism has come to be known as "interpretive communities". It is not hard to illustrate the point by generalising and observing that rock's notion of authenticity is captured in terms of songwriting, but that songwriters are typically identified with places (e.g. Tin Pan Alley, the Brill Building, Liverpool, etc.). In this way there is an obvious connection between authenticity and authorship (see Jones, "Popular Music Studies") and geography (as well in terms of musical "scenes", e.g. the "Philly Sound", the "Sun Sound", etc.). The important thing to note is the resultant connection between the symbolic and the physical worlds rooted (pun intended) in geography. As Redhead & Street put it: The idea of "roots" refers to a number of aspects of the musical process. There is the audience in which the musician's career is rooted ... . Another notion of roots refers to music. Here the idea is that the sounds and the style of the music should continue to resemble the source from which it sprang ... . The issue ... can be detected in the argument of those who raise doubts about the use of musical high-technology by African artists. A final version of roots applies to the artist's sociological origins. (180) It is important, consequently, to note that new technologies, particularly ones associated with the distribution of music, are of increasing importance in regulating the tension between alienation and progress mentioned earlier, as they are technologies not simply of musical production and consumption, but of geography. That the tension they mediate is most readily apparent in legal skirmishes during an unsettled era for copyright law (see Brown) should not distract scholars from understanding their cultural significance. These technologies are, on the one hand, "liberating" (see Hayward, Young, and Marsh) insofar as they permit greater geographical "reach" and thus greater marketing opportunities (see Fromartz), but on the other hand they permit less commercial control, insofar as they permit digitised music to freely circulate without restriction or compensation, to the chagrin of copyright enthusiasts. They also create opportunities for musical collaboration (see Hayward) between performers in different zones of time and space, on a scale unmatched since the development of multitracking enabled the layering of sound. Most importantly, these technologies open spaces for the construction of authenticity that have hitherto been unavailable, particularly across distances that have largely separated cultures and fan communities (see Paul). The technologies of Internetworking provide yet another way to make connections between authenticity, music and sound. Community and locality (as Redhead & Street, as well as others like Sara Cohen and Ruth Finnegan, note) are the elements used by audience and artist alike to understand the authenticity of a performer or performance. The lived experience of an artist, in a particular nexus of time and space, is to be somehow communicated via music and interpreted "properly" by an audience. But technologies of Internetworking permit the construction of alternative spaces, times and identities. In no small way that has also been the situation with the mediation of music via most recordings. They are constructed with a sense of space, consumed within particular spaces, at particular times, in individual, most often private, settings. What the network technologies have wrought is a networked audience for music that is linked globally but rooted in the local. To put it another way, the range of possibilities when it comes to interpretive communities has widened, but the experience of music has not significantly shifted, that is, the listener experiences music individually, and locally. Musical activity, whether it is defined as cultural or commercial practice, is neither flat nor autonomous. It is marked by ever-changing tastes (hence not flat) but within an interpretive structure (via "interpretive communities"). Musical activity must be understood within the nexus of the complex relations between technical, commercial and cultural processes. As Jensen put it in her analysis of Patsy Cline's career: Those who write about culture production can treat it as a mechanical process, a strategic construction of material within technical or institutional systems, logical, rational, and calculated. But Patsy Cline's recording career shows, among other things, how this commodity production view must be linked to an understanding of culture as meaning something -- as defining, connecting, expressing, mattering to those who participate with it. (101) To achieve that type of understanding will require that popular music scholars understand authenticity and music in a symbolic realm. Rather than conceiving of authenticity as a limited resource (that is, there is only so much that is "pure" that can go around), it is important to foreground its symbolic and ever-changing character. Put another way, authenticity is not used by musician or audience simply to label something as such, but rather to mean something about music that matters at that moment. Authenticity therefore does not somehow "slip away", nor does a "pure" authentic exist. Authenticity in this regard is, as Baudrillard explains concerning mechanical reproduction, "conceived according to (its) very reproducibility ... there are models from which all forms proceed according to modulated differences" (56). Popular music scholars must carefully assess the affective dimensions of fans, musicians, and also record company executives, recording producers, and so on, to be sensitive to the deeply rooted construction of authenticity and authentic experience throughout musical processes. Only then will there emerge an understanding of the structures of feeling that are central to the experience of music. Footnotes For analyses of the Walkman's role in social settings and popular music consumption see du Gay; Hosokawa; and Chen. It has been thus since the advent of disc recording, when engineers would watch a record's grooves through a microscope lens as it was being cut to ensure grooves would not cross over one into another. References Altman, Rick. "Television/Sound." Studies in Entertainment. Ed. Tania Modleski. Bloomington: Indiana UP, 1986. 39-54. Baudrillard, Jean. Symbolic Death and Exchange. London: Sage, 1993. Brown, Ronald. Intellectual Property and the National Information Infrastructure: The Report of the Working Group on Intellectual Property Rights. Washington, DC: U.S. Department of Commerce, 1995. Chen, Shing-Ling. "Electronic Narcissism: College Students' Experiences of Walkman Listening." Annual meeting of the International Communication Association. Washington, D.C. 1993. Du Gay, Paul, et al. Doing Cultural Studies. London: Sage, 1997. Frith, Simon. Sound Effects. New York: Pantheon, 1981. Fromartz, Steven. "Starts-ups Sell Garage Bands, Bowie on Web." Reuters newswire, 4 Dec. 1996. Grossberg, Lawrence. We Gotta Get Out of This Place. London: Routledge, 1992. Hayward, Philip. "Enterprise on the New Frontier." Convergence 1.2 (Winter 1995): 29-44. Hosokawa, Shuhei. "The Walkman Effect." Popular Music 4 (1984). Jensen, Joli. The Nashville Sound: Authenticity, Commercialisation and Country Music. Nashville, Vanderbilt UP, 1998. Jones, Steve. Rock Formation: Music, Technology and Mass Communication. Newbury Park, CA: Sage, 1992. ---. "Popular Music Studies and Critical Legal Studies" Stanford Humanities Review 3.2 (Fall 1993): 77-90. ---. "A Sense of Space: Virtual Reality, Authenticity and the Aural." Critical Studies in Mass Communication 10.3 (Sep. 1993), 238-52. ---. "Sound, Space & Digitisation." Media Information Australia 67 (Feb. 1993): 83-91. Marrsh, Brian. "Musicians Adopt Technology to Market Their Skills." Wall Street Journal 14 Oct. 1994: C2. Massenburg, George. "Recording the Future." EQ (Apr. 1997): 79-80. Paul, Frank. "R&B: Soul Music Fans Make Cyberspace Their Meeting Place." Reuters newswire, 11 July 1996. Redhead, Steve, and John Street. "Have I the Right? Legitimacy, Authenticity and Community in Folk's Politics." Popular Music 8.2 (1989). Shepherd, John. "Art, Culture and Interdisciplinarity." Davidson Dunston Research Lecture. Carleton University, Canada. 3 May 1992. ---. "Value and Power in Music." The Sound of Music: Meaning and Power in Culture. Eds. John Shepherd and Peter Wicke. Cambridge: Polity, 1993. Silverman, Kaja. The Acoustic Mirror. Bloomington: Indiana UP, 1988. Sobchack, Vivian. Screening Space. New York: Ungar, 1982. Young, Charles. "Aussie Artists Use Internet and Bootleg CDs to Protect Rights." Pro Sound News July 1995. Citation reference for this article MLA style: Steve Jones. "Seeing Sound, Hearing Image: 'Remixing' Authenticity in Popular Music Studies." M/C: A Journal of Media and Culture 2.4 (1999). [your date of access] <http://www.uq.edu.au/mc/9906/remix.php>. Chicago style: Steve Jones, "Seeing Sound, Hearing Image: 'Remixing' Authenticity in Popular Music Studies," M/C: A Journal of Media and Culture 2, no. 4 (1999), <http://www.uq.edu.au/mc/9906/remix.php> ([your date of access]). APA style: Steve Jones. (1999) Seeing Sound, Hearing Image: "Remixing" Authenticity in Popular Music Studies. M/C: A Journal of Media and Culture 2(4). <http://www.uq.edu.au/mc/9906/remix.php> ([your date of access]).
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28

Brien, Donna Lee, Leonie Rutherford, and Rosemary Williamson. "Hearth and Hotmail." M/C Journal 10, no. 4 (August 1, 2007). http://dx.doi.org/10.5204/mcj.2696.

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Abstract:
Introduction It has frequently been noted that ICTs and social networking applications have blurred the once-clear boundary between work, leisure and entertainment, just as they have collapsed the distinction between public and private space. While each individual has a sense of what “home” means, both in terms of personal experience and more conceptually, the following three examples of online interaction (based on participants’ interest, or involvement, in activities traditionally associated with the home: pet care, craft and cooking) suggest that the utilisation of online communication technologies can lead to refined and extended definitions of what “home” is. These examples show how online communication can assist in meeting the basic human needs for love, companionship, shelter and food – needs traditionally supplied by the home environment. They also provide individuals with a considerably expanded range of opportunities for personal expression and emotional connection, as well as creative and commercial production, than that provided by the purely physical (and, no doubt, sometimes isolated and isolating) domestic environment. In this way, these case studies demonstrate the interplay and melding of physical and virtual “home” as domestic practices leach from the most private spaces of the physical home into the public space of the Internet (for discussion, see Gorman-Murray, Moss, and Rose). At the same time, online interaction can assert an influence on activity within the physical space of the home, through the sharing of advice about, and modeling of, domestic practices and processes. A Dog’s (Virtual) Life The first case study primarily explores the role of online communities in the formation and expression of affective values and personal identity – as traditionally happens in the domestic environment. Garber described the 1990s as “the decade of the dog” (20), citing a spate of “new anthropomorphic” (22) dog books, Internet “dog chat” sites, remakes of popular classics such as Lassie Come Home, dog friendly urban amenities, and the meteoric rise of services for pampered pets (28-9). Loving pets has become a lifestyle and culture, witnessed and commodified in Pet Superstores as well as in dog collectables and antiques boutiques, and in publications like The Bark (“the New Yorker of Dog Magazines”) and Clean Run, the international agility magazine, Website, online book store and information gateway for agility products and services. Available online resources for dog lovers have similarly increased rapidly during the decade since Garber’s book was published, with the virtual world now catering for serious hobby trainers, exhibitors and professionals as well as the home-based pet lover. At a recent survey, Yahoo Groups – a personal communication portal that facilitates social networking, in this case enabling users to set up electronic mailing lists and Internet forums – boasted just over 9,600 groups servicing dog fanciers and enthusiasts. The list Dogtalk is now an announcement only mailing list, but was a vigorous discussion forum until mid-2006. Members of Dogtalk were Australian-based “clicker-trainers”, serious hobbyist dog trainers, many of whom operated micro-businesses providing dog training or other pet-related services. They shared an online community, but could also engage in “flesh-meets” at seminars, conferences and competitive dog sport meets. An author of this paper (Rutherford) joined this group two years ago because of her interest in clicker training. Clicker training is based on an application of animal learning theory, particularly psychologist E. F. Skinner’s operant conditioning, so called because of the trademark use of a distinctive “click” sound to mark a desired behaviour that is then rewarded. Clicker trainers tend to dismiss anthropomorphic pack theory that positions the human animal as fundamentally opposed to non-human animals and, thus, foster a partnership (rather than a dominator) mode of social and learning relationships. Partnership and nurturance are common themes within the clicker community (as well as in more traditional “home” locations); as is recognising and valuing the specific otherness of other species. Typically, members regard their pets as affective equals or near-equals to the human animals that are recognised members of their kinship networks. A significant function of the episodic biographical narratives and responses posted to this list was thus to affirm and legitimate this intra-specific kinship as part of normative social relationship – a perspective that is not usually validated in the general population. One of the more interesting nexus that evolved within Dogtalk links the narrativisation of the pet in the domestic sphere with the pictorial genre of the family album. Emergent technologies, such as digital cameras together with Web-based image manipulation software and hosting (as provided by portals like Photobucket and Flickr ) democratise high quality image creation and facilitate the sharing of these images. Increasingly, the Dogtalk list linked to images uploaded to free online galleries, discussed digital image composition and aesthetics, and shared technical information about cameras and online image distribution. Much of this cultural production and circulation was concerned with digitally inscribing particular relationships with individual animals into cultural memory: a form of family group biography (for a discussion of the family photograph as a display of extended domestic space, see Rose). The other major non-training thread of the community involves the sharing and witnessing of the trauma suffered due to the illness and loss of pets. While mourning for human family members is supported in the off-line world – with social infrastructure, such as compassionate leave and/or bereavement counselling, part of professional entitlements – public mourning for pets is not similarly supported. Yet, both cultural studies (in its emphasis on cultural memory) and trauma theory have highlighted the importance of social witnessing, whereby traumatic memories must be narratively integrated into memory and legitimised by the presence of a witness in order to loosen their debilitating hold (Felman and Laub 57). Postings on the progress of a beloved animal’s illness or other misfortune and death were thus witnessed and affirmed by other Dogtalk list members – the sick or deceased pet becoming, in the process, a feature of community memory, not simply an individual loss. In terms of such biographical narratives, memory and history are not identical: “Any memories capable of being formed, retained or articulated by an individual are always a function of socially constituted forms, narratives and relations … Memory is always subject to active social manipulation and revision” (Halbwachs qtd. in Crewe 75). In this way, emergent technologies and social software provide sites, akin to that of physical homes, for family members to process individual memories into cultural memory. Dogzonline, the Australian Gateway site for purebred dog enthusiasts, has a forum entitled “Rainbow Bridge” devoted to textual and pictorial memorialisation of deceased pet dogs. Dogster hosts the For the Love of Dogs Weblog, in which images and tributes can be posted, and also provides links to other dog oriented Weblogs and Websites. An interesting combination of both therapeutic narrative and the commodification of affect is found in Lightning Strike Pet Loss Support which, while a memorial and support site, also provides links to the emerging profession of pet bereavement counselling and to suppliers of monuments and tributary urns for home or other use. loobylu and Narratives of Everyday Life The second case study focuses on online interactions between craft enthusiasts who are committed to the production of distinctive objects to decorate and provide comfort in the home, often using traditional methods. In the case of some popular craft Weblogs, online conversations about craft are interspersed with, or become secondary to, the narration of details of family life, the exploration of important life events or the recording of personal histories. As in the previous examples, the offering of advice and encouragement, and expressions of empathy and support, often characterise these interactions. The loobylu Weblog was launched in 2001 by illustrator and domestic crafts enthusiast Claire Robertson. Robertson is a toy maker and illustrator based in Melbourne, Australia, whose clients have included prominent publishing houses, magazines and the New York Public Library (Robertson “Recent Client List” online). She has achieved a measure of public recognition: her loobylu Weblog has won awards and been favourably commented upon in the Australian press (see Robertson “Press for loobylu” online). In 2005, an article in The Age placed Robertson in the context of a contemporary “craft revolution”, reporting her view that this “revolution” is in “reaction to mass consumerism” (Atkinson online). The hand-made craft objects featured in Robertson’s Weblogs certainly do suggest engagement with labour-intensive pursuits and the construction of unique objects that reject processes of mass production and consumption. In this context, loobylu is a vehicle for the display and promotion of Robertson’s work as an illustrator and as a craft practitioner. While skills-based, it also, however, promotes a family-centred lifestyle; it advocates the construction by hand of objects designed to enhance the appearance of the family home and the comfort of its inhabitants. Its specific subject matter extends to related aspects of home and family as, in addition to instructions, ideas and patterns for craft, the Weblog features information on commercially available products for home and family, recipes, child rearing advice and links to 27 other craft and other sites (including Nigella Lawson’s, discussed below). The primary member of its target community is clearly the traditional homemaker – the mother – as well as those who may aspire to this role. Robertson does not have the “celebrity” status of Lawson and Jamie Oliver (discussed below), nor has she achieved their market saturation. Indeed, Robertson’s online presence suggests a modest level of engagement that is placed firmly behind other commitments: in February 2007, she announced an indefinite suspension of her blog postings so that she could spend more time with her family (Robertson loobylu 17 February 2007). Yet, like Lawson and Oliver, Robertson has exploited forms of domestic competence traditionally associated with women and the home, and the non-traditional medium of the Internet has been central to her endeavours. The content of the loobylu blog is, unsurprisingly, embedded in, or an accessory to, a unifying running commentary on Robertson’s domestic life as a parent. Miles, who has described Weblogs as “distributed documentaries of the everyday” (66) sums this up neatly: “the weblogs’ governing discursive quality is the manner in which it is embodied within the life world of its author” (67). Landmark family events are narrated on loobylu and some attract deluges of responses: the 19 June 2006 posting announcing the birth of Robertson’s daughter Lily, for example, drew 478 responses; five days later, one describing the difficult circumstances of her birth drew 232 comments. All of these comments are pithy, with many being simple empathetic expressions or brief autobiographically based commentaries on these events. Robertson’s news of her temporary retirement from her blog elicited 176 comments that both supported her decision and also expressed a sense of loss. Frequent exclamation marks attest visually to the emotional intensity of the responses. By narrating aspects of major life events to which the target audience can relate, the postings represent a form of affective mass production and consumption: they are triggers for a collective outpouring of largely homogeneous emotional reaction (joy, in the case of Lily’s birth). As collections of texts, they can be read as auto/biographic records, arranged thematically, that operate at both the individual and the community levels. Readers of the family narratives and the affirming responses to them engage in a form of mass affirmation and consumerism of domestic experience that is easy, immediate, attractive and free of charge. These personal discourses blend fluidly with those of a commercial nature. Some three weeks after loobylu announced the birth of her daughter, Robertson shared on her Weblog news of her mastitis, Lily’s first smile and the family’s favourite television programs at the time, information that many of us would consider to be quite private details of family life. Three days later, she posted a photograph of a sleeping baby with a caption that skilfully (and negatively) links it to her daughter: “Firstly – I should mention that this is not a photo of Lily”. The accompanying text points out that it is a photo of a baby with the “Zaky Infant Sleeping Pillow” and provides a link to the online pregnancystore.com, from which it can be purchased. A quotation from the manufacturer describing the merits of the pillow follows. Robertson then makes a light-hearted comment on her experiences of baby-induced sleep-deprivation, and the possible consequences of possessing the pillow. Comments from readers also similarly alternate between the personal (sharing of experiences) to the commercial (comments on the product itself). One offshoot of loobylu suggests that the original community grew to an extent that it could support specialised groups within its boundaries. A Month of Softies began in November 2004, describing itself as “a group craft project which takes place every month” and an activity that “might give you a sense of community and kinship with other similar minded crafty types across the Internet and around the world” (Robertson A Month of Softies online). Robertson gave each month a particular theme, and readers were invited to upload a photograph of a craft object they had made that fitted the theme, with a caption. These were then included in the site’s gallery, in the order in which they were received. Added to the majority of captions was also a link to the site (often a business) of the creator of the object; another linking of the personal and the commercial in the home-based “cottage industry” sense. From July 2005, A Month of Softies operated through a Flickr site. Participants continued to submit photos of their craft objects (with captions), but also had access to a group photograph pool and public discussion board. This extension simulates (albeit in an entirely visual way) the often home-based physical meetings of craft enthusiasts that in contemporary Australia take the form of knitting, quilting, weaving or other groups. Chatting with, and about, Celebrity Chefs The previous studies have shown how the Internet has broken down many barriers between what could be understood as the separate spheres of emotional (that is, home-based private) and commercial (public) life. The online environment similarly enables the formation and development of fan communities by facilitating communication between those fans and, sometimes, between fans and the objects of their admiration. The term “fan” is used here in the broadest sense, referring to “a person with enduring involvement with some subject or object, often a celebrity, a sport, TV show, etc.” (Thorne and Bruner 52) rather than focusing on the more obsessive and, indeed, more “fanatical” aspects of such involvement, behaviour which is, increasingly understood as a subculture of more variously constituted fandoms (Jenson 9-29). Our specific interest in fandom in relation to this discussion is how, while marketers and consumer behaviourists study online fan communities for clues on how to more successfully market consumer goods and services to these groups (see, for example, Kozinets, “I Want to Believe” 470-5; “Utopian Enterprise” 67-88; Algesheimer et al. 19-34), fans regularly subvert the efforts of those urging consumer consumption to utilise even the most profit-driven Websites for non-commercial home-based and personal activities. While it is obvious that celebrities use the media to promote themselves, a number of contemporary celebrity chefs employ the media to construct and market widely recognisable personas based on their own, often domestically based, life stories. As examples, Jamie Oliver and Nigella Lawson’s printed books and mass periodical articles, television series and other performances across a range of media continuously draw on, elaborate upon, and ultimately construct their own lives as the major theme of these works. In this, these – as many other – celebrity chefs draw upon this revelation of their private lives to lend authenticity to their cooking, to the point where their work (whether cookbook, television show, advertisement or live chat room session with their fans) could be described as “memoir-illustrated-with-recipes” (Brien and Williamson). This generic tendency influences these celebrities’ communities, to the point where a number of Websites devoted to marketing celebrity chefs as product brands also enable their fans to share their own life stories with large readerships. Oliver and Lawson’s official Websites confirm the privileging of autobiographical and biographical information, but vary in tone and approach. Each is, for instance, deliberately gendered (see Hollows’ articles for a rich exploration of gender, Oliver and Lawson). Oliver’s hip, boyish, friendly, almost frantic site includes the what are purported-to-be self-revelatory “Diary” and “About me” sections, a selection of captioned photographs of the chef, his family, friends, co-workers and sponsors, and his Weblog as well as footage streamed “live from Jamie’s phone”. This self-revelation – which includes significant details about Oliver’s childhood and his domestic life with his “lovely girls, Jools [wife Juliette Norton], Poppy and Daisy” – completely blurs the line between private life and the “Jamie Oliver” brand. While such revelation has been normalised in contemporary culture, this practice stands in great contrast to that of renowned chefs and food writers such as Elizabeth David, Julia Child, James Beard and Margaret Fulton, whose work across various media has largely concentrated on food, cooking and writing about cooking. The difference here is because Oliver’s (supposedly private) life is the brand, used to sell “Jamie Oliver restaurant owner and chef”, “Jamie Oliver cookbook author and TV star”, “Jamie Oliver advertising spokesperson for Sainsbury’s supermarket” (from which he earns an estimated £1.2 million annually) (Meller online) and “Jamie Oliver social activist” (made MBE in 2003 after his first Fifteen restaurant initiative, Oliver was named “Most inspiring political figure” in the 2006 Channel 4 Political Awards for his intervention into the provision of nutritious British school lunches) (see biographies by Hildred and Ewbank, and Smith). Lawson’s site has a more refined, feminine appearance and layout and is more mature in presentation and tone, featuring updates on her (private and public) “News” and forthcoming public appearances, a glamorous selection of photographs of herself from the past 20 years, and a series of print and audio interviews. Although Lawson’s children have featured in some of her television programs and her personal misfortunes are well known and regularly commented upon by both herself and journalists (her mother, sister and husband died of cancer) discussions of these tragedies, and other widely known aspects of her private life such as her second marriage to advertising mogul Charles Saatchi, is not as overt as on Oliver’s site, and the user must delve to find it. The use of Lawson’s personal memoir, as sales tool, is thus both present and controlled. This is in keeping with Lawson’s professional experience prior to becoming the “domestic goddess” (Lawson 2000) as an Oxford graduated journalist on the Spectator and deputy literary editor of the Sunday Times. Both Lawson’s and Oliver’s Websites offer readers various ways to interact with them “personally”. Visitors to Oliver’s site can ask him questions and can access a frequently asked question area, while Lawson holds (once monthly, now irregularly) a question and answer forum. In contrast to this information about, and access to, Oliver and Lawson’s lives, neither of their Websites includes many recipes or other food and cooking focussed information – although there is detailed information profiling their significant number of bestselling cookbooks (Oliver has published 8 cookbooks since 1998, Lawson 5 since 1999), DVDs and videos of their television series and one-off programs, and their name branded product lines of domestic kitchenware (Oliver and Lawson) and foodstuffs (Oliver). Instruction on how to purchase these items is also featured. Both these sites, like Robertson’s, provide various online discussion fora, allowing members to comment upon these chefs’ lives and work, and also to connect with each other through posted texts and images. Oliver’s discussion forum section notes “this is the place for you all to chat to each other, exchange recipe ideas and maybe even help each other out with any problems you might have in the kitchen area”. Lawson’s front page listing states: “You will also find a moderated discussion forum, called Your Page, where our registered members can swap ideas and interact with each other”. The community participants around these celebrity chefs can be, as is the case with loobylu, divided into two groups. The first is “foodie (in Robertson’s case, craft) fans” who appear to largely engage with these Websites to gain, and to share, food, cooking and craft-related information. Such fans on Oliver and Lawson’s discussion lists most frequently discuss these chefs’ television programs and books and the recipes presented therein. They test recipes at home and discuss the results achieved, any problems encountered and possible changes. They also post queries and share information about other recipes, ingredients, utensils, techniques, menus and a wide range of food and cookery-related matters. The second group consists of “celebrity fans” who are attracted to the chefs (as to Robertson as craft maker) as personalities. These fans seek and share biographical information about Oliver and Lawson, their activities and their families. These two areas of fan interest (food/cooking/craft and the personal) are not necessarily or always separated, and individuals can be active members of both types of fandoms. Less foodie-orientated users, however (like users of Dogtalk and loobylu), also frequently post their own auto/biographical narratives to these lists. These narratives, albeit often fragmented, may begin with recipes and cooking queries or issues, but veer off into personal stories that possess only minimal or no relationship to culinary matters. These members also return to the boards to discuss their own revealed life stories with others who have commented on these narratives. Although research into this aspect is in its early stages, it appears that the amount of public personal revelation either encouraged, or allowed, is in direct proportion to the “open” friendliness of these sites. More thus are located in Oliver’s and less in Lawson’s, and – as a kind of “control” in this case study, but not otherwise discussed – none in that of Australian chef Neil Perry, whose coolly sophisticated Website perfectly complements Perry’s professional persona as the epitome of the refined, sophisticated and, importantly in this case, unapproachable, high-end restaurant chef. Moreover, non-cuisine related postings are made despite clear directions to the contrary – Lawson’s site stating: “We ask that postings are restricted to topics relating to food, cooking, the kitchen and, of course, Nigella!” and Oliver making the plea, noted above, for participants to keep their discussions “in the kitchen area”. Of course, all such contemporary celebrity chefs are supported by teams of media specialists who selectively construct the lives that these celebrities share with the public and the postings about others’ lives that are allowed to remain on their discussion lists. The intersection of the findings reported above with the earlier case studies suggests, however, that even these most commercially-oriented sites can provide a fruitful data regarding their function as home-like spaces where domestic practices and processes can be refined, and emotional relationships formed and fostered. In Summary As convergence results in what Turow and Kavanaugh call “the wired homestead”, our case studies show that physically home-based domestic interests and practices – what could be called “home truths” – are also contributing to a refiguration of the private/public interplay of domestic activities through online dialogue. In the case of Dogtalk, domestic space is reconstituted through virtual spaces to include new definitions of family and memory. In the case of loobylu, the virtual interaction facilitates a development of craft-based domestic practices within the physical space of the home, thus transforming domestic routines. Jamie Oliver’s and Nigella Lawson’s sites facilitate development of both skills and gendered identities by means of a bi-directional nexus between domestic practices, sites of home labour/identity production and public media spaces. As participants modify and redefine these online communities to best suit their own needs and desires, even if this is contrary to the stated purposes for which the community was instituted, online communities can be seen to be domesticated, but, equally, these modifications demonstrate that the activities and relationships that have traditionally defined the home are not limited to the physical space of the house. While virtual communities are “passage points for collections of common beliefs and practices that united people who were physically separated” (Stone qtd in Jones 19), these interactions can lead to shared beliefs, for example, through advice about pet-keeping, craft and cooking, that can significantly modify practices and routines in the physical home. Acknowledgments An earlier version of this paper was presented at the Association of Internet Researchers’ International Conference, Brisbane, 27-30 September 2006. The authors would like to thank the referees of this article for their comments and input. Any errors are, of course, our own. References Algesheimer, R., U. Dholake, and A. Herrmann. “The Social Influence of Brand Community: Evidence from European Car Clubs”. Journal of Marketing 69 (2005): 19-34. Atkinson, Frances. “A New World of Craft”. The Age (11 July 2005). 28 May 2007 http://www.theage.com.au/articles/2005/07/10/1120934123262.html>. Brien, Donna Lee, and Rosemary Williamson. “‘Angels of the Home’ in Cyberspace: New Technologies and Biographies of Domestic Production”. Paper. Biography and New Technologies conference. Humanities Research Centre, Australian National University, Canberra, ACT. 12-14 Sep. 2006. Crewe, Jonathan. “Recalling Adamastor: Literature as Cultural Memory in ‘White’ South Africa”. In Acts of Memory: Cultural Recall in the Present, eds. Mieke Bal, Jonathan Crewe, and Leo Spitzer. Hanover, NH: Dartmouth College, 1999. 75-86. Felman, Shoshana, and Dori Laub. Testimony: Crises of Witnessing in Literature, Psychoanalysis, and History. New York: Routledge, 1992. Garber, Marjorie. Dog Love. New York: Touchstone/Simon and Schuster, 1996. Gorman-Murray, Andrew. “Homeboys: Uses of Home by Gay Australian Men”. Social and Cultural Geography 7.1 (2006): 53-69. Halbwachs, Maurice. On Collective Memory. Trans. Lewis A. Closer. Chicago: U of Chicago P, 1992. Hildred, Stafford, and Tim Ewbank. Jamie Oliver: The Biography. London: Blake, 2001. Hollows, Joanne. “Feeling like a Domestic Goddess: Post-Feminism and Cooking.” European Journal of Cultural Studies 6.2 (2003): 179-202. ———. “Oliver’s Twist: Leisure, Labour and Domestic Masculinity in The Naked Chef.” International Journal of Cultural Studies 6.2 (2003): 229-248. Jenson, J. “Fandom as Pathology: The Consequences of Characterization”. The Adoring Audience; Fan Culture and Popular Media. Ed. L. A. Lewis. New York, NY: Routledge, 1992. 9-29. Jones, Steven G., ed. Cybersociety, Computer-Mediated Communication and Community. Thousand Oaks, CA: Sage, 1995. Kozinets, R.V. “‘I Want to Believe’: A Netnography of the X’Philes’ Subculture of Consumption”. Advances in Consumer Research 34 (1997): 470-5. ———. “Utopian Enterprise: Articulating the Meanings of Star Trek’s Culture of Consumption.” Journal of Consumer Research 28 (2001): 67-88. Lawson, Nigella. How to Be a Domestic Goddess: Baking and the Art of Comfort Cooking. London: Chatto and Windus, 2000. Meller, Henry. “Jamie’s Tips Spark Asparagus Shortages”. Daily Mail (17 June 2005). 21 Aug. 2007 http://www.dailymail.co.uk/pages/live/articles/health/dietfitness.html? in_article_id=352584&in_page_id=1798>. Miles, Adrian. “Weblogs: Distributed Documentaries of the Everyday.” Metro 143: 66-70. Moss, Pamela. “Negotiating Space in Home Environments: Older Women Living with Arthritis.” Social Science and Medicine 45.1 (1997): 23-33. Robertson, Claire. Claire Robertson Illustration. 2000-2004. 28 May 2007 . Robertson, Claire. loobylu. 16 Feb. 2007. 28 May 2007 http://www.loobylu.com>. Robertson, Claire. “Press for loobylu.” Claire Robertson Illustration. 2000-2004. 28 May 2007 http://www.clairetown.com/press.html>. Robertson, Claire. A Month of Softies. 28 May 2007. 21 Aug. 2007 . Robertson, Claire. “Recent Client List”. Claire Robertson Illustration. 2000-2004. 28 May 2007 http://www.clairetown.com/clients.html>. Rose, Gillian. “Family Photographs and Domestic Spacings: A Case Study.” Transactions of the Institute of British Geographers NS 28.1 (2003): 5-18. Smith, Gilly. Jamie Oliver: Turning Up the Heat. Sydney: Macmillian, 2006. Thorne, Scott, and Gordon C. Bruner. “An Exploratory Investigation of the Characteristics of Consumer Fanaticism.” Qualitative Market Research: An International Journal 9.1 (2006): 51-72. Turow, Joseph, and Andrea Kavanaugh, eds. The Wired Homestead: An MIT Press Sourcebook on the Internet and the Family. Cambridge, MA: MIT Press, 2003. Citation reference for this article MLA Style Brien, Donna Lee, Leonie Rutherford, and Rosemary Williamson. "Hearth and Hotmail: The Domestic Sphere as Commodity and Community in Cyberspace." M/C Journal 10.4 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0708/10-brien.php>. APA Style Brien, D., L. Rutherford, and R. Williamson. (Aug. 2007) "Hearth and Hotmail: The Domestic Sphere as Commodity and Community in Cyberspace," M/C Journal, 10(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0708/10-brien.php>.
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29

McCormack, Paul. "Play." M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1726.

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All work and no play makes Jack a dull boy, or so the story goes anyway. Equally perilous, of course, is the opposite scenario of all play and no work. I'm not quite sure what that might make poor old Jack; unemployed perhaps? For my part, it made me a 'mature student'! Whatever else it may be, though, play is pervasive. It's one of the first things we get to do as human beings (once we've gotten the more immediate concerns of getting fed and changed out of the way), and if we're lucky it will be one of the things we get to do at every other stage of our lives too (again, along with eating and...). It is probably fitting that play should be the organisational concept for this particular issue of M/C, coinciding as it does with one of the more drawn out periods of play in the Western world: Christmas. Coming at this time, it has certainly brought home to me the relationship between work and play, and where to fit the former into the latter. It's probably no surprise, then, that a couple of the articles here should seek to engage with this particular divide. In the feature article for this issue Belinda Barnet explores the idea of hypertext as an avant-garde alternative to the controlled regularity of the linear text, a playful reaction to predetermined possibilities. Reading hypertext is a bit like playing, it's spontaneous, interactive, and a little subversive in that it rejects the notion of following the single linear text all the way to its hidden but preferred meaning. The nodal leaps of reading hypertext leave us always in a state of something like blissful possibility. Thus hypertext should be considered to involve the active translation of being into becoming in an imagined, or virtual space. Though the danger exists that such a reader risks disorientation in the face of the infinite potential offered by hypertextual linking, just as much as he or she risks being subsumed by the passive subject position "demanded by infotainment culture and the encyclopaedic desire it encourages to seek the satisfaction of closure by following seamless links to a buried 'meaning'". Sherman Young examines the point at which playing and living meet; in the dual context, here, of driving simulation computer games and Baudrillard's precession of simulacra. As driving simulators become more and more sophisticated and 'realistic', embodying the thrills and spills of pushing the car to its limits on the open road, or on the Formula One race track, driving itself becomes more and more (for the majority of us at least) of a daily rush-hour crawl, one foot on the clutch and one hand on the wheel, unexciting and not very challenging. Has the play version of driving left the real behind, or is it a fact that the real is no longer real, but hyperreal? Axel Bruns engages with the recent proliferation of what he calls "musical exhumations": the re-forming and touring of well known and commercially safe musical acts on a large scale, playing either old songs, or new songs that sound like old songs. At the root of this 'replay', he contends, is the mainstream music industry's desire to both make a dollar, and respond to a changing mediascape which may well leave the giants behind as it continues to evolve and diversify. At the core of the problems which the music industry monoliths face is bandwith -- the huge number of 'channels' which something like the Internet provides --, and as a consequence, the opportunity on the one hand for marginal operators and audiences to proliferate, and the lack of opportunity on the other hand for the industry to achieve complete coverage for its preferred (i.e. most profitable) products. So, while the new players spread out on the cyber-airwaves, the old players come together in the better class venues; but in the longer term, it seems, the days of the almost complete domination of large-scale industrialised music may be numbered. Kirsty Leishman takes the work of Michel de Certeau on the art of making do as practiced by individuals going about their everyday life, her own experiences as a convenience store employee of five years standing, and the idea of play as "taking delight in inventiveness, trickery, guile and ruse", and melds them all into an explication of how opportunities for play may be found in even the most mundane kinds of work-a-day existences. In doing so she outlines the tactical use of the store's facilities, pursued as much in an effort to find relief from boredom, as to procure an abundant supply of toiletries and confectionary. This article will make you rethink your own ideas on how the Seven-Elevens of the world operate. John Banks starts from the observation that, even if only for their huge sales and the associated hype that goes with that, the playing of computer games has become "a crucial component of the popular cultural terrain". It is also a problematic one in the sense that so many of the games seem to inscribe somewhat questionable gender roles and relations. But Banks wants to go further than merely examining the representational, or textual level of computer games, critically engaging instead with the activity of playing: a visceral event, and one which is repeatedly described by those in the know in terms of the ephemeral concept of Gameplay. This term, he argues, "functions as something of a shared horizon or assumed knowledge" amongst gamers, and may consequently describe something about the attraction of games that hitherto escapes the vocabulary of cultural theorising: that they're fun, but it's hard to explain exactly how or why. The upshot is that because it does not easily lend itself to theoretical explication this does not mean that the eventhood of the game, as expressed in the term 'Gameplay', is to be devalued in seeking to understand computer games as cultural activities; just as issues of representation should not either be simply abandoned. Rebecca Farley, like Kirsty Leishman, also engages with the divide between work and play, but deals with the animation studio as a workplace rather than the convenience store. In doing so she addresses the twin questions of what exactly is play, and how is it practiced? Is it, as Johan Huizinga would have it, a separate thing, to be done in a separate time and place? Or is the distinction more fluid, play being something we do alongside work, or sprinkled in between bits of work? The answer might, of course, have a lot to do with who you work for. Nick Caldwell briefly charts the history of the computer strategy game, in particular its sub-genre, the "God game". The point he is seeking to make is that the parameters of these games, and the symbolism which they both draw upon and reinforce, are resolutely Western in their nature and detail. Success for the player-God in a game like Civilisation, for example, is contingent upon him or her skilfully leading the flock through a human-scale history of exploration, conflict and technological development; all of which, Caldwell argues, amounts to an imposition of an "ahistorically Westernised path of conquest and colonialism" upon the broad canvas of human history in general. Thus, computer strategy games such as this, by so attractively packaging and promoting what is, after all, just one politico-historical model among many, may simply become little more than "effective tools of the hegemonic apparatus". Ben King closes this issue with some thoughts on an aspect of play that would not seem obvious to most of us: playful murder. He explores the genre of yuppie horror films in which the villain, far from being portrayed as a hideous outcast creature, is actually just the same as the victims: young, beautiful, rich; the playfulness coming from the kind of "selfish revelry" they display in their macabre acts. All that remains for me to say at this point, I guess, is that all of us at M/C hope that your revelry over this holiday season has not been of the too macabre kind, (though, if that's what turns you on...), and that you find these offerings enjoyable, informative, or maybe even both. Read on then. Citation reference for this article MLA style: Paul Mc Cormack. "Editorial: 'Play'." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/edit.php>. Chicago style: Paul Mc Cormack, "Editorial: 'Play'," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/edit.php> ([your date of access]). APA style: Paul Mc Cormack. (1998) Editorial: 'play'. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/edit.php> ([your date of access]).
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30

Caudwell, Catherine Barbara. "Cute and Monstrous Furbys in Online Fan Production." M/C Journal 17, no. 2 (February 28, 2014). http://dx.doi.org/10.5204/mcj.787.

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Image 1: Hasbro/Tiger Electronics 1998 Furby. (Photo credit: Author) Introduction Since the mid-1990s robotic and digital creatures designed to offer social interaction and companionship have been developed for commercial and research interests. Integral to encouraging positive experiences with these creatures has been the use of cute aesthetics that aim to endear companions to their human users. During this time there has also been a growth in online communities that engage in cultural production through fan fiction responses to existing cultural artefacts, including the widely recognised electronic companion, Hasbro’s Furby (image 1). These user stories and Furby’s online representation in general, demonstrate that contrary to the intentions of their designers and marketers, Furbys are not necessarily received as cute, or the embodiment of the helpless and harmless demeanour that goes along with it. Furbys’ large, lash-framed eyes, small, or non-existent limbs, and baby voice are typical markers of cuteness but can also evoke another side of cuteness—monstrosity, especially when the creature appears physically capable instead of helpless (Brzozowska-Brywczynska 217). Furbys are a particularly interesting manifestation of the cute aesthetic because it is used as tool for encouraging attachment to a socially interactive electronic object, and therefore intersects with existing ideas about technology and nonhuman companions, both of which often embody a sense of otherness. This paper will explore how cuteness intersects withand transitions into monstrosity through online representations of Furbys, troubling their existing design and marketing narrative by connecting and likening them to other creatures, myths, and anecdotes. Analysis of narrative in particular highlights the instability of cuteness, and cultural understandings of existing cute characters, such as the gremlins from the film Gremlins (Dante) reinforce the idea that cuteness should be treated with suspicion as it potentially masks a troubling undertone. Ultimately, this paper aims to interrogate the cultural complexities of designing electronic creatures through the stories that people tell about them online. Fan Production Authors of fan fiction are known to creatively express their responses to a variety of media by appropriating the characters, settings, and themes of an original work and sharing their cultural activity with others (Jenkins 88). On a personal level, Jenkins (103) argues that “[i]n embracing popular texts, the fans claim those works as their own, remaking them in their own image, forcing them to respond to their needs and to gratify their desires.” Fan fiction authors are motivated to write not for financial or professional gains but for personal enjoyment and fan recognition, however, their production does not necessarily come from favourable opinions of an existing text. The antifan is an individual who actively hates a text or cultural artefact and is mobilised in their dislike to contribute to a community of others who share their views (Gray 841). Gray suggests that both fan and antifan activity contribute to our understanding of the kinds of stories audiences want: Although fans may wish to bring a text into everyday life due to what they believe it represents, antifans fear or do not want what they believe it represents and so, as with fans, antifan practice is as important an indicator of interactions between the textual and public spheres. (855) Gray reminds that fans, nonfans, and antifans employ different interpretive strategies when interacting with a text. In particular, while fans intimate knowledge of a text reflects their overall appreciation, antifans more often focus on the “dimensions of the moral, the rational-realistic, [or] the aesthetic” (856) that they find most disagreeable. Additionally, antifans may not experience a text directly, but dislike what knowledge they do have of it from afar. As later examples will show, the treatment of Furbys in fan fiction arguably reflects an antifan perspective through a sense of distrust and aversion, and analysing it can provide insight into why interactions with, or indirect knowledge of, Furbys might inspire these reactions. Derecho argues that in part because of the potential copyright violation that is faced by most fandoms, “even the most socially conventional fan fiction is an act of defiance of corporate control…” (72). Additionally, because of the creative freedom it affords, “fan fiction and archontic literature open up possibilities – not just for opposition to institutions and social systems, but also for a different perspective on the institutional and the social” (76). Because of this criticality, and its subversive nature, fan fiction provides an interesting consumer perspective on objects that are designed and marketed to be received in particular ways. Further, because much of fan fiction draws on fictional content, stories about objects like Furby are not necessarily bound to reality and incorporate fantastical, speculative, and folkloric readings, providing diverse viewpoints of the object. Finally, if, as robotics commentators (cf. Levy; Breazeal) suggest, companionable robots and technologies are going to become increasingly present in everyday life, it is crucial to understand not only how they are received, but also where they fit within a wider cultural sphere. Furbys can be seen as a widespread, if technologically simple, example of these technologies and are often treated as a sign of things to come (Wilks 12). The Design of Electronic Companions To compete with the burgeoning market of digital and electronic pets, in 1998 Tiger Electronics released the Furby, a fur-covered, robotic creature that required the user to carry out certain nurturance duties. Furbys expected feeding and entertaining and could become sick and scared if neglected. Through a program that advanced slowly over time regardless of external stimulus, Furbys appeared to evolve from speaking entirely Furbish, their mother tongue, to speaking English. To the user, it appeared as though their interactions with the object were directly affecting its progress and maturation because their care duties of feeding and entertaining were happening parallel to the Furbish to English transition (Turkle, Breazeal, Daste, & Scassellati 314). The design of electronic companions like Furby is carefully considered to encourage positive emotional responses. For example, Breazeal (2002 230) argues that a robot will be treated like a baby, and nurtured, if it has a large head, big eyes, and pursed lips. Kinsella’s (1995) also emphasises cute things need for care as they are “soft, infantile, mammalian, round, without bodily appendages (e.g. arms), without bodily orifices (e.g. mouths), non-sexual, mute, insecure, helpless or bewildered” (226). From this perspective, Furbys’ physical design plays a role in encouraging nurturance. Such design decisions are reinforced by marketing strategies that encourage Furbys to be viewed in a particular way. As a marketing tool, Harris (1992) argues that: cuteness has become essential in the marketplace in that advertisers have learned that consumers will “adopt” products that create, often in their packaging alone, an aura of motherlessness, ostracism, and melancholy, the silent desperation of the lost puppy dog clamoring to be befriended - namely, to be bought. (179) Positioning Furbys as friendly was also important to encouraging a positive bond with a caregiver. The history, or back story, that Furbys were given in the instruction manual was designed to convey their kind, non-threatening nature. Although alive and unpredictable, it was crucial that Furbys were not frightening. As imaginary living creatures, the origin of Furbys required explaining: “some had suggested positioning Furby as an alien, but that seemed too foreign and frightening for little girls. By May, the thinking was that Furbies live in the clouds – more angelic, less threatening” (Kirsner). In creating this story, Furby’s producers both endeared the object to consumers by making it seem friendly and inquisitive, and avoided associations to its mass-produced, factory origins. Monstrous and Cute Furbys Across fan fiction, academic texts, and media coverage there is a tendency to describe what Furbys look like by stringing together several animals and objects. Furbys have been referred to as a “mechanized ball of synthetic hair that is part penguin, part owl and part kitten” (Steinberg), a “cross between a hamster and a bird…” (Lawson & Chesney 34), and “ “owl-like in appearance, with large bat-like ears and two large white eyes with small, reddish-pink pupils” (ChaosInsanity), to highlight only a few. The ambiguous appearance of electronic companions is often a strategic decision made by the designer to avoid biases towards specific animals or forms, making the companion easier to accept as “real” or “alive” (Shibata 1753). Furbys are arguably evidence of this strategy and appear to be deliberately unfamiliar. However, the assemblage, and exaggeration, of parts that describes Furbys also conjures much older associations: the world of monsters in gothic literature. Notice the similarities between the above attempts to describe what Furbys looks like, and a historical description of monsters: early monsters are frequently constructed out of ill-assorted parts, like the griffin, with the head and wings of an eagle combined with the body and paws of a lion. Alternatively, they are incomplete, lacking essential parts, or, like the mythological hydra with its many heads, grotesquely excessive. (Punter & Byron 263) Cohen (6) argues that, metaphorically, because of their strange visual assembly, monsters are displaced beings “whose externally incoherent bodies resist attempts to include them in any systematic structuration. And so the monster is dangerous, a form suspended between forms that threatens to smash distinctions.” Therefore, to call something a monster is also to call it confusing and unfamiliar. Notice in the following fan fiction example how comparing Furby to an owl makes it strange, and there seems to be uncertainty around what Furbys are, and where they fit in the natural order: The first thing Heero noticed was that a 'Furby' appeared to be a childes toy, shaped to resemble a mutated owl. With fur instead of feathers, no wings, two large ears and comical cat paws set at the bottom of its pudding like form. Its face was devoid of fuzz with a yellow plastic beak and too large eyes that gave it the appearance of it being addicted to speed [sic]. (Kontradiction) Here is a character unfamiliar with Furbys, describing its appearance by relating it to animal parts. Whether Furbys are cute or monstrous is contentious, particularly in fan fictions where they have been given additional capabilities like working limbs and extra appendages that make them less helpless. Furbys’ lack, or diminution of parts, and exaggeration of others, fits the description of cuteness, as well as their sole reliance on caregivers to be fed, entertained, and transported. If viewed as animals, Furbys appear physically limited. Kinsella (1995) finds that a sense of disability is important to the cute aesthetic: stubby arms, no fingers, no mouths, huge heads, massive eyes – which can hide no private thoughts from the viewer – nothing between their legs, pot bellies, swollen legs or pigeon feet – if they have feet at all. Cute things can’t walk, can’t talk, can’t in fact do anything at all for themselves because they are physically handicapped. (236) Exploring the line between cute and monstrous, Brzozowska-Brywczynska argues that it is this sense of physical disability that distinguishes the two similar aesthetics. “It is the disempowering feeling of pity and sympathy […] that deprives a monster of his monstrosity” (218). The descriptions of Furbys in fan fiction suggest that they transition between the two, contingent on how they are received by certain characters, and the abilities they are given by the author. In some cases it is the overwhelming threat the Furby poses that extinguishes feelings of care. In the following two excerpts that the revealing of threatening behaviour shifts the perception of Furby from cute to monstrous in ‘When Furbies Attack’ (Kellyofthemidnightdawn): “These guys are so cute,” she moved the Furby so that it was within inches of Elliot's face and positioned it so that what were apparently the Furby's lips came into contact with his cheek “See,” she smiled widely “He likes you.” […] Olivia's breath caught in her throat as she found herself backing up towards the door. She kept her eyes on the little yellow monster in front of her as her hand slowly reached for the door knob. This was just too freaky, she wanted away from this thing. The Furby that was originally called cute becomes a monster when it violently threatens the protagonist, Olivia. The shifting of Furbys between cute and monstrous is a topic of argument in ‘InuYasha vs the Demon Furbie’ (Lioness of Dreams). The character Kagome attempts to explain a Furby to Inuyasha, who views the object as a demon: That is a toy called a Furbie. It's a thing we humans call “CUTE”. See, it talks and says cute things and we give it hugs! (Lioness of Dreams) A recurrent theme in the Inuyasha (Takahashi) anime is the generational divide between Kagome and Inuyasha. Set in feudal-era Japan, Kagome is transported there from modern-day Tokyo after falling into a well. The above line of dialogue reinforces the relative newness, and cultural specificity, of cute aesthetics, which according to Kinsella (1995 220) became increasingly popular throughout the 1980s and 90s. In Inuyasha’s world, where demons and monsters are a fixture of everyday life, the Furby appearance shifts from cute to monstrous. Furbys as GremlinsDuring the height of the original 1998 Furby’s public exposure and popularity, several news articles referred to Furby as “the five-inch gremlin” (Steinberg) and “a furry, gremlin-looking creature” (Del Vecchio 88). More recently, in a review of the 2012 Furby release, one commenter exclaimed: “These things actually look scary! Like blue gremlins!” (KillaRizzay). Following the release of the original Furbys, Hasbro collaborated with the film’s merchandising team to release Interactive ‘Gizmo’ Furbys (image 2). Image 2: Hasbro 1999 Interactive Gizmo (photo credit: Author) Furbys’ likeness to gremlins offers another perspective on the tension between cute and monstrous aesthetics that is contingent on the creature’s behaviour. The connection between Furbys and gremlins embodies a sense of mistrust, because the film Gremlins focuses on the monsters that dwell within the seemingly harmless and endearing mogwai/gremlin creatures. Catastrophic events unfold after they are cared for improperly. Gremlins, and by association Furbys, may appear cute or harmless, but this story tells that there is something darker beneath the surface. The creatures in Gremlins are introduced as mogwai, and in Chinese folklore the mogwai or mogui is a demon (Zhang, 1999). The pop culture gremlin embodied in the film, then, is cute and demonic, depending on how it is treated. Like a gremlin, a Furby’s personality is supposed to be a reflection of the care it receives. Transformation is a common theme of Gremlins and also Furby, where it is central to the sense of “aliveness” the product works to create. Furbys become “wiser” as time goes on, transitioning through “life stages” as they “learn” about their surroundings. As we learn from their origin story, Furbys jumped from their home in the clouds in order to see and explore the world firsthand (Tiger Electronics 2). Because Furbys are susceptible to their environment, they come with rules on how they must be cared for, and the consequences if this is ignored. Without attention and “food”, a Furby will become unresponsive and even ill: “If you allow me to get sick, soon I will not want to play and will not respond to anything but feeding” (Tiger Electronics 6). In Gremlins, improper care manifests in an abrupt transition from cute to monstrous: Gizmo’s strokeable fur is transformed into a wet, scaly integument, while the vacant portholes of its eyes (the most important facial feature of the cute thing, giving us free access to its soul and ensuring its total structability, its incapacity to hold back anything in reserve) become diabolical slits hiding a lurking intelligence, just as its dainty paws metamorphose into talons and its pretty puckered lips into enormous Cheshire grimaces with full sets of sharp incisors. (Harris 185–186) In the Naruto (Kishimoto) fan fiction ‘Orochimaru's World Famous New Year's Eve Party’ (dead drifter), while there is no explicit mention of Gremlins, the Furby undergoes the physical transformation that appears in the films. The Furby, named Sasuke, presumably after the Naruto antagonist Sasuke, and hinting at its untrustworthy nature, undergoes a transformation that mimics that of Gremlins: when water is poured on the Furby, boils appear and fall from its back, each growing into another Furby. Also, after feeding the Furby, it lays eggs: Apparently, it's not a good idea to feed Furbies chips. Why? Because they make weird cocoon eggs and transform into… something. (ch. 5) This sequence of events follows the Gremlins movie structure, in which cute and furry Gizmo, after being exposed to water and fed after midnight, “begins to reproduce, laying eggs that enter a larval stage in repulsive cocoons covered in viscous membranes” (Harris 185). Harris also reminds that the appearance of gremlins comes with understandings of how they should be treated: Whereas cute things have clean, sensuous surfaces that remain intact and unpenetrated […] the anti-cute Gremlins are constantly being squished and disembowelled, their entrails spilling out into the open, as they explode in microwaves and run through paper shredders and blenders. (Harris 186) The Furbys in ‘Orochimaru's World Famous New Year's Eve Party’ meet a similar end: Kuro Furby whined as his brain was smashed in. One of its eyes popped out and rolled across the floor. (dead drifter ch. 6) A horde of mischievous Furbys are violently dispatched, including the original Furby that was lovingly cared for. Conclusion This paper has explored examples from online culture in which different cultural references clash and merge to explore artefacts such as Furby, and the complexities of design, such as the use of ambiguously mammalian, and cute, aesthetics in an effort to encourage positive attachment. Fan fiction, as a subversive practice, offers valuable critiques of Furby that are imaginative and speculative, providing creative responses to experiences with Furbys, but also opening up potential for what electronic companions could become. In particular, the use of narrative demonstrates that cuteness is an unstable aesthetic that is culturally contingent and very much tied to behaviour. As above examples demonstrate, Furbys can move between cute, friendly, helpless, threatening, monstrous, and strange in one story. Cute Furbys became monstrous when they were described as an assemblage of disparate parts, made physically capable and aggressive, and affected by their environment or external stimulus. Cultural associations, such as gremlins, also influence how an electronic animal is received and treated, often troubling the visions of designers and marketers who seek to present friendly, nonthreatening, and accommodating companions. These diverse readings are valuable in understanding how companionable technologies are received, especially if they continue to be developed and made commercially available, and if cuteness is to be used as means of encouraging positive attachment. References Breazeal, Cynthia. Designing Sociable Robots. Cambridge, MA: MIT Press, 2002. Brzozowska-Brywczynska, Maja. "Monstrous/Cute: Notes on the Ambivalent Nature of Cuteness." Monsters and the Monstrous: Myths and Metaphors of Enduring Evil. Ed. Niall Scott. Amsterdam/New York: Rodopi. 2007. 213 - 28. ChaosInsanity. “Attack of the Killer Furby.” Fanfiction.net, 2008. 20 July 2012. Cohen, Jeffrey Jerome. “Monster Culture (Seven Theses).” In Monster Theory: Reading Culture, ed. Jeffrey Jerome Cohen. Minneapolis, MN: University of Minnesota Press. 1996. 3 – 25. dead drifter. “Orochimaru's World Famous New Year's Eve Party.”Fanfiction.net, 2007. 4 Mar. 2013. Del Vecchio, Gene. The Blockbuster Toy! How to Invent the Next Big Thing. Gretna, LA: Pelican Publishing Company. 2003. Derecho, Abigail. “Archontic Literature: A Definition, a History, and Several Theories of Fan Fiction.” In Fan Fiction and Fan Communities in the Age of the Internet, eds. Karen Hellekson and Kristina Busse. Jefferson, NC: McFarland & Company, 2006. 6—78. Gremlins. Dir. Joe Dante. Warner Brothers & Amblin Entertainment, 1984. Gray, Jonathan. “Antifandom and the Moral Text.” American Behavioral Scientist 48.7 (2005). 24 Mar. 2014 ‹http://abs.sagepub.com/content/48/7/840.abstract›. Harris, Daniel. “Cuteness.” Salmagundi 96 (1992). 20 Feb. 2014 ‹http://www.jstor.org/stable/40548402›. Inuyasha. Created by Rumiko Takahashi. Yomiuri Telecasting Corporation (YTV) & Sunrise, 1996. Jenkins, Henry. “Star Trek Rerun, Reread, Rewritten: Fan Writing as Textual Poaching.” Critical Studies in Mass Communication 5.2 (1988). 19 Feb. 2014 ‹http://www.tandfonline.com/doi/abs/10.1080/15295038809366691#.UwVmgGcdeIU›. Kellyofthemidnightdawn. “When Furbies Attack.” Fanfiction.net, 2006. 6 Oct. 2011. KillaRizzay. “Furby Gets a Reboot for 2012, We Go Hands-On (Video).” Engadget 10 July 2012. 11 Feb. 2014 ‹http://www.engadget.com/2012/07/06/furby-hands-on-video/›. Kinsella, Sharon. “Cuties in Japan.” In Women, Media and Consumption in Japan, eds. Lise Skov and Brian Moeran. Honolulu, HI: University of Hawai'i Press. 1995. 220–254. Kirsner, Scott. “Moody Furballs and the Developers Who Love Them.” Wired 6.09 (1998). 20 Feb. 2014 ‹http://www.wired.com/wired/archive/6.09/furby_pr.html›. Kontradiction. “Ehloh the Invincible.” Fanfiction.net, 2002. 20 July 2012. Lawson, Shaun, and Thomas Chesney. “Virtual Pets and Electronic Companions – An Agenda for Inter-Disciplinary Research.” Paper presented at AISB'07: Artificial and Ambient Intelligence. Newcastle upon Tyne: Newcastle University, 2-4 Apr. 2007. ‹http://homepages.cs.ncl.ac.uk/patrick.olivier/AISB07/catz-dogz.pdf›.Levy, David. Love and Sex with Robots: The Evolution of Human-Robot Relationships. New York, NY: HarperCollins, 2007. Lioness of Dreams. “InuYasha vs the Demon Furbie.” Fanfiction.net, 2003. 19 July 2012. Naruto. Created by Masashi Kishimoto. Shueisha. 1999. Punter, David, and Glennis Byron. The Gothic. Oxford: Blackwell Publishing, 2004. Shibata, Takanori. “An Overview of Human Interactive Robots for Psychological Enrichment.” Proceedings of the IEEE 92.11 (2004). 4 Mar. 2011 ‹http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=1347456&tag=1›. Steinberg, Jacques. “Far from the Pleading Crowd: Furby's Dad.” The New York Times: Public Lives, 10 Dec. 1998. 20 Nov. 2013 ‹http://www.nytimes.com/1998/12/10/nyregion/public-lives-far-from-the-pleading-crowd-furby-s-dad.html?src=pm›. Tiger Electronics. Electronic Furby Instruction Manual. Vernon Hills, IL: Tiger Electronics, 1999. Turkle, Sherry, Cynthia Breazeal, Olivia Daste, and Brian Scassellati. “First Encounters with Kismit and Cog: Children Respond to Relational Artifacts.” In Digital Media: Transformations in Human Communication, eds. Paul Messaris and Lee Humphreys. New York, NY: Peter Lang, 2006. 313–330. Wilks, Yorick. Close Engagements with Artificial Companions: Key Social, Psychological and Ethical Design Issues. Amsterdam/Philadelphia, PA: John Benjamins Publishing Company, 2010. Zhang, Qiong. “About God, Demons, and Miracles: The Jesuit Discourse on the Supernatural in Late Ming China.” Early Science and Medicine 4.1 (1999). 15 Dec. 2013 ‹http://dx.doi.org/10.1163/157338299x00012›.
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31

Cruikshank, Lauren. "Synaestheory: Fleshing Out a Coalition of Senses." M/C Journal 13, no. 6 (November 25, 2010). http://dx.doi.org/10.5204/mcj.310.

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Everyone thinks I named my cat Mango because of his orange eyes but that’s not the case. I named him Mango because the sounds of his purrs and his wheezes and his meows are all various shades of yellow-orange. (Mass 3) Synaesthesia, a condition where stimulus in one sense is perceived in that sense as well as in another, is thought to be a neurological fluke, marked by cross-sensory reactions. Mia, a character in the children’s book A Mango-Shaped Space, has audition colorée or coloured hearing, the most common form of synaesthesia where sounds create dynamic coloured photisms in the visual field. Others with the condition may taste shapes (Cytowic 5), feel colours (Duffy 52), taste sounds (Cytowic 118) or experience a myriad of other sensory combinations. Most non-synaesthetes have never heard of synaesthesia and many treat the condition with disbelief upon learning of it, while synaesthetes are often surprised to hear that others don’t have it. Although there has been a resurgence of interest in synaesthesia recently in psychology, neuroscience and philosophy (Ward and Mattingley 129), there is no widely accepted explanation for how or why synaesthetic perception occurs. However, if we investigate what meaning this particular condition may offer for rethinking not only what constitutes sensory normalcy, but also the ocular-centric bias in cultural studies, especially media studies, synaesthesia may present us with very productive coalitions indeed.Some theorists posit the ultimate role of media of all forms “to transfer sense experiences from one person to another” (Bolter and Grusin 3). Alongside this claim, many “have also maintained that the ultimate function of literature and the arts is to manifest this fusion of the senses” found in synaesthesia (Dann ix). If the most primary of media aims are to fuse and transfer sensory experiences, manifesting these goals would be akin to transferring synaesthetic experience to non-synaesthetes. In some cases, this synaesthetic transfer has been the explicit goal of media forms, from the invention of kaleidoscopes as colour symphonies in 1818 (Dann 66) to the 2002 launch of the video game Rez, the packaging for which reads “Discover a new world. A world of sound, visuals and vibrations. Release your instincts, open your senses and experience synaesthesia” (Rez). Recent innovations such as touch screen devices, advances in 3D film and television technologies and a range of motion-sensing video gaming consoles extend media experience far beyond the audio-visual and as such, present both serious challenges and important opportunities for media and culture scholars to reinvigorate ways of thinking about media experience, sensory embodiment and what might be learned from engaging with synaesthesia. Fleshing out the Field While acknowledging synaesthesia as a specific condition that enhances and complicates the lives of many individuals, I also suggest that synaesthesia is a useful mode of interference into our current ocular-centric notions of culture. Vision and visual phenomena hold a particularly powerful role in producing and negotiating meanings, values and relationships in the contemporary cultural arena and as a result, the eye has become privileged as the “master sense of the modern era” (Jay Scopic 3). Proponents of visual culture claim that the majority of modern life takes place through sight and that “human experience is now more visual and visualized than ever before ... in this swirl of imagery, seeing is much more than believing. It is not just a part of everyday life, it is everyday life” (Mirzoeff 1). In order to enjoy this privilege as the master sense, vision has been disentangled from the muscles and nerves of the eyeball and relocated to the “mind’s eye”, a metaphor that equates a kind of disembodied vision with knowledge. Vision becomes the most non-sensual of the senses, and made to appear “as a negative reference point for the other senses...on the side of detachment, separation” (Connor) or even “as the absence of sensuality” (Haraway). This creates a paradoxical “visual culture” in which the embodied eye is, along with the ear, skin, tongue and nose, strangely absent. If visual culture has been based on the separation of the senses, and in fact, a refutation of embodied senses altogether, what about that which we might encounter and know in the world that is not encompassed by the mind’s eye? By silencing the larger sensory context, what are we missing? What ocular-centric assumptions have we been making? What responsibilities have we ignored?This critique does not wish to do away with the eye, but instead to re-embrace and extend the field of vision to include an understanding of the eye and what it sees within the context of its embodied abilities and limitations. Although the mechanics of the eye make it an important and powerful sensory organ, able to perceive at a distance and provide a wealth of information about our surroundings, it is also prone to failures. Equipped as it is with eyelids and blind spots, reliant upon light and gullible to optical illusions (Jay, Downcast 4), the eye has its weaknesses and these must be addressed along with its abilities. Moreover, by focusing only on what is visual in culture, we are missing plenty of import. The study of visual culture is not unlike studying an electrical storm from afar. The visually impressive jagged flash seems the principal aspect of the storm and quite separate from the rumbling sound that rolls after it. We perceive them and name them as two distinct phenomena; thunder and lightning. However, this separation is a feature only of the distance between where we stand and the storm. Those who have found themselves in the eye of an electrical storm know that the sight of the bolt, the sound of the crash, the static tingling and vibration of the crack and the smell of ozone are mingled. At a remove, the bolt appears separate from the noise only artificially because of the safe distance. The closer we are to the phenomenon, the more completely it envelops us. Although getting up close and personal with an electrical storm may not be as comfortable as viewing it from afar, it does offer the opportunity to better understand the total experience and the thrill of intensities it can engage across the sensory palette. Similarly, the false separation of the visual from the rest of embodied experience may be convenient, but in order to flesh out this field, other embodied senses and sensory coalitions must be reclaimed for theorising practices. The senses as they are traditionally separated are simply put, false categories. Towards SynaestheoryAny inquiry inspired by synaesthesia must hold at its core the idea that the senses cannot be responsibly separated. This notion applies firstly to the separation of senses from one another. Synaesthetic experience and experiment both insist that there is rich cross-fertility between senses in synaesthetes and non-synaesthetes alike. The French verb sentir is instructive here, as it can mean “to smell”, “to taste” or “to feel”, depending on the context it is used in. It can also mean simply “to sense” or “to be aware of”. In fact, the origin of the phrase “common sense” meant exactly that, the point at which the senses meet. There also must be recognition that the senses cannot be separated from cognition or, in the Cartesian sense, that body and mind cannot be divided. An extensive and well-respected study of synaesthesia conducted in the 1920s by Raymond Wheeler and Thomas Cutsforth, non-synaesthetic and synaesthetic researchers respectively, revealed that the condition was not only a quirk of perception, but of conception. Synaesthetic activity, the team deduced “is an essential mechanism in the construction of meaning that functions in the same way as certain unattended processes in non-synaesthetes” (Dann 82). With their synaesthetic imagery impaired, synaesthetes are unable to do even a basic level of thinking or recalling (Dann, Cytowic). In fact, synaesthesia may be a universal process, but in synaesthetes, “a brain process that is normally unconscious becomes bared to consciousness so that synaesthetes know they are synaesthetic while the rest of us do not” (166). Maurice Merleau-Ponty agrees, claiming:Synaesthetic perception is the rule, and we are unaware of it only because scientific knowledge shifts the centre of gravity of experience, so that we unlearn how to see, hear, and generally speaking, feel in order to deduce, from our bodily organisation and the world as the physicist conceives it, what we are to see, hear and feel. (229) With this in mind, neither the mind’s role nor the body’s role in synaesthesia can be isolated, since the condition itself maintains unequivocally that the two are one.The rich and rewarding correlations between senses in synaesthesia prompt us to consider sensory coalitions in other experiences and contexts as well. We are urged to consider flows of sensation seriously as experiences in and of themselves, with or without interpretation and explanation. As well, the debates around synaesthetic experience remind us that in order to speak to phenomena perceived and conceived it is necessary to recognise the specificities, ironies and responsibilities of any embodied experience. Ultimately, synaesthesia helps to highlight the importance of relationships and the complexity of concepts necessary in order to practice a more embodied and articulate theorising. We might call this more inclusive approach “synaestheory”.Synaestheorising MediaDystopia, a series of photographs by artists Anthony Aziz and Sammy Cucher suggests a contemporary take on Decartes’s declaration that “I will now close my eyes, I will stop my ears, I will turn away my senses from their objects” (86). These photographs consist of digitally altered faces where the subject’s skin has been stretched over the openings of eyes, nose, mouth and ears, creating an interesting image both in process and in product. The product of a media mix that incorporates photography and computer modification, this image suggests the effects of the separation from our senses that these media may imply. The popular notion that media allow us to surpass our bodies and meet without our “meat” tagging along is a trope that Aziz and Cucher expose here with their computer-generated cover-up. By sealing off the senses, they show us how little we now seem to value them in a seemingly virtual, post-embodied world. If “hybrid media require hybrid analyses” (Lunenfeld in Graham 158), in our multimedia, mixed media, “mongrel media” (Dovey 114) environment, we need mongrel theory, synaestheory, to begin to discuss the complexities at hand. The goal here is producing an understanding of both media and sensory intelligences as hybrid. Symptomatic of our simple sense of media is our tendency to refer to media experiences as “audio-visual”: stimuli for the ear, eye or both. However, even if media are engineered to be predominately audio and/or visual, we are not. Synaestheory examines embodied media use, including the sensory information that the media does not claim to concentrate on, but that is still engaged and present in every mediated experience. It also examines embodied media use by paying attention to the pops and clicks of the material human-media interface. It does not assume simple sensory engagement or smooth engagement with media. These bumps, blisters, misfirings and errors are just as crucial a part of embodied media practice as smooth and successful interactions. Most significantly, synaesthesia insists simply that sensation matters. Sensory experiences are material, rich, emotional, memorable and important to the one sensing them, synaesthete or not. This declaration contradicts a legacy of distrust of the sensory in academic discourse that privileges the more intellectual and abstract, usually in the form of the detached text. However, academic texts are sensory too, of course. Sound, feeling, movement and sight are all inseparable from reading and writing, speaking and listening. We might do well to remember these as root sensory situations and by extension, recognise the importance of other sensual forms.Indeed, we have witnessed a rise of media genres that appeal to our senses first with brilliant and detailed visual and audio information, and story or narrative second, if at all. These media are “direct and one-dimensional, about little, other than their ability to commandeer the sight and the senses” (Darley 76). Whereas any attention to the construction of the media product is a disastrous distraction in narrative-centred forms, spectacular media reveals and revels in artifice and encourages the spectator to enjoy the simulation as part of the work’s allure. It is “a pleasure of control, but also of being controlled” (MacTavish 46). Like viewing abstract art, the impact of the piece will be missed if we are obsessed with what the artwork “is about”. Instead, we can reflect on spectacular media’s ability, like that of an abstract artwork, to impact our senses and as such, “renew the present” (Cubitt 32).In this framework, participation in any medium can be enjoyed not only as an interpretative opportunity, but also as an experience of sensory dexterity and relevance with its own pleasures and intelligences; a “being-present”. By focusing our attention on sensory flows, we may be able to perceive aspects of the world or ourselves that we had previously missed. Every one of us–synaesthete or nonsynaesthete–has a unique blueprint of reality, a unique way of coding knowledge that is different from any other on earth [...] By quieting down the habitually louder parts of our mind and turning the dial of our attention to its darker, quieter places, we may hear our personal code’s unique and usually unheard “song”, needing the touch of our attention to turn up its volume. (Duffy 123)This type of presence to oneself has been termed a kind of “perfect immediacy” and is believed to be cultivated through meditation or other sensory-focused experiences such as sex (Bolter and Grusin 260), art (Cubitt 32), drugs (Dann 184) or even physical pain (Gromala 233). Immersive media could also be added to this list, if as Bolter and Grusin suggest, we now “define immediacy as being in the presence of media” (236). In this case, immediacy has become effectively “media-cy.”A related point is the recognition of sensation’s transitory nature. Synaesthetic experiences and sensory experiences are vivid and dynamic. They do not persist. Instead, they flow through us and disappear, despite any attempts to capture them. You cannot stop or relive pure sound, for example (Gross). If you stop it, you silence it. If you relive it, you are experiencing another rendition, different even if almost imperceptibly from the last time you heard it. Media themselves are increasingly transitory and shifting phenomena. As media forms emerge and fall into obsolescence, spawning hybrid forms and spinoffs, the stories and memories safely fixed into any given media become outmoded and ultimately inaccessible very quickly. This trend towards flow over fixation is also informed by an embodied understanding of our own existence. Our sensations flow through us as we flow through the world. Synaesthesia reminds us that all sensation and indeed all sensory beings are dynamic. Despite our rampant lust for statis (Haraway), it is important to theorise with the recognition that bodies, media and sensations all flow through time and space, emerging and disintegrating. Finally, synaesthesia also encourages an always-embodied understanding of ourselves and our interactions with our environment. In media experiences that traditionally rely on vision the body is generally not only denied, but repressed (Balsamo 126). Claims to disembodiment flood the rhetoric around new media as an emancipatory element of mediated experience and somehow, seeing is superimposed on embodied being to negate it. However phenomena such as migraines, sensory release hallucinations, photo-memory, after-images, optical illusions and most importantly here, the “crosstalk” of synaesthesia (Cohen Kadosh et al. 489) all attest to the co-involvement of the body and brain in visual experience. Perhaps useful here for understanding media involvement in light of synaestheory is a philosophy of “mingled bodies” (Connor), where the world and its embodied agents intermingle. There are no discrete divisions, but plenty of translation and transfer. As Sean Cubitt puts it, “the world, after all, touches us at the same moment that we touch it” (37). We need to employ non-particulate metaphors that do away with the dichotomies of mind/body, interior/exterior and real/virtual. A complex embodied entity is not an object or even a series of objects, but embodiment work. “Each sense is in fact a nodal cluster, a clump, confection or bouquet of all the other senses, a mingling of the modalities of mingling [...] the skin encompasses, implies, pockets up all the other sense organs: but in doing so, it stands as a model for the way in which all the senses in their turn also invaginate all the others” (Connor). The danger here is of delving into a nostalgic discussion of a sort of “sensory unity before the fall” (Dann 94). The theory that we are all synaesthetes in some ways can lead to wistfulness for a perfect fusion of our senses, a kind of synaesthetic sublime that we had at one point, but lost. This loss occurs in childhood in some theories, (Maurer and Mondloch) and in our aboriginal histories in others (Dann 101). This longing for “original syn” is often done within a narrative that equates perfect sensory union with a kind of transcendence from the physical world. Dann explains that “during the modern upsurge in interest that has spanned the decades from McLuhan to McKenna, synaesthesia has continued to fulfil a popular longing for metaphors of transcendence” (180). This is problematic, since elevating the sensory to the sublime does no more service to understanding our engagements with the world than ignoring or degrading the sensory. Synaestheory does not tolerate a simplification of synaesthesia or any condition as a ticket to transcendence beyond the body and world that it is necessarily grounded in and responsible to. At the same time, it operates with a scheme of senses that are not a collection of separate parts, but blended; a field of intensities, a corporeal coalition of senses. It likewise refuses to participate in the false separation of body and mind, perception and cognition. More useful and interesting is to begin with metaphors that assume complexity without breaking phenomena into discrete pieces. This is the essence of a new anti-separatist synaestheory, a way of thinking through embodied humans in relationships with media and culture that promises to yield more creative, relevant and ethical theorising than the false isolation of one sense or the irresponsible disregard of the sensorium altogether.ReferencesAziz, Anthony, and Sammy Cucher. Dystopia. 1994. 15 Sep. 2010 ‹http://www.azizcucher.net/1994.php>. Balsamo, Anne. “The Virtual Body in Cyberspace.” Technologies of the Gendered Body: Reading Cyborg Women. Durham: Duke UP, 1997. 116-32.Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge: MIT Press, 1999.Cohen Kadosh, Roi, Avishai Henik, and Vincent Walsh. “Synaesthesia: Learned or Lost?” Developmental Science 12.3 (2009): 484-491.Connor, Steven. “Michel Serres’ Five Senses.” Michel Serres Conference. Birkbeck College, London. May 1999. 5 Oct. 2010 ‹http://www.bbk.ac.uk/eh/skc/5senses.htm>. Cubitt, Sean. “It’s Life, Jim, But Not as We Know It: Rolling Backwards into the Future.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 31-58.Cytowic, Richard E. The Man Who Tasted Shapes: A Bizarre Medical Mystery Offers Revolutionary Insights into Emotions, Reasoning and Consciousness. New York: Putnam Books, 1993.Dann, Kevin T. Bright Colors Falsely Seen: Synaesthesia and the Search for Transcendental Knowledge. New Haven: Yale UP, 1998.Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000.Descartes, Rene. Discourse on Method and the Meditations. Trans. Johnn Veitch. New York: Prometheus Books, 1989.Dovey, Jon. “The Revelation of Unguessed Worlds.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 109-35. Duffy, Patricia Lynne. Blue Cats and Chartreuse Kittens: How Synesthetes Color Their Worlds. New York: Times Books, 2001.Graham, Beryl. “Playing with Yourself: Pleasure and Interactive Art.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 154-81.Gromala, Diana. "Pain and Subjectivity in Virtual Reality." Clicking In: Hot Links to a Digital Culture. Ed. Lynn Hershman Leeson. Seattle: Bay Press, 1996. 222-37.Haraway, Donna. “At the Interface of Nature and Culture.” Seminar. European Graduate School. Saas-Fee, Switzerland, 17-19 Jun. 2003.Jay, Martin. Downcast Eyes: The Denigration of Vision in Twentieth Century French Thought. Berkeley: University of California P, 1993.Jay, Martin. "Scopic Regimes of Modernity." Hal Foster, Ed. Vision and Visuality. New York: Dia Art Foundation, 1988. 2-23.MacTavish. Andrew. “Technological Pleasure: The Performance and Narrative of Technology in Half-Life and other High-Tech Computer Games.” ScreenPlay: Cinema/Videogames/Interfaces. Eds. Geoff King and Tanya Krzywinska. London: Wallflower P, 2002. Mass, Wendy. A Mango-Shaped Space. Little, Brown and Co., 2003.Maurer, Daphne, and Catherine J. Mondloch. “Neonatal Synaesthesia: A Re-Evaluation.” Eds. Lynn C. Robertson and Noam Sagiv. Synaesthesia: Perspectives from Cognitive Neuroscience. Oxford: Oxford UP, 2005.Merleau-Ponty, Maurice. Phenomenology of Perception. Trans. Colin Smith. London: Routledge, 1989.Mirzoeff, Nicholas. “What Is Visual Culture?” The Visual Culture Reader. Ed. Nicholas Mirzoeff. London: Routledge, 1998. 3-13.Rez. United Game Artists. Playstation 2. 2002.Stafford, Barbara Maria. Good Looking: Essays on the Virtue of Images. Cambridge: MIT Press, 1996.Ward, Jamie, and Jason B. Mattingley. “Synaesthesia: An Overview of Contemporary Findings and Controversies.” Cortex 42.2 (2006): 129-136.
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Pedersen, Isabel, and Kirsten Ellison. "Startling Starts: Smart Contact Lenses and Technogenesis." M/C Journal 18, no. 5 (October 14, 2015). http://dx.doi.org/10.5204/mcj.1018.

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On 17 January 2013, Wired chose the smart contact lens as one of “7 Massive Ideas That Could Change the World” describing a Google-led research project. Wired explains that the inventor, Dr. Babak Parviz, wants to build a microsystem on a contact lens: “Using radios no wider than a few human hairs, he thinks these lenses can augment reality and incidentally eliminate the need for displays on phones, PCs, and widescreen TVs”. Explained further in other sources, the technology entails an antenna, circuits embedded into a contact lens, GPS, and an LED to project images on the eye, creating a virtual display (Solve for X). Wi-Fi would stream content through a transparent screen over the eye. One patent describes a camera embedded in the lens (Etherington). Another mentions medical sensing, such as glucose monitoring of tears (Goldman). In other words, Google proposes an imagined future when we use contact lenses to search the Internet (and be searched by it), shop online, communicate with friends, work, navigate maps, swipe through Tinder, monitor our health, watch television, and, by that time, probably engage in a host of activities not yet invented. Often referred to as a bionic contact, the smart contact lens would signal a weighty shift in the way we work, socialize, and frame our online identities. However, speculative discussion over this radical shift in personal computing, rarely if ever, includes consideration of how the body, acting as a host to digital information, will manage to assimilate not only significant affordances, but also significant constraints and vulnerabilities. At this point, for most people, the smart contact lens is just an idea. Is a new medium of communication started when it is launched in an advertising campaign? When we Like it on Facebook? If we chat about it during a party amongst friends? Or, do a critical mass of people actually have to be using it to say it has started? One might say that Apple’s Macintosh computer started as a media platform when the world heard about the famous 1984 television advertisement aired during the American NFL Super Bowl of that year. Directed by Ridley Scott, the ad entails an athlete running down a passageway and hurling a hammer at a massive screen depicting cold war style rulers expounding state propaganda. The screen explodes freeing those imprisoned from their concentration camp existence. The direct reference to Orwell’s 1984 serves as a metaphor for IBM in 1984. PC users were made analogous to political prisoners and IBM served to represent the totalitarian government. The Mac became a something that, at the time, challenged IBM, and suggested an alternative use for the desktop computer that had previously been relegated for work rather than life. Not everyone bought a Mac, but the polemical ad fostered the idea that Mac was certainly the start of new expectations, civic identities, value-systems, and personal uses for computers. The smart contact lens is another startling start. News of it shocks us, initiates social media clicks and forwards, and instigates dialogue. But, it also indicates the start of a new media paradigm that is already undergoing popular adoption as it is announced in mainstream news and circulated algorithmically across media channels. Since 2008, news outlets like CNN, The New York Times, The Globe and Mail, Asian International News, United News of India, The Times of London and The Washington Post have carried it, feeding the buzz in circulation that Google intends. Attached to the wave of current popular interest generated around any technology claiming to be “wearable,” a smart contact lens also seems surreptitious. We would no longer hold smartphones, but hide all of that digital functionality beneath our eyelids. Its emergence reveals the way commercial models have dramatically changed. The smart contact lens is a futuristic invention imagined for us and about us, but also a sensationalized idea socializing us to a future that includes it. It is also a real device that Parviz (with Google) has been inventing, promoting, and patenting for commercial applications. All of these workings speak to a broader digital culture phenomenon. We argue that the smart contact lens discloses a process of nascent posthuman adaptation, launched in an era that celebrates wearable media as simultaneously astonishing and banal. More specifically, we adopt technology based on our adaptation to it within our personal, political, medial, social, and biological contexts, which also function in a state of flux. N. Katherine Hayles writes that “Contemporary technogenesis, like evolution in general, is not about progress ... rather, contemporary technogenesis is about adaptation, the fit between organisms and their environments, recognizing that both sides of the engagement (human and technologies) are undergoing coordinated transformations” (81). This article attends to the idea that in these early stages, symbolic acts of adaptation signal an emergent medium through rhetorical processes that society both draws from and contributes to. In terms of project scope, this article contributes a focused analysis to a much larger ongoing digital rhetoric project. For the larger project, we conducted a discourse analysis on a collection of international publications concerning Babak Parviz and the invention. We searched for and collected newspaper stories, news broadcasts, YouTube videos from various sources, academic journal publications, inventors’ conference presentations, and advertising, all published between January 2008 and May 2014, generating a corpus of more than 600 relevant artifacts. Shortly after this time, Dr. Parviz, a Professor at the University of Washington, left the secretive GoogleX lab and joined Amazon.com (Mac). For this article we focus specifically on the idea of beginnings or genesis and how digital spaces increasingly serve as the grounds for emergent digital cultural phenomena that are rarely recognized as starting points. We searched through the corpus to identify a few exemplary international mainstream news stories to foreground predominant tropes in support of the claim we make that smart contacts lenses are a startling idea. Content producers deliberately use astonishment as a persuasive device. We characterize the idea of a smart contact lens cast in rhetorical terms in order to reveal how its allure works as a process of adaptation. Rhetorician and philosopher, Kenneth Burke writes that “rhetorical language is inducement to action (or to attitude)” (42). A rhetorical approach is instrumental because it offers a model to explain how we deploy, often times, manipulative meaning as senders and receivers while negotiating highly complex constellations of resources and contexts. Burke’s rhetorical theory can show how messages influence and become influenced by powerful hierarchies in discourse that seem transparent or neutral, ones that seem to fade into the background of our consciousness. For this article, we also concentrate on rhetorical devices such as ethos and the inventor’s own appeals through different modes of communication. Ethos was originally proposed by Aristotle to identify speaker credibility as a persuasive tactic. Addressed by scholars of rhetoric for centuries, ethos has been reconfigured by many critical theorists (Burke; Baumlin Ethos; Hyde). Baumlin and Baumlin suggest that “ethos describes an audience’s projection of authority and trustworthiness onto the speaker ... ethos suggests that the ethical appeal to be a radically psychological event situated in the mental processes of the audience – as belonging as much to the audience as to the actual character of a speaker” (Psychology 99). Discussed in the next section, our impression of Parviz and his position as inventor plays a dramatic role in the surfacing of the smart contact lens. Digital Rhetoric is an “emerging scholarly discipline concerned with the interpretation of computer-generated media as objects of study” (Losh 48). In an era when machine-learning algorithms become the messengers for our messages, which have become commodity items operating across globalized, capitalist networks, digital rhetoric provides a stable model for our approach. It leads us to demonstrate how this emergent medium and invention, the smart contact lens, is born amid new digital genres of speculative communication circulated in the everyday forums we engage on a daily basis. Smart Contact Lenses, Sensationalism, and Identity One relevant site for exploration into how an invention gains ethos is through writing or video penned or produced by the inventor. An article authored by Parviz in 2009 discusses his invention and the technical advancements that need to be made before the smart contact lens could work. He opens the article using a fictional and sensationalized analogy to encourage the adoption of his invention: The human eye is a perceptual powerhouse. It can see millions of colors, adjust easily to shifting light conditions, and transmit information to the brain at a rate exceeding that of a high-speed Internet connection.But why stop there?In the Terminator movies, Arnold Schwarzenegger’s character sees the world with data superimposed on his visual field—virtual captions that enhance the cyborg’s scan of a scene. In stories by the science fiction author Vernor Vinge, characters rely on electronic contact lenses, rather than smartphones or brain implants, for seamless access to information that appears right before their eyes. Identity building is made to correlate with smart contact lenses in a manner that frames them as exciting. Coming to terms with them often involves casting us as superhumans, wielding abilities that we do not currently possess. One reason for embellishment is because we do not need digital displays on the eyes, so the motive to use them must always be geared to transcending our assumed present condition as humans and society members. Consequently, imagination is used to justify a shift in human identity along a future trajectory.This passage above also instantiates a transformation from humanist to posthumanist posturing (i.e. “the cyborg”) in order to incent the adoption of smart contact lenses. It begins with the bold declarative statement, “The human eye is a perceptual powerhouse,” which is a comforting claim about our seemingly human superiority. Indexing abstract humanist values, Parviz emphasizes skills we already possess, including seeing a plethora of colours, adjusting to light on the fly, and thinking fast, indeed faster than “a high-speed Internet connection”. However, the text goes on to summon the Terminator character and his optic feats from the franchise of films. Filmic cyborg characters fulfill the excitement that posthuman rhetoric often seems to demand, but there is more here than sensationalism. Parviz raises the issue of augmenting human vision using science fiction as his contextualizing vehicle because he lacks another way to imbricate the idea. Most interesting in this passage is the inventor’s query “But why stop there?” to yoke the two claims, one biological (i.e., “The human eye is a perceptual powerhouse”) and one fictional (i.e. Terminator, Vernor Vinge characters). The query suggests, Why stop with human superiority, we may as well progress to the next level and embrace a smart contact lens just as fictional cyborgs do. The non-threatening use of fiction makes the concept seem simultaneously exciting and banal, especially because the inventor follows with a clear description of the necessary scientific engineering in the rest of the article. This rhetorical act signifies the voice of a technoelite, a heavily-funded cohort responding to global capitalist imperatives armed with a team of technologists who can access technological advancements and imbue comments with an authority that may extend beyond their fields of expertise, such as communication studies, sociology, psychology, or medicine. The result is a powerful ethos. The idea behind the smart contact lens maintains a degree of respectability long before a public is invited to use it.Parviz exhumes much cultural baggage when he brings to life the Terminator character to pitch smart contact lenses. The Terminator series of films has established the “Arnold Schwarzenegger” character a cultural mainstay. Each new film reinvented him, but ultimately promoted him within a convincing dystopian future across the whole series: The Terminator (Cameron), Terminator 2: Judgment Day (Cameron), Terminator 3: Rise of the Machines (Mostow), Terminator Salvation (McG) and Terminator Genisys (Taylor) (which appeared in 2015 after Parviz’s article). Recently, several writers have addressed how cyborg characters figure significantly in our cultural psyche (Haraway, Bukatman; Leaver). Tama Leaver’s Artificial Culture explores the way popular, contemporary, cinematic, science fiction depictions of embodied Artificial Intelligence, such as the Terminator cyborgs, “can act as a matrix which, rather than separating or demarcating minds and bodies or humanity and the digital, reinforce the symbiotic connection between people, bodies, and technologies” (31). Pointing out the violent and ultimately technophobic motive of The Terminator films, Leaver reads across them to conclude nevertheless that science fiction “proves an extremely fertile context in which to address the significance of representations of Artificial Intelligence” (63).Posthumanism and TechnogenesisOne reason this invention enters the public’s consciousness is its announcement alongside a host of other technologies, which seem like parts of a whole. We argue that this constant grouping of technologies in the news is one process indicative of technogenesis. For example, City A.M., London’s largest free commuter daily newspaper, reports on the future of business technology as a hodgepodge of what ifs: As Facebook turns ten, and with Bill Gates stepping down as Microsoft chairman, it feels like something is drawing to an end. But if so, it is only the end of the technological revolution’s beginning ... Try to look ahead ten years from now and the future is dark. Not because it is bleak, but because the sheer profusion of potential is blinding. Smartphones are set to outnumber PCs within months. After just a few more years, there are likely to be 3bn in use across the planet. In ten years, who knows – wearables? smart contact lenses? implants? And that’s just the start. The Internet of Things is projected to be a $300bn (£183bn) industry by 2020. (Sidwell) This reporting is a common means to frame the commodification of technology in globalized business news that seeks circulation as much as it does readership. But as a text, it also posits how individuals frame the future and their participation with it (Pedersen). Smart contacts appear to move along this exciting, unstoppable trajectory where the “potential is blinding”. The motive is to excite and scare. However, simultaneously, the effect is predictable. We are quite accustomed to this march of innovations that appears everyday in the morning paper. We are asked to adapt rather than question, consequently, we never separate the parts from the whole (e.g., “wearables? smart contact lenses? Implants”) in order to look at them critically.In coming to terms with Cary Wolf’s definition of posthumanism, Greg Pollock writes that posthumanism is the questioning that goes on “when we can no longer rely on ‘the human’ as an autonomous, rational being who provides an Archimedean point for knowing about the world (in contrast to “humanism,” which uses such a figure to ground further claims)” (208). With similar intent, N. Katherine Hayles formulating the term technogenesis suggests that we are not really progressing to another level of autonomous human existence when we adopt media, we are in effect, adapting to media and media are also in a process of adapting to us. She writes: As digital media, including networked and programmable desktop stations, mobile devices, and other computational media embedded in the environment, become more pervasive, they push us in the direction of faster communication, more intense and varied information streams, more integration of humans and intelligent machines, and more interactions of language with code. These environmental changes have significant neurological consequences, many of which are now becoming evident in young people and to a lesser degree in almost everyone who interacts with digital media on a regular basis. (11) Following Hayles, three actions or traits characterize adaptation in a manner germane to the technogenesis of media like smart contact lenses. The first is “media embedded in the environment”. The trait of embedding technology in the form of sensors and chips into external spaces evokes the onset of The Internet of Things (IoT) foundations. Extensive data-gathering sensors, wireless technologies, mobile and wearable components integrated with the Internet, all contribute to the IoT. Emerging from cloud computing infrastructures and data models, The IoT, in its most extreme, involves a scenario whereby people, places, animals, and objects are given unique “embedded” identifiers so that they can embark on constant data transfer over a network. In a sense, the lenses are adapted artifacts responding to a world that expects ubiquitous networked access for both humans and machines. Smart contact lenses will essentially be attached to the user who must adapt to these dynamic and heavily mediated contexts.Following closely on the first, the second point Hayles makes is “integration of humans and intelligent machines”. The camera embedded in the smart contact lens, really an adapted smartphone camera, turns the eye itself into an image capture device. By incorporating them under the eyelids, smart contact lenses signify integration in complex ways. Human-machine amalgamation follows biological, cognitive, and social contexts. Third, Hayles points to “more interactions of language with code.” We assert that with smart contact lenses, code will eventually govern interaction between countless agents in accordance with other smart devices, such as: (1) exchanges of code between people and external nonhuman networks of actors through machine algorithms and massive amalgamations of big data distributed on the Internet;(2) exchanges of code amongst people, human social actors in direct communication with each other over social media; and (3) exchanges of coding and decoding between people and their own biological processes (e.g. monitoring breathing, consuming nutrients, translating brainwaves) and phenomenological (but no less material) practices (e.g., remembering, grieving, or celebrating). The allure of the smart contact lens is the quietly pressing proposition that communication models such as these will be radically transformed because they will have to be adapted to use with the human eye, as the method of input and output of information. Focusing on genetic engineering, Eugene Thacker fittingly defines biomedia as “entail[ing] the informatic recontextualization of biological components and processes, for ends that may be medical or nonmedical (economic, technical) and with effects that are as much cultural, social, and political as they are scientific” (123). He specifies, “biomedia are not computers that simply work on or manipulate biological compounds. Rather, the aim is to provide the right conditions, such that biological life is able to demonstrate or express itself in a particular way” (123). Smart contact lenses sit on the cusp of emergence as a biomedia device that will enable us to decode bodily processes in significant new ways. The bold, technical discourse that announces it however, has not yet begun to attend to the seemingly dramatic “cultural, social, and political” effects percolating under the surface. Through technogenesis, media acclimatizes rapidly to change without establishing a logic of the consequences, nor a design plan for emergence. Following from this, we should mention issues such as the intrusion of surveillance algorithms deployed by corporations, governments, and other hegemonic entities that this invention risks. If smart contact lenses are biomedia devices inspiring us to decode bodily processes and communicate that data for analysis, for ourselves, and others in our trust (e.g., doctors, family, friends), we also need to be wary of them. David Lyon warns: Surveillance has spilled out of its old nation-state containers to become a feature of everyday life, at work, at home, at play, on the move. So far from the single all-seeing eye of Big Brother, myriad agencies now trace and track mundane activities for a plethora of purposes. Abstract data, now including video, biometric, and genetic as well as computerized administrative files, are manipulated to produce profiles and risk categories in a liquid, networked system. The point is to plan, predict, and prevent by classifying and assessing those profiles and risks. (13) In simple terms, the smart contact lens might disclose the most intimate information we possess and leave us vulnerable to profiling, tracking, and theft. Irma van der Ploeg presupposed this predicament when she wrote: “The capacity of certain technologies to change the boundary, not just between what is public and private information but, on top of that, between what is inside and outside the human body, appears to leave our normative concepts wanting” (71). The smart contact lens, with its implied motive to encode and disclose internal bodily information, needs considerations on many levels. Conclusion The smart contact lens has made a digital beginning. We accept it through the mass consumption of the idea, which acts as a rhetorical motivator for media adoption, taking place long before the device materializes in the marketplace. This occurrence may also be a sign of our “posthuman predicament” (Braidotti). We have argued that the smart contact lens concept reveals our posthuman adaptation to media rather than our reasoned acceptance or agreement with it as a logical proposition. By the time we actually squabble over the price, express fears for our privacy, and buy them, smart contact lenses will long be part of our everyday culture. References Baumlin, James S., and Tita F. Baumlin. “On the Psychology of the Pisteis: Mapping the Terrains of Mind and Rhetoric.” Ethos: New Essays in Rhetorical and Critical Theory. Eds. James S. Baumlin and Tita F. Baumlin. Dallas: Southern Methodist University Press, 1994. 91-112. Baumlin, James S., and Tita F. Baumlin, eds. Ethos: New Essays in Rhetorical and Critical Theory. Dallas: Southern Methodist University Press, 1994. Bilton, Nick. “A Rose-Colored View May Come Standard.” The New York Times, 4 Apr. 2012. Braidotti, Rosi. The Posthuman. Cambridge: Polity, 2013. Bukatman, Scott. Terminal Identity: The Virtual Subject in Postmodern Science Fiction. Durham: Duke University Press, 1993. Burke, Kenneth. A Rhetoric of Motives. Berkeley: University of California Press, 1950. Cameron, James, dir. The Terminator. Orion Pictures, 1984. DVD. Cameron, James, dir. Terminator 2: Judgment Day. Artisan Home Entertainment, 2003. DVD. Etherington, Darrell. “Google Patents Tiny Cameras Embedded in Contact Lenses.” TechCrunch, 14 Apr. 2014. Goldman, David. “Google to Make Smart Contact Lenses.” CNN Money 17 Jan. 2014. Haraway, Donna. Simians, Cyborgs and Women: The Reinvention of Nature. London: Free Association Books, 1991. Hayles, N. Katherine. How We Think: Digital Media and Contemporary Technogenesis. Chicago: University of Chicago, 2012. Hyde, Michael. The Ethos of Rhetoric. Columbia: University of South Carolina Press, 2004. Leaver, Tama. Artificial Culture: Identity, Technology, and Bodies. New York: Routledge, 2012. Losh, Elizabeth. Virtualpolitik: An Electronic History of Government Media-Making in a Time of War, Scandal, Disaster, Miscommunication, and Mistakes. Boston: MIT Press. 2009. Lyon, David, ed. Surveillance as Social Sorting: Privacy, Risk and Digital Discrimination. New York: Routledge, 2003. Mac, Ryan. “Amazon Lures Google Glass Creator Following Phone Launch.” Forbes.com, 14 July 2014. McG, dir. Terminator Salvation. Warner Brothers, 2009. DVD. Mostow, Jonathan, dir. Terminator 3: Rise of the Machines. Warner Brothers, 2003. DVD. Parviz, Babak A. “Augmented Reality in a Contact Lens.” IEEE Spectrum, 1 Sep. 2009. Pedersen, Isabel. Ready to Wear: A Rhetoric of Wearable Computers and Reality-Shifting Media. Anderson, South Carolina: Parlor Press, 2013. Pollock, Greg. “What Is Posthumanism by Cary Wolfe (2009).” Rev. of What is Posthumanism?, by Cary Wolfe. Journal for Critical Animal Studies 9.1/2 (2011): 235-241. Sidwell, Marc. “The Long View: Bill Gates Is Gone and the Dot-com Era Is Over: It's Only the End of the Beginning.” City A.M., 7 Feb. 2014. “Solve for X: Babak Parviz on Building Microsystems on the Eye.” YouTube, 7 Feb. 2012. Taylor, Alan, dir. Terminator: Genisys. Paramount Pictures, 2015. DVD. Thacker, Eugene “Biomedia.” Critical Terms for Media Studies. Eds. W.J.T Mitchell and Mark Hansen, Chicago: Chicago Press, 2010. 117-130. Van der Ploeg, Irma. “Biometrics and the Body as Information.” Surveillance as Social Sorting: Privacy, Risk and Digital Discrimination. Ed. David Lyon. New York: Routledge, 2003. 57-73. Wired Staff. “7 Massive Ideas That Could Change the World.” Wired.com, 17 Jan. 2013.
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Graf, Shenja van der. "Blogging Business." M/C Journal 7, no. 4 (October 1, 2004). http://dx.doi.org/10.5204/mcj.2395.

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SuicideGirls.com In September 2001 two entrepreneurs Missy (coal-black Betty Page bangs and numerous tattoos) and Sean launched SuicideGirls.com. With their backgrounds in graphic design, programming and photography, they came up with the idea of launching an alternative adult site that started out as “a kind of an art project” — it grew out of an interest in Bunny Yeager’s pinup photos, where the control and attitude of the sexy women were emphasized, only now it was about pierced and tattooed females. Missy describes the portrayal of women on the site in the following words: The site is about the girls being in control and being in charge of how they’re portrayed. It’s also proof that sexuality and beauty aren’t mutually exclusive of intelligence, and we wanted to showcase all of the girls, but leave people guessing a little bit. There’s no need to go full-blown porno. SuicideGirls.com is an adult community that offers a mix of eroticism, creativity, personality and intelligence. SuicideGirls is about so-called empowered eroticism; it provides a site where girls outside of mainstream culture can express their individual style through soft erotic images, and web logs. Every week the site introduces new SuicideGirls, every day new pictures are added; a full national calendar of events is frequently updated and is searchable by location, date or keyword — members can be looked up by name, age, location or keywords; the site also features a magazine section with original fiction, articles and interviews with celebrities. What makes this site especially interesting is that each SuicideGirl has her own page featuring a pertinent profile with personal information such as age, stats, body mods, favorite books, music, sex positions, and current crushes. She can also put up pictures and video materials — including a web cam — of herself, express her thoughts and share her daily experiences in a blog, comment on other blogs and message boards, chat in designated chat rooms, and organize online and offline events. Kate78, Texan-born, is a regular blogger. She writes about her studies in Kansas City, a city she has come to hate after she learned that her car insurance could only be renewed in Texas. She describes herself as a “punk rock chick” — illustrated by pictures that show her with long spiky hair; she has got her nose pierced and her many tattoos — and a “suicidegirl”. There are plenty of blogs — e.g. LiveJournal, Blogspot, Punklog — where girls write about wanting to become a SuicideGirl. The girls are mainly motivated by a wish to share their bodily art paralleled by a sense of being in control over their image and admirers (they keep control over the photo sets and shoots). SuicideGirls.com is foremost an online community and therefore girls from all over the world can potentially become a SuicideGirl, as long as they have access to the Internet in order to publish to their personal page. These girls are in charge of their own online presentation, supported by a lively community where both women and men interact by reading and posting to the girls and each other’s blogs. In addition, members of the site can also post local events to the SuicideGirl calendar or the message boards, comment on pictures, and even hook up with one another. With the ability for members to create their own page, with their own profile picture and personal information, members can search for one another based on location, age, sex and personal preferences. Indeed, not only the SuicideGirls themselves have online pages to fill: subscribers to SuicideGirls.com have similar ‘privileges’, with the exception that they have to pay a small fee of $4 per month — though they can never refer to themselves as SuicideGirl: anyone entering the site has to log in as either ‘SuicideGirl’ or ‘Member’. Thus, SuicideGirls.com mixes a DIY attitude with alternative culture — especially Gothic, Punk and Emo — resulting in an appealing grassroots approach to sexuality that is of interest to both women and men. At the same time, the public identity of a SuicideGirl is constructed within a particular textual context dependent on commercial drivers. Through attracting fans on the basis of her “autonomous” self-representation — Goth fans, for instance — she brings in customers, raising questions about the tensions between “grassroots” self-representation and corporate branding. Collaborative Eroticism as Business Model We should document the interactions that occur among media consumers, between media consumers and media texts and between media consumers and media producers. The new participatory culture is taking shape at the intersection between three trends: 1) new tools and technologies enable consumers to archive, annotate, appropriate and re-circulate media content; 2) a range of subcultures promote do-it-yourself (DIY) media production, a discourse that shapes how consumers have deployed those technologies; and 3) economic trends favoring the horizontally integrated media conglomerates encourage the flow of images, ideas and narratives across multiple media channels and demand more active modes of spectatorship” (Jenkins 157). Traditionally the organization of economic production is based on the idea that individuals order their productive activities either on managerial hierarchies, or on production that is based on market prices (Benkler). Peer production represents a new mode of organizing that is not based on relations of dependence (managerial hierarchies) nor relations of independence (markets) rather peer production involves relations of interdependence. Peer production is a heterarchy characterized by relations of minimal hierarchy and by organizational heterogeneity (Stark). While traditionally structured organizations attempt to maximize internal order and control by enforcing a hierarchical system and establishing standards and clear lines of authority (Powell), heterarchies exist through permitting and even fostering a diversity of organizational logics and minimizing conformity (Chan). With the introduction of Mosaic and the Pentium chip in the mid-1990s the notion of the organization of production profoundly changed. The Internet could be used for more than looking up information or sending email. Instead, it offers a structure where participants are not organized by managerial hierarchies nor governed by price signals rather where people formed networks to collaborate in open source software projects or effectively constructing ‘user-created search engines’ for the exchange of e.g., music files, games (KaZaA, Gnutella), news and chat. While the present moment is marked by a legal standoff between robust communities of users (cultural co-producers) and the established media industry (particularly the music and film industry), some elements of the corporate media world have taken a different approach, embracing the new technological use rather than attempting to outlaw it. These corporations have found their way to online participatory networks and are attempting to use them for their own good. For instance, companies like Coca-Cola, BMW, and Apple offer online spaces – often in the form of thinly veiled advertisements (‘advertainment’) – where people can play games, watch movies, share files and the like in order to create or promote a company’s product, service or brand. They crucially rely upon blurring the boundaries between production, distribution and consumption, encouraging the target audience to work for them. Whether by playing games with embedded advertising, or inadvertently sending marketing information back to advertisers, or simply by passing advertising texts within one’s circle of friends, the target audience and the larger dynamic of participatory networks are ‘used’ by corporations to achieve their ends. SuicideGirls.com is a good example example of this emerging mode of (commons-based) peer production in a digitally networked environment – i.e. groups of individuals who participate in online shared spaces driven by diverse motivations, and serving corporate as well as community needs. The SuicideGirls’ blogs are the shared currency that binds SuicideGirls.com and its erotic consumers together as a “community”: SuicideGirls.com taps into online communities by enabling collaborative eroticism. Moving beyond adult entertainment, this trend of using blogs for commercial purposes raises interesting questions regarding, on the one hand, the cultural status of online blogging from a commercial perspective, e.g., how should we consider the cultural status of artifacts such as blogs that have commerce at the core of their identity: Can we speak of a displacement of aesthetic experience by the branding experience, or might these two experiences be seen as part of a continuum?; and, on the other hand, regarding participatory culture in a commercially mediated environment: e.g., What is the status of b2c, c2c, and p2p in a commercially structured network; What are the implications for user appropriation? The answers to these questions among others studied by various academic disciplines may contribute to the building of a framework for examining the consequences of this strategic shift towards relating to, reaching out to and linking online customers in a commercial web (b)log. Acknowledgement Anja Rau, thank you for your feedback. References Banerjee, A. “A Simple Model of Herd Behavior.” Quarterly Journal of Economics 1992: 797-817. Barabási, A. L. Linked: The New Science of Networks. Cambridge, MA: Perseus Publishing, 2002. Benkler, Y. “Coase’s Penguin, or, Linux and The Nature of the Firm.” Yale Law Journal, Winter v.04.3 2002-03. http://personal.uncc.edu/alblanch/SOVC.pdf. http://www.dcs.napier.ac.uk/~mm/socbytes/feb2002_i/9.html Castells, M. The Rise of the Network Society. Oxford: Blackwell, 2000. Castells, M. The Internet Galaxy: Reflections on the Internet, Business and Society. Oxford: Oxford University Press, 2001. Chan, A. Collaborative News Networks: Distributed Editing, Collective Action, and the Construction of Online News on Slashdot.org. Thesis M.Sc. at MIT’s Comparative Media Studies, 2002). http://www.marketing.unsw.edu.au/HTML/mktresearch/workingpapers/Cowley_Rossiter02_6.pdf http://www.xdreze.org/vitae1.pfd Du Gay, P.& Pryke, M. Cultural Economy. London: Sage Publications, 2002. Dyer, R., Stars (Revised). London: British Film Institute, 1998. Hagel, J. & Armstrong, A. Net Gain: Expanding Markets Through Virtual Communities. USA: McKinsey & Company, Inc., 1997.; Hebditch, D. and Anning, N. Porn Gold: Inside the Pornography Business. London: Faber & Faber, 1988. Jenkins, H. “Interactive audiences?” In Harries, D., ed. The New Media Book. London: British Film Institute, 2002. Kottler, P. Marketing Management: The Millennium Edition. Upper Saddle River, NJ: Prentice Hall, 2000. Mayzlin, D. Promotional Chat on the Internet. PhD dissertation, MIT, Sloan School of Management, 2001. Oram, A. Peer-To-Peer: Harnessing the Power of Disruptive Technologies. Sebastopol: O’Reilly & Associates, 2001. O’Toole, L. Pornocopia: Porn, Sex, Technology and Desire. London: Serpent’s Tail, 1998. Pine, J. and Gilmore, J. The Experience Economy: Work is Theatre & Every Business a Stage. Boston: Harvard Business School Press, 1999. Powell, W. “Neither Market nor Hierarchy: Network Forms of Organization.” Research in Organizational Behavior, 12, 1990: 295-336. Schmitt, B. & Simonson, A. Marketing Aesthetics: The Strategic Management of Brands, Identity, and Image. New York: The Free Press, 1997. Slater, D. Consumer Culture and Modernity. Cambridge: Polity Press, 1997.Slater, D. and Tonkiss, F. Market Society: Markets and Modern Social Theory. Cambridge: Polity Press, 2001. http://www.stanford.edu/~woodyp/papers/capitalist_firm.pdf Stone, A. R. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, MA: MIT Press, 1996. Sunstein C. Behavioral Law and Economics. Cambridge University Press, 2000. Thompson, J.B. The Media and Modernity: A Social Theory of the Media. Cambridge: Polity Press, 1995. Watts, D. and Strogatz, S. “Collective Dynamics of ‘Small-World’ Networks.” Nature, 393, 1998: 440-442. Williams, L. Hard Core: Power, Pleasure and the ‘Frenzy of the Visible’. London: Pandora Press, 1990. MLA Style Van der Graf, Shenja. "Blogging Business: SuicideGirls.com." M/C Journal 7.4 (2004). 10 October 2004 <http://www.media-culture.org.au/0410/07_suicide.php>. APA Style Van der Graf, S. (2004 Oct 11). Blogging Business: SuicideGirls.com, M/C Journal, 7(4). Retrieved Oct 10 2004 from <http://www.media-culture.org.au/0410/07_suicide.php>
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Beckton, Denise, Donna Lee Brien, and Ulrike Sturm. "From Reluctant Online Contributor to Mentor: Facilitating Student Peer-to-Peer Mentoring Online." M/C Journal 19, no. 2 (May 4, 2016). http://dx.doi.org/10.5204/mcj.1082.

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IntroductionAs the teaching staff working in a university postgraduate program—the Graduate Certificate of Creative Industries (Creative Practice) at Central Queensland University, Australia—an ongoing concern has been to ensure our students engage with the digital course content (delivered via the Moodle learning management system). This is an issue shared across the sector (La Pointe and Reisetter; Dargusch et al.) and, in our case, specifically in the area of students understanding how this online course content and tasks could benefit them in a program that is based around individual projects. As such, we are invested in enhancing student engagement both within the framework of this individual program and at an institution level. Like many institutions which now offer degrees which are either partially or fully online, the program in question offers a blended learning environment, with internal students also expected to engage with online materials (Rovai and Jordan; Colis and Moonen). The program was developed in 2011, first offered in 2012, and conducted two and sometimes three terms a year since then.Within the first year of delivery, low levels of student participation in online learning were identified as problematic. This issue was addressed using strategies that made use of characteristic strengths among our creative industries students, by developing and linking a peer-to-peer mentoring approach to our blended learning course design. Our challenge in this (as project facilitators and as teachers) has been to devise strategies to shift the students from reluctant to engaged online content users. A key strategy has evolved around introducing peer-mentoring as an intrinsic behaviour in the courses in the program. While not using a full case study approach, we do offer this singular instance for consideration as “much can be learned from a particular case” (Merriam 51). The below is based on our own observations, together with formal and informal student feedback gathered since 2012.Mentors and MentoringThe term mentor can have different meanings depending on the context in which the phrase is used. Ambrosetti and Dekkers note that “it is evident from the literature that there is no single definition for mentoring” (42). Drawing on an array of literature from a number of disciplines to qualify the definition of the term mentoring, Ambrosetti and Dekkers have identified a series of theorists whose definitions demonstrate the wide-ranging interpretation of what this act might be. Interestingly, they found that, even within the relatively narrow context of pre-service teacher research, words used to identify the term mentor varied from relatively collegial descriptors for the established teacher such as supporter, friend, collaborator, role model, and protector, to more formalised roles including trainer, teacher, assessor, and evaluator. The role to be played by a mentor—and how it is described—can also vary according to parameters around, and the purpose of, the mentoring relationship. That is, even though “mentoring, as described in literature, generally involves supporting and providing feedback to the mentee without judgment or criteria” (43), the dynamics of the mentor-mentee relationship may influence the perception and the nature of these roles. For example, the mentoring relationship between a teacher and pre-service teacher may be perceived as hierarchical whereby knowledge and feedback is “passed down” from mentor to mentee, that is, from a more authoritative, experienced figure to a less knowledgeable recipient. As such, this configuration implies a power imbalance between the roles.The relationships involved in peer-to-peer mentoring can be similarly defined. In fact, Colvin and Ashman describe the act of peer-mentoring as “a more experienced student helping a less experienced student improve overall academic performance”, and a relationship that “provides advice, support, and knowledge to the mentee” (122). Colvin and Ashman’s research also suggests that “if mentors and mentees do not have a clear sense of their roles and responsibilities, mentors will find it difficult to maintain any sort of self‐efficacy” (122)—a view that is held by others researchers in this field (see Hall et al.; Reid; Storrs, Putsche and Taylor). However, this collective view of peer-to-peer mentorship was not what we aimed to foster. Instead, we wanted our courses and program to both exhibit and inculcate practices and processes which we felt are more in line with our understanding of the creative industries, including a more organic, voluntary and non-hierarchical approach to peer-to-peer mentorship. This could use Ambrosetti and Dekker’s less hierarchical descriptors of supporter, friend, and collaborator listed above.Student CohortThe student cohort in this program regularly includes on-campus and distance education students in approximately equal ratios, with those studying by distance often geographically very widely dispersed across Australia, and sometimes internationally. The students in this program come from a diverse spectrum of creative industries’ art forms, including creative writing, digital media, film, music, and visual arts. Most enter the program with advanced skills, undergraduate or equivalent qualifications and/or considerable professional experience in their individual areas of creative practice and are seeking to add a postgraduate-level of understanding and scholarly extension to this practice (Kroll and Brien; Webb and Brien). Students also utilise a wide range of learning styles and approaches when developing and completing the creative works and research-informed reflective reports which comprise their assessment. All the students in the program’s courses utilise, and contribute to, a single online Moodle site each term. Some also wish to progress to research higher degree study in creative practice-led research projects (Barrett and Bolt) after completing the program.Applying Peer-to-Peer Mentoring in a Project-Based ProgramThe student cohort in this program is diverse, both geographically and in terms of the area of individual creative industries’ specialisation and the actual project that each student is working on. This diversity was a significant factor in the complexity of the challenge of how to make the course online site and its contents and tasks (required and optional) relevant and engaging for all students. We attempted to achieve this, in part, by always focusing on content and tasks directly related to the course learning outcomes and assessment tasks, so that their usefulness and authenticity in terms of the student learning journey was, we hoped, obvious to students. While this is a common practice in line with foundational conceptions of effective learning and teaching in higher education, we also proposed that we might be able to insure that course content was accessed and engaged with, and tasks completed, by linking the content and tasks in Moodle to the action of mentoring. In this, students were encouraged to discuss their projects in the online discussion forum throughout the term. This began with students offering brief descriptions of their projects as they worked through the project development stage, to reports on progress including challenges and problems as well as achievements. Staff input to these discussions offered guidance—both through example and (at times) gentle direction—on how students could also give collegial advice to other students on their projects. This was in terms of student knowledge and experience gained from previous work plus that learned during the program. In this, students reported on their own activities and how learning gained could potentially be used in other professional fields, as for example: “I specifically enjoyed the black out activity and found the online videos exceptional, inspiring and innovating. I really enjoyed this activity and it was something that I can take away and use within the classroom when educating” (‘Student 1’, week 8, Term 1 2015). Students also gave advice for others to follow: “I understand that this may not have been the original intended goal of Free Writing—but it is something I would highly recommend … students to try and see if it works for you” (‘Student 2’, week 5, Term 1 2015). As each term progressed, and trust built up—a key aspect of online collaboration (Holton) as well as a fruitful mentoring relationship (Allen and Poteet)—joint problem solving also began to take place in these discussions.As most of the students never interact face-to-face during the term, the relative impersonality of the online discussions in Moodle, although certainly not anonymous, seemed to provide a safe platform for peer-to-peer mentoring, even when this was offered by those who were also interacting in class as well. As facilitators of this process, we also sought to model best-practice interaction in this communication and ensure that any posts were responded to in an encouraging and timely manner (Aragon). As a result, the traffic within these forums generally increased each week so that, by the end of the term, every student (both external and internal) had contributed significantly to online discussions—even those who appeared to be more reluctant participants in the beginning weeks of the term. Strategies to Facilitate Peer-to-Peer MentoringSeeking to facilitate this process, we identified discrete points within the term’s course delivery at which we would encourage a greater level of engagement with the online resources and, through this, also encourage more discussion in the online discussion forum. One of the strategies we employed was to introduce specific interactions as compulsory components of the course but, at the same time, always ensuring that these mandated interactions related directly to assessment items. For example, a key assessment task requires students to write reflectively about their creative work and processes. We duly included information and examples of reflective writing as resources online. In order to further develop this skill for both internal and external students, we adopted an active and iterative learning approach to this task by asking students to write reflectively, each week, about the online resources provided to them. In asking students to do this, we reiterated that, at the end of term, a core part of the assessment item was that each student would be asked to describe, analyse and reflect on how they used these resources to facilitate their creative practice. At the end of the term, therefore, each student could collate his or her weekly responses, and use these as part of this assessment task. However, before this final reflection needed to be completed, these reflective musings were already being refined and extended as a result of the commentaries offered by other students responding to these weekly reflections. In this, these commenting students were, in fact, playing the role of peer-to-peer mentors, assisting each other to enhance their abilities in reflective thinking and writing.It should be stated that neither formal mentoring roles nor expectations of the process or its outcomes were pre-determined, defined or outlined to students by the teaching staff or communicated directly to them in any way (such as via the course materials). Instead, internal and distance students were encouraged to communicate with each other and offer guidance, help and support to each other (but which was never described as peer-to-peer mentorship) via their use of the Moodle learning managements system as both a group communication tool and a collaborative learning resource (Dixon, Dixon and Axmann). It is common for creative practitioners to collect data in the form of objects, resources, tools, and memories in order to progress their work and this habit has been termed that of the “bowerbird” (Brady). Knowing that it likely that many of our students are already proficient bowerbirds with many resources in their personal collections, we also facilitated a peer-to-peer mentoring activity in the form of an online competition. This competition asked students to post their favourite interactive resource onto the Moodle site, accompanied by a commentary explaining why and how it could be used. Many students engaged with these peer-posted resources and then, in turn, posted reflections on their usefulness, or not, for their own personal practice and learning. This, in turn, engendered more resources to be posted, shared, and discussed in terms of project problem-solving and, thus, became another ongoing activity that encouraged students to act as increasingly valued peer-mentors to each other.The Practical Application of Peer-to-Peer MentoringEach term, it is a course requirement that the student cohort, both internal and external, combine to create a group outcome—an exhibition of their creative work (Sturm, Beckton and Brien). For some students, the work exhibited is completed; for others, particularly part-time students, the work shown is frequently still in progress. Given that the work in the student exhibition regularly includes music and creative writing as well as visual art, this activity forces students to engage with their peers in ways that most of them have not previously encountered. This interaction includes communication across the internal and distance members of the cohort to determine what work will be included in the exhibition, and how work will be sent for display by external students, as well as liaising in relation to range of related considerations including: curatorial (what the exhibition will be named, and how work is to be displayed), cataloguing (how the works, and their contributors, are to be described), and the overall design of the catalogue and invitation (Sturm, Beckton and Brien). Students make these decisions, as a group, with guidance from staff mainly being offered in terms of practical information (such as what days and times the exhibition space can be accessed) and any limitations due to on-site health and safety considerations and other university-wide regulations.Student feedback has been very positive in relation to this aspect of the course (Sturm, Beckton and Brien), and its collective nature is often remarked on in both formal and informal feedback. We are also finding that some prospective students are applying to the program with a knowledge of this group exhibition and some information about how it is achieved. After graduation, students have reported that this experience of peer-to-peer working across the spectrum of creative industries’ art forms has given them a confidence that they were able to apply in real work situations and has, moreover been a factor that directly led to relevant employment. One student offered in unsolicited feedback: “It was a brilliant course that I gained a lot from. One year on, I have since released another single and work as an artist manager, independently running campaigns for other artists. The course also helped make me more employable as well, and I now work … as a casual admin and projects officer” (Student 3, 2015).Issues Arising from Peer-to-Peer MentoringAn intrinsic aspect of facilitating and encouraging this peer-to-peer mentoring was to allow a degree of latitude in relation to student online communication. The week-to-week reflection on the online resources was, for instance, the only mandated activity. Other participation was modeled and encouraged, but left to students as to how often and when they participated, as well as the length of their posts. In each term, we have found student involvement in discussions increased throughout the term, and tended to exceed our expectations in both quantity and quality of posts.We have also found that the level of intimate detail offered, and intimacy developed, in the communications was far greater than we had initially anticipated, and that there were occasions when students raised personal issues. Initially, we were apprehensive about this, particularly when one student discussed past mental health challenges. At the time, we discussed that the creative arts – whether in terms of its creation or appreciation – are highly personal practices (Sternberg), and that the tone taken by many of the creative individuals, theorists, and researchers whose materials we use as resources was often personally revealing (see, for example, Brien and Brady). By not interfering, other than ensuring that the tone students used with each other was always respectful and focused on the professional aspects of what was being discussed, we observed that this personal revelation translated into high levels of engagement in the discussions, and indeed, encouraged peer support and understanding. Thus, in terms of the student who revealed information about past health issues and who at one stage had considered withdrawing from the course, this student later related to staff—in an unsolicited communication—that these discussions led to him feeling well supported. This student has, moreover, continued to work on related creative practice projects after completing the program and, indeed, is now considering continuing onto Masters level studies.ConclusionIn relation to much of the literature of mentoring, this experience of student interaction with others through an online discussion board appears to offer a point of difference. While that literature reports on other examples of peer-to-peer mentoring, most of these follow the seemingly more usual vertical mentoring model (that is, one which is hierarchical), rather than what developed organically in our case as a more horizontal mode. This is, moreover, a mode which has many synergies with the community of practice and collaborative problem solving models which are central to the creative industries (Brien and Bruns).Collings, Swanson, and Watkins have reported on the positive impact of peer mentoring on student wellbeing, integration, and retention. In terms of effects and student outcomes, although we have not yet collected data on these aspects of this activity, our observations together with informal and University-solicited feedback suggests that this peer-to-peer mentoring was useful (in terms of their project work) and affirming and confidence-building (personally and professionally) for students who are both mentors and mentees. These peer-to-peer mentoring activities assisted in developing, and was encouraged by, an atmosphere in which students felt it was appropriate and safe to both offer support and critique of each others’ work and ideas, as well as encouragement when students felt discouraged or creatively blocked. Students, indeed, reported in class and online that this input assisted them in moving through their projects and, as program staff, we saw that that this online space created a place where collaborative problem-solving could be engaged in as the need arose—rather than in a more forced manner. As teachers, we also found these students became our post-graduate colleagues in the way more usually experienced in the doctoral supervisor-student relationship (Dibble and Loon).The above reports on a responsive learning and teaching strategy that grew out of our understanding of our students’ needs that was, moreover, in line with our institution’s imperatives. We feel this was a successful and authentic way of involving students in online discussions, although we did not originally foresee that they would become mentors in the process. The next step is to develop a project to formally evaluate this aspect of this program and our teaching, as well as whether (or how) they reflect the overarching discipline of the creative industries in terms of process and philosophy. ReferencesAllen, Tammy D., and Mark L. Poteet. “Developing Effective Mentoring Relationships: Strategies from the Mentor’s Viewpoint.” The Career Development Quarterly 48.1 (1999): 59–57.Ambosetti, Angelina, and John Dekkers. “The Interconnectedness of the Roles of Mentors and Mentees in Pre-Service Teacher Education Mentoring Relationships.” Australian Journal of Teaching Education 35.6 (2010): 42–55.Aragon, Steven R. “Creating Social Presence in Online Environments.” New Directions for Adult and Continuing Education 100 (2003): 57–68. Barrett, Estelle, and Barbara Bolt, eds. Practice as Research: Approaches to Creative Arts Enquiry. London: I.B. Tauris, 2007.Brady, Tess. “A Question of Genre: Demystifying the Exegesis.” TEXT: Journal of the Australian Association of Writing Programs 4.1 (2000). 1 Mar. 2016 <http://www.textjournal.com.au/april00/brady.htm>.Brien, Donna Lee, and Tess Brady. “Collaborative Practice: Categorising Forms of Collaboration for Practitioners.” TEXT: The Journal of the Australian Association of Writing Programs 7.2 (2003). 1 Mar. 2016 <http://www.textjournal.com.au/oct03/brienbrady.htm>.Brien, Donna Lee, and Axel Bruns. “Editorial.” M/C Journal 9.2 (2006) 1 Mar. 2016 <http://www.textjournal.com.au/oct03/brienbrady.htm>.Central Queensland University. CB82 Graduate Certificate in Creative Industries. 2016. 1 Mar. 2016 <http://handbook.cqu.edu.au/programs/index?programCode=CB82>.Colis, B., and J. Moonen. Flexible Learning in a Digital World: Experiences and Expectations. London: Kogan-Page, 2001.Collings, R., V. Swanson and R. Watkins. “The Impact of Peer Mentoring on Levels of Student Wellbeing, Integration and Retention: A Controlled Comparative Evaluation of Residential Students in U.K. Higher Education.” Higher Education 68 (2014): 927–42.Colvin, Janet W., and Miranda Ashman. “Roles, Risks and Benefits of Peer Mentoring Relationships in Higher Education.” Mentoring and Tutoring: Partnership in Learning 18.2 (2010): 121–34. Dargusch, Joanne, Lois R. Harris, Kerry Reid-Searl, and Benjamin Taylor. “Getting the Message Through: Communicating Assessment Expectations to First Year Students.” Australian Association of Research in Education Conference. Fremantle, WA: 2015.Dibble, Brian, and Julienne van Loon. “The Higher Degree Research Journey as a Three Legged Race.” TEXT: Journal of the Australian Association of Writing Programs 8.2 (2004). 20 Feb. 2016 <http://www.textjournal.com.au/oct04/dibble_vanloon.htm>.Dixon, Robert, Kathryn Dixon, and Mandi Axmann. “Online Student Centred Discussion: Creating a Collaborative Learning Environment.” Hello! Where Are You in the Landscape of Educational Technology: Proceedings ASCILITE. Melbourne: ASCILITE, 2008. 256–264.Hall, Kendra M., Rani Jo Draper, Leigh K. Smith, and Robert V. Bullough. “More than a Place to Teach: Exploring the Perceptions of the Roles and Responsibilities of Mentor Teachers.” Mentoring & Tutoring: Partnership in Learning 16.3 (2008): 328–45.Holton, Judith A. “Building Trust and Collaboration in a Virtual Team.” Team Performance Management: An International Journal 7.3/4 (2001): 36–47.Kroll, Jeri, and Donna Lee Brien. “Studying for the Future: Training Creative Writing Postgraduates for Life after Degrees.” Australian Online Journal of Arts Education 2.1 (2006): 1–13.La Pointe, Loralee, and Marcy Reisetter. “Belonging Online: Students’ Perceptions of the Value and Efficacy of an Online Learning Community.” International Journal on E-Learning 7.4 (2008): 641–65.Merriam, Sharan B. Qualitative Research: A Guide to Design and Implementation. San Francisco, CA: Jossey-Bass, 2009.Reid, E. Shelley. “Mentoring Peer Mentors: Mentor Education and Support in the Composition Program.” Composition Studies 36.2 (2008): 51–79.Rovai, A.P., and Hope M. Jordan. “Blended Learning and Sense of Community: A Comparative Analysis with Traditional and Fully Online Graduate Courses.” Virginia: Regent University, 2004. 20 Feb. 2016 <http://www.irrodl.org/index.php/irrodl/article/view/192/274>.Storrs, D., L. Putsche, and A. Taylor. “Mentoring Expectations and Realities: An Analysis of Metaphorical Thinking among Female Undergraduate Protégés and Their Mentors in a University Mentoring Programme.” Mentoring & Tutoring: Partnership in Learning 16.2 (2008): 175–88. Sternberg, Robert. The Nature of Creativity: Contemporary Psychological Perspectives. Cambridge: Cambridge UP, 1988.Sturm, Ulrike, Denise Beckton, and Donna Lee Brien. “Curation on Campus: An Exhibition Curatorial Experiment for Creative Industries Students.” M/C Journal 18.4 (2015). 12 Feb. 2016 <http://journal.media-culture.org.au/index.php/mcjournal/article/view/1000>.Webb, Jen, and Donna Lee Brien. “Preparing Graduates for Creative Futures: Australian Creative Arts Programs in a Globalising Society.” Partnerships for World Graduates: AIC (Academia, Industry and Community) 2007 Conference. Melbourne: RMIT, 28–30 November 2007.
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Pausé, Cat, and Sandra Grey. "Throwing Our Weight Around: Fat Girls, Protest, and Civil Unrest." M/C Journal 21, no. 3 (August 15, 2018). http://dx.doi.org/10.5204/mcj.1424.

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This article explores how fat women protesting challenges norms of womanhood, the place of women in society, and who has the power to have their say in public spaces. We use the term fat as a political reclamation; Fat Studies scholars and fat activists prefer the term fat, over the normative term “overweight” and the pathologising term “obese/obesity” (Lee and Pausé para 3). Who is and who isn’t fat, we suggest, is best left to self-determination, although it is generally accepted by fat activists that the term is most appropriately adopted by individuals who are unable to buy clothes in any store they choose. Using a tweet from conservative commentator Ann Coulter as a leaping-off point, we examine the narratives around women in the public sphere and explore how fat bodies might transgress further the norms set by society. The public representations of women in politics and protest are then are set in the context of ‘activist wisdom’ (Maddison and Scalmer) from two sides of the globe. Activist wisdom gives preference to the lived knowledge and experience of activists as tools to understand social movements. It seeks to draw theoretical implications from the practical actions of those on the ground. In centring the experiences of ourselves and other activists, we hope to expand existing understandings of body politics, gender, and political power in this piece. It is important in researching social movements to look both at the representations of protest and protestors in all forms of media as this is the ‘public face’ of movements, but also to examine the reflections of the individuals who collectively put their weight behind bringing social change.A few days after the 45th President of the United States was elected, people around the world spilled into the streets and participated in protests; precursors to the Women’s March which would take place the following January. Pictures of such marches were shared via social media, demonstrating the worldwide protest against the racism, misogyny, and overall oppressiveness, of the newly elected leader. Not everyone was supportive of these protests though; one such conservative commentator, Ann Coulter, shared this tweet: Image1: A tweet from Ann Coulter; the tweet contains a picture of a group of protestors, holding signs protesting Trump, white supremacy, and for the rights of immigrants. In front of the group, holding a megaphone is a woman. Below the picture, the text reads, “Without fat girls, there would be no protests”.Coulter continued on with two more tweets, sharing pictures of other girls protesting and suggesting that the protestors needed a diet programme. Kivan Bay (“Without Fat Girls”) suggested that perhaps Coulter was implying that skinny girls do not have time to protest because they are too busy doing skinny girl things, like buying jackets or trying on sweaters. Or perhaps Coulter was arguing that fat girls are too visible, too loud, and too big, to be taken seriously in their protests. These tweets provide a point of illustration for how fat women protesting challenge norms of womanhood, the place of women in society, and who has the power to have their say in public spaces While Coulter’s tweet was most likely intended as a hostile personal attack on political grounds, we find it useful in its foregrounding of gender, bodies and protest which we consider in this article, beginning with a review of fat girls’ role in social justice movements.Across the world, we can point to fat women who engage in activism related to body politics and more. Australian fat filmmaker and activist Kelli Jean Drinkwater makes documentaries, such as Aquaporko! and Nothing to Lose, that queer fat embodiment and confronts body norms. Newly elected Ontario MPP Jill Andrew has been fighting for equal rights for queer people and fat people in Canada for decades. Nigerian Latasha Ngwube founded About That Curvy Life, Africa’s leading body positive and empowerment site, and has organised plus-size fashion show events at Heineken Lagos Fashion and Design Week in Nigeria in 2016 and the Glitz Africa Fashion Week in Ghana in 2017. Fat women have been putting their bodies on the line for the rights of others to live, work, and love. American Heather Heyer was protesting the hate that white nationalists represent and the danger they posed to her friends, family, and neighbours when she died at a rally in Charlottesville, North Carolina in late 2017 (Caron). When Heyer was killed by one of those white nationalists, they declared that she was fat, and therefore her body size was lauded loudly as justification for her death (Bay, “How Nazis Use”; Spangler).Fat women protesting is not new. For example, the Fat Underground was a group of “radical fat feminist women”, who split off from the more conservative NAAFA (National Association to Aid Fat Americans) in the 1970s (Simic 18). The group educated the public about weight science, harassed weight-loss companies, and disrupted academic seminars on obesity. The Fat Underground made their first public appearance at a Women’s Equality Day in Los Angeles, taking over the stage at the public event to accuse the medical profession of murdering Cass Elliot, the lead singer of the folk music group, The Mamas and the Papas (Dean and Buss). In 1973, the Fat Underground produced the Fat Liberation Manifesto. This Manifesto began by declaring that they believed “that fat people are full entitled to human respect and recognition” (Freespirit and Aldebaran 341).Women have long been disavowed, or discouraged, from participating in the public sphere (Ginzberg; van Acker) or seen as “intruders or outsiders to the tough world of politics” (van Acker 118). The feminist slogan the personal is political was intended to shed light on the role that women needed to play in the public spheres of education, employment, and government (Caha 22). Across the world, the acceptance of women within the public sphere has been varied due to cultural, political, and religious, preferences and restrictions (Agenda Feminist Media Collective). Limited acceptance of women in the public sphere has historically been granted by those ‘anointed’ by a male family member or patron (Fountaine 47).Anti-feminists are quick to disavow women being in public spaces, preferring to assign them the role as helpmeet to male political elite. As Schlafly (in Rowland 30) notes: “A Positive Woman cannot defeat a man in a wrestling or boxing match, but she can motivate him, inspire him, encourage him, teach him, restrain him, reward him, and have power over him that he can never achieve over her with all his muscle.” This idea of women working behind the scenes has been very strong in New Zealand where the ‘sternly worded’ letter is favoured over street protest. An acceptable route for women’s activism was working within existing political institutions (Grey), with activity being ‘hidden’ inside government offices such as the Ministry of Women’s Affairs (Schuster, 23). But women’s movement organisations that engage in even the mildest form of disruptive protest are decried (Grey; van Acker).One way women have been accepted into public space is as the moral guardians or change agents of the entire political realm (Bliss; Ginzberg; van Acker; Ledwith). From the early suffrage movements both political actors and media representations highlighted women were more principled and conciliatory than men, and in many cases had a moral compass based on restraint. Cartoons showed women in the suffrage movement ‘sweeping up’ and ‘cleaning house’ (Sheppard 123). Groups like the Women’s Christian Temperance Union were celebrated for protesting against the demon drink and anti-pornography campaigners like Patricia Bartlett were seen as acceptable voices of moral reason (Moynihan). And as Cunnison and Stageman (in Ledwith 193) note, women bring a “culture of femininity to trade unions … an alternative culture, derived from the particularity of their lives as women and experiences of caring and subordination”. This role of moral guardian often derived from women as ‘mothers’, responsible for the physical and moral well-being of the nation.The body itself has been a sight of protest for women including fights for bodily autonomy in their medical decisions, reproductive justice, and to live lives free from physical and sexual abuse, have long been met with criticisms of being unladylike or inappropriate. Early examples decried in NZ include the women’s clothing movement which formed part of the suffrage movement. In the second half of the 20th century it was the freedom trash can protests that started the myth of ‘women burning their bras’ which defied acceptable feminine norms (Sawer and Grey). Recent examples of women protesting for body rights include #MeToo and Time’s Up. Both movements protest the lack of bodily autonomy women can assert when men believe they are entitled to women’s bodies for their entertainment, enjoyment, and pleasure. And both movements have received considerable backlash by those who suggest it is a witch hunt that might ensnare otherwise innocent men, or those who are worried that the real victims are white men who are being left behind (see Garber; Haussegger). Women who advocate for bodily autonomy, including access to contraception and abortion, are often held up as morally irresponsible. As Archdeacon Bullock (cited in Smyth 55) asserted, “A woman should pay for her fun.”Many individuals believe that the stigma and discrimination fat people face are the consequences they sow from their own behaviours (Crandall 892); that fat people are fat because they have made poor decisions, being too indulgent with food and too lazy to exercise (Crandall 883). Therefore, fat people, like women, should have to pay for their fun. Fat women find themselves at this intersection, and are often judged more harshly for their weight than fat men (Tiggemann and Rothblum). Examining Coulter’s tweet with this perspective in mind, it can easily be read as an attempt to put fat girl protestors back into their place. It can also be read as a warning. Don’t go making too much noise or you may be labelled as fat. Presenting troublesome women as fat has a long history within political art and depictions. Marianne (the symbol of the French Republic) was depicted as fat and ugly; she also reinforced an anti-suffragist position (Chenut 441). These images are effective because of our societal views on fatness (Kyrölä). Fatness is undesirable, unworthy of love and attention, and a representation of poor character, lack of willpower, and an absence of discipline (Murray 14; Pausé, “Rebel Heart” para 1).Fat women who protest transgress rules around body size, gender norms, and the appropriate place for women in society. Take as an example the experiences of one of the authors of this piece, Sandra Grey, who was thrust in to political limelight nationally with the Campaign for MMP (Grey and Fitzsimmons) and when elected as the President of the New Zealand Tertiary Education Union in 2011. Sandra is a trade union activist who breaches too many norms set for the “good woman protestor,” as well as the norms for being a “good fat woman”. She looms large on a stage – literally – and holds enough power in public protest to make a crowd of 7,000 people “jump to left”, chant, sing, and march. In response, some perceive Sandra less as a tactical and strategic leader of the union movement, and more as the “jolly fat woman” who entertains, MCs, and leads public events. Though even in this role, she has been criticised for being too loud, too much, too big.These criticisms are loudest when Sandra is alongside other fat female bodies. When posting on social media photos with fellow trade union members the comments often note the need of the group to “go on a diet”. The collective fatness also brings comments about “not wanting to fuck any of that group of fat cows”. There is something politically and socially dangerous about fat women en masse. This was behind the responses to Sandra’s first public appearance as the President of TEU when one of the male union members remarked “Clearly you have to be a fat dyke to run this union.” The four top elected and appointed positions in the TEU have been women for eight years now and both their fatness and perceived sexuality present as a threat in a once male-dominated space. Even when not numerically dominant, unions are public spaces dominated by a “masculine culture … underpinned by the undervaluation of ‘women’s worth’ and notions of womanhood ‘defined in domesticity’” (Cockburn in Kirton 273-4). Sandra’s experiences in public space show that the derision and methods of putting fat girls back in their place varies dependent on whether the challenge to power is posed by a single fat body with positional power and a group of fat bodies with collective power.Fat Girls Are the FutureOn the other side of the world, Tara Vilhjálmsdóttir is protesting to change the law in Iceland. Tara believes that fat people should be protected against discrimination in public and private settings. Using social media such as Facebook and Instagram, Tara takes her message, and her activism, to her thousands of followers (Keller, 434; Pausé, “Rebel Heart”). And through mainstream media, she pushes back on fatphobia rhetoric and applies pressure on the government to classify weight as a protected status under the law.After a lifetime of living “under the oppression of diet culture,” Tara began her activism in 2010 (Vilhjálmsdóttir). She had suffered real harm from diet culture, developing an eating disorder as a teen and being told through her treatment for it that her fears as a fat woman – that she had no future, that fat people experienced discrimination and stigma – were unfounded. But Tara’s lived experiences demonstrated fat stigma and discrimination were real.In 2012, she co-founded the Icelandic Association for Body Respect, which promotes body positivity and fights weight stigma in Iceland. The group uses a mixture of real life and online tools; organising petitions, running campaigns against the Icelandic version of The Biggest Loser, and campaigning for weight to be a protected class in the Icelandic constitution. The Association has increased the visibility of the dangers of diet culture and the harm of fat stigma. They laid the groundwork that led to changing the human rights policy for the city of Reykjavík; fat people cannot be discriminated against in employment settings within government jobs. As the city is one of the largest employers in the country, this was a large step forward for fat rights.Tara does receive her fair share of hate messages; she’s shared that she’s amazed at the lengths people will go to misunderstand what she is saying (Vilhjálmsdóttir). “This isn’t about hurt feelings; I’m not insulted [by fat stigma]. It’s about [fat stigma] affecting the livelihood of fat people and the structural discrimination they face” (Vilhjálmsdóttir). She collects the hateful comments she receives online through screenshots and shares them in an album on her page. She believes it is important to keep a repository to demonstrate to others that the hatred towards fat people is real. But the hate she receives only fuels her work more. As does the encouragement she receives from people, both in Iceland and abroad. And she is not alone; fat activists across the world are using Web 2.0 tools to change the conversation around fatness and demand civil rights for fat people (Pausé, “Rebel Heart”; Pausé, “Live to Tell").Using Web 2.0 tools as a way to protest and engage in activism is an example of oppositional technologics; a “political praxis of resistance being woven into low-tech, amateur, hybrid, alternative subcultural feminist networks” (Garrison 151). Fat activists use social media to engage in anti-assimilationist activism and build communities of practice online in ways that would not be possible in real life (Pausé, “Express Yourself” 1). This is especially useful for those whose protests sit at the intersections of oppressions (Keller 435; Pausé, “Rebel Heart” para 19). Online protests have the ability to travel the globe quickly, providing opportunities for connections between protests and spreading protests across the globe, such as SlutWalks in 2011-2012 (Schuster 19). And online spaces open up unlimited venues for women to participate more freely in protest than other forms (Harris 479; Schuster 16; Garrison 162).Whether online or offline, women are represented as dangerous in the political sphere when they act without male champions breaching norms of femininity, when their involvement challenges the role of woman as moral guardians, and when they make the body the site of protest. Women must ‘do politics’ politely, with utmost control, and of course caringly; that is they must play their ‘designated roles’. Whether or not you fit the gendered norms of political life affects how your protest is perceived through the media (van Acker). Coulter’s tweet loudly proclaimed that the fat ‘girls’ protesting the election of the 45th President of the United States were unworthy, out of control, and not worthy of attention (ironic, then, as her tweet caused considerable conversation about protest, fatness, and the reasons not to like the President-Elect). What the Coulter tweet demonstrates is that fat women are perceived as doubly-problematic in public space, both as fat and as women. They do not do politics in a way that is befitting womanhood – they are too visible and loud; they are not moral guardians of conservative values; and, their bodies challenge masculine power.ReferencesAgenda Feminist Media Collective. “Women in Society: Public Debate.” Agenda: Empowering Women for Gender Equity 10 (1991): 31-44.Bay, Kivan. “How Nazis Use Fat to Excuse Violence.” Medium, 7 Feb. 2018. 1 May 2018 <https://medium.com/@kivabay/how-nazis-use-fat-to-excuse-violence-b7da7d18fea8>.———. “Without Fat Girls, There Would Be No Protests.” Bullshit.ist, 13 Nov. 2016. 16 May 2018 <https://bullshit.ist/without-fat-girls-there-would-be-no-protests-e66690de539a>.Bliss, Katherine Elaine. Compromised Positions: Prostitution, Public Health, and Gender Politics in Revolutionary Mexico City. Penn State Press, 2010.Caha, Omer. 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Palmerston North, NZ: Massey University, 2002.Freespirit, Judy, and Aldebaran. “Fat Liberation Manifesto November 1973.” The Fat Studies Reader. Eds. Esther Rothblum and Sondra Solovay. New York: NYU P, 2009. 341-342.Garber, Megan. “The Selective Empathy of #MeToo Backlash.” The Atlantic, 11 Feb 2018. 5 Apr. 2018 <https://www.theatlantic.com/entertainment/archive/2018/02/the-selective-empathy-of-metoo-backlash/553022/>.Garrison, Edith. “US Feminism – Grrrl Style! Youth (Sub)Cultures and the Technologics of the Third Wave.” Feminist Studies 26.1 (2000): 141-170.Garvey, Nicola. “Violence against Women: Beyond Gender Neutrality.” Looking Back, Moving Forward: The Janus Women’s Convention 2005. Ed. Dale Spender. Masterton: Janus Trust, 2005. 114-120.Ginzberg, Lori D. Women and the Work of Benevolence: Morality, Politics, and Class in the Nineteenth-Century United States. Yale UP, 1992.Grey, Sandra. “Women, Politics, and Protest: Rethinking Women's Liberation Activism in New Zealand.” Rethinking Women and Politics: New Zealand and Comparative Perspectives. Eds. John Leslie, Elizabeth McLeay, and Kate McMillan. Victoria UP, 2009. 34-61.———, and Matthew Fitzsimons. “Defending Democracy: ‘Keep MMP’ and the 2011 Electoral Referendum.” Kicking the Tyres: The New Zealand General Election and Electoral Referendum of 2011. Eds. Jon Johansson and Stephen Levine. Victoria UP, 2012. 285-304.———, and Marian Sawer, eds. Women’s Movements: Flourishing or in Abeyance? London: Routledge, 2008.Harris, Anita. “Mind the Gap: Attitudes and Emergent Feminist Politics since the Third Wave.” Australian Feminist Studies 25.66 (2010): 475-484.Haussegger, Virginia. “#MeToo: Beware the Brewing Whiff of Backlash.” Sydney Morning Herald, 7 Mar. 2018. 1 Apr. 2018 <https://www.smh.com.au/national/metoo-beware-the-brewing-whiff-of-backlash-20180306-p4z33s.html>.Keller, Jessalynn. “Virtual Feminisms.” Information, Communication and Society 15.3(2011): 429-447.Kirston, Gill. “From ‘a Woman’s Place Is in Her Union’ to ‘Strong Unions Need Women’: Changing Gender Discourses, Policies and Realities in the Union Movement.” Labour & Industry: A Journal of the Social and Economic Relations of Work 27.4 (2017): 270-283.Kyrölä, Katariina. The Weight of Images. London: Routledge, 2014.Ledwith, Sue. “Gender Politics in Trade Unions: The Representation of Women between Exclusion and Inclusion.” European Review of Labour and Research 18.2 (2012): 185-199.Lyndsey, Susan. Women, Politics, and the Media: The 1999 New Zealand General Election. Dissertation. Massey University, 2002.Maddison, Sarah, and Sean Scalmer. Activist Wisdom: Practical Knowledge and Creative Tension in Social Movements. Sydney: UNSW P, 2006. Moynihan, Carolyn. A Stand for Decency: Patricia Bartlett & the Society for Promotion of Community Standards, 1970-1995. Wellington: The Society, 1995.Murray, Samantha. "Pathologizing 'Fatness': Medical Authority and Popular Culture." Sociology of Sport Journal 25.1 (2008): 7-21.Pausé, Cat. “Live to Tell: Coming Out as Fat.” Somatechnics 21 (2012): 42-56.———. “Express Yourself: Fat Activism in the Web 2.0 Age.” The Politics of Size: Perspectives from the Fat-Acceptance Movement. Ed. Ragen Chastain. Praeger, 2015. 1-8.———. “Rebel Heart: Performing Fatness Wrong Online.” M/C Journal 18.3 (2015).Rowland, Robyn, ed. Women Who Do and Women Who Don’t Join the Women’s Movement. London: Routledge, 1984.Schuster, Julia. “Invisible Feminists? Social Media and Young Women’s Political Participation.” Political Science 65.1 (2013): 8-24.Sheppard, Alice. "Suffrage Art and Feminism." Hypatia 5.2 (1990): 122-136.Simic, Zora. “Fat as a Feminist Issue: A History.” Fat Sex: New Directions in Theory and Activism. Eds. Helen Hester and Caroline Walters. London: Ashgate, 2015. 15-36.Spangler, Todd. “White-Supremacist Site Daily Stormer Booted by Hosting Provider.” Variety, 13 Aug. 2017. 1 May 2018 <https://variety.com/2017/digital/news/daily-stormer-heather-heyer-white-supremacist-neo-nazi-hosting-provider-1202526544/>.Smyth, Helen. Rocking the Cradle: Contraception, Sex, and Politics in New Zealand. Steele Roberts, 2000.Tiggemann, Marika, and Esther D. Rothblum. "Gender Differences in Social Consequences of Perceived Overweight in the United States and Australia." Sex Roles 18.1-2 (1988): 75-86.Van Acker, Elizabeth. “Media Representations of Women Politicians in Australia and New Zealand: High Expectations, Hostility or Stardom.” Policy and Society 22.1 (2003): 116-136.Vilhjálmsdóttir, Tara. Personal interview. 1 June 2018.
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36

Burns, Alex. "Oblique Strategies for Ambient Journalism." M/C Journal 13, no. 2 (April 15, 2010). http://dx.doi.org/10.5204/mcj.230.

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Abstract:
Alfred Hermida recently posited ‘ambient journalism’ as a new framework for para- and professional journalists, who use social networks like Twitter for story sources, and as a news delivery platform. Beginning with this framework, this article explores the following questions: How does Hermida define ‘ambient journalism’ and what is its significance? Are there alternative definitions? What lessons do current platforms provide for the design of future, real-time platforms that ‘ambient journalists’ might use? What lessons does the work of Brian Eno provide–the musician and producer who coined the term ‘ambient music’ over three decades ago? My aim here is to formulate an alternative definition of ambient journalism that emphasises craft, skills acquisition, and the mental models of professional journalists, which are the foundations more generally for journalism practices. Rather than Hermida’s participatory media context I emphasise ‘institutional adaptiveness’: how journalists and newsrooms in media institutions rely on craft and skills, and how emerging platforms can augment these foundations, rather than replace them. Hermida’s Ambient Journalism and the Role of Journalists Hermida describes ambient journalism as: “broad, asynchronous, lightweight and always-on communication systems [that] are creating new kinds of interactions around the news, and are enabling citizens to maintain a mental model of news and events around them” (Hermida 2). His ideas appear to have two related aspects. He conceives ambient journalism as an “awareness system” between individuals that functions as a collective intelligence or kind of ‘distributed cognition’ at a group level (Hermida 2, 4-6). Facebook, Twitter and other online social networks are examples. Hermida also suggests that such networks enable non-professionals to engage in ‘communication’ and ‘conversation’ about news and media events (Hermida 2, 7). In a helpful clarification, Hermida observes that ‘para-journalists’ are like the paralegals or non-lawyers who provide administrative support in the legal profession and, in academic debates about journalism, are more commonly known as ‘citizen journalists’. Thus, Hermida’s ambient journalism appears to be: (1) an information systems model of new platforms and networks, and (2) a normative argument that these tools empower ‘para-journalists’ to engage in journalism and real-time commentary. Hermida’s thesis is intriguing and worthy of further discussion and debate. As currently formulated however it risks sharing the blind-spots and contradictions of the academic literature that Hermida cites, which suffers from poor theory-building (Burns). A major reason is that the participatory media context on which Hermida often builds his work has different mental models and normative theories than the journalists or media institutions that are the target of critique. Ambient journalism would be a stronger and more convincing framework if these incorrect assumptions were jettisoned. Others may also potentially misunderstand what Hermida proposes, because the academic debate is often polarised between para-journalists and professional journalists, due to different views about institutions, the politics of knowledge, decision heuristics, journalist training, and normative theoretical traditions (Christians et al. 126; Cole and Harcup 166-176). In the academic debate, para-journalists or ‘citizen journalists’ may be said to have a communitarian ethic and desire more autonomous solutions to journalists who are framed as uncritical and reliant on official sources, and to media institutions who are portrayed as surveillance-like ‘monitors’ of society (Christians et al. 124-127). This is however only one of a range of possible relationships. Sole reliance on para-journalists could be a premature solution to a more complex media ecology. Journalism craft, which does not rely just on official sources, also has a range of practices that already provides the “more complex ways of understanding and reporting on the subtleties of public communication” sought (Hermida 2). Citizen- and para-journalist accounts may overlook micro-studies in how newsrooms adopt technological innovations and integrate them into newsgathering routines (Hemmingway 196). Thus, an examination of the realities of professional journalism will help to cast a better light on how ambient journalism can shape the mental models of para-journalists, and provide more rigorous analysis of news and similar events. Professional journalism has several core dimensions that para-journalists may overlook. Journalism’s foundation as an experiential craft includes guidance and norms that orient the journalist to information, and that includes practitioner ethics. This craft is experiential; the basis for journalism’s claim to “social expertise” as a discipline; and more like the original Linux and Open Source movements which evolved through creative conflict (Sennett 9, 25-27, 125-127, 249-251). There are learnable, transmissible skills to contextually evaluate, filter, select and distil the essential insights. This craft-based foundation and skills informs and structures the journalist’s cognitive witnessing of an event, either directly or via reconstructed, cultivated sources. The journalist publishes through a recognised media institution or online platform, which provides communal validation and verification. There is far more here than the academic portrayal of journalists as ‘gate-watchers’ for a ‘corporatist’ media elite. Craft and skills distinguish the professional journalist from Hermida’s para-journalist. Increasingly, media institutions hire journalists who are trained in other craft-based research methods (Burns and Saunders). Bethany McLean who ‘broke’ the Enron scandal was an investment banker; documentary filmmaker Errol Morris first interviewed serial killers for an early project; and Neil Chenoweth used ‘forensic accounting’ techniques to investigate Rupert Murdoch and Kerry Packer. Such expertise allows the journalist to filter information, and to mediate any influences in the external environment, in order to develop an individualised, ‘embodied’ perspective (Hofstadter 234; Thompson; Garfinkel and Rawls). Para-journalists and social network platforms cannot replace this expertise, which is often unique to individual journalists and their research teams. Ambient Journalism and Twitter Current academic debates about how citizen- and para-journalists may augment or even replace professional journalists can often turn into legitimation battles whether the ‘de facto’ solution is a social media network rather than a media institution. For example, Hermida discusses Twitter, a micro-blogging platform that allows users to post 140-character messages that are small, discrete information chunks, for short-term and episodic memory. Twitter enables users to monitor other users, to group other messages, and to search for terms specified by a hashtag. Twitter thus illustrates how social media platforms can make data more transparent and explicit to non-specialists like para-journalists. In fact, Twitter is suitable for five different categories of real-time information: news, pre-news, rumours, the formation of social media and subject-based networks, and “molecular search” using granular data-mining tools (Leinweber 204-205). In this model, the para-journalist acts as a navigator and “way-finder” to new information (Morville, Findability). Jaron Lanier, an early designer of ‘virtual reality’ systems, is perhaps the most vocal critic of relying on groups of non-experts and tools like Twitter, instead of individuals who have professional expertise. For Lanier, what underlies debates about citizen- and para-journalists is a philosophy of “cybernetic totalism” and “digital Maoism” which exalts the Internet collective at the expense of truly individual views. He is deeply critical of Hermida’s chosen platform, Twitter: “A design that shares Twitter’s feature of providing ambient continuous contact between people could perhaps drop Twitter’s adoration of fragments. We don’t really know, because it is an unexplored design space” [emphasis added] (Lanier 24). In part, Lanier’s objection is traceable back to an unresolved debate on human factors and design in information science. Influenced by the post-war research into cybernetics, J.C.R. Licklider proposed a cyborg-like model of “man-machine symbiosis” between computers and humans (Licklider). In turn, Licklider’s framework influenced Douglas Engelbart, who shaped the growth of human-computer interaction, and the design of computer interfaces, the mouse, and other tools (Engelbart). In taking a system-level view of platforms Hermida builds on the strength of Licklider and Engelbart’s work. Yet because he focuses on para-journalists, and does not appear to include the craft and skills-based expertise of professional journalists, it is unclear how he would answer Lanier’s fears about how reliance on groups for news and other information is superior to individual expertise and judgment. Hermida’s two case studies point to this unresolved problem. Both cases appear to show how Twitter provides quicker and better forms of news and information, thereby increasing the effectiveness of para-journalists to engage in journalism and real-time commentary. However, alternative explanations may exist that raise questions about Twitter as a new platform, and thus these cases might actually reveal circumstances in which ambient journalism may fail. Hermida alludes to how para-journalists now fulfil the earlier role of ‘first responders’ and stringers, in providing the “immediate dissemination” of non-official information about disasters and emergencies (Hermida 1-2; Haddow and Haddow 117-118). Whilst important, this is really a specific role. In fact, disaster and emergency reporting occurs within well-established practices, professional ethics, and institutional routines that may involve journalists, government officials, and professional communication experts (Moeller). Officials and emergency management planners are concerned that citizen- or para-journalism is equated with the craft and skills of professional journalism. The experience of these officials and planners in 2005’s Hurricane Katrina in the United States, and in 2009’s Black Saturday bushfires in Australia, suggests that whilst para-journalists might be ‘first responders’ in a decentralised, complex crisis, they are perceived to spread rumours and potential social unrest when people need reliable information (Haddow and Haddow 39). These terms of engagement between officials, planners and para-journalists are still to be resolved. Hermida readily acknowledges that Twitter and other social network platforms are vulnerable to rumours (Hermida 3-4; Sunstein). However, his other case study, Iran’s 2009 election crisis, further complicates the vision of ambient journalism, and always-on communication systems in particular. Hermida discusses several events during the crisis: the US State Department request to halt a server upgrade, how the Basij’s shooting of bystander Neda Soltan was captured on a mobile phone camera, the spread across social network platforms, and the high-velocity number of ‘tweets’ or messages during the first two weeks of Iran’s electoral uncertainty (Hermida 1). The US State Department was interested in how Twitter could be used for non-official sources, and to inform people who were monitoring the election events. Twitter’s perceived ‘success’ during Iran’s 2009 election now looks rather different when other factors are considered such as: the dynamics and patterns of Tehran street protests; Iran’s clerics who used Soltan’s death as propaganda; claims that Iran’s intelligence services used Twitter to track down and to kill protestors; the ‘black box’ case of what the US State Department and others actually did during the crisis; the history of neo-conservative interest in a Twitter-like platform for strategic information operations; and the Iranian diaspora’s incitement of Tehran student protests via satellite broadcasts. Iran’s 2009 election crisis has important lessons for ambient journalism: always-on communication systems may create noise and spread rumours; ‘mirror-imaging’ of mental models may occur, when other participants have very different worldviews and ‘contexts of use’ for social network platforms; and the new kinds of interaction may not lead to effective intervention in crisis events. Hermida’s combination of news and non-news fragments is the perfect environment for psychological operations and strategic information warfare (Burns and Eltham). Lessons of Current Platforms for Ambient Journalism We have discussed some unresolved problems for ambient journalism as a framework for journalists, and as mental models for news and similar events. Hermida’s goal of an “awareness system” faces a further challenge: the phenomenological limitations of human consciousness to deal with information complexity and ambiguous situations, whether by becoming ‘entangled’ in abstract information or by developing new, unexpected uses for emergent technologies (Thackara; Thompson; Hofstadter 101-102, 186; Morville, Findability, 55, 57, 158). The recursive and reflective capacities of human consciousness imposes its own epistemological frames. It’s still unclear how Licklider’s human-computer interaction will shape consciousness, but Douglas Hofstadter’s experiments with art and video-based group experiments may be suggestive. Hofstadter observes: “the interpenetration of our worlds becomes so great that our worldviews start to fuse” (266). Current research into user experience and information design provides some validation of Hofstadter’s experience, such as how Google is now the ‘default’ search engine, and how its interface design shapes the user’s subjective experience of online search (Morville, Findability; Morville, Search Patterns). Several models of Hermida’s awareness system already exist that build on Hofstadter’s insight. Within the information systems field, on-going research into artificial intelligence–‘expert systems’ that can model expertise as algorithms and decision rules, genetic algorithms, and evolutionary computation–has attempted to achieve Hermida’s goal. What these systems share are mental models of cognition, learning and adaptiveness to new information, often with forecasting and prediction capabilities. Such systems work in journalism areas such as finance and sports that involve analytics, data-mining and statistics, and in related fields such as health informatics where there are clear, explicit guidelines on information and international standards. After a mid-1980s investment bubble (Leinweber 183-184) these systems now underpin the technology platforms of global finance and news intermediaries. Bloomberg LP’s ubiquitous dual-screen computers, proprietary network and data analytics (www.bloomberg.com), and its competitors such as Thomson Reuters (www.thomsonreuters.com and www.reuters.com), illustrate how financial analysts and traders rely on an “awareness system” to navigate global stock-markets (Clifford and Creswell). For example, a Bloomberg subscriber can access real-time analytics from exchanges, markets, and from data vendors such as Dow Jones, NYSE Euronext and Thomson Reuters. They can use portfolio management tools to evaluate market information, to make allocation and trading decisions, to monitor ‘breaking’ news, and to integrate this information. Twitter is perhaps the para-journalist equivalent to how professional journalists and finance analysts rely on Bloomberg’s platform for real-time market and business information. Already, hedge funds like PhaseCapital are data-mining Twitter’s ‘tweets’ or messages for rumours, shifts in stock-market sentiment, and to analyse potential trading patterns (Pritchett and Palmer). The US-based Securities and Exchange Commission, and researchers like David Gelernter and Paul Tetlock, have also shown the benefits of applied data-mining for regulatory market supervision, in particular to uncover analysts who provide ‘whisper numbers’ to online message boards, and who have access to material, non-public information (Leinweber 60, 136, 144-145, 208, 219, 241-246). Hermida’s framework might be developed further for such regulatory supervision. Hermida’s awareness system may also benefit from the algorithms found in high-frequency trading (HFT) systems that Citadel Group, Goldman Sachs, Renaissance Technologies, and other quantitative financial institutions use. Rather than human traders, HFT uses co-located servers and complex algorithms, to make high-volume trades on stock-markets that take advantage of microsecond changes in prices (Duhigg). HFT capabilities are shrouded in secrecy, and became the focus of regulatory attention after several high-profile investigations of traders alleged to have stolen the software code (Bray and Bunge). One public example is Streambase (www.streambase.com), a ‘complex event processing’ (CEP) platform that can be used in HFT, and commercialised from the Project Aurora research collaboration between Brandeis University, Brown University, and Massachusetts Institute of Technology. CEP and HFT may be the ‘killer apps’ of Hermida’s awareness system. Alternatively, they may confirm Jaron Lanier’s worst fears: your data-stream and user-generated content can be harvested by others–for their gain, and your loss! Conclusion: Brian Eno and Redefining ‘Ambient Journalism’ On the basis of the above discussion, I suggest a modified definition of Hermida’s thesis: ‘Ambient journalism’ is an emerging analytical framework for journalists, informed by cognitive, cybernetic, and information systems research. It ‘sensitises’ the individual journalist, whether professional or ‘para-professional’, to observe and to evaluate their immediate context. In doing so, ‘ambient journalism’, like journalism generally, emphasises ‘novel’ information. It can also inform the design of real-time platforms for journalistic sources and news delivery. Individual ‘ambient journalists’ can learn much from the career of musician and producer Brian Eno. His personal definition of ‘ambient’ is “an atmosphere, or a surrounding influence: a tint,” that relies on the co-evolution of the musician, creative horizons, and studio technology as a tool, just as para-journalists use Twitter as a platform (Sheppard 278; Eno 293-297). Like para-journalists, Eno claims to be a “self-educated but largely untrained” musician and yet also a craft-based producer (McFadzean; Tamm 177; 44-50). Perhaps Eno would frame the distinction between para-journalist and professional journalist as “axis thinking” (Eno 298, 302) which is needlessly polarised due to different normative theories, stances, and practices. Furthermore, I would argue that Eno’s worldview was shaped by similar influences to Licklider and Engelbart, who appear to have informed Hermida’s assumptions. These influences include the mathematician and game theorist John von Neumann and biologist Richard Dawkins (Eno 162); musicians Eric Satie, John Cage and his book Silence (Eno 19-22, 162; Sheppard 22, 36, 378-379); and the field of self-organising systems, in particular cyberneticist Stafford Beer (Eno 245; Tamm 86; Sheppard 224). Eno summed up the central lesson of this theoretical corpus during his collaborations with New York’s ‘No Wave’ scene in 1978, of “people experimenting with their lives” (Eno 253; Reynolds 146-147; Sheppard 290-295). Importantly, he developed a personal view of normative theories through practice-based research, on a range of projects, and with different creative and collaborative teams. Rather than a technological solution, Eno settled on a way to encode his craft and skills into a quasi-experimental, transmittable method—an aim of practitioner development in professional journalism. Even if only a “founding myth,” the story of Eno’s 1975 street accident with a taxi, and how he conceived ‘ambient music’ during his hospital stay, illustrates how ambient journalists might perceive something new in specific circumstances (Tamm 131; Sheppard 186-188). More tellingly, this background informed his collaboration with the late painter Peter Schmidt, to co-create the Oblique Strategies deck of aphorisms: aleatory, oracular messages that appeared dependent on chance, luck, and randomness, but that in fact were based on Eno and Schmidt’s creative philosophy and work guidelines (Tamm 77-78; Sheppard 178-179; Reynolds 170). In short, Eno was engaging with the kind of reflective practices that underpin exemplary professional journalism. He was able to encode this craft and skills into a quasi-experimental method, rather than a technological solution. Journalists and practitioners who adopt Hermida’s framework could learn much from the published accounts of Eno’s practice-based research, in the context of creative projects and collaborative teams. In particular, these detail the contexts and choices of Eno’s early ambient music recordings (Sheppard 199-200); Eno’s duels with David Bowie during ‘Sense of Doubt’ for the Heroes album (Tamm 158; Sheppard 254-255); troubled collaborations with Talking Heads and David Byrne (Reynolds 165-170; Sheppard; 338-347, 353); a curatorial, mentor role on U2’s The Unforgettable Fire (Sheppard 368-369); the ‘grand, stadium scale’ experiments of U2’s 1991-93 ZooTV tour (Sheppard 404); the Zorn-like games of Bowie’s Outside album (Eno 382-389); and the ‘generative’ artwork 77 Million Paintings (Eno 330-332; Tamm 133-135; Sheppard 278-279; Eno 435). Eno is clearly a highly flexible maker and producer. Developing such flexibility would ensure ambient journalism remains open to novelty as an analytical framework that may enhance the practitioner development and work of professional journalists and para-journalists alike.Acknowledgments The author thanks editor Luke Jaaniste, Alfred Hermida, and the two blind peer reviewers for their constructive feedback and reflective insights. References Bray, Chad, and Jacob Bunge. “Ex-Goldman Programmer Indicted for Trade Secrets Theft.” The Wall Street Journal 12 Feb. 2010. 17 March 2010 ‹http://online.wsj.com/article/SB10001424052748703382904575059660427173510.html›. Burns, Alex. “Select Issues with New Media Theories of Citizen Journalism.” M/C Journal 11.1 (2008). 17 March 2010 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/view/30›.———, and Barry Saunders. “Journalists as Investigators and ‘Quality Media’ Reputation.” Record of the Communications Policy and Research Forum 2009. Eds. Franco Papandrea and Mark Armstrong. Sydney: Network Insight Institute, 281-297. 17 March 2010 ‹http://eprints.vu.edu.au/15229/1/CPRF09BurnsSaunders.pdf›.———, and Ben Eltham. “Twitter Free Iran: An Evaluation of Twitter’s Role in Public Diplomacy and Information Operations in Iran’s 2009 Election Crisis.” Record of the Communications Policy and Research Forum 2009. Eds. Franco Papandrea and Mark Armstrong. Sydney: Network Insight Institute, 298-310. 17 March 2010 ‹http://eprints.vu.edu.au/15230/1/CPRF09BurnsEltham.pdf›. Christians, Clifford G., Theodore Glasser, Denis McQuail, Kaarle Nordenstreng, and Robert A. White. Normative Theories of the Media: Journalism in Democratic Societies. Champaign, IL: University of Illinois Press, 2009. Clifford, Stephanie, and Julie Creswell. “At Bloomberg, Modest Strategy to Rule the World.” The New York Times 14 Nov. 2009. 17 March 2010 ‹http://www.nytimes.com/2009/11/15/business/media/15bloom.html?ref=businessandpagewanted=all›.Cole, Peter, and Tony Harcup. Newspaper Journalism. Thousand Oaks, CA: Sage Publications, 2010. Duhigg, Charles. “Stock Traders Find Speed Pays, in Milliseconds.” The New York Times 23 July 2009. 17 March 2010 ‹http://www.nytimes.com/2009/07/24/business/24trading.html?_r=2andref=business›. Engelbart, Douglas. “Augmenting Human Intellect: A Conceptual Framework, 1962.” Ed. Neil Spiller. Cyber Reader: Critical Writings for the Digital Era. London: Phaidon Press, 2002. 60-67. Eno, Brian. A Year with Swollen Appendices. London: Faber and Faber, 1996. Garfinkel, Harold, and Anne Warfield Rawls. Toward a Sociological Theory of Information. Boulder, CO: Paradigm Publishers, 2008. Hadlow, George D., and Kim S. Haddow. Disaster Communications in a Changing Media World, Butterworth-Heinemann, Burlington MA, 2009. Hemmingway, Emma. Into the Newsroom: Exploring the Digital Production of Regional Television News. Milton Park: Routledge, 2008. Hermida, Alfred. “Twittering the News: The Emergence of Ambient Journalism.” Journalism Practice 4.3 (2010): 1-12. Hofstadter, Douglas. I Am a Strange Loop. New York: Perseus Books, 2007. Lanier, Jaron. You Are Not a Gadget: A Manifesto. London: Allen Lane, 2010. Leinweber, David. Nerds on Wall Street: Math, Machines and Wired Markets. Hoboken, NJ: John Wiley and Sons, 2009. Licklider, J.C.R. “Man-Machine Symbiosis, 1960.” Ed. Neil Spiller. Cyber Reader: Critical Writings for the Digital Era, London: Phaidon Press, 2002. 52-59. McFadzean, Elspeth. “What Can We Learn from Creative People? The Story of Brian Eno.” Management Decision 38.1 (2000): 51-56. Moeller, Susan. Compassion Fatigue: How the Media Sell Disease, Famine, War and Death. New York: Routledge, 1998. Morville, Peter. Ambient Findability. Sebastopol, CA: O’Reilly Press, 2005. ———. Search Patterns. Sebastopol, CA: O’Reilly Press, 2010.Pritchett, Eric, and Mark Palmer. ‘Following the Tweet Trail.’ CNBC 11 July 2009. 17 March 2010 ‹http://www.casttv.com/ext/ug0p08›. Reynolds, Simon. Rip It Up and Start Again: Postpunk 1978-1984. London: Penguin Books, 2006. Sennett, Richard. The Craftsman. London: Penguin Books, 2008. Sheppard, David. On Some Faraway Beach: The Life and Times of Brian Eno. London: Orion Books, 2008. Sunstein, Cass. On Rumours: How Falsehoods Spread, Why We Believe Them, What Can Be Done. New York: Farrar, Straus and Giroux, 2009. Tamm, Eric. Brian Eno: His Music and the Vertical Colour of Sound. New York: Da Capo Press, 1995. Thackara, John. In the Bubble: Designing in a Complex World. Boston, MA: The MIT Press, 1995. Thompson, Evan. Mind in Life: Biology, Phenomenology, and the Science of Mind. Boston, MA: Belknap Press, 2007.
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37

Broeckmann, Andreas. "Minor Media - Heterogenic Machines." M/C Journal 2, no. 6 (September 1, 1999). http://dx.doi.org/10.5204/mcj.1788.

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1. A Minor Philosopher According to Guattari and Deleuze's definition, a 'minor literature' is the literature of a minority that makes use of a major language, a literature which deterritorialises that language and interconnects meanings of the most disparate levels, inseparably mixing and implicating poetic, psychological, social and political issues with each other. In analogy, the Japanese media theorist Toshiya Ueno has refered to Félix Guattari as a 'minor philosopher'. Himself a practicing psychoanalyst, Guattari was a foreigner to the Grand Nation of Philosophy, whose natives mostly treat him like an unworthy bastard. And yet he has established a garden of minor flowers, of mongrel weeds and rhizomes that are as polluting to philosophy as Kafka's writing has been to German literature (cf. Deleuze & Guattari, Kafka). The strategies of 'being minor' are, as exemplified by Guattari's writings (with and without Deleuze), deployed in multiple contexts: intensification, re-functionalisation, estrangement, transgression. The following offers a brief overview over the way in which Guattari conceptualises media, new technologies and art, as well as descriptions of several media art projects that may help to illustrate the potentials of such 'minor machines'. Without wanting to pin these projects down as 'Guattarian' artworks, I suggest that the specific practices of contemporary media artists can point us in the direction of the re-singularising, deterritorialising and subjectifying forces which Guattari indicated as being germane to media technologies. Many artists who work with media technologies do so through strategies of appropriation and from a position of 'being minor': whenever a marginality, a minority, becomes active, takes the word power (puissance de verbe), transforms itself into becoming, and not merely submitting to it, identical with its condition, but in active, processual becoming, it engenders a singular trajectory that is necessarily deterritorialising because, precisely, it's a minority that begins to subvert a majority, a consensus, a great aggregate. As long as a minority, a cloud, is on a border, a limit, an exteriority of a great whole, it's something that is, by definition, marginalised. But here, this point, this object, begins to proliferate ..., begins to amplify, to recompose something that is no longer a totality, but that makes a former totality shift, detotalises, deterritorialises an entity.' (Guattari, "Pragmatic/Machinic") In the context of media art, 'becoming minor' is a strategy of turning major technologies into minor machines. a. Krzysztof Wodiczko (PL/USA): Alien Staff Krzysztof Wodiczko's Alien Staff is a mobile communication system and prosthetic instrument which facilitates the communication of migrants in their new countries of residence, where they have insufficient command of the local language for communicating on a par with the native inhabitants. Alien Staff consists of a hand-held staff with a small video monitor and a loudspeaker at the top. The operator can adjust the height of the staff's head to be at a level with his or her own head. Via the video monitor, the operator can replay pre-recorded elements of an interview or a narration of him- or herself. The recorded material may contain biographical information when people have difficulties constructing coherent narratives in the foreign language, or it may include the description of feelings and impressions which the operator normally doesn't get a chance to talk about. The Staff is used in public places where passers-by are attracted to listen to the recording and engage in a conversation with the operator. Special transparent segments of the staff contain memorabilia, photographs or other objects which indicate a part of the personal history of the operator and which are intended to instigate a conversation. The Alien Staff offers individuals an opportunity to remember and retell their own story and to confront people in the country of immigration with this particular story. The Staff reaffirms the migrant's own subjectivity and re-singularises individuals who are often perceived as representative of a homogenous group. The instrument displaces expectations of the majority audience by articulating unformulated aspects of the migrant's subjectivity through a medium that appears as the attractive double of an apparently 'invisible' person. 2. Mass Media, New Technologies and 'Planetary Computerisation' Guattari's comments about media are mostly made in passing and display a clearly outlined opinion about the role of media in contemporary society: a staunch critique of mass media is coupled with an optimistic outlook to the potentials of a post-medial age in which new technologies can develop their singularising, heterogenic forces. The latter development is, as Guattari suggests, already discernible in the field of art and other cultural practices making use of electronic networks, and can lead to a state of 'planetary computerisation' in which multiple new subject-groups can emerge. Guattari consistently refers to the mass media with contempt, qualifying them as a stupefying machinery that is closely wedded to the forces of global capitalism, and that is co-responsible for much of the reactionary hyper-individualism, the desperation and the "state of emergency" that currently dominates "four-fifth of humanity" (Guattari, Chaosmosis 97; cf. Guattari, Drei Ökologien 16, 21). Guattari makes a passionate plea for a new social ecology and formulates, as one step towards this goal, the necessity, "to guide these capitalist societies of the age of mass media into a post-mass medial age; by this I mean that the mass media have to be reappropriated by a multiplicity of subject-groups who are able to administer them on a path of singularisation" (Guattari, "Regimes" 64). Guattari consistently refers to the mass media with contempt, qualifying them as a stupefying machinery that is closely wedded to the forces of global capitalism, and that is co-responsible for much of the reactionary hyper-individualism, the desperation and the "state of emergency" that currently dominates "four-fifth of humanity" (Guattari, Chaosmosis 97; cf. Guattari, Drei Ökologien 16, 21). Guattari makes a passionate plea for a new social ecology and formulates, as one step towards this goal, the necessity, "to guide these capitalist societies of the age of mass media into a post-mass medial age; by this I mean that the mass media have to be reappropriated by a multiplicity of subject-groups who are able to administer them on a path of singularisation" (Guattari, "Regimes" 64). b. Seiko Mikami (J/USA): World, Membrane and the Dismembered Body An art project that deals with the cut between the human subject and the body, and with the deterritorialisation of the sense of self, is Seiko Mikami's World, Membrane and the Dismembered Body. It uses the visitor's heart and lung sounds which are amplified and transformed within the space of the installation. These sounds create a gap between the internal and external sounds of the body. The project is presented in an-echoic room where sound does not reverberate. Upon entering this room, it is as though your ears are no longer living while paradoxically you also feel as though all of your nerves are concentrated in your ears. The sounds of the heart, lungs, and pulse beat are digitised by the computer system and act as parameters to form a continuously transforming 3-d polygonal mesh of body sounds moving through the room. Two situations are effected in real time: the slight sounds produced by the body itself resonate in the body's internal membranes, and the transfigured resonance of those sounds is amplified in the space. A time-lag separates both perceptual events. The visitor is overcome by the feeling that a part of his or her corporeality is under erasure. The body exists as abstract data, only the perceptual sense is aroused. The visitor is made conscious of the disappearance of the physical contours of his or her subjectivity and thereby experiences being turned into a fragmented body. The ears mediate the space that exists between the self and the body. Mikami's work fragments the body and its perceptual apparatus into data, employing them as interfaces and thus folding the body's horizon back onto itself. The project elucidates the difference between an actual and a virtual body, the actual body being deterritorialised and projected outwards towards a number of potential, virtual bodies that can, in the installation, be experienced as maybe even more 'real' than the actual body. 3. Artistic Practice Guattari's conception of post-media implies criss-crossing intersections of aesthetic, ethical, political and technological planes, among which the aesthetic, and with it artistic creativity, are ascribed a position of special prominence. This special role of art is a trope that recurs quite frequently in Guattari's writings, even though he is rarely specific about the artistic practices he has in mind. In A Thousand Plateaus, Deleuze and Guattari give some detailled attention to the works of artists like Debussy, Boulez, Beckett, Artaud, Kafka, Kleist, Proust, and Klee, and Chaosmosis includes longer passages and concrete examples for the relevance of the aesthetic paradigm. These examples come almost exclusively from the fields of performing arts, music and literature, while visual arts are all but absent. One reason for this could be that the performing arts are time-based and processual and thus lend themselves much better to theorisation of flows, transformations and differentiations. The visual arts can be related to the abstract machine of faciality (visageité) which produces unified, molar, identical entities out of a multiplicity of different singularities, assigning them to a specific category and associating them with particular social fields (cf. Deleuze & Guattari, Tausend Plateaus 167-91) This semiotic territorialisation is much more likely to happen in the case of static images, whether two- or three-dimensional, than in time-based art forms. An interesting question, then, would be whether media art projects, many of which are time-based, processual and open-ended, can be considered as potential post-medial art practices. Moreover, given the status of computer software as the central motor of the digital age, and the crucial role it plays in aesthetic productions like those discussed here, software may have to be viewed as the epitome of post-medial machines. Guattari seems to have been largely unaware of the beginnings of digital media art as it developed in the 1980s. In generalistic terms he suggests that the artist is particularly well-equipped to conceptualise the necessary steps for this work because, unlike engineers, he or she is not tied to a particular programme or plan for a product, and can change the course of a project at any point if an unexpected event or accident intrudes (cf. Guattari, Drei Ökologien 50). The significance of art for Guattari's thinking comes primarily from its close relation with processes of subjectivation. "Just as scientific machines constantly modify our cosmic frontiers, so do the machines of desire and aesthetic creation. As such, they hold an eminent place within assemblages of subjectivation, themselves called to relieve our old social machines which are incapable of keeping up with the efflorescence of machinic revolutions that shatter our epoch' (Guattari, Chaosmosis 54). The aesthetic paradigm facilitates the development of new, virtual forms of subjectivity, and of liberation, which will be adequate to these machinic revolutions. c. Knowbotic Research + cF: IO_Dencies The Alien Staff project was mentioned as an example for the re-singularisation and the virtualisation of identity, and World, Membrane and the Dismembered Body as an instance of the deterritorialisation and virtualisation of the human body through an artistic interface. The recent project by Knowbotic Research, IO_Dencies -- Questioning Urbanity, deals with the possibilities of agency, collaboration and construction in translocal and networked environments. It points in the direction of what Guattari has called the formation of 'group subjects' through connective interfaces. The project looks at urban settings in different megacities like Tokyo, São Paulo or the Ruhr Area, analyses the forces present in particular local urban situations, and offers experimental interfaces for dealing with these local force fields. IO_Dencies São Paulo enables the articulation of subjective experiences of the city through a collaborative process. Over a period of several months, a group of young architects and urbanists from São Paulo, the 'editors', provided the content and dynamic input for a database. The editors collected material (texts, images, sounds) based on their current situation and on their personal urban experience. A specially designed editor tool allowed the editors to build individual conceptual 'maps' in which to construct the relations between the different materials in the data-pool according to the subjective perception of the city. On the computational level, connectivities are created between the different maps of the editors, a process that is driven by algorithmic self-organisation whose rules are determined by the choices that the editors make. In the process, the collaborative editorial work in the database generates zones of intensities and zones of tension which are visualised as force fields and turbulences and which can be experienced through interfaces on the Internet and at physical exhibition sites. Participants on the Net and in the exhibition can modify and influence these electronic urban movements, force fields and intensities on an abstract, visual level, as well as on a content-based, textual level. This engagement with the project and its material is fed back into the database and influences the relational forces within the project's digital environment. Characteristic of the forms of agency as they evolve in networked environments is that they are neither individualistic nor collective, but rather connective. Whereas the collective is determined by an intentional and empathetic relation between agents within an assemblage, the connective rests on any kind of machinic relation and is therefore more versatile, more open, and based on the heterogeneity of its components or members. In the IO_Dencies interfaces, the different networked participants become visible for each other, creating a trans-local zone of connective agency. The inter-connectedness of their activities can be experienced visually, acoustically, and through the constant reconfiguration of the data sets, an experience which can become the basis of the formation of a specific, heterogeneous group subject. 4. Guattari's Concept of the Machinic An important notion underlying these analyses is that of the machine which, for Guattari, relates not so much to particular technological or mechanical objects, to the technical infrastructure or the physical flows of the urban environment. 'Machines' can be social bodies, industrial complexes, psychological or cultural formations, they are assemblages of heterogeneous parts, aggregations which transform forces, articulate and propel their elements, and force them into a continuous state of transformation and becoming. An important notion underlying these analyses is that of the machine which, for Guattari, relates not so much to particular technological or mechanical objects, to the technical infrastructure or the physical flows of the urban environment. 'Machines' can be social bodies, industrial complexes, psychological or cultural formations, they are assemblages of heterogeneous parts, aggregations which transform forces, articulate and propel their elements, and force them into a continuous state of transformation and becoming. d. Xchange Network My final example is possibly the most evocative in relation to Guattari's notions of the polyvocity and heterogenesis that new media technologies can trigger. It also links up closely with Guattari's own engagement with the minor community radio movement. In late 1997, the E-Lab in Riga initiated the Xchange network for audio experiments on the Internet. The participating groups in London, Ljubljana, Sydney, Berlin, and many other minor and major places, use the Net for distributing their original sound programmes. The Xchange network is "streaming via encoders to remote servers, picking up the stream and re-broadcasting it purely or re-mixed, looping the streams" (Rasa Smite). Xchange is a distributed group, a connective, that builds creative cooperation in live-audio streaming on the communication channels that connect them. They explore the Net as a sound-scape with particular qualities regarding data transmission, delay, feedback, and open, distributed collaborations. Moreover, they connect the network with a variety of other fields. Instead of defining an 'authentic' place of their artistic work, they play in the transversal post-medial zone of media labs in different countries, mailing lists, net-casting and FM broadcasting, clubs, magazines, stickers, etc., in which 'real' spaces and media continuously overlap and fuse (cf. Slater). 5. Heterogenic Practices If we want to understand the technological and the political implications of the machinic environment of the digital networks, and if we want to see the emergence of the group subjects of the post-media age Guattari talks about, we have to look at connectives like Xchange and the editor-participant assemblages of IO_Dencies. The far-reaching machinic transformations which they articulate, hold the potential of what Guattari refers to as the 'molecular revolution'. To realise this revolution, it is vital to "forge new analytical instruments, new concepts, because it is ... the transversality, the crossing of abstract machines that constitute a subjectivity and that are incarnated, that live in very different regions and domains and ... that can be contradictory and antagonistic". For Guattari, this is not a mere theoretical question, but one of experimentation, "of new forms of interactions, of movement construction that respects the diversity, the sensitivities, the particularities of interventions, and that is nonetheless capable of constituting antagonistic machines of struggle to intervene in power relations" (Guattari, "Pragmatic/Machinic" 4-5). The implication here is that some of the minor media practices pursued by artists using digital technologies point us in the direction of the positive potentials of post media. The line of flight of such experimentation is the construction of new and strong forms of subjectivity, "an individual and/or collective reconstitution of the self" (Guattari, Drei Ökologien 21), which can strengthen the process of what Guattari calls "heterogenesis, that is a continuous process of resingularisation. The individuals must, at the same time, become solidary and ever more different" (Guattari, Drei Ökologien 76). References Deleuze, Gilles, and Felix Guattari. Kafka: Pour une Litterature Mineur. Paris: Ed. de Minuit, 1975. ---. Tausend Plateaus. (1980) Berlin: Merve, 1992. Guattari, Félix. Cartographies Schizoanalytiques. Paris: Ed. Galilée, 1989. ---. Chaosmosis: An Ethico-Aesthetic Paradigm. (1992) Sydney: Power Publications, 1995. ---. Die drei Ökologien. (1989) Wien: Passagen Verlag, 1994. ---. "Pragmatic/Machinic." Discussion with Guattari, conducted and transcribed by Charles J. Stivale. (1985) Pre/Text 14.3-4 (1995). ---. "Regimes, Pathways, Subjects." Die drei Ökologien. (1989) Wien: Passagen Verlag, 1994. 95-108. ---. "Über Maschinen." (1990) Schmidgen, 115-32. Knowbotic Research. IO_Dencies. 1997-8. 11 Sep. 1999 <http://io.khm.de/>. De Landa, Manuel. "The Machinic Phylum." Technomorphica. Eds. V2_Organisation. Rotterdam: V2_Organisation, 1997. Mikami, Seiko. World, Membrane and the Dismembered Body. 1997. 11 Sep. 1999 <http://www.ntticc.or.jp/permanent/mikami/mikami_e.php>. Schmidgen, Henning, ed. Ästhetik und Maschinismus: Texte zu und von Félix Guattari. Berlin: Merve, 1995. ---. Das Unbewußte der Maschinen: Konzeptionen des Psychischen bei Guattari, Deleuze und Lacan. München: Fink, 1997. Slater, Howard. "Post-Media Operators." Nettime, 10 June 1998. 11 Sep. 1999 <http://www.factory.org>. Wodiczko, Krzysztof. 11 Sep. 1999 <http://cavs.mit.edu/people/kw.htm>. Xchange. 11 Sep. 1999 <http://xchange.re-lab.net>. (Note: An extended, Dutch version of this text was published in: Oosterling/Thissen, eds. Chaos ex Machina: Het ecosofisch Werk van Félix Guattari op de Kaart Gezet. Rotterdam: CFK, 1998. Citation reference for this article MLA style: Andreas Broeckmann. "Minor Media -- Heterogenic Machines: Notes on Félix Guattari's Conceptions of Art and New Media." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/minor.php>. Chicago style: Andreas Broeckmann, "Minor Media -- Heterogenic Machines: Notes on Félix Guattari's Conceptions of Art and New Media," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/minor.php> ([your date of access]). APA style: Andreas Broeckmann. (1999) Minor Media -- Heterogenic Machines: Notes on Félix Guattari's Conceptions of Art and New Media. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/minor.php> ([your date of access]).
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38

Barbour, Kim, P. David Marshall, and Christopher Moore. "Persona to Persona Studies." M/C Journal 17, no. 3 (June 17, 2014). http://dx.doi.org/10.5204/mcj.841.

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Abstract:
Sometimes a particular concept—a simple term—is the spark to a series of ideas. It might be ostentatious and perhaps hubristic that the editors of an issue on persona might imagine that their choice of the term persona has provided this intellectual spark. Fully aware of that risk, we want to announce that it has. The response to the call for papers related to persona was our first sign that something special was being initiated. The sheer number and interdisciplinary breadth of the abstracts and ultimate submissions was evidence that the term ‘persona’ was the catalyst to an explosion of ideas. As the responses flowed into the journal and to us, we became aware of the meme-like qualities of the many interpretations and history of the term, each with its own idiosyncratic coding of patterned similarity. The reality of this development is that it was not entirely unexpected. The editors have been developing the concept of persona and persona studies over the past four years, and persona studies has emerged from a congruence in our collective research interests as an interdisciplinary investigation of the presentation of the self in the contemporary moment. Together, we have been involved in the development of the Persona Celebrity Publics Research Group (PCP) at Deakin University. Within that group, we have concentrated ourselves in the Persona Research cluster, made up of a group of 15 or so academics along with another smaller group from other institutions. Emerging from our work is the forthcoming book entitled Persona Studies: Celebrity, Identity, and the Transformation of Public Culture (forthcoming Wiley 2015). Both the book and the research group are intent on exploring what has been altering in our worlds, our cultures, and our communities that make us think the new intensified play of the personal in public needs closer scrutiny. The impetus for us as a team of scholars is quite clearly linked to the uses of online culture and how greater aspects of our lives are now involved in public displays, mediated displays, and a peculiar new blend of interpersonal and presentational constructions of identities and selves. Persona as a specific area of inquiry has emerged from the close study of the public self. Its immediate intellectual past has its strongest links with research on celebrity. In the Celebrity Studies Reader collection, Marshall began forming the idea that a new public self was emerging through new media (New Media). In subsequent work, Marshall identifies celebrity culture as one of the pedagogic sources for how the wider population presented itself in online culture and social media (Marshall, Promotion). Barbour and Marshall expanded their thinking about the presentation of the self through a closer study of online academic persona and the different strategic ways individuals were managing and building reputations and prestige through these techniques. Terms such as the ‘comprehensive,’ ’networked’, and ‘uncontained’ self, mapped the various kinds of public personalities that were emerging through the most prominent academics (Barbour and Marshall). In a similar vein, Barbour’s research has looked closely at the online and public personas that fringe artists—specifically tattoo artists, craftivists, performance poets and street artists—produce and maintain in the contemporary moment (Hiding; Finding). Her work has advanced the concepts of “registers of performance” (Registers), where a closer analysis of how the personal, the professional, and sometimes the intimate registers are constructed and deployed to produce a public persona that demonstrates ‘artistness’. By analysing persona through registers of performance, Barbour is able to differentiate between the types of identity building activity that occurs online. This provides insight into the ways that impression management occurs in spaces that suffer from context collapse due to the intersection of friends, family, fans, and followers. Moore’s work (Hats; Magic; Invigorating) on the player’s assembly of a networked online ‘gamer’ persona considers the intersection of social media and video game culture and contributes analysis of the affective dimensions of player-oriented game objects and their public curation and display. His recent research visualising Twitter and Flickr data (Screenshots, forthcoming) advances an understanding of the accumulation and online presentation of the self through digital game artefacts, specifically video game screenshots. He is currently researching the interaction of social media activity, reputation management, and everyday identity ‘play’ within public game cultures and the larger dynamics of production and consumption of games and play in the video game industry. Most recently, Marshall called for what he titled a “persona studies manifesto”: the public presentation of the self demands a more extensive analysis of the play and deployment of persona in contemporary culture. Beyond popular culture, the development of reputation and persona and its intersection with online culture especially needs to be explored in those professions, disciplines and activities where this form of investigation has never been attempted (Marshall, Persona Studies). The initiative of persona studies then is in some ways turning the cultural studies’ approach to the study of the audience on its head: it is a study of agency and the processes by which agency has been individualized and assembled across contemporary culture, but highly privileged in online culture (Marshall, Personifying). Persona studies involves a close investigation of the personalized and negotiated presentation of the self. So, what is persona? The articles here assume different, but connected, understandings of the term, each with levels of deference to writers such as Jung, Goffman, Butler, and Foucault, along with some expected allusions to the ancient Greeks and Romans who coined the term. The Greek origins identify that persona is a mask and derived from performance and acting. From Hannah Arendt’s reading of the Greeks this mask of public identity was not seen in a derogatory way; rather it was natural to assume a public/political persona that was quite removed from the private and home sphere. A political persona defined by citizenry was a clearly conscious separation from the household of activity. Jung’s take on persona is that it was designed for collective experience and for the outside world and therapy would lead to an understanding of the individual that delved beneath the persona. The resurgence in interest in Goffman’s dramaturgical analogy allows us to consider persona as an everyday performance, where the purpose of the presentation of self is to convince the audience (and at times, the performer) that the performance is genuine and authentic. All of us know what it is like to act in a role, to wear a uniform or costume, to create a profile. More than a few of us know what it is to suffer through the ‘individualising’ categories of a social networking sign-up survey that do not adequately account for distinctions. Persona is all these things, or rather, through the various everyday activities of our work, social, and online selves we contribute to the accretion of the identity at the base of its structure. Persona functions like the construct or automated script that we assemble to interact with the world with on our behalf. This involves the technologies of computation and mediation and their interfaces that function to automate, produce and filter communication with us; email, blogs, Twitter accounts, and so on. These golems interconnect and can interact on their own in unpredictable ways on our behalf; connecting our Facebook account to a product, brand or petition; using Google as a portal to login into other web enabled services; or authorising an app to record our location. Then there are the traces that we leave scattered across digital networks, intranets, hard drives, and lost USB memory sticks, from scattered collections of digital photos to the contact lists of our mobile devices and the ‘achievements’ in our online gaming profiles. Persona can also be something that happens to us, as friends tag unflattering images via Facebook, or another Twitter user publicly addresses us with a unwanted, or unwarranted commentary, using the ‘@’ and the ‘#’ functions. We have an extensive degree of control over the ways we assemble ourselves online and yet the contemporary experience is one of constant negotiation with forces that seeks to disavow their responsibilities to us, and maximise the limitations under which we can act. Our personas serve as a buffer to these forces. We can strategically assemble our persona to participate in, influence and use to our advantage to transmit messages across the network and communicate a mediated form of ourselves. The many ways to account persona stands as a primary and apparently Sisyphean task for persona studies: no sooner than when we might assemble a complete topology of the many accounts, traditions, domains, methodologies and theories for account of for the self, we will have arrived at possibly entirely new way of conceptualising the presentation of online persona through some post-Facebook, Oculus Rift, or Google Glass augmented reality experience. One of the challenges of persona studies will be to provide a series of methodological and theoretical tools, as well as a common touchstone from which multiple perspectives may converge around the meme-like qualities of this dramatic term. It will be necessary to consider the future of the presentation of the self, as much as the past accounts for the understanding of the self and its compositions. In the contemporary moment we consider a series of common currents and features of the iterations of persona with which we might begin this endeavour. The collective objective of the ‘persona’ theme edition is to coalesce around the emerging significance of the public self, and to map that activity within disciplinary traditions, historical precedents and the cultural and technological predispositions that have made this kind of reading of the contemporary world valuable, important, and ultimately, sensible. This collection of articles on persona is innovative in terms of the diversity of issues it tackles through the term. Given the massive change in public identity that we have identified as an elemental part of online culture, it is not surprising that social media and online constructions of persona figure prominently throughout the issue. However, we are also pleased to include papers that consider fictional performances from both television and film and even character studies of public figures. Marshall’s feature article for the edition continues his theorisation of persona. Seriality is identified as one of the ways that a consistency of persona is developed and the article charts the usefulness in analogizing how the construction of a serial character or ‘personnage’ for an actor/performer provides insights into the relationship between the person and persona in other settings that are emerging in the contemporary moment. In ‘Darkly Dreaming (in) Authenticity: The Self/Persona Opposition in Dexter,’ Glenn D'Cruz uses Dexter Morgan, the novelised serial killer and Showtime TV anti-hero to examine the connections between self and persona and the discourse of authenticity. D’Cruz foresees a series of challenges for persona studies and considers key concerns ahead, in terms of the critical vocabulary and scholarly agenda and addresses the need for critical genealogy of the term ‘persona’. Talia Morag, in ‘Persons and Their Personas: Living with Yourself’, considers the tensions identified in the persona of the private domain, and examines the patterns of social interaction that work to affect an ‘endorsed’ private persona, compared to those patterns classified as ‘hidden’. She frames the negotiation of these tensions as a move to better understand the sphere of the private self, as well as the those strains which arise on the private persona and the grounds from which they come to occupy our time. Together these two approaches predict the convergence of the private, the performed and the public persona which occupies Neil Henderson’s ‘The Contingency of Online Persona and Its Tension with Relationship Development’. Henderson’s engagement with the dimensions of online persona in the short film, Noah, takes a position at the crossroads between Marshall’s celebrity-inscribed approach to persona studies and the application of actor-network theory in order to map the potential pitfalls of identity management through ubiquitous technologies and broader critical questions about the play of our online selves in the everyday. Moving to the multi-user virtual environment of Second Life, Lesley Procter draws on the symbolic interactionist theories of social identity and the role of the avatar in ‘A Mirror without a Tain: Personae, Avatars, and Selves in a Multi-User Virtual Environment’. Procter’s contribution to persona studies highlights the actual and conceptual mirroring involved in the sense of the self involved in the interaction with others online. Taina Bucher’s ‘About a Bot: Hoax, Fake, Performance Art’ is a revealing examination of the Twitter bot phenomenon. Bucher’s case study on ‘bot fakeness’ considers the automation and performance of persona and the interactions and relationships between people and bots. Brady Robards, in ‘Digital Traces of the Persona through Ten Years of Facebook’, offers a critical reading of the Facebook ‘look back’ video creation application made to celebrate the social network’s ten year. As with Bucher and Proctor, Robards is concerned with the ways persona is created through highly mediated social networking platforms, where the agency of the individual is countered by the intervention of the software itself. Robards considers in particular two functions of Facebook: first as a site for the performance of life narratives, and second as a location for reflection on public and private disclosure. Taking a specific element of this idea of disclosure—the sharing of one’s legal name—as a starting point, Ellen Moll’s ‘What’s in a Nym?: Gender, Race, Pseudonymity, and the Imagining of the Online Persona’ is a study of the reactions of feminist and anti-racist bloggers in the ongoing battles over pseudonymity online. Moll’s contribution centres around current concerns with the ‘real name policies’ of social media and web-based platforms and services. What is at stake here in the negotiation between the individuals, technologies and institutions over the rights of self-determination and agency in the digital and online environments. Narrowing the focus to a single case study, Emma Maguire’s study of author website as a site of self-presentation in ‘Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website’ examines the authorial persona produced for consumption within literary markets. Framing of the authorial website as ‘automedial text’, rather than as direct representations of a pre-existing self, Maguire employs authorship theory to understand the website as a genre of persona performance and textuality. Shifting away from the focus on social media, this issue concludes with a trio of character studies, each of which involves a detailed and critical account of the dimensions of a public assembly of a persona. Nathan Farrell’s ‘From Activist to Entrepreneur: Peace One Day and the Changing Persona of the Social Campaigner’ is the first, and considers the ways that an individual manages his persona for different audiences. Farrell’s focus is Jeremy Gilley, a documentary filmmaker and peace campaigner, and the paper speaks to the dimensions of overlapping audiences connected to an articulation of a socially aware entrepreneurial persona. Sally Totman and Mat Hardy have a very different figure in their contribution as they examine the many different public personas of Libya’s Colonel Muammar Qaddafi. In ‘The Many Personas of Colonel Qaddafi’, Totman and Hardy interrogate the multiple aspects of Qaddafi’s construction as a brotherly revolutionary, philosopher, liberator, leader, and clown. The authors chart the progression of his often conflicted and chaotic legacy, and of this political, ideological and even messianic presentation of the self to the Western and Arab worlds. Anastasia Denisova, completes the triptych of persona case studies for this collection, with ‘How Vladimir Putin's Divorce Story Was Constructed and Received, or When the President Divorced His Wife and Married the Country Instead’. Denisova contends Vladimir Putin’s divorce is representative of the degree to which political and private persona are mediated and merged across often competing channels of communication. The analysis contends with online discourse, images, and texts, which reveal the extensive personification of politics in Putin’s public persona in an environment of reception by an audience which also consider the values and attributes of their own country as a national persona. Conclusion We have structured the narrative flow of articles in this issue on persona from the fictional through to the online transformations of the self and then even further into the analyses of the public and political dimensions that are part of the constitution of public selves. No doubt, you as a reader will see different connections and intersections and will play with what makes the idea of persona so meaningful and valuable in understanding the strategic construction of a public identity and so central to comprehending the contemporary moment. We invite you to engage with this further with the issue editors’ planned 2015 launch of a journal called Persona Studies. Until then, this issue of M/C Journal certainly represents the most comprehensive and, we think, interesting, collection of writing on persona as we explore the implications behind the mask of public identity. We hope the issue stimulates discussion and with that hope, we hope to hear from you.AcknowledgmentsThe editors would like to thank Alison Bennett for creating an original gif for the cover image of this issue. More of Bennett's work, including her augmented reality images of tattoos from the internationally acclaimed exhibition Shifting Skin, can be found at her website, alisonbennett.com.au.Thanks also to Trent Griffiths for his copy-editing assistance. References Arendt, Hannah. The Human Condition. Charles R. Walgreen Foundation Lectures. Chicago, Ill.: University of Chicago Press, 1958. Barbour, Kim. “Hiding in Plain Sight: Street Artists Online.” Platform Journal of Media and Communication. 5.1 (2013). Barbour, Kim. “Registers of Performance: Negotiating the professional, personal, and intimate.” MeCCSA 2014. Bournemouth, 8-10 Jan. 2014. Barbour, Kim. “Finding the Edge: Online persona creation by fringe artists.” Contemporary Publics International Symposium. 24-25 Feb. 2014. Barbour, Kim, and P. David Marshall. "The Academic Online: Constructing Persona through the World Wide Web." First Monday 17.9 (2012). ‹http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/3969/3292›. Goffman, Erving. The Presentation of Self in Everyday Life. USA: Anchor Books, 1959. Jung, Carl Gustav. Two Essays on Analytical Psychology. Bollingen Series. 2nd ed. Princeton, N.J.: Princeton University Press, 1966. Marshall, P. David. "New Media New Self, the Changing Power of the Celebrity." The Celebrity Culture Reader. Ed. P. David Marshall. London: Routledge, 2006. 634-44. Marshall, P. David. "The Promotion and Presentation of the Self: Celebrity as Marker of Presentational Media." Celebrity Studies 1.1 (2010): 35-48. Marshall, P. David. "Personifying Agency: The Public–Persona–Place–Issue Continuum." Celebrity Studies 4.3 (2013): 369-71.Marshall, P. David. "Persona Studies: Mapping the Proliferation of the Public Self." Journalism 15.2 (2014): 153-70. Marshall, P. David, Chris Moore and Kim Barbour, Persona Studies: Celebrity, Identity and the Transformation of Public Culture. Hoboken NJ: Wiley, forthcoming 2015. Moore, Chris. “Hats of Affect: A Study of Affect, Achievements and Hats in Team Fortress 2.” Game Studies 11 (2011). ‹http://gamestudies.org/1101/articles/moore›. Moore, Chris. “The Magic Circle and the Mobility of Play.” Convergence 17 (2011): 373-387. Moore, Chris. “Invigorating Play: The Role of Affect in Online Multiplayer FPS Game.” Guns, Grenades, and Grunts: First-Person Shooter Games. Ed. Gerald A. Voorhees, Josh Call, and Katie Whitlock. London: Continuum, 2012. 341-363. Moore, Chris. “Screenshots as Virtual Photography: Cybernetics, Remediation and Affect.” Advancing Digital Humanities. Ed. Paul Longley Arthur and Katherine Bode. Palgrave Macmillan. Forthcoming 2014. .
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Daniel, Ryan. "Artists and the Rite of Passage North to the Temperate Zone." M/C Journal 20, no. 6 (December 31, 2017). http://dx.doi.org/10.5204/mcj.1357.

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IntroductionThree broad stages of Australia’s arts and culture sectors may be discerned with reference to the Northern Hemisphere. The first is in Australia’s early years where artists travelled to the metropoles of Europe to learn from acknowledged masters, to view the great works and to become part of a broader cultural scene. The second is where Australian art was promoted internationally, which to some extent began in the 1960s with exhibitions such as the 1961 ‘Survey of recent Australian painting’ at the Whitechapel gallery. The third relates to the strong promotion and push to display and sell Indigenous art, which has been a key area of focus since the 1970s.The Allure of the NorthFor a long time Australasian artists have mostly travelled to Britain (Britain) or Europe (Cooper; Frost; Inkson and Carr), be they writers, painters or musicians for example. Hecq (36) provides a useful overview of the various periods of expatriation from Australia, referring to the first significant phase at the end of the twentieth century when many painters left “to complete their atelier instruction in Paris and London”. Many writers also left for the north during this time, with a number of women travelling overseas on account of “intellectual pressures as well as intellectual isolation”(Hecq 36). Among these, Miles Franklin left Australia in “an open act of rebellion against the repressive environment of her family and colonial culture” (37). There also existed “a belief that ‘there’ is better than ‘here’” (de Groen vii) as well as a “search for the ideal” (viii). World War I led to stronger Anglo-Australian relations hence an increase in expatriation to Europe and Britain as well as longer-term sojourns. These increased further in the wake of World War II. Hecq describes how for many artists, there was significant discontent with Australian provincialism and narrow-mindedness, as well as a desire for wider audiences and international recognition. Further, Hecq describes how Europe became something of a “dreamland”, with numerous artists influenced by their childhood readings about this part of the world and a sense of the imaginary or the “other”. This sense of a dream is described beautifully by McAuliffe (56), who refers to the 1898 painting by A.J. Daplyn as a “melancholic diagram of the nineteenth-century Australian artist’s world, tempering the shimmering allure of those northern lights with the shadowy, somnolent isolation of the south”.Figure 1: The Australian Artist’s Dream of Europe; A.J. Daplyn, 1898 (oil on canvas; courtesy artnet.com)In ‘Some Other Dream’, de Groen presents a series of interviews with expatriate Australian artists and writers as an insight into what drove each to look north and to leave Australia, either temporarily or permanently. Here are a few examples:Janet Alderson: “I desperately wanted to see what was going on” (2)Robert Jacks: “the dream of something else. New York is a dream for lots of people” (21)Bruce Latimer: “I’d always been interested in America, New York in particular” (34)Jeffrey Smart: “Australia seemed to be very dull and isolated, and Italy seemed to be thrilling and modern” (50)Clement Meadmore: “I never had much to do with what was happening in Melbourne: I was never accepted there” (66)Stelarc: “I was interested in traditional Japanese art and the philosophy of Zen” (80)Robert Hughes: “I’d written everything that I’d wanted to write about Australian art and this really dread prospect was looming up of staying in Australia for the rest of one’s life” (128)Max Hutchison: “I quickly realised that Melbourne was a non-art consuming city” (158)John Stringer: “I was not getting the latitude that I wanted at the National Gallery [in Australia] … the prospects of doing other good shows seemed rather slim” (178)As the testimony here suggests, the allure of the north ranges from dissatisfaction with the south to the attraction of various parts of the world in the north.More recently, McAuliffe describes a shift in the impact of the overseas experience for many artists. Describing them as business travellers, he refers to the fact that artists today travel to meet international art dealers and to participate in exhibitions, art fairs and the like. Further, he argues that the risk today lies in “disorientation and distraction rather than provincial timidity” (McAuliffe 56). That is, given the ease and relatively cheap costs of international travel, McAuliffe argues that the challenge is in adapting to constantly changing circumstances, rather than what are now arguably dated concepts of cultural cringe or tyranny of distance. Further, given the combination of “cultural nationalism, social cosmopolitanism and information technology”, McAuliffe (58) argues that the need to expatriate is no longer a requirement for success.Australian Art Struggles InternationallyThe struggles for Australian art as a sector to succeed internationally, particularly in Britain, Europe and the US, are well documented (Frost; Robertson). This is largely due to Australia’s limited history of white settlement and established canon of great art works, the fact that power and position remain strong hence the dominance of Europe and North America in the creative arts field (Bourdieu), as well as Australia’s geographical isolation from the major art centres of the world, with Heartney (63) describing the “persistent sense of isolation of the Australian art world”. While Australia has had considerable success internationally in terms of its popular music (e.g. INXS, Kylie Minogue, The Seekers) and high-profile Hollywood actors (e.g. Geoffrey Rush, Hugh Jackman, Nicole Kidman), the visual arts in particular have struggled (O’Sullivan), including the Indigenous visual arts subsector (Stone). One of the constant criticisms in the visual art world is that Australian art is too focussed on place (e.g. the Australian outback) and not global art movements and trends (Robertson). While on the one hand he argues that Australian visual artists have made some inroads and successes in the international market, McAuliffe (63) tempers this with the following observation:Australian artists don’t operate at the white-hot heart of the international art market: there are no astronomical prices and hotly contested bidding wars. International museums acquire Australian art only rarely, and many an international survey exhibition goes by with no Australian representation.The Push to Sell Australian Cultural Product in the NorthWriting in the mid-nineties at the time of the release of the national cultural policy Creative Nation, the then prime minister Paul Keating identified a need for Australia as a nation to become more competitive internationally in terms of cultural exports. This is a theme that continues today. Recent decades have seen several attempts to promote Australian visual art overseas and in particular Indigenous art; this has come with mixed success. However, there have been misconceptions in the past and hence numerous challenges associated with promoting and selling Aboriginal art in international markets (Wright). One of the problems is that a lot of Europeans “have often seen bad examples of Aboriginal Art” (Anonymous 69) and it is typically the art work which travels north, less so the Indigenous artists who create them and who can talk to them and engage with audiences. At the same time, the Indigenous art sector remains a major contributor to the Australian art economy (Australia Council). While there are some examples of successful Australian art managers operating galleries overseas in such places as London and in the US (Anonymous-b), these are limited and many have had to struggle to gain recognition for their artists’ works.Throsby refers to the well-established fact that the international art market predominantly resides in the US and in Europe (including Britain). Further, Throsby (64) argues that breaking into this market “is a daunting task requiring resources, perseverance, a quality product, and a good deal of luck”. Referring specifically to Indigenous Australian art, Throsby (65) reveals how leading European fairs such as those at Basel and Cologne, displaying breath-taking ignorance if not outright stupidity, have vetoed Aboriginal works on the grounds that they are folk art. This saga continues to the present day, and it still remains to be seen whether these fairs will eventually wake up to themselves.It is also presented in an issue of Artlink that the “challenge is to convince European buyers of the value of Australian art, even though the work is comparatively inexpensive” (Anonymous 69). Is the Rite of Passage Relevant in the 21st Century?Some authors challenge the notion that the rite of passage to the northern hemisphere is a requirement for success for an Australian artist (Frost). This challenge is worthy of unpacking in the second decade of the twenty-first century, and particularly so in what is being termed the Asian century (Bice and Sullivan; Wesley). Firstly, Australia is far closer to Asia than it is to Europe and North America. Secondly, the Asian population is expected to continue to experience rapid economic and population growth, for example the rise of the middle class in China, potentially representing new markets for the consumption of creative product. Lee and Lim refer to the rapid economic modernisation and growth in East Asia (Japan to Singapore). Hence, given the struggles that are often experienced by Australian artists and dealers in attempting to break into the art markets of Europe and North America, it may be more constructive to look towards Asia as an alternative north and place for Australian creative product. Fourthly, many Asian countries are investing heavily in their creative industries and creative economy (Kim and Kim; Kong), hence representing an opportune time for Australian creative practitioners to explore new connections and partnerships.In the first half of the twentieth century, Australians felt compelled to travel north to Europe, especially, if they wanted to engage with the great art teachers, galleries and art works. Today, with the impact of technology, engaging with the art world can be achieved much more readily and quickly, through “increasingly transnational forms of cultural production, distribution and consumption” (Rowe et al. 8). This recent wave of technological development has been significant (Guerra and Kagan), in relation to online communication (e.g. skype, email), social media (e.g. Facebook, Twitter) as well as content available on the Web for both informal and formal learning purposes. Artists anywhere in the world can now connect online while also engaging with what is an increasing field of virtual museums and galleries. For example, the Tate Gallery in London has over 70,000 artworks in its online art database which includes significant commentary on each work. While online engagement does not necessarily enable an individual to have the lived experience of a gallery walk-through or to be an audience member at a live performance in an outstanding international venue, online technologies have made it much easier for developing artists to engage from anywhere in the world. This certainly makes the ‘tyranny of distance’ factor relevant to Australia somewhat more manageable.There is also a developing field of research citing the importance of emerging artists displaying enterprising and/or entrepreneurial skills (Bridgstock), in the context of a rapidly changing global arts sector. This broadly refers to the need for artists to have business skills, to be able to seek out and identify opportunities, as well as manage multiple projects and/or various streams of income in what is a very different career type and pathway (Beckman; Bridgstock and Cunningham; Hennekam and Bennett). These opportunity seeking skills and agentic qualities have also been cited as critical in relation to the fact that there is not only a major oversupply of artistic labour globally (Menger), but there is a growing stream of entrants to the global higher education tertiary arts sector that shows no signs of subsiding (Daniel). Concluding RemarksAustralia’s history features a strong relationship with and influences from the north, and in particular from Britain, Europe and North America. This remains the case today, with much of Australian society based on inherited models from Britain, be this in the art world or in such areas as the law and education. As well as a range of cultural and sentimental links with this north, Australia is sometimes considered to be a satellite of European civilisation in the Asia-Pacific region. It is therefore explicable why artists might continue this longstanding relationship with this particular north.In our interesting and complex present of the early twenty-first century, Australia is hampered by the lack of any national cultural policy as well as recent significant cuts to arts funding at the national and state levels (Caust). Nevertheless, there are opportunities to be further explored in relation to the changing patterns of production and consumption of creative content, the impact of new and next technologies, as well as the rise of Asia in the Asian Century. The broad field of the arts and artists is a rich area for ongoing research and inquiry and ultimately, Australia’s links to the north including the concept of the rite of passage deserves ongoing consideration.ReferencesAnonymous a. "Outposts: The Case of the Unofficial Attache." Artlink 18.4 (1998): 69–71.Anonymous b. "Who’s Selling What to Whom: Australian Dealers Taking Australian Art Overseas." Artlink 18. 4 (1998): 66–68.Australia Council for the Arts. Arts Nation: An Overview of Australian Arts. 2015. <http://www.australiacouncil.gov.au/workspace/uploads/files/arts-nation-final-27-feb-54f5f492882da.pdf>.Beckman, Gary D. "'Adventuring' Arts Entrepreneurship Curricula in Higher Education: An Examination of Present Efforts, Obstacles, and Best Practices." The Journal of Arts Management, Law, and Society 37.2 (2007): 87–112.Bice, Sara, and Helen Sullivan. "Abbott Government May Have New Rhetoric, But It’s Still the ‘Asian Century’." The Conversation 2013. <https://theconversation.com/abbott-government-may-have-new-rhetoric-but-its-still-the-asian-century-19769>.Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Routledge & Kegan Paul, 1984.Bridgstock, Ruth. "Not a Dirty Word: Arts Entrepreneurship and Higher Education." Arts and Humanities in Higher Education 12.2–3 (2013,): 122–137. doi:10.1177/1474022212465725.———, and Stuart Cunningham. "Creative Labour and Graduate Outcomes: Implications for Higher Education and Cultural Policy." International Journal of Cultural Policy 22.1 (2015): 10–26. doi:10.1080/10286632.2015.1101086.Britain, Ian. Once an Australian: Journeys with Barry Humphries, Clive James, Germaine Greer and Robert Hughes. Oxford: Oxford UP, 1997.Caust, Josephine. "Cultural Wars in an Australian Context: Challenges in Developing a National Cultural Policy." International Journal of Cultural Policy 21.2 (2015): 168–182. doi:10.1080/10286632.2014.890607.Cooper, Roslyn Pesman. "Some Australian Italies." Westerly 39.4 (1994): 95–104.Daniel, Ryan, and Robert Johnstone. "Becoming an Artist: Exploring the Motivations of Undergraduate Students at a Regional Australian University". Studies in Higher Education 42.6 (2017): 1015-1032.De Groen, Geoffrey. Some Other Dream: The Artist the Artworld & the Expatriate. Hale & Iremonger, 1984.Frost, Andrew. "Do Young Australian Artists Really Need to Go Overseas to Mature?" The Guardian, 9 Oct. 2013. <https://www.theguardian.com/culture/australia-culture-blog/2013/oct/09/1https://www.theguardian.com/culture/australia-culture-blog/2013/oct/09/1, July 20, 2016>.Guerra, Paula, and Sacha Kagan, eds. Arts and Creativity: Working on Identity and Difference. Porto: University of Porto, 2016.Heartney, Eleanor. "Identity and Locale: Four Australian Artists." Art in America 97.5 (2009): 63–68.Hecq, Dominique. "'Flying Up for Air: Australian Artists in Exile'." Commonwealth (Dijon) 22.2 (2000): 35–45.Hennekam, Sophie, and Dawn Bennett. "Involuntary Career Transition and Identity within the Artist Population." Personnel Review 45.6 (2016): 1114–1131.Inkson, Kerr, and Stuart C. Carr. "International Talent Flow and Careers: An Australasian Perspective." Australian Journal of Career Development 13.3 (2004): 23–28.Keating, P.J. "Exports from a Creative Nation." Media International Australia 76.1 (1995): 4–6.Kim, Jeong-Gon, and Eunji Kim. "Creative Industries Internationalization Strategies of Selected Countries and Their Policy Implications." KIEP Research Paper. World Economic Update-14–26 (2014). <https://ssrn.com/abstract=2488416>.Kong, Lily. "From Cultural Industries to Creative Industries and Back? Towards Clarifying Theory and Rethinking Policy." Inter-Asia Cultural Studies 15.4 (2014): 593–607.Lee, H., and Lorraine Lim. Cultural Policies in East Asia: Dynamics between the State, Arts and Creative Industries. Springer, 2014.McAuliffe, Chris. "Living the Dream: The Contemporary Australian Artist Abroad." Meanjin 71.3 (2012): 56–61.Menger, Pierre-Michel. "Artistic Labor Markets and Careers." Annual Review of Sociology 25.1 (1999): 541–574.O’Sullivan, Jane. "Why Australian Artists Find It So Hard to Get International Recognition." AFR Magazine, 2016.Robertson, Kate. "Yes, Capon, Australian Artists Have Always Thought about Place." The Conversation, 2014. <https://theconversation.com/yes-capon-australian-artists-have-always-thought-about-place-31690>.Rowe, David, et al. "Transforming Cultures? From Creative Nation to Creative Australia." Media International Australia 158.1 (2016): 6–16. doi:10.1177/1329878X16629544.Stone, Deborah. "Presenters Reject Indigenous Arts." ArtsHub, 2016. <http://www.artshub.com.au/news-article/news/audience-development/deborah-stone/presenters-reject-indigenous-arts-252075?utm_source=ArtsHub+Australia&utm_campaign=7349a419f3-UA-828966-1&utm_medium=email&utm_term=0_2a8ea75e81-7349a419f3-302288158>.Throsby, David. "Get Out There and Sell: The Visual Arts Export Strategy, Past, Present and Future." Artlink 18.4 (1998): 64–65.Wesley, Michael. "In Australia's Third Century after European Settlement, We Must Rethink Our Responses to a New World." The Conversation, 2015. <https://theconversation.com/in-australias-third-century-after-european-settlement-we-must-rethink-our-responses-to-a-new-world-46671>.Wright, Felicity. "Passion, Rich Collectors and the Export Dollar: The Selling of Aboriginal Art Overseas." Artlink 18.4 (1998): 16.
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Lofgren, Jennifer. "Food Blogging and Food-related Media Convergence." M/C Journal 16, no. 3 (June 24, 2013). http://dx.doi.org/10.5204/mcj.638.

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Introduction Sharing food is central to culture. Indeed, according to Montanari, “food is culture” (xii). Ways of sharing knowledge about food, such as the exchange of recipes, give longevity to food sharing. Recipes, an important cultural technology, expand the practice of sharing food beyond specific times and places. The means through which recipes, and information about food, is shared has historically been communicated through whatever medium is available at the time. Cookbooks were among the first printed books, with the first known cookbook published in 1485 at Nuremberg, which set a trend in which cookbooks were published in most of the languages across Western Europe by the mid 16th century (Mennell). Since then, recipe collections have found a comfortable home in new and emerging media, from radio, to television, and now, online. The proliferation of cookbooks and other forms of food-related media “can be interpreted as a reflection of culinary inexperience, if not also incompetence—otherwise why so much reliance on outside advice?” (Belasco 46). Food-related media has also been argued to reflect both what people eat and what they might wish they could eat (Neuhaus, in Belasco). As such, cookbooks, television cooking shows, and food websites help shape our identity and, as Gallegos notes, play “a role in inscribing the self with a sense of place, belonging and achievement” (99). Food writing has expanded beyond the instructional form common to cookbooks and television cooking shows and, according to Hughes, “has insinuated itself into every aspect of the literary imagination” (online) from academic writing through to memoir, fiction, and travel writing. Hughes argues that concerns that people are actually now cooking less that ever, despite this influx of food-related media, miss the point that “food writing is a literary activity […] the best of it does what good writing always does, which is to create an alternative world to the one you currently inhabit” (online). While pragmatic, this argument also reinforces the common perception that food writing is a professional pursuit. It is important to note that while cookbooks and other forms of food-related media are well established as a means for recipes to be communicated, recipes have a longer history of being shared between individuals, that is, within families and communities. In helping to expand recipe-sharing practices, food-related media has also both professionalised and depersonalised this activity. As perhaps a reaction to this, or through a desire to re-establish communal recipe-sharing traditions, blogging, and specifically food blogging, has emerged as a new and viable way for people to share information about food in a non-professional capacity. Blogging has long been celebrated for its capacity to give “ordinary” people a voice (Nilsson). Due to their social nature (Walker Rettberg) and the ability for bloggers to create “networks for sharing ideas, trends and information” (Walker Rettberg 60), blogs are a natural fit for sharing recipes and information about food. Additionally, blogs, like food-related media forms such as cookbooks, are also used as tools for identity building. Blogger’s identities may be closely tied to their offline identity (Baumer, Sueyoshi and Tomlinson), forged through discussions about their everyday lives (Lövheim) or used in a professional capacity (Kedrowicz and Sullivan). Food blogs, broadly defined as blogs primarily focused on food, are one of the most prominent means through which so-called “ordinary” people can share recipes online, and can be seen to challenge perceptions that food writing is a professional activity. They may focus specifically on recipes, restaurant reviews, travel, food ethics, or aesthetic concerns such as food styling and photography. Since food blogs began to appear in the early 2000s, their number has steadily increased, and the community has become more established and structured. In my interview with the writer of the popular blog Chocolate & Zucchini, she noted that when she started blogging about food in 2003 there were perhaps a dozen other food bloggers. Since then, this blogger has become a professional food writer, published author, and recipe developer, while the number of food bloggers has grown dramatically. It is difficult to know the precise number of food blogs—as at July 2012, Technorati ranked more than 16,000 food blogs, including both recipe and restaurant review blogs (online)—but it is clear that they are both increasing in number and have become a common and popular blog genre. For the purposes of this article, food blogs are understood as those blogs that mostly feature recipes. The term “recipe blog” could be used, but food bloggers make little distinction between different topic categories—whether someone writes recipes or reviews, they are referred to as a food blogger. As such, I have used the term “food blog” in keeping with the community’s own terminology and practices. Recipes published on blogs reach a wider audience than those shared between individuals within a family or in a community, but are not as exclusive or professional, in most instances, as traditional food-related media. Blogging allows for the compression of time and space, as people can connect with others from around the world, and respond and reinvigorate posts sometimes several years after they have been written. In this sense, food blogs are more dynamic than cookbooks, with multiple entry points and means for people to discover them—through search engines as well as through traditional word of mouth referrals. This dynamism allows food bloggers to form an active community through which “ordinary” people can share their passion for food and the pleasures of cooking, seek advice, give feedback, and discuss such issues as seasonality, locality, and diet. This article is based on research I conducted on food blogs between 2010 and 2012, which used an ethnographic, cultural studies approach to online community studies to provide a rich description of the food blogging community. It examines how food blogging provides insight into the eating habits of “ordinary” people in a more broad-based manner than traditional food-related media such as cookbooks. It looks at how food blogging has evolved from a subcultural activity to an established and recognised element of the wider food-related media ecology, and in this way has been transformed from a hobbyist activity to a cottage industry. It discusses how food blogs have influenced food-related media and the potential they have to drive food trends. In doing so, this research does not consider the Internet, or online communities, as separate or distinct from offline culture. Instead, it follows Richard Rogers’s argument for a new approach to Internet studies, in which “one is not so much researching the Internet, and its users, as studying culture and society with the Internet” (29). A cultural studies approach is useful for understanding food blogs in a broader historical and cultural context, since it considers the Internet as “a rich arena for thinking about how contemporary culture is constituted” (Hine et al. 2). Food Blogging: From Hobbyist Activity to Cottage Industry Benkler argues that “people have always created their own culture” (296); however, as folk culture has gradually been replaced by mass-produced popular culture, we have come to expect certain production values in culture, and lost confidence in creating or sharing it ourselves, for fear of it not meeting these high standards. Such mass-produced popular culture includes food-related media and recipes, as developing and sharing recipes has become the domain of celebrity chefs. Food blogs are created by “ordinary” people, and in this way continue the tradition of community cookbooks and reflect an increased interest in both the do-it-yourself phenomena, and a resurgence of a desire to share and contribute to folk culture. Jenkins argues that “a thriving culture needs spaces where people can do bad art, get feedback, and get better” (140-1). He notes that the Internet has drastically expanded the availability of these spaces, and argues that: "some of what amateurs create will be surprisingly good, and some artists will be recruited into commercial entertainment or the art world. Much of it will be good enough to engage the interest of some modest public, to inspire someone else to create, to provide new content which, when polished through many hands, may turn into something more valuable down the line" (140-1). Food blogs provide such a space for amateurs to share their creations and get feedback. Additionally, some food bloggers, like the artists to whom Jenkins refers, do create recipes, writing, and images that are “surprisingly good”, and are recruited, not into commercial entertainment or the art world, but into food-related media. Some food bloggers publish cookbooks (for example, Clotilde Dusoulier of Chocolate & Zucchini), or food-related memoirs (for example, Molly Wizenberg of Orangette), and some become food celebrities in their own right, as guests on high profile television shows such as Martha Stewart (Matt Armendariz of mattbites) or with their own cooking shows (Ree Drummond of The Pioneer Woman Cooks). Others, while not reaching these levels of success, do manage to inspire others to create, or recreate their, recipes. Mainstream media has a tendency to suggest that all food bloggers have professional aspirations (see, for example, Phipps). Yet, it is important to note that, many food bloggers are content to remain hobbyists. These food bloggers form the majority of the community, and blog about food because they are interested in food, and enjoy sharing recipes and discussing their interest with like-minded people. In this way, they are contributing to, and engaging with, folk culture within the blogging community. However, this does not mean that they do not have a broader impact on mainstream food-related media. Food-Related Media Response As the food blogging community has grown, food-related media and other industries have responded with attempts to understand, engage with, and manage food bloggers. Food blogs are increasingly recognised as an aspect of the broader food-related media and, as such, provide both competition and opportunities for media and other industries. Just as food blogs offer individuals opportunities for entry into food-related media professions, they also offer media and other industries opportunities to promote products, reach broader audiences, and source new talent. While food bloggers do not necessarily challenge existing food-related media, they increasingly see themselves as a part of it, and expect to be viewed as a legitimate part of the media landscape and as an alternative source of food-related information. As such, they respond positively to the inclusion of bloggers in food-related media and in other food-related environments. Engaging with the food blogging community allows the wider food-related media to subtly regulate blogger behaviour. It can also provide opportunities for some bloggers to be recruited in a professional capacity into food-related media. In a sense, food-related media attempt to “tame” food bloggers by suggesting that if bloggers behave in a way that they deem is acceptable, they may be able to transition into the professional world of food writing. The most notable example of this response to food blogs by food-related media is the decision to publish blogger’s work. While not all food bloggers have professional aspirations, being published is generally viewed within the community as a positive outcome. Food bloggers are sometimes profiled in food-related media, such as in the Good Weekend magazine in The Sydney Morning Herald (Karnikowski), and in MasterChef Magazine, which profiles a different food blogger each month (T. Jenkins). Food bloggers are also occasionally commissioned to write features for food-related media, as Katie Quinn Davies, of the blog What Katie Ate, who is a regular contributor to delicious magazine. Other food bloggers have been published in their own right. These food bloggers have transitioned from hobbyists to professionals, moving beyond blogging spaces into professional food-related media, and they could be, in Abercrombie and Longhurst’s terms, described as “petty producers” (140). As professionals, they have become a sort of “brand”, which their blog supports and promotes. This is not to say they are no longer interested in food or blogging on a personal level, but their relationship to these activities has shifted. For example, Dusoulier has published numerous books, and was one of the first food bloggers to transition into professional food-related media. However, her career in food-related media—as a food writer, recipe developer and author—goes beyond the work of a petty producer. Dusoulier edited the first English-language edition of I Know How To Cook (Mathiot), which, first published in 1932 (in French), has been described as the “bible” of traditional French cookery. Her work revising this classic book reveals that, beyond being a high-profile member of the food blogging community, she is a key figure in wider food culture. Such professional food bloggers achieve a certain level of celebrity both within the food blogging community and in food-related media. This is reflective of broader media trends in which “ordinary” people are “plucked from obscurity to enjoy a highly circumscribed celebrity” (Turner 12), and, in this way, food bloggers challenge the idea that you need to be an “expert” to talk publicly about food. Food Blogging as an Established Genre Food blogs are often included alongside traditional food-related media as another source of food-related information. For example, the site Eat your books, which indexes cookbooks, providing users with an online tool for searching the recipes in the books they own, has begun to index food blogs as well. Likewise, in 2010, the James Beard Foundation announced that their prestigious journalism awards had “mostly abolished separate categories based on publishing platforms”, although they still have an award for best food blog (Fox online). This inclusion reflects how established food blogging has become. Over time, food blogs have co-evolved and converged with food-related media, offering greater diversity of opinion. Ganda Suthivarakom, a food blogger and now director of the SAVEUR website, says that “in 2004, to be a food blogger was to be an outsider in the world of food media. Today, it couldn’t be more different” (online). She argues that “food blogs leveled the playing field […] Instead of a rarefied and inaccessible group of print reviewers having a say, suddenly thousands of voices of varying skill levels and interests chimed in, and the conversation became livelier” (Suthivarakom online). It is worthwhile noting that while there are more voices and more diversity in traditional food-related media, food blogging has also become somewhat of a cliché: it has even been satirised in an episode of The Simpsons (Bailey and Anderson). As food blogging has evolved it has developed into an established and recognised genre, which may be nuanced to the bloggers themselves, but often appears generic to outsiders. Food blogging has, as it were, gone mainstream. As such, the thousands of voices are also somewhat of an echo chamber. In becoming established as a genre, food blogs reflect the gradual convergence of different types of food-related media. Food blogs are part of a wider trend towards user-generated, food-related online content. It could also be argued that reality shows take cues from food blogs in terms of their active audiences and use of social media. MasterChef in particular is supported by a website, a magazine, and active social media channels, reflecting an increasing expectation of audience participation and interactivity in the delivery of food-related information. Food bloggers have also arguably contributed to the increasingly image-driven nature of food-related media. They have also played a key role in the popularity of sharing photos of food through platforms such as Instagram and Pinterest. Food Blogs and Food Trends Food blogs, like cookbooks, can be seen to both reflect and shape culture (Gallegos). In addition to providing an archive of what “ordinary” people are cooking on a scale not previously available, they have potential to influence food trends. Food bloggers are essentially food enthusiasts or “foodies”. According to De Solier, “most foodies see themselves as culturalists rather than materialists, people whose self-making is bound up in the acquisition of cultural experiences and knowledge, rather than the accumulation of material things” (16). As foodies, food bloggers are deeply engaged with food, keen to share their knowledge and, due to the essential and convivial nature of food, are afforded many opportunities to do so. As such, food blogs have influence beyond the food blogging community. For example, food bloggers could be seen to be responsible, in part at least, for the current popularity of macarons. These sweet, meringue-based biscuits were featured on the blog A la cuisine! in 2004—one of the earliest examples of the recipe in the food blogging community. Its popularity then steadily grew throughout the community, and has since been featured on high-profile and popular blogs such as David Lebovitz (2005), The Traveller’s Lunchbox (2005), and La Tartine Gourmand (2006). Creating and posting a recipe for macarons became almost a rite of passage for food bloggers. At a food blogging conference I attended in 2011, one blogger confided to me that she did not feel like a proper blogger because she had not yet made macarons. The popularity of macarons then extended beyond the food blogging community. They were the subject of a book, I Love Macarons (Ogita), first published in Japanese in 2006 and then in English in 2009, and featured in a cooking challenge on MasterChef (Byrnes), which propelled their popularity into mainstream food culture. Macarons, which could have once been seen as exclusive, delicate, and expensive (Jargon and Passariello) are now readily available, and can even be purchased at MacDonalds. Beyond the popularity of specific foods, the influence of food bloggers can be seen in the growing interest in where, and how, food is produced, coupled with concerns around food wastage (see, for example, Tristram). Concerns about food production are sometimes countered by the trend of making foods “from scratch,” a popular topic on food blogs, and such trends can also be seen in wider food culture, such as with classes on topics ranging from cheese making to butchering (Severson). These concerns are also evident in the growing interest in organic and ethical produce (Paish). Conclusion Food blogs have demonstrably revitalised an interest in recipe sharing among “ordinary” people. The evolution of food blogs, however, is just one part of the ongoing evolution of food-related media and recipe sharing technologies. Food blogs are also an important part of food culture, and indeed, culture more broadly. They reflect a renewed interest in folk culture and the trend towards “do-it-yourself”, seen in online and offline communities. Beyond this, food blogs provide a useful case study for understanding how our online and offline lives have become intertwined, and showcase the Internet as a part of everyday life. They remind us that new means of sharing food and culture will continue to emerge, and that our relationships to food and technology, and our interactions with food-related media, must be continually examined if we are to understand the ways they both shape and reflect culture. References Abercrombie, Nicholas, and Brian Longhurst. Audiences: A Sociological Theory of Performance and Imagination. London: Sage, 1998. Armendariz, Matt. Mattbites. 21 Apr. 2013 ‹http://mattbites.com/›. Bailey, Timothy, and Mike B. Anderson. “The Food Wife.” The Simpsons. 2011. 13 Nov. Baumer, Eric, Mark Sueyoshi, and Bill Tomlinson. "Exploring the Role of the Reader in the Activity of Blogging." ACM Conference on Human Factors in Computing Systems. 2008. Belasco, Warren. Food: The Key Concepts. Oxford: Berg, 2008. Benkler, Yochai. The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven: Yale U P, 2006. Byrnes, Holly. "Masterchef's Macaron Madness." 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The End of the Virtual: Digital Methods. Inaugural Lecture: Delivered on the Appointment to the Chair of New Media & Digital Culture. 8 May 2009. Vossiuspers UvA. Severson, Kim. "Don't Tell the Kids." The New York Times. 2 Mar. 2010. sec. Dining & Wine. Suthivarakom, Ganda. "How Food Blogging Changed My Life " Saveur. 9 May 2011. Technorati. "Blog Directory / Living". 2012. 22 Jul. 2012. ‹http://technorati.com/blogs/directory/living/food/%3E. Tristram, Stuart. Waste: Uncovering the Global Food Scandal. London: Penguin, 2009. Turner, Graeme. Ordinary People and the Media: The Demotic Turn. Theory, Culture & Society. Ed. Featherstone, Mike. London: Sage, 2010. Walker Rettberg, Jill. Blogging. Digital Media and Society Series. Cambridge: Polity, 2008. Wizenberg, Molly. Orangette. 21 Apr. 2013. ‹http://orangette.blogspot.com.au/›.
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Livingstone, Randall M. "Let’s Leave the Bias to the Mainstream Media: A Wikipedia Community Fighting for Information Neutrality." M/C Journal 13, no. 6 (November 23, 2010). http://dx.doi.org/10.5204/mcj.315.

Full text
Abstract:
Although I'm a rich white guy, I'm also a feminist anti-racism activist who fights for the rights of the poor and oppressed. (Carl Kenner)Systemic bias is a scourge to the pillar of neutrality. (Cerejota)Count me in. Let's leave the bias to the mainstream media. (Orcar967)Because this is so important. (CuttingEdge)These are a handful of comments posted by online editors who have banded together in a virtual coalition to combat Western bias on the world’s largest digital encyclopedia, Wikipedia. This collective action by Wikipedians both acknowledges the inherent inequalities of a user-controlled information project like Wikpedia and highlights the potential for progressive change within that same project. These community members are taking the responsibility of social change into their own hands (or more aptly, their own keyboards).In recent years much research has emerged on Wikipedia from varying fields, ranging from computer science, to business and information systems, to the social sciences. While critical at times of Wikipedia’s growth, governance, and influence, most of this work observes with optimism that barriers to improvement are not firmly structural, but rather they are socially constructed, leaving open the possibility of important and lasting change for the better.WikiProject: Countering Systemic Bias (WP:CSB) considers one such collective effort. Close to 350 editors have signed on to the project, which began in 2004 and itself emerged from a similar project named CROSSBOW, or the “Committee Regarding Overcoming Serious Systemic Bias on Wikipedia.” As a WikiProject, the term used for a loose group of editors who collaborate around a particular topic, these editors work within the Wikipedia site and collectively create a social network that is unified around one central aim—representing the un- and underrepresented—and yet they are bound by no particular unified set of interests. The first stage of a multi-method study, this paper looks at a snapshot of WP:CSB’s activity from both content analysis and social network perspectives to discover “who” geographically this coalition of the unrepresented is inserting into the digital annals of Wikipedia.Wikipedia and WikipediansDeveloped in 2001 by Internet entrepreneur Jimmy Wales and academic Larry Sanger, Wikipedia is an online collaborative encyclopedia hosting articles in nearly 250 languages (Cohen). The English-language Wikipedia contains over 3.2 million articles, each of which is created, edited, and updated solely by users (Wikipedia “Welcome”). At the time of this study, Alexa, a website tracking organisation, ranked Wikipedia as the 6th most accessed site on the Internet. Unlike the five sites ahead of it though—Google, Facebook, Yahoo, YouTube (owned by Google), and live.com (owned by Microsoft)—all of which are multibillion-dollar businesses that deal more with information aggregation than information production, Wikipedia is a non-profit that operates on less than $500,000 a year and staffs only a dozen paid employees (Lih). Wikipedia is financed and supported by the WikiMedia Foundation, a charitable umbrella organisation with an annual budget of $4.6 million, mainly funded by donations (Middleton).Wikipedia editors and contributors have the option of creating a user profile and participating via a username, or they may participate anonymously, with only an IP address representing their actions. Despite the option for total anonymity, many Wikipedians have chosen to visibly engage in this online community (Ayers, Matthews, and Yates; Bruns; Lih), and researchers across disciplines are studying the motivations of these new online collectives (Kane, Majchrzak, Johnson, and Chenisern; Oreg and Nov). The motivations of open source software contributors, such as UNIX programmers and programming groups, have been shown to be complex and tied to both extrinsic and intrinsic rewards, including online reputation, self-satisfaction and enjoyment, and obligation to a greater common good (Hertel, Niedner, and Herrmann; Osterloh and Rota). Investigation into why Wikipedians edit has indicated multiple motivations as well, with community engagement, task enjoyment, and information sharing among the most significant (Schroer and Hertel). Additionally, Wikipedians seem to be taking up the cause of generativity (a concern for the ongoing health and openness of the Internet’s infrastructures) that Jonathan Zittrain notably called for in The Future of the Internet and How to Stop It. Governance and ControlAlthough the technical infrastructure of Wikipedia is built to support and perhaps encourage an equal distribution of power on the site, Wikipedia is not a land of “anything goes.” The popular press has covered recent efforts by the site to reduce vandalism through a layer of editorial review (Cohen), a tightening of control cited as a possible reason for the recent dip in the number of active editors (Edwards). A number of regulations are already in place that prevent the open editing of certain articles and pages, such as the site’s disclaimers and pages that have suffered large amounts of vandalism. Editing wars can also cause temporary restrictions to editing, and Ayers, Matthews, and Yates point out that these wars can happen anywhere, even to Burt Reynold’s page.Academic studies have begun to explore the governance and control that has developed in the Wikipedia community, generally highlighting how order is maintained not through particular actors, but through established procedures and norms. Konieczny tested whether Wikipedia’s evolution can be defined by Michels’ Iron Law of Oligopoly, which predicts that the everyday operations of any organisation cannot be run by a mass of members, and ultimately control falls into the hands of the few. Through exploring a particular WikiProject on information validation, he concludes:There are few indicators of an oligarchy having power on Wikipedia, and few trends of a change in this situation. The high level of empowerment of individual Wikipedia editors with regard to policy making, the ease of communication, and the high dedication to ideals of contributors succeed in making Wikipedia an atypical organization, quite resilient to the Iron Law. (189)Butler, Joyce, and Pike support this assertion, though they emphasise that instead of oligarchy, control becomes encapsulated in a wide variety of structures, policies, and procedures that guide involvement with the site. A virtual “bureaucracy” emerges, but one that should not be viewed with the negative connotation often associated with the term.Other work considers control on Wikipedia through the framework of commons governance, where “peer production depends on individual action that is self-selected and decentralized rather than hierarchically assigned. Individuals make their own choices with regard to resources managed as a commons” (Viegas, Wattenberg and McKeon). The need for quality standards and quality control largely dictate this commons governance, though interviewing Wikipedians with various levels of responsibility revealed that policies and procedures are only as good as those who maintain them. Forte, Larco, and Bruckman argue “the Wikipedia community has remained healthy in large part due to the continued presence of ‘old-timers’ who carry a set of social norms and organizational ideals with them into every WikiProject, committee, and local process in which they take part” (71). Thus governance on Wikipedia is a strong representation of a democratic ideal, where actors and policies are closely tied in their evolution. Transparency, Content, and BiasThe issue of transparency has proved to be a double-edged sword for Wikipedia and Wikipedians. The goal of a collective body of knowledge created by all—the “expert” and the “amateur”—can only be upheld if equal access to page creation and development is allotted to everyone, including those who prefer anonymity. And yet this very option for anonymity, or even worse, false identities, has been a sore subject for some in the Wikipedia community as well as a source of concern for some scholars (Santana and Wood). The case of a 24-year old college dropout who represented himself as a multiple Ph.D.-holding theology scholar and edited over 16,000 articles brought these issues into the public spotlight in 2007 (Doran; Elsworth). Wikipedia itself has set up standards for content that include expectations of a neutral point of view, verifiability of information, and the publishing of no original research, but Santana and Wood argue that self-policing of these policies is not adequate:The principle of managerial discretion requires that every actor act from a sense of duty to exercise moral autonomy and choice in responsible ways. When Wikipedia’s editors and administrators remain anonymous, this criterion is simply not met. It is assumed that everyone is behaving responsibly within the Wikipedia system, but there are no monitoring or control mechanisms to make sure that this is so, and there is ample evidence that it is not so. (141) At the theoretical level, some downplay these concerns of transparency and autonomy as logistical issues in lieu of the potential for information systems to support rational discourse and emancipatory forms of communication (Hansen, Berente, and Lyytinen), but others worry that the questionable “realities” created on Wikipedia will become truths once circulated to all areas of the Web (Langlois and Elmer). With the number of articles on the English-language version of Wikipedia reaching well into the millions, the task of mapping and assessing content has become a tremendous endeavour, one mostly taken on by information systems experts. Kittur, Chi, and Suh have used Wikipedia’s existing hierarchical categorisation structure to map change in the site’s content over the past few years. Their work revealed that in early 2008 “Culture and the arts” was the most dominant category of content on Wikipedia, representing nearly 30% of total content. People (15%) and geographical locations (14%) represent the next largest categories, while the natural and physical sciences showed the greatest increase in volume between 2006 and 2008 (+213%D, with “Culture and the arts” close behind at +210%D). This data may indicate that contributing to Wikipedia, and thus spreading knowledge, is growing amongst the academic community while maintaining its importance to the greater popular culture-minded community. Further work by Kittur and Kraut has explored the collaborative process of content creation, finding that too many editors on a particular page can reduce the quality of content, even when a project is well coordinated.Bias in Wikipedia content is a generally acknowledged and somewhat conflicted subject (Giles; Johnson; McHenry). The Wikipedia community has created numerous articles and pages within the site to define and discuss the problem. Citing a survey conducted by the University of Würzburg, Germany, the “Wikipedia:Systemic bias” page describes the average Wikipedian as:MaleTechnically inclinedFormally educatedAn English speakerWhiteAged 15-49From a majority Christian countryFrom a developed nationFrom the Northern HemisphereLikely a white-collar worker or studentBias in content is thought to be perpetuated by this demographic of contributor, and the “founder effect,” a concept from genetics, linking the original contributors to this same demographic has been used to explain the origins of certain biases. Wikipedia’s “About” page discusses the issue as well, in the context of the open platform’s strengths and weaknesses:in practice editing will be performed by a certain demographic (younger rather than older, male rather than female, rich enough to afford a computer rather than poor, etc.) and may, therefore, show some bias. Some topics may not be covered well, while others may be covered in great depth. No educated arguments against this inherent bias have been advanced.Royal and Kapila’s study of Wikipedia content tested some of these assertions, finding identifiable bias in both their purposive and random sampling. They conclude that bias favoring larger countries is positively correlated with the size of the country’s Internet population, and corporations with larger revenues work in much the same way, garnering more coverage on the site. The researchers remind us that Wikipedia is “more a socially produced document than a value-free information source” (Royal & Kapila).WikiProject: Countering Systemic BiasAs a coalition of current Wikipedia editors, the WikiProject: Countering Systemic Bias (WP:CSB) attempts to counter trends in content production and points of view deemed harmful to the democratic ideals of a valueless, open online encyclopedia. WP:CBS’s mission is not one of policing the site, but rather deepening it:Generally, this project concentrates upon remedying omissions (entire topics, or particular sub-topics in extant articles) rather than on either (1) protesting inappropriate inclusions, or (2) trying to remedy issues of how material is presented. Thus, the first question is "What haven't we covered yet?", rather than "how should we change the existing coverage?" (Wikipedia, “Countering”)The project lays out a number of content areas lacking adequate representation, geographically highlighting the dearth in coverage of Africa, Latin America, Asia, and parts of Eastern Europe. WP:CSB also includes a “members” page that editors can sign to show their support, along with space to voice their opinions on the problem of bias on Wikipedia (the quotations at the beginning of this paper are taken from this “members” page). At the time of this study, 329 editors had self-selected and self-identified as members of WP:CSB, and this group constitutes the population sample for the current study. To explore the extent to which WP:CSB addressed these self-identified areas for improvement, each editor’s last 50 edits were coded for their primary geographical country of interest, as well as the conceptual category of the page itself (“P” for person/people, “L” for location, “I” for idea/concept, “T” for object/thing, or “NA” for indeterminate). For example, edits to the Wikipedia page for a single person like Tony Abbott (Australian federal opposition leader) were coded “Australia, P”, while an edit for a group of people like the Manchester United football team would be coded “England, P”. Coding was based on information obtained from the header paragraphs of each article’s Wikipedia page. After coding was completed, corresponding information on each country’s associated continent was added to the dataset, based on the United Nations Statistics Division listing.A total of 15,616 edits were coded for the study. Nearly 32% (n = 4962) of these edits were on articles for persons or people (see Table 1 for complete coding results). From within this sub-sample of edits, a majority of the people (68.67%) represented are associated with North America and Europe (Figure A). If we break these statistics down further, nearly half of WP:CSB’s edits concerning people were associated with the United States (36.11%) and England (10.16%), with India (3.65%) and Australia (3.35%) following at a distance. These figures make sense for the English-language Wikipedia; over 95% of the population in the three Westernised countries speak English, and while India is still often regarded as a developing nation, its colonial British roots and the emergence of a market economy with large, technology-driven cities are logical explanations for its representation here (and some estimates make India the largest English-speaking nation by population on the globe today).Table A Coding Results Total Edits 15616 (I) Ideas 2881 18.45% (L) Location 2240 14.34% NA 333 2.13% (T) Thing 5200 33.30% (P) People 4962 31.78% People by Continent Africa 315 6.35% Asia 827 16.67% Australia 175 3.53% Europe 1411 28.44% NA 110 2.22% North America 1996 40.23% South America 128 2.58% The areas of the globe of main concern to WP:CSB proved to be much less represented by the coalition itself. Asia, far and away the most populous continent with more than 60% of the globe’s people (GeoHive), was represented in only 16.67% of edits. Africa (6.35%) and South America (2.58%) were equally underrepresented compared to both their real-world populations (15% and 9% of the globe’s population respectively) and the aforementioned dominance of the advanced Westernised areas. However, while these percentages may seem low, in aggregate they do meet the quota set on the WP:CSB Project Page calling for one out of every twenty edits to be “a subject that is systematically biased against the pages of your natural interests.” By this standard, the coalition is indeed making headway in adding content that strategically counterbalances the natural biases of Wikipedia’s average editor.Figure ASocial network analysis allows us to visualise multifaceted data in order to identify relationships between actors and content (Vego-Redondo; Watts). Similar to Davis’s well-known sociological study of Southern American socialites in the 1930s (Scott), our Wikipedia coalition can be conceptualised as individual actors united by common interests, and a network of relations can be constructed with software such as UCINET. A mapping algorithm that considers both the relationship between all sets of actors and each actor to the overall collective structure produces an image of our network. This initial network is bimodal, as both our Wikipedia editors and their edits (again, coded for country of interest) are displayed as nodes (Figure B). Edge-lines between nodes represents a relationship, and here that relationship is the act of editing a Wikipedia article. We see from our network that the “U.S.” and “England” hold central positions in the network, with a mass of editors crowding around them. A perimeter of nations is then held in place by their ties to editors through the U.S. and England, with a second layer of editors and poorly represented nations (Gabon, Laos, Uzbekistan, etc.) around the boundaries of the network.Figure BWe are reminded from this visualisation both of the centrality of the two Western powers even among WP:CSB editoss, and of the peripheral nature of most other nations in the world. But we also learn which editors in the project are contributing most to underrepresented areas, and which are less “tied” to the Western core. Here we see “Wizzy” and “Warofdreams” among the second layer of editors who act as a bridge between the core and the periphery; these are editors with interests in both the Western and marginalised nations. Located along the outer edge, “Gallador” and “Gerrit” have no direct ties to the U.S. or England, concentrating all of their edits on less represented areas of the globe. Identifying editors at these key positions in the network will help with future research, informing interview questions that will investigate their interests further, but more significantly, probing motives for participation and action within the coalition.Additionally, we can break the network down further to discover editors who appear to have similar interests in underrepresented areas. Figure C strips down the network to only editors and edits dealing with Africa and South America, the least represented continents. From this we can easily find three types of editors again: those who have singular interests in particular nations (the outermost layer of editors), those who have interests in a particular region (the second layer moving inward), and those who have interests in both of these underrepresented regions (the center layer in the figure). This last group of editors may prove to be the most crucial to understand, as they are carrying the full load of WP:CSB’s mission.Figure CThe End of Geography, or the Reclamation?In The Internet Galaxy, Manuel Castells writes that “the Internet Age has been hailed as the end of geography,” a bold suggestion, but one that has gained traction over the last 15 years as the excitement for the possibilities offered by information communication technologies has often overshadowed structural barriers to participation like the Digital Divide (207). Castells goes on to amend the “end of geography” thesis by showing how global information flows and regional Internet access rates, while creating a new “map” of the world in many ways, is still closely tied to power structures in the analog world. The Internet Age: “redefines distance but does not cancel geography” (207). The work of WikiProject: Countering Systemic Bias emphasises the importance of place and representation in the information environment that continues to be constructed in the online world. This study looked at only a small portion of this coalition’s efforts (~16,000 edits)—a snapshot of their labor frozen in time—which itself is only a minute portion of the information being dispatched through Wikipedia on a daily basis (~125,000 edits). Further analysis of WP:CSB’s work over time, as well as qualitative research into the identities, interests and motivations of this collective, is needed to understand more fully how information bias is understood and challenged in the Internet galaxy. The data here indicates this is a fight worth fighting for at least a growing few.ReferencesAlexa. “Top Sites.” Alexa.com, n.d. 10 Mar. 2010 ‹http://www.alexa.com/topsites>. Ayers, Phoebe, Charles Matthews, and Ben Yates. How Wikipedia Works: And How You Can Be a Part of It. 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Elsworth, Catherine. “Fake Wikipedia Prof Altered 20,000 Entries.” London Telegraph, 6 Mar. 2007 ‹http://www.telegraph.co.uk/news/1544737/Fake-Wikipedia-prof-altered-20000-entries.html>. Forte, Andrea, Vanessa Larco, and Amy Bruckman. “Decentralization in Wikipedia Governance.” Journal of Management Information Systems 26 (2009): 49-72.Giles, Jim. “Internet Encyclopedias Go Head to Head.” Nature 438 (2005): 900-901.Hansen, Sean, Nicholas Berente, and Kalle Lyytinen. “Wikipedia, Critical Social Theory, and the Possibility of Rational Discourse.” The Information Society 25 (2009): 38-59.Hertel, Guido, Sven Niedner, and Stefanie Herrmann. “Motivation of Software Developers in Open Source Projects: An Internet-Based Survey of Contributors to the Linex Kernel.” Research Policy 32 (2003): 1159-1177.Johnson, Bobbie. “Rightwing Website Challenges ‘Liberal Bias’ of Wikipedia.” The Guardian, 1 Mar. 2007. 8 Mar. 2010 ‹http://www.guardian.co.uk/technology/2007/mar/01/wikipedia.news>. Kane, Gerald C., Ann Majchrzak, Jeremaih Johnson, and Lily Chenisern. A Longitudinal Model of Perspective Making and Perspective Taking within Fluid Online Collectives. Paper presented at the 2009 International Conference on Information Systems, Phoenix, AZ, 2009.Kittur, Aniket, Ed H. Chi, and Bongwon Suh. What’s in Wikipedia? Mapping Topics and Conflict Using Socially Annotated Category Structure. Paper presented at the 2009 CHI Annual Conference, Boston, MA.———, and Robert E. Kraut. Harnessing the Wisdom of Crowds in Wikipedia: Quality through Collaboration. Paper presented at the 2008 Association for Computing Machinery’s Computer Supported Cooperative Work Annual Conference, San Diego, CA.Konieczny, Piotr. “Governance, Organization, and Democracy on the Internet: The Iron Law and the Evolution of Wikipedia.” Sociological Forum 24 (2009): 162-191.———. “Wikipedia: Community or Social Movement?” Interface: A Journal for and about Social Movements 1 (2009): 212-232.Langlois, Ganaele, and Greg Elmer. “Wikipedia Leeches? The Promotion of Traffic through a Collaborative Web Format.” New Media & Society 11 (2009): 773-794.Lih, Andrew. The Wikipedia Revolution. New York, NY: Hyperion, 2009.McHenry, Robert. “The Real Bias in Wikipedia: A Response to David Shariatmadari.” OpenDemocracy.com 2006. 8 Mar. 2010 ‹http://www.opendemocracy.net/media-edemocracy/wikipedia_bias_3621.jsp>. Middleton, Chris. “The World of Wikinomics.” Computer Weekly, 20 Jan. 2009: 22-26.Oreg, Shaul, and Oded Nov. “Exploring Motivations for Contributing to Open Source Initiatives: The Roles of Contribution, Context and Personal Values.” Computers in Human Behavior 24 (2008): 2055-2073.Osterloh, Margit and Sandra Rota. “Trust and Community in Open Source Software Production.” Analyse & Kritik 26 (2004): 279-301.Royal, Cindy, and Deepina Kapila. “What’s on Wikipedia, and What’s Not…?: Assessing Completeness of Information.” Social Science Computer Review 27 (2008): 138-148.Santana, Adele, and Donna J. Wood. “Transparency and Social Responsibility Issues for Wikipedia.” Ethics of Information Technology 11 (2009): 133-144.Schroer, Joachim, and Guido Hertel. “Voluntary Engagement in an Open Web-Based Encyclopedia: Wikipedians and Why They Do It.” Media Psychology 12 (2009): 96-120.Scott, John. Social Network Analysis. London: Sage, 1991.Vego-Redondo, Fernando. Complex Social Networks. Cambridge: Cambridge UP, 2007.Viegas, Fernanda B., Martin Wattenberg, and Matthew M. McKeon. “The Hidden Order of Wikipedia.” Online Communities and Social Computing (2007): 445-454.Watts, Duncan. Six Degrees: The Science of a Connected Age. New York, NY: W. W. Norton & Company, 2003Wikipedia. “About.” n.d. 8 Mar. 2010 ‹http://en.wikipedia.org/wiki/Wikipedia:About>. ———. “Welcome to Wikipedia.” n.d. 8 Mar. 2010 ‹http://en.wikipedia.org/wiki/Main_Page>.———. “Wikiproject:Countering Systemic Bias.” n.d. 12 Feb. 2010 ‹http://en.wikipedia.org/wiki/Wikipedia:WikiProject_Countering_systemic_bias#Members>. Zittrain, Jonathan. The Future of the Internet and How to Stop It. New Haven, CT: Yale UP, 2008.
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Maguire, Emma. "Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website." M/C Journal 17, no. 3 (June 7, 2014). http://dx.doi.org/10.5204/mcj.821.

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Abstract:
Introduction Let me start by telling you about my “first-world problem”: I study girls’ autobiographical practice in digital spaces but the conceptual tools in my field have been developed chiefly in order to read and analyse printed books. Girls’ digital engagements with self-representation—such as web comics and blogs—are fascinating texts and I want to know what they can tell us about how girls’ written selves connect in complex ways to broader cultural constructions of girlhood. The Greek roots of the word autobiography autos, bios, and graphe (self, life, writing) inform the kinds of approaches that have been taken to address the relationship between an autobiographical text and its author (Smith and Watson, Reading 1). Further, the understanding of autobiography as “self life writing” has shaped what kinds of texts get to be called autobiography and what texts are something else—identity work, media-making, or marginal textual practice. Fortunately, due to the proliferation of online activity that engages autobiographical modes of textual practice, life writing scholars are beginning to develop new tools in order to address these “texts”—blogs, tweets, status updates, avatars, and a variety of digital personas—to find out what they can tell us about cultural understandings of selfhood and what it means to communicate “real” life through media. One of these tools under construction is the idea of “automedia,” which I will elaborate on below. The same integration of digital spaces and platforms into daily life that is prompting the development of new tools in autobiography studies—which P. David Marshall has described as “the proliferation of the public self”—has also given rise to the field of persona studies, which addresses the ways in which individuals engage in practices of self-presentation in order to form commoditised identities that circulate in affective communities (Marshall 163). To the field of persona studies, this essay contributes an approach to the author website as a site of self-presentation that works to “package” an authorial persona for circulation within contemporary literary marketplaces. Significantly, I address these websites not as direct representations of a pre-existing self, but as automedial texts that need to be read and interpreted, and which work to construct the authorial self or persona. I draw on theories of authorship to propose the “author website” as a genre of automedial representation that creates authorial personas for public consumption. Specifically, I consider the website of Erika Moen—a young, female author working in the medium of autobiographical comics—as a case study in order to explore the tensions between Moen’s authorial self (as produced in the digital elements of erikamoen.com) and the other, more deliberately autobiographical, renderings of her self that appear in her comics. Although young cartoonists tend to position themselves as artists rather than authors, the recent academic and critical interest in the “graphic novel” form has resulted in a growing sense of these works as literary and their makers as authors. In thinking through this distinction, Andrew Bennett’s suggestion that “asking ‘what is an author?’ is intimately related to the question ‘what is literature?’” (118) points to why cartoonists, whose texts are part image and part text and only sometimes bound up as books, have not always been contextualised as authors. Contemporary Authors and the Impetus to “Connect” To have an identity as an author is distinct from being an author. It is one thing to sit at a desk doing the work of writing a book. Making oneself visible as an author is a very different kind of work. Writers are asked to present themselves as authors in a range of contexts such as writers’ festivals, readings, book signings, interviews and book promotion tours, and this demand has increased with the rise of social media: writers are now expected to represent themselves across a variety of digital platforms, which currently include Twitter, Facebook, and Instagram. These events and spaces reflect changing reading practices in which readers wish to move beyond the “solitary act of reading” and to participate in literary communities (Johanson and Freeman, 304). Within these communities authors occupy a role that is part celebrity, part guru, and part (imagined) close friend. Johanson and Freeman, in considering the appeal of writers’ festivals, argue “audiences seek genuine relationships with artists […] and are sensitive to a lack of authenticity on the part of the artist in the relationship” (306). Readers want to have access to authors: to get near them, the real them. And this sets up the expectation of a two-way street in which there is pressure on authors to also be participants and to grant readers the access they desire. Author websites are one way that writers respond to the call to make themselves visible and accessible as authors within literary communities, and this call is often framed as an impetus to “connect with” an audience. But the primary function of the author website is to exploit readers’ fascination with the author in order to sell books. In neoliberal cultures the pressure is on for all kinds of people to use online tools and spaces to commoditise their self-representation by cultivating a “self-brand,” and, to varying degrees of alarm, disgust, or pragmatism, this is certainly one way that the author is conceptualised: as a brand name (See Australian Society of Authors; Evers; Force; and Rankin). The author as brand name guarantees and markets a reading experience particular to that brand. As with many other commodities, author brands are a mechanism for organising books into categories with identifiable traits in order that readers/consumers may identify which books appeal to their reading tastes and choose their purchases accordingly. It is as Michel Foucault remarks in answer to the question “What is an Author?”: it is “a certain functional principle by which, in our culture, one limits, excludes and chooses” (159). Digital spaces in particular are seen as opportunities for authors to create an “online presence” by communicating themselves as a brand on a website. I am proposing that we might look at how these websites draw on intimate modes of self-representation to create an author-subject that is knowable to a reading public, and to think about how the features of these sites and their digital contexts shape the kinds of authorial personas that can be produced in the medium of the author website. In order to do this, I now want to turn to the field of auto/biography studies in which there is a growing body of work that considers a range of online modes of self-representation as texts that can be read, analysed and understood within a broader framework of auto/biographical practices (autobiography is sometimes written with a slash, as in, auto/biography in order to acknowledge both biography and autobiography within a range of textual practices that broadly deal with life narrative). It is worth mentioning here that there is much diversity within author websites, and not all of them work to facilitate a connection with the reader. In fact, some work conversely to distance the author or to shroud them in mystery, among a range of other functions and formats. These sites of resistance to the pressure to “connect” are just as interesting in the context of finding out how online spaces are used to construct authors, however, there is not room to explore them here. The Author Website: An Automedial Genre In order to address new forms of (chiefly digital) self-representation that go beyond the printed book, scholars working in the field of auto/biography studies have proposed the concept of “automedia” as an alternative to terms such as autobiography, life writing or life narrative. Leading memoir and life narrative theorist Julie Rak (2013) argues that the concept of autobiography—and the ways that scholars have approached the genre—has been dominated by ideas of “narrative” and “writing” that are ill-suited to reading and analysing many online modes of self-representation. For example, although we might have trouble trying to read a Facebook wall or a Second Life avatar as “an autobiography” in the traditional sense, these performances of self-identity demonstrate ways in which users are taking up technology in order to engage in the business of autobiographical representation. And they are interesting for what they might be able to tell us about cultural understandings of selfhood and what it means to “live” a “life.” Rak proposes that these texts, which move beyond the medium of the written word, and which are not necessarily crafted (or read) as a story or narrative, might be studied not as autobiography but instead as automedia. Sidonie Smith and Julia Watson also point to automedia as a way of approaching autobiographical texts in a way that emphasizes how the telling or mediation of a life actually shapes the kind of story that can be told about it. They state that “media cannot simply be conceptualized as “tools” for presenting a preexisting, essential self. … Media technologies do not just transparently present the self. They constitute and expand it” (“Virtually Me” 77). So we might understand an automedial approach as a way of studying auto/biographical texts (of a variety of forms) that take into account how the effects of media shape the kinds of selves that can be represented, and which understands the self not as a preexisting subject that might be distilled into story form but as an entity that is brought into being through the processes of mediation. In my conceptualisation, this approach understands that the self does not exist outside of mediation, and it seeks to comprehend how the processes of (auto-)mediation shape selfhood both in individual terms (by analysing a particular automedial text to understand how it constructs the specific subject of that text) and in more general terms (how conventions and practices of different kinds of media shape and reflect cultural ideas of the self). As such, I do not think that automedia as an approach to autobiographical texts need be limited to digital media—after all, books are still media. But the modes of self-representation being taken up in online contexts present scholars with urgent questions about what it means to represent life and the self in increasingly social, networked, multi-media ways. The author website is an increasingly valuable tool for making writers visible as authors in online environments; but how are they automedial? By creating a mediated construction of an authorial persona that functions as a space in which readers (or to be more inclusive, internet users) can move around and experience the author’s mediated persona, the author website draws on strategies of auto/biographical representation in order to respond to a demand for personal access to the author. The author website works to create an often interactive space of contact between the writer as author and the public, where an audience (or internet user) is able to explore the author as he or she is constructed by his or her website. In order to explore how this kind of analysis might begin, I will turn to comics artist Erika Moen and her website erikamoen.com. Case Study: Erika Moen’s Authorial Persona Erika Moen is a self-published comics author based in the US. Her online diary comic DAR!: A Super-Girly Top Secret Comic Diary (2003-2009) grew out of her printed mini comics about coming out as lesbian. Moen’s website erikamoen.com is a good example of a highly developed automedial space, and it works to construct her as a comics author by offering for public consumption an authorial persona that functions as a brand, packaging and marketing her work. This case study is compelling for two reasons. Firstly, the graphic medium that Moen works in is particularly suited to the current moment in Web 2.0 history in which images—often in conjunction with words—are increasingly central. Secondly, the autobiographical nature of her work makes for interesting tensions between the authorial persona that is represented on her website and the autobiographical subject of her comics. For autobiographical authors, the call for them to be accessible to the public takes on an extra dimension. A consistent author brand should maintain an alignment between the kind of work they produce and their persona. In the case of autobiographical writers, their persona is anchored in a textual representation of their real-life self, so this allows us to think about the different functions of these two constructions, and the ways they speak to each other (or don’t). Moen is credited with generating the content of the site; however, her website was designed by a web designer and is based on a blog format. Although Moen’s site is much more than a blog, the blog format is evident as an influence on the design of the site which comprises nine pages: “Home,” “Art Portfolio,” “Comics,” “About,” “Events and Appearances,” “Press,” “Blog,” “Shop,” and “Contact.” In a broader consideration of this kind of author website, the four pages Home, About, Shop, and Contact, represent the key functions that these sites perform. The home page grounds the site, giving the user a first impression and overview of the author brand. “About” is the place that users can find biographical information. The site’s shop indicates the context of the space as a site that occurs within commercial networks of production and consumption, and which also works to disguise the commoditisation of the author by delineating a separate space for commerce that focuses on their work as the object for sale. The “Contact” page provides further channels for “connecting” with the author. The focus of this essay is Moen’s “Home” page (Figure 1). The home page anchors the site and works to create a professional persona for Moen that draws heavily on her autobiographical voice and cartoon style (which she has honed in her works DAR! and Oh Joy Sex Toy). It is highly significant that the face that welcomes the user to the site is not a photographic image of Moen but rather her cartoon avatar, which greets users with an assured and friendly smile. Those familiar with her work will recognise this picture as Moen. If readers fail to make this connection, there are clickable headings immediately to the right of the figure that use the first-person voice: the headings invite the user to “check out my work” and ask them “what am I up to?” (my emphasis). Taking a cue from the comic medium, the user might associate the proximity of the image of the cartoon girl to these statements, and read the two elements cohesively like a comics panel, understanding that the girl is the speaker, and the speaker is the author Erika Moen. Moen, as the author constructed by the website, almost always addresses the reader in this chatty, informal voice which echoes the voice she uses in her comics. On the home page, the reader is asked several questions and all of these appear in close proximity to the drawing of Moen. In addition to the one mentioned above, the reader is asked if they are “Looking to purchase some art?” and whether they “Want to see what I’ve created?” Instead of using labels here, the website uses questions addressed to the reader, and these appear clustered around the cartoon image of Moen which is rendered in her style. These questions draw the reader into an implied conversation, and they also suggest a presence or speaker behind the screen which, prompted by the cartoon Erika, the reader is encouraged to imagine as Erika Moen. This illusion of two-way communication invites the reader to experience the site as a personal encounter, and Moen’s perky, friendly voice that speaks intimately to her readers about her latest activities, products and appearances is the thread that sews together the different spaces of the site as well as Moen’s published work. Above the drawn image of Moen appear the words “Erika Moen” in a large “handwritten” font that dominates the screen. The illusion of handwriting here is significant. Hilary Chute, a scholar of autobiographical comics, in her book Graphic Women argues that handwriting constitutes an important autobiographical act on the part of the comic memoirist. She states that handwriting “underscores the subjective personality of the author” and acts as “a trace of autobiography in the mark of its maker” (10-11). Indeed, handwriting is often read as a sign of humanity and authenticity that is understood in opposition to the machined construction of computer generated fonts. The idea that handwriting can be traced back to an individual and that personal traits can be discovered by decoding a person’s handwriting are ideas that reflect an autobiographical reading of handwriting and its place within textual culture. In this context, on the website of a comics artist, in addition to referencing the medium of cartoons, it also signals these ideas about authenticity and autobiography, and it implies the human behind the digital text. Everything on the home page is a product of Moen herself and each element communicates her persona as an indie, DIY, self-published cartoonist: each image that appears on the home page is drawn by her hand; her voice inflects the majority of the text on the page; some of the writing appears in a handwritten font; even, the bio states, her degree from Pitzer College is “self-made.” Moen’s Home page is an automedial space that facilitates a connection between author and reader that is grounded in the commoditised networks of persona production and consumption: the site serves not only to encourage the reader to buy Moen’s autobiographical comics, but effectively to “buy into” her personal brand. It constructs a persona that draws on a combination of visual and textual signals which at once connect Moen to her comics works and also encourage readers to feel as if they “know” Erika: her name in handwriting, her comics portrait which welcomes the reader, and the subheadings that draw the reader into a conversation. Although there is much more to explore on Moen’s website, in order to demonstrate some key considerations of an automedial approach I have examined several significant elements of the homepage which form the basis for a fuller reading of the site. Conclusion This essay sits at the burgeoning intersection of autobiography studies and digital media studies, and is part of an attempt to understand how digital media practices impact on what kinds of self-representation are produced and consumed. In this way, it contributes to the field of persona studies, which is also invested in exploring systems that facilitate the “presentation of the self that are now ubiquitous in contemporary culture” (Barbour & Marshall). I have suggested that the author website can be read as a genre of automedia in order to explore how these digital spaces—which are embedded in networks of literary production and consumption—draw on auto/biographical strategies to construct an authorial persona that works to sell books by connecting with an audience. This essay works towards further research on paratextual sites that can tell us more about how writers are constructed as authors in the contemporary literary landscape, and I have proposed that a consideration of the deployment and construction of authorial personas is integral to understanding “the author” in this cultural moment. References Anderson, Hephzibah. “How Authors Become Mega-Brands.” BBC. British Broadcasting Corporation. 19 Feb. 2014. 15 Apr. 2014. Australian Society of Authors. “Marketing: The Author as Brand Name.” DVD. Australian Society of Authors, n.d. 15 Apr. 2014. Barbour, Kim, and David Marshall. “The Academic Online: Constructing Persona through the World Wide Web.” First Monday 17.9 (2012). 19 May 2014. Bennett, Andrew. The Author. Abingdon: Routledge, 2005. Chute, Hilary L. Graphic Women: Life Narrative and Contemporary Comics. New York: Columbia University Press, 2010. Evers, Stuart. “Bestselling Authors, or Branding Machines?” The Guardian 12 June 2008. 15 Apr. 2014. Force, Marie. “A Finger on the Pulse of Readers – New Survey Confirms Reader Passion for e-Books, But Half Still Want Paperbacks.” PR Newswire 1 Aug. 2013. 14 Apr. 2014. Johanson, Katya, and Robin Freeman. “The Reader as Audience: The Appeal of the Writers’ Festival to the Contemporary Audience.” Continuum: Journal of Media & Cultural Studies 26.2 (2012): 303-314. Marshall, P David. “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-170. Moen, Erika. DAR!: A Super-Girly Top Secret Comic Diary. 2003-2009. 10 Apr. 2014. Moen, Erika. Erika Moen. c. 2014. 22 Apr. 2014. Moen, Erika. Oh Joy Sex Toy. 2011-2014. 10 Apr. 2014. Pitsaki, Irini. “Strategic Brand Management Tools in Publishing.” The International Journal of the Book 8.3 (2008): 103-112. Rak, Julie. “First Person? Life Writing versus Automedia.” Beyond the Subject: New Developments in Life Writing: IABA Europe 2013. 31 Oct. - 3 Nov. 2013. Rankin, Jennifer. “Publish and Be Branded: The New Threat to Literature’s Laboratory.” The Guardian 14 Jan. 2014. 15 Apr. 2014. Smith, Sidonie, and Julia Watson. Reading Autobiography: A Guide to Interpreting Life Narratives. Minneapolis: University of Minnesota Press, 2001. Smith, Sidonie and Julia Watson. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison: University of Wisconsin Press, 2014. 70-95.
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Denisova, Anastasia. "How Vladimir Putin’s Divorce Story Was Constructed and Received, or When the President Divorced His Wife and Married the Country Instead." M/C Journal 17, no. 3 (June 7, 2014). http://dx.doi.org/10.5204/mcj.813.

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A politician’s political and personal selves have been in the spotlight of academic scholarship for hundreds of years, but only in recent years has a political ‘persona’ obtained new modes of mediation via networked media. New advancements in politics, technology, and media brought challenges to the traditional politics and personal self-representation of major leaders. Vladimir Putin’s divorce announcement in June 2013, posed a new challenge for his political self-mediation. A rather reserved leader (Loshak), he nonetheless broadcast his personal news to the large audience and made it in a very peculiar way, causing the media professionals and public to draw parallels with Soviet-era mediated politics and thereby evoke collective memories. This paper studies how Vladimir Putin’s divorce announcement was constructed and presented and also what response and opinion threads—satirical and humorous, ignorant and informed feedback—it achieved via media professionals and the general Twitter audience. Finally, this study aims to evaluate how Vladimir Putin’s political ‘persona’ was represented and perceived via these mixed channels of communication.According to classic studies of mediated political persona (Braudy; Meyrowitz; Corner), any public activity of a political persona is considered a part of their political performance. The history of political marketing can be traced back to ancient times, but it developed through the works of Renaissance and Medieval thinkers. Of particular prominence is Machiavelli’s The Prince with its famous “It is unnecessary for the prince to have all the good qualities I have enumerated, but it is very necessary to appear to have them” (cited in Corner 68). All those centuries-built developments and patterns of political self-representation have now taken on new forms as a result of the development of media industry and technology. Russian mediated politics has seen various examples of new ways of self-representation exercised by major politicians in the 2010s. For instance, former president Dmitry Medvedev was known as the “president with an iPad” (Pronina), as he was advocating technology and using social networks in order to seem more approachable and appear to be responsive to collecting feedback from the nation. Traditional media constantly highlighted Medvedev’s keen interest in Facebook and Twitter, which resulted in a growing public assumption that this new modern approach to self-representation may signify a new approach to governance (see Asmolov).Goffman’s classic study of the distinction between public and private life helps in linking political persona to celebrity persona. In his view the political presentation of self differs from the one in popular culture because politicians as opposed to entertainers have to conform to a set of ideals, projections, social stereotypes and cultural/national archetypes for their audience of voters (Goffman; Corner). A politician’s public persona has to be constantly reaffirming and proving the values he or she is promoting through their campaigns. Mediations of a political personhood can be projected in three main modes: visual, vocal, and kinetic (Ong; Mayhew; Corner). Visual representation follows the iconic paintings and photography in displaying the position, attitude, and associative contexts related to that. Vocal representation covers both content and format of a political speech, it is not only the articulated message, but also more important the persona speaking. Ong describes this close relation of the political and personal along with the interrelation of the message and the medium as “secondary orality”—voice, tone and volume make the difference. The third mode is kinetic representation and means the political persona in action and interaction. Overlapping of different strategies and structures of political self-representation fortifies the notion of performativity (Corner and Pels) in politics that becomes a core feature of the multidimensional representation of a mediated political self.The advancement of electronic media and interactive platforms has influenced political communication and set the new standard for the convergence of the political and personal life of a politician. On its own, the President Clinton/Monica Lewinsky affair raised the level of public awareness of the politician’s private life. It also allowed for widely distributed, contested, and mediated judgments of a politician’s personal actions. Lawrence and Bennett in their study of Lewinsky case’s academic and public response state that although the majority of American citizens did not expect the president to be the moral leader, they expressed ambivalence in their rendition of the importance of “moral leadership” by big politicians (438). The President Clinton/Lewinsky case adds a new dimension to Goffman and Corner’s respective discussions on the significance of values in the political persona self-representation. This case proves that values can not only be reinforced by one’s public persona, but those values can be (re)constructed by the press or public opinion. Values are becoming a contested trait in the contemporary mediated political persona. This view can be supported by Dmitry Medvedev’s case: although modern technology was known as his personal passion, it was publicised only with reference to his role as a public politician and specifically when Medvedev appeared with an iPad talking about modernisation at major meetings (Pronina). However, one can argue that one’s charisma can affect the impact of values in public self-representation of the politician. In addition, social networks add a new dimension to personified publicity. From Barack Obama’s ‘Yes We Can’ networked campaign in 2008 and through many more recent examples, we are witnessing the continuing process of the personalisation of politics (Corner and Pels). From one point of view, audiences tend to have more interest and sympathy in political individuals and their lifestyles rather than political parties and their programmes (Lawrence and Bennett; Corner and Pels). It should be noted that the interest towards political individuals does not fall apart from the historical logics of politics; it is only mediated in a new way. Max Weber’s notion of “leadership democracy” proves that political strategy is best distributed through the charismatic leadership imposing his will on the audience. This view can be strengthened by Le Bon’s concept of emotive connection of the leader and his crowd, and Adorno’s writings on the authoritarian personality also highlight the significance of the leader’s own natural and mediated persona in politics. What is new is the channels of mediation—modern audiences’ access to a politician’s private life is facilitated by new forms of media interactivity (Corner and Pels). This recent development calls for the new understanding of “persona” in politics. On one hand, the borderline between private and public becomes blurred and we are more exposed to the private self of a leader, but on the other hand, those politicians aware of new media literacy can create new structures of proximity and distance and construct a separate “persona” online, using digital media for their benefit (Corner and Pels). Russian official politics has developed a cautious attitude towards social networks in the post-Medvedev era - currently, President Vladimir Putin is not known for using social networks personally and transmits his views via his spokesperson. However, his personal charisma makes him overly present in digital media - through the images and texts shared both by his supporters and rivals. As opposed to Medvedev’s widely publicised “modernisation president” representation, Putin’s persona breaks the boundaries of limited traditional publicity and makes him recognised not only for his political activity, but looks, controversial expression, attitude to employees, and even personal life. That brings us back to Goffman, Corner and Lawrence and Bennett’s discussions on the interrelation of political values and personal traits in one’s political self-representation, making it evident that one’s strong personality can dominate over his political image and programme. Moreover, an assumption can be made that a politician’s persona may be more powerful than the narrative suggested by the constructed self-representation and new connotations may arise on the crossroads of this interaction.Russian President Divorce Announcement and Collective MemoryVladimir Putin’s divorce announcement was broadcast via traditional media on 6 June 2013 as a simple news story. The state broadcasting company Vesti-24 sent a journalist Polina Yermolayeva from their news bulletin to cover Vladimir Putin and Lyudmila Putin’s visit to a ballet production, Esmeralda, at the state Kremlin theatre. The news anchor’s introduction to the interview was ordinarily written and had no hints of the upcoming sensation. After the first couple and the journalist had discussed their opinion of the ballet (“beautiful music,” “flawless and light moves”), the reporter Yermolayeva suddenly asked: “You and Lyudmila are rarely seen together in public. Rumour has it that you do not live together. It is true?” Vladimir Putin and his wife exchanged a number of rather pre-scripted speeches stating that the first couple was getting a divorce as the children had grown old enough, and they would still stay friends and wished each other the best of luck. The whole interview lasted 3:25 minutes and became a big surprise for the country (Loshak; Sobchak).When applying the classification of three modes of political personhood (Corner; Ong) to Vladimir Putin’s divorce announcement, it becomes evident that all three modes—visual, vocal, and kinetic—were used. Television audiences watched their president speak freely to the unknown reporter, explain details of his life in his own words so that body language also was visible and conveyed additional information. The visual self-representation harkens back to classic, Soviet-style announcements: Vladimir Putin and Lyudmila Putina are dressed in classic monochrome suit and costume with a skirt respectively. They pose in front of the rather dull yet somewhat golden decorations of the Kremlin Theatre Hall, the walls themselves reflecting the glory and fanfare of the Soviet leadership and architecture. Vladimir Putin and his wife both talk calmly while Lyudmila appears even more relaxed than her husband (Sobchak). Although the speech looks prepared in advance (Loshak), it uses colloquial expressions and is delivered with emotional pauses and voice changes.However, close examination of not only the message but the medium of the divorce announcement reveals a vast number of intriguing symbols and parallels. First, although living in the era of digital media, Vladimir Putin chose to broadcast his personal news through a traditional television channel. Second, it was broadcast in a news programme making the breaking news of the president’s divorce, paradoxically, quite a mundane news event. Third, the semiotic construction of the divorce announcement bore a lot of connotations and synergies to the conservative, Soviet-style information distribution patterns. There are a few key symbols here that evoke collective memories: ballet, conservative political report on the government, and the stereotype of a patriarchal couple with a submissive wife (see Loshak; Rostovskiy). For example, since the perestroika of the 1990s, ballet has been widely perceived as a symbol of big political change and cause of public anxiety (Kachkaeva): this connotation was born in the 1990s when all channels were broadcasting Swan Lake round the clock while the White House was under attack. Holden reminds us that this practice was applied many times during major crises in Soviet history, thus creating a short link in the public subconscious of a ballet broadcast being symbolic of a political crisis or turmoil.Vladimir Putin Divorce: Traditional and Social Media ReceptionIn the first day after the divorce announcement Russian Twitter generated 180,000 tweets about Vladimir Putin’s divorce, and the hashtag #развод (“divorce”) became very popular. For the analysis that follows, Putin divorce tweets were collected by two methods: retrieved from traditional media coverage of Twitter talk on Putin’s divorce and from Twitter directly, using Topsy engine. Tweets were collected for one week, from the divorce announcement on 6 June to 13 June when the discussion declined and became repetitive. Data was collected using Snob.ru, Kommersant.ru, Forbes.ru, other media outlets and Topsy. The results were then combined and evaluated.Some of those tweets provided a satirical commentary to the divorce news and can be classified as “memes.” An “Internet meme” is a contagious message, a symbolic pattern of information spread online (Lankshear and Knobel; Shifman). Memes are viral texts that are shared online after being adjusted/altered or developed on the way. Starting from 1976 when Richard Dawkins coined the term, memes have been under media scholarship scrutiny and the term has been widely contested in various sciences. In Internet research studies, memes are defined as “condensed images that stimulate visual, verbal, musical, or behavioral associations that people can easily imitate and transmit to others” (Pickerel, Jorgensen, and Bennett). The open character of memes makes them valuable tools for political discourse in a modern highly mediated environment.Qualitative analysis of the most popular and widely shared tweets reveals several strong threads and themes round Putin’s divorce discussion. According to Burzhskaya, many users created memes with jokes about the relationship between Vladimir Putin and Prime Minister Dmitry Medvedev. For instance, “He should have tied up his relationship with Dmitry Anatolyevich long ago” or “So actually Medvedev is the case?” were among popular memes generated. Another collection of memework contained a comment that, according to the Russian legislation, Putin’s ex-wife should get half of their wealth, in this case—half of the country. This thread was followed by the discussion whether the separation/border of her share of Russia should use the Ural Mountains as the borderline. Another group of Twitter users applied the Russian president’s divorce announcement to other countries’ politics. Thus one user wrote “Take Yanukovich to the ballet” implying that Ukrainian president Viktor Yanukovich (who was still a legitimate president in June 2013) should also be taken to the ballet to trigger changes in the political life in Ukraine. Twitter celebrity and well-known Russian actress and comedian Tatiana Lazareva wrote “In my opinion, it is a scam”, punning on the slang meaning of the word “razvod” (“divorce”) in Russian that can also mean “fraud” or “con”. Famous Russian journalist Dmitry Olshansky used his Twitter account to draw a historical parallel between Putin and other Russian and Soviet political leaders’ marital life. He noted that such Russian leaders as Tsar Nikolay the Second and Mikhail Gorbachev who loved their wives and were known to be good husbands were not successful managers of the state. In contrast, lone rulers of Russia such as Joseph Stalin proved to be leaders who loved their country first and gained a lot of support from their electorate because of that lonely love. Popular print and online journalist Oleg Kashin picked up on that specific idea: he quoted Vladimir Putin’s press secretary who explained that the president had declared that he would now spend more time working for the prosperity of the country.Twitter users were exchanging not only 140 symbol texts but also satirical images and other visual memes based on the divorce announcement. Those who suggested that Vladimir Putin should have divorced the country instead portrayed Lyudmila Putina and Vladimir holding candles and wearing funereal black with various taglines discussing how the country would now be split. Other users contributed visual memes jamming the television show Bachelor imagery and font with Vladimir Putin’s face and an announcement that the most desirable bachelor in the country is now its president. A similar idea was put into jammed images of the Let’s Get Married television show using Vladimir Putin’s face or name linked with a humorous comment that he could try those shows to find a new wife. One more thread of Twitter memes on Putin’s divorce used the name of Alina Kabaeva, Olympic gymnast who is rumoured by the press to be in relationship with the leader (Daily Mail Reporter). She was mentioned in plenty of visual and textual memes. Probably, the most popular visual meme (Burzhskaya; Topsy) used the one-liner from a famous Soviet comedy Ivan Vasylievich Menyaet Professiyu: it uses a joyful exclamation of an actress who learns that her love interest, a movie director, is leaving his wife so that the lovers can now fly to a resort together. Alina Kabaeva, the purported love interest of Putin, was jammed to be that actress as she announced the “triumphal” resort vacation plan to a girlfriend over the phone.Vladimir Putin’s 2013 divorce announcement presented new challenges for his personal and political self-representation and revealed new traits of the Russian president’s interaction with the nation. As the news of Vladimir and Lyudmila Putin’s divorce was broadcast via traditional media in a non-interactive television format, commentary on the event advanced only through the following week’s media coverage and the massive activity on social networks. It has still to be examined whether Vladimir Putin’s political advisors intentionally included many symbols of collective memory in the original and staid broadcast announcement. However, the response from traditional and social media shows that both Russian journalists and regular Twitter users were inclined to use humour and satire when discussing the personal life of a major political leader. Despite this appearance of an active counter-political sphere via social networks, the majority of tweets retrieved also revealed a certain level of respect towards Vladimir Putin’s privacy as few popular jokes or memes were aggressive, offensive or humiliating. Most popular memes on Vladimir Putin’s divorce linked this announcement to the political life of Russia, the political situation in other countries, and television shows and popular culture. Some of the memes, though, advanced the idea that Vladimir Putin should have divorced the country instead. The analysis also shows how a charismatic leader can affect or reconstruct the “values” he represents. In Vladimir Putin’s divorce event, his personality is the main focus of discussion both by traditional and new media. However, he is not judged for his personal choices as the online social media users provide rather mild commentary and jokes about them. The event and the subsequent online discourse, images and texts not only identify how Putin’s politics have become personified, the research also uncovers how the audience/citizenry online often see the country as a “persona” as well. Some Internet users suggested Putin’s marriage to the country; this mystified, if not mythologised view reinforces Vladimir Putin’s personal and political charisma.Conclusively, Vladimir Putin’s divorce case study shows how political and private persona are being mediated and merged via mixed channels of communication. The ever-changing nature of the political leader portrayal in the mediated environment of the 2010s opens new challenges for further research on the modes and ways for political persona representation in modern Russia.References Adorno, Theodor W. The Authoritarian Personality. New York, 1969 (1950).Ankersmit, Franklin R. Aesthetic Politics: Political Philosophy beyond Fact and Value. Stanford University Press, 1996.Asmolov, Gregory. “The Kremlin’s Cameras and Virtual Potemkin Villages: ICT and the Construction of Statehood.” Bits and Atoms: Information and Communication Technology in Areas of Limited Statehood (2014): 30.Bakhtin, Mikhail Mikhailovich. The Dialogic Imagination: Four Essays. University of Texas Press, 1981.Braudy, Leo. The Frenzy of Renown: Fame & Its History. New York: Oxford University Press, 1986.Burzhskaya, Kseniya. “Galochka, Ti Seichas Umryosh!” [“Galochka, You Are Going to Die!”]. Snob.ru 7 June 2013. April 2014 ‹http://www.snob.ru/profile/9947/blog/61372›.Corner, John, and Dick Pels. “Introduction: The Re-Styling of Politics.” Media and the Restyling of Politics. Ed. John Corner and Dick Pels. London: Sage, 2003: 1-19.Corner, John. “Mediated Persona and Political Culture.” Media and the Restyling of Politics. Ed. John Corner and Dick Pels. London: Sage, 2003: 67-85.Daily Mail Reporter. “Has President Putin Married Former Olympic Gymnast? Alina Kabayeva Flashes ‘Wedding Ring’ at TV Cameras.” DailyMail.co.uk 15 Feb. 2014. April 2014 ‹http://www.dailymail.co.uk/news/article-2560278/Has-President-Putin-married-former-Olympic-gymnast-Alina-Kabayeva-flashes-wedding-ring-TV-cameras.html›.Dawkins, Richard. The Selfish Gene. Oxford University Press, 2006.Goffman, Erving. The Presentation of Self in Everyday Life. New York: Anchor Books, 1995.Holden, Stephen. “Through the Looking Glass of History.” New York Times 22 Mar. 2011. April 2014 ‹http://www.nytimes.com/2011/03/23/movies/my-perestroika-about-growing-up-in-russia-review.html?_r=0›. Kavanagh, Dennis. Election Campaigning: The New Marketing of Politics. Oxford: Blackwell, 1995.Kotova, Yulia. “‘Otstoyala Vakhtu’: Vladimir I Lyudmila Putiny Ob’yavili o Razvode” [“‘Fulfilled the Duty’: Vladimir and Lyudmila Putin Announced a Divorce”]. Forbes.ru. April 2014 ‹http://www.forbes.ru/news/240295-vladimir-putin-razvelsya-s-zhenoi-lyudmiloi›.Lankshear, Colin, and Michele Knobel. “Sampling ‘the New’ in New Literacies.” A New Literacies Sampler. New York: Peter Lang, 2007. 1-24.Lawrence, Regina G., and W. Lance Bennett. “Rethinking Media Politics and Public Opinion: Reactions to the Clinton-Lewinsky Scandal.” Political Science Quarterly 116.3 (2001): 425-446.Le Bon, Gustave. The Crowd. New York: Viking, 1960 (1895).Loshak, Viktor. “Vyvody Nuzhno Delat’ Iz Togo, Kak Zhivet Strana, a Ne Semya, Pust’ Dazhe Samaya Pervaya” [“You need to make conclusions on the life of the country, not of the family even though of the highest range”]. Kommersant.ru 7 June 2013. April 2014 ‹http://www.kommersant.ru/doc/2206093›.Mayhew, Leon H. The New Public: Professional Communication and the Means of Social Influence. Cambridge University Press, 1997.Medvedev, Dmitry. “Interview to The Times [Russian transcript].” Government of the Russian Federation 30 July 2012. May 2014 ‹http://government.ru/docs/19842›.Meywrowitz, Joshua. No Sense of Place. New York: Oxford University Press, 1985.Ong, Walter J. Orality and Literacy. London: Methuen, 1982.Pickerel, Wendi, Helena Jorgensen, and Lance Bennett. "Culture Jams and Meme Warfare: Kalle Lasn, Adbusters, and Media Activism." Center for Communication and Civic Engagement, 2002.Pronina, Lyubov. “Dreams of an iPad Economy for Russia.” BloombergBusinessWeek 3 Feb. 2011. May 2014 ‹http://www.businessweek.com/magazine/content/11_07/b4215011283273.htm›.Rostovskiy, Mikhail. “Razvod Po-Prezidentski” [“Divorce President-Style”]. Mk.ru 7 June 2013. April 2014 ‹http://www.mk.ru/politics/russia/article/2013/06/07/865979-razvod-poprezidentski.html›.Shifman, Limor. “Memes in a Digital World: Reconciling with a Conceptual Troublemaker.” Journal of Computer-Mediated Communication 18.3 (2013): 362-77.Sobchak, Kseniya. “Razvod Pod Lupoj” [“Divorce under Magnifyin Glass”]. Snob.ru 7 June 2013. April 2013 http://www.snob.ru/profile/24691/blog/61395›.Sokolov, Mikhail. “Russkiy Facebook o Razvode Chety Putinykh” [“Russian Facebook on Putin Divorce”]. Radio Svoboda 7 June 2013. May 2014 ‹http://www.svoboda.org/content/article/25009616.html›.Swanson, David L., and Paolo Mancini, eds. Politics, Media, and Modern Democracy: An International Study of Innovations in Electoral Campaigning and Their Consequences. Greenwood Publishing Group, 1996.Thompson, John B. Political Scandal. Cambridge: Polity, 2000.Vesti.ru. “Vladimir I Lyudmila Putiny: Razvod Byl Nashim Obschim Resheniem” [“Vladimir and Lyudmila Putin: Divorce Was Our Joint Decision”]. 6 June 2013. April 2014 ‹http://www.vesti.ru/doc.html?id=1092091›. Weber, Max. From Max Weber: Essays in Sociology. Routledge, 2009.
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Green, Lelia Rosalind, and Kylie Justine Stevenson. "A Ten-Year-Old’s Use of Creative Content to Construct an Alternative Future for Herself." M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1211.

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The ProjectThe Hand Up Linkage project focuses on the family as a communication context through which to explore the dynamics of intergenerational welfare dependency. In particular, it explores ways that creative life-course interventions might allow children in welfare dependent families to construct alternative realities for themselves and alternative views of their future. Formed through an alliance between a key Western Australian social welfare not-for-profit organisation, St Vincent de Paul WA (SVDPWA and also, in the context of volunteers, ‘Vinnies’), and Edith Cowan University, the project aims to address the organisation’s vision to provide “a hand up” (St Vincent 1) rather than ‘a hand out’, so that people can move forward with their lives without becoming dependent upon welfare. Prior to the start of the research, SVDPWA already had a whole of family focus in its outreach to poverty-impacted families including offering homework clubs and school holiday children’s camps run by their youth services division. Selected families supported by SVDPWA have been invited to participate in an in-depth interview for the project (Seidman), partly so that researchers can help identify “turning points” (King et al.) that might disrupt the communication of welfare dependency and inform more generalised intervention strategies; but also in order to explore the response to creative interventions within the children’s daily lives, including investigation of how strategies the child (and family) employed might help them to imagine alternative realities and futures for themselves. This paper closely examines the way that one 10 year old child from a non-English-speaking background family has employed alternative ways of viewing her life, through the camp program provided by the Linkage Partner St Vincent de Paul WA, and through reading novels such as Harry Potter and the Lemony Snicket Unfortunate Incidents series. Such activities help fuel hope for a different future which, in Snyder’s view has “two main components: the ability to plan pathways to desired goals despite obstacles, and agency or motivation to use those pathways” (Carr 96).The FamilyKani is a 10 year old girl living in a migrant sole parent family. The parents had moved to Australia from Bangladesh on student visas when Kani was 5 years old, however due to domestic violence the mother had recently separated from her husband, first into a women’s refuge then into private rental accommodation. The mother is in protracted negotiations with the Department of Immigration for permanent residency, which she had to recommence due to her separation. There are also family court negotiations for child custody and which restrict her leaving Australia. She receives no government benefits and minimal child support, works fulltime and pays full childcare fees for Kani’s 3 year old brother Adil and full primary school fees for Kani at a local religious school, given that Kani had experienced bullying and social aggression in previous schools. Kani was referred to SVDPWA by the women’s refuge and she began attending SVDPWA Kids’ Camps thereafter. (NB: Whilst the relevant specifics of this description are accurate, non-relevant material has been added or changed to protect the child’s and family’s identity.)Creative Life-Course InterventionsThe creative engagement that Kani experienced in the Hand Up project is constructed as one component in a larger model of creativity which includes “intrapersonal insights and interpretations, which often live only within the person who created them,” (Kaufman and Beghetto 4). Such an approach also acknowledges Csikszentmihalyi’s work on the concept of “flow”, whereby optimal experiences can result from positive absorption in a creative activity. Relevant Australian research such as the YouthWorx project has identified participatory engagement in creativity as one means of engaging with young people at risk (Hopkins; Podkalicka). The creative interventions in the Hand Up project take two forms; one is the predesigned and participatory creative activities delivered as part of the SVDPWA Kids’ Camp program. The second is a personalised intervention, identified by way of an in-depth interview with the child and parent, and is wholly dependent on the interests expressed by the child, the ability for the family to engage in that activity, and the budget restraints of the project.Reading as an Alternative RealityA key creative intervention embedded in the Hand Up Linkage project is determined by the interests expressed by the child during their in-depth interview. Also taken into account is the ability for the family to engage in that activity. For example, Kani’s mother works fulltime at a location which is an hour by public transport from home and does not have a car or driver’s license, so the choice of creative opportunity was restricted to a home-based activity or a weekend activity accessible by public transport. A further restriction is the limited budget available for this intervention in the project, along with an imperative that such interventions should be equitable between families and within families, and be of benefit to all the children in addition to the interviewed child. Fortunately, transport was not an issue because Kani expressed her interest very emphatically as books and reading. When asked what she liked doing most in life, Kani replied: “Reading. I like reading like big books, like really thick books and stuff. I have like 30 in my room. Like those really big books. And I'm starting to read Harry Potter now. Okay, the books that I like reading is Harry Potter, the entire set Roald Dahl books and the Baudelaire Orphans by Lemony Snicket. I like reading David Walliams. I like Little Women” (Kani). Her excitement in listing these books further animated the interview and was immediately emphasised because Kani took the interviewer (second author) and her mother into her room to demonstrate the truth of her statement. When asked again at the close of the interview “what’s a favourite thing that makes you feel good inside?” Kani’s answer was “Family and reading”. The energy and enthusiasm with which Kani talked about her reading and books made these the obvious choice as her creative intervention. However, participation in book-related courses or after-school activities was restricted by Kani’s mother’s transportation limitations. Taking into account how the financial constraints of her sole parent family impacted upon their capacity to buy books, and the joy that Kani clearly experienced from having books of her own, it was decided that a book voucher would be provided for her at a local bookstore easily accessible by bus. The research team negotiated with the bookstore to try to ensure that Kani could choose a book a month until the funds were expended so that the intervention would last most of the coming six months.What Kani was expressing in her love of books was partly related to the raw material they provide that help her to imagine the alternative reality of the fictional worlds she loved reading about. Kani’s passionate engagement in these alternative realities reflects theories of narrative immersion in one’s chosen medium: “One key element of an enjoyable media experience is that it takes individuals away from their mundane reality and into a story world. We call the process of becoming fully engaged in a story transportation into a narrative world” (Green et al. 311–12). Kani said: “Reading is everything, yeah. Like getting more books and like those kind of things and making me read more... ‘cause I really love reading, it’s like watching a movie. Do you know ... have you watched Harry Potter? … the book is nothing like the movie, nothing, they’ve missed so many parts so the book is more enjoyable than the movie. That’s why I like reading more. ‘Cause like I have my own adventures in my head.” This process of imagining her own adventures in her head echoes Green and Brock’s explanation of the process of being transported into alternative realities through reading as a result of “an integrative melding of attention, imagery, and feelings” (701).Constructing Alternative Realities for Herself and an Alternative Possible FutureLike many 10 year olds, Kani has a challenging time at school, exacerbated by the many school moves brought about by changes in her family circumstances. Even though she is in a school which supports her family’s faith, her experience is one of being made to feel an outsider: “all the boys and the girls in our class are like friends, they’re like ... it’s a group. But I’m not in their group. I have my friends in other classes and they’re [my classmates are] not happy with it, that’s why they tease me and stuff. And like whenever I play with my friends they’re like ... yeah”. The interviewer asked her what she liked about her special friends. “They’re fun. Creative like, enjoyable, yeah, those kind of things …they have lots of cool ideas like plans and stuff like that.” As Hawkins et al. argue, the capacity to develop and maintain good relationships with peers (and parents) is a key factor in helping children be resilient. It is likely that Kani also shares her creativity, ideas and plans with her friendship group as part of her shared contribution to its existence.A domestication of technology framework (Silverstone et al.) can be useful as part of the explanation for Kani’s use of imaginative experience in building her social relationships. Silverstone et al. argue that technology is domesticated via four interlocking activities: ‘appropriation’ (where it embraced, purchased, taken into the household), ‘objectification’ (where a physical space is found for it), ‘incorporation’ (the spaces through which it is inserted into the everyday activities of the household or users) and ‘conversion’ (whereby the experience and fact of the technology use – or lack of use – becomes material through which family members express themselves and their priorities to the social world beyond the home). Arguably, Kani ‘converts’ her engagement with books and associated imaginative experiences into social currency through which she builds relationships with the like-minded children with whom she makes friends. At the same time, those children feed into her ideas of what constitutes a creative approach to life and help energise her plans for the future.Kani’s views of her future (at the age of 10) are influenced by the traditional occupations favoured by high achieving students, and by the fact that her parents are themselves educational high achievers, entering Australia on student visas. “I want to be a doctor … my cousin wants to be a doctor too. Mum said lawyer but we want to be a doctors anywhere. We want to be a ...me and my cousin want to be doctors like ...we like being doctors and like helping people.” Noting the pressures on the household of the possible fees and costs of high school, Kani adds “I need to work even harder so I get a scholarship. ‘Cause like my mum can’t pay for like four terms, you know how much money that will be? Yeah.” Kani’s follow-on statement, partly to justify why she wants “a big house”, adds some poignancy to her reference to a cousin (one of many), who still lives in Bangladesh and whom Kani hasn’t seen since 2011. “Like I want to live with my mum and like yeah and like I live with my cousin too because like I have a cousin ... she’s a girl, yeah? And like yeah, she’s in Bangladesh, I haven’t seen her for very long time so yeah.” In the absence of her extended family overseas, Kani adds her pets to those with whom she shares her family life: “And my mum and my uncle and then our cat Dobby. I named it [for Harry Potter’s house elf] ...and the goldfish. The goldfish are Twinkle, Glitter, Glow and Bobby.”Kani’s mum notes the importance of an opportunity to dream a future into existence: “maybe she’s too young or she hasn’t really kind of made up her mind as yet as to what she wants to do in life but just going out and just you know doing stuff and just giving them the opportunity”. The SVDPWA Kids’ Camp is an important part of this “they [the refuge] kind of told us like ‘there’s this child camp’. … I was like yeah, sure, why not?” Providing Alternative Spaces at the SVDPWA Kids’ CampThe SVDPWA Kids’ Camps themselves constitute a creative intervention in offering visions of alternative realities to their young participants. Their benefit is delivered via anticipation, as well as the reality of the camp experience. As Kani said “I forget all about the things that’s just past, like all the hard things, you know like I go through and stuff and it just makes me forget it and it makes me like think about camp, things we’re going to do at camp”. The Kids’ Camps take place three times a year and are open to children aged between 8 and 13, with follow-on Teen Camps for older age groups. Once a child is part of the program she or he can continue to participate in successive camps while they are in the target age group. Consisting of a four day activity-based experience in a natural setting, conducted by Vinnies Youth and staffed by key SVDPWA employees and Youth volunteers, the camps offer children a varied schedule of activities in a safe and supported environment, with at least one volunteer for every two child participants. The camps are specifically made available to children from disadvantaged families and are provided virtually free to participants. (A nominal $10 enrolment fee is applied per child). Kani was initially reticent about attending her first camp. She explained: “I was shy, scared because I sleep with my mum so it’s different sleeping without Mum. I know it’s kind of embarrassing ‘cause, sleeping with my mum like, but I just get scared at night”. Kani went on to explain how the camp facilitators were able to allay her fears “I knew I was safe. And I had people I could talk to so yeah ...like the leader”. As one Vinnies Youth volunteer explains, the potential of offering children like Kani time out from the pressures of everyday life is demonstrated when “towards the end of every camp we always see that progression of, they came out of their shell … So I think it’s really just a journey for everyone and it’s understandable if they did feel stuck. It’s about what we can do to help them progress forward” (VY1). Kani was empowered to envision an alternative idea of herself at camp, one which was unexpectedly intuited by the research interviewer.When the interviewer closed the interview by expressing that it had been lovely to talk to Kani as she was “such a bundle of energy”, Kani grinned and replied “Do you know the warm fuzzies, yeah? [When positive thoughts about others are exchanged at the SVDPWA Kids’ Camp]. The bundle ... all the leaders say I’m a bundle of happiness”. The Kids’ Camp provided Kani with a fun and positive alternative reality to the one she experienced as a child handling the considerable challenges experienced by social isolation, domestic violence and parental separation, including the loss of her home, diminished connection to her overseas extended family, legal custody issues, and several school changes. Taking the role of cultural intermediary, by offering the possibility of alternative realities via their camp, SVDPWA offered Kani a chance that supported her work on creating a range of enticing possible futures for herself. This was in contrast to some commercial holiday camp experiences which might more centrally use their “cultural authority as shapers of taste and … new consumerist dispositions” (Nixon and Du Gay 497). Even so, Kani’s interview made clear that her experience with the SVDPWA Kids’ Camps were only part of the ways in which she was crafting a range of possible visions for her adult life, adding to this her love of books and reading, her fun, creative friends, and her vision for a successful future which would reunite her with her distant cousin and offer security to her mother. ConclusionUnderstandably, Kani at 10 lacks the critical insight required to interpret how her imaginative and creative life provides the raw materials from which she crafts her visions for the future. Further, the interviewer is careful not to introduce words like ‘creative’ into her work with the participant families, so that when Kani used it to talk about her friends she did so drawing upon her own store of descriptions and not as a result of having recently been reminded of creativity as a desirable attribute. The interview with this young person indicates, however, how greatly she values the imaginative and cultural inputs into her life and how she converts them in ways which help ensure access to further such creative currency. Apart from referencing her reading in the naming of her cat, Kani’s vision for herself reflects both the conventional idea of success (“a doctor”) and a very specific idea of her future living as an adult in house large enough to include her mum and her cousin.Kani’s love of reading, her pleasure in books, her choice of friends and her aspirations to scholarly excellence all offer her ways to escape the restricted options available to families who seek support from organisations such as SVDPWA. At the same time the Kids’ Camps themselves, like Kani’s books, provide an escape from the difficulties of the present. Kani’s appropriation of the cultural raw materials that she draws into her life, and her conversion of these inputs into a creative, social currency, offers her an opportunity to anticipate a better future, and some tools she can use to help bring it into existence.ReferencesCarr, A. Positive Psychology: The Science of Happiness and Human Strengths. 2nd ed. Hove, UK: Routledge, 2011.Csikszentmihalyi, M. Creativity: Flow and the Psychology of Discovery and Invention. New York: HarperCollins, 1996.Green, M., and T. Brock. “The Role of Transportation in the Persuasiveness of Public Narratives.”. Journal of Personality and Social Psychology 79 (2000): 701–21.———, T. Brock, and G. Kaufman. “Understanding Media Enjoyment: The Role of Transportation into Narrative Worlds." Communication Theory 14.4 (2004): 311–27.Hawkins, J.D., R. Kosterman, R.F. Catalano, K.G. Hill, and R.D. Abbott. “Promoting Positive Adult Functioning through Social Development Intervention in Childhood: Long-Term Effects from the Seattle Social Development Project.” Archives of Pediatrics & Adolescent Medicine 159.1 (2005): 25. Hopkins, L. “YouthWorx: Increasing Youth Participation through Media Production.” Journal of Sociology 47.2 (2011): 181–197. doi: 10.1177/1440783310386827.Kani. In-depth interview, de-identified, 2016.Kaufman, J. C., and R.A. Beghetto. “Beyond Big and Little: The Four C Model of Creativity.” Review of General Psychology 13.1 (2009): 1–12. <http://dx.doi.org/10.1037/a0013688>. King, G., T. Cathers, E. Brown, J.A. Specht, C. Willoughby, J.M. Polgar, and L. Havens. “Turning Points and Protective Processes in the Lives of People with Chronic Disabilities.” Qualitative Health Research 13.2 (2003): 184–206.Nixon, S., and P. Du Gay. “Who Needs Cultural Intermediaries?” Cultural Studies 16.4 (2002): 495–500.Podkalicka, A. “Young Listening: An Ethnography of YouthWorx Media’s Radio Project.” Continuum 23.4 (2009): 561–72.St Vincent de Paul Society (WA). St Vincent de Paul Society, Annual Report 2013. Perth, WA: St Vincent de Paul Society (WA), 2013. 5 Jan 2017 <http://www.vinnies.org.au/icms_docs/169819_Vinnies_WA_2012_Annual_Report.pdf>.Seidman, I. Interviewing as Qualitative Research: A Guide for Researchers in Education and the Social Sciences. New York: Teachers College Press, Columbia University, 2006.Silverstone, R., E. Hirsch, and D. Morley. “Information and Communication Technologies and the Moral Economy of the Household.” Consuming Technologies: Media and Information in Domestic Spaces. Eds. R. Silverstone and E. Hirsch. London: Routledge, 1992. 9–17.Snyder, C.R. Handbook of Hope. Orlando, FL: Academic Press, 2000.VY1. In-depth interview with Vinnies Youth volunteer, de-identified, 2016.
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Wagman, Ira. "Wasteaminute.com: Notes on Office Work and Digital Distraction." M/C Journal 13, no. 4 (August 18, 2010). http://dx.doi.org/10.5204/mcj.243.

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For those seeking a diversion from the drudgery of work there are a number of websites offering to take you away. Consider the case of wasteaminute.com. On the site there is everything from flash video games, soft-core pornography and animated nudity, to puzzles and parlour games like poker. In addition, the site offers links to video clips grouped in categories such as “funny,” “accidents,” or “strange.” With its bright yellow bubble letters and elementary design, wasteaminute will never win any Webby awards. It is also unlikely to be part of a lucrative initial public offering for its owner, a web marketing company based in Lexington, Kentucky. The internet ratings company Alexa gives wasteaminute a ranking of 5,880,401 when it comes to the most popular sites online over the last three months, quite some way behind sites like Wikipedia, Facebook, and Windows Live.Wasteaminute is not unique. There exists a group of websites, a micro-genre of sorts, that go out of their way to offer momentary escape from the more serious work at hand, with a similar menu of offerings. These include sites with names such as ishouldbeworking.com, i-am-bored.com, boredatwork.com, and drivenbyboredom.com. These web destinations represent only the most overtly named time-wasting opportunities. Video sharing sites like YouTube or France’s DailyMotion, personalised home pages like iGoogle, and the range of applications available on mobile devices offer similar opportunities for escape. Wasteaminute inspired me to think about the relationship between digital media technologies and waste. In one sense, the site’s offerings remind us of the Internet’s capacity to re-purpose old media forms from earlier phases in the digital revolution, like the retro video game PacMan, or from aspects of print culture, like crosswords (Bolter and Grusin; Straw). For my purposes, though, wasteaminute permits the opportunity to meditate, albeit briefly, on the ways media facilitate wasting time at work, particularly for those working in white- and no-collar work environments. In contemporary work environments work activity and wasteful activity exist on the same platform. With a click of a mouse or a keyboard shortcut, work and diversion can be easily interchanged on the screen, an experience of computing I know intimately from first-hand experience. The blurring of lines between work and waste has accompanied the extension of the ‘working day,’ a concept once tethered to the standardised work-week associated with modernity. Now people working in a range of professions take work out of the office and find themselves working in cafes, on public transportation, and at times once reserved for leisure, like weekends (Basso). In response to the indeterminate nature of when and where we are at work, the mainstream media routinely report about the wasteful use of computer technology for non-work purposes. Stories such as a recent one in the Washington Post which claimed that increased employee use of social media sites like Facebook and Twitter led to decreased productivity at work have become quite common in traditional media outlets (Casciato). Media technologies have always offered the prospect of making office work more efficient or the means for management to exercise control over employees. However, those same technologies have also served as the platforms on which one can engage in dilatory acts, stealing time from behind the boss’s back. I suggest stealing time at work may well be a “tactic,” in the sense used by Michel de Certeau, as a means to resist the rules and regulations that structure work and the working life. However, I also consider it to be a tactic in a different sense: websites and other digital applications offer users the means to take time back, in the form of ‘quick hits,’ providing immediate visual or narrative pleasures, or through interfaces which make the time-wasting look like work (Wagman). Reading sites like wasteaminute as examples of ‘office entertainment,’ reminds us of the importance of workers as audiences for web content. An analysis of a few case studies also reveals how the forms of address of these sites themselves recognise and capitalise on an understanding of the rhythms of the working day, as well as those elements of contemporary office culture characterised by interruption, monotony and surveillance. Work, Media, Waste A mass of literature documents the transformations of work brought on by industrialisation and urbanisation. A recent biography of Franz Kafka outlines the rigors imposed upon the writer while working as an insurance agent: his first contract stipulated that “no employee has the right to keep any objects other than those belonging to the office under lock in the desk and files assigned for its use” (Murray 66). Siegfried Kracauer’s collection of writings on salaried workers in Germany in the 1930s argues that mass entertainment offers distractions that inhibit social change. Such restrictions and inducements are exemplary of the attempts to make work succumb to managerial regimes which are intended to maximise productivity and minimise waste, and to establish a division between ‘company time’ and ‘free time’. One does not have to be an industrial sociologist to know the efforts of Frederick W. Taylor, and the disciplines of “scientific management” in the early twentieth century which were based on the idea of making work more efficient, or of the workplace sociology scholarship from the 1950s that drew attention to the ways that office work can be monotonous or de-personalising (Friedmann; Mills; Whyte). Historian JoAnne Yates has documented the ways those transformations, and what she calls an accompanying “philosophy of system and efficiency,” have been made possible through information and communication technologies, from the typewriter to carbon paper (107). Yates evokes the work of James Carey in identifying these developments, for example, the locating of workers in orderly locations such as offices, as spatial in nature. The changing meaning of work, particularly white-collar or bureaucratic labour in an age of precarious employment and neo-liberal economic regimes, and aggressive administrative “auditing technologies,” has subjected employees to more strenuous regimes of surveillance to ensure employee compliance and to protect against waste of company resources (Power). As Andrew Ross notes, after a deep period of self-criticism over the drudgery of work in North American settings in the 1960s, the subsequent years saw a re-thinking of the meaning of work, one that gradually traded greater work flexibility and self-management for more assertive forms of workplace control (9). As Ross notes, this too has changed, an after-effect of “the shareholder revolution,” which forced companies to deliver short-term profitability to its investors at any social cost. With so much at stake, Ross explains, the freedom of employees assumed a lower priority within corporate cultures, and “the introduction of information technologies in the workplace of the new capitalism resulted in the intensified surveillance of employees” (12). Others, like Dale Bradley, have drawn attention to the ways that the design of the office itself has always concerned itself with the bureaucratic and disciplinary control of bodies in space (77). The move away from physical workspaces such as ‘the pen’ to the cubicle and now from the cubicle to the virtual office is for Bradley a move from “construction” to “connection.” This spatial shift in the way in which control over employees is exercised is symbolic of the liquid forms in which bodies are now “integrated with flows of money, culture, knowledge, and power” in the post-industrial global economies of the twenty-first century. As Christena Nippert-Eng points out, receiving office space was seen as a marker of trust, since it provided employees with a sense of privacy to carry out affairs—both of a professional or of a personal matter—out of earshot of others. Privacy means a lot of things, she points out, including “a relative lack of accountability for our immediate whereabouts and actions” (163). Yet those same modalities of control which characterise communication technologies in workspaces may also serve as the platforms for people to waste time while working. In other words, wasteful practices utilize the same technology that is used to regulate and manage time spent in the workplace. The telephone has permitted efficient communication between units in an office building or between the office and outside, but ‘personal business’ can also be conducted on the same line. Radio stations offer ‘easy listening’ formats, providing unobtrusive music so as not to disturb work settings. However, they can easily be tuned to other stations for breaking news, live sports events, or other matters having to do with the outside world. Photocopiers and fax machines facilitate the reproduction and dissemination of communication regardless of whether it is it work or non-work related. The same, of course, is true for computerised applications. Companies may encourage their employees to use Facebook or Twitter to reach out to potential clients or customers, but those same applications may be used for personal social networking as well. Since the activities of work and play can now be found on the same platform, employers routinely remind their employees that their surfing activities, along with their e-mails and company documents, will be recorded on the company server, itself subject to auditing and review whenever the company sees fit. Employees must be careful to practice image management, in order to ensure that contradictory evidence does not appear online when they call in sick to the office. Over time the dynamics of e-mail and Internet etiquette have changed in response to such developments. Those most aware of the distractive and professionally destructive features of downloading a funny or comedic e-mail attachment have come to adopt the acronym “NSFW” (Not Safe for Work). Even those of us who don’t worry about those things are well aware that the cache and “history” function of web browsers threaten to reveal the extent to which our time online is spent in unproductive ways. Many companies and public institutions, for example libraries, have taken things one step further by filtering out access to websites that may be peripheral to the primary work at hand.At the same time contemporary workplace settings have sought to mix both work and play, or better yet to use play in the service of work, to make “work” more enjoyable for its workers. Professional development seminars, team-building exercises, company softball games, or group outings are examples intended to build morale and loyalty to the company among workers. Some companies offer their employees access to gyms, to game rooms, and to big screen TVs, in return for long and arduous—indeed, punishing—hours of time at the office (Dyer-Witheford and Sherman; Ross). In this manner, acts of not working are reconfigured as a form of work, or at least as a productive experience for the company at large. Such perks are offered with an assumption of personal self-discipline, a feature of what Nippert-Eng characterises as the “discretionary workplace” (154). Of course, this also comes with an expectation that workers will stay close to the office, and to their work. As Sarah Sharma recently argued in this journal, such thinking is part of the way that late capitalism constructs “innovative ways to control people’s time and regulate their movement in space.” At the same time, however, there are plenty of moments of gentle resistance, in which the same machines of control and depersonalisation can be customised, and where individual expressions find their own platforms. A photo essay by Anna McCarthy in the Journal of Visual Culture records the inspirational messages and other personalised objects with which workers adorn their computers and work stations. McCarthy’s photographs represent the way people express themselves in relation to their work, making it a “place where workplace politics and power relations play out, often quite visibly” (McCarthy 214). Screen SecretsIf McCarthy’s photo essay illustrates the overt ways in which people bring personal expression or gentle resistance to anodyne workplaces, there are also a series of other ‘screen acts’ that create opportunities to waste time in ways that are disguised as work. During the Olympics and US college basketball playoffs, both American broadcast networks CBS and NBC offered a “boss button,” a graphic link that a user could immediately click “if the boss was coming by” that transformed the screen to something was associated with the culture of work, such as a spreadsheet. Other purveyors of networked time-wasting make use of the spreadsheet to mask distraction. The website cantyouseeimbored turns a spreadsheet into a game of “Breakout!” while other sites, like Spreadtweet, convert your Twitter updates into the form of a spreadsheet. Such boss buttons and screen interfaces that mimic work are the presentday avatars of the “panic button,” a graphic image found at the bottom of websites back in the days of Web 1.0. A click of the panic button transported users away from an offending website and towards something more legitimate, like Yahoo! Even if it is unlikely that boss keys actually convince one’s superiors that one is really working—clicking to a spreadsheet only makes sense for a worker who might be expected to be working on those kinds of documents—they are an index of how notions of personal space and privacy play out in the digitalised workplace. David Kiely, an employee at an Australian investment bank, experienced this first hand when he opened an e-mail attachment sent to him by his co-workers featuring a scantily-clad model (Cuneo and Barrett). Unfortunately for Kiely, at the time he opened the attachment his computer screen was visible in the background of a network television interview with another of the bank’s employees. Kiely’s inauspicious click (which made his the subject of an investigation by his employees) continues to circulate on the Internet, and it spawned a number of articles highlighting the precarious nature of work in a digitalised environment where what might seem to be private can suddenly become very public, and thus able to be disseminated without restraint. At the same time, the public appetite for Kiely’s story indicates that not working at work, and using the Internet to do it, represents a mode of media consumption that is familiar to many of us, even if it is only the servers on the company computer that can account for how much time we spend doing it. Community attitudes towards time spent unproductively online reminds us that waste carries with it a range of negative signifiers. We talk about wasting time in terms of theft, “stealing time,” or even more dramatically as “killing time.” The popular construction of television as the “boob tube” distinguishes it from more ‘productive’ activities, like spending time with family, or exercise, or involvement in one’s community. The message is simple: life is too short to be “wasted” on such ephemera. If this kind of language is less familiar in the digital age, the discourse of ‘distraction’ is more prevalent. Yet, instead of judging distraction a negative symptom of the digital age, perhaps we should reinterpret wasting time as the worker’s attempt to assert some agency in an increasingly controlled workplace. ReferencesBasso, Pietro. Modern Times, Ancient Hours: Working Lives in the Twenty-First Century. London: Verso, 2003. Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge: MIT Press, 2000.Bradley, Dale. “Dimensions Vary: Technology, Space, and Power in the 20th Century Office”. Topia 11 (2004): 67-82.Casciato, Paul. “Facebook and Other Social Media Cost UK Billions”. Washington Post, 5 Aug. 2010. 11 Aug. 2010 ‹http://www.washingtonpost.com/wp-dyn/content/article/2010/08/05/AR2010080503951.html›.Cuneo, Clementine, and David Barrett. “Was Banker Set Up Over Saucy Miranda”. The Daily Telegraph 4 Feb. 2010. 21 May 2010 ‹http://www.dailytelegraph.com.au/entertainment/sydney-confidential/was-banker-set-up-over-saucy-miranda/story-e6frewz0-1225826576571›.De Certeau, Michel. The Practice of Everyday Life. Vol. 1. Berkeley: U of California P. 1988.Dyer-Witheford, Nick, and Zena Sharman. "The Political Economy of Canada's Video and Computer Game Industry”. Canadian Journal of Communication 30.2 (2005). 1 May 2010 ‹http://www.cjc-online.ca/index.php/journal/article/view/1575/1728›.Friedmann, Georges. Industrial Society. Glencoe, Ill.: Free Press, 1955.Kracauer, Siegfried. The Salaried Masses. London: Verso, 1998.McCarthy, Anna. Ambient Television. Durham: Duke UP, 2001. ———. “Geekospheres: Visual Culture and Material Culture at Work”. Journal of Visual Culture 3 (2004): 213-21.Mills, C. Wright. White Collar. Oxford: Oxford UP, 1951. Murray, Nicholas. Kafka: A Biography. New Haven: Yale UP, 2004.Newman, Michael. “Ze Frank and the Poetics of Web Video”. First Monday 13.5 (2008). 1 Aug. 2010 ‹http://www.uic.edu/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2102/1962›.Nippert-Eng, Christena. Home and Work: Negotiating Boundaries through Everyday Life. Chicago: U. of Chicago P, 1996.Power, Michael. The Audit Society. Oxford: Oxford UP, 1997. Ross, Andrew. No Collar: The Humane Workplace and Its Hidden Costs. Philadelphia: Temple UP, 2004. Sharma, Sarah. “The Great American Staycation and the Risk of Stillness”. M/C Journal 12.1 (2009). 11 May 2010 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/122›. Straw, Will. “Embedded Memories”. Residual Media Ed. Charles Acland. U. of Minnesota P., 2007. 3-15.Whyte, William. The Organisation Man. New York: Simon and Schuster, 1957. Wagman, Ira. “Log On, Goof Off, Look Up: Facebook and the Rhythms of Canadian Internet Use”. How Canadians Communicate III: Contexts for Popular Culture. Eds. Bart Beaty, Derek, Gloria Filax Briton, and Rebecca Sullivan. Athabasca: Athabasca UP 2009. 55-77. ‹http://www2.carleton.ca/jc/ccms/wp-content/ccms-files/02_Beaty_et_al-How_Canadians_Communicate.pdf›Yates, JoAnne. “Business Use of Information Technology during the Industrial Age”. A Nation Transformed by Information. Eds. Alfred D. Chandler & James W. Cortada. Oxford: Oxford UP., 2000. 107-36.
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Kennedy, Jenny, Indigo Holcombe-James, and Kate Mannell. "Access Denied." M/C Journal 24, no. 3 (June 21, 2021). http://dx.doi.org/10.5204/mcj.2785.

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Introduction As social-distancing mandates in response to COVID-19 restricted in-person data collection methods such as participant observation and interviews, researchers turned to socially distant methods such as interviewing via video-conferencing technology (Lobe et al.). These were not new tools nor methods, but the pandemic muted any bias towards face-to-face data collection methods. Exemplified in crowd-sourced documents such as Doing Fieldwork in a Pandemic, researchers were encouraged to pivot to digital methods as a means of fulfilling research objectives, “specifically, ideas for avoiding in-person interactions by using mediated forms that will achieve similar ends” (Lupton). The benefits of digital methods for expanding participant cohorts and scope of research have been touted long before 2020 and COVID-19, and, as noted by Murthy, are “compelling” (“Emergent” 172). Research conducted by digital methods can expect to reap benefits such as “global datasets/respondents” and “new modalities for involving respondents” (Murthy, “Emergent” 172). The pivot to digital methods is not in and of itself an issue. What concerns us is that in the dialogues about shifting to digital methods during COVID-19, there does not yet appear to have been a critical consideration of how participant samples and collected data will be impacted upon or skewed towards recording the experiences of advantaged cohorts. Existing literature focusses on the time-saving benefits for the researcher, reduction of travel costs (Fujii), the minimal costs for users of specific platforms – e.g. Skype –, and presumes ubiquity of device access for participants (Cater). We found no discussion on data costs of accessing such services being potential barriers to participation in research, although Deakin and Wakefield did share our concern that: Online interviews may ... mean that some participants are excluded due to the need to have technological competence required to participate, obtain software and to maintain Internet connection for the duration of the discussion. In this sense, access to certain groups may be a problem and may lead to issues of representativeness. (605) We write this as a provocation to our colleagues conducting research at this time to consider the cultural and material capital of their participants and how that capital enables them to participate in digitally-mediated data gathering practices, or not, and to what extent. Despite highlighting the potential benefits of digital methods within a methodological tool kit, Murthy previously cautioned against the implications posed by digital exclusion, noting that “the drawback of these research options is that membership of these communities is inherently restricted to the digital ‘haves’ ... rather than the ‘have nots’” (“Digital” 845). In this article, we argue that while tools such as Zoom have indeed enabled fieldwork to continue despite COVID disruptions, this shift to online platforms has important and under-acknowledged implications for who is and is not able to participate in research. In making this argument, we draw on examples from the Connected Students project, a study of digital inclusion that commenced just as COVID-19 restrictions came into effect in the Australian state of Victoria at the start of 2020. We draw on the experiences of these households to illustrate the barriers that such cohorts face when participating in online research. We begin by providing details about the Connected Students project and then contextualising it through a discussion of research on digital inclusion. We then outline three areas in which households would have experienced (or still do experience) difficulties participating in online research: data, devices, and skills. We use these findings to highlight the barriers that disadvantaged groups may face when engaging in data collection activities over Zoom and question how this is impacting on who is and is not being included in research during COVID-19. The Connected Students Program The Connected Students program was conducted in Shepparton, a regional city located 180km north of Melbourne. The town itself has a population of around 30,000, while the Greater Shepparton region comprises around 64,000 residents. Shepparton was chosen as the program’s site because it is characterised by a unique combination of low-income and low levels of digital inclusion. First, Shepparton ranks in the lowest interval for the Australian Bureau of Statistics’ Socio-Economic Indexes for Areas (SEIFA) and the Index of Relative Socioeconomic Advantage and Disadvantage (IRSAD), as reported in 2016 (Australian Bureau of Statistics, “Census”; Australian Bureau of Statistics, “Index”). Although Shepparton has a strong agricultural and horticultural industry with a number of food-based manufacturing companies in the area, including fruit canneries, dairies, and food processing plants, the town has high levels of long-term and intergenerational unemployment and jobless families. Second, Shepparton is in a regional area that ranks in the lowest interval for the Australian Digital Inclusion Index (Thomas et al.), which measures digital inclusion across dimensions of access, ability, and affordability. Funded by Telstra, Australia’s largest telecommunications provider, and delivered in partnership with Greater Shepparton Secondary College (GSSC), the Connected Students program provided low-income households with a laptop and an unlimited broadband Internet connection for up to two years. Households were recruited to the project via GSSC. To be eligible, households needed to hold a health care card and have at least one child attending the school in year 10, 11, or 12. Both the student and a caregiver were required to participate in the project to be eligible. Additional household members were invited to take part in the research, but were not required to. (See Kennedy & Holcombe-James; and Kennedy et al., "Connected Students", for further details regarding household demographics.) The Australian Digital Inclusion Index identifies that affordability is a significant barrier to digital inclusion in Australia (Thomas et al.). The project’s objective was to measure how removing affordability barriers to accessing connectivity for households impacts on digital inclusion. By providing participating households with a free unlimited broadband internet connection for the duration of the research, the project removed the costs associated with digital access. Access alone is not enough to resolve the digital exclusion confronted by these low-income households. Digital exclusion in these instances is not derived simply from the cost of Internet access, but from the cost of digital devices. As a result, these households typically lacked sufficient digital devices. Each household was therefore provided both a high speed Internet connection, and a brand new laptop with built-in camera, microphone, and speakers (a standard tool kit for video conferencing). Data collection for the Connected Students project was intended to be conducted face-to-face. We had planned in-person observations including semi-structured interviews with household members conducted at three intervals throughout the project’s duration (beginning, middle, and end), and technology tours of each home to spatially and socially map device locations and uses (Kennedy et al., Digital Domesticity). As we readied to make our first research trip to commence the study, COVID-19 was wreaking havoc. It quickly became apparent we would not be travelling to work, much less travelling around the state. We thus pivoted to digital methods, with all our data collection shifting online to interviews conducted via digital platforms such as Zoom and Microsoft Teams. While the pivot to digital methods saved travel hours, allowing us to scale up the number of households we planned to interview, it also demonstrated unexpected aspects of our participants’ lived experiences of digital exclusion. In this article, we draw on our first round of interviews which were conducted with 35 households over Zoom or Microsoft Teams during lockdown. The practice of conducting these interviews reveals insights into the barriers that households faced to digital research participation. In describing these experiences, we use pseudonyms for individual participants and refer to households using the pseudonym for the student participant from that household. Why Does Digital Inclusion Matter? Digital inclusion is broadly defined as universal access to the technologies necessary to participate in social and civic life (Helsper; Livingstone and Helsper). Although recent years have seen an increase in the number of connected households and devices (Thomas et al., “2020”), digital inclusion remains uneven. As elsewhere, digital disadvantage in the Australian context falls along geographic and socioeconomic lines (Alam and Imran; Atkinson et al.; Blanchard et al.; Rennie et al.). Digitally excluded population groups typically experience some combination of education, employment, income, social, and mental health hardship; their predicament is compounded by a myriad of important services moving online, from utility payments, to social services, to job seeking platforms (Australian Council of Social Service; Chen; Commonwealth Ombudsman). In addition to challenges in using essential services, digitally excluded Australians also miss out on the social and cultural benefits of Internet use (Ragnedda and Ruiu). Digital inclusion – and the affordability of digital access – should thus be a key concern for researchers looking to apply online methods. Households in the lowest income quintile spend 6.2% of their disposable income on telecommunications services, almost three times more than wealthier households (Ogle). Those in the lowest income quintile pay a “poverty premium” for their data, almost five times more per unit of data than those in the highest income quintile (Ogle and Musolino). As evidenced by the Australian Digital Inclusion Index, this is driven in part by a higher reliance on mobile-only access (Thomas et al., “2020”). Low-income households are more likely to access critical education, business, and government services through mobile data rather than fixed broadband data (Thomas et al., “2020”). For low-income households, digital participation is the top expense after housing, food, and transport, and is higher than domestic energy costs (Ogle). In the pursuit of responsible and ethical research, we caution against assuming research participants are able to bear the brunt of access costs in terms of having a suitable device, expending their own data resources, and having adequate skills to be able to complete the activity without undue stress. We draw examples from the Connected Students project to support this argument below. Findings: Barriers to Research Participation for Digitally Excluded Households If the Connected Students program had not provided participating households with a technology kit, their preexisting conditions of digital exclusion would have limited their research participation in three key ways. First, households with limited Internet access (particularly those reliant on mobile-only connectivity, and who have a few gigabytes of data per month) would have struggled to provide the data needed for video conferencing. Second, households would have struggled to participate due to a lack of adequate devices. Third, and critically, although the Connected Students technology kit provided households with the data and devices required to participate in the digital ethnography, this did not necessarily resolve the skills gaps that our households confronted. Data Prior to receiving the Connected Students technology kit, many households in our sample had limited modes of connectivity and access to data. For households with comparatively less or lower quality access to data, digital participation – whether for the research discussed here, or in contemporary life – came with very real costs. This was especially the case for households that did not have a home Internet connection and instead relied solely on mobile data. For these households, who carefully managed their data to avoid running out, participating in research through extended video conferences would have been impossible unless adequate financial reimbursement was offered. Households with very limited Internet access used a range of practices to manage and extend their data access by shifting internet costs away from the household budget. This often involved making use of free public Wi-Fi or library internet services. Ellie’s household, for instance, spent their weekends at the public library so that she and her sister could complete their homework. While laborious, these strategies worked well for the families in everyday life. However, they would have been highly unsuitable for participating in research, particularly during the pandemic. On the most obvious level, the expectations of library use – if not silent, then certainly quiet – would have prohibited a successful interview. Further, during COVID-19 lockdowns, public libraries (and other places that provide public Internet) became inaccessible for significant periods of time. Lastly, for some research designs, the location of participants is important even when participation is occurring online. In the case of our own project, the house itself as the site of the interview was critical as our research sought to understand how the layout and materiality of the home impacts on experiences of digital inclusion. We asked participants to guide us around their home, showing where technologies and social activities are colocated. In using the data provided by the Connected Students technology kit, households with limited Internet were able to conduct interviews within their households. For these families, participating in online research would have been near impossible without the Connected Students Internet. Devices Even with adequate Internet connections, many households would have struggled to participate due to a lack of suitable devices. Laptops, which generally provide the best video conferencing experience, were seen as prohibitively expensive for many families. As a result, many families did not have a laptop or were making do with a laptop that was excessively slow, unreliable, and/or had very limited functions. Desktop computers were rare and generally outdated to the extent that they were not able to support video conferencing. One parent, Melissa, described their barely-functioning desktop as “like part of the furniture more than a computer”. Had the Connected Students program not provided a new laptop with video and audio capabilities, participation in video interviews would have been difficult. This is highlighted by the challenges students in these households faced in completing online schooling prior to receiving the Connected Students kit. A participating student, Mallory, for example, explained she had previously not had a laptop, reliant only on her phone and an old iPad: Interviewer: Were you able to do all your homework on those, or was it sometimes tricky?Mallory: Sometimes it was tricky, especially if they wanted to do a call or something ... . Then it got a bit hard because then I would use up all my data, and then didn’t have much left.Interviewer: Yeah. Right.Julia (Parent): ... But as far as schoolwork, it’s hard to do everything on an iPad. A laptop or a computer is obviously easier to manoeuvre around for different things. This example raises several common issues that would likely present barriers to research participation. First, Mallory’s household did not have a laptop before being provided with one through the Connected Students program. Second, while her household did prioritise purchasing tablets and smartphones, which could be used for video conferencing, these were more difficult to navigate for certain tasks and used up mobile data which, as noted above, was often a limited resource. Lastly, it is worth noting that in households which did already own a functioning laptop, it was often shared between several household members. As one parent, Vanessa, noted, “yeah, until we got the [Connected Students] devices, we had one laptop between the four of us that are here. And Noel had the majority use of that because that was his school work took priority”. This lack of individuated access to a device would make participation in some research designs difficult, particularly those that rely on regular access to a suitable device. Skills Despite the Connected Students program’s provision of data and device access, this did not ensure successful research participation. Many households struggled to engage with video research interviews due to insufficient digital skills. While a household with Internet connectivity might be considered on the “right” side of the digital divide, connectivity alone does not ensure participation. People also need to have the knowledge and skills required to use online resources. Brianna’s household, for example, had downloaded Microsoft Teams to their desktop computer in readiness for the interview, but had neglected to consider whether that device had video or audio capabilities. To work around this restriction, the household decided to complete the interview via the Connected Students laptop, but this too proved difficult. Neither Brianna nor her parents were confident in transferring the link to the interview between devices, whether by email or otherwise, requiring the researchers to talk them through the steps required to log on, find, and send the link via email. While Brianna’s household faced digital skills challenges that affected both parent and student participants, in others such as Ariel’s, these challenges were focussed at the parental level. In these instances, the student participant provided a vital resource, helping adults navigate platforms and participate in the research. As Celeste, Ariel’s parent, explained, it's just new things that I get a bit – like, even on here, because your email had come through to me and I said to Ariel "We're going to use your computer with Teams. How do we do this?" So, yeah, worked it out. I just had to look up my email address, but I [initially thought] oh, my god; what am I supposed to do here? Although helpful in our own research given its focus on school-aged young people, this dynamic of parents being helped by their dependents illustrates that the adults in our sample were often unfamiliar with the digital skills required for video conferencing. Research focussing only on adults, or on households in which students have not developed these skills through extended periods of online education such as occurred during the COVID-19 lockdowns, may find participants lacking the digital skills to participate in video interviews. Participation was also impacted upon by participants' lack of more subtle digital skills around the norms and conventions of video conferencing. Several households, for example, conducted their interviews in less ideal situations, such as from both moving and parked cars. A portion of the household interview with Piper’s household was completed as they drove the 30 minutes from their home into Shepperton. Due to living out of town, this household often experienced poor reception. The interview was thus regularly disrupted as they dropped in and out of range, with the interview transcript peppered with interjections such as “we’re going through a bit of an Internet light spot ... we’re back ... sorry ...” (Karina, parent). Finally, Piper switched the device on which they were taking the interview to gain a better connection: “my iPad that we were meeting on has worse Internet than my phone Internet, so we kind of changed it around” (Karina). Choosing to participate in the research from locations other than the home provides evidence of the limited time available to these families, and the onerousness of research participation. These choices also indicate unfamiliarity with video conferencing norms. As digitally excluded households, these participants were likely not the target of popular discussions throughout the pandemic about optimising video conferences through careful consideration of lighting, background, make-up and positioning (e.g. Lasky; Niven-Phillips). This was often identified by how participants positioned themselves in front of the camera, often choosing not to sit squarely within the camera lens. Sometimes this was because several household members were participating and struggled to all sit within view of the single device, but awkward camera positioning also occurred with only one or two people present. A number of interviews were initially conducted with shoulders, or foreheads, or ceilings rather than “whole” participants until we asked them to reposition the device so that the camera was pointing towards their faces. In noting this unfamiliarity we do not seek to criticise or apportion responsibility for accruing such skills to participating households, but rather to highlight the impact this had on the type of conversation between researcher and participant. Such practices offer valuable insight into how digital exclusion impacts on individual’s everyday lives as well as on their research participation. Conclusion Throughout the pandemic, digital methods such as video conferencing have been invaluable for researchers. However, while these methods have enabled fieldwork to continue despite COVID-19 disruptions, the shift to online platforms has important and under-acknowledged implications for who is and is not able to participate in research. In this article, we have drawn on our research with low-income households to demonstrate the barriers that such cohorts experience when participating in online research. Without the technology kits provided as part of our research design, these households would have struggled to participate due to a lack of adequate data and devices. Further, even with the kits provided, households faced additional barriers due to a lack of digital literacy. These experiences raise a number of questions that we encourage researchers to consider when designing methods that avoid in person interactions, and when reviewing studies that use similar approaches: who doesn’t have the technological access needed to participate in digital and online research? What are the implications of this for who and what is most visible in research conducted during the pandemic? Beyond questions of access, to what extent will disadvantaged populations not volunteer to participate in online research because of discomfort or unfamiliarity with digital tools and norms? When low-income participants are included, how can researchers ensure that participation does not unduly burden them by using up precious data resources? And, how can researchers facilitate positive and meaningful participation among those who might be less comfortable interacting through mediums like video conferencing? In raising these questions we acknowledge that not all research will or should be focussed on engaging with disadvantaged cohorts. Rather, our point is that through asking questions such as this, we will be better able to reflect on how data and participant samples are being impacted upon by shifts to digital methods during COVID-19 and beyond. As researchers, we may not always be able to adapt Zoom-based methods to be fully inclusive, but we can acknowledge this as a limitation and keep it in mind when reporting our findings, and later when engaging with the research that was largely conducted online during the pandemic. Lastly, while the Connected Students project focusses on impacts of affordability on digital inclusion, digital disadvantage intersects with many other forms of disadvantage. Thus, while our study focussed specifically on financial disadvantage, our call to be aware of who is and is not able to participate in Zoom-based research applies to digital exclusion more broadly, whatever its cause. Acknowledgements The Connected Students project was funded by Telstra. This research was also supported under the Australian Research Council's Discovery Early Career Researchers Award funding scheme (project number DE200100540). References Alam, Khorshed, and Sophia Imran. “The Digital Divide and Social Inclusion among Refugee Migrants: A Case in Regional Australia.” Information Technology & People 28.2 (2015): 344–65. Atkinson, John, Rosemary Black, and Allan Curtis. “Exploring the Digital Divide in an Australian Regional City: A Case Study of Albury”. Australian Geographer 39.4 (2008): 479–493. Australian Bureau of Statistics. “Census of Population and Housing: Socio-Economic Indexes for Areas (SEIFA), Australia, 2016.” 2016. <https://www.abs.gov.au/ausstats/abs@.nsf/Lookup/by%20Subject/2033.0.55.001~2016~Main%20Features~SOCIO-ECONOMIC%20INDEXES%20FOR%20AREAS%20(SEIFA)%202016~1>. ———. “Index of Relative Socio-Economic Advantage and Disadvantage (IRSAD).” 2016. <https://www.abs.gov.au/ausstats/abs@.nsf/Lookup/by%20Subject/2033.0.55.001~2016~Main%20Features~IRSAD~20>. Australian Council of Social Service. “The Future of Parents Next: Submission to Senate Community Affairs Committee.” 8 Feb. 2019. <http://web.archive.org/web/20200612014954/https://www.acoss.org.au/wp-content/uploads/2019/02/ACOSS-submission-into-Parents-Next_FINAL.pdf>. Beer, David. “The Social Power of Algorithms.” Information, Communication & Society 20.1 (2017): 1–13. 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Melbourne: RMIT, 2021. <https://apo.org.au/node/312818>. Kennedy, Jenny, et al. Digital Domesticity: Media, Materiality, and Home Life. Oxford UP, 2020. Lasky, Julie. “How to Look Your Best on a Webcam.” New York Times, 25 Mar. 2020 <http://www.nytimes.com/2020/03/25/realestate/coronavirus-webcam-appearance.html>. Livingstone, Sonia, and Ellen Helsper. “Gradations in Digital Inclusion: Children, Young People and the Digital Divide.” New Media & Society 9.4 (2007): 671–696. Lobe, Bojana, David L. Morgan, and Kim A. Hoffman. “Qualitative Data Collection in an Era of Social Distancing.” International Journal of Qualitative Methods 19 (2020): 1–8. Lupton, Deborah. “Doing Fieldwork in a Pandemic (Crowd-Sourced Document).” 2020. <http://docs.google.com/document/d/1clGjGABB2h2qbduTgfqribHmog9B6P0NvMgVuiHZCl8/edit?ts=5e88ae0a#>. Murthy, Dhiraj. “Digital Ethnography: An Examination of the Use of New Technologies for Social Research”. 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Ogle, Greg, and Vanessa Musolino. “Connectivity Costs: Telecommunications Affordability for Low Income Australians.” Sydney: Australian Communications Consumer Action Network, 2016. <https://web.archive.org/web/20200612043944/https://accan.org.au/files/Reports/161011_Connectivity%20Costs_accessible-web.pdf>. Ragnedda, Massimo, and Maria Laura Ruiu. “Social Capital and the Three Levels of Digital Divide.” Theorizing Digital Divides. Eds. Massimo Ragnedda and Glenn Muschert. Routledge, 2017. 21–34. Rennie, Ellie, et al. “At Home on the Outstation: Barriers to Home Internet in Remote Indigenous Communities.” Telecommunications Policy 37.6 (2013): 583–93. Taylor, Linnet. “What Is Data Justice? The Case for Connecting Digital Rights and Freedoms Globally. Big Data & Society 4.2 (2017): 1–14. Thomas, Julian, et al. Measuring Australia’s Digital Divide: The Australian Digital Inclusion Index 2018. Melbourne: RMIT University, for Telstra, 2018. ———. Measuring Australia’s Digital Divide: The Australian Digital Inclusion Index 2019. Melbourne: RMIT University and Swinburne University of Technology, for Telstra, 2019. ———. Measuring Australia’s Digital Divide: The Australian Digital Inclusion Index 2020. Melbourne: RMIT University and Swinburne University of Technology, for Telstra, 2020. Zuboff, Shoshana. “Big Other: Surveillance Capitalism and the Prospects of an Information Civilization. Journal of Information Technology 30 (2015): 75–89.
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Boler, Megan. "The Transmission of Political Critique after 9/11: “A New Form of Desperation”?" M/C Journal 9, no. 1 (March 1, 2006). http://dx.doi.org/10.5204/mcj.2595.

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Investigative journalist Bill Moyers interviews Jon Stewart of The Daily Show: MOYERS: I do not know whether you are practicing an old form of parody and satire…or a new form of journalism. STEWART: Well then that either speaks to the sad state of comedy or the sad state of news. I can’t figure out which one. I think, honestly, we’re practicing a new form of desperation…. July 2003 (Bill Moyers Interview of Jon Stewart, on Public Broadcasting Service) Transmission, while always fraught and ever-changing, is particularly so at a moment when coincidentally the exponential increase in access to new media communication is paired with the propagandized and state-dominated moment of war, in this case the U.S. preemptive invasion of Iraq in 2003. U.S. fighter planes drop paper propaganda along with bombs. Leaked into mainstream media by virtue of new media technologies, the violations of Abu-Ghraib represent the challenge of conducting war in a digital era. Transmissions are highly controlled and yet the proliferation of access poses a new challenge – explicitly named by Rumsfeld in December 2005 on the Jim Lehrer news hour: DONALD RUMSFELD: No, I think what is happening – and this is the first war that has ever been conducted in the 21st century when you had talk radio, the Internet, e-mails, bloggers, 24-hour news, digital cameras, video cameras, instant access to everything, and we haven’t accommodated to that yet. … And what’s happening is the transmission belt that receives it spreads all these things. … Rumsfeld’s comments about the convergence of new media with a time of war highlights what those of us studying cultural communication see as a crucial site of study: the access and use of new media to transmit dissenting political commentary is arguably a sign of new counter-public spaces that coincide with increased mainstream media control and erosion of civil liberties surrounding free speech. In this particular instance, the strategic use of media by U.S. political administration to sell a morally questionable war to the public through deceptions and propaganda raises new questions about the transmission and phenomenon of truth claims in a digital age. In this essay I examine three sites through which satire is used to express political commentary in the convergent moment of repression combines with increased affordances. The examples I offer have been chosen because they illustrate what I recognize as a cultural shift, an emotional sea change even for staunch postmodernists: replacing Jameson’s characterization of the “waning of affect,” there has emerged renewed desire for truthfulness and accountability. What’s unique is that this insistence on the possibility of truthfulness is held in simultaneous contradiction with cynical distrust. The result is a paradoxical affective sentiment shared by many: the simultaneous belief that all truths are rhetorically constructed along with the shared certainty that we have been lied to, that this is wrong, and that there is a truthfulness that should be delivered. This demand is directed at the corrupted synergy created between media and politicians. The arguments used to counter the dominant content (and form) of transmission are made using new digital media. The sea-change in transmission is its multidirectionality, its frequency, and its own rapidly-changing modes of transmission. In short, communication and the political role of media has become exponentially complex in the simultaneous demand for truthfulness alongside the simultaneous awareness that all truth is constructed. Visual satire offers an ideal form to transmit the post-9/11 contradictions because irony turns on the unsaid; it uses the dominant forms of logic to express what is otherwise silenced as dissenting didacticism; it expresses horrors in forms that are palatable; it creates a sense of shared meaning and community by using the unsaid to create a recognition of the dominant culture as misrepresentation. While irony has been used for centuries as a political tool, what is unique about the digitally produced and disseminated cultures created through visual ironies after 9/11 is that these expressions explicitly reference again and again a desire for accountability. Much could be said about the history of political satire, and if space permitted I would develop here my discussion of affect and parody, best excavated beginning with a history of political satire moving up to current “fair use legislation” which legally protects those who perform parody, one subset of satire. A more general comment on the relation of humor to politics helps set a context for the relationship of satire to contemporary political transmissions I address. Humor … helps one only to bear somewhat better the unalterable; sometimes it reminds both the mighty and the weak that they are not to be taken seriously. …One’s understanding of political jokes obviously depends on one’s understanding of politics. At one level, politics is always a struggle for power. Along with persuasion and lies, advice and flattery, tokens of esteem and bribery, banishment and violence, obedience and treachery, the joke belongs to the rich treasury of the instruments of politics. We often hear that the political joke is an offensive weapon with which an aggressive, politically engaged person makes the arrangements or precautions of an opponent seem ridiculous. But even when political jokes serve defensive purposes, they are nonetheless weapons (Speier and Jackall 1998, 1352). The productions I am studying I define as digital dissent: the use of new media to engage in tactical media, culture jamming, or online civic participation that interrupts mainstream media narratives. The sites I am studying include multimedia memes, blogs, and mirrored streaming of cable-channel Comedy Central’s highly popular news satire. These three examples illustrate a key tension embedded in the activity of transmission: in their form (satirical) and content (U.S. mainstream media and U.S. politicians and mistakes) they critique prevailing (dominant) transmissions of mainstream media, and perform this transmission using mainstream media as the transmitter. The use of the existing forms to critique those same forms helpfully defines “tactical media,” so that, ironically, the transmission of mainstream news is satirized through content and form while in turn being transmitted via corporate-owned news show. The following illustrations of digital dissent employ irony and satire to transmit the contradictory emotional sensibilities: on the one hand, the awareness that all truth claims are constructed and on the other, a longing for truthful accountability from politicians and media. The Daily Show with Jon Stewart The Daily Show (TDS) with Jon Stewart is a highly-popular news satire. “The most trusted name in fake news” is transmitted four nights a week in the U.S. and Canada on cable television and often on another local network channel. TDS format uses “real” news clips from mainstream media – generally about Washington D.C. politics – and offers satirical and ironic commentary about the media representations as well as about the actions and speech of the politicians represented. Aired in Europe through CNN as well througha half-hour once weekly version, TDS is also streamed online both through Comedy Central’s official site as well as on mirrored independent streaming. The Daily Show has been airing for 6 years, has 1.7 million television viewers, a wide audience who view TDS online, and a larger segment of age 18-31 viewers than any other U.S. nightly news show (Friend 28). Jon Stewart has become an icon of a cross-partisan North American critique of George W. Bush in particular (though Stewart claims himself as non-partisan). Particularly since his appearance on CNN news debate show Crossfire and now poised to host the Academy Awards (two days until Oscar broadcast as I write), Jon Stewart emblematizes a faith in democracy, and demand for media accountability to standards of civic discourse seen as central to democracy. (In a March 2, 2006 blog-letter to Jon Stewart, Ariana Huffington warns him against losing his current political legitimacy by blowing it at the Oscars: “Interjecting too much political commentary – no matter how trenchant or hilarious – is like interrupting the eulogy at a funeral to make a political point … . At the same time, there is no denying the fact, Jon, that you are going to have the rapt attention of some 40 million Americans. Or that political satire – done right – can alter people’s perceptions (there’s a reason emperors have always banned court jesters in times of crisis). Or that a heaping dose of your perception-altering mockery would do the American body politic a load of good.”) “Stop hurting America” Stewart pleads with two mainstream news show hosts on the now-infamous Crossfire appearance, (an 11 minute clip easily found online or through ifilm.com). Stewart’s public shaming of mainstream media as partisan hackery theatre, “helping corporations and leaving all of us alone to mow our lawns,” became the top-cited media event in the blogosphere in 2004. The satirical form of The Daily Show illustrates how the unsaid functions as truth. Within the range of roles classically defined within the history of humor and satire, Jon Stewart represents the court jester (Jones). First, the unsaid often occurs literally through Stewart’s responses to material: the camera often shows simply his facial expression and speechlessness, which “says it all.” The unsaid also occurs visually through the ironic adoption of the familiar visuals of a news show: for example, situating the anchor person (Stewart) behind his obscenely large news desk. Part of this unsaid is an implicit questioning of the performed legitimacy of a news report. For viewers, The Daily Show displaces a dominant and enforced hegemonic cultural pastime: individuals in isolated living rooms tuned in to (and alienated by) the 11 o’clock dose of media spin about politicians’ and military versions of reality have been replaced by a new virtual solidarity of 1.2 million living rooms who share a recognition of deception. Ironically, as Bill Moyers expresses to Jon Stewart, “but when I report the news on this broadcast, people say I’m making it up. When you make it up, they say you’re telling the truth” (“Transcript”). The unsaid also functions by using actual existing logics, discourses, and even various familiar reiterated truth claims (the location of WMD; claims made by Hans Blix, etc.) and shifting the locutionary context of these slightly in order to create irony – putting “real” words into displaced contexts in a way that reveals the constructed-ness of the “real” and thereby creates an unsaid, shared commentary about the experience of feeling deceived by the media and by the Pentagon. Through its use of both “real” news footage combined with ironic “false” commentary, The Daily Show allows viewers to occupy the simultaneous space of cynicism and desire for truth: pleasure and satisfaction followed by a moment of panic or horror. Bush in 30 Seconds The Bushin30seconds campaign was begun by the organization MoveOn, who solicited entries from the public and received over 500 which were streamed as QuickTime videos on their Website. The guidelines were to use the form of a campaign ad, and the popularly-selected winner would be aired on major network television during the 2004 Superbowl. The majority of the Bushin30Seconds ads include content that directly addresses Bush’s deception and make pleas for truth, many explicitly addressing the demand for truth, the immorality of lies, and the problems that political deception pose for democracy (along with a research team, I am currently working on a three year project analyzing all of these in terms of their content, rhetorical form, and discursive strategies and will be surveying and interviewing the producers of the Bushin30Seconds. Our other two sites of study include political blogs about the U.S. invasion of Iraq, and online networks sparked by The Daily Show). The demand for truthfulness is well exemplified in the ad called “Polygraph” (see also #27 A Big Puzzle). This ad invokes a simulated polygraph – the polygraph being a classic instrument of rational positivism and surveillance – which measures for the viewer the “truth” quotient of Bush’s own “real” words. Of course, the polygraph is not actually connected to Bush’s body, and hence offers a visual symbolic “stand in” for the viewer’s own internal or collectively shared sensibility or truth meter. Illustrating my central argument about the expressed desire for truthfulness, the ad concludes with the phrase “Americans are dying for the truth.” Having examined 150 ads, it is remarkable how many of these – albeit via different cultural forms ranging from hip hop to animation to drama to pseudo-advertisement for a toy action figure – make a plea for accountability, not only on behalf of one’s own desire but often out of altruistic concern for others. The Yes Men I offer one final example to illustrate transmissions that disrupt dominant discourses. The Yes Men began their work when they created a website which “mirrored” the World Trade Organization site. Assumed to represent the WTO, they were subsequently offered invitations to give keynotes at various international conferences and press meetings of CEOs and business people. (Their work is documented in an hour-long film titled The Yes Men available at many video outlets and through their web site.) The main yes man, Bichlbaum, arrives to these large international meetings with careful attire and speech, and offers a straight-faced keynote with subversive content. For example, at a textile conference he suggests that slavery had been a very profitable form of labor and might be reintroduced as alternative to unionized labor. At another conference, he announced that the WTO had decided to disband because it has realized it is only causing harm to international trade and economy. In December 2004, the Yes Men struck again when they were invited by the BBC as representatives of DOW chemical on the 20th anniversary of the Union Carbide Bhopal accident in India. Those who watched the BBC news and Channel 4 and the hundreds of thousands who viewed these clips afterwards are made aware of the anniversary of the worst chemical accident in history; are apprised of the ongoing effects on the people of Bhopal; and hear an unusual primetime soundbyte lambasting the utter absence of social responsibility of corporations such as Dow Chemical. The Yes Men illustrate what some might call tactical media, some might call media terrorism, and what some aspire to in their own activism. “They compare their work to that of a “funhouse mirror” – exaggerating hideous features. ‘We do that kind of exaggeration operation, but with ideas. We agree with people – turning up the volume on their ideas as we talk, until they can see their ideas distorted in our funhouse mirror. Or that’s what we try to do anyhow. As it turns out, the image always seems to look normal to them,’ Bichlbaum said” (Marchlewski). Another article describes their goal as follows: When newspapers and television stations out their acts, it’s not just the Yes Men who get attention, but also the issues they address … . The impersonations, which the two call identity corrections, are intended to show, in a colorful and humorous way, what they say are errors of corporate and government ways. (Marchlewski 2005) In conclusion, these three examples illustrate the new media terrain of access and distribution which enables transmissions that arguably construct significant new public spheres constructed around a desire for truthfulness and accountability. While some may prefer “civil society,” I find the concept of a public useful because its connotations imply less regimentation. If the public sphere is in part constructed through the reflexive circulation of discourse, the imaginary relation with strangers, and with affect as a social glue (my addition to Michael Warner’s six features of a public), we have described some of the ways in which counterpublics are produced (Warner 2002; Boler, forthcoming). If address (the circulation and reception of a cultural production under consideration) in part constructs a public, how does one imagine the interactivity between the listener/bystander/participant and the broadcast or image? To what extent do the kinds of transmission I have discussed here invite new kinds of multi-directional interactivity, and to what extent do they replicate problematic forms of broadcast? Which kind of subject is assumed or produced by different “mediated” publics? What is the relationship of discourse and propaganda to action and materiality? These are some of the eternally difficult questions raised when one analyzes ideology and culture in relation to social change. It is indeed very difficult to trace what action follows from any particular discursive construction of publics. One can think of the endings of the 150 Finalists in the Bush in30 Seconds campaign, each with an explicit or implicit imperative: “think!” or “act!” What subject is hailed and invoked, and what relationship might exist between the invocation or imagining of that listener and that listener’s actual reception and translation of any transmission? The construction of a public through address is a key feature of the politics of representation and visions of social change through cultural production. Each of the three sites of productions I have analyzed illustrate a renewed call for faith in media as an institution which owes a civic responsibility to democracy. The iterations of calls for truthful accounts from media and politicians stand in tension with the simultaneous recognition of the complex social construction of any and all truth claims. The uncertainty about whether such transmissions constitute “an old form of parody and satire…or a new form of journalism” reflects the ongoing paradox of what Jon Stewart describes as a “new form of desperation.” For those who live in Western democracies, I suggest that the study of political transmission is best understood within this moment of convergence and paradox when we are haunted by paradoxical desires for truths. References “American Daily.” 7 Nov. 2003 http://www.americandaily.com/article/5951>. Boler, Megan. “Mediated Publics and the Crises of Democracy.” Philosophical Studies in Education 37 (2006, forthcoming), eds. Justen Infinito and Cris Mayo. Colebrook, Claire. Irony. London: Routledge, 2004. Jameson, Frederic. “Postmodernism and Consumer Society.” The Anti-Aesthetic. Ed. H. Foster. Seattle: Bay Press, 1983. Jones, Jeffrey. Entertaining Politics: New Political Television and Civic Culture. New York: Rowman and Littlefield Publishers, 2004. Fletcher, M.D. Contemporary Political Satire. New York: University Press of America, 1987. Friend, Tad. “Is It Funny Yet? Jon Stewart and the Comedy of Crisis”. The New Yorker 77.47 (11 Feb. 2002): 28(7). Huffington, Ariana. “Memo to Jon Stewart: Tread Lightly and Carry a Big Schtick.” 2 March 2006. 4 March 2006 http://www.huffingtonpost.com/arianna-huffington/memo-to-jon-stewart-trea_b_16642.html>. Latour, Bruno. “Why Has Critique Run Out of Steam? From Matters of Fact to Matters of Concern.” Critical Inquiry 30.2 (2004). http://www.uchicago.edu/research/jnl-crit-inq/issues/v30/30n2.Latour.html>. Marchlewski, Kathie. “Hoaxsters Target Dow, Midland Daily News.” 20 May 2005 http://www.theyesmen.org/articles/dowagmmidlanddailynews.html>. Speier, Hans, & Robert Jackall. “Wit and Politics: An Essay on Laughter and Power.” The American Journal of Sociology 103.5 (1998): 1352. “The News Hour with Jim Lehrer.” 8 Dec. 2005. http://www.pbs.org/newshour/bb/fedagencies/july-dec05/rumsfeld_12-08.html>. “Transcript – Bill Moyers Inverviews Jon Stewart.” 7 Nov. 2003 . Warner, Michael. “Publics and Counterpublics.” Public Culture 14.1 (2002): 49-90. Citation reference for this article MLA Style Boler, Megan. "The Transmission of Political Critique after 9/11: “A New Form of Desperation”?." M/C Journal 9.1 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0603/11-boler.php>. APA Style Boler, M. (Mar. 2006) "The Transmission of Political Critique after 9/11: “A New Form of Desperation”?," M/C Journal, 9(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0603/11-boler.php>.
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48

Harju, Anu A. "A Relational Approach to the Digital Self: Plus-Sized Bloggers and the Double-Edged Sword of Market-Compromised Identity." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1385.

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Abstract:
Digital Articulations of the Relational Self Identity continues to be one of the enduring topics in digital media research. This interdisciplinary take on the digital self extends the discussion in my dissertation (Harju) of contemporary articulations of the relational self in the digital context by focusing on potentiality of the evolving self. I adopt a relational approach to being (Gergen Relational) where the self is seen as always already a product of relations, borne out of them as well as dependent on them (Gergen Realities). The self as fluid and processual is reflective of our liquid times (Bauman), of globalisation and digitalisation where we are surrounded by global flows of images, taste and trends (Appadurai).The view of the self as a process underlies future-oriented action, emphasing the becoming of the self. The process of becoming implies the potential of the self that can be narrated into existence. The relational view of the self, perhaps indirectly, also posits the self as a temporal interface between the present and the future, as a site where change unfolds. It is therefore important to critically reflect on the kinds of potentialities we can discover and engage with and the kinds of futures (Berardi) we can construct.Extending Gergen’s conceptualisation of the kinds of relations to include non-human actors (e.g. media technologies) as well socio-cultural and economic forces allows me to explore the conflicting forces shaping the self, for example, the influence the market exerts on self-construction together with the media logics that guide digital self-production practices. Because of the market’s dominant position in today’s imagination, I seek to explore the relational processes of inclusion and exclusion that position individuals relative to as well as in terms of the market as more or less included or excluded subjects (Harju).The digital environment is a unique setting for identity projects as it provides spatial and temporal flexibility, the possibility for curation, consideration and reconstruction. At the same time, it lacks a certain historicity; as Smith and Watson note, the self constructed online lacks narrative beginning and end that in “analog life writing [are] distinguishable by birth or death” (90). While it is tempting therefore to assume that self-construction online is free from all constraints, this is not necessarily so as the self is nevertheless produced within the wider socio-cultural context in which it also needs to “make sense,” these conditions persisting across these modes of being. Self as a relational process inevitably connects what for analytical purposes may be called online and offline social spaces as there is a processual linkage, a relational flow, that connects any online entity to a form outside the digital realm.Media institutions and the process of mediation (Rak Boom!) shape the autobiographical practices (Poletti), and the notion of automedia was introduced as a way to incorporate images, text and technologies as constitutive in autobiographic accounts (Smith and Watson) and help see online life as life instead of mere representation (Rak "Life"). The automedial approach rejects essentialist accounts of the self, assuming rather that the self is called into being and constructed in and by the materiality of the medium, in the process of mediation. This furthermore entails a move beyond the literary in terms of autobiographies toward consideration of the enabling and restricting roles of media technologies in the kinds of selves that can be constructed (Maguire 74).Viewing the self as always already relationally emergent (Gergen Relational) and combining this view with the framework of automedial construction of the self allows us to bring into the examination of the digital self the socio-cultural and economic forces and the diverse discourses meeting at the site of the self. Importantly, the relational approach prioritises relations and therefore the self is constituted in a relational flow in a process of becoming, placing importance on the kinds of relational configurations where the becoming of the self takes place.This paper explores how the digital self is forged under the joint pressures of consumerist logic and media logics in the contemporary society where “being a consumer” is the predominant subjectivity (Firat; Bauman). I draw on sociology of consumption to examine the relational tensions shaping identity construction of marginalised individuals. To empirically illustrate the discussion I draw on a previous study (Harju and Huovinen) on plus-sized fashion blogging and examine fatshion blogging as a form of automedia (see also Rak "Digital" on blogs).Plus-Sized Fashion Bloggers and Market-Mediated IdentityPlus-sized fashion bloggers, “fatshionistas,” actively seek social and cultural inclusion by way of fashion. As a collective activity, plus-sized fashion blogging is more than diary writing (see also Rak Digital) but also more than fashion blogging: the blogs constitute “networked, collective and active consumer resistance,” illuminating “marginalised consumers’ identity work at the intersection of commercial culture and the counter-representations of traditional femininity” (Harju and Huovinen 1603). Blogging resistant or subversive identities into being is thus also a form of activism and political action (Connell). As a form of automedia and autobiographical production, fatshion blogging has as its agenda the construction of alternative subjectivities and carving out a legitimate social space in the “fatosphere,” “a loosely interconnected network of online resources aimed at creating a safe space where individuals can counter fat prejudice, resist misconceptions of fat, engage in communal experiences and promote positive understandings of fat” (Gurrieri and Cherrier 279). Fashion blogs are rich in self-images portraying “fat fashion”: thus, not only fashion as a physical medium and the images representative of such materiality, but also the body acts as a medium.Plus-sized fashion bloggers feel marginalised as women due to body size but they also face rejection in and by the market. Normalised discourses around fashion and the female body as one that is fashioned render fashion blogging an avenue to normativity (Berlant): the symbolic power of taste (Bourdieu) embedded in fashion is harnessed to construct the desired self and to mobilise discourses of acceptable subjectivity. However, it is these very discourses that also construct the “state of being fat” as deviant and stigmatise the larger body as something falling outside the definition of good taste (LeBesco).The description on the Fatshionista! Livejournal page summarizes the agenda that despite the focus on fashion carries political undertones:Welcome, fatshionistas! We are a diverse fat-positive, anti-racist, disabled-friendly, trans-inclusive, queer-flavored, non-gender-specific community, open to everyone. Here we will discuss the ins and outs of fat fashions, seriously and stupidly--but above all--standing tall, and with panache. We fatshionistas are self-accepting despite The Man's Saipan-made boot at our chubby, elegant throats. We are silly, and serious, and want shit to fit.In a previous study (Harju and Huovinen) on the conflicted identity construction of plus-sized fashion bloggers (see also Gurrieri and Cherrier; Limatius) we found the complex performative tactics used in constructing the plus-sized blogger identity both resisted the market as well as embraced it: the bloggers seek similarity via appeals to normativity (see also Coleman and Figueroa) yet underline difference by rejecting the demands of normative ideals.The bloggers’ similarity seeking tactics (Harju and Huovinen) emphasise shared commonalities with the feminine ideals (ultra-femininity, posing and girliness) and on the face of it contribute to reproducing not only the gendered self but also the market-compromised self that endorses a very specific type of femininity. The plus-sized blogger identity, although inherently subversive as it seeks to challenge and expand the repertoire and imagery available to women, nevertheless seeks inclusion by way of the market, the very same that rejected them as “consumers”. This relational tension is negotiated on the blogs, and resistance emerges through articulating difference.Thus, the bloggers’ diversity asserting tactics (Harju and Huovinen) add to the complexity of the identity project and constitute explicit resistance, giving rise to resistant consumer identity. Bodily differences are highlighted (e.g. the bigger body is embraced, skin and body revealed rather than concealed) as the bloggers take control of how they are represented, using media to challenge the market that defines acceptable femininity in ways that ostracises fat women. The contradictory processes at the site of the self give rise to relational tension (Gergen Relational) and blogging offers a site for collective negotiation. For the plus-sized bloggers, to be included means no longer occupying the margins: self-images displaying the fat body contribute to corporeal empowerment (Harju and Huovinen) where flaunting the fat body helps construct the identity of a “fatshionista” blogger liberated from shame and stigma attached to the bigger body:I decided to start this blog after being a regular poster on the Fatshionista LiveJournal community. Finding that community changed my whole outlook on life, I was fat (still am) & unhappy with myself (not so much now). I was amazed to find a place where fat people celebrated their bodies, instead of being ashamed. (Harju and Huovinen 1614).The fatshion blog as a form of automedia is driven by the desire for change in the social circumstances where self-construction can take place, toward the future potential of the self, by diversifying acceptable subject positions and constructing novel identification points for fat women. The means are limited, however, and despite the explicit agenda of promoting body positivity, the collective aspirations are rooted in consumption and realised in the realm of fashion and the market.The question, therefore, is whether resistance outside the market is possible when so much of our social existence is bound up with the market and consumerist logic, or whether the desire for inclusion, manifest in aspirational normativity (Berlant) with the promise of social acceptance linked to normative way of life, necessitates market participation and the adoption of consumer subjectivity? Consumer subjectivity offers normative intelligibility in the various expressions of identity, providing tools for the becoming of an included subject. However, it raises the question of whether resistant identity can occur outside the market and outside the logic of consumption when it seeks social inclusion.Market-compromised identity is a double-edged sword; while participation via the market may help construct a self that is intelligible, market participation also disciplines the subject to take part in a certain way, of becoming a certain type of consuming subject, all the time harnessing the self for the benefit of the market. With no beginning or an end, the digital self is in constant processual flux, responding to conflicting relational input. The market adds to this complexity as “the neoliberal subject is compelled to participate in society as both an enthusiastic consumer and as a self-controlled subject” (Guthman 193).Social Imaginaries as Horizons of Constrained Possibility Identity possibilities are inscribed in the popular imagination, and the concept of social imaginary (Castoriadis; Taylor) provides a useful lens through which to examine articulations of the digital self. Social imaginaries are not unitary constructions and different imaginaries are evoked in different contexts. Likewise, although often shared, they are nevertheless unique to the individual, presenting as a terrain of conceivable action befitting of the individual engaged in the act of imagining.In our socially saturated times relational input is greater than ever (Gergen Relational). Imagining now draws on a wider range of identity possibilities, the ways of imagining the self being reflective of the values of any given time. Both consumption and media infiltrate the social imagination which today is not only compromised by market logic but has become constitutive of a terrain where the parameters for inclusion, change and resistance are limited. Practices of performing desirable femininity normalise a certain way of being and strike a constitutive boundary between what is desirable and what is not. The plus-sized fashion blogging makes visible the lack of diversity in the popular imagination (Harju and Huovinen) while fatshion blogging also reveals what possibilities there are for inclusion (i.e. via consumption and by mobilising normative femininity) and where the boundaries of identity work lie (see also Connell).The fat body is subjected to discipline (Giovanelli and Ostertag; LeBesco) and “becoming fat” is regularly viewed as a lack of control. Not limited to fat subjects, the prevalent discourses of the self emphasise control and responsibility for the self (rather than community), often masquerading as self-approval. The same discourses, however, highlight work on the self (McRobbie) and cultivating the self by various means of self-management or self-tracking (Rettberg). Such self-disciplining carries the implication of the self as somewhat lacking (Skeggs Imagining, Exchange), of being in some way unintelligible (Butler).In plus-sized blogging, the fat body needs to be subjected to fashioning to become intelligible within the dominant discourses in the public sphere. The fatshionista community is a politically oriented movement that rejects the normative demands governing the body, yet regimes of ‘self-improvement’ are evident on the individual blogs displaying the fashioned body, which is befitting of the normative understandings of the female subject as sexualised, as something to be consumed (see also Maguire). Contrary to the discourses of fat female subjects where the dimension of sexuality is largely absent, this is also linked to the problematics related to the visibility of female subjects. The negotiation of relational tension is manifest as negotiation of competing discourses where bloggers adopt the hegemonic visual discourses to subvert the stigmatising discourses that construct the fat female subject as lacking. Utilising media logics (e.g. micro-celebrity) to gain visibility as fat subjects is an important aspect of the fatshionistas’ automedial self-construction.I argue that social imaginaries that feed into identity construction and offer pathways to normalcy cannot be seen simply and only as enabling, but instead they construct horizons of constrained possibility (Harju), thereby imposing limitations to the kind of acceptable identity positions marginalised individuals can seek. Digital productions form chains of symbolic entities and acquire their meaning by being interconnected as well as by being connected to popular social imaginaries. Thus, the narrative construction of the self in the digital production, and the recognition of the self in the becoming, is the very utility of the digital object. This is because through the digital artefact the individual becomes relationally linked to chains of significations (Harju). Through such linkages and subverted discourses, the disenfranchised may become enfranchised.Toward Horizons of Potentiality and PossibilityThe relational self is a process under continual change and thus always becoming. This approach opens up new avenues for exploring the complexities of the digital self that is never ‘just’ a reproduction. Automedia entails both the media about the maker (the subject) and the process of mediating the self (Rak "Life" 161) The relational approach helps overcome the binary distinction in modes of being (online versus offline), instead bringing into focus the relational flow between various articulations of the self in different relational scenarios. Then perhaps the question is not “what kinds of selves become or are borne digital” (Rak Life 177), but what kinds of selves are possible in the first place under the current conditions that include the digital as one mode of being, mediating the becoming, with the digital as one relational space of articulation of the self among many.Where in On Being Online I discussed the constraining effects of market ideology embedded in social imaginaries on how the self can be articulated, Berardi in his book Futurability offers a more optimistic take, noting how the different paths we take result in different possibilities becoming realised, resulting in different social realities in the future. Future is not a linear development from the present; rather, the present harbours the potential for multiple futures. Berardi notes how the “[f]uture is not prescribed but inscribed, so it must be selected and extracted through interpretation” (236). Despite the dominant code - which in our times is consumption (Baudrillard) - hindering the process of interpretation, there is hope in Berardi’s notion of inscribed possibilities for resistance and change, for different ways of being and becoming.This is the space the plus-sized fashion bloggers occupy as they grasp the potentialities in the present and construct new ways of being that unfold as different social realities in the future. In blogging, platform affordances together with other media technologies are intertwined with future-oriented life narration in the construction of the fatshionista identity which involves retrospective interpretation of life experiences as a fat woman as well as self-liberation in the form of conscious rejection of the dominant discourses around fat female subjects.The digital self is able to negotiate such diverse, even conflicting forces in the active shaping of the social reality of its existence. Blogging as automedia can constitute an act of carving out alternative futures not limited to the digital realm. Perhaps when freed from aspirational normativity (Berlant) we are able to recover hope in the inscribed possibilities that might also hide the potential for a transition from a subjectivity enslaved to the market logic (see Firat Violence) to a self actively engaged in changing the social circumstances and the conditions in which subjectivity is construed (see Firat and Dholakia). In the becoming, the digital self occupies a place between the present and the future, enmeshed in various discourses of aspiration, mediated by material practices of consumption and articulated within the limits of current media practices (Harju). A self in the making, it is variably responsive to the multitude of relational forces continually flowing at the site of it.Although the plus-sized bloggers’ identity work can be seen as an attempt to transform or discipline the self into something more intelligible that better fits the existing narratives of the self, they are also adding new narratives to the repertoire. If we adopt the view of self-conception as discourse about the self, that is, “the performance of languages available in the public sphere” (Gergen, Realities 185) whereby the self is made culturally intelligible by way of narration within ongoing relationships, we can see how the existing cultural discourses of the self are not only inclusive, but also alienating and othering. There is a need for identity politics that encourage the production of alternative discourses of the self for more inclusive practices of imagining. 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49

Wise, Jenny, and Lesley McLean. "Making Light of Convicts." M/C Journal 24, no. 1 (March 15, 2021). http://dx.doi.org/10.5204/mcj.2737.

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Introduction The social roles of alcohol consumption are rich and varied, with different types of alcoholic beverages reflecting important symbolic and cultural meanings. Sparkling wine is especially notable for its association with secular and sacred celebrations. Indeed, sparkling wine is rarely drunk as a matter of routine; bottles of such wine signal special occasions, heightened by the formality and excitement associated with opening the bottle and controlling (or not!) the resultant fizz (Faith). Originating in England and France in the late 1600s, sparkling wine marked a dramatic shift in winemaking techniques, with winemakers deliberately adding “fizz” or bubbles to their product (Faith). The resulting effervescent wines were first enjoyed by the social elite of European society, signifying privilege, wealth, luxury and nobility; however, new techniques for producing, selling and distributing the wines created a mass consumer culture (Guy). Production of Australian sparkling wines began in the late nineteenth century and consumption remains popular. As a “new world” country – that is, one not located in the wine producing areas of Europe – Australian sparkling wines cannot directly draw on the same marketing traditions as those of the “old world”. One enterprising company, Treasury Wine Estates, markets a range of wines, including a sparkling variety, called 19 Crimes, that draws, not on European traditions tied to luxury, wealth and prestige, but Australia’s colonial history. Using Augmented Reality and interactive story-telling, 19 Crimes wine labels feature convicts who had committed one or more of 19 crimes punishable by transportation to Australia from Britain. The marketing of sparkling wine using convict images and convict stories of transportation have not diminished the celebratory role of consuming “bubbly”. Rather, in exploring the marketing techniques employed by the company, particularly when linked to the traditional drink of celebration, we argue that 19 Crimes, while fun and informative, nevertheless romanticises convict experiences and Australia’s convict past. Convict Heritage and Re-Appropriating the Convict Image Australia’s cultural heritage is undeniably linked to its convict past. Convicts were transported to Australia from England and Ireland over an 80-year period between 1788-1868. While the convict system in Australia was not predominantly characterised by incarceration and institutionalisation (Jones 18) the work they performed was often forced and physically taxing, and food and clothing shortages were common. Transportation meant exile, and “it was a fierce punishment that ejected men, women and children from their homelands into distant and unknown territories” (Bogle 23). Convict experiences of transportation often varied and were dependent not just on the offender themselves (for example their original crime, how willing they were to work and their behaviour), but also upon the location they were sent to. “Normal” punishment could include solitary confinement, physical reprimands (flogging) or hard labour in chain gangs. From the time that transportation ceased in the mid 1800s, efforts were made to distance Australia’s future from the “convict stain” of its past (Jones). Many convict establishments were dismantled or repurposed with the intent of forgetting the past, although some became sites of tourist visitation from the time of closure. Importantly, however, the wider political and social reluctance to engage in discourse regarding Australia’s “unsavoury historical incident” of its convict past continued up until the 1970s (Jones 26). During the 1970s Australia’s convict heritage began to be discussed more openly, and indeed, more favourably (Welch 597). Many today now view Australia’s convicts as “reluctant pioneers” (Barnard 7), and as such they are celebrated within our history. In short, the convict heritage is now something to be celebrated rather than shunned. This celebration has been capitalised upon by tourist industries and more recently by wine label 19 Crimes. “19 Crimes: Cheers to the Infamous” The Treasury Wine Estates brand launched 19 Crimes in 2011 to a target population of young men aged between 18 and 34 (Lyons). Two limited edition vintages sold out in 2011 with “virtually no promotion” (19 Crimes, “Canadians”). In 2017, 19 Crimes became the first wine to use an Augmented Reality (AR) app (the app was later renamed Living Wines Labels in 2018) that allowed customers to hover their [smart] phone in front of a bottle of the wine and [watch] mugshots of infamous 18th century British criminals come to life as 3D characters who recount their side of the story. Having committed at least one of the 19 crimes punishable by exile to Australia, these convicts now humor and delight wine drinkers across the globe. (Lirie) Given the target audience of the 19 Crimes wine was already 18-34 year old males, AR made sense as a marketing technique. Advertisers are well aware the millennial generation is “digitally empowered” and the AR experience was created to not only allow “consumers to engage with 19 Crimes wines but also explore some of the stories of Australia’s convict past … [as] told by the convicts-turned-colonists themselves!” (Lilley cited in Szentpeteri 1-2). The strategy encourages people to collect convicts by purchasing other 19 Crimes alcohol to experience a wider range of stories. The AR has been highly praised: they [the labels] animate, explaining just what went down and giving a richer experience to your beverage; engaging both the mind and the taste buds simultaneously … . ‘A fantastic app that brings a little piece of history to life’, writes one user on the Apple app store. ‘I jumped out of my skin when the mugshot spoke to me’. (Stone) From here, the success of 19 Crimes has been widespread. For example, in November 2020, media reports indicated that 19 Crimes red wine was the most popular supermarket wine in the UK (Lyons; Pearson-Jones). During the UK COVID lockdown in 2020, 19 Crimes sales increased by 148 per cent in volume (Pearson-Jones). This success is in no small part to its innovative marketing techniques, which of course includes the AR technology heralded as a way to enhance the customer experience (Lirie). The 19 Crimes wine label explicitly celebrates infamous convicts turned settlers. The website “19 Crimes: Cheers to the Infamous” incorporates ideas of celebration, champagne and bubbles by encouraging people to toast their mates: the convicts on our wines are not fiction. They were of flesh and blood, criminals and scholars. Their punishment of transportation should have shattered their spirits. Instead, it forged a bond stronger than steel. Raise a glass to our convict past and the principles these brave men and women lived by. (19 Crimes, “Cheers”) While using alcohol, and in particular sparkling wine, to participate in a toasting ritual is the “norm” for many social situations, what is distinctive about the 19 Crimes label is that they have chosen to merchandise and market known offenders for individuals to encounter and collect as part of their drinking entertainment. This is an innovative and highly popular concept. According to one marketing company: “19 Crimes Wines celebrate the rebellious spirit of the more than 160,000 exiled men and women, the rule breakers and law defying citizens that forged a new culture and national spirit in Australia” (Social Playground). The implication is that by drinking this brand of [sparkling] wine, consumers are also partaking in celebrating those convicts who “forged” Australian culture and national spirit. In many ways, this is not a “bad thing”. 19 Crimes are promoting Australian cultural history in unique ways and on a very public and international scale. The wine also recognises the hard work and success stories of the many convicts that did indeed build Australia. Further, 19 Crimes are not intentionally minimising the experiences of convicts. They implicitly acknowledge the distress felt by convicts noting that it “should have shattered their spirits”. However, at times, the narratives and marketing tools romanticise the convict experience and culturally reinterpret a difficult experience into one of novelty. They also tap into Australia’s embracement of larrikinism. In many ways, 19 Crimes are encouraging consumers to participate in larrikin behaviour, which Bellanta identifies as being irreverent, mocking authority, showing a disrespect for social subtleties and engaging in boisterous drunkenness with mates. Celebrating convict history with a glass of bubbly certainly mocks authority, as does participating in cultural practices that subvert original intentions. Several companies in the US and Europe are now reportedly offering the service of selling wine bottle labels with customisable mugshots. Journalist Legaspi suggests that the perfect gift for anyone who wants a sparkling wine or cider to toast with during the Yuletide season would be having a customisable mugshot as a wine bottle label. The label comes with the person’s mugshot along with a “goofy ‘crime’ that fits the person-appealing” (Sotelo cited in Legaspi). In 2019, Social Playground partnered with MAAKE and Dan Murphy's stores around Australia to offer customers their own personalised sticker mugshots that could be added to the wine bottles. The campaign was intended to drive awareness of 19 Crimes, and mugshot photo areas were set up in each store. Customers could then pose for a photo against the “mug shot style backdrop. Each photo was treated with custom filters to match the wine labels actual packaging” and then printed on a sticker (Social Playground). The result was a fun photo moment, delivered as a personalised experience. Shoppers were encouraged to purchase the product to personalise their bottle, with hundreds of consumers taking up the offer. With instant SMS delivery, consumers also received a branded print that could be shared so [sic] social media, driving increased brand awareness for 19 Crimes. (Social Playground) While these customised labels were not interactive, they lent a unique and memorable spin to the wine. In many circumstances, adding personalised photographs to wine bottles provides a perfect and unique gift; yet, could be interpreted as making light of the conditions experienced by convicts. However, within our current culture, which celebrates our convict heritage and embraces crime consumerism, the reframing of a mugshot from a tool used by the State to control into a novelty gift or memento becomes culturally acceptable and desirable. Indeed, taking a larrikin stance, the reframing of the mugshot is to be encouraged. It should be noted that while some prisons were photographing criminals as early as the 1840s, it was not common practice before the 1870s in England. The Habitual Criminals Act of 1869 has been attributed with accelerating the use of criminal photographs, and in 1871 the Crimes Prevention Act mandated the photographing of criminals (Clark). Further, in Australia, convicts only began to be photographed in the early 1870s (Barnard) and only in Western Australia and Port Arthur (Convict Records, “Resources”), restricting the availability of images which 19 Crimes can utilise. The marketing techniques behind 19 Crimes and the Augmented app offered by Living Wines Labels ensure that a very particular picture of the convicts is conveyed to its customers. As seen above, convicts are labelled in jovial terms such as “rule breakers”, having a “rebellious spirit” or “law defying citizens”, again linking to notions of larrikinism and its celebration. 19 Crimes have been careful to select convicts that have a story linked to “rule breaking, culture creating and overcoming adversity” (19 Crimes, “Snoop”) as well as convicts who have become settlers, or in other words, the “success stories”. This is an ingenious marketing strategy. Through selecting success stories, 19 Crimes are able to create an environment where consumers can enjoy their bubbly while learning about a dark period of Australia’s heritage. Yet, there is a distancing within the narratives that these convicts are actually “criminals”, or where their criminal behaviour is acknowledged, it is presented in a way that celebrates it. Words such as criminals, thieves, assault, manslaughter and repeat offenders are foregone to ensure that consumers are never really reminded that they may be celebrating “bad” people. The crimes that make up 19 Crimes include: Grand Larceny, theft above the value of one shilling. Petty Larceny, theft under one shilling. Buying or receiving stolen goods, jewels, and plate... Stealing lead, iron, or copper, or buying or receiving. Impersonating an Egyptian. Stealing from furnished lodgings. Setting fire to underwood. Stealing letters, advancing the postage, and secreting the money. Assault with an intent to rob. Stealing fish from a pond or river. Stealing roots, trees, or plants, or destroying them. Bigamy. Assaulting, cutting, or burning clothes. Counterfeiting the copper coin... Clandestine marriage. Stealing a shroud out of a grave. Watermen carrying too many passengers on the Thames, if any drowned. Incorrigible rogues who broke out of Prison and persons reprieved from capital punishment. Embeuling Naval Stores, in certain cases. (19 Crimes, “Crimes”) This list has been carefully chosen to fit the narrative that convicts were transported in the main for what now appear to be minimal offences, rather than for serious crimes which would otherwise have been punished by death, allowing the consumer to enjoy their bubbly without engaging too closely with the convict story they are experiencing. The AR experience offered by these labels provides consumers with a glimpse of the convicts’ stories. Generally, viewers are told what crime the convict committed, a little of the hardships they encountered and the success of their outcome. Take for example the transcript of the Blanc de Blancs label: as a soldier I fought for country. As a rebel I fought for cause. As a man I fought for freedom. My name is James Wilson and I fight to the end. I am not ashamed to speak the truth. I was tried for treason. Banished to Australia. Yet I challenged my fate and brought six of my brothers to freedom. Think that we have been nearly nine years in this living tomb since our first arrest and that it is impossible for mind or body to withstand the continual strain that is upon them. One or the other must give way. While the contrived voice of James Wilson speaks about continual strain on the body and mind, and having to live in a “living tomb” [Australia] the actual difficulties experienced by convicts is not really engaged with. Upon further investigation, it is also evident that James Wilson was not an ordinary convict, nor was he strictly tried for treason. Information on Wilson is limited, however from what is known it is clear that he enlisted in the British Army at age 17 to avoid arrest when he assaulted a policeman (Snoots). In 1864 he joined the Irish Republican Brotherhood and became a Fenian; which led him to desert the British Army in 1865. The following year he was arrested for desertion and was convicted by the Dublin General Court Martial for the crime of being an “Irish rebel” (Convict Records, “Wilson”), desertion and mutinous conduct (photo from the Wild Geese Memorial cited in The Silver Voice). Prior to transportation, Wilson was photographed at Dublin Mountjoy Prison in 1866 (Manuscripts and Archives Division), and this is the photo that appears on the Blanc de Blancs label. He arrived in Fremantle, Western Australia on 9 January 1868. On 3 June 1869 Wilson “was sentenced to fourteen days solitary, confinement including ten days on bread and water” (photo from the Wild Geese Memorial cited in The Silver Voice) for an unknown offence or breach of conduct. A few years into his sentence he sent a letter to a fellow Fenian New York journalist John Devoy. Wilson wrote that his was a voice from the tomb. For is not this a living tomb? In the tomb it is only a man’s body is good for the worms but in this living tomb the canker worm of care enters the very soul. Think that we have been nearly nine years in this living tomb since our first arrest and that it is impossible for mind or body to withstand the continual strain that is upon them. One or the other must give way. (Wilson, 1874, cited in FitzSimons; emphasis added) Note the last two lines of the extract of the letter have been used verbatim by 19 Crimes to create their interactive label. This letter sparked a rescue mission which saw James Wilson and five of his fellow prisoners being rescued and taken to America where Wilson lived out his life (Reid). This escape has been nicknamed “The Great Escape” and a memorial was been built in 2005 in Rockingham where the escape took place. While 19 Crimes have re-created many elements of Wilson’s story in the interactive label, they have romanticised some aspects while generalising the conditions endured by convicts. For example, citing treason as Wilson’s crime rather than desertion is perhaps meant to elicit more sympathy for his situation. Further, the selection of a Fenian convict (who were often viewed as political prisoners that were distinct from the “criminal convicts”; Amos) allows 19 Crimes to build upon narratives of rule breaking by focussing on a convict who was sent to Australia for fighting for what he believed in. In this way, Wilson may not be seen as a “real” criminal, but rather someone to be celebrated and admired. Conclusion As a “new world” producer of sparkling wine, it was important for 19 Crimes to differentiate itself from the traditionally more sophisticated market of sparkling-wine consumers. At a lower price range, 19 Crimes caters to a different, predominantly younger, less wealthy clientele, who nevertheless consume alcoholic drinks symbolic to the occasion. The introduction of an effervescent wine to their already extensive collection encourages consumers to buy their product to use in celebratory contexts where the consumption of bubbly defines the occasion. The marketing of Blanc de Blancs directly draws upon ideas of celebration whilst promoting an image and story of a convict whose situation is admired – not the usual narrative that one associates with celebration and bubbly. Blanc de Blancs, and other 19 Crimes wines, celebrate “the rules they [convicts] broke and the culture they built” (19 Crimes, “Crimes”). This is something that the company actively promotes through its website and elsewhere. Using AR, 19 Crimes are providing drinkers with selective vantage points that often sensationalise the reality of transportation and disengage the consumer from that reality (Wise and McLean 569). Yet, 19 Crimes are at least engaging with the convict narrative and stimulating interest in the convict past. Consumers are being informed, convicts are being named and their stories celebrated instead of shunned. Consumers are comfortable drinking bubbly from a bottle that features a convict because the crimes committed by the convict (and/or to the convict by the criminal justice system) occurred so long ago that they have now been romanticised as part of Australia’s colourful history. The mugshot has been re-appropriated within our culture to become a novelty or fun interactive experience in many social settings. For example, many dark tourist sites allow visitors to take home souvenir mugshots from decommissioned police and prison sites to act as a memento of their visit. The promotional campaign for people to have their own mugshot taken and added to a wine bottle, while now a cultural norm, may diminish the real intent behind a mugshot for some people. For example, while drinking your bubbly or posing for a fake mugshot, it may be hard to remember that at the time their photographs were taken, convicts and transportees were “ordered to sit for the camera” (Barnard 7), so as to facilitate State survelliance and control over these individuals (Wise and McLean 562). Sparkling wine, and the bubbles that it contains, are intended to increase fun and enjoyment. Yet, in the case of 19 Crimes, the application of a real-life convict to a sparkling wine label adds an element of levity, but so too novelty and romanticism to what are ultimately narratives of crime and criminal activity; thus potentially “making light” of the convict experience. 19 Crimes offers consumers a remarkable way to interact with our convict heritage. The labels and AR experience promote an excitement and interest in convict heritage with potential to spark discussion around transportation. The careful selection of convicts and recognition of the hardships surrounding transportation have enabled 19 Crimes to successfully re-appropriate the convict image for celebratory occasions. References 19 Crimes. “Cheers to the Infamous.” 19 Crimes, 2020. 14 Dec. 2020 <https://www.19crimes.com>. ———. “The 19 Crimes.” 19 Crimes, 2020. 14 Dec. 2020 <https://www.19crimes.com/en-au/the-19-crimes>. ———. “19 Crimes Announces Multi-Year Partnership with Entertainment Icon Snoop Dogg.” PR Newswire 16 Apr. 2020. 15 Dec. 2020 <https://www.prnewswire.com/news-releases/19-crimes-announces-multi-year-partnership-with-entertainment-icon-snoop-dogg-301041585.html>. ———. “19 Crimes Canadians Not Likely to Commit, But Clamouring For.” PR Newswire 10 Oct. 2013. 15 Dec. 2020 <https://www.prnewswire.com/news-releases/19-crimes-canadians-not-likely-to-commit-but-clamouring-for-513086721.html>. Amos, Keith William. The Fenians and Australia c 1865-1880. Doctoral thesis, UNE, 1987. <https://hdl.handle.net/1959.11/12781>. Barnard, Edwin. Exiled: The Port Arthur Convict Photographs. Canberra: National Library of Australia, 2010. Bellanta, Melissa. Larrikins: A History. University of Queensland Press. Bogle, Michael. Convicts: Transportation and Australia. Sydney: Historic Houses Trust of New South Wales, 2008. Clark, Julia. ‘Through a Glass, Darkly’: The Camera, the Convict and the Criminal Life. PhD Dissertation, University of Tasmania, 2015. Convict Records. “James Wilson.” Convict Records 2020. 15 Dec. 2020 <https://convictrecords.com.au/convicts/wilson/james/72523>. ———. “Convict Resources.” Convict Records 2021. 23 Feb. 2021 <https://convictrecords.com.au/resources>. Faith, Nicholas. The Story of Champagne. Oxford: Infinite Ideas, 2016. FitzSimons, Peter. “The Catalpa: How the Plan to Break Free Irish Prisoners in Fremantle Was Hatched, and Funded.” Sydney Morning Herald 21 Apr. 2019. 15 Dec. 2020 <https://www.smh.com.au/entertainment/books/the-catalpa-how-the-plan-to-break-free-irish-prisoners-in-fremantle-was-hatched-and-funded-20190416-p51eq2.html>. Guy, Kolleen. When Champagne Became French: Wine and the Making of a National identity. Baltimore, Maryland: Johns Hopkins UP, 2007. Jones, Jennifer Kathleen. Historical Archaeology of Tourism at Port Arthur, Tasmania, 1885-1960. PhD Dissertation, Simon Fraser University, 2016. Legaspi, John. “Need a Wicked Gift Idea? Try This Wine Brand’s Customizable Bottle Label with Your Own Mugshot.” Manila Bulletin 18 Nov. 2020. 14 Dec. 2020 <https://mb.com.ph/2020/11/18/need-a-wicked-gift-idea-try-this-wine-brands-customizable-bottle-label-with-your-own-mugshot/>. Lirie. “Augmented Reality Example: Marketing Wine with 19 Crimes.” Boot Camp Digital 13 Mar. 2018. 15 Dec. 2020 <https://bootcampdigital.com/blog/augmented-reality-example-marketing-wine-19-crimes/>. Lyons, Matthew. “19 Crimes Named UK’s Favourite Supermarket Wine.” Harpers 23 Nov. 2020. 14 Dec. 2020 <https://harpers.co.uk/news/fullstory.php/aid/28104/19_Crimes_named_UK_s_favourite_supermarket_wine.html>. Manuscripts and Archives Division, The New York Public Library. "John O'Reilly, 10th Hussars; Thomas Delany; James Wilson, See James Thomas, Page 16; Martin Hogan, See O'Brien, Same Page (16)." The New York Public Library Digital Collections. 1866. <https://digitalcollections.nypl.org/items/510d47dc-9768-a3d9-e040-e00a18064a99>. Pearson-Jones, Bridie. “Cheers to That! £9 Bottle of Australian Red Inspired by 19 Crimes That Deported Convicts in 18th Century Tops List as UK’s Favourite Supermarket Wine.” Daily Mail 22 Nov. 2020. 14 Dec. 2020 <https://www.dailymail.co.uk/femail/food/article-8933567/19-Crimes-Red-UKs-favourite-supermarket-wine.html>. Reid, Richard. “Object Biography: ‘A Noble Whale Ship and Commander’ – The Catalpa Rescue, April 1876.” National Museum of Australia n.d. 15 Dec. 2020 <https://www.nma.gov.au/__data/assets/pdf_file/0015/2553/NMA_Catalpa.pdf>. Snoots, Jen. “James Wilson.” Find A Grave 2007. 15 Dec. 2020 <https://www.findagrave.com/memorial/19912884/james-wilson>. Social Playground. “Printing Wine Labels with 19 Crimes.” Social Playground 2019. 14 Dec. 2020 <https://www.socialplayground.com.au/case-studies/maake-19-crimes>. Stone, Zara. “19 Crimes Wine Is an Amazing Example of Adult Targeted Augmented Reality.” Forbes 12 Dec. 2017. 15 Dec. 2020 <https://www.forbes.com/sites/zarastone/2017/12/12/19-crimes-wine-is-an-amazing-example-of-adult-targeted-augmented-reality/?sh=492a551d47de>. Szentpeteri, Chloe. “Sales and Marketing: Label Design and Printing: Augmented Reality Bringing Bottles to Life: How Treasury Wine Estates Forged a New Era of Wine Label Design.” Australian and New Zealand Grapegrower and Winemaker 654 (2018): 84-85. The Silver Voice. “The Greatest Propaganda Coup in Fenian History.” A Silver Voice From Ireland 2017. 15 Dec. 2020 <https://thesilvervoice.wordpress.com/tag/james-wilson/>. Welch, Michael. “Penal Tourism and the ‘Dream of Order’: Exhibiting Early Penology in Argentina and Australia.” Punishment & Society 14.5 (2012): 584-615. Wise, Jenny, and Lesley McLean. “Pack of Thieves: The Visual Representation of Prisoners and Convicts in Dark Tourist Sites.” The Palgrave Handbook of Incarceration in Popular Culture. Eds. Marcus K. Harmes, Meredith A. Harmes, and Barbara Harmes. Switzerland: Palgrave Macmillan, 2020. 555-73.
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50

Droumeva, Milena. "Curating Everyday Life: Approaches to Documenting Everyday Soundscapes." M/C Journal 18, no. 4 (August 10, 2015). http://dx.doi.org/10.5204/mcj.1009.

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In the last decade, the cell phone’s transformation from a tool for mobile telephony into a multi-modal, computational “smart” media device has engendered a new kind of emplacement, and the ubiquity of technological mediation into the everyday settings of urban life. With it, a new kind of media literacy has become necessary for participation in the networked social publics (Ito; Jenkins et al.). Increasingly, the way we experience our physical environments, make sense of immediate events, and form impressions is through the lens of the camera and through the ear of the microphone, framed by the mediating possibilities of smartphones. Adopting these practices as a kind of new media “grammar” (Burn 29)—a multi-modal language for public and interpersonal communication—offers new perspectives for thinking about the way in which mobile computing technologies allow us to explore our environments and produce new types of cultural knowledge. Living in the Social Multiverse Many of us are concerned about new cultural practices that communication technologies bring about. In her now classic TED talk “Connected but alone?” Sherry Turkle talks about the world of instant communication as having the illusion of control through which we micromanage our immersion in mobile media and split virtual-physical presence. According to Turkle, what we fear is, on the one hand, being caught unprepared in a spontaneous event and, on the other hand, missing out or not documenting or recording events—a phenomenon that Abha Dawesar calls living in the “digital now.” There is, at the same time, a growing number of ways in which mobile computing devices connect us to new dimensions of everyday life and everyday experience: geo-locative services and augmented reality, convergent media and instantaneous participation in the social web. These technological capabilities arguably shift the nature of presence and set the stage for mobile users to communicate the flow of their everyday life through digital storytelling and media production. According to a Digital Insights survey on social media trends (Bennett), more than 500 million tweets are sent per day and 5 Vines tweeted every second; 100 hours of video are uploaded to YouTube every minute; more than 20 billion photos have been shared on Instagram to date; and close to 7 million people actively produce and publish content using social blogging platforms. There are more than 1 billion smartphones in the US alone, and most social media platforms are primarily accessed using mobile devices. The question is: how do we understand the enormity of these statistics as a coherent new media phenomenon and as a predominant form of media production and cultural participation? More importantly, how do mobile technologies re-mediate the way we see, hear, and perceive our surrounding evironment as part of the cultural circuit of capturing, sharing, and communicating with and through media artefacts? Such questions have furnished communication theory even before McLuhan’s famous tagline “the medium is the message”. Much of the discourse around communication technology and the senses has been marked by distinctions between “orality” and “literacy” understood as forms of collective consciousness engendered by technological shifts. Leveraging Jonathan Sterne’s critique of this “audio-visual litany”, an exploration of convergent multi-modal technologies allows us to focus instead on practices and techniques of use, considered as both perceptual and cultural constructs that reflect and inform social life. Here in particular, a focus on sound—or aurality—can help provide a fresh new entry point into studying technology and culture. The phenomenon of everyday photography is already well conceptualised as a cultural expression and a practice connected with identity construction and interpersonal communication (Pink, Visual). Much more rarely do we study the act of capturing information using mobile media devices as a multi-sensory practice that entails perceptual techniques as well as aesthetic considerations, and as something that in turn informs our unmediated sensory experience. Daisuke and Ito argue that—in contrast to hobbyist high-quality photographers—users of camera phones redefine the materiality of urban surroundings as “picture-worthy” (or not) and elevate the “mundane into a photographic object.” Indeed, whereas traditionally recordings and photographs hold institutional legitimacy as reliable archival references, the proliferation of portable smart technologies has transformed user-generated content into the gold standard for authentically representing the everyday. Given that visual approaches to studying these phenomena are well underway, this project takes a sound studies perspective, focusing on mediated aural practices in order to explore the way people make sense of their everyday acoustic environments using mobile media. Curation, in this sense, is a metaphor for everyday media production, illuminated by the practice of listening with mobile technology. Everyday Listening with Technology: A Case Study The present conceptualisation of curation emerged out of a participant-driven qualitative case study focused on using mobile media to make sense of urban everyday life. The study comprised 10 participants using iPod Touches (a device equivalent to an iPhone, without the phone part) to produce daily “aural postcards” of their everyday soundscapes and sonic experiences, over the course of two to four weeks. This work was further informed by, and updates, sonic ethnography approaches nascent in the World Soundscape Project, and the field of soundscape studies more broadly. Participants were asked to fill out a questionnaire about their media and technology use, in order to establish their participation in new media culture and correlate that to the documentary styles used in their aural postcards. With regard to capturing sonic material, participants were given open-ended instructions as to content and location, and encouraged to use the full capabilities of the device—that is, to record audio, video, and images, and to use any applications on the device. Specifically, I drew their attention to a recording app (Recorder) and a decibel measurement app (dB), which combines a photo with a static readout of ambient sound levels. One way most participants described the experience of capturing sound in a collection of recordings for a period of time was as making a “digital scrapbook” or a “media diary.” Even though they had recorded individual (often unrelated) soundscapes, almost everyone felt that the final product came together as a stand-alone collection—a kind of gallery of personalised everyday experiences that participants, if anything, wished to further organise, annotate, and flesh out. Examples of aural postcard formats used by participants: decibel photographs of everyday environments and a comparison audio recording of rain on a car roof with and without wipers (in the middle). Working with 139 aural postcards comprising more than 250 audio files and 150 photos and videos, the first step in the analysis was to articulate approaches to media documentation in terms of format, modality, and duration as deliberate choices in conversation with dominant media forms that participants regularly consume and are familiar with. Ambient sonic recordings (audio-only) comprised a large chunk of the data, and within this category there were two approaches: the sonic highlight, a short vignette of a given soundscape with minimal or no introduction or voice-over; and the process recording, featuring the entire duration of an unfolding soundscape or event. Live commentaries, similar to the conventions set forth by radio documentaries, represented voice-over entries at the location of the sound event, sometimes stationary and often in motion as the event unfolded. Voice memos described verbal reflections, pre- or post- sound event, with no discernable ambience—that is, participants intended them to serve as reflective devices rather than as part of the event. Finally, a number of participants also used the sound level meter app, which allowed them to generate visual records of the sonic levels of a given environment or location in the form of sound level photographs. Recording as a Way of Listening In their community soundwalking practice, Förnstrom and Taylor refer to recording sound in everyday settings as taking world experience, mediating it through one’s body and one’s memories and translating it into approximate experience. The media artefacts generated by participants as part of this study constitute precisely such ‘approximations’ of everyday life accessed through aural experience and mediated by the technological capabilities of the iPod. Thinking of aural postcards along this technological axis, the act of documenting everyday soundscapes involves participants acting as media producers, ‘framing’ urban everyday life through a mobile documentary rubric. In the process of curating these documentaries, they have to make decisions about the significance and stylistic framing of each entry and the message they wish to communicate. In order to bring the scope of these curatorial decisions into dialogue with established media forms, in this work’s analysis I combine Bill Nichols’s classification of documentary modes in cinema with Karin Bijsterveld’s concept of soundscape ‘staging’ to characterise the various approaches participants took to the multi-modal curation of their everyday (sonic) experience. In her recent book on the staging of urban soundscapes in both creative and documentary/archival media, Bijsterveld describes the representation of sound as particular ‘dramatisations’ that construct different kinds of meanings about urban space and engender different kinds of listening positions. Nichols’s articulation of cinematic documentary modes helps detail ways in which the author’s intentionality is reflected in the styling, design, and presentation of filmic narratives. Michel Chion’s discussion of cinematic listening modes further contextualises the cultural construction of listening that is a central part of both design and experience of media artefacts. The conceptual lens is especially relevant to understanding mobile curation of mediated sonic experience as a kind of mobile digital storytelling. Working across all postcards, settings, and formats, the following four themes capture some of the dominant stylistic dimensions of mobile media documentation. The exploratory approach describes a methodology for representing everyday life as a flow, predominantly through ambient recordings of unfolding processes that participants referred to in the final discussion as a ‘turn it on and forget it’ approach to recording. As a stylistic method, the exploratory approach aligns most closely with Nichols’s poetic and observational documentary modes, combining a ‘window to the world’ aesthetic with minimal narration, striving to convey the ‘inner truth’ of phenomenal experience. In terms of listening modes reflected in this approach, exploratory aural postcards most strongly engage causal listening, to use Chion’s framework of cinematic listening modes. By and large, the exploratory approach describes incidental documentaries of routine events: soundscapes that are featured as a result of greater attentiveness and investment in the sonic aspects of everyday life. The entries created using this approach reflect a process of discovering (seeing and hearing) the ordinary as extra-ordinary; re-experiencing sometimes mundane and routine places and activities with a fresh perspective; and actively exploring hidden characteristics, nuances of meaning, and significance. For instance, in the following example, one participant explores a new neighborhood while on a work errand:The narrative approach to creating aural postcards stages sound as a springboard for recollecting memories and storytelling through reflecting on associations with other soundscapes, environments, and interactions. Rather than highlighting place, routine, or sound itself, this methodology constructs sound as a window into the identity and inner life of the recordist, mobilising most strongly a semantic listening mode through association and narrative around sound’s meaning in context (Chion 28). This approach combines a subjective narrative development with a participatory aesthetic that draws the listener into the unfolding story. This approach is also performative, in that it stages sound as a deeply subjective experience and approaches the narrative from a personally significant perspective. Most often this type of sound staging was curated using voice memo narratives about a particular sonic experience in conjunction with an ambient sonic highlight, or as a live commentary. Recollections typically emerged from incidental encounters, or in the midst of other observations about sound. In the following example a participant reminisces about the sound of wind, which, interestingly, she did not record: Today I have been listening to the wind. It’s really rainy and windy outside today and it was reminding me how much I like the sound of wind. And you know when I was growing up on the wide prairies, we sure had a lot of wind and sometimes I kind of miss the sound of it… (Participant 1) The aesthetic approach describes instances where the creation of aural postcards was motivated by a reduced listening position (Chion 29)—driven primarily by the qualities and features of the soundscape itself. This curatorial practice for staging mediated aural experience combines a largely subjective approach to documenting with an absence of traditional narrative development and an affective and evocative aesthetic. Where the exploratory documentary approach seeks to represent place, routine, environment, and context through sonic characteristics, the aesthetic approach features sound first and foremost, aiming to represent and comment on sound qualities and characteristics in a more ‘authentic’ manner. The media formats most often used in conjunction with this approach were the incidental ambient sonic highlight and the live commentary. In the following example we have the sound of coffee being made as an important domestic ritual where important auditory qualities are foregrounded: That’s the sound of a stovetop percolator which I’ve been using for many years and I pretty much know exactly how long it takes to make a pot of coffee by the sound that it makes. As soon as it starts gurgling I know I have about a minute before it burns. It’s like the coffee calls and I come. (Participant 6) The analytical approach characterises entries that stage mediated aural experience as a way of systematically and inductively investigating everyday phenomena. It is a conceptual and analytical experimental methodology employed to move towards confirming or disproving a ‘hypothesis’ or forming a theory about sonic relations developed in the course of the study. As such, this approach most strongly aligns with Chion’s semantic listening mode, with the addition of the interactive element of analytical inquiry. In this context, sound is treated as a variable to be measured, compared, researched, and theorised about in an explicit attempt to form conclusions about social relationships, personal significance, place, or function. This analytical methodology combines an explicit and critical focus to the process of documenting itself (whether it be measuring decibels or systematically attending to sonic qualities) with a distinctive analytical synthesis that presents as ‘formal discovery’ or even ‘truth.’ In using this approach, participants most often mobilised the format of short sonic highlights and follow-up voice memos. While these aural postcards typically contained sound level photographs (decibel measurement values), in some cases the inquiry and subsequent conclusions were made inductively through sustained observation of a series of soundscapes. The following example is by a participant who exclusively recorded and compared various domestic spaces in terms of sound levels, comparing and contrasting them using voice memos. This is a sound level photograph of his home computer system: So I decided to record sitting next to my computer today just because my computer is loud, so I wanted to see exactly how loud it really was. But I kept the door closed just to be sort of fair, see how quiet it could possibly get. I think it peaked at 75 decibels, and that’s like, I looked up a decibel scale, and apparently a lawn mower is like 90 decibels. (Participant 2) Mediated Curation as a New Media Cultural Practice? One aspect of adopting the metaphor of ‘curation’ towards everyday media production is that it shifts the critical discourse on aesthetic expression from the realm of specialised expertise to general practice (“Everyone’s a photographer”). The act of curation is filtered through the aesthetic and technological capabilities of the smartphone, a device that has become co-constitutive of our routine sensorial encounters with the world. Revisiting McLuhan-inspired discourses on communication technologies stages the iPhone not as a device that itself shifts consciousness but as an agent in a media ecology co-constructed by the forces of use and design—a “crystallization of cultural practices” (Sterne). As such, mobile technology is continuously re-crystalised as design ‘constraints’ meet both normative and transgressive user approaches to interacting with everyday life. The concept of ‘social curation’ already exists in commercial discourse for social web marketing (O’Connell; Allton). High-traffic, wide-integration web services such as Digg and Pinterest, as well as older portals such as Reddit, all work on the principles of arranging user-generated, web-aggregated, and re-purposed content around custom themes. From a business perspective, the notion of ‘social curation’ captures, unsurprisingly, only the surface level of consumer behaviour rather than the kinds of values and meaning that this process holds for people. In the more traditional sense, art curation involves aesthetic, pragmatic, epistemological, and communication choices about the subject of (re)presentation, including considerations such as manner of display, intended audience, and affective and phenomenal impact. In his 2012 book tracing the discourse and culture of curating, Paul O’Neill proposes that over the last few decades the role of the curator has shifted from one of arts administrator to important agent in the production of cultural experiences, an influential cultural figure in her own right, independent of artistic content (88). Such discursive shifts in the formulation of ‘curatorship’ can easily be transposed from a specialised to a generalised context of cultural production, in which everyone with the technological means to capture, share, and frame the material and sensory content of everyday life is a curator of sorts. Each of us is an agent with a unique aesthetic and epistemological perspective, regardless of the content we curate. The entire communicative exchange is necessarily located within a nexus of new media practices as an activity that simultaneously frames a cultural construction of sensory experience and serves as a cultural production of the self. To return to the question of listening and a sound studies perspective into mediated cultural practices, technology has not single-handedly changed the way we listen and attend to everyday experience, but it has certainly influenced the range and manner in which we make sense of the sensory ‘everyday’. Unlike acoustic listening, mobile digital technologies prompt us to frame sonic experience in a multi-modal and multi-medial fashion—through the microphone, through the camera, and through the interactive, analytical capabilities of the device itself. Each decision for sensory capture as a curatorial act is both epistemological and aesthetic; it implies value of personal significance and an intention to communicate meaning. The occurrences that are captured constitute impressions, highlights, significant moments, emotions, reflections, experiments, and creative efforts—very different knowledge artefacts from those produced through textual means. Framing phenomenal experience—in this case, listening—in this way is, I argue, a core characteristic of a more general type of new media literacy and sensibility: that of multi-modal documenting of sensory materialities, or the curation of everyday life. References Allton, Mike. “5 Cool Content Curation Tools for Social Marketers.” Social Media Today. 15 Apr. 2013. 10 June 2015 ‹http://socialmediatoday.com/mike-allton/1378881/5-cool-content-curation-tools-social-marketers›. Bennett, Shea. “Social Media Stats 2014.” Mediabistro. 9 June 2014. 20 June 2015 ‹http://www.mediabistro.com/alltwitter/social-media-statistics-2014_b57746›. Bijsterveld, Karin, ed. Soundscapes of the Urban Past: Staged Sound as Mediated Cultural Heritage. Bielefeld: Transcript-Verlag, 2013. Burn, Andrew. Making New Media: Creative Production and Digital Literacies. New York, NY: Peter Lang Publishing, 2009. Daisuke, Okabe, and Mizuko Ito. “Camera Phones Changing the Definition of Picture-worthy.” Japan Media Review. 8 Aug. 2015 ‹http://www.dourish.com/classes/ics234cw04/ito3.pdf›. Chion, Michel. Audio-Vision: Sound on Screen. New York, NY: Columbia UP, 1994. Förnstrom, Mikael, and Sean Taylor. “Creative Soundwalks.” Urban Soundscapes and Critical Citizenship Symposium. Limerick, Ireland. 27–29 March 2014. Ito, Mizuko, ed. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. Cambridge, MA: The MIT Press, 2010. Jenkins, Henry, Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. White Paper prepared for the McArthur Foundation, 2006. McLuhan, Marshall. Understanding Media: The Extensions of Man. New York: McGraw-Hill, 1964. Nichols, Brian. Introduction to Documentary. Bloomington & Indianapolis, Indiana: Indiana UP, 2001. Nielsen. “State of the Media – The Social Media Report.” Nielsen 4 Dec. 2012. 12 May 2015 ‹http://www.nielsen.com/us/en/insights/reports/2012/state-of-the-media-the-social-media-report-2012.html›. O’Connel, Judy. “Social Content Curation – A Shift from the Traditional.” 8 Aug. 2011. 11 May 2015 ‹http://judyoconnell.com/2011/08/08/social-content-curation-a-shift-from-the-traditional/›. O’Neill, Paul. The Culture of Curating and the Curating of Culture(s). Cambridge, MA: MIT Press, 2012. Pink, Sarah. Doing Visual Ethnography. London, UK: Sage, 2007. ———. Situating Everyday Life. London, UK: Sage, 2012. Sterne, Jonathan. The Audible Past: Cultural Origins of Sound Reproduction. Durham, NC: Duke UP, 2003. Schafer, R. Murray, ed. World Soundscape Project. European Sound Diary (reprinted). Vancouver: A.R.C. Publications, 1977. Turkle, Sherry. “Connected But Alone?” TED Talk, Feb. 2012. 8 Aug. 2015 ‹http://www.ted.com/talks/sherry_turkle_alone_together?language=en›.
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