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Journal articles on the topic 'Gesture animation video'

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1

Aminah, Siti, Rostika Flora, Waluyo, and Wahyu Indra Bayu. "Pengembangan Video Animasi Gesture sebagai Media Pelatihan Perwasitan Karate." Jurnal Pendidikan Kesehatan Rekreasi Vol. 7, No. 2 (June 11, 2021): 361–69. https://doi.org/10.5281/zenodo.4925739.

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Based on the research of the karate refree at Palembang city that still wait the rules of karate. Since the books that release by the head of branch it self. Refree and the jury do not release the media such as video gesture that help refree that learn about the refreeness. This research is getting the video gesture as media to train the refree karate. This method is used to research the product and also test the effectivity this product. The subject this research is refree and jury karate new comer at Sumatera Selatan consist of 30 people. The process of colleting the data is observation, interview, questionnaire, and test. The result of increasing the video gesture animation is properly. This is good result 99% and IT expant 100%. In small scale 0,936 and the biggest scale 0,899. In all the result of this video animation gesture that approved better to used as media in gesture studying in refree and can halp in learning or remembering about refree material.
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2

He, Zhiyuan. "Automatic Quality Assessment of Speech-Driven Synthesized Gestures." International Journal of Computer Games Technology 2022 (March 16, 2022): 1–11. http://dx.doi.org/10.1155/2022/1828293.

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The automatic synthesis of realistic gestures has the ability to change the fields of animation, avatars, and communication agents. Although speech-driven synthetic gesture generation methods have been proposed and optimized, the evaluation system of synthetic gestures is still lacking. The current evaluation method still needs manual participation, but it is inefficient in the industry of synthetic gestures and has the interference of human factors. So we need a model that can construct an automatic and objective quantitative quality assessment of the synthesized gesture video. We noticed that recurrent neural networks (RNN) have advantages in modeling advanced spatiotemporal feature sequences, which are very suitable for use in the processing of synthetic gesture video data. Therefore, to build an automatic quality assessment system, we propose in our work a model based on Bi-LSTM and make a little adjustment on the attention mechanism in it. Also, the evaluation method is proposed and experiments are designed to prove that the improved model of the algorithm can complete the quantitative evaluation of synthetic gestures. At the same time, in terms of performance, the model has an improvement of about 20% compared to before the algorithm adjustment.
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Attar, Rakesh Kumar, Vishal Goyal, and Lalit Goyal. "Development of Airport Terminology based Synthetic Animated Indian Sign Language Dictionary." Journal of Scientific Research 66, no. 05 (2022): 88–94. http://dx.doi.org/10.37398/jsr.2022.660512.

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In the current era of computerization, the development of a synthetic animated Indian Sign Language (ISL) dictionary could prove very beneficial for deaf people to share their ideas, views and thoughts with hearing people. Although many human based video dictionaries are available, no ISL synthetic animated dictionary solely for public places is developed yet. The development of an ISL dictionary of 1200 words using synthetic animation for airports terminology is reported in this article. The most frequently used words at airports in ISL are categorized and then are translated into Signing Gesture Markup Language (SiGML) which generates the signs utilizing synthetic animations through a virtual avatar. The developed ISL dictionary can be used for automatic sign translation systems at airports animating signs from written or spoken announcements. This ISL dictionary is used in the development of airport announcement system for deaf that is capable of displaying spoken airport announcements in ISL using synthetic animations. Moreover, the developed dictionary can prove very beneficial for educating deaf people and for assisting while visiting public places.
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K Kiran Babu, Srikanth Banoth, Vijaya Lakshmi Muvvala, Mohammad Shafee, and Shravan Kumar Ainala. "Gesture talks real-time sign language recognition and animation system using AI." World Journal of Advanced Engineering Technology and Sciences 15, no. 2 (2025): 1362–69. https://doi.org/10.30574/wjaets.2025.15.2.0593.

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Effective communication between deaf and hearing individuals remains a significant challenge due to the fundamental differences in language modalities. GestureTalk presents a real-time, AI-driven communication system designed to bridge this gap by enabling seamless bidirectional interaction. The proposed solution leverages state-of-the-art technologies including Automatic Speech Recognition (ASR), Natural Language Processing (NLP), gesture detection using YOLO, and pose estimation with DWpose and MediaPipe. Spoken language is transcribed and translated into American Sign Language (ASL) gloss, then rendered as realistic 3D animated sign language via a virtual avatar. In the reverse direction, the system captures and interprets sign language gestures in real time, converting them into textual output for hearing users. Designed with real-time performance, high accuracy, and user accessibility in mind, GestureTalk serves as an inclusive interface for communication particularly suited for digital contexts such as video conferencing. This system offers a scalable and adaptable solution, contributing meaningfully to assistive technology and digital accessibility for the deaf and hard-of-hearing communities.
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Shovkovyi, Yevhenii, Olena Grynyova, Serhii Udovenko, and Larysa Chala. "Automatic sign language translation system using neural network technologies and 3D animation." Innovative Technologies and Scientific Solutions for Industries, no. 4(26) (December 27, 2023): 108–21. http://dx.doi.org/10.30837/itssi.2023.26.108.

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Implementation of automatic sign language translation software in the process of social inclusion of people with hearing impairment is an important task. Social inclusion for people with hearing disabilities is an acute problem that must be solved in the context of the development of IT technologies and legislative initiatives that ensure the rights of people with disabilities and their equal opportunities. This substantiates the relevance of the research of assistive technologies, in the context of software tools, such as the process of social inclusion of people with severe hearing impairment in society. The subject of research is methods of automated sign language translation using intelligent technologies. The purpose of the work is the development and research of sign language automation methods to improve the quality of life of people with hearing impairments in accordance with the "Goals of Sustainable Development of Ukraine" (in the "Reduction of Inequality" part). The main tasks of the research are the development and testing of methods of converting sign language into text, converting text into sign language, as well as automating translation from one sign language to another sign language using modern intelligent technologies. Neural network modeling and 3D animation methods were used to solve these problems. The following results were obtained in the work: the main problems and tasks of social inclusion for people with hearing impairments were identified; a comparative analysis of modern methods and software platforms of automatic sign language translation was carried out; a system combining the SL-to-Text method is proposed and investigated; the Text-to-SL method using 3D animation to generate sign language concepts; the method of generating a 3D-animated gesture from video recordings; method of implementing the Sign Language1 to Sign Language2 technology. For gesture recognition, a convolutional neural network model is used, which is trained using imported and system-generated datasets of video gestures. The trained model has a high recognition accuracy (98.52%). The creation of a 3D model for displaying the gesture on the screen and its processing took place in the Unity 3D environment. The structure of the project, executive and auxiliary files used to build 3D animation for the generation of sign language concepts includes: event handler files; display results according to which they carry information about the position of the tracked points of the body; files that store the characteristics of materials that have been added to certain body mapping points. Conclusions: the proposed methods of automated translation have practical significance, which is confirmed by the demo versions of the software applications "Sign Language to Text" and "Text to Sign Language". A promising direction for continuing research on the topic of the work is the improvement of SL1-to-SL2 methods, the creation of open datasets of video gestures, the joining of scientists and developers to fill dictionaries with concepts of various sign languages.
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Fox-Gieg, Nick. "Lightning Artist Toolkit: A Hand-Drawn Volumetric Animation Pipeline." Proceedings of the ACM on Computer Graphics and Interactive Techniques 7, no. 4 (2024): 1–7. http://dx.doi.org/10.1145/3664221.

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We propose a set of methods for freely integrating live-action volumetric video with hand-drawn volumetric animation, which our research develops as the Lightning Artist Toolkit (Latk)---a complete pipeline for hand-drawn volumetric animation, as far as we know the only open-source example of its kind. Our goal with this project is to make creation in 3D as expressive and intuitive as creation in 2D, retaining the human gesture from its origins in hand-drawn animation on paper. This effort is less a computer vision challenge with an objective goal, as with for example point cloud segmentation, than it is an attempt to approximate human vision---a drawing process that records only information from a scene that was subjectively important to an individual artist. In addition to supporting animation efforts in the near term, we believe the public TiltSet dataset assembled for this project will remain usable in new and unexpected ways.
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Fu, Qiang, Xingui Zhang, Jinxiu Xu, and Haimin Zhang. "Capture of 3D Human Motion Pose in Virtual Reality Based on Video Recognition." Complexity 2020 (November 20, 2020): 1–17. http://dx.doi.org/10.1155/2020/8857748.

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Motion pose capture technology can effectively solve the problem of difficulty in defining character motion in the process of 3D animation production and greatly reduce the workload of character motion control, thereby improving the efficiency of animation development and the fidelity of character motion. Motion gesture capture technology is widely used in virtual reality systems, virtual training grounds, and real-time tracking of the motion trajectories of general objects. This paper proposes an attitude estimation algorithm adapted to be embedded. The previous centralized Kalman filter is divided into two-step Kalman filtering. According to the different characteristics of the sensors, they are processed separately to isolate the cross-influence between sensors. An adaptive adjustment method based on fuzzy logic is proposed. The acceleration, angular velocity, and geomagnetic field strength of the environment are used as the input of fuzzy logic to judge the motion state of the carrier and then adjust the covariance matrix of the filter. The adaptive adjustment of the sensor is converted to the recognition of the motion state. For the study of human motion posture capture, this paper designs a verification experiment based on the existing robotic arm in the laboratory. The experiment shows that the studied motion posture capture method has better performance. The human body motion gesture is designed for capturing experiments, and the capture results show that the obtained pose angle information can better restore the human body motion. A visual model of human motion posture capture was established, and after comparing and analyzing with the real situation, it was found that the simulation approach reproduced the motion process of human motion well. For the research of human motion recognition, this paper designs a two-classification model and human daily behaviors for experiments. Experiments show that the accuracy of the two-category human motion gesture capture and recognition has achieved good results. The experimental effect of SVC on the recognition of two classifications is excellent. In the case of using all optimization algorithms, the accuracy rate is higher than 90%, and the final recognition accuracy rate is also higher than 90%. In terms of recognition time, the time required for human motion gesture capture and recognition is less than 2 s.
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Femi-Gege, Temiloluwa Paul, Matthew Brehmer, and Jian Zhao. "VisConductor: Affect-Varying Widgets for Animated Data Storytelling in Gesture-Aware Augmented Video Presentation." Proceedings of the ACM on Human-Computer Interaction 8, ISS (2024): 133–54. http://dx.doi.org/10.1145/3698131.

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Augmented video presentation tools provide a natural way for presenters to interact with their content, resulting in engaging experiences for remote audiences, such as when a presenter uses hand gestures to manipulate and direct attention to visual aids overlaid on their webcam feed. However, authoring and customizing these presentations can be challenging, particularly when presenting dynamic data visualization (i.e., animated charts). To this end, we introduce VisConductor, an authoring and presentation tool that equips presenters with the ability to configure gestures that control affect-varying visualization animation, foreshadow visualization transitions, direct attention to notable data points, and animate the disclosure of annotations. These gestures are integrated into configurable widgets, allowing presenters to trigger content transformations by executing gestures within widget boundaries, with feedback visible only to them. Altogether, our palette of widgets provides a level of flexibility appropriate for improvisational presentations and ad-hoc content transformations, such as when responding to audience engagement. To evaluate VisConductor, we conducted two studies focusing on presenters (𝑁=11) and audience members (𝑁=11). Our findings indicate that our approach taken with VisConductor can facilitate interactive and engaging remote presentations with dynamic visual aids. Reflecting on our findings, we also offer insights to inform the future of augmented video presentation tools.
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Liao, Yuxuan, Zhenyu Tang, Jiehong Lei, Jiajia Chen, and Zhong Tang. "Video Face Detection Technology and Its Application in Health Information Management System." Scientific Programming 2022 (February 4, 2022): 1–11. http://dx.doi.org/10.1155/2022/3828478.

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Computer face detection, as an early step and prerequisite for applications such as face recognition and face analysis, has attracted people's attention for a long time. With the popularization of computer applications, the improvement of performance, and the gradual maturity of research in the field of image processing and pattern recognition, face-related applications have become more and more a reality, so the research on face detection and positioning is also receiving more and more attention. Face detection and positioning are an important part of face analysis technology. Its goal is to search for the location of facial features (such as eyes, nose, mouth, and ears) in images or image sequences. It can be widely used in the fields of face tracking, face recognition, gesture recognition, facial expression recognition, head image compression and reconstruction, facial animation, etc. Based on the health information management system, this study mainly discusses the application of face recognition technology in video systems. Compared with other biological characteristics, such as fingerprints and eye masks, human faces are easier to obtain. In research and exploration, stable and effective face detection and face recognition algorithms have been proposed, which can achieve good recognition results even in real-time video surveillance. Aiming at the automatic face recognition technology in video surveillance, this study introduces in detail the video face detection technology in the health information management system of video image collection, image preprocessing, face detection, and face recognition. The prototype system of hygiene management is recognized.
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10

Mahmood, Rana Arsal, Haseeb Ahmad, Qurat-ul Ann, and Muhammad Usman Ashraf. "PakParse: Machine Translation from Text to Pakistan Sign Language for Effective Communication with Deaf People." Applied and Computational Engineering 2, no. 1 (2023): 482–90. http://dx.doi.org/10.54254/2755-2721/2/20220568.

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The People around the world use different languages to communicate with each other. But there are many individuals who cant listen or speak. These people use gesture-based language for their communication which is called Sign Language. There is no universal Sign Language in world so it changes region wise. As Sign language cant be written and sign video approach is also expensive (in terms of create, store and manage), thats why sign animation through 3D avatar is best option. Recently Pakistan got its own Sign Language called Pakistan Sign Language (PSL). As a noteworthy population of deaf people live in country, there is no machine translator for PSL which can facilitate deaf in their communication and education. This work proposed a machine translator for Pakistan Sign Language called PakParse, which takes text (English & Urdu) as input, and animate corresponding signs by 3D avatar.
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11

Mathews, Meera Treesa, Joyal Raphel, Joseph Shaju C, Steve Soney Varghese, and Paul J. Puthusserry. "Sign Language Recognition and Video Generation Using Deep Learning." Journal of Applied Science, Engineering, Technology and Management 1, no. 02 (2023): 13–16. http://dx.doi.org/10.61779/jasetm.v1i2.4.

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The proposed system aims to help normal people understand the communication of speech impaired individuals through hand gestures recognition and generating animation gestures. The system focuses on recognizing different hand gestures and converting them into information that is understandable by normal people. YOLOv8 model, a state-of-the-art object detection algorithm, is being employed in this system to detect and classify sign language gestures. Sign language video generation can act as a guide for anyone who is in the process of learning sign language, by providing them with expressive sign language videos using avatars that can translate the user inputs to sign language videos. CWASA Package and SiGML files are used for this process. The project contributes to the advancement of assistive technologies for the hearing-impaired community, offering innovative solutions for sign language recognition and video generation.
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12

Kennedy, Jason. "The animator’s sensorium: The impact of acting and animation experience on creating reference performances." Animation Practice, Process & Production 10, no. 1 (2021): 95–116. http://dx.doi.org/10.1386/ap3_000028_1.

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This research provides an initial investigation into strategies for creating reference performances for animation. The term reference performance has various meanings in animation production; in this article, I use it to refer to a recording of a person performing physical and emotional cues, from which performance elements of an animated character may be derived. Beginning with Max Fleischer’s invention of the rotoscope process in 1915, animation studios began to record actors as a means to inject greater believability into the movements and expressions of animated characters. Throughout this article, I reference Pallant’s understanding of ‘believability’ as a ‘[reconciliation of] realism within the animated form’. While various methods exist today to capture reference performances, it remains axiomatic that the utility of the reference is only as good as a performer’s ability to produce the desired performance. While seasoned actors would seem ideally suited to the task, large-scale animation studios frequently require animators to film their own reference performances, even though the animators may have limited (or non-existent) acting experience. By comparison, smaller studios and independent productions may not have the time or ability for each animator to self-produce reference; instead, they may opt for an animation director/supervisor to record reference for every character, to work from clips available through online video sites (e.g. YouTube) or to forgo video reference altogether. This research examines the potential for acting experience to enhance reference performances and specifically explores three different preconditions of experience when producing animation reference: an actor with no animation experience, an animator with no acting experience and an academic with both acting and animation experience. As an additional site of inquiry, this research explores the use of head-mounted cameras in the production of animation reference as a means to more fully and reliably capture the research participants’ expressive range. This research engages with ethnographic and autoethnographic research models to compare the creative choices of each participant and their ability to produce meaningful expressions, gestures and body movements as reference performance for a short, auteur 3D animated film in a predominantly realistic style. From these analyses, the maximal performance utility of each participant is gauged. By extension, this limited data provides an initial suggestion that acting experience is an essential precondition when producing useful reference performances for the type and style of animation explored in this study. Furthermore, this article relates the acting strategies of its participants to the acting theory of Ivana and the theory of emotional effector patterns as described by . This research suggests that these practice-informed performance theories may prove useful to animator when producing their own reference, regardless of performance experience.
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Bhargavi, Mrs Jangam, Chitikala Sairam, and Donga Hemanth. "Real time interface for deaf-hearing communication." International Scientific Journal of Engineering and Management 04, no. 03 (2025): 1–7. https://doi.org/10.55041/isjem02356.

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Bridging the communication gap between the deaf and hearing communities using AI is achieved by integrating two key modules: Speech-to-Sign Language Translation and Sign Gesture Detection in Real Time. The first module translates English spoken language into American Sign Language (ASL) animations. It consists of three sub-modules: speech-to-text conversion using the speech recognition module in Python, English text to ASL gloss translation using an NLP model, and ASL gloss to animated video generation, where DWpose Pose Estimation, and an avatar is used for visual representation. The second module focuses on real-time sign gesture detection, where a dataset is created from the WLASL and MS-ASL datasets. Hand gestures are labeled using Labeling, and a YOLO-based model is trained for hand pose detection to enable real-time recognition. The system aims to enhance accessibility and interaction between deaf and hearing users through an efficient, automated translation and recognition pipeline. Keywords: Speech-to-sign translation, real-time sign language recognition, ASL gloss, YOLO hand pose detection, AI for accessibility, deep learning for sign language, gesture recognition, DWpose Pose Estimation, NLP, dataset labeling, real-time gesture recognition.
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Baldini, Andrea Lorenzo. "There and Back Again: Redistributing Visibility between the Virtual and Real Alleys of Graffiti." Street Art & Urban Creativity 5, no. 1 (2020): 74–77. https://doi.org/10.25765/sauc.v5i1.186.

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Blu’s 2008 short film Muto is probably the most ambitious celebration of the intimate relationship connecting new-media technologies and street art.1 Critically acclaimed and viewed almost 12 million times on YouTube, this award-winning video is a stop-motion animation of hundreds of murals that the Italian street artist painted in different cities across the globe.2 Blu’s surreal figures invade the city and their gestures are experienced and appreciated through computer screens and mobile phone displays. When looking at street art’s relationship with new media, Muto is hardly an exception. Technology has played a crucial role in making the street art movement a popular genre. The availability of cheap digital cameras and the possibility of photo publishing on social media have transformed graffiti – the original and most radical form of street art – from an esoteric practice into a global phenomenon. Social networks have made available to internet users a constantly expanding gallery of street artworks. Communicating technologies have then radically changed how we engage with this art form. We primarily appreciated street artworks as and through photographs, in ways suggesting epistemic and ontological primacy of the “reproduction” over the “original.” For its constitutive linked with the city, street art’s digital media revolution had then affected how we perceive, experience, and conceptualize public places. In this paper, I argue that post-Internet street art has significantly re-shaped urban space, questioning dominant spatial hierarchies in politically subversive ways. Street art questions what Jacques Rancière calls the “distribution of the sensible” by making visible what usually remains unseen. It does so by deploying tactics thriving on the interplay between material and digital reality. Scholars have largely overlooked this link between the virtual and the real alleys of graffiti. Street art exists in between material and virtual reality, showing the conceptual and practical impossibility of their neat separation. Today’s public space is produced and negotiated also in binary code. Section 2 discusses the subversive nature of graffiti and street art. Section 3 examines writers’ and street artists’ use of communication technology and how this affects the practices and their link with the city. 1 “Blu, Muto, 2008.,” artforum.com, accessed May 1, 2017, https://www.artforum.com/video/mode=large&id=24319. 2 Vanessa Chang, “Animating the City: Street Art, Blu and the Poetics of Visual Encounter,” Animation 8, no. 3 (2013): 215–33, https://doi.org/10.1177/1746847713503280; Brad Yarhouse, “Animation in the Street: The Seductive Silence of Blu,” Animation Studies Online Journal 8 (2013), https://journal.animationstudies.org/brad-yarhouse-animation-in-the-street-the-seductive-silence-of-blu/; Pietro Rivasi, “Megunica,” Garage, 2007.
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Schreer, Oliver, Markus Worchel, Rodrigo Diaz, et al. "Preserving Memories of Contemporary Witnesses Using Volumetric Video." i-com 21, no. 1 (2022): 71–82. http://dx.doi.org/10.1515/icom-2022-0015.

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Abstract Volumetric Video is a novel technology that enables the creation of dynamic 3D models of persons, which can then be integrated in any 3D environment. In contrast to classical character animation, volumetric video is authentic and much more realistic and therefore ideal for the transfer of emotions, facial expressions and gestures, which is highly relevant in the context of preservation of contemporary witnesses and survivors of the Holocaust. Fraunhofer Heinrich-Hertz-Institute (HHI) is working on two projects in this cultural heritage context. In a recent project between UFA and Fraunhofer HHI, a VR documentary about the last German survivor of the Holocaust Ernst Grube has been produced. A second project started in collaboration with the University Munich, faculty of languages and literature and Geschwister-Scholl-institute for political science, creating a concept for a VR experience together with Dr. Eva Umlauf, the youngest Jewish survivor in the concentration camp in Auschwitz. This paper presents key aspects of volumetric video and details about both projects including a discussion about the user perspective in such a VR experience.
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Siregar, Nela Hasna, Meirani Hotmauli Damanik, Dewi Sawitri, Suci Trisna Mukti, Winda Sherli Utami, and Rizki Surya Amanda. "Identifikasi Kemampuan Menyimak Anak Usia Dini Melalui Video Mendongeng Digital." Dirasah : Jurnal Studi Ilmu dan Manajemen Pendidikan Islam 7, no. 2 (2024): 642–51. http://dx.doi.org/10.58401/dirasah.v7i2.1388.

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Listening ability is receptive oral language ability, a simple morphological and syntactic ability where individuals can retell fairy tales or stories they have just listened to. Digital storytelling is telling stories or narratives using digital technology, such as video, animation, interactive applications, or social media. In digital storytelling, stories can be enriched with multimedia elements such as images, sound, music, and special effects that are impossible in traditional storytelling. The field facts found by researchers are that the listening skills of children aged 4-6 years still appear to be quite low based on the results of initial observations. This research aims to identify the listening abilities of young children through the use of digital storytelling videos. In the current digital era, traditional learning methods are starting to shift towards being more interactive and interesting for children. This study involved 3 children aged 4-6 years from various educational backgrounds in Kindergarten at Labora Islam Mulia Kindergarten. The research method used is descriptive qualitative. Data was collected through direct observation. Direct observation involves observing children as they listen to storytelling videos presented in class. How children respond to stories verbally (e.g., asking questions or making comments) and non-verbally (e.g., facial expressions, gestures). Conduct interviews with educators regarding teachers' views about the effectiveness of using video storytelling in improving children's listening skills, observing teachers about how children's listening skills are, and including the challenges they face and the strategies children use to understand stories. The research results showed a significant increase in children's listening abilities after using digital storytelling videos. Children are better able to understand stories, identify characters, and remember storylines better. In addition, children showed higher enthusiasm in the learning process and had better attention during storytelling sessions. This research concludes that digital storytelling videos are an effective tool for improving the listening skills of young children, and recommends their use in early childhood education curricula to support the optimal development of listening skills.
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Peng, Chao, Bing Fang, Francis Quek, Yong Cao, Seung In Park, and Liguang Xie. "Upper Body Tracking and 3D Gesture Reconstruction Using Agent-Based Architecture." International Journal of Image and Graphics 15, no. 04 (2015): 1550016. http://dx.doi.org/10.1142/s0219467815500163.

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In this paper, we present an upper human body tracking system with agent-based architecture. Our agent-based approach departs from process-centric model where the agents are bound to specific processes, and introduces a novel model by which agents are bound to the objects or sub-objects being recognized or tracked. To demonstrate the effectiveness of our system, we use stereo video streams, which are captured by calibrated stereo cameras, as inputs and synthesize human animations which are represented by 3D skeletal motion data. Different from our previous researches, the new system does not require a restricted capture environment with special lighting condition and projected patterns and subjects can wear daily clothes (we do NOT use any markers). With the success from the previous researches, our pre-designed agents are autonomous, self-aware entities that are capable of communicating with other agents to perform tracking within agent coalitions. Each agent with high-level abstracted knowledge seeks 'evidence' for its existence from both low-level features (e.g. motion vector fields, color blobs) as well as from its peers (other agents representing body-parts with which it is compatible). The power of the agent-based approach is the flexibility by which domain information may be encoded within each agent to produce an overall tracking solution.
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Hafner, Christoph. "Multimodal stance and engagement in digital video methods articles." Ibérica, no. 46 (December 15, 2023): 155–80. http://dx.doi.org/10.17398/2340-2784.46.155.

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The proliferation of digital media technologies has led to fundamental changes in the way that we communicate, changes that have also been felt in the realm of scholarly communication. One underresearched scholarly digital genre is the “video methods article” (VMA) in experimental science, which is published by the Journal of Visualized Experiments (JoVE), and whose purpose is to share advances in scientific methods with members of the scientific community. The genre draws on the medium of digital video in order to communicate new methods through multiple modes (e.g., spoken, written and visual), making it possible for scientists not only to read about but also to see new scientific methods as they are demonstrated on screen. In addition, the genre opens up possibilities for interpersonal engagement with the audience (such as the ability to speak directly to the camera) that are not present in traditional methods articles. This article draws on a corpus of 11 VMAs (1 per year from 2006 to 2016) in order to provide a multimodal analysis of key sections. It aims to show how stance and engagement are realized in VMAs through a complex multimodal interplay constructed by multiple individuals. Semiotic resources identified include elements of the researcher’s video recorded performance such as speech, gesture, facial expression, gaze, dress, and body; elements of the setting, such as chosen location, represented human and non-human participants and represented action; use of scientific visuals and animations; filmic elements such as camera angle, movement, and distance.
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Yadav, Savita, Pinaki Chakraborty, Arshia Kaul, Pooja, Bhavya Gupta, and Anchal Garg. "Ability of children to perform touchscreen gestures and follow prompting techniques when using mobile apps." Clinical and Experimental Pediatrics 63, no. 6 (2020): 232–36. http://dx.doi.org/10.3345/cep.2019.00997.

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Background: Children today get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail.Purpose: This study aimed to assess the ability of children aged 2–8 years to perform touchscreen gestures and follow prompting techniques, i.e., ways apps provide instructions on how to use them.Methods: We developed one mobile app to test the ability of children to perform various touchscreen gestures and another mobile app to test their ability to follow various prompting techniques. We used these apps in this study of 90 children in a kindergarten and a primary school in New Delhi in July 2019. We noted the touchscreen gestures that the children could perform and the most sophisticated prompting technique that they could follow.Results: Two- and 3-year-old children could not follow any prompting technique and only a minority (27%) could tap the touchscreen at an intended place. Four- to 6-year-old children could perform simple gestures like a tap and slide (57%) and follow instructions provided through animation (63%). Sevenand 8-year-old children could perform more sophisticated gestures like dragging and dropping (30%) and follow instructions provided in audio and video formats (34%). We observed a significant difference between the number of touchscreen gestures that the children could perform and the number of prompting techniques that they could follow (<i>F</i>=544.0407, <i>P</i><0.05). No significant difference was observed in the performance of female versus male children (<i>P</i>>0.05).Conclusion: Children gradually learn to use mobile apps beginning at 2 years of age. They become comfortable performing single-finger gestures and following nontextual prompting techniques by 8 years of age. We recommend that these results be considered in the development of mobile apps for children.
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Sheehan, Rebecca A. "Corpsing the Frame." liquid blackness 8, no. 2 (2024): 48–67. https://doi.org/10.1215/26923874-11270421.

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Abstract Choreographer Ligia Lewis's first video-based piece, deader than dead (2021) was initially conceived as a performance to be staged in the Los Angeles Hammer Museum but was translated to video when the COVID-19 pandemic closed museums for in-person viewing. The piece deploys split frames that display different video channels, embracing a multiplicity of viewpoints. Lewis uses cinema's mobile frame to unfastens the fixed viewpoint of theatrical performance and explore “corpsing” (when falling out of a role exposes the limits of performance) as an indictment of the condition of black social death. Inspired by David Marriott's essay on “corpsing,” deader than dead's “falling out of character” (Lewis's dancers literally fall to the floor, find themselves revived, and then fall again) revels in and reveals the repeated performance of black life as death to be both the foundation and fate of the contemporary world. This article leans on Jordan Peele's Get Out (2016), one of Lewis's favorite horror films, and the use of dance in his later Us (2019) to illuminate how deader than dead locates and exploits the fugitivity of bad faith, particularly the bad faith of antiracist gestures that perpetuate social foundations of antiblackness. At the same time, viewing deader than dead through Sybil Newton Cooksey's concept of “revenant motion” helps clarify how Lewis deploys uncanny animation that ruptures the continuity of performances of racial equality acted out over a reality of social life predicated on antiblackness.
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Bian, Yuxuan, Ailing Zeng, Xuan Ju, et al. "MotionCraft: Crafting Whole-Body Motion with Plug-and-Play Multimodal Controls." Proceedings of the AAAI Conference on Artificial Intelligence 39, no. 2 (2025): 1880–88. https://doi.org/10.1609/aaai.v39i2.32183.

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Whole-body multimodal motion generation, controlled by text, speech, or music, has numerous applications including video generation and character animation. However, employing a unified model to process different condition modalities presents two main challenges: motion distribution drifts across different tasks (e.g., co-speech gestures and text-driven daily actions) and the complex optimization of mixed conditions with varying granularities (e.g., text and audio). In this paper, we propose MotionCraft, a unified diffusion transformer that crafts whole-body motion with plug-and-play multimodal control. Our framework employs a coarse-to-fine training strategy, starting with the text-to-motion semantic pre-training, followed by the multimodal low-level control adaptation. To effectively learn and transfer motion knowledge across different distributions, we design MC-Attn for parallel modeling of static and dynamic human topology graphs. To overcome the motion format inconsistency of existing benchmarks, we introduce MC-Bench, the first available multimodal whole-body motion generation benchmark based on the unified SMPL-X format. Extensive experiments show that MotionCraft achieves state-of-the-art performance on various standard motion generation tasks.
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Man, Shengchong, and Zepeng Li. "Multimodal Discourse Analysis of Interactive Environment of Film Discourse Based on Deep Learning." Journal of Environmental and Public Health 2022 (August 31, 2022): 1–10. http://dx.doi.org/10.1155/2022/1606926.

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With the advent of the information age, language is no longer the only way to construct meaning. Besides language, a variety of social symbols, such as gestures, images, music, three-dimensional animation, and so on, are more and more involved in the social practice of meaning construction. Traditional single-modal sentiment analysis methods have a single expression form and cannot fully utilize multiple modal information, resulting in low sentiment classification accuracy. Deep learning technology can automatically mine emotional states in images, texts, and videos and can effectively combine multiple modal information. In the book Image Reading, the first systematic and comprehensive visual grammatical analysis framework is proposed and the expression of image meaning is discussed from the perspectives of representational meaning, interactive meaning, and composition meaning, compared with the three pure theoretical functions in Halliday’s systemic functional grammar. In the past, people often discussed films from the macro perspectives of literary criticism, film criticism, psychology, aesthetics, and so on, and multimodal analysis theory provides film researchers with a set of methods to analyze images, music, and words at the same time. In view of the above considerations, Mu Wen adopts the perspective of social semiotics, based on Halliday’s systemic functional linguistics and Gan He’s “visual grammar,” and builds a multimodal interaction model as a tool to analyze film discourse by referring to evaluation theory.
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Jin, Yitong, Zhiping Qiu, Yi Shi, et al. "Audio Matters Too! Enhancing Markerless Motion Capture with Audio Signals for String Performance Capture." ACM Transactions on Graphics 43, no. 4 (2024): 1–10. http://dx.doi.org/10.1145/3658235.

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In this paper, we touch on the problem of markerless multi-modal human motion capture especially for string performance capture which involves inherently subtle hand-string contacts and intricate movements. To fulfill this goal, we first collect a dataset, named String Performance Dataset (SPD), featuring cello and violin performances. The dataset includes videos captured from up to 23 different views, audio signals, and detailed 3D motion annotations of the body, hands, instrument, and bow. Moreover, to acquire the detailed motion annotations, we propose an audio-guided multi-modal motion capture framework that explicitly incorporates hand-string contacts detected from the audio signals for solving detailed hand poses. This framework serves as a baseline for string performance capture in a completely markerless manner without imposing any external devices on performers, eliminating the potential of introducing distortion in such delicate movements. We argue that the movements of performers, particularly the sound-producing gestures, contain subtle information often elusive to visual methods but can be inferred and retrieved from audio cues. Consequently, we refine the vision-based motion capture results through our innovative audio-guided approach, simultaneously clarifying the contact relationship between the performer and the instrument, as deduced from the audio. We validate the proposed framework and conduct ablation studies to demonstrate its efficacy. Our results outperform current state-of-the-art vision-based algorithms, underscoring the feasibility of augmenting visual motion capture with audio modality. To the best of our knowledge, SPD is the first dataset for musical instrument performance, covering fine-grained hand motion details in a multi-modal, large-scale collection. It holds significant implications and guidance for string instrument pedagogy, animation, and virtual concerts, as well as for both musical performance analysis and generation. Our code and SPD dataset are available at https://github.com/Yitongishere/string_performance.
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-, Mihir Makwana, and Makwana Ranveersingh -. "Animations and the Role of Emotions." International Journal For Multidisciplinary Research 6, no. 2 (2024). http://dx.doi.org/10.36948/ijfmr.2024.v06i02.14606.

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How can an animator capture and analyse emotion? Might the act of animating something itself be a way to access meaning that earlier studies were unable to do? Animation has the ability to both accentuate and hide emotions that are displayed through body language and gesture. We are exposed to both the spoken words and the subtle variations in body motions when we watch live action (human interview) documentary film. What may be gained by interpreting documentary video via the animator's personal and aesthetic perspective, or how much might be lost when it is converted into animation? This study investigates the outcomes of the initial of a series of animations produced utilising research via practise approach, drawing on my prior expertise as a game's animator. The process of manipulating images to provide them the appearance of motion is referred to as animation. By creating a series of images, or frameworks, with one frame being a bit distinct relative to the last, a representation of movement is produced. Cartoons are among the best forms of animation. Animated videos have always been hand-drawn, using a great deal of visuals made with minor adjustments using color as well as a sharpie. A lot of contemporary animation was produced using an arsenal of specialized software programs as computer technology and animation software proliferated.
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Bo, Wan, Wen Xiu, An Lingling, and Ding Xiaoling. "Interactive Shadow Play Animation System." International Journal of Information, Control and Computer Sciences 8.0, no. 1 (2015). https://doi.org/10.5281/zenodo.1337941.

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The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.
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Voci, Paola. "Re-animating the vanishing woman: from invisible labour to embodied gesture." Special Issue: Feminist Videographic Diptychs 10, no. 3 (2023). http://dx.doi.org/10.16995/intransition.15459.

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This video essay explores the intersection between feminism and animation by focusing on the disappearance and reappearance of women animators’ bodies, and in particular their crafting and generative hands.
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Amboro, Yudi, and Adityayoga Adityayoga. "CHARACTER GESTURE COMPARISON ON TIMUN MAS ANIMATION MADE BY DRS SUYADI AND TIMUN MAS ANIMATION MADE BY BENING STUDIO." International Review of Humanities Studies 5, no. 1 (2020). http://dx.doi.org/10.7454/irhs.v5i1.249.

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Animation is one of the flagship products of creative industry which grow rapidly, under Bekraf (Indonesian Creative Economy Board) film, animation, and video sub sector. The high quantity of animation production in Indonesia can be shown through several animation projects which currently still in production stage or already circulated, whether in the form of serialization for TV or in the form of movie on silver screen. Therefore, the study of animation made in Indonesia nowadays is needed more than before. As an art form, animation is also a media that can be deconstructed for each of its aspect, historically, socially, theoretically, and critically. Animation in its visual form is using various element and technique that common in visual media design. This technique historically can be look down to past media that already used before the advent of animation. One of the important visual elements of animation film is visual character element. Visual character is an embodiment of characterization from the scenario. The embodiment done through the design of visual character that made to facilitate the movement in order to make audience understand the story. Character design and its movement in animation through the detail planning must be able to show its personality. In order to show it, the designer uses various technique and methods such as: acting and expression which achieved through character visualization of gesture, movement, voice and other form of body language. Many form of that character visual expression not only used for delivering the story but also to convey meaning to audience. One of the popular genres of animation made in Indonesia is a fairytale (dongeng) animation. Fairytale animation derives its story from folklore (cerita rakyat) of Indonesia. Though it is a misconception the folklore is considered as children friendly story therefore deemed appropriate to be used as animation story for children. One of the popular folklore or fairytale stories that often adapted for animation is Timun Mas story. This animation character gesture study hopefully can be considered as the way to enriching the study of animation as media in Indonesia and in the end can be use to further study of methods and process of character design in animation.
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Sapna, Jain, and Afshar Alam M. "Augmented Reality based social skills intervention system for ASD children using Video Self-Modelling." June 7, 2025. https://doi.org/10.5281/zenodo.14876083.

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Autism Spectrum Disorder (ASD) is a lifelong, intricate condition that hinders social and communication abilities and affects around one in hundred children under the age of 10 in India. Tailored training based on individual needs may not always be feasible for individuals with ASD. Children with ASD struggle with social interaction and empathy. The goal is to help individuals with autism improve their learning and communication skills, which is a dream for their families. There is evidence indicating that children with ASD show a preference for images of themselves over others, highlighting the necessity for an Augmented Reality-based intervention system to improve social skills. The current ASD systems in India do not include an AR environment, personalized social narratives, or Automatic Video self-modelling (VSM). The AR systems currently in place only cover basic social greeting skills and do not focus on addressing mind blindness and socio-communication skills in individuals with ASD. Additionally, existing ASD with Gesture recognition systems are not reliable as the actions performed by children with autism are unpredictable. The current ASD systems in India lack an AR environment, personalized social narratives, and Automatic Video self-modelling (VSM). The AR systems currently implemented only focus on basic social greeting skills and do not address mind blindness and socio-communication skills in individuals with ASD. Furthermore, existing ASD with Gesture recognition systems are unreliable due to the unpredictable actions of children with autism. The primary aim of the proposed model is to develop an efficient Augmented Reality solution for evidence-based intervention in Autism Spectrum Disorder (ASD) to assist children (Mild to Moderate level) in overcoming mind blindness. This will involve training in various sociocommunication skills, creating cartoon animation videos with injected self-images during social narrative sessions, and integrating. Eye gaze detection. This will allow individuals to learn by observing themselves in cartoon videos while performing specific tasks. The eye gaze of the learner is detected during live social narrative session to avoid the deviation from the social narrative and alert will be given. This proposed model will perform robust multimodal Gesture detection, Voice detection and Automatic Video Self-Modelling in practice session to help Autism Spectrum Disorder (ASD) children to practice and review their activities. The proposed Automatic Video self-modelling (VSM) system will summarize the practice video of the learner by identifying the timestamp at which successful gesture and voice is detected. This investigation will be carried out with Narrative story content creation for various social communication skills and support for baseline phase and intervention phase for experimentation and validation from National Institute for Empowerment of Persons with Multiple Disabilities (NIEPMD) thereby providing better learning and communication to benefit the Autism children
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Beautemps, Jacob, André Bresges, and Sebastian Becker-Genschow. "Enhancing Learning Through Animated Video: An Eye-Tracking Methodology Approach." Journal of Science Education and Technology, October 16, 2024. http://dx.doi.org/10.1007/s10956-024-10162-4.

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AbstractThis study investigates the impact of different animation styles on learning outcomes in physics, with a focus on explanations of the seasons. Using a combination of pre-post performance tests and eye tracking, we compared animations featuring a presenter with pure animations without a person in the frame. The sample consisted of students from a seminar for prospective physics teachers (N = 32, mean age = 23.9, SD = 5.7). The results indicate that while both formats achieved high learning success, the pure animation significantly outperformed the presenter-inclusive format in terms of effect size and in attracting gaze to the key areas of interest (AOIs) essential for understanding the physics of seasons. Intriguingly, specific hand gestures in the animation with a presenter were shown to reverse this effect, substantially increasing gaze attention on relevant AOIs. These findings suggest that specific animation elements can enhance educational efficacy in physics. This understanding has the potential to improve educational animations in media but also traditional teaching in school or university.
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Fares, Mireille, Catherine Pelachaud, and Nicolas Obin. "Zero-shot style transfer for gesture animation driven by text and speech using adversarial disentanglement of multimodal style encoding." Frontiers in Artificial Intelligence 6 (June 12, 2023). http://dx.doi.org/10.3389/frai.2023.1142997.

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Modeling virtual agents with behavior style is one factor for personalizing human-agent interaction. We propose an efficient yet effective machine learning approach to synthesize gestures driven by prosodic features and text in the style of different speakers including those unseen during training. Our model performs zero-shot multimodal style transfer driven by multimodal data from the PATS database containing videos of various speakers. We view style as being pervasive; while speaking, it colors the communicative behaviors expressivity while speech content is carried by multimodal signals and text. This disentanglement scheme of content and style allows us to directly infer the style embedding even of a speaker whose data are not part of the training phase, without requiring any further training or fine-tuning. The first goal of our model is to generate the gestures of a source speaker based on the content of two input modalities–Mel spectrogram and text semantics. The second goal is to condition the source speaker's predicted gestures on the multimodal behavior style embedding of a target speaker. The third goal is to allow zero-shot style transfer of speakers unseen during training without re-training the model. Our system consists of two main components: (1) a speaker style encoder network that learns to generate a fixed-dimensional speaker embedding style from a target speaker multimodal data (mel-spectrogram, pose, and text) and (2) a sequence-to-sequence synthesis network that synthesizes gestures based on the content of the input modalities—text and mel-spectrogram—of a source speaker and conditioned on the speaker style embedding. We evaluate that our model is able to synthesize gestures of a source speaker given the two input modalities and transfer the knowledge of target speaker style variability learned by the speaker style encoder to the gesture generation task in a zero-shot setup, indicating that the model has learned a high-quality speaker representation. We conduct objective and subjective evaluations to validate our approach and compare it with baselines.
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Ngo, Thi Duyen, Duc Hoang Long Nguyen, and Hai Long Luong. "Sign Language Representation using Virtual Characters with 3D Animation." VNU Journal of Science: Computer Science and Communication Engineering, March 20, 2025. https://doi.org/10.25073/2588-1086/vnucsce.3768.

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Sign language is a communication system that encompasses bodily gestures, primarilyutilized within the deaf community. Due to its limited prevalence, information from books, newspapers, and videos is often not translated or represented in sign language. This situation createschallenges for deaf individuals in acquiring information, as well as in their learning and interactionswith hearing individuals. Historically, the conversion between spoken language and sign languagerelied entirely on interpreters, a limited resource that is not always readily available. Currently, employing technology to convert spoken language into sign language presents a modern and convenientalternative. This linguistic conversion typically involves two steps: first, converting spoken languageinto text that adheres to the grammatical structure of sign language; second, representing this textthrough the corresponding gestures. This paper proposes a method for representing sign languageusing 3D characters to address the latter step. The method constructs a 3D skeleton motion for eachword or phrase from input text in sign language grammar. Subsequently, the motion data of words isprocessed and interconnected to animate a 3D virtual character for the complete sentence representation. We have applied the proposed method to represent Vietnamese Sign Language (VSL) using 3Dvirtual characters. The results were assessed by experts in sign language, yielding promising findingsthat suggest the practical applicability of the proposed methodology.
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Chen, Chuang, Lingyun Yu, Quanwei Yang, Aihua Zheng, and Hongtao Xie. "THGS: Lifelike Talking Human Avatar Synthesis From Monocular Video Via 3D Gaussian Splatting." Computer Graphics Forum, January 25, 2025. https://doi.org/10.1111/cgf.15282.

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AbstractDespite the remarkable progress in 3D talking head generation, directly generating 3D talking human avatars still suffers from rigid facial expressions, distorted hand textures and out‐of‐sync lip movements. In this paper, we extend speaker‐specific talking head generation task to talking human avatar synthesis and propose a novel pipeline, THGS, that animates lifelike Talking Human avatars using 3D Gaussian Splatting (3DGS). Given speech audio, expression and body poses as input, THGS effectively overcomes the limitations of 3DGS human re‐construction methods in capturing expressive dynamics, such as mouth movements, facial expressions and hand gestures, from a short monocular video. Firstly, we introduce a simple yet effective Learnable Expression Blendshapes (LEB) for facial dynamics re‐construction, where subtle facial dynamics can be generated by linearly combining the static head model and expression blendshapes. Secondly, a Spatial Audio Attention Module (SAAM) is proposed for lip‐synced mouth movement animation, building connections between speech audio and mouth Gaussian movements. Thirdly, we employ a body pose, expression and skinning weights joint optimization strategy to optimize these parameters on the fly, which aligns hand movements and expressions better with video input. Experimental results demonstrate that THGS can achieve high‐fidelity 3D talking human avatar animation at 150+ fps on a web‐based rendering system, improving the requirements of real‐time applications. Our project page is at https://sora158.github.io/THGS.github.io/.
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Burwell, Catherine. "New(s) Readers: Multimodal Meaning-Making in AJ+ Captioned Video." M/C Journal 20, no. 3 (2017). http://dx.doi.org/10.5204/mcj.1241.

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IntroductionIn 2013, Facebook introduced autoplay video into its newsfeed. In order not to produce sound disruptive to hearing users, videos were muted until a user clicked on them to enable audio. This move, recognised as a competitive response to the popularity of video-sharing sites like YouTube, has generated significant changes to the aesthetics, form, and modalities of online video. Many video producers have incorporated captions into their videos as a means of attracting and maintaining user attention. Of course, captions are not simply a replacement or translation of sound, but have instead added new layers of meaning and changed the way stories are told through video.In this paper, I ask how the use of captions has altered the communication of messages conveyed through online video. In particular, I consider the role captions have played in news reporting, as online platforms like Facebook become increasingly significant sites for the consumption of news. One of the most successful producers of online news video has been Al Jazeera Plus (AJ+). I examine two recent AJ+ news videos to consider how meaning is generated when captions are integrated into the already multimodal form of the video—their online reporting of Australian versus US healthcare systems, and the history of the Black Panther movement. I analyse interactions amongst image, sound, language, and typography and consider the role of captions in audience engagement, branding, and profit-making. Sean Zdenek notes that captions have yet to be recognised “as a significant variable in multimodal analysis, on par with image, sound and video” (xiii). Here, I attempt to pay close attention to the representational, cultural and economic shifts that occur when captions become a central component of online news reporting. I end by briefly enquiring into the implications of captions for our understanding of literacy in an age of constantly shifting media.Multimodality in Digital MediaJeff Bezemer and Gunther Kress define a mode as a “socially and culturally shaped resource for meaning making” (171). Modes include meaning communicated through writing, sound, image, gesture, oral language, and the use of space. Of course, all meanings are conveyed through multiple modes. A page of written text, for example, requires us to make sense through the simultaneous interpretation of words, space, colour, and font. Media such as television and film have long been understood as multimodal; however, with the appearance of digital technologies, media’s multimodality has become increasingly complex. Video games, for example, demonstrate an extraordinary interplay between image, sound, oral language, written text, and interactive gestures, while technologies such as the mobile phone combine the capacity to produce meaning through speaking, writing, and image creation.These multiple modes are not simply layered one on top of the other, but are instead “enmeshed through the complexity of interaction, representation and communication” (Jewitt 1). The rise of multimodal media—as well as the increasing interest in understanding multimodality—occurs against the backdrop of rapid technological, cultural, political, and economic change. These shifts include media convergence, political polarisation, and increased youth activism across the globe (Herrera), developments that are deeply intertwined with uses of digital media and technology. Indeed, theorists of multimodality like Jay Lemke challenge us to go beyond formalist readings of how multiple modes work together to create meaning, and to consider multimodality “within a political economy and a cultural ecology of identities, markets and values” (140).Video’s long history as an inexpensive and portable way to produce media has made it an especially dynamic form of multimodal media. In 1974, avant-garde video artist Nam June Paik predicted that “new forms of video … will stimulate the whole society to find more imaginative ways of telecommunication” (45). Fast forward more than 40 years, and we find that video has indeed become an imaginative and accessible form of communication. The cultural influence of video is evident in the proliferation of video genres, including remix videos, fan videos, Let’s Play videos, video blogs, live stream video, short form video, and video documentary, many of which combine semiotic resources in novel ways. The economic power of video is evident in the profitability of video sharing sites—YouTube in particular—as well as the recent appearance of video on other social media platforms such as Instagram and Facebook.These platforms constitute significant “sites of display.” As Rodney Jones notes, sites of display are not merely the material media through which information is displayed. Rather, they are complex spaces that organise social interactions—for example, between producers and users—and shape how meaning is made. Certainly we can see the influence of sites of display by considering Facebook’s 2013 introduction of autoplay into its newsfeed, a move that forced video producers to respond with new formats. As Edson Tandoc and Julian Maitra write, news organisations have had been forced to “play by Facebook’s frequently modified rules and change accordingly when the algorithms governing the social platform change” (2). AJ+ has been considered one of the media companies that has most successfully adapted to these changes, an adaptation I examine below. I begin by taking up Lemke’s challenge to consider multimodality contextually, reading AJ+ videos through the conceptual lens of the “attention economy,” a lens that highlights the profitability of attention within digital cultures. I then follow with analyses of two short AJ+ videos to show captions’ central role, not only in conveying meaning, but also in creating markets, and communicating branded identities and ideologies.AJ+, Facebook and the New Economies of AttentionThe Al Jazeera news network was founded in 1996 to cover news of the Arab world, with a declared commitment to give “voice to the voiceless.” Since that time, the network has gained global influence, yet many of its attempts to break into the American market have been unsuccessful (Youmans). In 2013, the network acquired Current TV in an effort to move into cable television. While that effort ultimately failed, Al Jazeera’s purchase of the youth-oriented Current TV nonetheless led to another, surprisingly fruitful enterprise, the development of the digital media channel Al Jazeera Plus (AJ+). AJ+ content, which is made up almost entirely of video, is directed at 18 to 35-year-olds. As William Youmans notes, AJ+ videos are informal and opinionated, and, while staying consistent with Al Jazeera’s mission to “give voice to the voiceless,” they also take an openly activist stance (114). Another distinctive feature of AJ+ videos is the way they are tailored for specific platforms. From the beginning, AJ+ has had particular success on Facebook, a success that has been recognised in popular and trade publications. A 2015 profile on AJ+ videos in Variety (Roettgers) noted that AJ+ was the ninth biggest video publisher on the social network, while a story on Journalism.co (Reid, “How AJ+ Reaches”) that same year commented on the remarkable extent to which Facebook audiences shared and interacted with AJ+ videos. These stories also note the distinctive video style that has become associated with the AJ+ brand—short, bold captions; striking images that include photos, maps, infographics, and animations; an effective opening hook; and a closing call to share the video.AJ+ video producers were developing this unique style just as Facebook’s autoplay was being introduced into newsfeeds. Autoplay—a mechanism through which videos are played automatically, without action from a user—predates Facebook’s introduction of the feature. However, autoplay on Internet sites had already begun to raise the ire of many users before its appearance on Facebook (Oremus, “In Defense of Autoplay”). By playing video automatically, autoplay wrests control away from users, and causes particular problems for users using assistive technologies. Reporting on Facebook’s decision to introduce autoplay, Josh Constine notes that the company was looking for a way to increase advertising revenues without increasing the number of actual ads. Encouraging users to upload and share video normalises the presence of video on Facebook, and opens up the door to the eventual addition of profitable video ads. Ensuring that video plays automatically gives video producers an opportunity to capture the attention of users without the need for them to actively click to start a video. Further, ensuring that the videos can be understood when played silently means that both deaf users and users who are situationally unable to hear the audio can also consume its content in any kind of setting.While Facebook has promoted its introduction of autoplay as a benefit to users (Oremus, “Facebook”), it is perhaps more clearly an illustration of the carefully-crafted production strategies used by digital platforms to capture, maintain, and control attention. Within digital capitalism, attention is a highly prized and scarce resource. Michael Goldhaber argues that once attention is given, it builds the potential for further attention in the future. He writes that “obtaining attention is obtaining a kind of enduring wealth, a form of wealth that puts you in a preferred position to get anything this new economy offers” (n.p.). In the case of Facebook, this offers video producers the opportunity to capture users’ attention quickly—in the time it takes them to scroll through their newsfeed. While this may equate to only a few seconds, those few seconds hold, as Goldhaber predicted, the potential to create further value and profit when videos are viewed, liked, shared, and commented on.Interviews with AJ+ producers reveal that an understanding of the value of this attention drives the organisation’s production decisions, and shapes content, aesthetics, and modalities. They also make it clear that it is captions that are central in their efforts to engage audiences. Jigar Mehta, former head of engagement at AJ+, explains that “those first three to five seconds have become vital in grabbing the audience’s attention” (quoted in Reid, “How AJ+ Reaches”). While early videos began with the AJ+ logo, that was soon dropped in favour of a bold image and text, a decision that dramatically increased views (Reid, “How AJ+ Reaches”). Captions and titles are not only central to grabbing attention, but also to maintaining it, particularly as many audience members consume video on mobile devices without sound. Mehta tells an editor at the Nieman Journalism Lab:we think a lot about whether a video works with the sound off. Do we have to subtitle it in order to keep the audience retention high? Do we need to use big fonts? Do we need to use color blocking in order to make words pop and make things stand out? (Mehta, qtd. in Ellis)An AJ+ designer similarly suggests that the most important aspects of AJ+ videos are brand, aesthetic style, consistency, clarity, and legibility (Zou). While questions of brand, style, and clarity are not surprising elements to associate with online video, the matter of legibility is. And yet, in contexts where video is viewed on small, hand-held screens and sound is not an option, legibility—as it relates to the arrangement, size and colour of type—does indeed take on new importance to storytelling and sense-making.While AJ+ producers frame the use of captions as an innovative response to Facebook’s modern algorithmic changes, it makes sense to also remember the significant histories of captioning that their videos ultimately draw upon. This lineage includes silent films of the early twentieth century, as well as the development of closed captions for deaf audiences later in that century. Just as he argues for the complexity, creativity, and transformative potential of captions themselves, Sean Zdenek also urges us to view the history of closed captioning not as a linear narrative moving inevitably towards progress, but as something far more complicated and marked by struggle, an important reminder of the fraught and human histories that are often overlooked in accounts of “new media.” Another important historical strand to consider is the centrality of the written word to digital media, and to the Internet in particular. As Carmen Lee writes, despite public anxieties and discussions over a perceived drop in time spent reading, digital media in fact “involve extensive use of the written word” (2). While this use takes myriad forms, many of these forms might be seen as connected to the production, consumption, and popularity of captions, including practices such as texting, tweeting, and adding titles and catchphrases to photos.Captions, Capture, and Contrast in Australian vs. US HealthcareOn May 4, 2017, US President Donald Trump was scheduled to meet with Australian Prime Minister Malcolm Turnbull in New York City. Trump delayed the meeting, however, in order to await the results of a vote in the US House of Representatives to repeal the Affordable Care Act—commonly known as Obama Care. When he finally sat down with the Prime Minister later that day, Trump told him that Australia has “better health care” than the US, a statement that, in the words of a Guardian report, “triggered astonishment and glee” amongst Trump’s critics (Smith). In response to Trump’s surprising pronouncement, AJ+ produced a 1-minute video extending Trump’s initial comparison with a series of contrasts between Australian government-funded health care and American privatised health care (Facebook, “President Trump Says…”). The video provides an excellent example of the role captions play in both generating attention and creating the unique aesthetic that is crucial to the AJ+ brand.The opening frame of the video begins with a shot of the two leaders seated in front of the US and Australian flags, a diplomatic scene familiar to anyone who follows politics. The colours of the picture are predominantly red, white and blue. Superimposed on top of the image is a textbox containing the words “How does Australia’s healthcare compare to the US?” The question appears in white capital letters on a black background, and the box itself is heavily outlined in yellow. The white and yellow AJ+ logo appears in the upper right corner of the frame. This opening frame poses a question to the viewer, encouraging a kind of rhetorical interactivity. Through the use of colour in and around the caption, it also quickly establishes the AJ+ brand. This opening scene also draws on the Internet’s history of humorous “image macros”—exemplified by the early LOL cat memes—that create comedy through the superimposition of captions on photographic images (Shifman).Captions continue to play a central role in meaning-making once the video plays. In the next frame, Trump is shown speaking to Turnbull. As he speaks, his words—“We have a failing healthcare”—drop onto the screen (Image 1). The captions are an exact transcription of Trump’s awkward phrase and appear centred in caps, with the words “failing healthcare” emphasised in larger, yellow font. With or without sound, these bold captions are concise, easily read on a small screen, and visually dominate the frame. The next few seconds of the video complete the sequence, as Trump tells Turnbull, “I shouldn’t say this to our great gentleman, my friend from Australia, ‘cause you have better healthcare than we do.” These words continue to appear over the image of the two men, still filling the screen. In essence, Trump’s verbal gaffe, transcribed word for word and appearing in AJ+’s characteristic white and yellow lettering, becomes the video’s hook, designed to visually call out to the Facebook user scrolling silently through their newsfeed.Image 1: “We have a failing healthcare.”The middle portion of the video answers the opening question, “How does Australia’s healthcare compare to the US?”. There is no verbal language in this segment—the only sound is a simple synthesised soundtrack. Instead, captions, images, and spatial design, working in close cooperation, are used to draw five comparisons. Each of these comparisons uses the same format. A title appears at the top of the screen, with the remainder of the screen divided in two. The left side is labelled Australia, the right U.S. Underneath these headings, a representative image appears, followed by two statistics, one for each country. For example, the third comparison contrasts Australian and American infant mortality rates (Image 2). The left side of the screen shows a close-up of a mother kissing a baby, with the superimposed caption “3 per 1,000 births.” On the other side of the yellow border, the American infant mortality rate is illustrated with an image of a sleeping baby superimposed with a corresponding caption, “6 per 1,000 births.” Without voiceover, captions do much of the work of communicating the national differences. They are, however, complemented and made more quickly comprehensible through the video’s spatial design and its subtly contrasting images, which help to visually organise the written content.Image 2: “Infant mortality rate”The final 10 seconds of the video bring sound back into the picture. We once again see and hear Trump tell Turnbull, “You have better healthcare than we do.” This image transforms into another pair of male faces—liberal American commentator Chris Hayes and US Senator Bernie Sanders—taken from a MSNBC cable television broadcast. On one side, Hayes says “They do have, they have universal healthcare.” On the other, Sanders laughs uproariously in response. The only added caption for this segment is “Hahahaha!”, the simplicity of which suggests that the video’s target audience is assumed to have a context for understanding Sander’s laughter. Here and throughout the video, autoplay leads to a far more visual style of relating information, one in which captions—working alongside images and layout—become, in Zdenek’s words, a sort of “textual performance” (6).The Black Panther Party and the Textual Performance of Progressive PoliticsReports on police brutality and Black Lives Matters protests have been amongst AJ+’s most widely viewed and shared videos (Reid, “Beyond Websites”). Their 2-minute video (Facebook, Black Panther) commemorating the 50th anniversary of the Black Panther Party, viewed 9.5 million times, provides background to these contemporary events. Like the comparison of American and Australian healthcare, captions shape the video’s structure. But here, rather than using contrast as means of quick visual communication, the video is structured as a list of five significant points about the Black Panther Party. Captions are used not only to itemise and simplify—and ultimately to reduce—the party’s complex history, but also, somewhat paradoxically, to promote the news organisation’s own progressive values.After announcing the intent and structure of the video—“5 things you should know about the Black Panther Party”—in its first 3 seconds, the video quickly sets in to describe each item in turn. The themes themselves correspond with AJ+’s own interests in policing, community, and protest, while the language used to announce each theme is characteristically concise and colloquial:They wanted to end police brutality.They were all about the community.They made enemies in high places.Women were vocal and active panthers.The Black Panthers’ legacy is still alive today.Each of these themes is represented using a combination of archival black and white news footage and photographs depicting Black Panther members, marches, and events. These still and moving images are accompanied by audio recordings from party members, explaining its origins, purposes, and influences. Captions are used throughout the video both to indicate the five themes and to transcribe the recordings. As the video moves from one theme to another, the corresponding number appears in the centre of the screen to indicate the transition, and then shrinks and moves to the upper left corner of the screen as a reminder for viewers. A musical soundtrack of strings and percussion, communicating a sense of urgency, underscores the full video.While typographic features like font size, colour, and placement were significant in communicating meaning in AJ+’s healthcare video, there is an even broader range of experimentation here. The numbers 1 to 5 that appear in the centre of the screen to announce each new theme blink and flicker like the countdown at the beginning of bygone film reels, gesturing towards the historical topic and complementing the black and white footage. For those many viewers watching the video without sound, an audio waveform above the transcribed interviews provides a visual clue that the captions are transcriptions of recorded voices. Finally, the colour green, used infrequently in AJ+ videos, is chosen to emphasise a select number of key words and phrases within the short video. Significantly, all of these words are spoken by Black Panther members. For example, captions transcribing former Panther leader Ericka Huggins speaking about the party’s slogan—“All power to the people”—highlight the words “power” and “people” with large, lime green letters that stand out against the grainy black and white photos (Image 3). The captions quite literally highlight ideas about oppression, justice, and social change that are central to an understanding of the history of the Black Panther Party, but also to the communication of the AJ+ brand.Image 3: “All power to the people”ConclusionEmploying distinctive combinations of word and image, AJ+ videos are produced to call out to users through the crowded semiotic spaces of social media. But they also call out to scholars to think carefully about the new kinds of literacies associated with rapidly changing digital media formats. Captioned video makes clear the need to recognise how meaning is constructed through sophisticated interpretive strategies that draw together multiple modes. While captions are certainly not new, an analysis of AJ+ videos suggests the use of novel typographical experiments that sit “midway between language and image” (Stöckl 289). Discussions of literacy need to expand to recognise this experimentation and to account for the complex interactions between the verbal and visual that get lost when written text is understood to function similarly across multiple platforms. In his interpretation of closed captioning, Zdenek provides an insightful list of the ways that captions transform meaning, including their capacity to contextualise, clarify, formalise, linearise and distill (8–9). His list signals not only the need for a deeper understanding of the role of captions, but also for a broader and more vivid vocabulary to describe multimodal meaning-making. Indeed, as Allan Luke suggests, within the complex multimodal and multilingual contexts of contemporary global societies, literacy requires that we develop and nurture “languages to talk about language” (459).Just as importantly, an analysis of captioned video that takes into account the economic reasons for captioning also reminds us of the need for critical media literacies. AJ+ videos reveal how the commercial goals of branding, promotion, and profit-making influence the shape and presentation of news. As meaning-makers and as citizens, we require the capacity to assess how we are being addressed by news organisations that are themselves responding to the interests of economic and cultural juggernauts such as Facebook. In schools, universities, and informal learning spaces, as well as through discourses circulated by research, media, and public policy, we might begin to generate more explicit and critical discussions of the ways that digital media—including texts that inform us and even those that exhort us towards more active forms of citizenship—simultaneously seek to manage, direct, and profit from our attention.ReferencesBezemer, Jeff, and Gunther Kress. “Writing in Multimodal Texts: A Social Semiotic Account of Designs for Learning.” Written Communication 25.2 (2008): 166–195.Constine, Josh. “Facebook Adds Automatic Subtitling for Page Videos.” TechCrunch 4 Jan. 2017. 1 May 2017 <https://techcrunch.com/2017/01/04/facebook-video-captions/>.Ellis, Justin. “How AJ+ Embraces Facebook, Autoplay, and Comments to Make Its Videos Stand Out.” Nieman Labs 3 Aug. 2015. 28 Apr. 2017 <http://www.niemanlab.org/2015/08/how-aj-embraces-facebook-autoplay-and-comments-to-make-its-videos-stand-out/>.Facebook. “President Trump Says…” Facebook, 2017. <https://www.facebook.com/ajplusenglish/videos/954884227986418/>.Facebook. “Black Panther.” Facebook, 2017. <https://www.facebook.com/ajplusenglish/videos/820822028059306/>.Goldhaber, Michael. “The Attention Economy and the Net.” First Monday 2.4 (1997). 9 June 2013 <http://firstmonday.org/article/view/519/440>.Herrera, Linda. “Youth and Citizenship in the Digital Age: A View from Egypt.” Harvard Educational Review 82.3 (2012): 333–352.Jewitt, Carey.”Introduction.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 1–8.Jones, Rodney. “Technology and Sites of Display.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 114–126.Lee, Carmen. “Micro-Blogging and Status Updates on Facebook: Texts and Practices.” Digital Discourse: Language in the New Media. Eds. Crispin Thurlow and Kristine Mroczek. Oxford Scholarship Online, 2011. DOI: 10.1093/acprof:oso/9780199795437.001.0001.Lemke, Jay. “Multimodality, Identity, and Time.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 140–150.Luke, Allan. “Critical Literacy in Australia: A Matter of Context and Standpoint.” Journal of Adolescent and Adult Literacy 43.5 (200): 448–461.Oremus, Will. “Facebook Is Eating the Media.” National Post 14 Jan. 2015. 15 June 2017 <http://news.nationalpost.com/news/facebook-is-eating-the-media-how-auto-play-videos-could-put-news-websites-out-of-business>.———. “In Defense of Autoplay.” Slate 16 June 2015. 14 June 2017 <http://www.slate.com/articles/technology/future_tense/2015/06/autoplay_videos_facebook_twitter_are_making_them_less_annoying.html>.Paik, Nam June. “The Video Synthesizer and Beyond.” The New Television: A Public/Private Art. Eds. Douglas Davis and Allison Simmons. Cambridge, MA: MIT Press, 1977. 45.Reid, Alistair. “Beyond Websites: How AJ+ Is Innovating in Digital Storytelling.” Journalism.co 17 Apr. 2015. 13 Feb. 2017 <https://www.journalism.co.uk/news/beyond-websites-how-aj-is-innovating-in-digital-storytelling/s2/a564811/>.———. “How AJ+ Reaches 600% of Its Audience on Facebook.” Journalism.co. 5 Aug. 2015. 13 Feb. 2017 <https://www.journalism.co.uk/news/how-aj-reaches-600-of-its-audience-on-facebook/s2/a566014/>.Roettgers, Jank. “How Al Jazeera’s AJ+ Became One of the Biggest Video Publishers on Facebook.” Variety 30 July 2015. 1 May 2017 <http://variety.com/2015/digital/news/how-al-jazeeras-aj-became-one-of-the-biggest-video-publishers-on-facebook-1201553333/>.Shifman, Limor. Memes in Digital Culture. Cambridge, MA: MIT Press, 2014.Smith, David. “Trump Says ‘Everybody’, Not Just Australia, Has Better Healthcare than US.” The Guardian 5 May 2017. 5 May 2017 <https://www.theguardian.com/us-news/2017/may/05/trump-healthcare-australia-better-malcolm-turnbull>.Stöckl, Hartmut. “Typography: Visual Language and Multimodality.” Interactions, Images and Texts. Eds. Sigrid Norris and Carmen Daniela Maier. Amsterdam: De Gruyter, 2014. 283–293.Tandoc, Edson, and Maitra, Julian. “New Organizations’ Use of Native Videos on Facebook: Tweaking the Journalistic Field One Algorithm Change at a Time. New Media & Society (2017). DOI: 10.1177/1461444817702398.Youmans, William. An Unlikely Audience: Al Jazeera’s Struggle in America. New York: Oxford University Press, 2017.Zdenek, Sean. Reading Sounds: Closed-Captioned Media and Popular Culture. Chicago: University of Chicago Press, 2015.Zou, Yanni. “How AJ+ Applies User-Centered Design to Win Millennials.” Medium 16 Apr. 2016. 7 May 2017 <https://medium.com/aj-platforms/how-aj-applies-user-centered-design-to-win-millennials-3be803a4192c>.
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Viljoen, Martina. "Mzansi Magic." M/C Journal 26, no. 5 (2023). http://dx.doi.org/10.5204/mcj.2989.

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Abstract:
Introduction Jerusalema, a song from Mzansi — an informal isiZulu name for South Africa — became a global hit during the Covid-19 pandemic. Set to a repetitive, slow four-to-a-bar beat characteristic of South African house music, the gospel-influenced song was released through Open Mic Productions in 2019 by the DJ and record producer Kgaogelo Moagi, popularly known as ‘Master KG’. The production resulted from a collaboration between Master KG, the music producer Charmza The DJ, who composed the music, and the vocalist Nomcebo Zikode, who wrote the lyrics and performed the song for the master recording. Jerusalema immediately trended on social media and, as a “soundtrack of the pandemic” (Modise), became one of the most popular songs of 2020. Soon, it reached no. 1 on the music charts in Belgium, Romania, the Netherlands, South Africa, and Switzerland, while going triple platinum in Italy and double platinum in Spain (Hissong). By September 2020, Jerusalema was the most Shazammed song in history. To date, it has generated more than half a billion views on YouTube. After its initial success as a music video, the song’s influence was catapulted to a global cultural phenomenon by the #JerusalemaDanceChallenge video posted by the Angolan dance troupe Fenómenos do Semba in 2020, featuring exquisite dance steps that inspired a viral social media challenge. Some observed that footwork in several of the videos posted, suggested dance types associated with pantsula jive and kwaito music, both of which originated from the black townships of South Africa during the apartheid era. Yet, the leader of the Angolan dance troupe Fenómenos do Semba, Adilson Maiza claimed that the group’s choreography mixed kuduro dance steps (derived from the Angolan Portuguese term “cu duro” or “hard ass”) and Afro-beat. According to Master KG, indeed, the choreography made famous by the Angolan dancers conveyed an Angolan touch, described by Maiza as signature ginga e banga Angolana (Angolan sway and swag; Kabir). As a “counter-contagion” in the age of Coronavirus (Kabir), groups of individuals, ranging from school learners and teachers, police officers, and nursing staff in Africa to priests and nuns in Europe and Palestinians in the Old City of Jerusalem were posting Jerusalema dance videos. Famous efforts came from Vietnam, Switzerland, Ireland, Austria, and Morocco. Numerous videos of healthcare workers became a source of hope for patients with COVID-19 (Chingono). Following the thought of Zygmunt Bauman, in this article I interpret Jerusalema as a “re-enchantment” of a disenchanted world. Focussing on the song’s “magic”, I interrogate why this music video could take on such special meaning for millions of individuals and inspire a viral dance craze. My understanding of “magic” draws on the writings of Patrick Curry, who, in turn, bases his definition of the term on the thought of J.R.R. Tolkien. Curry (5) cites Tolkien in differentiating between two ways in which the word “magic” is generally used: “one to mean enchantment, as in: ‘It was magic!’ and the other to denote a paranormal means to an end, as in: ‘to use magic’”. The argument in this article draws on the first of these explications. As a global media sensation, Jerusalema placed a spotlight on the paucity of a “de-spiritualized, de-animated world,” a world “waging war against mystery and magic” (Baumann x-xi). However, contexts of production and reception, as outlined in Burns and Hawkins (2ff.), warrant consideration of social and cultural values and ideologies masked by the music video’s idealised representation of everyday South African life and its glamourised expression of faith. Thus, while referring to the millennia-old Jerusalem trope and its ensuing mythologies via an intertextual reading, I shall also consider the song alongside the South African-produced epic gangster action film Jerusalema (2008; Orange) while furthermore reflecting on the contexts of its production. Why Jerusalema — Why Its “Magic”? The global fame attained by Master KG’s Jerusalema brought to the fore questions of what made the song and its ensuing dance challenge so exceptional and what lay behind its “magic” (Ndzuta). The song’s simple yet deeply spiritual words appeal to God to take the singer to the heavenly city. In an abbreviated form, as translated from the original isiZulu, the words mean, “Jerusalem is my home, guard me, walk with me, do not leave me here — Jerusalem is my home, my place is not here, my kingdom is not here” (“Jerusalema Lyrics in English”). These words speak of the yearning for salvation, home, and togetherness, with Jerusalem as its spiritual embodiment. As Ndzuta notes, few South African songs have achieved the kind of global status attained by “Jerusalema”. A prominent earlier example is Miriam Makeba’s dance hit Pata Pata, released in the 1960s during the apartheid era. The song’s global impact was enabled by Makeba’s fame and talent as a singer and her political activism against the apartheid regime (Ndzuta). Similarly, the South African hits included on Paul Simon’s Graceland album (1986) — like Ladysmith Black Mambazo’s Homeless — emanated from a specific politico-historical moment that, despite critique against Simon for violating the cultural boycott against South Africa at the time, facilitated their international impact and dissemination (Denselow). Jerusalema’s fame was not tied to political activism but derived from the turbulent times of the COVID-19 pandemic, which, according to statistics published by the World Health Organization, by the end of 2020 had claimed more than 3 million lives globally (“True Death Toll of Covid-19”). Within this context, the song’s message of divine guidance and the protection of a spiritual home was particularly relevant as it lifted global spirits darkened by the pandemic and the many losses it incurred. Likewise, the #JerusalemaDanceChallenge brought joy and feelings of togetherness during these challenging times, as was evidenced by the countless videos posted online. The Magic of the Myth Central to the lyrics of Jerusalema is the city of Jerusalem, which has, as Hees (95) notes, for millennia been “an intense marker of personal, social and religious identity and aspirations in words and music”. Nevertheless, Master KG’s Jerusalema differs from other “Jerusalem songs” in that it encompasses dense layering of “enchantment”. In contrast to Ladysmith Black Mambazo’s Awu Jerusalema, for instance, with its solemn, hymn-like structure and close harmonic vocal delivery, Master KG’s Jerusalema features Nomcebo’s sensuous and versatile voice in a gripping version of the South African house/gospel style known affectionately as the “Amapiano sound” — a raw hybrid of deep house, jazz and lounge music characterised by the use of synthesizers and wide percussive basslines (Seroto). In the original music video, in combination with Nomcebo’s soulful rendition, visuals featuring everyday scenes from South African township life take on alluring, if not poetic dimensions — a magical sensory mix, to which an almost imperceptible slow-motion camera effect adds the impression of “time slowing down”, simultaneously “softening” images of poverty and decay. Fig. 1: “Enchantment” and the joy of the dance. Still from the video “Jerusalema”. From a philosophical perspective, Zygmunt Bauman (xi) contends that “it is against a dis-enchanted world that the postmodern re-enchantment is aimed”. Yet, in a more critical vein, he also argues that, within the postmodern condition, humanity has been left alone with its fears and with an existential void that is “here to stay”: “postmodernity has not allayed the fears that modernity injected into humanity; postmodernity only privatized these fears”. For this reason, Bauman believes, postmodernity “had to become an age of imagined communities” (xviii-xxix). Furthermore, he deems that it is because of its extreme vulnerability that community provides the focus of postmodern concerns in attracting so much intellectual and “real-world” attention (Bauman xxix). Most notably, and relevant to the phenomenon of the media craze, as discussed in this article, Bauman defines the imagined community by way of the cogito “I am seen, therefore I exist” (xix). Not only does Bauman’s line of thought explain the mass and media appeal of populist ideologies of postmodernity that strive to “fill the void”, like Sharon Blackie’s The Enchanted Life — Unlocking the Magic of the Everyday, or Mattie James’s acclaimed Everyday Magic: The Joy of Not Being Everything and Still Being More than Enough; it also illuminates the immense collective appeal of the #JerusalemaDanceChallenge. Here, Bauman’s thought on the power of shared experience — in this case, mass-mediated experience — is, again, of particular relevance: “having no other … anchors except the affections of their ‘members’, imagined communities exist solely through … occasional outbursts of togetherness” (xix). Among these, he lists “demonstrations, marches, festivals, riots” (xix). Indeed, the joyous shared expression of the #JerusalemaDanceChallenge videos posted online during the COVID-19 pandemic may well sort under similar festive public “outbursts”. As a ceremonial dance that tells the story of shared experiences and longings, Jerusalema may be seen as one such collective celebration. True to African dance tradition, more than being merely entertainment for the masses, each in its own way, the dance videos recount history, convey emotion, celebrate rites of passage, and help unify communities in one of the darkest periods of the recent global past. An Intertextual Context for Reading “Jerusalema” However, historical dimensions of the “Jerusalem trope” suggest that Jerusalema might also be understood from a more critical perspective. As Hees (92) notes, the trope of the loss of and longing for the city of Jerusalem represents a merging of mythologies through the ages, embodied in Hebrew, Roman, Christian, Muslim, and Zionist religious cultures. Still, many Jerusalem narratives refrain from referring to its historical legacy, which fuelled hostility between the West and the Muslim world still prevalent today. Thus, the historical realities of fraud, deceit, greed, betrayal, massacres, and even cannibalism are often shunned so that Jerusalem — one of the holiest yet most blood-soaked cities in the world (Hees 92, 95) — is elevated as a symbol of the Heavenly City. In this respect, the South African crime epic Gangster Paradise: Jerusalema, which premiered at the Berlin International Film Festival in 2008 and was later submitted to the Academy Awards for consideration to qualify as a nominee for Best Foreign Language Film (De Jager), stands in stark contrast to the divine connotations of Master KG’s Jerusalema. According to its director Ralph Ziman (Stecker), the film, inspired by a true story, offers a raw look into post-apartheid crime and corruption in the South African city of Johannesburg (De Villiers 8). Its storyline provides a sharp critique of the economic inequalities that torment South Africa in post-apartheid democracy, capturing the dissatisfaction and the “wave of violent crimes that resulted from the economic realities at its root” (Azuawusiefe 102). The irony of the narrative resides in the fact that the main protagonist, Lucky Kunene, at first reluctant to resort to a life of crime, turns to car hijacking and then to hijacking derelict, over-crowded buildings in the inner-city centre of Hillbrow (Hees 90). Having become a wealthy crime boss, Johannesburg, for him, becomes symbolic of a New Jerusalem (“Jerusalem Entjha”; Azuawusiefe 103; Hees 91-92). Entangled in the criminal underbelly of the city and arrested for murder, Kunene escapes from prison, relocating to the coastal city of Durban where, again, he envisages “Jerusalem Enthjha” (which, supposedly, once more implies a life of crime). As a portrayal of inner-city life in Johannesburg, this narrative takes on particular relevance for the current state of affairs in the country. In September this year, an uncontainable fire at a derelict, overcrowded hijacked building owned by Johannesburg municipal authorities claimed the lives of 73 people — a tragic event reported on by all major TV networks worldwide. While the events and economic actualities pictured in the film thus offer a realistic view of the adversities of current South African life, visual content in Master KG’s Jerusalema sublimates everyday South African scenes. Though the deprivation, decay, and poverty among which the majority of South Africans live is acknowledged in the video, its message of a yearning for salvation and a “better home” is foregrounded while explicit critique is shunned. This means that Jerusalema’s plea for divine deliverance is marked by an ambivalence that may weaken an understanding of the video as “pure magic”. Fig. 2: Still from the video Jerusalema showing decrepit living conditions in the background. “Jerusalema” as Layers of Meaning From Bauman’s perspective, Jerusalema — both as a music video and the #JerusalemaDanceChallenge — may represent a more profound human longing for imagined communal celebration beyond mass-mediated entertainment. From such a viewpoint, it may be seen as one specific representation of the millennia-old trope of a heavenly, transcendent Jerusalem in the biblical tradition, the celestial city providing a dwelling for the divine to enter this world (Thompson 647). Nevertheless, in Patrick Curry’s terms, as a media frenzy, the song and its ensuing dance challenge may also be understood as “enchantment enslaved by magic”; that is, enchantment in the service of mass-mediated glamour (7). This implies that Jerusalema is not exempt from underlying ideologised conditions of production, or an endorsement of materialistic values. The video exhibits many of the characteristics of a prototypical music video that guarantee commercial success — a memorable song, the incorporation of noteworthy dance routines, the showcasing of a celebrated artist, striking relations between music and image, and flashy visuals, all of which are skilfully put together (compare Korsgaard). Auslander observes, for instance, that in current music video production the appearance and behaviour of artists are the basic units of communication from which genre-specific personae are constructed (100). In this regard, the setting of a video is crucial for ensuring coherence with the constructed persona (Vernallis 87). These aspects come to the fore in Master KG’s video rendition of Jerusalema. The vocalist Nomcebo Zikode is showcased in settings that serve as a favourable backdrop to the spiritual appeal of the lyrics, either by way of slightly filtered scenes of nature or scenes of worshippers or seekers of spiritual blessing. In addition, following the gospel genre type, her gestures often suggest divine adoration. Fig. 3: Vocalist Nomcebo Zikode in a still from the video Jerusalema. However, again some ambiguity of meaning may be noted. First, the fashionable outfits featured by the singer are in stark contrast with scenes of poverty and deprivation later in the video. The impression of affluence is strengthened by her stylish make-up and haircut and the fact that she changes into different outfits during the song. This points to a glamorisation of religious worship and an idealisation of township life that disregards South Africa’s dire economic situation, which existed even before COVID-19, due to massive corruption and state capture in which the African National Congress is fully implicated (Momoniat). Furthermore, according to media reportage, Jerusalema’s context of production was not without controversy. Though the video worked its magic in the hearts of millions of viewers and listeners worldwide, the song’s celebration as a global hit was marred by legal battles over copyright and remuneration issues. First, it came to light that singer-songwriter Nomcebo Zikode had for a considerable period not been paid for her contribution to the production following Jerusalema’s commercial release in 2019 (Modise). Therefore, she resorted to a legal dispute. Also, it was alleged that Master KG was not the original owner of the music and was not even present when the song was created. Thus, the South African artists Charmza The DJ (Presley Ledwaba) and Biblos (Ntimela Chauke), who claimed to be the original creators of the track, also instituted legal action against Kgaogelo Moagi, his record label Open Mic Productions, and distributor Africori SA whose majority shareholder is the Warner Music Group (Madibogo). The Magic of the Dance Despite these moral and material ambiguities, Jerusalema’s influence as a global cultural phenomenon during the era of COVID spoke to a more profound yearning for the human condition, one that was not necessarily based on religious conviction (Shoki). Perhaps this was vested foremost in the simplicity and authenticity that transpired from the original dance challenge video and its countless pursuals posted online at the time. These prohibit reading the Jerusalema phenomenon as pseudo-enchantment driven only by a profit motive. As a wholly unforeseen, unifying force of hope and joy, the dance challenge sparked a global trend that fostered optimism among millions. Fig. 4: The Angolan dance troupe Fenómenos do Semba. (Still from the original #JerusalemaDanceChallenge video.) As stated earlier, Jerusalema did not originate from political activism. Yet, Professor of English literature Ananya Kabir uncovers a layer of meaning associated with the dance challenge, which she calls “alegropolitics” or a “politics of joy” — the joy of the dance ­­— that she links on the one hand with the Jerusalem trope and its history of trauma and dehumanisation, and, on the other, with Afro-Atlantic expressive culture as associated with enslavement, colonialism, and commodification. In her reading of the countless videos posted, their “gift to the world” is “the secret of moving collectively”. By way of individual responses to “poly-rhythmic Africanist aesthetic principles … held together by a master-structure”, Kabir interprets this communal dance as “resistance, incorporating kinetic and rhythmic principles that circulated initially around the Atlantic rim (including the Americas, Europe, the Caribbean, and Africa)”. For her, the #JerusalemaDanceChallenge is “an example of how dance enables convivencia (living together)”; “it is a line dance (animation in French, animação in Portuguese, animación in Spanish) that enlivens parties through simple choreography that makes people dance together”. In this sense, the routine’s syncopated steps allow more and more people to join as each repetition unfolds — indeed, a celebratory example of Bauman’s imagined community that exists through an “outburst of togetherness” (xix). Such a collective “fest” demonstrates how, in dance leader Maiza’s words, “it is possible to be happy with little: we party with very little” (Kabir). Accordingly, as part of a globally mediated community, with just the resources of the body (Kabir), the locked-down world partied, too, for the duration of the magical song. Whether seen as a representation of the millennia-old trope of a heavenly, transcendent Jerusalem, or, in Curry’s understanding, as enchantment in the service of mass-mediated glamour, Jerusalema and its ensuing dance challenge form an undeniable part of recent global history involving the COVID-19 pandemic. As a media frenzy, it contributed to the existing body of “Jerusalem songs”, and lifted global spirits clouded by the pandemic and its emotional and material losses. Likewise, the #JerusalemaDanceChallenge was symbolic of an imagined global community engaging in “the joy of the dance” during one of the most challenging periods in humanity’s recent past. References Auslander, Philip. “Framing Personae in Music Videos.” The Bloomsbury Handbook of Popular Music Video Analysis. Eds. Loria A. Burns and Stan Hawkins. London: Bloomsbury, 2019. 92-109. Azuawusiefe, Chijioke. “Jerusalema: On Violence and Hope in a New South Africa.” The Nigerian Journal of Theology 34-36 (2020-2022): 101-112. Baumann, Zygmunt. Intimations of Postmodernity. New York: Routledge, 1992. Blackie, Sharon. The Enchanted Life – Unlocking the Magic of the Everyday. Oakfield, CI: September, 2018. Burns, Lori A., and Stan Hawkins, eds. Introduction. The Bloomsbury Handbook of Popular Music Video Analysis. London: Bloomsbury, 2019. 1-9. Chingono, Nyasha. “Jerusalema: Dance Craze Brings Hope from Africa to the World Amid Covid.” The Guardian 24 Sep. 2020. 30 June 2023 <https://www.theguardian.com/global-development/2020/sep/24/jerusalema-dance-craze-brings-hope-from-africa-to-the-world-amid-covid>. ———. “‘I Haven’t Been Paid a Cent’: Jerusalema Singer’s Claim Stirs Row in South Africa.” The Guardian 13 July 2021. 15 July 2023 <https://www.theguardian.com/global-development/2021/jul/13/i-havent-been-paid-a-cent-jerusalema-singers-claim-stirs-row-in-south africa>. Curry, Patrick. “Magic vs. Enchantment.” Mallorn: The Journal of the Tolkien Society 38 (2001): 5-10. De Jager, Christelle. “Oscar Gets Trip to ‘Jerusalema’.” Variety 7 Oct. 2008. 8 July 2023 <https://variety.com/2008/film/awards/oscar-gets-trip-to-jerusalema-1117993596/>. Denselow, Robin. “Paul Simon's Graceland: The Acclaim and the Outrage.” The Guardian 19 Apr. 2012. 15 July 2023 <https://www.theguardian.com/music/2012/apr/19/paul-simon-graceland-acclaim-outrage>. De Villiers, Dawid W. “After the Revolution: Jerusalema and the Entrepreneurial Present.” South African Theatre Journal 23 (2009): 8-22. Hees, Edwin. “Jerusalema.” Journal of the Musical Arts in Africa 6.1 (2009): 89-99. <https://doi.org/10.2989/JMAA.2009.6.1.9.1061>. Hissong, Samantha. “How South Africa’s ‘Jerusalema’ Became a Global Hit without Ever Having to Be Translated.” Rolling Stone 16 Oct. 2020. 15 June 2023 <https://www.rollingstone.com/pro/news/jerusalema-global-dance-hit-south-africa-spotify-1076474/>. James, Mattie. Everyday Magic. The Joy of Not Being Everything and Still Being More than Enough. Franklin, Tennessee: Worthy Publishing, 2022. “Jerusalema Lyrics in English.” Afrika Lyrics 2019. 7 July 2023 <https://afrikalyrics.com/master-kg-jerusalema- translation>. Kabir, Ananya Jahanara. “The Angolan Dancers Who Helped South African Anthem Jerusalema Go Global.” The Conversation 29 Oct. 2020. 30 June 2023 <https://theconversation.com/the-angolan-dancers-who-helped-south-african-anthem-jerusalema-go-global-148782>. Korsgaard, Mathias. Music Video after MTV: Audio-Visual Studies, New Media, and Popular Music. New York: Routledge, 2017. Madibogo, Julia. “Master KG Slapped with a Lawsuit for Jerusalema.” City Press 26 July 2022. 4 July 2023 <https://www.news24.com/citypress/trending/master-kg-slapped-with-a-lawsuit-for-jerusalema-20220726>. Modise, Julia Mantsali. “Jerusalema, a Heritage Day Song of the Covid-19 Pandemic.” Religions 14.45 (2022). 30 June 2023 <https//doi.org/10.3390/rel1401004>. Modise, Kedibone. “Nomcebo Zikode Reveals Ownership Drama over ‘Jerusalema’ Has Intensified.” IOL Entertainment 6 June 2022. 30 June 2023 <https://www.iol.co.za/entertainment/music/local/nomcebo-zikode-reveals-ownership-drama-over-jerusalema-has-intensified-211e2575-f0c6-43cc-8684-c672b9da4c04>. Momoniat, Ismail. “How and Why Did State Capture and Massive Corruption Occur in South Africa?”. IMF PFM Blog 10 Apr. 2023. 15 June 2023 <https://blog-pfm.imf.org/en/pfmblog/2023/04/how-and-why-did-state-capture-and-massive-corruption-occur-in-south-africa>. Ndzuta, Akhona. “How Viral Song Jerusalema Joined the Ranks of South Africa’s Greatest Hits.” The Conversation 29 Oct. 2020. 30 June 2023 <https://theconversation.com/how-viral-song-jerusalema-joined-the-ranks-of-south-africas-greatest-hits-148781>. Orange, B. Allen. “Ralph Ziman Talks Gangster's Paradise: Jerusalema [Exclusive].” Movieweb 2010. 15 July 2023 <https://movieweb.com/exclusive-ralph-ziman-talks-gangsters-paradise-jerusalema/>. Seroto, Butchie. “Amapiano: What Is It All About?” Music in Africa 30 Sep. 2020. 15 June 2023 <https://www.musicinafrica.net/magazine/amapiano-what-it-all-about>. Shoki, William. “‘Jerusalema’ Is about Self-Determination.” Jacobin 10 Dec. 2020. 30 June 2023 <https://jacobin.com/2020/10/jerusalema-south-africa-coronavirus-covid>. Stecker, Joshua. “Gangster’s Paradise: Jerusalema – Q & A with Writer/Director Ralph Ziman.” Script 11 June 2010. 30 June 2023 <https://scriptmag.com/features/gangsters-paradise-jerusalema-qa-with-writerdirector-ralph-ziman>. Thompson, Thomas L. “Jerusalem as the City of God's Kingdom: Common Tropes in the Bible and the Ancient Near East.” Islamic Studies 40.3-4 (2001): 631-647. Vernallis, Carol. Experiencing Music Video: Aesthetics and Cultural Context. New York: Columbia UP, 2004. World Health Organisation. “The True Death Toll of Covid-19.” N.d. 15 July 2023 <https://www.who.int/data/stories/the-true-death-toll-of-covid-19-estimating-global-excess-mortality>.
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Matthews, Justin Robert, and Angelique Nairn. "The Actotron." M/C Journal 27, no. 6 (2024). http://dx.doi.org/10.5204/mcj.3118.

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Introduction – The Advent of the Actotron Imagine a movie production where leading actors are not bound by human limitations, and digital entities render every emotion, movement, and line with breathtaking precision. This is no longer a conceptual idea but is becoming more possible with the increased integration of artificial intelligence (AI) into screen production activities. Essentially, we are at the dawn of the Actotron era. These advanced virtual actors, equipped with artificial intelligence, could transform not just how movies are made, but who makes them and what stories they tell. The Actotron promises to redefine the creative landscape, challenging our perceptions of artistry and authenticity in the digital age. The potential of the Actotron marks a milestone at the intersection of artificial intelligence, performance, and technology. This virtual human represents both a technological leap and a cultural shift that may revolutionise entertainment globally. Synthesising advancements in AI, motion capture, and voice synthesis, the Actotron enables autonomous performance, raising questions about creativity, copyright law, and the ethics of digital personalities. The capability for real-time learning and interaction pushes boundaries beyond CGI and deepfakes. Driven by AI algorithms and real-time graphics, the Actotron simulates nuanced human emotions, allowing dynamic interaction with human actors in media. Using future studies, we consider the potential emergence of the Actotron as the next step in digital actors and the place of artificial intelligence in the screen production industry. Method: Future Studies and Futurecasting To explore the potential and implications of the Actotron, this article employs methodologies from Future Studies and Futurecasting. These approaches are suited to assessing the Actotron due to their focus on creating plausible scenarios that envision future technological and societal shifts (Brown). Future Studies, as outlined by Miller, provides a structured way to consider potential outcomes and how current trends might evolve, utilising the "possibility-space" approach to explore future scenarios (Miller, "Futures"). This method allows us to escape the constraints of conventional forecasting, which relies heavily on past trends, limiting creative exploration of more impactful future scenarios. Exploring the Actotron's impact within a non-ergodic context—where historical precedents do not dictate future results—is useful. Miller explains that in unpredictable environments, traditional forecasting methods falter by not accommodating radical changes and emergent patterns (Miller, "From Trends"). This insight is vital for navigating uncertainties and recognising that the past may not be a reliable guide for future developments. Understanding this is critical for assessing how technologies like the Actotron could reshape media and entertainment, fostering a more adaptable approach to future possibilities. Futurecasting, as elaborated by Steve Brown, involves modelling future possibilities not to predict changes definitively but to prepare strategically for potential new realities. This approach aligns with the innovative essence of the Actotron—aimed at transforming performance landscapes and interactive experiences by anticipating shifts in technology and audience engagement dynamics. Miller highlights the critical role of anticipation in shaping decisions, emphasising its impact on developing technologies like the Actotron ("Futures"). By transitioning from trend-based forecasting to futures literacy, we can explore a wider array of possibilities beyond traditional prediction methods. By integrating Future Studies and Futurecasting and applying insights from the non-ergodic context and possibility-space approach, this analysis not only predicts but also prepares for a strategic future by providing a robust framework for understanding the societal impacts of technologies like the Actotron. CGI, Deepfakes, and Digital Actors The inception of Computer-Generated Imagery (CGI) revolutionised visual storytelling in cinema. Starting with simple wire-frame graphics in the 1970s, exemplified by Westworld (1973), CGI evolved into today's complex imagery. The 1980s and 1990s saw landmark films like Tron (1982), Terminator 2: Judgment Day (1991), and Jurassic Park (1993), demonstrating CGI's potential to create realistic environments and characters that enhanced narrative depth (Das). In the late 1990s and early 2000s, digital actors or "synthespians" emerged. Films like Final Fantasy: The Spirits Within (2001) and The Polar Express (2004) used full CGI and motion capture technologies to create human-like characters. Advances in motion capture, translating human actions into digital models, were critical in developing digital actors that convincingly emulate real human emotions and interact with live actors on screen (Gratch et al.). Building on earlier developments, this period saw significant advancements in digital doubles, which are highly realistic digital replicas of actors created using motion capture and digital modelling techniques. This progress was exemplified by The Matrix Reloaded (2003) and The Curious Case of Benjamin Button (2008). These films leveraged sophisticated motion capture to create detailed digital replicas of actors, refining digital doubles in mainstream cinema (Deguzman). Characters like Gollum from the Lord of the Rings trilogy showcased this technology's peak by combining motion capture with digital modelling to perform complex emotional roles alongside live actors (Patterson). Alongside these developments was the exploration of Autonomous Digital Actors (ADAs), integral to virtual actors and interactive media, extensively documented in research. ADAs represent significant advancements in digital media and interactive entertainment, offering novel methods for creating and animating 3D characters (Perlin and Seidman). These virtual actors can perform complex scenes autonomously, using procedural animation to respond to dynamic directions without pre-scripted motions, enriching interaction and storytelling (Iurgel, da Silva, and dos Santos). This technology allowed for cost-effective and versatile character animation, potentially transforming industries from gaming to educational software by enabling more nuanced and emotionally responsive character interactions. From 2017 onwards, deepfake technology captured public attention for convincingly—if controversially—manipulating video and audio, serving as both a precursor and foundational element for more sophisticated digital actors (Sample). Originally, deepfake technology focussed on manipulating video and audio recordings. Utilising machine learning and sophisticated algorithms, deepfakes could alter facial expressions, sync lips, or replace faces entirely (Pavis 976). This required understanding the video's three-dimensional space to apply realistic modifications, conducted during lengthy post-production workflows involving multiple VFX artists. In The Book of Boba Fett (2021), deepfake technology enabled the realistic portrayal of a youthful Mark Hamill as Luke Skywalker. The technique merged over 80 shots of deepfakes, CG heads, a body double, and Hamill's own performance to seamlessly depict his younger self (Bacon; Industrial Light & Magic). From pioneering CGI in the 1970s to sophisticated digital doubles in the early 2000s, the trajectory of visual storytelling has led to the advent of the Actotron. This technology has become a mainstay in visual effects and digital character generation, offering means to modify appearance, and age, or enable actors to fulfil different characters within a production (Xu 24). Synthesising these advancements through futurecasting, we consider the Actotron a virtual human tool that democratises filmmaking. To understand how this future operates, we turn to the fictitious but possible scenario of Alex, an imaginative director who harnesses the Actotron to bring cinematic visions to life. The Actotron Scenario Imagine a near future where film production has been revolutionised and democratised by the advent of Actotron technology—an advanced form of virtual human capable of comprehensive autonomous performance. We follow a day in the life of Alex, an aspiring young director with a passion for storytelling and a flair for technology. Alex's day begins in the quiet of her home studio, illuminated by the glow of dual screens. Today, Alex will create the lead character for an upcoming short film. Opening a sophisticated software portal, Alex interacts with a generative AI engine designed to craft an Actotron. Alex inputs desired traits and styles—courageous, empathetic, with a hint of mystery. The artificial intelligence proposes several faces; Alex selects one with captivating eyes and a resolute expression. Next, they sculpt the body—athletic and poised for action. Alex then tests different voice samples presented by the AI, blending them to forge a unique voice that mirrors their character's essence—a calming tone with a resilient undertone. With the character finalised, Alex uploads the script. The Actotron, "Kai", analyses it, intelligently querying to grasp the character's motivations fully. Content with Kai's comprehension, Alex moves to the virtual set. Alex commands, "Action!" and Kai begins the scene. Observing how Kai's expressions shift authentically with each line, Alex notes the performance. After a take, Alex suggests prompt changes—"Let's try it with more surprise on discovering the clue"—and Kai adapts seamlessly. This process repeats, with Alex refining Kai's performance until it aligns with her vision. As the day progresses, Alex introduces more Actotrons into different scenes. She directs interactions between Kai and other virtual actors, creating complex, dynamic exchanges that would be costly and challenging to shoot in a traditional setting. By dusk, Alex reviews the day's footage—digital dailies that can be edited or re-shot, as needed, by discussing it with the Actotron. The flexibility is exhilarating; changes that once would have taken days now happen in minutes. Reflecting on the day, Alex sees the transformative power of Actotron technology as a revolution in filmmaking that democratises cinema. Alex appreciates a future where directors can quickly bring visions to life, making filmmaking accessible, everyday, and diverse, showcasing Actotron's potential to redefine storytelling and innovate production. The Concept of Actotrons as Digital Actors Building on technological advancements, the Actotron is the next step in virtual actors. Unlike predecessors relying on predefined scripts and animations, Actotrons use a modular system combining human appearance and behaviour to create fully customisable, interactive characters, simplifying creation and increasing accessibility. Historically, developing virtual humans was a multidisciplinary challenge integrating complex components like natural language processing, emotional modelling, graphics, and animation (Gratch et al.). Early efforts struggled to achieve believable human-like behaviour due to disparate technologies not designed to work together. Actotrons depart from traditional CGI and deepfake technologies by embracing a modular construction philosophy, revolutionising virtual human creation. This approach offers unprecedented customisation and flexibility, enabling creators to assemble bespoke digital personas for specific needs. Central to Actotron technology is its component-based architecture with interchangeable modules covering human attributes: Visual Appearance: Modules for facial features, skin tones, and body shapes enable diverse identities, from unique characters to archetypes. Vocal Characteristics: Offers various voice modulations, accents, and language fluencies for role-specific needs. Kinetic Abilities: Motion capture libraries provide diverse movements and gestures, enabling realistic performances from athletic feats to nuanced expressions. AI-Driven Encapsulation and Integration What fundamentally distinguishes the Actotron from its predecessors is the sophisticated AI that seamlessly encapsulates and orchestrates various components into a coherent entity. Actotron technology embraces creating virtual actors, using AI to dynamically synchronise models, movements, and expressions in real time, which is difficult today (Gratch et al.). This encapsulation into an "AI-entity" via plug-and-play components dynamically integrates multiple inputs, ensuring the Actotron's movements, voice, and emotional expressions are perfectly synchronised and respond in real time to situational changes. This advanced capability enhances the Actotron's realism and allows instant adaptation to directorial inputs or script changes, offering interactivity unmatched by traditional virtual human technology. Integrating generative AI—like that developed by Google and NVIDIA—into Actotron technology allows this sophisticated level of dynamic interaction. For example, NVIDIA's development of digital humans interacting in real time shows that AI-driven systems can handle complex inputs and generate lifelike responses (Burnes, "NVIDIA & Developers"). Moreover, these AI systems' ability to simulate detailed human emotions is enhanced by leading GPT chat technology, as seen in Unreal Engine's real-time digital human rendering (Burnes, "NVIDIA Digital Human"). This technology captures subtle human nuances, enabling AI to produce characters that mimic basic actions and convey deep emotional expressions. Modern crowd simulation tools such as the HiDAC (High-Density Autonomous Crowds) system further demonstrate advancements in creating lifelike digital behaviours. Recent enhancements include the integration of human personality models, notably the OCEAN framework—Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism—to improve the authenticity and diversity of virtual agents' behaviours. Research indicates that mapping OCEAN traits to agent parameters in HiDAC can generate nuanced crowd dynamics, enhancing the realism of character simulations (Pelechano). Incorporating these personality models into Actotron performances could yield virtual characters with more complex and varied behaviours, enriching the landscape of digital storytelling. However, this development also prompts ethical questions about designing virtual entities with human-like psychological profiles, suggesting a need for further exploration of their societal impact. A key feature of modularised aspects encapsulated as an AI entity is its ability to learn and evolve from processed data, akin to generative AI used by Google to drive hardware robots (Vanhoucke). However, in Actotrons, this AI entity does not control a physical robot but drives a digital entity that can interact within any narrative framework created (Vanhoucke; NVIDIA Developer). This AI's ability to integrate and synthesise human-like attributes from data makes Actotrons versatile, and capable of diverse performances without needing a human actor behind the scenes. Adjusting tone of voice to match emotional settings or altering physical responses to script changes, the generative AI-entity in Actotron technology handles it seamlessly, pushing digital storytelling boundaries (NVIDIA Developer). Generative AI models, such as those discussed by Vincent Vanhoucke of Google DeepMind, adeptly process vast amounts of data and learn to improve over time (NVIDIA Developer). This AI could analyse feedback from Actotron performances to refine actions and expressions, ensuring each iteration is more nuanced than the last. These advancements highlight AI's transformative impact in digital acting, where Actotrons equipped with such technologies will set new standards for virtual performances. An Actotron will combine various human traits into a single, versatile model that can perform dynamically and respond in real-time (see Table 1). Capability Description Motion Capture Captures subtle human movements for realistic animations. 3D Modelling Provides detailed body shapes for diverse appearances. Facial Animation Creates expressions and emotions with high-fidelity models. Voice Synthesis Generates lifelike speech patterns. Tab. 1: Capabilities of Actotron Technology. Implications and Considerations of Actotron Tech Actotrons, synthesised using advanced AI algorithms, represent a revolutionary step in digital actor technology. These self-contained, autonomous digital actors could interact within any virtual environment, delivering dynamic, context-aware performances directed by digital creators. This would mark a significant departure from the static manipulations of earlier technologies like deepfakes and traditional CGI, which are currently pre-rendered, allowing Actotrons to redefine traditional roles in cinema, gaming, and virtual reality by operating in real-time and dynamically like a real actor. The modular design of Actotrons could offer unmatched flexibility, enabling directors to adapt these virtual actors for various roles across different media without starting from scratch for each project. This reduces production costs and development time and enables rapid adjustments to feedback, enhancing responsiveness in environments where changes are costly and time-consuming (Pulliam-Moore). Additionally, by utilising generic modules that do not directly copy real individuals, Actotrons could circumvent ethical and copyright issues associated with digital likenesses (Roth). The Actotron democratises acting and performance by providing capabilities at the desktop level and on demand. By moving beyond the limitations of deepfake technology and traditional CGI, the modularised Actotron technology embodies a new era in creating virtual humans, but this necessitates ongoing discussions about their ethical, legal, and social implications. AI creation of personalities and celebrities' voices, likenesses, and styles, such as examples like AI Drake and The Weeknd (Coscarelli), Pope Francis's generative AI image puffer jacket (Huang), and Tom Hanks's dental plan AI deepfake (Taylor), present challenges to ethical and legal spaces which Actotron technology would only amplify. The recent dispute between studios and SAG-AFTRA over the rights to actors' digitally scanned likenesses and AI use highlights the significant tensions surrounding virtual human technology and creative performance (Pulliam-Moore). Conclusion Futurecasting suggests the Actotron is the next evolution of virtual actors, heralding a new era in creative industries by integrating generative AI to enhance performances. AI enables Actotrons to deliver dynamic performances, deepening engagement and expanding creativity. Lifelike animations allow complex storytelling previously unattainable due to cost or technical constraints. Economically, AI reduces reliance on human actors, cutting costs and increasing efficiency. However, this raises concerns about job displacement and challenges regarding AI's authenticity and ethics in art. Advancing AI promises innovative, interactive viewer experiences and democratises content creation, empowering untrained individuals to produce sophisticated works. This convergence will drive discussions on the future of creativity and labour in the digital age. References Bacon, T. "Why Luke’s CGI in Boba Fett Is So Much Better (Explained Properly)." Screenrant, 4 May 2022. <https://screenrant.com/book-boba-fett-luke-skywalker-cgi-hamill-improved-explained/>. Brown, S. Futurecasting: A White Paper by Steve Brown, CEO of Possibility and Purpose, LLC. 26 Sep. 2024 <https://static1.squarespace.com/static/54beba03e4b0cb3353d443df/t/57c76f39ff7c50f29964a8d1/ 1472687934439/Futurecasting_white+paper.pdf>. Burnes, A. 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Maybury, Terry. "Home, Capital of the Region." M/C Journal 11, no. 5 (2008). http://dx.doi.org/10.5204/mcj.72.

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Abstract:
There is, in our sense of place, little cognisance of what lies underground. Yet our sense of place, instinctive, unconscious, primeval, has its own underground: the secret spaces which mirror our insides; the world beneath the skin. Our roots lie beneath the ground, with the minerals and the dead. (Hughes 83) The-Home-and-Away-Game Imagine the earth-grounded, “diagrammatological” trajectory of a footballer who as one member of a team is psyching himself up before the start of a game. The siren blasts its trumpet call. The footballer bursts out of the pavilion (where this psyching up has taken place) to engage in the opening bounce or kick of the game. And then: running, leaping, limping after injury, marking, sliding, kicking, and possibly even passing out from concussion. Finally, the elation accompanying the final siren, after which hugs, handshakes and raised fists conclude the actual match on the football oval. This exit from the pavilion, the course the player takes during the game itself, and return to the pavilion, forms a combination of stasis and movement, and a return to exhausted stasis again, that every player engages with regardless of the game code. Examined from a “diagrammatological” perspective, a perspective Rowan Wilken (following in the path of Gilles Deleuze and W. J. T. Mitchell) understands as “a generative process: a ‘metaphor’ or way of thinking — diagrammatic, diagrammatological thinking — which in turn, is linked to poetic thinking” (48), this footballer’s scenario arises out of an aerial perspective that depicts the actual spatial trajectory the player takes during the course of a game. It is a diagram that is digitally encoded via a sensor on the footballer’s body, and being an electronically encoded diagram it can also make available multiple sets of data such as speed, heartbeat, blood pressure, maybe even brain-wave patterns. From this limited point of view there is only one footballer’s playing trajectory to consider; various groupings within the team, the whole team itself, and the diagrammatological depiction of its games with various other teams might also be possible. This singular imagining though is itself an actuality: as a diagram it is encoded as a graphic image by a satellite hovering around the earth with a Global Positioning System (GPS) reading the sensor attached to the footballer which then digitally encodes this diagrammatological trajectory for appraisal later by the player, coach, team and management. In one respect, this practice is another example of a willing self-surveillance critical to explaining the reflexive subject and its attribute of continuous self-improvement. According to Docker, Official Magazine of the Fremantle Football Club, this is a technique the club uses as a part of game/play assessment, a system that can provide a “running map” for each player equipped with such a tracking device during a game. As the Fremantle Club’s Strength and Conditioning Coach Ben Tarbox says of this tactic, “We’re getting a physiological profile that has started to build a really good picture of how individual players react during a game” (21). With a little extra effort (and some sizeable computer processing grunt) this two dimensional linear graphic diagram of a footballer working the football ground could also form the raw material for a three-dimensional animation, maybe a virtual reality game, even a hologram. It could also be used to sideline a non-performing player. Now try another related but different imagining: what if this diagrammatological trajectory could be enlarged a little to include the possibility that this same player’s movements could be mapped out by the idea of home-and-away games; say over the course of a season, maybe even a whole career, for instance? No doubt, a wide range of differing diagrammatological perspectives might suggest themselves. My own particular refinement of this movement/stasis on the footballer’s part suggests my own distinctive comings and goings to and from my own specific piece of home country. And in this incessantly domestic/real world reciprocity, in this diurnally repetitive leaving and coming back to home country, might it be plausible to think of “Home as Capital of the Region”? If, as Walter Benjamin suggests in the prelude to his monumental Arcades Project, “Paris — the Capital of the Nineteenth Century,” could it be that both in and through my comings and goings to and from this selfsame home country, my own burgeoning sense of regionality is constituted in every minute-by-minutiae of lived experience? Could it be that this feeling about home is manifested in my every day-to-night manoeuvre of home-and-away-and-away-and-home-making, of every singular instance of exit, play/engage, and the return home? “Home, Capital of the Region” then examines the idea that my home is that part of the country which is the still-point of eternal return, the bedrock to which I retreat after the daily grind, and the point from which I start out and do it all again the next day. It employs, firstly, this ‘diagrammatological’ perspective to illustrate the point that this stasis/movement across country can make an electronic record of my own psychic self-surveillance and actualisation in-situ. And secondly, the architectural plan of the domestic home (examined through the perspective of critical regionalism) is used as a conduit to illustrate how I am physically embedded in country. Lastly, intermingling these digressive threads is chora, Plato’s notion of embodied place and itself an ancient regional rendering of this eternal return to the beginning, the place where the essential diversity of country decisively enters the soul. Chora: Core of Regionality Kevin Lynch writes that, “Our senses are local, while our experience is regional” (10), a combination that suggests this regional emphasis on home-and-away-making might be a useful frame of reference (simultaneously spatiotemporal, both a visceral and encoded communication) for me to include as a crucial vector in my own life-long learning package. Regionality (as, variously, a sub-generic categorisation and an extension/concentration of nationality, as well as a recently re-emerged friend/antagonist to a global understanding) infuses my world of home with a grounded footing in country, one that is a site of an Eternal Return to the Beginning in the micro-world of the everyday. This is a point John Sallis discusses at length in his analysis of Plato’s Timaeus and its founding notion of regionality: chora. More extended absences away from home-base are of course possible but one’s return to home on most days and for most nights is a given of post/modern, maybe even of ancient everyday experience. Even for the continually shifting nomad, nightfall in some part of the country brings the rest and recreation necessary for the next day’s wanderings. This fundamental question of an Eternal Return to the Beginning arises as a crucial element of the method in Plato’s Timaeus, a seemingly “unstructured” mythic/scientific dialogue about the origins and structure of both the psychically and the physically implaced world. In the Timaeus, “incoherence is especially obvious in the way the natural sequence in which a narrative would usually unfold is interrupted by regressions, corrections, repetitions, and abrupt new beginnings” (Gadamer 160). Right in the middle of the Timaeus, in between its sections on the “Work of Reason” and the “Work of Necessity”, sits chora, both an actual spatial and bodily site where my being intersects with my becoming, and where my lived life criss-crosses the various arts necessary to articulating a recorded version of that life. Every home is a grounded chora-logical timespace harness guiding its occupant’s thoughts, feelings and actions. My own regionally implaced chora (an example of which is the diagrammatological trajectory already outlined above as my various everyday comings and goings, of me acting in and projecting myself into context) could in part be understood as a graphical realisation of the extent of my movements and stationary rests in my own particular timespace trajectory. The shorthand for this process is ‘embedded’. Gregory Ulmer writes of chora that, “While chorography as a term is close to choreography, it duplicates a term that already exists in the discipline of geography, thus establishing a valuable resonance for a rhetoric of invention concerned with the history of ‘place’ in relation to memory” (Heuretics 39, original italics). Chorography is the geographic discipline for the systematic study and analysis of regions. Chora, home, country and regionality thus form an important multi-dimensional zone of interplay in memorialising the game of everyday life. In light of these observations I might even go so far as to suggest that this diagrammatological trajectory (being both digital and GPS originated) is part of the increasingly electrate condition that guides the production of knowledge in any global/regional context. This last point is a contextual connection usefully examined in Alan J. Scott’s Regions and the World Economy: The Coming Shape of Global Production, Competition, and Political Order and Michael Storper’s The Regional World: Territorial Development in a Global Economy. Their analyses explicitly suggest that the symbiosis between globalisation and regionalisation has been gathering pace since at least the end of World War Two and the Bretton Woods agreement. Our emerging understanding of electracy also happens to be Gregory Ulmer’s part-remedy for shifting the ground under the intense debates surrounding il/literacy in the current era (see, in particular, Internet Invention). And, for Tony Bennett, Michael Emmison and John Frow’s analysis of “Australian Everyday Cultures” (“Media Culture and the Home” 57–86), it is within the home that our un.conscious understanding of electronic media is at its most intense, a pattern that emerges in the longer term through receiving telegrams, compiling photo albums, listening to the radio, home- and video-movies, watching the evening news on television, and logging onto the computer in the home-office, media-room or home-studio. These various generalisations (along with this diagrammatological view of my comings and goings to and from the built space of home), all point indiscriminately to a productive confusion surrounding the sedentary and nomadic opposition/conjunction. If natural spaces are constituted in nouns like oceans, forests, plains, grasslands, steppes, deserts, rivers, tidal interstices, farmland etc. (and each categorisation here relies on the others for its existence and demarcation) then built space is often seen as constituting its human sedentary equivalent. For Deleuze and Guatteri (in A Thousand Plateaus, “1227: Treatise on Nomadology — The War Machine”) these natural spaces help instigate a nomadic movement across localities and regions. From a nomadology perspective, these smooth spaces unsettle a scientific, numerical calculation, sometimes even aesthetic demarcation and order. If they are marked at all, it is by heterogenous and differential forces, energised through constantly oscillating intensities. A Thousand Plateaus is careful though not to elevate these smooth nomadic spaces over the more sedentary spaces of culture and power (372–373). Nonetheless, as Edward S. Casey warns, “In their insistence on becoming and movement, however, the authors of A Thousand Plateaus overlook the placial potential of settled dwelling — of […] ‘built places’” (309, original italics). Sedentary, settled dwelling centred on home country may have a crust of easy legibility and order about it but it also formats a locally/regionally specific nomadic quality, a point underscored above in the diagrammatological perspective. The sedentary tendency also emerges once again in relation to home in the architectural drafting of the domestic domicile. The Real Estate Revolution When Captain Cook planted the British flag in the sand at Botany Bay in 1770 and declared the country it spiked as Crown Land and henceforth will come under the ownership of an English sovereign, it was also the moment when white Australia’s current fascination with real estate was conceived. In the wake of this spiking came the intense anxiety over Native Title that surfaced in late twentieth century Australia when claims of Indigenous land grabs would repossess suburban homes. While easily dismissed as hyperbole, a rhetorical gesture intended to arouse this very anxiety, its emergence is nonetheless an indication of the potential for political and psychic unsettling at the heart of the ownership and control of built place, or ‘settled dwelling’ in the Australian context. And here it would be wise to include not just the gridded, architectural quality of home-building and home-making, but also the home as the site of the family romance, another source of unsettling as much as a peaceful calming. Spreading out from the boundaries of the home are the built spaces of fences, bridges, roads, railways, airport terminals (along with their interconnecting pathways), which of course brings us back to the communications infrastructure which have so often followed alongside the development of transport infrastructure. These and other elements represent this conglomerate of built space, possibly the most significant transformation of natural space that humanity has brought about. For the purposes of this meditation though it is the more personal aspect of built space — my home and regional embeddedness, along with their connections into the global electrosphere — that constitutes the primary concern here. For a sedentary, striated space to settle into an unchallenged existence though requires a repression of the highest order, primarily because of the home’s proximity to everyday life, of the latter’s now fading ability to sometimes leave its presuppositions well enough alone. In settled, regionally experienced space, repressions are more difficult to abstract away, they are lived with on a daily basis, which also helps to explain the extra intensity brought to their sometimes-unsettling quality. Inversely, and encased in this globalised electro-spherical ambience, home cannot merely be a place where one dwells within avoiding those presuppositions, I take them with me when I travel and they come back with me from afar. This is a point obliquely reflected in Pico Iyer’s comment that “Australians have so flexible a sense of home, perhaps, that they can make themselves at home anywhere” (185). While our sense of home may well be, according to J. Douglas Porteous, “the territorial core” of our being, when other arrangements of space and knowledge shift it must inevitably do so as well. In these shifts of spatial affiliation (aided and abetted by regionalisation, globalisation and electronic knowledge), the built place of home can no longer be considered exclusively under the illusion of an autonomous sanctuary wholly guaranteed by capitalist property relations, one of the key factors in its attraction. These shifts in the cultural, economic and psychic relation of home to country are important to a sense of local and regional implacement. The “feeling” of autonomy and security involved in home occupation and/or ownership designates a component of this implacement, a point leading to Eric Leed’s comment that, “By the sixteenth century, literacy had become one of the definitive signs — along with the possession of property and a permanent residence — of an independent social status” (53). Globalising and regionalising forces make this feeling of autonomy and security dynamic, shifting the ground of home, work-place practices and citizenship allegiances in the process. Gathering these wide-ranging forces impacting on psychic and built space together is the emergence of critical regionalism as a branch of architectonics, considered here as a theory of domestic architecture. Critical Regionality Critical regionalism emerged out of the collective thinking of Liane Lefaivre and Alexander Tzonis (Tropical Architecture; Critical Regionalism), and as these authors themselves acknowledge, was itself deeply influenced by the work of Lewis Mumford during the first part of the twentieth century when he was arguing against the authority of the international style in architecture, a style epitomised by the Bauhaus movement. It is Kenneth Frampton’s essay, “Towards a Critical Regionalism: Six Points for an Architecture of Resistance” that deliberately takes this question of critical regionalism and makes it a part of a domestic architectonic project. In many ways the ideas critical regionalism espouses can themselves be a microcosm of this concomitantly emerging global/regional polis. With public examples of built-form the power of the centre is on display by virtue of a building’s enormous size and frequently high-cultural aesthetic power. This is a fact restated again and again from the ancient world’s agora to Australia’s own political bunker — its Houses of Parliament in Canberra. While Frampton discusses a range of aspects dealing with the universal/implaced axis across his discussion, it is points five and six that deserve attention from a domestically implaced perspective. Under the sub-heading, “Culture Versus Nature: Topography, Context, Climate, Light and Tectonic Form” is where he writes that, Here again, one touches in concrete terms this fundamental opposition between universal civilization and autochthonous culture. The bulldozing of an irregular topography into a flat site is clearly a technocratic gesture which aspires to a condition of absolute placelessness, whereas the terracing of the same site to receive the stepped form of a building is an engagement in the act of “cultivating” the site. (26, original italics) The “totally flat datum” that the universalising tendency sometimes presupposes is, within the critical regionalist perspective, an erroneous assumption. The “cultivation” of a site for the design of a building illustrates the point that built space emerges out of an interaction between parallel phenomena as they contrast and/or converge in a particular set of timespace co-ordinates. These are phenomena that could include (but are not limited to) geomorphic data like soil and rock formations, seismic activity, inclination and declension; climatic considerations in the form of wind patterns, temperature variations, rainfall patterns, available light and dark, humidity and the like; the building context in relation to the cardinal points of north, south, east, and west, along with their intermediary positions. There are also architectural considerations in the form of available building materials and personnel to consider. The social, psychological and cultural requirements of the building’s prospective in-dwellers are intermingled with all these phenomena. This is not so much a question of where to place the air conditioning system but the actuality of the way the building itself is placed on its site, or indeed if that site should be built on at all. A critical regionalist building practice, then, is autochthonous to the degree that a full consideration of this wide range of in-situ interactions is taken into consideration in the development of its design plan. And given this autochthonous quality of the critical regionalist project, it also suggests that the architectural design plan itself (especially when it utilised in conjunction with CAD and virtual reality simulations), might be the better model for designing electrate-centred projects rather than writing or even the script. The proliferation of ‘McMansions’ across many Australian suburbs during the 1990s (generally, oversized domestic buildings designed in the abstract with little or no thought to the above mentioned elements, on bulldozed sites, with powerful air-conditioning systems, and no verandas or roof eves to speak of) demonstrates the continuing influence of a universal, centralising dogma in the realm of built place. As summer temperatures start to climb into the 40°C range all these air-conditioners start to hum in unison, which in turn raises the susceptibility of the supporting infrastructure to collapse under the weight of an overbearing electrical load. The McMansion is a clear example of a built form that is envisioned more so in a drafting room, a space where the architect is remote-sensing the locational specificities. In this envisioning (driven more by a direct line-of-sight idiom dominant in “flat datum” and economic considerations rather than architectural or experiential ones), the tactile is subordinated, which is the subject of Frampton’s sixth point: It is symptomatic of the priority given to sight that we find it necessary to remind ourselves that the tactile is an important dimension in the perception of built form. One has in mind a whole range of complementary sensory perceptions which are registered by the labile body: the intensity of light, darkness, heat and cold; the feeling of humidity; the aroma of material; the almost palpable presence of masonry as the body senses it own confinement; the momentum of an induced gait and the relative inertia of the body as it traverses the floor; the echoing resonance of our own footfall. (28) The point here is clear: in its wider recognition of, and the foregrounding of my body’s full range of sensate capacities in relation to both natural and built space, the critical regionalist approach to built form spreads its meaning-making capacities across a broader range of knowledge modalities. This tactility is further elaborated in more thoroughly personal ways by Margaret Morse in her illuminating essay, “Home: Smell, Taste, Posture, Gleam”. Paradoxically, this synaesthetic, syncretic approach to bodily meaning-making in a built place, regional milieu intensely concentrates the site-centred locus of everyday life, while simultaneously, the electronic knowledge that increasingly underpins it expands both my body’s and its region’s knowledge-making possibilities into a global gestalt, sometimes even a cosmological one. It is a paradoxical transformation that makes us look anew at social, cultural and political givens, even objective and empirical understandings, especially as they are articulated through national frames of reference. Domestic built space then is a kind of micro-version of the multi-function polis where work, pleasure, family, rest, public display and privacy intermingle. So in both this reduction and expansion in the constitution of domestic home life, one that increasingly represents the location of the production of knowledge, built place represents a concentration of energy that forces us to re-imagine border-making, order, and the dynamic interplay of nomadic movement and sedentary return, a point that echoes Nicolas Rothwell’s comment that “every exile has in it a homecoming” (80). Albeit, this is a knowledge-making milieu with an expanded range of modalities incorporated and expressed through a wide range of bodily intensities not simply cognitive ones. Much of the ambiguous discontent manifested in McMansion style domiciles across many Western countries might be traced to the fact that their occupants have had little or no say in the way those domiciles have been designed and/or constructed. In Heidegger’s terms, they have not thought deeply enough about “dwelling” in that building, although with the advent of the media room the question of whether a “building” securely borders both “dwelling” and “thinking” is now open to question. As anxieties over border-making at all scales intensifies, the complexities and un/sureties of natural and built space take ever greater hold of the psyche, sometimes through the advance of a “high level of critical self-consciousness”, a process Frampton describes as a “double mediation” of world culture and local conditions (21). Nearly all commentators warn of a nostalgic, romantic or a sentimental regionalism, the sum total of which is aimed at privileging the local/regional and is sometimes utilised as a means of excluding the global or universal, sometimes even the national (Berry 67). Critical regionalism is itself a mediating factor between these dispositions, working its methods and practices through my own psyche into the local, the regional, the national and the global, rejecting and/or accepting elements of these domains, as my own specific context, in its multiplicity, demands it. If the politico-economic and cultural dimensions of this global/regional world have tended to undermine the process of border-making across a range of scales, we can see in domestic forms of built place the intense residue of both their continuing importance and an increased dependency on this electro-mediated world. This is especially apparent in those domiciles whose media rooms (with their satellite dishes, telephone lines, computers, television sets, games consuls, and music stereos) are connecting them to it in virtuality if not in reality. Indeed, the thought emerges (once again keeping in mind Eric Leed’s remark on the literate-configured sense of autonomy that is further enhanced by a separate physical address and residence) that the intense importance attached to domestically orientated built place by globally/regionally orientated peoples will figure as possibly the most viable means via which this sense of autonomy will transfer to electronic forms of knowledge. If, however, this here domestic habitué turns his gaze away from the screen that transports me into this global/regional milieu and I focus my attention on the physicality of the building in which I dwell, I once again stand in the presence of another beginning. This other beginning is framed diagrammatologically by the building’s architectural plans (usually conceived in either an in-situ, autochthonous, or a universal manner), and is a graphical conception that anchors my body in country long after the architects and builders have packed up their tools and left. This is so regardless of whether a home is built, bought, rented or squatted in. Ihab Hassan writes that, “Home is not where one is pushed into the light, but where one gathers it into oneself to become light” (417), an aphorism that might be rephrased as follows: “Home is not where one is pushed into the country, but where one gathers it into oneself to become country.” For the in-and-out-and-around-and-about domestic dweller of the twenty-first century, then, home is where both regional and global forms of country decisively enter the soul via the conduits of the virtuality of digital flows and the reality of architectural footings. Acknowledgements I’m indebted to both David Fosdick and Phil Roe for alerting me to the importance to the Fremantle Dockers Football Club. The research and an original draft of this essay were carried out under the auspices of a PhD scholarship from Central Queensland University, and from whom I would also like to thank Denis Cryle and Geoff Danaher for their advice. References Benjamin, Walter. “Paris — the Capital of the Nineteenth Century.” Charles Baudelaire: A Lyric Poet in the Era of High Capitalism. Trans. Quintin Hoare. London: New Left Books, 1973. 155–176. Bennett, Tony, Michael Emmison and John Frow. Accounting for Tastes: Australian Everyday Cultures. Cambridge: Cambridge UP, 1999. Berry, Wendell. “The Regional Motive.” A Continuous Harmony: Essays Cultural and Agricultural. San Diego: Harcourt Brace. 63–70. Casey, Edward S. The Fate of Place: A Philosophical History. Berkeley: U of California P, 1997. Deleuze, Gilles and Félix Guattari. A Thousand Plateaus: Capitalism and Schizophrenia. Trans. Brian Massumi. Minneapolis: U of Minneapolis P, 1987. Deleuze, Gilles. “The Diagram.” The Deleuze Reader. Ed. Constantin Boundas. Trans. Constantin Boundas and Jacqueline Code. New York: Columbia UP, 1993. 193–200. Frampton, Kenneth. “Towards a Critical Regionalism: Six Points for an Architecture of Resistance.” The Anti-Aesthetic: Essays on Post-Modern Culture. Ed. Hal Foster. Port Townsend: Bay Press, 1983. 16–30. Gadamer, Hans-Georg. “Idea and Reality in Plato’s Timaeus.” Dialogue and Dialectic: Eight Hermeneutical Studies on Plato. Trans. P. Christopher Smith. New Haven: Yale UP, 1980. 156–193. Hassan, Ihab. “How Australian Is It?” The Best Australian Essays. Ed. Peter Craven. Melbourne: Black Inc., 2000. 405–417. Heidegger, Martin. “Building Dwelling Thinking.” Poetry, Language, Thought. Trans. Albert Hofstadter. New York: Harper and Row, 1971. 145–161. Hughes, John. The Idea of Home: Autobiographical Essays. Sydney: Giramondo, 2004. Iyer, Pico. “Australia 1988: Five Thousand Miles from Anywhere.” Falling Off the Map: Some Lonely Places of the World. London: Jonathon Cape, 1993. 173–190. “Keeping Track.” Docker, Official Magazine of the Fremantle Football Club. Edition 3, September (2005): 21. Leed, Eric. “‘Voice’ and ‘Print’: Master Symbols in the History of Communication.” The Myths of Information: Technology and Postindustrial Culture. Ed. Kathleen Woodward. Madison, Wisconsin: Coda Press, 1980. 41–61. Lefaivre, Liane and Alexander Tzonis. “The Suppression and Rethinking of Regionalism and Tropicalism After 1945.” Tropical Architecture: Critical Regionalism in the Age of Globalization. Eds. Alexander Tzonis, Liane Lefaivre and Bruno Stagno. Chichester, West Sussex: Wiley-Academy, 2001. 14–58. Lefaivre, Liane and Alexander Tzonis. Critical Regionalism: Architecture and Identity in a Globalized World. New York: Prestel, 2003. Lynch, Kevin. Managing the Sense of a Region. Cambridge, Massachusetts: MIT P, 1976. Mitchell, W. J. T. “Diagrammatology.” Critical Inquiry 7.3 (1981): 622–633. Morse, Margaret. “Home: Smell, Taste, Posture, Gleam.” Home, Exile, Homeland: Film, Media, and the Politics of Place. Ed. Hamid Naficy. New York and London: Routledge, 1999. 63–74. Plato. Timaeus and Critias. Trans. Desmond Lee. Harmondsworth: Penguin Classics, 1973. Porteous, J. Douglas. “Home: The Territorial Core.” Geographical Review LXVI (1976): 383-390. Rothwell, Nicolas. Wings of the Kite-Hawk: A Journey into the Heart of Australia. Sydney: Pidador, 2003. Sallis, John. Chorology: On Beginning in Plato’s Timaeus. Bloomington: Indianapolis UP, 1999. Scott, Allen J. Regions and the World Economy: The Coming Shape of Global Production, Competition, and Political Order. Oxford: Oxford University Press, 1998. Storper, Michael. The Regional World: Territorial Development in a Global Economy. New York: The Guildford Press, 1997. Ulmer, Gregory L. Heuretics: The Logic of Invention. New York: John Hopkins UP, 1994. Ulmer, Gregory. Internet Invention: Literacy into Electracy. Longman: Boston, 2003. Wilken, Rowan. “Diagrammatology.” Illogic of Sense: The Gregory Ulmer Remix. Eds. Darren Tofts and Lisa Gye. Alt-X Press, 2007. 48–60. Available at http://www.altx.com/ebooks/ulmer.html. (Retrieved 12 June 2007)
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Mason, Myles. "Considering Meme-Based Non-Fungible Tokens’ Racial Implications." M/C Journal 25, no. 2 (2022). http://dx.doi.org/10.5204/mcj.2885.

Full text
Abstract:
Staples of early United States Internet meme culture were sold via digital auctions for cryptocurrency (except one, which was sold for cash) throughout 2021. Through these transactions, Internet memes, or “the linguistic, image, audio, and video texts created, circulated, and transformed by countless cultural participants across vast networks and collectives” (Milner 1), were “minted” as non-fungible tokens—a marker within cryptocurrency economy that denotes the level of originality or irreplaceability of an (often digital) artifact (Wired). Early 2021 saw Internet memes (memes, hereafter) and non-fungible tokens (NFTs, hereafter) articulated to one another when a series of trades ignited a “buying frenzy”. In February 2021, the original animation file of the Nyan Cat meme (a rendering of a flying cat with a Pop-Tart body) was sold for 300 Ethereum, or US$600,000 (Griffith; Kay); in April 2021, the original photo file of the Disaster Girl meme (an image of a smiling child in front of a burning home) sold for 180 ETH, or nearly US$500,000 (BBC News); in May 2021, the original video file of the viral YouTube video “Charlie Bit My Finger” (wherein an infant bites the finger of their older sibling with glee) was sold for US$760,999, but no cryptocurrency was exchanged for this auction (Evans); in June 2021, the original image of the Shiba Inu who became Doge (image of a dog looking contemplative, often with text around the dog’s face) was sold for a record-breaking (for memes) 1,696.9 ETH, or US$4 million (Rosenblatt). Other notable memes were sold around this time, such as Bad Luck Brian (an unflattering school picture of a teenager who became synonymous with embarrassing social situations), Overly Attached Girlfriend (wide-eyed teenager who was portrayed as obsessive over their significant other), and Success Kid (an infant clenching their fist with a sense of achievement), but for lower prices (Wired; Dash; Gallagher). All the memes sold during this frenzy feature either animals or white individuals, and none of the creators or subjects of the original files are Black. That said, mainstream Internet culture, specifically within the United States, is predicated upon the Othering and exploitation of Black cultural production (Brock 97, 124; Benjamin). The fungible constitution of US Black culture is replete within digital cultures, from contemporary discussions of digital blackface in white use of memes featuring Black folks to express emotion (J.L. Green; Jackson, “Digital Blackface”, White Negroes) and/or using imagery featuring Black folks without permission (J.L. Green; Nakamura; Matamoros-Fernández). The advent of meme-based NFTs, however, offers new areas of inquiry into the triangulation of race, fungibility, and US digital cultures. I approach this cultural phenomenon with two general queries: What cultural and racial legacies of non/fungibility are present in the dynamics of memes becoming NFTs? What are the implications in digital media and US culture? Fungibility and Black Cultural Production As this issue explores, fungibility is a quality of interchangeable, performing persons or objects, but a turn to US Afro-pessimism illustrates how fungibility is a central quality to racialisation. (Continental African scholars coined Afro-pessimism, and its original formulation was markedly different from the US counterpart, which emerged with little to no engagement with the existing African canon. Afropessimism 1.0, as Greg Thomas names it, focusses on the postcolonial economic conditions across the continent. Importantly, there is an undergirding optimism, “the urge to positive social change”, to the inquiries into the poverty, colonial extractivism, and more; Amrah qtd. in Thomas 283; Rieff; de B’béri and Louw.) Fungibility, in US-borne Afro-pessimist literature, is used to describe (1) a major tenet of slavery wherein Black bodies are treated as interchangeable objects rather than human actors, and (2) how the afterlife of slavery continues to structure everyday experiences for Black folks (Bilge; Hartman; Wilderson, III et al.). US Afro-pessimism argues that slavery instantiated an ontological structure that articulates humanity as irreconcilable with Blackness and further articulates whiteness as for what (or whom) the Black body performs and labours (Bilge; Douglass et al.; Wilderson, III and Soong). Within the US, the fungibility of the Black body means it is always already vulnerable to and violable by “the whims of the [non-Black] world” (Wilderson, III 56; see also: Hartman; Lindsey). Indeed, Wilderson, building off Hartman, asserts, “the violence-induced fungibility of Blackness allows for its appropriation by White psyches as ‘property of enjoyment’” (89). The fungibility of Blackness aides in white “transpos[ition of Black] cultural gestures, the stuff of symbolic intervention onto another worldly good, a commodity of style” (Wilderson, III 56). This expropriation of Black digital “imaginative labour” by US white mainstream culture is part and parcel to Internet practices (Iloh; Lockett; Jackson). bell hooks argues white US mainstream culture treats Black cultural production as the “spice, [the] seasoning that can liven up the dull dish that is mainstream white culture” (21). By the same token, US white mainstream culture “desire[s] … sustained ‘labor’ … of a dark Other” that seeks to contiunously exploit fungible Black production (31). The constitutive fungibility of Blackness enriches, even if just affectively, the non-fungibility of whiteness; this parasitic relationship has extended to digital culture, with white actors extracting Black meme culture. Internet memes, until the advent of NFTs, did not necessarily provide monetary gain for the creators or original owners. For example, the creator of the iconic phrase “on fleek”, Kayla Newman (aka Peaches Monroee) is regularly discussed when considering the exploitation of Black digital culture (Parham; Maguire; Hazlehurst). The term came from a Vine of Newman hyping herself up in the front-facing camera of her smartphone—“We in this bitch! Finna get crunk. Eyebrows on fleek. Da fuq”—and quickly went viral. Maguire’s insightful analysis of Newman’s viral fame underscores the exploitation and appropriation of Black girl cultural production within the US. Maguire turns toward the legal intricacies of copyright and property as Newman sought ownership of her iconic phrase; however, Vats’s work on the legal rhetorics of intellectual property note its racial exclusivity in the US. (Moreton-Robinson traces similar white supremacist ownership within Australian contexts.) Meaning, only white actors benefit from such legal rhetorics. These forbearances point to the larger cultural legacies of fungibility that alienate Black bodies from their cultural production. US Black digital culture is alienated from the individuals who perform the imaginative labour that benefits and enriches whiteness (Wilderson, III; hooks). The legacies of mass enslavement fundamentally structured the capital and libidinal economies of US culture (Wilderson, III et al.; Spillers; Brock), therefore it stands to reason, like other forms of hegemonic ideologies, that such structuring logics of anti-Blackness are foundational to digital US culture (Benjamin; Brock; Towns; Matamoros-Fernández). Iloh, Williams, and Michele Jackson separately argue that the foundation of mainstream US Internet culture is indebted to the labour of Black users. However, as Brock argues, US Internet culture is a medium by which whiteness marks itself as the default even though Black labour, individuals, and culture are regularly exploited to perpetuate white engagement. Jackson specifically notes that the white performance of US Black culture “financially, artistically, socially, and intellectually” rewards white and other non-Black actors for demonstrating their understanding of Black cultural productions (Jackson, White Negroes 5; see also: hooks; Nakamura). Black individuals are not (fairly) compensated for this labour, even as white individuals gain clout. Newman’s term “on fleek” became a staple of US Vine and broader Internet culture, spawning a hashtag (#EyebrowsOnFleek) and being featured in multiple brand commercials (Maguire). Newman notes that she did not consider trademarking the term because she did not realise how quickly it would spread, allowing corporations and other actors to capitalise on her term free of charge (Hazlehurst; Maguire). Usage of the term became a signpost of the in-crowd within US millennial popular culture (Maguire). However, when Newman later launched a hair extensions company utilising her phrase (On Fleek Hair Extensions), she was resoundingly criticised. During a GoFundMe campaign to jumpstart the business, white digital actors accused Newman of milking her fame (Parham; Hazlehurst; Maguire). Mainstream digital actors forbade Newman’s ownership of her own labour after exploiting her creation throughout its popularity, marking her imaginative labour as fungible. These cultural dynamics exemplify of how anti-Blackness proliferates US digital culture, marking Black cultural labour as fungible and as the (shared) property of white actors. Whiteness regularly dichotomises itself against Blackness, needing the denigration and de-humanisation of Blackness to constitute whiteness’s perceived racial superiority (Wilderson, III et al.; Hartman; Thomas). Since Blackness has been constituted as fungible, alienating the labouring bodies from their production, whiteness (implicitly) constitutes itself as non-fungible. Thus, under this paradigm, white actors, their bodies, and their (property’s) cultural production are constituted as non-fungible, as the foil to fungible Blackness. Of course, anti-Blackness uses fungibility as a means of enriching whiteness, first evidenced by the logics of the Atlantic Slave Trade and extending throughout contemporary US culture. Newman’s iconic “on fleek” was easily detached from her (removing product from labourer) for the benefit of celebrities and companies. I argue that NFTs further these logics; as the next section explores, non-fungible tokens capacitate white monetisation of Black cultural labour. Non-Fungibility and Non-Black Cultural Agency The sale of meme-based NFTs offers a modern illustration of the fungibility of Black cultural production. Importantly, every seller of meme-based NFTs has been non-Black, with most being white or white-passing. NFTs, thus, seemingly give non-Black actors the agency to “reclaim” meme imagery via monetisation. Contemporary US meme culture is directly created by, influenced by, and appropriated from US Black (digital) culture (Jackson, White Negroes; Iloh; Brock; J.L. Green; Nakamura). Black cultural actors used memes largely as a space to share the joys and pains of Black US life (Brock); however, the connectivity of the Internet offered avenues for extraction and appropriation by non-Black actors (Iloh; Nakamura; J.L. Green; Matamoros-Fernández). Meme-based NFTs extend these anti-Black logics by monetising the cultural impact of certain memes. Specifically, memes are considered valuable only when minted as an NFT, which seeks to transform the fungible by a non-fungible agent. This section turns to the tensions between non-Black cultural agency over Black cultural influence within US Internet culture, using the Disaster Girl meme as an illustration. Memes, because of their participatory nature, require a certain level of fungibility to perpetuate circulation (Milner; Moreno-Almeida; Shifman). While certain digital actors proffer the original textual (e.g. #UKnowUrBlackWhen, a popular hashtag for Black users sharing experiences specific to US Black culture), graphic (e.g. Fail/Win, a popular meme genre for posting images of everyday chores tagged as Fail or Win), and/or contextual (e.g. Pepper Spray Cop, a meme genre where a police officer is pepper spraying protestors is photoshopped into different scenes) facets of a meme, these same characteristics must be manipulable for the meme to flourish (Parham; Jenkins; Huntington). Further, original creators must have an alienable relation to their cultural production, a “letting go” of the meme, so it may become part of broader cultural milieu, ever-evolving (Shifman; Jenkins). Minting memes into NFTs, however, reverses and obfuscates this cultural and imaginative labour by minting the original image. The sale of the Disaster Girl meme photograph as an NFT exhibits this erasure. The meme orginates from a photo Dave Roth took of his daughter, Zoë Roth, at a 2005 control-burn of a home in their neighbourhood (Fazio; Staff). D. Roth eventually submitted the image of his white, brown-haired daughter slyly smiling as the house burns in the background to a handful of photo contests, winning them (ibid.). The image was published online in 2008 and quickly circulated among social media platforms. Memes emerged as Internet users remixed the original image, either with text or by photoshopping Z. Roth into new disasters, thus dubbing her Disaster Girl (Green, Refinery). Since, Z. Roth’s four-year-old self has been “endlessly repurposed as a vital part of meme canon” (Fazio). Gesturing to the fungibility of meme culture, Z. Roth said she “love[s] seeing them because [she]’d never make any of them [her]self” (qtd in Fazio), meaning she (and her father) had willingly alienated themselves from the meme imagery. The agency to willingly turn over cultural production is solely attributable to non-Black bodies within the logics of fungible Blackness. Z. Roth’s non-participation did not prevent her from monetising the original meme, however. On 17 April 2021, Z. Roth sold the original photo file of the Disaster Girl meme (Fazio). Roth notes the creation and selling of an NFT is “the only thing memes can do to take control” (qtd. in Fazio). To exhibit agency of minting an NFT, Z. Roth collapses memes’ identities into the original image rather than the participation, remix, and becoming that meme culture involves. Memes, by nature, require the repeated and continual labour of digital public actors to continue circulating (Shifman; Milner; Jenkins). The stronger the meme’s circulatory impact, the more cultural heft it carries. However, the Roth family could only ever sell the original image. The minting of an NFT, for Z. Roth, “was a way for her to take control over a situation that she has felt powerless over since elementary school” (Fazio). Here, Z. Roth is further exerting non-Black agency to wilfully reclaim the previously fungible object. Ironically, the very thing Z. Roth is wanting to exert control over is what gives value to the meme in the first place. The virality and longevity of the Disaster Girl meme is its value, but given the fungibility of meme culture, this labour is easily obfuscated. As noted, memes must exhibit a certain level of fungibility to regenerate throughout digital cultures in various iterations; memes also require the fungible Black cultural production, especially within the US. Brock argues the capacity to laugh through pain or chaos is a characteristic of US Black humour and foundational to contemporary US meme humour. The Disaster Girl meme exemplifies the influences of US Black cultural humour both in the comedic frame—smiling in the face of disaster—and the composition of image—looking directly into the camera as if to break the fourth wall (Outley et al.; Brock). These facets influence the affectivity of the Disaster Girl image, or its capacity to move audiences to add their own remix to the meme. Remix is not only an inherently Black practice (Navas et al.), but it is also the lifeblood of meme culture and Internet culture more broadly. Iloh, Jackson, and Williams separately argue the proliferation of Black digital culture in the US means much of what enters mainstream US culture was shaped by Black users. Therefore, Black imaginative labour is an absent presence at the heart of Disaster Girl (or any) meme’s popularity—the popularity that made it valuable as an NFT. Minting the original image as a meme-based NFT consumes the labour of digital public actors to realise a value for the image owner. According to Cervenak, “NFTs can be seen as a tool for creators to be made whole for the work they put in” creating the original image (qtd. in Notopoulos). However, in memes the “work [being] put in”, the imaginative labour generating the memes, is that of various digital public actors. Neither the digital public actors, specifically Black public actors, nor the US Black cultural production and labour are recognised within the NFT economy. The reversion of memes back to the original image attempts to erase the Black cultural labour that generated the meme’s value. The work of digital public actors must be seen as both interchangeable and working in the service of the original “owner” of meme imagery to facilitate the trade of meme-based NFTs. Unlike Newman, Z. Roth was lauded for the monetisation of her meme-fame. Indeed, Newman’s imaginative labour needed to be obfuscated for the appropriation of “on fleek” by non-Black US culture. Z. Roth did very little labour in the invention and circulation of the Disaster Girl meme; however, her agency within anti-Black US culture created the conditions of possibility for her minting of the NFT. The dynamics of NFTs, Black US cultural labour, and anti-Blackness allow for the simultaneous obfuscation and appropriation of fungible meme-culture. Just as enslavement alienated Black bodies from the profits of their labour, NFTs similarly erase Black cultural production from the monetary benefit; NFTs (further) digitise these paradigms of anti-Blackness in US digital culture. Conclusion This essay has just barely chipped the surface on the articulations of race, fungibility, and NFTs. The arguments contained within demonstrate the legacies of fungible Blackness, which US Afro-pessimism links to the structuring logics of the Atlantic Slave Trade, and their manifestation in contemporary digital culture, specifically via meme-based NFTs. First, the essay traced the needed alienation and appropriation of Black cultural labour within US culture. Translating these practices to meme culture, the essay argues the minting of meme-based NFTs is a non-fungible agency only available to non-Black actors. There remains much to be explored, especially regarding equitable cultural practices. 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Trezise, Bryoni. "What Does the Baby Selfie Say? Seeing Ways of ‘Self-Seeing’ in Infant Digital Cultures." M/C Journal 20, no. 4 (2017). http://dx.doi.org/10.5204/mcj.1263.

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Abstract:
IntroductionWhen a baby girl born in Britain was endowed with the topical name ‘Hashtag’, a social media post decried the naming, and a media storm followed. Before she was even home from hospital, headlines were at the ready: “Did a mother really just name her child Hashtag?” (Nye) and “Baby Hashtag: has the search for original names gone too far?” (Barkham). Trollers were also poised to react, offering: “The first name is REALLY dumb. And you're even dumber,” prompting a rejection of the baby’s name as well as her ostensibly ill-equipped parents (Facebook). Dubbed a “Public Figure” on her Facebook page, Hashtag Jameson accrued a particularly premature type of celebrity, where, with a handful of baby selfies, she declared via Twitter, and only hours after birth, that she was “already trending”.In this article, I consider the relationship between the infant child and the visual-digital economies in which it – as in the Hashtag hoax, above – performs. The infant child is brought into view with the very first sentence that frames John Berger’s Ways of Seeing. “Seeing comes before words”, he writes. “The child looks and recognizes before it can speak” (1). Berger’s reference to the seeing child positions it as an active agent in cultures and practices of visuality, but also uses an idea of the child to position vision as the primary communicative means by which we “establish our place in the surrounding world” and in which we are enveloped “before” speech (7). Here, I explore the intensified relationship between the visual culture of infancy and the economised digital movement of vision that it produces in one highly specific image-genre: the baby selfie. In doing so I aim to characterise the depictive nature of this format in terms of how it compositionally documents – to further borrow the language of Berger, who was then discussing oil paintings – “a way of seeing the world, which was ultimately determined by new attitudes to property and exchange” (87).The new sociology of childhood has been concerned with the construction of the child figure as it has interfaced with new cultural and political realities since the early 1980s (Prout). These include “phenomena such as the flexibilization of production … expanding networks of knowledge … and shifts in labour market participation, work and the global economy” (Prout 5). I suggest here that the baby selfie can be seen as an unprecedented social marker of these transformations, signalling a heightened degree of priceless sentiment within which the child – as an animator of amateur affects, viral tendencies and algorithmic logics – is given to operate. I focus on the compositional propensities of the baby selfie in order to characterise how it visually construes a particular kind of self that is intrinsically entangled with the conception of the image as a form of capital exchange. That is, I suggest that in its intense and yet paradoxical self-performativity the baby selfie depicts a way of seeing that is predicated on, but also troubles, the conceit of a commodified social relation. What Does the Baby Selfie Say?“Should babies really be taking selfies?” yells a headline warning against the perceived dangers of youth digital cultures (Cox). The 2014 story references a phone app built by father Matthew Pegula that uses front-facing cameras to “unintentionally teac[h] your baby to take selfies of themselves” by generating “rattling sounds, pictures of cute animals, and more to get the baby’s attention.” The article explains that “[w]hen the baby reaches out to touch the screen, the camera snaps their selfie and saves it to the device”. While Pegula’s Baby Selfie App is available for purchase on Google Play’s app store for $1.09, a similar device named New Born Fame, featuring “Facebook and Twitter symbols that are activated when the youngster reaches for them” and inclusions such as “a pair of shoes with an internal pedometer that tracks kicks and posts the activity online, a squeezable GPS tracker and a ‘selfie-ball’ that photographs the baby and uploads the shot whenever the ball rotates” (Peppers), artistically interrogated this relatively new category of “insta-infa-fame”.In their article “What Does the Selfie Say?”, Theresa M. Senft and Nancy K. Baym argue that the selfie exists as the hallmark genre of a new kind of self-reflexive image-making, one that is formally characterised by the “self-generated” nature of the photographic portraiture it depicts, which is in turn conceived for its transmissibility, occurring “primarily via social media” (1589). Popularised in part by new technologies (the camera phone, the smart phone, and then the front-facing phone camera) and in part by new digital platforms (“Facebook, Instagram, SnapChat, Tumblr, WeChat, and Tinder”) (1589), Senft and Baym further explain that the selfie is simultaneously a photographic object which transmits human feeling, a practice of sending (as well as of depicting), and third, a monetized assemblage curated by nonhuman agents. It is this last factor which renders the objecthood of the selfie as it relates to the vernacular that it enacts as well as the practice of its making, political.Notions around the simultaneously constituting and yet virally distributed “self” of social media are not new. A now prominent literature around how the selfie graphically manifests and performs: intimate publics (Walsh and Baker), a normative or resistive image repertoire (Murray), and emotionalised, communicable affect (Bayer et al.), gives rise to a range of viewpoints that aim to characterise how the hyper self-reflexivity of the selfie depicts – visually as well as ontologically – the self as an agent of their own transmissibility (Holiday et al.). From these we understand that the selfie is distinct for its (i) self-representational image-format (it is an image made by the self, of the self, and thereby is identifiable for its capturing of the self in this very process of self-composition); ii) its methods of distribution (selfies are taken and distributed often instantaneously, and thereby are not only objects of, but active agents of, the reshaping of digitally communicative economies); iii) its idiomatic performance of a sociality and aesthetic of the amateur or vernacular (Abidin).The doubled glance both inwards and outwards that the selfie casts is further characterised for how it traces as well as points to a gestural self-awareness held within its compositional characteristics (Frosh). This moves us from a semiotic reading of the selfie to a reading of its “kineasthetic sociability” – that is, its embodied inception of new forms of autobiographical inscription which say “not only ‘see this, here, now,’ but also ‘see me showing you me’” (Frosh 1609-10). Here, the selfie is less a static object and more a gestural imprint of the communicative action in process: it is “simultaneously mediating (the outstretched arm executes the taking of the selfie) and mediated (the outstretched arm becomes a legible and iterable sign within selfies of, among other things, the selfieness of the image)” (Frosh 1611). In this sense, its compositional logic offers a tracing of this very enactive, embodied tendency, which bears more than an indexical relationship to the field that it marks – it depicts itself as a constituting part of that field.While these characteristics are broadly accepted as being true of selfies, the “selfieness” of a baby selfie might be seen to offer a paradoxical reframing of these depictive qualities. That is, if a selfie is a self-depiction of a process of self-depiction, the baby selfie most usually performs this self-reflexivity with recourse to an external agent who is either present in the image frame or who is occluded from it but nonetheless implied by the very nature of the image (a parent or the image-facilitator, or indeed, a baby app). The baby selfie’s scene of self-depiction, then, might be thought of as a kind of self-depiction-by-proxy. At the same time, the baby selfie asks us to invest in the belief that the picture was knowingly self-taken, and in doing so, models a kind of aspirational autonomy for the child/baby figure who is depicted. In this sense, the baby selfie, by its very nature, disrupts the accepted distinguishing format of the selfie: that the picture is both self-depicting and is self-composed. Instead, the baby selfie can be seen to gesturally reincorporate into its visual scene the very question of this structural im/possibility.Depicting the Viral ChildThe figure of the child has been considered by a range of theorists as the organising principle of modernity. Philippe Aries’ foundational work has argued that the modern discovery of childhood is reflected in the rise of the nuclear family and consequential shifts from sociability to privacy. Viviana Zelizer similarly positions the emergence of the economically “useless” but sentimentally “priceless” child against comprehensive social and industrial transformations taking place across the eighteenth and nineteenth centuries that excluded the child as a labourer and instead situated it with the disciplinary regime of education. The hetero-normatively white child has since been shown to emblematise concepts of social futurity (Edelman) and myths of morality, humanity and the “ordering of time” (Pelligrini 98).Following Zelizer, the more recently ‘digitally’ visual cultures of childhood can be seen to spin the figure of the child around new socio-economic and discursive imperatives. Lisa Cartwright writes about photographs of waiting adoptee children, in which “children of poor countries become commodities and their images become advertisements in a global market” (83). Deborah Lupton similarly considers the coding of infant bodies in popular media for their “represent[ation] as helpless, vulnerable, uncontrolled, dirty and leaky in opposition to the idealised adult body that is powerful, self-regulated, autonomous, clean, its bodily boundaries sealed from the outside world” (349). More recently, children have been considered for how they either accidentally or volitionally interact with mediated technologies (Nansen) as well as for how they are increasingly digitally surveilled as the objects of a necessary – and increasingly normalised – parental “culture of care” (Leaver 2). These studies make clear that while children are increasingly positioned as the ‘viral’ agents of new kinds of visual markets, they are also infantilised as victims in need of unprecedented cyber-protection.In 1994 Douglas Rushkoff coined the term “media virus” to account for the rapid and uncontrollable ways that popular media texts performed to either coerce or awaken viewing publics. While Rushkoff’s medium of reference was television, Henry Jenkins et al. later reframed virality to instead encompass ideas of user-led agency by linking it with a logic of “stickiness” – evoking what he termed a “peanut butter” analogy to describe the “spreadable” (3) movement of ideas in more recent social media practices. Indeed, Liam French finds a strong parallel between the “phenomenal rise in user generated content” and the turn towards newer visual cultures within social media practices more broadly, noting that it is “ordinary people” (French’s term) who actively generate the very forms of visual cultural production that become key to communicatory circulation. The selfie, in this regard, becomes both a format and an icon of the new ways of seeing brought into perspective by social media practices.Given the political, social and industrial ecologies that constitute such image cultures, it is only recently that the “viral” child, as the next delineation of the sentimentally “priceless” child, has arrived into view. Here, the baby Hashtag hoax can be seen to critically narrate a specific cultural moment: one that is concerned with stabilising the figure of the child even as it constitutes the ground through which that figure also becomes undone. I refer to the way that Hashtag, as a figural baby, presents a tautological identity, where the digital grammar of # names the mechanism by which she would also search for herself. If Hashtag is emblematic of the algorithmic and affective assemblage of contemporary image-cultures of childhood – whose image-work shapes the new temporal dimensions of our watching and viewing practices – she also illustrates how the child has been become not only an object, but a medium of the economic logics of communicative capitalism. That is, the image-work of the baby selfie can be seen to point to the very question of autonomous agency that frames the figure of the child and in doing so, provides a disruptive counterpoint to the “peanut butter” logic of spreadable visual cultures of so-called “ordinary people” more broadly.It is this light that I ask (drawing on Senft and Baym): what does the baby selfie say about how we understand or construe the figure of the child? More specifically, I ask (via Berger) what culture of vision is brought into view by the rise of such visual cultures of the viral child? The “Gestural Gaze” of Digital Infant Agency Ellentv.com recently advertised a call for viewers to send in their favourite baby selfies: “If you've got a baby and a camera, it's time to take some selfies! Take a photo of you and your baby making the same face, and send it to us!” The legal disclaimer accompanying the callout additionally advised that “[b]y submitting Materials, … you … do not violate the right of privacy or publicity of, or constitute a defamation against, any person or entity; that the Materials will not infringe upon or violate the copyright or common law rights or any other rights of any person or entity” (Ellentv.com). From the outset, there appears within baby selfie culture a curious calibration of the agency of the child, who is at once a selfie-self-taker but who is also excluded from a legal right to privacy that concerns “any person or entity”. In this respect we might further ask – following Jacqueline Bhabha’s question “what sort of human is a child?” (1526) – what sort of human is a viral child, and how does the baby selfie depict this paradoxical configuration of infantile agency?While the formality of the baby selfie still demonstrates a range of configurations which often incorporate the figure of a parent and hence contradict the discreet self-composing parameters of the selfie, here I focus in closing on one specific baby selfie that I suggest is emblematic of an increasing prevalence of apparently “true” baby selfies which operate on a range of image-sharing platforms and meme sites. These baby selfies are distinguished by seeming to be (i) an image that is made by the self, of the self, and thereby is identified for its capturing of the self in this very process of self-composition; ii) an image that is construed for methods of often instantaneous distribution; iii) an image that puts forward an idiomatic performance of an amateur vernacular – or what Abidin has called “calibrated amateurism”.One compilation, “12 of the Cutest Baby Selfies You Will Ever See”, foregrounds the autonomy of the figure of the viral child as depicted by baby selfie culture, explaining that “These babies might be small, but they can do a lot more than just laugh, crawl, and play. It turns out they can also work their way around a camera and snap some amazing selfies. Talk about impressive!” (Campbell). While all the images in the selection depict the embodied gestural sociality of the selfie that Frosh characterises – that which is “simultaneously mediating (the outstretched arm executes the taking of the selfie) and mediated (the outstretched arm becomes a legible and iterable sign within selfies of … the selfieness of the image)” (1611) – one in particular is arresting for its striking interpellation of the “innocent” figure of the child with what I will extend via Frosh to call the inherent mediality of her gestural gaze. In this iconic baby selfie, the gestural gaze is witnessed in the way that the baby’s outstretched hand seems to be extending towards us, the viewer, but is rather (we think we know) extended towards the phone camera, in order to better see herself.The infant in the image is coded female, wearing a pink bonnet, dummy clip and dummy. The dummy is centred defiantly in the baby’s mouth and doubly defiantly in the centre of the image frame as an infantile ‘technology’ that seems to undercut the technology of the phone camera apparatus. The dummy imbues the image with an iconic sense of the baby’s innate “baby-ness” which seems to directly contradict the strength of her gaze, which also appears, in following the outwards arc of her selfie-taking arm, to reach beyond the image frame and address her viewer directly. It seems to say – to paraphrase Frosh – see me here, now, showing you me. The ambivalent origins of the image are also key to how it is read and distributed here. The image in question can be found on the media site Woman’s World, which offers an untraceable credit to Instagram for its original source. The image has also, since, spread itself, appearing across a range of other multilingual sites and feeds, depicting the child at the centre of its frame as somewhat entangled in a further labour of self-duplication. The baby selfie in circulation says not only “‘see this, here, now,’” and “‘see me showing you me’,” but ‘see all of this here, and again, here and again, here.’John Berger writes of two related image genres that connect histories of vernacular depiction to histories of the evolution of the publicity image as a medium and sign of capital exchange. Writing on oil painting, he notes how the materiality of the medium signified the “thingness” of its depiction: “if you buy a painting you also buy a look of the thing that it represents” (83). He finds, therein, an “analogy between possessing and a way of seeing which is incorporated in oil painting” (83) and which, as he later explains, becomes tied to “the tangibility, the texture, the lustre, the solidity of what it depicts” (88). The textural qualities of oil painting, which for Berger construe the “real” as that which can be materially conveyed or indexed as commodity, might be compared to the gestural residue that is contained within the selfie. While oil painting construed the materiality of things – and hence, the commodifiable nature of any particular relation – the selfie might be seen to depict the self in the process of its own self-labour: the material gesture of taking the image necessitates that the self becomes an agent who then becomes the immaterial self of transmission. The selfie is in this way a depiction of the self in a form of capital relation to itself.While the selfie – as a digital composition – is not materially “real” in the same way that oil painting is, the indexical nature of the arm that reaches out beyond the image frame to point to the inherent transmissibility – and hence capital value – of the image, might be. While the baby selfie imitates these capacities, I suggest here that it also traces a compositional logic that further complicates that which Frosh charts. This is because in the very moment that the spectator of the image is confronted with the baby selfie’s call to “see me showing you me” (1609-10), the spectator is also confronted with the figure of the infant as an autonomous agent capable of their own image-constitution. In essence, the baby selfie posits a question around the baby’s innate ability to knowingly generate its image-frame, even as that very image-frame is what casts the infant into the spreadable contexts within which it will then operate – or, indeed, become ‘knowable’.In its heightened self-referentiality but tenuously depicted sense of rhetorical agency, the baby selfie then faces us with what we think we know, or do not know, about the figure of the child. This central ambivalence inherent to the compositional makeup of the baby selfie in this way both depicts and disrupts the economics of circulation that are intrinsic to selfies more broadly, pointing to a decomposing of the parameters by which a selfie is interpreted and understood. Further, it enables us to question relationships between ways of seeing and ways of being – how does the baby selfie envision the figure of the chid? What sort of human does it become? While there are valid discussions to be had around the absence of “direct self-representational agency” (Leaver) and moral rights or wrongs of the parental management of children’s image-work in online spaces, the baby selfie also opens up questions around how we understand the very contours of infantile agency, how we perceive rhetorical knowingness, and what we mean to mean by the relentless circulation of this imagery of the viral child. Indeed, as Wendy S. Hesford writes, it can be helpful to shift an understanding of agency from being an “individual enterprise” to being understood as that which is “enabled and constrained by cultural discourses and material forces” that compel it into material circulation (156).Here, I am not aiming to foreclose debates about the role of infants (or children more broadly) living with and in digital cultures. Neither do I aim to cast judgement upon on those image practices which enfold child subjects within them. I rather aim to circumvent those important debates to find – following Berger – a trace of how the image cultures that co-constitute digital infancies operate to formulate as well as depict a new field of vision that is predicated upon a seemingly impossible but nonetheless compelling logic of the contradictory impulses of the viral child. That is, it challenges us to think more carefully about what we think we know about children as well as about how we come to know them.ReferencesAbidin, Crystal. “#familygoals: Family Influencers, Calibrated Amateurism, and Justifying Young Digital Labor.” Social Media + Society (Apr.-June 2017): 1–15.Aries, Philippe. Centuries of Childhood: A Social History of Family Life. Trans. Robert Baldick. 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