To see the other types of publications on this topic, follow the link: Mashup <Internet>.

Journal articles on the topic 'Mashup <Internet>'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 39 journal articles for your research on the topic 'Mashup <Internet>.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Jones, Ellis. "The role of mashup music in creating Web 2.0’s democratic promise." Convergence: The International Journal of Research into New Media Technologies 27, no. 4 (February 8, 2021): 1112–28. http://dx.doi.org/10.1177/1354856520983758.

Full text
Abstract:
This article employs Stuart Hall’s concept of ‘articulation’ to show how, in the mid-2000s, a loose coalition of tech activists and commentators worked to position mashup music as ‘the sound of the Internet’. Key aesthetic characteristics of mashups were utilized to present Web 2.0 as a specific kind of democratic, participatory media environment – one that had the power to dethrone old social institutions, and to render various kinds of borders and boundaries redundant. This short-lived articulation between mashup and the Internet has had significant benefits for contemporary platforms that have made their fortune on user participation; it has been less beneficial for the longevity of mashup as a genre. Thus, this article inverts the standard presentation of mashup music and network technologies. Generally presented as a musical culture that needed the Internet, mashup can be more fruitfully understood as a music culture that the Internet needed. This reformulation provides cause to question our contemporary relationship to ‘digital optimism’ more generally.
APA, Harvard, Vancouver, ISO, and other styles
2

Cao, Jian, Wenxing Xu, Liang Hu, Jie Wang, and Minglu Li. "A Social-Aware Service Recommendation Approach for Mashup Creation." International Journal of Web Services Research 10, no. 1 (January 2013): 53–72. http://dx.doi.org/10.4018/jwsr.2013010103.

Full text
Abstract:
Mashup is a user-centric approach to create value-added new services by utilizing and recombining existing service components. However, as services become increasingly more spontaneous and prevalent on the Internet, finding suitable services from which to develop a mashup based on users’ explicit and implicit requirements remains a daunting task. Several approaches already exist for recommending specific services for users but they are limited to proposing only services with similar functionality. In order to recommend a set of suitable services for a general mashup based on users’ functional specifications, a novel social-aware service recommendation approach, where multi-dimensional social relationships among potential users, topics, mashups, and services are described by a coupled matrices model, is proposed in this paper. Accordingly, a factorization algorithm is designed to predict unobserved relationships, and we use a genetic algorithm to learn some specific parameters, and then construct a comprehensive service recommendation model. Experimental results for a realistic mashup data set indicate that the proposed approach outperforms other state-of-the-art methods.
APA, Harvard, Vancouver, ISO, and other styles
3

Xiong, Wei, Zhao Wu, Bing Li, and Bo Hang. "Automating Mashup Service Recommendation via Semantic and Structural Features." Mathematical Problems in Engineering 2020 (August 12, 2020): 1–10. http://dx.doi.org/10.1155/2020/4960439.

Full text
Abstract:
Increasing physical objects connected to the Internet make it possible for smart things to access all kinds of cloud services. Mashup has been an effective way to the rapid IoT (Internet of Things) application development. It remains a big challenge to bridge the semantic gap between user expectations and application functionality with the development of mashup services. This paper proposes a mashup service recommendation approach via merging semantic features from API descriptions and structural features from the mashup-API network. To validate our approach, large-scale experiments are conducted based on a real-world accessible service repository, ProgrammableWeb. The results show the effectiveness of our proposed approach.
APA, Harvard, Vancouver, ISO, and other styles
4

Bourgatte, Michaël. "Le mashup et la transtextualité audiovisuelle sur Internet." Communication & langages N°202, no. 4 (2019): 97. http://dx.doi.org/10.3917/comla1.202.0097.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Cao, Buqing, Bing Li, Jianxun Liu, Mingdong Tang, Yizhi Liu, and Yanxinwen Li. "Mobile Service Recommendation via Combining Enhanced Hierarchical Dirichlet Process and Factorization Machines." Mobile Information Systems 2019 (March 25, 2019): 1–11. http://dx.doi.org/10.1155/2019/6423805.

Full text
Abstract:
Recently, Mashup is becoming a promising software development method in the mobile service computing environment, which enables software developers to compose existing mobile services to create new or value-added composite RESTful web application. Due to the rapid increment of mobile services on the Internet, it is difficult to find the most suitable services for building user-desired Mashup application. In this paper, we integrate word embeddings enhanced hierarchical Dirichlet process and factorization machines to recommend mobile services to build high-quality Mashup application. This method, first of all, extends the description documents of Mashup applications and mobile services by using Word2vec tool and derives latent topics from the extended description documents of Mashup and mobile services by exploiting the hierarchical Dirichlet process. Secondly, the factorization machine is applied to train these latent topics to predict the probability of mobile services invoked by Mashup and recommend mobile services with high-quality for Mashup development. Finally, the performance of the proposed method is comprehensively evaluated. The experimental results indicate that compared with the existing recommendation methods, the proposed method has significant improvements in MAE and RMSE.
APA, Harvard, Vancouver, ISO, and other styles
6

Ngan, Chun-Kit, and Alexander Brodsky. "Optimal Event Monitoring through Internet Mashup over Multivariate Time Series." International Journal of Decision Support System Technology 5, no. 2 (April 2013): 46–69. http://dx.doi.org/10.4018/jdsst.2013040104.

Full text
Abstract:
The authors propose a Web-Mashup Application Service Framework for Multivariate Time Series Analytics (MTSA) that supports the services of model definitions, querying, parameter learning, model evaluations, data monitoring, decision recommendations, and web portals. This framework maintains the advantage of combining the strengths of both the domain-knowledge-based and the formal-learning-based approaches and is designed for a more general class of problems over multivariate time series. More specifically, the authors identify a general-hybrid-based model, MTSA – Parameter Estimation, to solve this class of problems in which the objective function is maximized or minimized from the optimal decision parameters regardless of particular time points. This model also allows domain experts to include multiple types of constraints, e.g., global constraints and monitoring constraints. The authors further extend the MTSA data model and query language to support this class of problems for the services of learning, monitoring, and recommendation. At the end, the authors conduct an experimental case study for a university campus microgrid as a practical example to demonstrate our proposed framework, models, and language.
APA, Harvard, Vancouver, ISO, and other styles
7

Lin, Jie Mei, Rong Huang, Jia Yin Zhao, and Qing Dai. "Mobile Internet Oriented M-Learning System." Applied Mechanics and Materials 411-414 (September 2013): 2883–87. http://dx.doi.org/10.4028/www.scientific.net/amm.411-414.2883.

Full text
Abstract:
In recent years, the mobile internet is deployed rapidly in large-scale. Meanwhile the smart mobile devices are penetrated universally. The combination of them provides the sufficient precondition for the Mobile Learning, i.e. M-Learning. A revolution on future learning foreseen because of the M-learning, characterized with mobility, convenience, timeliness and other characteristics, enabling anywhere, anytime learning for anybody via smart devices in order to easier access information, flexible attend classes, and freely join discussion, etc. This paper analyzes the key elements and characteristics of mobile Internet-oriented mobile learning system, provides the framework of M-Learning system functionality architecture for core applications, and furthermore focuses on some technical key issues including knowledge aggregation/mashup and information pushing for mobile learning.
APA, Harvard, Vancouver, ISO, and other styles
8

Ho, Sin-Yi, and Jung-Hong Hong. "A context-driven geospatial web service approach towards the design of situational awareness maps." Proceedings of the ICA 2 (July 10, 2019): 1–8. http://dx.doi.org/10.5194/ica-proc-2-43-2019.

Full text
Abstract:
<p><strong>Abstract.</strong> The recent development of internet-based map services has dramatically change how geospatial information is presented to users, novice or professional, for improving the quality and convenience of daily lives. Especially with the innovated internet and computer graphic technology, current map services are designed with comprehensive cartographic considerations and can be simultaneously accessed by multiple clients, with which users can metaphorically establish their understanding towards the phenomena in reality, regardless of where they are. Despite location-based services become increasingly popular, the serviced contents are nevertheless often “static” and the illustration seldom or even fail to adapt to the needs of presenting continuously or periodically changing situations in the real world. From the perspective of intuitive map reading, we argue it is necessary to include the needs of “situational awareness” into the design of map services, so as to improve the human computer interactions in the clients’ application environments. A context-driven approach for the design and mashup of map services are proposed. We first identify three types of map services, namely, reference map services, application-oriented map services and atomic map services. The context of each map services are analysed based on the considerations of theme, time, weather and transportation and described by a set of pre-defined “keywords.” These standardized keywords enable application developers to define rules to select map services with correct contexts and mashup them to meet particular situation needs, e.g., a rainy day map or an emergency medical map services. As the selected map services are already defined with context considerations, their mashup results would be automatically adjusted according to the situations acquired from the clients. By enriching the situational context and enhancing the transparent access of individual map services, a flexible and powerful bridging relationship can be built between the application developers and domain service providers. The proposed approach is hence not only an innovated thinking for designing map services, but should also be seen as a crucial strategy for facilitating interoperable application environments for the ecosystem of the National Spatial Data Infrastructure.</p>
APA, Harvard, Vancouver, ISO, and other styles
9

Pan, Weifeng, and Chunlai Chai. "Structure-aware Mashup service Clustering for cloud-based Internet of Things using genetic algorithm based clustering algorithm." Future Generation Computer Systems 87 (October 2018): 267–77. http://dx.doi.org/10.1016/j.future.2018.04.052.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Veenendaal, B., M. A. Brovelli, S. Li, and I. Ivánová. "WHAT ISWEBMAPPING ANYWAY?" ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W7 (September 12, 2017): 155–60. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w7-155-2017.

Full text
Abstract:
Although maps have been around for a very long time, web maps are yet very young in their origin. Despite their relatively short history, web maps have been developing very rapidly over the past few decades. The use, users and usability of web maps have rapidly expanded along with developments in web technologies and new ways of mapping. In the process of these developments, the terms and terminology surrounding web mapping have also changed and evolved, often relating to the new technologies or new uses. Examples include web mapping, web GIS, cloud mapping, internet mapping, internet GIS, geoweb, map mashup, online mapping etc., not to mention those with prefixes such as “web-based” and “internet-based”. So, how do we keep track of these terms, relate them to each other and have common understandings of their meanings so that references to them are not ambiguous, misunderstood or even different? This paper explores the terms surrounding web mapping and web GIS, and the development of their meaning over time. The paper then suggests the current context in which these terms are used and provides meanings that may assist in better understanding and communicating using these terms in the future.
APA, Harvard, Vancouver, ISO, and other styles
11

Stetz, Margaret. "“Would You Like Some Victorian Dressing with That?”." Articles, no. 55 (April 20, 2010): 0. http://dx.doi.org/10.7202/039557ar.

Full text
Abstract:
AbstractThis article challenges scholars to look beyond conventional audiences for Victorian studies and to go beyond conventional subjects, into the world of Victorian and Neo-Victorian fashion. It holds up the career of Dr. Valerie Steele, Director of the Museum at the Fashion Institute of Technology, as a model for how to conduct historical research into Victorian clothing and how to bring the results of that research to a broader public. It encourages academics to use the Internet to connect with a non-academic public that is already engaged with the Victorians through the medium of clothing, and it urges readers in general to see Neo-Victorian “mashup” dressing as an opportunity for serious exchange of knowledge about nineteenth-century culture.
APA, Harvard, Vancouver, ISO, and other styles
12

Yu, YoungHoon, JiHyeok Kim, Kwangcheol Shin, and Geun Sik Jo. "Recommendation system using location-based ontology on wireless internet: An example of collective intelligence by using ‘mashup’ applications." Expert Systems with Applications 36, no. 9 (November 2009): 11675–81. http://dx.doi.org/10.1016/j.eswa.2009.03.017.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Huang, C. Y., and C. H. Wu. "DESIGN AND IMPLEMENT AN INTEROPERABLE INTERNET OF THINGS APPLICATION BASED ON AN EXTENDED OGC SENSORTHINGS API STANDARD." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B4 (June 13, 2016): 263–66. http://dx.doi.org/10.5194/isprsarchives-xli-b4-263-2016.

Full text
Abstract:
The Internet of Things (IoT) is an infrastructure that interconnects uniquely-identifiable devices using the Internet. By interconnecting everyday appliances, various monitoring and physical mashup applications can be constructed to improve people’s daily life. However, IoT devices created by different manufacturers follow different proprietary protocols and cannot communicate with each other. This heterogeneity issue causes different products to be locked in multiple closed ecosystems that we call IoT silos. In order to address this issue, a common industrial solution is the hub approach, which implements connectors to communicate with IoT devices following different protocols. However, with the growing number of proprietary protocols proposed by device manufacturers, IoT hubs need to support and maintain a lot of customized connectors. Hence, we believe the ultimate solution to address the heterogeneity issue is to follow open and interoperable standard. Among the existing IoT standards, the Open Geospatial Consortium (OGC) SensorThings API standard supports comprehensive conceptual model and query functionalities. The first version of SensorThings API mainly focuses on connecting to IoT devices and sharing sensor observations online, which is the sensing capability. Besides the sensing capability, IoT devices could also be controlled via the Internet, which is the tasking capability. While the tasking capability was not included in the first version of the SensorThings API standard, this research aims on defining the tasking capability profile and integrates with the SensorThings API standard, which we call the extended-SensorThings API in this paper. In general, this research proposes a lightweight JSON-based web service description, the “Tasking Capability Description”, allowing device owners and manufacturers to describe different IoT device protocols. Through the extended- SensorThings API, users and applications can follow a coherent protocol to control IoT devices that use different communication protocols, which could consequently achieve the interoperable Internet of Things infrastructure.
APA, Harvard, Vancouver, ISO, and other styles
14

Huang, C. Y., and C. H. Wu. "DESIGN AND IMPLEMENT AN INTEROPERABLE INTERNET OF THINGS APPLICATION BASED ON AN EXTENDED OGC SENSORTHINGS API STANDARD." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B4 (June 13, 2016): 263–66. http://dx.doi.org/10.5194/isprs-archives-xli-b4-263-2016.

Full text
Abstract:
The Internet of Things (IoT) is an infrastructure that interconnects uniquely-identifiable devices using the Internet. By interconnecting everyday appliances, various monitoring and physical mashup applications can be constructed to improve people’s daily life. However, IoT devices created by different manufacturers follow different proprietary protocols and cannot communicate with each other. This heterogeneity issue causes different products to be locked in multiple closed ecosystems that we call IoT silos. In order to address this issue, a common industrial solution is the hub approach, which implements connectors to communicate with IoT devices following different protocols. However, with the growing number of proprietary protocols proposed by device manufacturers, IoT hubs need to support and maintain a lot of customized connectors. Hence, we believe the ultimate solution to address the heterogeneity issue is to follow open and interoperable standard. Among the existing IoT standards, the Open Geospatial Consortium (OGC) SensorThings API standard supports comprehensive conceptual model and query functionalities. The first version of SensorThings API mainly focuses on connecting to IoT devices and sharing sensor observations online, which is the sensing capability. Besides the sensing capability, IoT devices could also be controlled via the Internet, which is the tasking capability. While the tasking capability was not included in the first version of the SensorThings API standard, this research aims on defining the tasking capability profile and integrates with the SensorThings API standard, which we call the extended-SensorThings API in this paper. In general, this research proposes a lightweight JSON-based web service description, the “Tasking Capability Description”, allowing device owners and manufacturers to describe different IoT device protocols. Through the extended- SensorThings API, users and applications can follow a coherent protocol to control IoT devices that use different communication protocols, which could consequently achieve the interoperable Internet of Things infrastructure.
APA, Harvard, Vancouver, ISO, and other styles
15

Dickson, David W., Cary B. Chadwick, and Chester L. Arnold. "National LID Atlas: A Collaborative Online Database of Innovative Stormwater Management Practices." Marine Technology Society Journal 45, no. 2 (March 1, 2011): 59–64. http://dx.doi.org/10.4031/mtsj.45.2.7.

Full text
Abstract:
AbstractAny strategy to protect coastal and marine resources needs to address the issue of polluted runoff, particularly urban runoff generated by development. Low impact development (LID) practices, also known as green infrastructure, have been shown to be very effective in mitigating the impacts associated with stormwater runoff from development. On-the-ground examples of LID implementation, both good and bad, are needed to help local officials and others overcome the natural reticence to embrace new technologies or approaches and encourage or even require their use. The National LID Atlas is an interactive tool that provides these real local examples of LID implementation throughout the country on the Internet in an easy-to-use Google Maps™ Mashup. The members of the National NEMO (Nonpoint Source Education for Municipal Officials) Network and other outreach educators collaboratively built the Atlas and continue to add new projects to it. Local officials, developers, contractors, homeowners, and others can use the site to find examples of LID implementation in their state or region and resources for finding out more detailed information.
APA, Harvard, Vancouver, ISO, and other styles
16

Karnatak, H., K. Pandey, K. Oberai, A. Roy, D. Joshi, H. Singh, P. L. N. Raju, and Y. V. N. Krishna Murthy. "Geospatial data sharing, online spatial analysis and processing of Indian Biodiversity data in Internet GIS domain – A case study for raster based online geo-processing." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-8 (November 28, 2014): 1133–37. http://dx.doi.org/10.5194/isprsarchives-xl-8-1133-2014.

Full text
Abstract:
National Biodiversity Characterization at Landscape Level, a project jointly sponsored by Department of Biotechnology and Department of Space, was implemented to identify and map the potential biodiversity rich areas in India. This project has generated spatial information at three levels viz. Satellite based primary information (Vegetation Type map, spatial locations of road & village, Fire occurrence); geospatially derived or modelled information (Disturbance Index, Fragmentation, Biological Richness) and geospatially referenced field samples plots. The study provides information of high disturbance and high biological richness areas suggesting future management strategies and formulating action plans. The study has generated for the first time baseline database in India which will be a valuable input towards climate change study in the Indian Subcontinent. <br><br> The spatial data generated during the study is organized as central data repository in Geo-RDBMS environment using PostgreSQL and POSTGIS. The raster and vector data is published as OGC WMS and WFS standard for development of web base geoinformation system using Service Oriented Architecture (SOA). The WMS and WFS based system allows geo-visualization, online query and map outputs generation based on user request and response. This is a typical mashup architecture based geo-information system which allows access to remote web services like ISRO Bhuvan, Openstreet map, Google map etc., with overlay on Biodiversity data for effective study on Bio-resources. <br><br> The spatial queries and analysis with vector data is achieved through SQL queries on POSTGIS and WFS-T operations. But the most important challenge is to develop a system for online raster based geo-spatial analysis and processing based on user defined Area of Interest (AOI) for large raster data sets. The map data of this study contains approximately 20 GB of size for each data layer which are five in number. An attempt has been to develop system using python, PostGIS and PHP for raster data analysis over the web for Biodiversity conservation and prioritization. The developed system takes inputs from users as WKT, Openlayer based Polygon geometry and Shape file upload as AOI to perform raster based operation using Python and GDAL/OGR. The intermediate products are stored in temporary files and tables which generate XML outputs for web representation. The raster operations like clip-zip-ship, class wise area statistics, single to multi-layer operations, diagrammatic representation and other geo-statistical analysis are performed. This is indigenous geospatial data processing engine developed using Open system architecture for spatial analysis of Biodiversity data sets in Internet GIS environment. The performance of this applications in multi-user environment like Internet domain is another challenging task which is addressed by fine tuning the source code, server hardening, spatial indexing and running the process in load balance mode. The developed system is hosted in Internet domain (<a href="http://http://bis.iirs.gov.in" target="_blank">http://bis.iirs.gov.in</a>) for user access.
APA, Harvard, Vancouver, ISO, and other styles
17

Korom, Frank J. "A Mixed-Up World." Current History 115, no. 784 (November 1, 2016): 325–27. http://dx.doi.org/10.1525/curh.2016.115.784.325.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Haucke, V., M. Horst, G. Schatz, and T. Lithgow. "The Mas20p and Mas70p subunits of the protein import receptor of yeast mitochondria interact via the tetratricopeptide repeat motif in Mas20p: evidence for a single hetero-oligomeric receptor." EMBO Journal 15, no. 6 (March 1996): 1231–37. http://dx.doi.org/10.1002/j.1460-2075.1996.tb00464.x.

Full text
APA, Harvard, Vancouver, ISO, and other styles
19

Isaías, Pedro, and Fábio Coelho. "Web 2.0 Tools Adoption Model." International Journal of Information Communication Technologies and Human Development 5, no. 3 (July 2013): 64–79. http://dx.doi.org/10.4018/jicthd.2013070104.

Full text
Abstract:
The Internet has become a major sales platform, assuming an emergent importance in increasing the economic growth of businesses. Web 2.0 has been a very important change in the way people use the internet and it has created an impact in all sectors of society. This study emphasises the importance of including Web 2.0 tools in online retailing as a contribution for success. The focus of this research lies in Portuguese online retailers and the elaboration of an adoption model for Web 2.0 tools. Through an observation of the 36 most visited Portuguese e-Commerce websites, it was possible to gather information on their adoption patterns of these tools. Social networks, Rich Internet Applications, mashups and Really Simple Syndication were the most popular tools, while semantic search, wikis and blogs were the least implemented. These and other aspects were gathered and then used to build a Web 2.0 adoption model.
APA, Harvard, Vancouver, ISO, and other styles
20

Guerreiro, Joel, Luís Rodrigues, and Noélia Correia. "Resource Allocation Model for Sensor Clouds under the Sensing as a Service Paradigm." Computers 8, no. 1 (February 20, 2019): 18. http://dx.doi.org/10.3390/computers8010018.

Full text
Abstract:
The Sensing as a Service is emerging as a new Internet of Things (IoT) business model for sensors and data sharing in the cloud. Under this paradigm, a resource allocation model for the assignment of both sensors and cloud resources to clients/applications is proposed. This model, contrarily to previous approaches, is adequate for emerging IoT Sensing as a Service business models supporting multi-sensing applications and mashups of Things in the cloud. A heuristic algorithm is also proposed having this model as a basis. Results show that the approach is able to incorporate strategies that lead to the allocation of fewer devices, while selecting the most adequate ones for application needs.
APA, Harvard, Vancouver, ISO, and other styles
21

McGrath, H., and E. Stefanakis. "Grand Lake Meadows Historical Mapping." GEOMATICA 68, no. 2 (June 2014): 119–28. http://dx.doi.org/10.5623/cig2014-205.

Full text
Abstract:
Grand Lake Meadows is a historically and ecologically significant wetland in New Brunswick. This research studied Grand Lake Meadows through the analysis of historical maps held at the Provincial Archives of New Brunswick. The map analysis aimed to uncover previously unknown societal and geomorphological information about the area. Once the historical maps were identified, analyzed and georectified, they were posted on the Internet and made accessible through dynamic web-based map mashups using OpenLayers and Web Map Services. A series of supporting web pages were created to encourage site visitors to explore the Grand Lake Meadows historical maps through a series of puzzles and quizzes created with Hypertext Preprocessor, JavaScript, and Scalable Vector Graphics. The website aims to support existing initiatives which promote awareness of the significance of this area.
APA, Harvard, Vancouver, ISO, and other styles
22

Brown, Alan S. "Manufacturing Gets Smart." Mechanical Engineering 138, no. 09 (September 1, 2016): 34–39. http://dx.doi.org/10.1115/1.2016-sep-1.

Full text
Abstract:
This article explores impact and advantages of information technology on manufacturing industry. Information technology on the factory floor promises a revolution in productivity. The industrial hype machine is among the favorites because of its full-on mashup of manufacturing with modern information technologies. There is use of intelligent software and machines to interact with one another (and with people) autonomously, both in the factory and through the cloud. According to the experts, this new combination of brains and muscle will revolutionize manufacturing in ways that rival the introduction of steam, electricity, and automation. It is foreseen that factory machines and logistics equipment would communicate with one another autonomously to assign and route jobs through the factory – and reroute them when unexpected problems arise. Cloud-based artificial intelligence would constantly compare parts and processes to optimize performance. As software gets better at communicating, ubiquitous sensors are adding more data to the mix.
APA, Harvard, Vancouver, ISO, and other styles
23

Beer, David, and Roger Burrows. "Sociology and, of and in Web 2.0: Some Initial Considerations." Sociological Research Online 12, no. 5 (September 2007): 67–79. http://dx.doi.org/10.5153/sro.1560.

Full text
Abstract:
This paper introduces the idea of Web 2.0 to a sociological audience as a key example of a process of cultural digitization that is moving faster than our ability to analyse it. It offers a definition, a schematic overview and a typology of the notion as part of a commitment to a renewal of description in sociology. It provides examples of wikis, folksonomies, mashups and social networking sites and, where possible and by way of illustration, examines instances where sociology and sociologists are featured. The paper then identifies three possible agendas for the development of a viable sociology of Web 2.0: the changing relations between the production and consumption of internet content; the mainstreaming of private information posted to the public domain; and, the emergence of a new rhetoric of ‘democratisation’. The paper concludes by discussing some of the ways in which we can engage with these new web applications and go about developing sociological understandings of the new online cultures as they become increasingly significant in the mundane routines of everyday life.
APA, Harvard, Vancouver, ISO, and other styles
24

Clement, Frederick Ampah, Kafui Kwesi Agyeman, Harold Awuley Quaye, and Eugene Padditey. "Fire-Retarding Ceiling Panel from Recycled Paper Waste." International Journal of Innovative Science and Research Technology 5, no. 6 (July 14, 2020): 1372–79. http://dx.doi.org/10.38124/ijisrt20jun895.

Full text
Abstract:
The aim of this paper is the creation of a fireretarding ceiling panel from recycled paper waste. To achieve this, the researchers employed the experimental and descriptive methods of research accompanied by one of the principles underpinning the emotional construction or psychology-based design approach to product design which is liking (similarity and physical appearance). The target population for the study was printing presses and paper waste in Ghana. Printing presses at the Kwame Nkrumah University of Science and Technology (KNUST) and paper waste from these printing presses were the accessible population. Purposive sampling design was employed with interview and observation being the data collection instruments. Primary sources of data were interviewees, some books and some Internet sources. Secondary sources were mainly books and some Internet sources. The major findings of the study include: low level use of paper waste in Ghana for productive purposes, papier-mâché methods, fire-retarding strategies for papier-mâchébased products, and strategies for removing cast papier-mâché ceiling panels from their moulds. The conclusions established that paper waste is a potential material for the production of suitable ceiling panels, that papier-mâché as a method is a means by which paper waste can be recycled for the production of ceiling panels and that fire retarding properties are achievable with mashed paper-based products.
APA, Harvard, Vancouver, ISO, and other styles
25

Andrianto, Erwin, and Rudy Trisno. "WADAH KOMUNITAS SEPEDA MOTOR DI KOTAMATSUM III - MEDAN." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 2, no. 1 (June 16, 2020): 475. http://dx.doi.org/10.24912/stupa.v2i1.6800.

Full text
Abstract:
In this study aims to discuss about the third place in the motorcycle community at Kotamatsum III in the city of Medan. The purpose of this study is to propose a design urban planning in the form of both physical and non-physical needs needed in the Kotamatsum III area of Medan by designing a motorcycle community place in the area, as a suitable third place in accordance with the program that has been prepared and to support the Masjid Raya Al-Mashun area as a place of worship and tourism that is comfortable, safe and creative, which is realized in the design of architectural designs that benefit all parties and on target. Third place as a public space in a neutral place, where people can gather and interact. Unlike the first place (home) and the second place (work), the third place allows people to put aside their worries and just enjoy the company and the conversation around them. The third place “holds individual, regular, voluntary, informal meetings and are happily anticipated outside the realm of home and work.”. These spaces promote social justice by enhancing guest status, providing background for grassroots politics, creating public association habits, and offering psychological support to individuals and society. The design methods used in this study are the concept of a metaphor. Second function follows form. The results of the study produce designs that are expected to meet the needs of the motorcycle community in the area both in design, function and program. AbstrakPenelitian ini bertujuan untuk menulusuri tentang tempat ketiga, dimana merupakan lingkungan sosial yang terpisah dari dua lingkungan sosial lainnya. Penelitian ini membahas tentang tempat ketiga yakni wadah komunitas motor di kawasan Kotamatsum III di kota Medan. Tujuan dalam penelitian ini adalah untuk memberikan usul perencanaan urban desain berupa kebutuhan–kebutuhan fisik maupun non fisik yang diperlukan pada kawasan Kotamatsum III – Medan, sebagai tempat ketiga yang layak sesuai dengan program yang telah disusun serta untuk mendukung kawasan Mesjid Raya Al – Mashun sebagai tempat ibadah dan parawisata yang nyaman, aman dan rekreatif yang diwujudkan dalam perancangan desain arsitektur yang menguntungkan semua pihak dan tepat sasaran. Tempat ketiga sebagai ruang publik di tempat netral, tempat orang dapat berkumpul dan berinteraksi. Berbeda dengan tempat pertama (rumah) dan tempat kedua (bekerja), tempat ketiga memungkinkan orang untuk mengesampingkan kekhawatiran mereka dan hanya menikmati suasana dan percakapan di sekitar mereka. Tempat ketiga "menyelenggarakan pertemuan individu, reguler, sukarela, informal, dan yang dengan gembira diantisipasi di luar ranah rumah dan pekerjaan." Oldenburg menjelaskan bahwa taman , jalan-jalan utama, pub, kafe, kedai kopi, kantor pos, dan tempat ketiga lainnya adalah jantung dari vitalitas sosial komunitas. Tempat ketiga yang berfungsi mempromosikan keadilan sosial dengan meningkatkan status tamu, menyediakan latar bagi politik akar rumput, menciptakan kebiasaan asosiasi publik, dan menawarkan dukungan psikologis kepada individu dan masyarakat. Metode perancangan yang digunakan dalam penilitian ini adalakonsep metafor. Kedua, menggunakan konsep fungsi mengikuti bentuk. Hasil penelitian menghasilkan desain yang diharapkan dapat memenuhi kebutuhan komunitas sepeda motor di Kawasan tersebut baik dalam desain, fungsi maupun program.
APA, Harvard, Vancouver, ISO, and other styles
26

Räber, Stefan, and Lorenz Hurni. "Kaleidoscope of Swiss Cartography." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-305-2019.

Full text
Abstract:
<p><strong>Abstract.</strong> Motivation</p><p>In 2015/2016 the Zentralbibliothek Zürich (ZB, Zurich Central Library) and the Swiss Society of Cartography (SSC) presented a map blog to mark the 2015/16 International Map Year. In this weekly blog, cartographer and map librarian Markus Oehrli described and commented on 70 known and less-known Swiss map documents. In 2017, the map history journal Cartographica Helvetica published 58 of these 70 map documents in a special issue. In 2019, SSC will translate the blog into English, which will be published in its publication series to mark the 50th anniversary of the society.</p><p>During the 2015/16 International Map Year, which was initiated and proclaimed by the ICA, national cartographic societies were encouraged to organise various kinds of public activities and events as part of this worldwide celebration of maps. The SSC coordinated and organised more than 20 of these events within Switzerland. The “Karte der Woche” (Map of the week) blog, which was offered an in-depth and sometimes surprising look at Swiss cartography, was received with much enthusiasm by the general public and experts alike. During the 70-week map year (between August 2015 and December 2016), the blog provided a comprehensive profile of Swiss map-making on the website http://cartography.ch.</p><p>Map year blog: 70 maps in 70 weeks</p><p>The documents presented in the blog cover both current and historical productions evenly. The oldest map dates from before the year 900 and the most recent from 2016. The exhibits include traditional maps for which Swiss cartography is widely known and world-renowned, i.e. topographical maps, hiking maps, city maps, road maps, bird’s-eye views, statistical maps, and school maps. A relief model, a horizontal panorama, a pictorial map, an infographic and numerous thematic maps relating to folklore, navigation, archaeology, sport, etc. are also to be found. Furthermore, geo-media is also represented and includes such as maps produced by means of geographical information systems and web map mashups. In contrast, techniques that have almost been forgotten today, such as typometry and map printing on silk, are also presented. A very special historic piece is the 16th century globe by Abraham Gessner which can also be used as a drinking cup. There are even maps of subterranean and lunar worlds or maps of imaginary places. Some of the authors or producers of the presented documents are well-known cartographic publishers and federal institutions, but some are little known individuals working away on their own. Besides trained cartographers, the blog also features work by a priest, a spy and an artist.</p><p>For the purpose of this blog, only maps created by Swiss authors or published by a Swiss publishing house were selected. Another selection criterion was the fair balance among the different regions in Switzerland. All parts of the country and almost all cantons feature at least once. In order to document the global network of Swiss cartography, about a third of the presented documents also show areas outside of the country’s borders.</p><p>The blog offers plenty of background information and is spiced with a pinch of humour, without ever losing sight of the central theme – Swiss cartography. The individual blog texts were researched and written by Markus Oehrli who is a long-standing SSC member. The pictures have been published with the consent of the copyright holders. Where possible, a link within the blog refers to a high-resolution image or to an interactive map application on the Internet. The first blog entry was published on 4 September 2015 and each further blog was released every Friday until 30 December 2016.</p><p>Special issue – Kaleidoskop der Schweizer Kartografie (Kaleidoscope of Swiss Cartography) in German</p><p>In 2017, Cartographica Helvetica, the leading German-language journal for map history, devoted a 64-page special issue to the map blog. Under the title “Kaleidoskop der Schweizer Kartografie” (“Kaleidoscope of Swiss Cartography”), a selection of 58 documents from the blog were printed in the issue in a new, innovative way, both in terms of graphics and content. In addition, this edition of Cartographica Helvetica was published in digitized form on the Swiss journal repository e-periodica.ch. It is free to access and offers features such as full text search, an advanced search using various filters, the ability to browse page by page, the enlargement of pages up to about 600%, download possibility for all pages and all articles as PDF documents. The repository navigation is trilingual, in German, English and French.</p><p>English edition part of SSC’s 50th anniversary celebrations in 2019</p><p>In order to meet the great demand for the widely acclaimed map blog and the “Kaleidoskop der Schweizer Kartografie” special issue – which sold very well – SSC decided to publish the blog also in English to help commemorate its 50th anniversary in 2019. This will make the content accessible to an even wider public. With this contribution we propose to announce and publish the English version during a presentation to an international audience of experts at ICC 2019 in Tokyo. We will give insight how the 70 artefacts were chosen according to the scientific, geographic and thematic selection criteria. The composition of the accompanying texts is based upon the thorough scientific research especially carried out for this project. We hope that this approach may serve as a model for similar projects showing the richness of excellent cartographic artefacts all over the world!</p>
APA, Harvard, Vancouver, ISO, and other styles
27

Brøvig-Hanssen, Ragnhild, and Ellis Jones. "DETECTION ALGORITHMS AND THEIR IMPLICATIONS FOR PARTICIPATION: THE CASE OF MASHUPS." AoIR Selected Papers of Internet Research, October 5, 2020. http://dx.doi.org/10.5210/spir.v2020i0.11181.

Full text
Abstract:
‘Mashup’ is a form of music that, in its use of samples from existing popular music recordings, has often been seen as an exemplar of the participatory cultural environment that many expected the internet to foster. It is a musical form that remains widely produced and consumed today. However, the contemporary internet is a complex environment for media distribution, with dominant platforms making use of a wide range of automatic and algorithmic regulatory tools in order to police, monitor, and remove unwelcome content – including that which is seen, rightly or wrongly, as copyright infringing. Drawing on recent empirical research on and with mashup producers – including 30 semi-structured interviews and an extensive survey (n=92) – this article explores the impact of platform regulation on mashup music today. It concludes that current regulation has significant stifling effects on this kind of remix creativity, including a substantial impact on where mashup producers distribute their music, on the aesthetics of their music, and – most pertinently – on their overall motivation to create. Having outlined these key findings, we argue that the ‘shutdown’ status of mashup producers raises profound questions concerning the balance between regulating online content in terms of protecting the artists’ rights, and cultivating participation and culturally valuable artistic expression. As such, this paper offers a timely contribution to scholarship on the complex relationship between popular music and new media in its critical exploration of internet’s detection algorithms and their implications for mashup music and cultural participation more generally.
APA, Harvard, Vancouver, ISO, and other styles
28

Mahapatra, Tanmaya. "Composing high-level stream processing pipelines." Journal of Big Data 7, no. 1 (September 29, 2020). http://dx.doi.org/10.1186/s40537-020-00353-2.

Full text
Abstract:
Abstract The growing number of Internet of Things (IoT) devices provide a massive pool of sensing data. However, turning data into actionable insights is not a trivial task, especially in the context of IoT, where application development itself is complex. The process entails working with heterogeneous devices via various communication protocols to co-ordinate and fetch datasets, followed by a series of data transformations. Graphical mashup tools, based on the principles of flow-based programming paradigm, operating at a higher-level of abstraction are in widespread use to support rapid prototyping of IoT applications. Nevertheless, the current state-of-the-art mashup tools suffer from several architectural limitations which prevent composing in-flow data analytics pipelines. In response to this, the paper contributes by (i) designing novel flow-based programming concepts based on the actor model to support data analytics pipelines in mashup tools, prototyping the ideas in a new mashup tool called aFlux and providing a detailed comparison with the existing state-of-the-art and (ii) enabling easy prototyping of streaming applications in mashup tools by abstracting the behavioural configurations of stream processing via graphical flows and validating the ease as well as the effectiveness of composing stream processing pipelines from an end-user perspective in a traffic simulation scenario.
APA, Harvard, Vancouver, ISO, and other styles
29

Creus, Amalia. "El mundo al revés y otras posibilidades creativas de la sociedad digital." COMeIN, no. 7 (January 15, 2012). http://dx.doi.org/10.7238/c.n7.1204.

Full text
Abstract:
Pasemos revista a algunos términos frecuentes en nuestras sociedades en red: innovaciones tecnológicas, prácticas comunicativas basadas en la colaboración, interactividad, copyleft, remix, mashup. Henry Jenkins, profesor y periodista estadounidense, y uno de los pioneros en el estudio de la cultura de la red, nos invita a reflexionar sobre los cambios en la producción y el consumo cultural que ha comportado la irrupción de Internet en nuestra vida cotidiana, a partir de la noción de cultura participativa.
APA, Harvard, Vancouver, ISO, and other styles
30

Mahapatra, Tanmaya, and Christian Prehofer. "Graphical Flow-based Spark Programming." Journal of Big Data 7, no. 1 (January 8, 2020). http://dx.doi.org/10.1186/s40537-019-0273-5.

Full text
Abstract:
AbstractIncreased sensing data in the context of the Internet of Things (IoT) necessitates data analytics. It is challenging to write applications for Big Data systems due to complex, highly parallel software frameworks and systems. The inherent complexity in programming Big Data applications is also due to the presence of a wide range of target frameworks, with different data abstractions and APIs. The paper aims to reduce this complexity and its ensued learning curve by enabling domain experts, that are not necessarily skilled Big Data programmers, to develop data analytics applications via domain-specific graphical tools. The approach follows the flow-based programming paradigm used in IoT mashup tools. The paper contributes to these aspects by (i) providing a thorough analysis and classification of the widely used Spark framework and selecting suitable data abstractions and APIs for use in a graphical flow-based programming paradigm and (ii) devising a novel, generic approach for programming Spark from graphical flows that comprises early-stage validation and code generation of Spark applications. Use cases for Spark have been prototyped and evaluated to demonstrate code-abstraction, automatic data abstraction interconversion and automatic generation of target Spark programs, which are the keys to lower the complexity and its ensued learning curve involved in the development of Big Data applications.
APA, Harvard, Vancouver, ISO, and other styles
31

Brennan, Joseph. "Slash Manips: Remixing Popular Media with Gay Pornography." M/C Journal 16, no. 4 (August 11, 2013). http://dx.doi.org/10.5204/mcj.677.

Full text
Abstract:
A slash manip is a photo remix that montages visual signs from popular media with those from gay pornography, creating a new cultural artefact. Slash (see Russ) is a fannish practice that homoeroticises the bonds between male media characters and personalities—female pairings are categorised separately as ‘femslash’. Slash has been defined almost exclusively as a female practice. While fandom is indeed “women-centred” (Bury 2), such definitions have a tendency to exclude male contributions. Remix has been well acknowledged in discussions on slash, most notably video remix in relation to slash vids (Kreisinger). Non-written slash forms such as slash vids (see Russo) and slash fanart (see Dennis) have received increased attention in recent years. This article continues the tradition of moving beyond fiction by considering the non-written form of slash manips, yet to receive sustained scholarly attention. Speaking as a practitioner—my slash manips can be found here—I perform textual analysis from an aca–fan (academic and fan) position of two Merlin slash manips by male Tumblr artist wandsinhand. My textual analysis is influenced by Barthes’s use of image semiotics, which he applies to the advertising image. Barthes notes that “all images are polysemous”, that underlying their signifiers they imply “a ‘floating chain’ of signifieds, the reader able to choose some and ignore others” (274). That said, the advertising image, he argues, constructs an “undoubtedly intentional […] signification”, making it ideally suited for analysis (270). By supplementing my analysis with excerpts from two interviews I conducted with wandsinhand in February and April 2013 (quoted here with permission), I support my readings with respect to the artist’s stated ‘intentional reading’. I then contextualise these readings with respect to canon (Merlin) representations and gay pornography—via the chosen sexual acts/positions, bukkake and doggystyle, of the pornographic base models, as selected by the artist. This approach allows me to examine the photo remix qualities of slash manips with respect to the artist’s intentions as well as how artistic choices of inclusion function to anchor meaning in the works. I describe these choices as the ‘semiotic significance of selection’. Together the readings and interviews in this article help illustrate the value of this form and the new avenues it opens for slash scholars, such as consideration of photo remix and male production, and the importance of gay pornography to slash. My interviews also reveal, via the artist’s own assessment of the ‘value’ of his practice, a tendency to devalue or overlook the significance of this particular slash form, affirming a real need for further critical engagement with this under-examined practice. Slash Photo Remix: Famous Faces, Porny Bodies Lessig defines remix culture as based on an activity of “rip, mix and burn” (12–5); while Navas describes it as a “practice of cut/copy and paste” (159)—the latter being more applicable to photo remix. Whereas Lessig is concerned primarily with issues of copyright, Navas is interested in remix’s role in aesthetics and the political economy. Within fan studies, slash vids—a form of video remix—has been a topic of considerable academic interest in recent years. Slash manips—a form of photo or image remix—however, has not attracted the same degree of interest. Stasi’s description of slash as “a non-hierarchical, rich layering of genres” points to the usefulness of slash manips as an embodiment of the process of slash; whereby artists combine, blend and mutate graphic layers from popular media with those from gay pornography. Aesthetics and the slash manip process are central concerns of this article’s consideration of slash photo remix. Slash manips, or slash photo montage, use image manipulation software (Adobe Photoshop being the community standard, see wandsinhand’s tutorial) to layer the heads of male fictional characters from stills or promotional images with scenes—static or moving—from gay pornography. Once an artist has selected pornographic ‘base models’ anatomically suited to canon characters, these models are often then repositioned into the canon universe, which in the case of Merlin means a medieval setting. (Works not repositioned and without added details from canon are generally categorised as ‘male celebrity fakes’ rather than ‘slash manips’.) Stedman contends that while many fan studies scholars are interested in remix, “studies commonly focus on examples of remixed objects rather than the compositional strategies used by remix composers themselves” (107). He advocates moving beyond an exclusive consideration of “text-centred approaches” to also consider “practice-” and “composer-centred” approaches. Such approaches offer insight into “the detailed choices composers actually make when composing” (107). He refers to recognition of the skills required by a remix composer as “remix literacy” (108). This article’s consideration of the various choices and skills that go into the composition of slash manips—what I term the ‘semiotic significance of selection’—is explored with respect to wandsinhand’s practice, coupling my reading—informed by my experience as a practitioner—with the interpretations of the artist himself. Jenkins defines slash as “reaction against” constructions of male sexuality in both popular media and pornography (189). By their very nature, slash manips also make clear the oft-overlooked connections between slash and gay pornography, and in turn the contributions of gay male participants, who are well represented by the form. This contrasts with a tendency within scholarship to compare slash with heterosexual female forms, such as the romance genre (Salmon and Symons). Gay pornography plays a visible role in slash manips—and slash vids, which often remix scenes from popular media with gay cinema and pornography. Slash as Romance, Slash as Pornography Early scholarship on slash (see Russ; Lamb and Veith) defines it as a form of erotica or pornography, by and for women; a reductive definition that fails to take into account men’s contribution, yet one that many researchers continue to adopt today. As stated above, there has also been a tendency within scholarship to align the practice with heterosexual female forms such as the romance genre. Such a tendency is by and large due to theorisation of slash as heterosexual female fantasy—and concerned primarily with romance and intimacy rather than sex (see Woledge). Weinstein describes slash as more a “fascination with” than a “representation of” homosexual relationships (615); while MacDonald makes the point that homosexuality is not a major political motivator for slash (28–9). There is no refuting that slash—along with most fannish practice—is female dominated, ethnographic work and fandom surveys reveal that is the case. However there is great need for research into male production of slash, particularly how such practices might challenge reigning definitions and assumptions of the practice. In similar Japanese practices, for example, gay male opposition to girls’ comics (shōjo) depicting love between ‘pretty boys’ (bishōunen) has been well documented (see Hori)—Men’s Love (or bara) is a subgenre of Boys’ Love (or shōnen’ai) predominately created by gay men seeking a greater connection with the lived reality of gay life (Lunsing). Dennis finds male slash fanart producers more committed to muscular representations and depiction of graphic male/male sex when compared with female-identifying artists (14, 16). He also observes that male fanart artists have a tendency of “valuing same-sex desire without a heterosexual default and placing it within the context of realistic gay relationships” (11). I have observed similar differences between male and female-identifying slash manip artists. Female-identifying Nicci Mac, for example, will often add trousers to her donor bodies, recoding them for a more romantic context. By contrast, male-identifying mythagowood is known for digitally enlarging the penises and rectums of his base models, exaggerating his work’s connection to the pornographic and the macabre. Consider, for example, mythagowood’s rationale for digitally enlarging and importing ‘lips’ for Sam’s (Supernatural) rectum in his work Ass-milk: 2012, which marks the third anniversary of the original: Originally I wasn’t going to give Sammy’s cunt any treatment (before I determined the theme) but when assmilk became the theme I had to go find a good set of lips to slap on him and I figured, it’s been three years, his hole is going to be MUCH bigger. (personal correspondence, used with permission) While mythagowood himself cautions against gendered romance/pornography slash arguments—“I find it annoying that people attribute certain specific aspects of my work to something ‘only a man’ would make.” (ibid.)—gay pornography occupies an important place in the lives of gay men as a means for entertainment, community engagement and identity-construction (see McKee). As one of the only cultural representations available to gay men, Fejes argues that gay pornography plays a crucial role in defining gay male desire and identity. This is confirmed by an Internet survey conducted by Duggan and McCreary that finds 98% of gay participants reporting exposure to pornographic material in the 30-day period prior to the survey. Further, the underground nature of gay pornographic film (see Dyer) aligns it with slash as a subcultural practice. I now analyse two Merlin slash manips with respect to the sexual positions of the pornographic base models, illustrating how gay pornography genres and ideologies referenced through these works enforce their intended meaning, as defined by the artist. A sexual act such as bukkake, as wandsinhand astutely notes, acts as a universal sign and “automatically generates a narrative for the image without anything really needing to be detailed”. Barthes argues that such a “relation between thing signified and image signifying in analogical representation” is unlike language, which has a much more ‘arbitrary’ relationship between signifier and signified (272). Bukkake and the Assertion of Masculine Power in Merlin Merlin (2008–12) is a BBC reimagining of the Arthurian legend that focuses on the coming-of-age of Arthur and his close bond with his manservant Merlin, who keeps his magical identity secret until Arthur’s final stand in the iconic Battle of Camlann. The homosexual potential of Merlin and Arthur’s story—and of magic as a metaphor for homosexuality—is something slash fans were quick to recognise. During question time at the first Merlin cast appearance at the London MCM Expo in October 2008—just one month after the show’s pilot first aired—a fan asked Morgan and James, who portray Merlin and Arthur, is Merlin “meant to be a love story between Arthur and Merlin?” James nods in jest. Wandsinhand, who is most active in the Teen Wolf (2011–present) fandom, has produced two Merlin slash manips to date, a 2013 Merlin/Arthur and a 2012 Arthur/Percival, both untitled. The Merlin/Arthur manip (see Figure 1) depicts Merlin bound and on his knees, Arthur ejaculating across his face and on his chest. Merlin is naked while Arthur is partially clothed in chainmail and armour. They are both bruised and dirty, Arthur’s injuries suggesting battle given his overall appearance, while Merlin’s suggesting abuse, given his subordinate position. The setting appears to be the royal stables, where we know Merlin spends much of his time mucking out Arthur’s horses. I am left to wonder if perhaps Merlin did not carry out this duty to Arthur’s satisfaction, and is now being punished for it; or if Arthur has returned from battle in need of sexual gratification and the endorsement of power that comes from debasing his manservant. Figure 1: wandsinhand, Untitled (Merlin/Arthur), 2013, photo montage. Courtesy the artist. Both readings are supported by Arthur’s ‘spent’ expression of disinterest or mild curiosity, while Merlin’s face emotes pain: crying and squinting through the semen obscuring his vision. The artist confirms this reading in our interview: “Arthur is using his pet Merlin to relieve some stress; Merlin of course not being too pleased about the aftermath, but obedient all the same.” The noun ‘pet’ evokes the sexual connotations of Merlin’s role as Arthur’s personal manservant, while also demoting Merlin even further than usual. He is, in Arthur’s eyes, less than human, a sexual plaything to use and abuse at will. The artist’s statement also confirms that Arthur is acting against Merlin’s will. Violence is certainly represented here, the base models having been ‘marked up’ to depict sexualisation of an already physically and emotionally abusive relationship, their relative positioning and the importation of semen heightening the humiliation. Wandsinhand’s work engages characters in sadomasochistic play, with semen and urine frequently employed to degrade and arouse—“peen wolf”, a reference to watersports, is used within his Teen Wolf practice. The two wandsinhand works analysed in this present article come without words, thus lacking a “linguistic message” (Barthes 273–6). However even so, the artist’s statement and Arthur’s stance over “his pet Merlin” mean we are still able to “skim off” (270) the meanings the image contains. The base models, for example, invite comparison with the ‘gay bukkake’ genre of gay pornography—admittedly with a single dominant male rather than a group. Gay bukkake has become a popular niche in North American gay pornography—it originated in Japan as a male–female act in the 1980s. It describes a ritualistic sexual act where a group of dominant men—often identifying as heterosexual—fuck and debase a homosexual, submissive male, commonly bareback (Durkin et al. 600). The aggression on display in this act—much like the homosocial insistency of men who partake in a ‘circle jerk’ (Mosher 318)—enables the participating men to affirm their masculinity and dominance by degrading the gay male, who is there to service (often on his knees) and receive—in any orifice of the group’s choosing—the men’s semen, and often urine as well. The equivalencies I have made here are based on the ‘performance’ of the bukkake fantasy in gay niche hazing and gay-for-pay pornography genres. These genres are fuelled by antigay sentiment, aggression and debasement of effeminate males (see Kendall). I wish here to resist the temptation of labelling the acts described above as deviant. As is a common problem with anti-pornography arguments, to attempt to fix a practice such as bukkake as deviant and abject—by, for example, equating it to rape (Franklin 24)—is to negate a much more complex consideration of distinctions and ambiguities between force and consent; lived and fantasy; where pleasure is, where it is performed and where it is taken. I extend this desire not to label the manip in question, which by exploiting the masculine posturing of Arthur effectively sexualises canon debasement. This began with the pilot when Arthur says: “Tell me Merlin, do you know how to walk on your knees?” Of the imported imagery—semen, bruising, perspiration—the key signifier is Arthur’s armour which, while torn in places, still ensures the encoding of particular signifieds: masculinity, strength and power. Doggystyle and the Subversion of Arthur’s ‘Armoured Self’ Since the romanticism and chivalric tradition of the knight in shining armour (see Huizinga) men as armoured selves have become a stoic symbol of masculine power and the benchmark for aspirational masculinity. For the medieval knight, armour reflects in its shiny surface the mettle of the man enclosed, imparting a state of ‘bodilessness’ by containing any softness beneath its shielded exterior (Burns 140). Wandsinhand’s Arthur/Percival manip (see Figure 2) subverts Arthur and the symbolism of armour with the help of arguably the only man who can: Arthur’s largest knight Percival. While a minor character among the knights, Percival’s physical presence in the series looms large, and has endeared him to slash manip artists, particularly those with only a casual interest in the series, such as wandsinhand: Why Arthur and Percival were specifically chosen had really little to do with the show’s plot, and in point of fact, I don’t really follow Merlin that closely nor am I an avid fan. […] Choosing Arthur/Percival really was just a matter of taste rather than being contextually based on their characterisations in the television show. Figure 2: wandsinhand, Untitled (Arthur/Percival), 2012, photo montage. Courtesy the artist. Concerning motivation, the artist explains: “Sometimes one’s penis decides to pick the tv show Merlin, and specifically Arthur and Percival.” The popularity of Percival among manip artists illustrates the power of physicality as a visual sign, and the valorisation of size and muscle within the gay community (see Sánchez et al.). Having his armour modified to display his muscles, the implication is that Percival does not need armour, for his body is already hard, impenetrable. He is already suited up, simultaneously man and armoured. Wandsinhand uses the physicality of this character to strip Arthur of his symbolic, masculine power. The work depicts Arthur with a dishevelled expression, his armoured chest pressed against the ground, his chainmail hitched up at the back to expose his arse, Percival threading his unsheathed cock inside him, staring expressionless at the ‘viewer’. The artist explains he “was trying to show a shift of power”: I was also hinting at some sign of struggle, which is somewhat evident on Arthur’s face too. […] I think the expressions work in concert to suggest […] a power reversal that leaves Arthur on the bottom, a position he’s not entirely comfortable accepting. There is pleasure to be had in seeing the “cocky” Arthur forcefully penetrated, “cut down to size by a bigger man” (wandsinhand). The two assume the ‘doggystyle’ position, an impersonal sexual position, without eye contact and where the penetrator sets the rhythm and intensity of each thrust. Scholars have argued that the position is degrading to the passive party, who is dehumanised by the act, a ‘dog’ (Dworkin 27); and rapper Snoop ‘Doggy’ Dogg exploits the misogynistic connotations of the position on his record Doggystyle (see Armstrong). Wandsinhand is clear in his intent to depict forceful domination of Arthur. Struggle is signified through the addition of perspiration, a trademark device used by this artist to symbolise struggle. Domination in a sexual act involves the erasure of the wishes of the dominated partner (see Cowan and Dunn). To attune oneself to the pleasures of a sexual partner is to regard them as a subject. To ignore such pleasures is to degrade the other person. The artist’s choice of pairing embraces the physicality of the male/male bond and illustrates a tendency among manip producers to privilege conventional masculine identifiers—such as size and muscle—above symbolic, nonphysical identifiers, such as status and rank. It is worth noting that muscle is more readily available in the pornographic source material used in slash manips—muscularity being a recurrent component of gay pornography (see Duggan and McCreary). In my interview with manip artist simontheduck, he describes the difficulty he had sourcing a base image “that complimented the physicality of the [Merlin] characters. […] The actor that plays Merlin is fairly thin while Arthur is pretty built, it was difficult to find one. I even had to edit Merlin’s body down further in the end.” (personal correspondence, used with permission) As wandsinhand explains, “you’re basically limited by what’s available on the internet, and even then, only what you’re prepared to sift through or screencap yourself”. Wandsinhand’s Arthur/Percival pairing selection works in tandem with other artistic decisions and inclusions—sexual position, setting, expressions, effects (perspiration, lighting)—to ensure the intended reading of the work. Antithetical size and rank positions play out in the penetration/submission act of wandsinhand’s work, in which only the stronger of the two may come out ‘on top’. Percival subverts the symbolic power structures of prince/knight, asserting his physical, sexual dominance over the physically inferior Arthur. That such a construction of Percival is incongruent with the polite, impeded-by-my-size-and-muscle-density Percival of the series speaks to the circumstances of manip production, much of which is on a taste basis, as previously noted. There are of course exceptions to this, the Teen Wolf ‘Sterek’ (Stiles/Derek) pairing being wandsinhand’s, but even in this case, size tends to couple with penetration. Slash manips often privilege physicality of the characters in question—as well as the base models selected—above any particular canon-supported slash reading. (Of course, the ‘queering’ nature of slash practice means at times there is also a desire to see such identifiers subverted, however in this example, raw masculine power prevails.) This final point is in no way representative—my practice, for example, combines manips with ficlets to offer a clearer connection with canon, while LJ’s zdae69 integrates manips, fiction and comics. However, common across slash manip artists driven by taste—and requests—rather than connection with canon—the best known being LJ’s tw-31988, demon48180 and Tumblr’s lwoodsmalestarsfakes, all of whom work across many fandoms—is interest in the ‘aesthetics of canon’, the blue hues of Teen Wolf or the fluorescent greens of Arrow (2012–present), displayed in glossy magazine format using services such as ISSUU. In short, ‘the look’ of the work often takes precedent over canonical implications of any artistic decisions. “Nothing Too Serious”: Slash Manips as Objects Worth Studying It had long been believed that the popular was the transient, that of entertainment rather than enlightenment; that which is manufactured, “an appendage of the machinery”, consumed by the duped masses and a product not of culture but of a ‘culture industry’ (Adorno and Rabinbach 12). Scholars such as Radway, Ang pioneered a shift in scholarly practice, advancing the cultural studies project by challenging elitism and finding meaning in traditionally devalued cultural texts and practices. The most surprising outcome of my interviews with wandsinhand was hearing how he conceived of his practice, and the study of slash: If I knew I could get a PhD by writing a dissertation on Slash, I would probably drop out of my physics papers! […] I don’t really think too highly of faking/manip-making. I mean, it’s not like it’s high art, is it? … or is it? I guess if Duchamp’s toilet can be a masterpiece, then so can anything. But I mainly just do it to pass the time, materialise fantasies, and disperse my fantasies unto others. Nothing too serious. Wandsinhand erects various binaries—academic/fan, important/trivial, science/arts, high art/low art, profession/hobby, reality/fantasy, serious/frivolous—as justification to devalue his own artistic practice. Yet embracing the amateur, personal nature of his practice frees him to “materialise fantasies” that would perhaps not be possible without self-imposed, underground production. This is certainly supported by his body of work, which plays with taboos of the unseen, of bodily fluids and sadomasochism. My intention with this article is not to contravene views such as wandsinhand’s. Rather, it is to promote slash manips as a form of remix culture that encourages new perspectives on how slash has been defined, its connection with male producers and its symbiotic relationship with gay pornography. I have examined the ‘semiotic significance of selection’ that creates meaning in two contrary slash manips; how these works actualise and resist canon dominance, as it relates to the physical and the symbolic. This examination also offers insight into this form’s connection to and negotiation with certain ideologies of gay pornography, such as the valorisation of size and muscle. References Adorno, Theodor W., and Anson G. Rabinbach. “Culture Industry Reconsidered.” New German Critique 6 (1975): 12–19. Ang, Ien. 1985. Watching Dallas. London: Methuen, 1985. Armstrong, Edward G. “Gangsta Misogyny: A Content Analysis of the Portrayals of Violence against Women in Rap Music, 1987–93.” Journal of Criminal Justice and Popular Culture 8.2 (2001): 96–126. Barthes, Roland. “Rhetoric of the Image.” Image, Music, Text. London: HarperCollins, 1977. 269–85. Burns, E. Jane. Courtly Love Undressed: Reading through Clothes in Medieval French Culture. Philadelphia: Univ. of Pennsylvania Press, 2002. Bury, Rhiannon. Cyberspaces of Their Own: Female Fandoms Online. New York: Peter Lang, 2005. Cowan, Gloria, and Kerri F. Dunn. “What Themes in Pornography Lead to Perceptions of the Degradation of Women?” The Journal of Sex Research 31.1 (1994): 11–21. Dennis, Jeffery P. “Drawing Desire: Male Youth and Homoerotic Fan Art.” Journal of LGBT Youth 7.1 (2010): 6–28. Duggan, Scott J., and Donald R. McCreary. “Body Image, Eating Disorders, and the Drive for Muscularity in Gay and Heterosexual Men: The Influence of Media Images.” Journal of Homosexuality 47.3/4 (2004): 45–58. Durkin, Keith, Craig J. Forsyth, and James F. Quinn. “Pathological Internet Communities: A New Direction for Sexual Deviance Research in a Post Modern Era.” Sociological Spectrum 26.6 (2006): 595–606. Dworkin, Andrea. “Against the Male Flood: Censorship, Pornography, and Equality.” Letters from a War Zone. London: Martin Secker and Warburg, 1997. 19–38. Fejes, Fred. “Bent Passions: Heterosexual Masculinity, Pornography, and Gay Male Identity.” Sexuality & Culture 6.3 (2002): 95–113. Franklin, Karen. “Enacting Masculinity: Antigay Violence and Group Rape as Participatory Theater.” Sexuality Research & Social Policy 1.2 (2004): 25–40. Hori, Akiko. “On the Response (or Lack Thereof) of Japanese Fans to Criticism That Yaoi Is Antigay Discrimination.” Transformative Works and Cultures 12 (2013). doi:10.3983/twc.2013.0463. Huizinga, Johan. The Waning of the Middle Ages: A Study of Forms of Life, Thought, and Art in France and the Netherlands in the Dawn of the Renaissance. Trans. F. Hopman. London: Edward Arnold & Co, 1924. Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. London: Routledge, 1992. Kendall, Christopher N. “‘Real Dominant, Real Fun!’: Gay Male Pornography and the Pursuit of Masculinity.” Saskatchewan Law Review 57 (1993): 21–57. Kreisinger, Elisa. “Queer Video Remix and LGBTQ Online Communities.” Transformative Works and Cultures 9 (2012). doi:10.3983/twc.2012.0395. Lamb, Patricia F., and Diane L. Veith. “Romantic Myth, Transcendence, and Star Trek Zines.” Erotic Universe: Sexuality and Fantastic Literature. Ed. D Palumbo. New York: Greenwood, 1986. 235–57. Lessig, Lawrence. The Future of Ideas. New York: Vintage, 2001. Lunsing, Wim. “Yaoi Ronsō: Discussing Depictions of Male Homosexuality in Japanese Girls’ Comics, Gay Comics and Gay Pornography.” Intersections: Gender, History and Culture in the Asian Context 12 (2006). ‹http://intersections.anu.edu.au/issue12/lunsing.html›. MacDonald, Marianne. “Harry Potter and the Fan Fiction Phenom.” The Gay & Lesbian Review 13.1 (2006): 28–30. McKee, Alan. “Australian Gay Porn Videos: The National Identity of Despised Cultural Objects.” International Journal of Cultural Studies 2.2 (1999): 178–98. Morrison, Todd G., Melanie A. Morrison, and Becky A. Bradley. “Correlates of Gay Men’s Self-Reported Exposure to Pornography.” International Journal of Sexual Health 19.2 (2007): 33–43. Mosher, Donald L. “Negative Attitudes Toward Masturbation in Sex Therapy.” Journal of Sex & Marital Therapy 5.4 (1979): 315–33. Navas, Eduardo. “Regressive and Reflexive Mashups in Sampling Culture.” Mashup Cultures. Ed. Stefan Sonvilla-Weiss. New York: Springer, 2010. 157–77. Radway, Janice. Reading the Romance: Women, Patriarchy, and Popular Literature. Chapel Hill: Univ. of North Carolina Press, 1984. Russ, Joanna. “Pornography by Women for Women, with Love.” Magic Mommas, Trembling Sisters, Puritans, and Perverts: Feminist Essays. Trumansburg: Crossing Press, 1985. 79–99. Russo, Julie Levin. “User-Penetrated Content: Fan Video in the Age of Convergence.” Cinema Journal 48.4 (2009): 125–30. Salmon, Catherine, and Donald Symons. Warrior Lovers: Erotic Fiction, Evolution and Human Sexuality. London: Weidenfeld & Nicolson, 2001. Sánchez, Francisco J., Stefanie T. Greenberg, William Ming Liu, and Eric Vilain. “Reported Effects of Masculine Ideals on Gay Men.” Psychology of Men & Masculinity 10.1 (2009): 73–87. Stasi, Mafalda. “The Toy Soldiers from Leeds: The Slash Palimpsest.” Fan Fiction and Fan Communities in the Age of the Internet. Ed. Karen Hellekson, and Kristina Busse. Jefferson: McFarland, 2006. 115–33. Stedman, Kyle D. “Remix Literacy and Fan Compositions.” Computers and Composition 29.2 (2012): 107–23. Weinstein, Matthew. “Slash Writers and Guinea Pigs as Models for Scientific Multiliteracy.” Educational Philosophy and Theory 38.5 (2006): 607–23. Woledge, Elizabeth. “Intimatopia: Genre Intersections between Slash and the Mainstream.” Fan Fiction and Fan Communities in the Age of the Internet. Ed. Karen Hellekson, and Kristina Busse. Jefferson: McFarland, 2006. 97–114.
APA, Harvard, Vancouver, ISO, and other styles
32

Libidot), Katrien Jacobs (a k. a. "‘Streaming Physical Love’." M/C Journal 5, no. 6 (November 1, 2002). http://dx.doi.org/10.5204/mcj.1999.

Full text
Abstract:
I first met with the enigmatic Dutch artist-couple, Zoot and Genant, in the Summer of 2000. We talked about their performances as part of the collective Artporn and their later work as a duo. Zoot and Genant combine the best of Amsterdam hippie culture with advanced technological networking. As good Dutch citizens, they intervene in global media debates with bodily performances and a harsh critique of consumerist sex industries. A uniquely burlesque quality pervades their work, as their performances take on dreamy and raw forms. Performance modes are invented ‘from the bottom up’ with performances such as Oysterbarpiece (1995) and Anal Restaurant (1996) translating clever concepts into physically bawdy gestures. In Anal Restaurant, a naked performer is tied to a platform, his/her bottom stuffed with mashed potatoes, and the mixture released into the gallery when the fastly rotating platform is abruptly brought to a halt. In Oysterbarpiece, Genant asks participants to suck oysters from between her legs. She stands on her head with legs wide open and ‘gazes back’ at the participant by taking his/her picture with a camera. By assuming this position, she wants to make audiences aware of their voyeuristic role by ‘reversing their gaze’, as she argues that every voyeur is a sexual being to somebody’s else’s gazing eye. Reversing the gaze means opening up new and uncensored spaces of eroticism – as they write in the Irotic Manifesto: “The historically situated gaze is turned upside down and no longer do we stare into a void. We create many more spaces than are actually allowed … You may enter space with a certain literary baggage, the handcuffs of Sacher-Masoch welded to the wonders of Rabelais” (Artporn). Theories of erotic space are tested in community spaces where special attention is paid to the strong grip of commodified sex regimes on the audience. Zoot and Genant circulate their own sexual energy as ‘art’, distributing it to audiences who react sometimes with their own heightened energy and sometimes half-paralyzed. Zoot explains that the difference between live performances and mediated performances is enormous, as live performances are short-lived and cannot conceal the performer’s body or his/her state of excitement. They opted for an extended internet performance with Fucking Retreat 8x8x72. For this, they held an‘artist retreat’ in the Amsterdam Gallery De Praktijk and demonstrated their sexual intercourse by means of a webcam. Going back to a Taoist ritual, they fucked eight times a day for eight days in a row, with 72 thrusts on each particular occasion and an attempt not to reach orgasm. With this extremely popular web action, they reached a high/height in media activism, as the loving couple became the medium itself, and they were able to manipulate cameras and stream their digital images to hordes of sexually conditioned net viewers. Philosopher Cees Maris signals the performance as ‘post-revolutionary’ as the couple represent the integration of both monogamy and polymorphous perversity in contemporary society. Libidot: Did you want to hold a ‘sexual think-tank’ with Fucking Retreat 8x8x72 and distribute it as free porn on the Internet? Genant: 8x8x72 was an abstraction-exercise in making love within our relationship. It was a performance where we were sealed inside a gallery and used a webcam to enable viewers to participate in the concept of the experiment. But we never intended to distribute ‘pornographic’ images. For many years we have separated the realm of pleasure from that of pornography. We wanted people to participate in the abstract experiment itself, the result of which only we, as performers, could feel in our bodies. Zoot: What we did was an everyday action – fucking – stretched out over a manipulated time-line. As performers it was a challenge to play with the time-line and make it more complex because, on the actual stage, the interaction with the audience is short-lived and intense. It was a very complex experience for me, to engage in such an extremely intimate action in front of a webcam, making love to Genant. A maximum viewing public was created by the computer and cameras, which were also acting as a filter between ourselves and the audience. This filter gave us the possibility of reaching a high level of intimacy and softness, together with lots of laughter – just the way we ourselves are. But it took a while before we figured that out. Once we loosened up and incorporated the technology of ‘streaming’ into the performance, I became aware of the relationship with the public and all the machine-buttons we could manipulate. That is very different from reality television or commercial porn sites, where the machines are owned and steered by a company. The entire complex of autonomous media activism made a big impression on me. We actually accomplished one of our long-time artistic goals, that is, to become the medium itself and to be completely autonomous. Genet: The technological distribution of ‘live’ events has become essential after 9/11. We used machinery welded to physical effort to offer the viewer many options, including going through our web archives. It is momentarily frightening to perform such actions, to do actions in front of a camera using autonomous media. Libidot: You are wary of the Internet’s sexual energy, as you write in your announcement: “Zoot and Genant laugh at those who are excessively sexualized by Internet, they hover above the hypererotic nausea of gazing eyes and digital drifters, performing cyber-squatting amidst digital slavery of cybersexual commodification”. How did your own sexual energy transfer to remote viewers? Zoot: In the first instance the performance was food for the average voyeuristic web user, as the strength of his/her unconscious pornographic desire was nurtured by recognizable movements. Sex is, indeed, the lubricant of the Internet. But the images we delivered to the Internet were of a different nature and, hopefully, caused a mutation in the subconscious pornographic gaze of the viewer. Lots of pleasing reactions resonated in the city. I believe that people started experimenting themselves. I heard from ‘real’ men that they found it hard to believe that we fucked 64 times in 8 days. Why are people looking for quantity rather than quality? In order to be really effective one would have to get feedback from all of those people, but it was hard for us to plough through the endless piles of ‘chat-diarrhea’ in the chatroom. Libidot: Bianca Stigter’s review in NRC Handelsblad indicates that webcams documenting ‘everydayness’ have flooded the Internet and that your work is in line with this trend: “Their webcam is in tune with all the other webcams on the Internet that give access to life here and there, everywhere. In a zoo in Singapore a monkey is eating an apple. Tourists in Times Square are crossing the road. In the Lauriergracht in Amsterdam, two people are fucking” (Stigter). Would it be possible for your performance to be perceived as part of an expanding webcam ‘amateur porn’ industry? Genant: We do not want to add anything to the porn industry. Ours was an art experiment, a physical performance around the subject of physical love. I don’t think that lions in Artis Zoo or whales in Oahu are fucking in a similar series, but our performances do reach similar mass audiences to the Tour de France or American football. Of course we got a big kick when the statistics revealed that we were visited by viewers from 48 countries, including Easter Island. Just the idea that on Easter Island, on the other side of the globe, Rapa Nui in winter time, people were watching a performance in an Amsterdam gallery and chatting with somebody from Japan about the difference between an imagined performance and the actual event: that was a big ‘opening’ for us. Libidot: How does Taoist ritual affect your actual relationship and your sex life? Genant: Taoism is about making a commitment to a partner, cutting through random animal attractions and irritations. Artificial seduction rituals fall apart after a couple of days. In our performance, there was no extended foreplay or afterplay, just an abstention of climax. Before the climax dissipated, our bodies recharged with energy and returned to remembering moments of enjoyment, each time a little more quickly. I got an energy charge from top to toe and by the time I wanted to surrender and come completely, my bodily cells had been exposed to a routine pattern. Abstention then is like a coitus interruptus, a spectacular thing to feel from a partner whom you love. The numbers 8 and 64 are magical. I felt the symbolism of an alchemical wedding as we tuned into the mantra of a fully controlled electronic network. It felt like deafening energy, rather than lust or an act of procreation. The effect of this was very rewarding and, afterwards, we lingered in a state of creative sexual energy for a week. When we arrived home we were free to do whatever we wanted and let the holy juices flow. We realized love was a blessing. We made love day after day and gave energy to each other, as if we were in love for the first time. Sweet monogamic love, we embraced and worshipped her. (Interview translated into English by Katrien Jacobs) Works Cited Artporn. Irotic Manifesto. Unpublished document, 5 Stigter, Bianca. “Een Hobby als Vissen”. NRC Handelsblad, 5 July 2002 (author’s own translation) Stigter, Bianca. “Een Hobby als Vissen, NRC Handelsblad, 5 July 2002 (author’s own translation) To order Zoot and Genant’s 8x8x72 Fucking Retreat on CD-Rom, look for their artist profile on http://www.depraktijk.nl Zoot and Genant can be contacted at zootengenant@newyork.com Links mailto:zootengenant@newyork.com http://www.depraktijk.nl Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style (a.k.a Libidot), Katrien Jacobs. "‘Streaming Physical Love’" M/C: A Journal of Media and Culture 5.6 (2002). Dn Month Year < http://www.media-culture.org.au/0211/streamingphysicallove.php>. APA Style (a.k.a Libidot), K. J., (2002, Nov 20). ‘Streaming Physical Love’. M/C: A Journal of Media and Culture, 5,(6). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0211/streamingphysicallove.html
APA, Harvard, Vancouver, ISO, and other styles
33

McAvan, Em. "“Boulevard of Broken Songs”." M/C Journal 9, no. 6 (December 1, 2006). http://dx.doi.org/10.5204/mcj.2680.

Full text
Abstract:
Ever since the spread of cheap sampling technology in the 1980s, popular music has incorporated direct quotations from other songs. This trend reached its zenith in the “mash-up,” that genre of popular music which has emerged in the last 5 or 6 years. Most famously, DJ Dangermouse distributed his “Grey Album,” a concept that mashed together the a Capella vocals from Jay-Z’s Black Album with the music from the Beatles’ White Album. Distribution of the project was swiftly met with a Cease and Desist order from the Beatles’ label EMI, leading to the Grey Tuesday online protest in which many websites distributed the album for free in the name of free expression. As the name suggests, “mash-ups,” sometimes also called bootlegs, mash together two or more already released songs. This use of the term ‘bootlegs’ should not to be confused with bootleg recordings of albums or concerts, which are merely illegal copies sold for profit. Both mash-ups and bootlegs are new pieces of art, almost always unable to be bought from stores. In their most basic form, mash-ups take the vocal from one song and the instrumental from another—what bootleggers call an A+B. This has taken ever more elaborate forms, for instance, San Francisco’s DJ Earworm’s “Stairway to Bootleg Heaven” mashes together Dolly Parton, the Beatles, Art of Noise, Pat Benatar, the Eurythmics, and Laurie Anderson. By now, the history of mash-ups and illegal sampling in general has been well covered by many journalists (See, for instance, Sasha Frere Jones and Pete Rojas). The question, then, is not so much what mash-ups are so much as what they do. Many theories of consumer reception have often reductively posited a passive audience impelled by little more than the desire to consume. When it comes to popular culture in modernity, Frankfurt School theorist Theodor Adorno, both in his own writing and with Horkheimer, made the hugely influential argument that the only cultural work it can do is in the service of hegemonic capitalism. Adorno argued, “the entire practice of the culture industry transfers the profit motive naked onto cultural forms” (232). Painting his argument in rather stark terms, Adorno said that “the categorical imperative of the culture industry no longer has anything in common with freedom. It proclaims: you shall … conform to that which exists anyway” (236). As philosopher Jane Bennett points out, Adorno and Horkheimer construct a passive audience consuming the derivative, repetitious pleasures of mass culture, under the thrall of the fetishised commodity “as if it was alive” (Bennett 123). Horkheimer and Adorno’s influential work denies the “possibility of an affective response to commodities able to challenge the socioeconomic system that generates it” (Bennett 121). Adorno damns the modern culture industries, but in an interesting way he also elevates their power, for his theory privileges the producer of the text, not its consumer. The question presents itself, therefore, what happens when subjects are both consumers and producers? The makers of mash-ups are clearly both. Arguably, mash-ups are a fannish re-appropriation in the manner that Henry Jenkins uses to describe slash fan-fiction in Textual Poachers (Jenkins). Like slash writers, mash-up artists take a common popular culture (music in this case) and appropriate it for their own desires and creative impulses. Rather than a purely passive audience, mash-ups show there exists at least a segment of an engaged audience, able to deconstruct and rework popular culture. Jenkins argues that “fandom celebrates not exceptional texts but exceptional readings” (284), a facet clearly exemplified in mash-ups use of not only the rock canon but “disposable” pop and chart R&B. What makes a mash-up interesting is not that it uses quality critically-approved materials, but that it re-works its materials into new contexts. Bootlegs as a whole can embody the “dissonant possibilities” of the commodity (Bennett 127)—as disruption of the normative reading of songs, as a critique of postmodern capitalism, as an affirmation of consumption, as a critique of the pop auteur cult that privileges certain acts as “art” and not others, as frivolous party music, and more. Most obviously, of course, mash-ups illuminate Fredric Jameson’s thesis that postmodern art is an art of pastiche (Jameson). Mash-ups often take disparate elements, songs from different genres, and make songs that shouldn’t belong together somehow work. Freelance Hellraiser’s classic “Stroke of Genius” bootleg took then band du jour The Strokes and overlayed pop muppet Christina Aguilera’s “Genie in A Bottle” vocals into a surprisingly soulful new song, showing in the process that the gap between “manufactured” pop artist and “authentic” rock artist may not be as far as some would imagine. Alternatively, artists can mash together songs that are basically the same, pointedly noting their lack of originality—for instance, the mash-up from which this article takes its name, San Francisco bootlegger Party Ben’s “Boulevard of Broken Songs,” which takes Green Day’s recent “Boulevard of Broken Dreams” and shows its uncanny similarity to Oasis’s “Wonderwall,” as well as other songs by Travis, Coldplay and Aerosmith. Like any commodity, mash-ups are in some ways implicated in a hegemonic capitalist economy. They are an object to be consumed, and are reliant on the consumption of other texts. In a practical sense for its makers, making mash-ups requires the software to make music, often the Sony-owned ACID program, whose loop based lay-out lends itself to the use of sampled materials. Given their general immersion in technology, it is questionable whether bootleggers necessarily purchase these programs, given the availability of “cracked” software on peer-to-peer downloading programs and Bit-Torrent. Similarly, making mash-ups might require the purchase of CDs or mp3s, although again this is far from certain, given the easy accessibility of “illegal” mp3s downloadable on the internet (but of course that requires the money for an internet connection, as does the hosting of mp3s on individual mash-up sites). Compared to the money needed to “legitimately” release songs, though, mash-ups are a relatively inexpensive way to create “new” music. Most mash-up artists post their work with a disclaimer with words to the effect of “I don’t own these songs, I will take these songs down if asked by the copyright owners, don’t sue me.” Songs are usually available to download for free, and the selling of mash-up CDs on E-bay is highly frowned-upon. While this is partly an attempt to avoid being sued by copyright holders, it also suggests an opting-out of a capitalistic system—art for art’s sake. The most obvious critique of capitalism occurs in the form of the “cut-up,” which sees songs or speeches sampled and reassembled to form different meanings. This may be political, for example, the cut-up by RX that re-assembled George W Bush’s speeches into U2’s anti-war song “Sunday Bloody Sunday.” Australian readers may remember the satirical Pauline Pantsdown single “I Don’t Like It” which re-arranged right-wing One Nation politician Pauline Hanson’s voice into nonsensical sayings about shopping trolleys and discos. Like the slash that Jenkins applauds, this may also take the form of a rupture of the heteronormative surface of most pop music. One good example is Bristol mash-up artist Andrew Herring’s “Blue Cheese mix” which cut together Avril Lavigne’s “Sk8r Boi” into a homoerotic love song (“He was a boy/he was a boy/can I make it anymore obvious?”), over the top of such queer-friendly songs as Sylvester’s “You Make Me Feel Mighty Real” and Placebo’s “Nancy Boy.” This is not to suggest that queer sexuality is outside of a capitalistic economy, but rather that queer re-readings take popular music culture into new contexts less frequently taken by the largely heteronormative music industry. But while some mash-up culture exhibits a decidedly anti-capitalist out-look, a few mash-up artists have made the leap from bootlegger to major-label sanctioned artist. The press coverage for the aforementioned Dangermouse got him a production gig with the Gorillaz and the leverage to release his much-hyped Gnarls Barkley project with Cee-Lo (of course, it rather helped that he already had a record deal with rapper Gemini). Richard X’s bootlegs landed him a number one UK single when the Sugababes re-recorded his “Freak Like Me” mash-up, and a number of mash-ups have been licensed by the labels of the original artists and released officially (French bootleggers Loo & Placido’s “Horny Like A Dandy,” English bootleggers Phil & Dog’s “Dr Pressure”). Particularly in the first flush of the mash-up hype in the UK in 2001, there has been the potential at least for a few bootleggers to break into the music industry. Thus, one should not consider mash-ups as an unambiguous refusal of late capitalism, for many bootleggers would like nothing better than to become part of the system from which they currently pilfer. However, given the nature of the medium, its commercial co-option is far from assured, since the clearance fees for many bootlegs render them un-releasable. In their re-appropriations of popular music culture, though, mash-ups embody the contradictions inherent in late capitalism—fun and serious, nihilist and political, anti-capitalist and marked by hyper-consumption. Immersed in pop culture, but not quite of it, the liminal place of mash-ups on the edge of the culture should continue to make them of interest to critics of media culture. References Adorno, Theodor W. “Culture Industry Reconsidered.” In The Adorno Reader. Ed. Brian O’Connor. Oxford: Blackwell, 2000. 230-239. Bennett, Jane. The Enchantment of Modern Life. Princeton: Princeton UP, 2001. Jameson, Fredric. Postmodernism, or, the Cultural Logic of Late Capitalism. London: Verso, 1991. Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge, 1992. Jones, Sasha Frere. “1 + 1 + 1 = 1: The New Math of Mash-Ups.” The New Yorker 10 Jan. 2005. 22 Sep. 2006 http://www.newyorker.com/critics/music/?050110crmu_music>. Rojas, Pete. “Bootleg Culture.” Salon 1 Aug. 2002. 22 Sep. 2006 http://dir.salon.com/story/tech/feature/2002/08/01/bootlegs/index.html?pn=1>. Citation reference for this article MLA Style McAvan, Em. "“Boulevard of Broken Songs”: Mash-ups as Textual Re-appropriation of Popular Music Culture." M/C Journal 9.6 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0612/02-mcavan.php>. APA Style McAvan, E. (Dec. 2006) "“Boulevard of Broken Songs”: Mash-ups as Textual Re-appropriation of Popular Music Culture," M/C Journal, 9(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0612/02-mcavan.php>.
APA, Harvard, Vancouver, ISO, and other styles
34

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

Full text
Abstract:
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
APA, Harvard, Vancouver, ISO, and other styles
35

Burgess, Jean, and Axel Bruns. "Twitter Archives and the Challenges of "Big Social Data" for Media and Communication Research." M/C Journal 15, no. 5 (October 11, 2012). http://dx.doi.org/10.5204/mcj.561.

Full text
Abstract:
Lists and Social MediaLists have long been an ordering mechanism for computer-mediated social interaction. While far from being the first such mechanism, blogrolls offered an opportunity for bloggers to provide a list of their peers; the present generation of social media environments similarly provide lists of friends and followers. Where blogrolls and other earlier lists may have been user-generated, the social media lists of today are more likely to have been produced by the platforms themselves, and are of intrinsic value to the platform providers at least as much as to the users themselves; both Facebook and Twitter have highlighted the importance of their respective “social graphs” (their databases of user connections) as fundamental elements of their fledgling business models. This represents what Mejias describes as “nodocentrism,” which “renders all human interaction in terms of network dynamics (not just any network, but a digital network with a profit-driven infrastructure).”The communicative content of social media spaces is also frequently rendered in the form of lists. Famously, blogs are defined in the first place by their reverse-chronological listing of posts (Walker Rettberg), but the same is true for current social media platforms: Twitter, Facebook, and other social media platforms are inherently centred around an infinite, constantly updated and extended list of posts made by individual users and their connections.The concept of the list implies a certain degree of order, and the orderliness of content lists as provided through the latest generation of centralised social media platforms has also led to the development of more comprehensive and powerful, commercial as well as scholarly, research approaches to the study of social media. Using the example of Twitter, this article discusses the challenges of such “big data” research as it draws on the content lists provided by proprietary social media platforms.Twitter Archives for ResearchTwitter is a particularly useful source of social media data: using the Twitter API (the Application Programming Interface, which provides structured access to communication data in standardised formats) it is possible, with a little effort and sufficient technical resources, for researchers to gather very large archives of public tweets concerned with a particular topic, theme or event. Essentially, the API delivers very long lists of hundreds, thousands, or millions of tweets, and metadata about those tweets; such data can then be sliced, diced and visualised in a wide range of ways, in order to understand the dynamics of social media communication. Such research is frequently oriented around pre-existing research questions, but is typically conducted at unprecedented scale. The projects of media and communication researchers such as Papacharissi and de Fatima Oliveira, Wood and Baughman, or Lotan, et al.—to name just a handful of recent examples—rely fundamentally on Twitter datasets which now routinely comprise millions of tweets and associated metadata, collected according to a wide range of criteria. What is common to all such cases, however, is the need to make new methodological choices in the processing and analysis of such large datasets on mediated social interaction.Our own work is broadly concerned with understanding the role of social media in the contemporary media ecology, with a focus on the formation and dynamics of interest- and issues-based publics. We have mined and analysed large archives of Twitter data to understand contemporary crisis communication (Bruns et al), the role of social media in elections (Burgess and Bruns), and the nature of contemporary audience engagement with television entertainment and news media (Harrington, Highfield, and Bruns). Using a custom installation of the open source Twitter archiving tool yourTwapperkeeper, we capture and archive all the available tweets (and their associated metadata) containing a specified keyword (like “Olympics” or “dubstep”), name (Gillard, Bieber, Obama) or hashtag (#ausvotes, #royalwedding, #qldfloods). In their simplest form, such Twitter archives are commonly stored as delimited (e.g. comma- or tab-separated) text files, with each of the following values in a separate column: text: contents of the tweet itself, in 140 characters or less to_user_id: numerical ID of the tweet recipient (for @replies) from_user: screen name of the tweet sender id: numerical ID of the tweet itself from_user_id: numerical ID of the tweet sender iso_language_code: code (e.g. en, de, fr, ...) of the sender’s default language source: client software used to tweet (e.g. Web, Tweetdeck, ...) profile_image_url: URL of the tweet sender’s profile picture geo_type: format of the sender’s geographical coordinates geo_coordinates_0: first element of the geographical coordinates geo_coordinates_1: second element of the geographical coordinates created_at: tweet timestamp in human-readable format time: tweet timestamp as a numerical Unix timestampIn order to process the data, we typically run a number of our own scripts (written in the programming language Gawk) which manipulate or filter the records in various ways, and apply a series of temporal, qualitative and categorical metrics to the data, enabling us to discern patterns of activity over time, as well as to identify topics and themes, key actors, and the relations among them; in some circumstances we may also undertake further processes of filtering and close textual analysis of the content of the tweets. Network analysis (of the relationships among actors in a discussion; or among key themes) is undertaken using the open source application Gephi. While a detailed methodological discussion is beyond the scope of this article, further details and examples of our methods and tools for data analysis and visualisation, including copies of our Gawk scripts, are available on our comprehensive project website, Mapping Online Publics.In this article, we reflect on the technical, epistemological and political challenges of such uses of large-scale Twitter archives within media and communication studies research, positioning this work in the context of the phenomenon that Lev Manovich has called “big social data.” In doing so, we recognise that our empirical work on Twitter is concerned with a complex research site that is itself shaped by a complex range of human and non-human actors, within a dynamic, indeed volatile media ecology (Fuller), and using data collection and analysis methods that are in themselves deeply embedded in this ecology. “Big Social Data”As Manovich’s term implies, the Big Data paradigm has recently arrived in media, communication and cultural studies—significantly later than it did in the hard sciences, in more traditionally computational branches of social science, and perhaps even in the first wave of digital humanities research (which largely applied computational methods to pre-existing, historical “big data” corpora)—and this shift has been provoked in large part by the dramatic quantitative growth and apparently increased cultural importance of social media—hence, “big social data.” As Manovich puts it: For the first time, we can follow [the] imaginations, opinions, ideas, and feelings of hundreds of millions of people. We can see the images and the videos they create and comment on, monitor the conversations they are engaged in, read their blog posts and tweets, navigate their maps, listen to their track lists, and follow their trajectories in physical space. (Manovich 461) This moment has arrived in media, communication and cultural studies because of the increased scale of social media participation and the textual traces that this participation leaves behind—allowing researchers, equipped with digital tools and methods, to “study social and cultural processes and dynamics in new ways” (Manovich 461). However, and crucially for our purposes in this article, many of these scholarly possibilities would remain latent if it were not for the widespread availability of Open APIs for social software (including social media) platforms. APIs are technical specifications of how one software application should access another, thereby allowing the embedding or cross-publishing of social content across Websites (so that your tweets can appear in your Facebook timeline, for example), or allowing third-party developers to build additional applications on social media platforms (like the Twitter user ranking service Klout), while also allowing platform owners to impose de facto regulation on such third-party uses via the same code. While platform providers do not necessarily have scholarship in mind, the data access affordances of APIs are also available for research purposes. As Manovich notes, until very recently almost all truly “big data” approaches to social media research had been undertaken by computer scientists (464). But as part of a broader “computational turn” in the digital humanities (Berry), and because of the increased availability to non-specialists of data access and analysis tools, media, communication and cultural studies scholars are beginning to catch up. Many of the new, large-scale research projects examining the societal uses and impacts of social media—including our own—which have been initiated by various media, communication, and cultural studies research leaders around the world have begun their work by taking stock of, and often substantially extending through new development, the range of available tools and methods for data analysis. The research infrastructure developed by such projects, therefore, now reflects their own disciplinary backgrounds at least as much as it does the fundamental principles of computer science. In turn, such new and often experimental tools and methods necessarily also provoke new epistemological and methodological challenges. The Twitter API and Twitter ArchivesThe Open API was a key aspect of mid-2000s ideas about the value of the open Web and “Web 2.0” business models (O’Reilly), emphasising the open, cross-platform sharing of content as well as promoting innovation at the margins via third-party application development—and it was in this ideological environment that the microblogging service Twitter launched and experienced rapid growth in popularity among users and developers alike. As José van Dijck cogently argues, however, a complex interplay of technical, economic and social dynamics has seen Twitter shift from a relatively open, ad hoc and user-centred platform toward a more formalised media business: For Twitter, the shift from being primarily a conversational communication tool to being a global, ad-supported followers tool took place in a relatively short time span. This shift did not simply result from the owner’s choice for a distinct business model or from the company’s decision to change hardware features. Instead, the proliferation of Twitter as a tool has been a complex process in which technological adjustments are intricately intertwined with changes in user base, transformations of content and choices for revenue models. (van Dijck 343)The specifications of Twitter’s API, as well as the written guidelines for its use by developers (Twitter, “Developer Rules”) are an excellent example of these “technological adjustments” and the ways they are deeply interwined with Twitter’s search for a viable revenue model. These changes show how the apparent semantic openness or “interpretive flexibility” of the term “platform” allows its meaning to be reshaped over time as the business models of platform owners change (Gillespie).The release of the API was first announced on the Twitter blog in September 2006 (Stone), not long after the service’s launch but after some popular third-party applications (like a mashup of Twitter with Google Maps creating a dynamic display of recently posted tweets around the world) had already been developed. Since then Twitter has seen a flourishing of what the company itself referred to as the “Twitter ecosystem” (Twitter, “Developer Rules”), including third-party developed client software (like Twitterific and TweetDeck), institutional use cases (such as large-scale social media visualisations of the London Riots in The Guardian), and parasitic business models (including social media metrics services like HootSuite and Klout).While the history of Twitter’s API rules and related regulatory instruments (such as its Developer Rules of the Road and Terms of Use) has many twists and turns, there have been two particularly important recent controversies around data access and control. First, the company locked out developers and researchers from direct “firehose” (very high volume) access to the Twitter feed; this was accompanied by a crackdown on free and public Twitter archiving services like 140Kit and the Web version of Twapperkeeper (Sample), and coincided with the establishment of what was at the time a monopoly content licensing arrangement between Twitter and Gnip, a company which charges commercial rates for high-volume API access to tweets (and content from other social media platforms). A second wave of controversy among the developer community occurred in August 2012 in response to Twitter’s release of its latest API rules (Sippey), which introduce further, significant limits to API use and usability in certain circumstances. In essence, the result of these changes to the Twitter API rules, announced without meaningful consultation with the developer community which created the Twitter ecosystem, is a forced rebalancing of development activities: on the one hand, Twitter is explicitly seeking to “limit” (Sippey) the further development of API-based third-party tools which support “consumer engagement activities” (such as end-user clients), in order to boost the use of its own end-user interfaces; on the other hand, it aims to “encourage” the further development of “consumer analytics” and “business analytics” as well as “business engagement” tools. Implicit in these changes is a repositioning of Twitter users (increasingly as content consumers rather than active communicators), but also of commercial and academic researchers investigating the uses of Twitter (as providing a narrow range of existing Twitter “analytics” rather than engaging in a more comprehensive investigation both of how Twitter is used, and of how such uses continue to evolve). The changes represent an attempt by the company to cement a certain, commercially viable and valuable, vision of how Twitter should be used (and analysed), and to prevent or at least delay further evolution beyond this desired stage. Although such attempts to “freeze” development may well be in vain, given the considerable, documented role which the Twitter user base has historically played in exploring new and unforeseen uses of Twitter (Bruns), it undermines scholarly research efforts to examine actual Twitter uses at least temporarily—meaning that researchers are increasingly forced to invest time and resources in finding workarounds for the new restrictions imposed by the Twitter API.Technical, Political, and Epistemological IssuesIn their recent article “Critical Questions for Big Data,” danah boyd and Kate Crawford have drawn our attention to the limitations, politics and ethics of big data approaches in the social sciences more broadly, but also touching on social media as a particularly prevalent site of social datamining. In response, we offer the following complementary points specifically related to data-driven Twitter research relying on archives of tweets gathered using the Twitter API.First, somewhat differently from most digital humanities (where researchers often begin with a large pre-existing textual corpus), in the case of Twitter research we have no access to an original set of texts—we can access only what Twitter’s proprietary and frequently changing API will provide. The tools Twitter researchers use rely on various combinations of parts of the Twitter API—or, more accurately, the various Twitter APIs (particularly the Search and Streaming APIs). As discussed above, of course, in providing an API, Twitter is driven not by scholarly concerns but by an attempt to serve a range of potentially value-generating end-users—particularly those with whom Twitter can create business-to-business relationships, as in their recent exclusive partnership with NBC in covering the 2012 London Olympics.The following section from Twitter’s own developer FAQ highlights the potential conflicts between the business-case usage scenarios under which the APIs are provided and the actual uses to which they are often put by academic researchers or other dataminers:Twitter’s search is optimized to serve relevant tweets to end-users in response to direct, non-recurring queries such as #hashtags, URLs, domains, and keywords. The Search API (which also powers Twitter’s search widget) is an interface to this search engine. Our search service is not meant to be an exhaustive archive of public tweets and not all tweets are indexed or returned. Some results are refined to better combat spam and increase relevance. Due to capacity constraints, the index currently only covers about a week’s worth of tweets. (Twitter, “Frequently Asked Questions”)Because external researchers do not have access to the full, “raw” data, against which we could compare the retrieved archives which we use in our later analyses, and because our data access regimes rely so heavily on Twitter’s APIs—each with its technical quirks and limitations—it is impossible for us to say with any certainty that we are capturing a complete archive or even a “representative” sample (whatever “representative” might mean in a data-driven, textualist paradigm). In other words, the “lists” of tweets delivered to us on the basis of a keyword search are not necessarily complete; and there is no way of knowing how incomplete they are. The total yield of even the most robust capture system (using the Streaming API and not relying only on Search) depends on a number of variables: rate limiting, the filtering and spam-limiting functions of Twitter’s search algorithm, server outages and so on; further, because Twitter prohibits the sharing of data sets it is difficult to compare notes with other research teams.In terms of epistemology, too, the primary reliance on large datasets produces a new mode of scholarship in media, communication and cultural studies: what emerges is a form of data-driven research which tends towards abductive reasoning; in doing so, it highlights tensions between the traditional research questions in discourse or text-based disciplines like media and communication studies, and the assumptions and modes of pattern recognition that are required when working from the “inside out” of a corpus, rather than from the outside in (for an extended discussion of these epistemological issues in the digital humanities more generally, see Dixon).Finally, even the heuristics of our analyses of Twitter datasets are mediated by the API: the datapoints that are hardwired into the data naturally become the most salient, further shaping the type of analysis that can be done. For example, a common process in our research is to use the syntax of tweets to categorise it as one of the following types of activity: original tweets: tweets which are neither @reply nor retweetretweets: tweets which contain RT @user… (or similar) unedited retweets: retweets which start with RT @user… edited retweets: retweets do not start with RT @user…genuine @replies: tweets which contain @user, but are not retweetsURL sharing: tweets which contain URLs(Retweets which are made using the Twitter “retweet button,” resulting in verbatim passing-along without the RT @user syntax or an opportunity to add further comment during the retweet process, form yet another category, which cannot be tracked particularly effectively using the Twitter API.)These categories are driven by the textual and technical markers of specific kinds of interactions that are built into the syntax of Twitter itself (@replies or @mentions, RTs); and specific modes of referentiality (URLs). All of them focus on (and thereby tend to privilege) more informational modes of communication, rather than the ephemeral, affective, or ambiently intimate uses of Twitter that can be illuminated more easily using ethnographic approaches: approaches that can actually focus on the individual user, their social contexts, and the broader cultural context of the traces they leave on Twitter. ConclusionsIn this article we have described and reflected on some of the sociotechnical, political and economic aspects of the lists of tweets—the structured Twitter data upon which our research relies—which may be gathered using the Twitter API. As we have argued elsewhere (Bruns and Burgess)—and, hopefully, have begun to demonstrate in this paper—media and communication studies scholars who are actually engaged in using computational methods are well-positioned to contribute to both the methodological advances we highlight at the beginning of this paper and the political debates around computational methods in the “big social data” moment on which the discussion in the second part of the paper focusses. One pressing issue in the area of methodology is to build on current advances to bring together large-scale datamining approaches with ethnographic and other qualitative approaches, especially including close textual analysis. More broadly, in engaging with the “big social data” moment there is a pressing need for the development of code literacy in media, communication and cultural studies. In the first place, such literacy has important instrumental uses: as Manovich argues, much big data research in the humanities requires costly and time-consuming (and sometimes alienating) partnerships with technical experts (typically, computer scientists), because the free tools available to non-programmers are still limited in utility in comparison to what can be achieved using raw data and original code (Manovich, 472).But code literacy is also a requirement of scholarly rigour in the context of what David Berry calls the “computational turn,” representing a “third wave” of Digital Humanities. Berry suggests code and software might increasingly become in themselves objects of, and not only tools for, research: I suggest that we introduce a humanistic approach to the subject of computer code, paying attention to the wider aspects of code and software, and connecting them to the materiality of this growing digital world. With this in mind, the question of code becomes increasingly important for understanding in the digital humanities, and serves as a condition of possibility for the many new computational forms that mediate our experience of contemporary culture and society. (Berry 17)A first step here lies in developing a more robust working knowledge of the conceptual models and methodological priorities assumed by the workings of both the tools and the sources we use for “big social data” research. Understanding how something like the Twitter API mediates the cultures of use of the platform, as well as reflexively engaging with its mediating role in data-driven Twitter research, promotes a much more materialist critical understanding of the politics of the social media platforms (Gillespie) that are now such powerful actors in the media ecology. ReferencesBerry, David M. “Introduction: Understanding Digital Humanities.” Understanding Digital Humanities. Ed. David M. Berry. London: Palgrave Macmillan, 2012. 1-20.boyd, danah, and Kate Crawford. “Critical Questions for Big Data.” Information, Communication & Society 15.5 (2012): 662-79.Bruns, Axel. “Ad Hoc Innovation by Users of Social Networks: The Case of Twitter.” ZSI Discussion Paper 16 (2012). 18 Sep. 2012 ‹https://www.zsi.at/object/publication/2186›.Bruns, Axel, and Jean Burgess. “Notes towards the Scientific Study of Public Communication on Twitter.” Keynote presented at the Conference on Science and the Internet, Düsseldorf, 4 Aug. 2012. 18 Sep. 2012 http://snurb.info/files/2012/Notes%20towards%20the%20Scientific%20Study%20of%20Public%20Communication%20on%20Twitter.pdfBruns, Axel, Jean Burgess, Kate Crawford, and Frances Shaw. “#qldfloods and @QPSMedia: Crisis Communication on Twitter in the 2011 South East Queensland Floods.” Brisbane: ARC Centre of Excellence for Creative Industries and Innovation, 2012. 18 Sep. 2012 ‹http://cci.edu.au/floodsreport.pdf›Burgess, Jean E. & Bruns, Axel (2012) “(Not) the Twitter Election: The Dynamics of the #ausvotes Conversation in Relation to the Australian Media Ecology.” Journalism Practice 6.3 (2012): 384-402Dixon, Dan. “Analysis Tool Or Research Methodology: Is There an Epistemology for Patterns?” Understanding Digital Humanities. Ed. David M. Berry. London: Palgrave Macmillan, 2012. 191-209.Fuller, Matthew. Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, Mass.: MIT P, 2005.Gillespie, Tarleton. “The Politics of ‘Platforms’.” New Media & Society 12.3 (2010): 347-64.Harrington, Stephen, Highfield, Timothy J., & Bruns, Axel (2012) “More than a Backchannel: Twitter and Television.” Ed. José Manuel Noguera. Audience Interactivity and Participation. COST Action ISO906 Transforming Audiences, Transforming Societies, Brussels, Belgium, pp. 13-17. 18 Sept. 2012 http://www.cost-transforming-audiences.eu/system/files/essays-and-interview-essays-18-06-12.pdfLotan, Gilad, Erhardt Graeff, Mike Ananny, Devin Gaffney, Ian Pearce, and danah boyd. “The Arab Spring: The Revolutions Were Tweeted: Information Flows during the 2011 Tunisian and Egyptian Revolutions.” International Journal of Communication 5 (2011): 1375-1405. 18 Sep. 2012 ‹http://ijoc.org/ojs/index.php/ijoc/article/view/1246/613›.Manovich, Lev. “Trending: The Promises and the Challenges of Big Social Data.” Debates in the Digital Humanities. Ed. Matthew K. Gold. Minneapolis: U of Minnesota P, 2012. 460-75.Mejias, Ulises A. “Liberation Technology and the Arab Spring: From Utopia to Atopia and Beyond.” Fibreculture Journal 20 (2012). 18 Sep. 2012 ‹http://twenty.fibreculturejournal.org/2012/06/20/fcj-147-liberation-technology-and-the-arab-spring-from-utopia-to-atopia-and-beyond/›.O’Reilly, Tim. “What is Web 2.0? Design Patterns and Business Models for the Next Generation of Software.” O’Reilly Network 30 Sep. 2005. 18 Sep. 2012 ‹http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html›.Papacharissi, Zizi, and Maria de Fatima Oliveira. “Affective News and Networked Publics: The Rhythms of News Storytelling on #Egypt.” Journal of Communication 62.2 (2012): 266-82.Sample, Mark. “The End of Twapperkeeper (and What to Do about It).” ProfHacker. The Chronicle of Higher Education 8 Mar. 2011. 18 Sep. 2012 ‹http://chronicle.com/blogs/profhacker/the-end-of-twapperkeeper-and-what-to-do-about-it/31582›.Sippey, Michael. “Changes Coming in Version 1.1 of the Twitter API.” 16 Aug. 2012. Twitter Developers Blog. 18 Sep. 2012 ‹https://dev.Twitter.com/blog/changes-coming-to-Twitter-api›.Stone, Biz. “Introducing the Twitter API.” Twitter Blog 20 Sep. 2006. 18 Sep. 2012 ‹http://blog.Twitter.com/2006/09/introducing-Twitter-api.html›.Twitter. “Developer Rules of the Road.” Twitter Developers Website 17 May 2012. 18 Sep. 2012 ‹https://dev.Twitter.com/terms/api-terms›.Twitter. “Frequently Asked Questions.” 18 Sep. 2012 ‹https://dev.twitter.com/docs/faq›.Van Dijck, José. “Tracing Twitter: The Rise of a Microblogging Platform.” International Journal of Media and Cultural Politics 7.3 (2011): 333-48.Walker Rettberg, Jill. Blogging. Cambridge: Polity, 2008.Wood, Megan M., and Linda Baughman. “Glee Fandom and Twitter: Something New, or More of the Same Old Thing?” Communication Studies 63.3 (2012): 328-44.
APA, Harvard, Vancouver, ISO, and other styles
36

Chapman, Owen. "The Affect of Selection in Digital Sound Art." M/C Journal 8, no. 3 (July 1, 2005). http://dx.doi.org/10.5204/mcj.2357.

Full text
Abstract:
A variety of digital technologies exist that can transform sound waves into binary code. Any sound can be ‘sampled’ in this way: drum beats, field recordings, even full-length instrumental or vocal tracks. Copies are then ready to be duplicated, cut, spliced, pitch-shifted, equalised, turned backwards, and/or passed through a myriad of different effects processors before being sequenced and layered into a final stereo mix. Once obtained, this mix is itself eminently copy-able without loss in audio quality. Moreover, affordable digital reproduction media abound, such as CD-R and MP3. These methods of distribution are as attractive to the home audio producer as they are to the file-sharing enthusiast. On one end of the spectrum one finds an increasing number of people downloading music and creating personalised mix CDs or play-lists, irrespective of the constraints of copyright. On the other end, one observes established pop musicians such as Björk writing original choral arrangements, only to sing them into hard-disk recording systems for further remixing prior to commercial release (as on her last album Medúlla (2004)). Somewhere in the middle lies DJ Danger Mouse’s The Grey Album, an unsanctioned (and widely downloaded) remix of the Beatles White Album (1968) mashed together with a-cappella raps from Jay Z’s The Black Album (2003). It is as though audio in the digital age has become an ‘utterly malleable material’ (Miller 20), leaving only the sound selector and manipulator as the all-powerful source of creativity, musical genius and/or surreptitious intent (in the case of file sharing). To date, the majority of academic work on digital sound practices relies upon this suggestion that technology has provided us with almost total control over recorded sound (see Miller, Mudede, Pinch and Bijsterveld, Lysoff, Cascone, Théberge, and Jones). While digital methods for copying audio have been available for over 20 years, the technology involved has far from exhausted its potential to open up new forms of musical composition, cultural expression, and social exchange. In fact, the practices it has enabled are so multifaceted that the only limit in this case appears to be our imagination. This begs the question as to what limits this imagination, if anything? Do the sounds we mix not require us to attend to their particular shape before we bring them into alignment with other sources? What techniques must we employ to make room for their specific timbres? What constraints lead to the adoption of these techniques over others? How and why are these sounds chosen in the first place? What are the resources or archives used? It is through such questioning that the ‘give and take’ involved in digital audio production becomes apparent. The technologies used are not simply vehicles of personal expression – they represent an entire family of practices employed in a wide variety of unique scenarios. No two situations will be exactly alike, but there will be resemblances. These similarities and/or differences are as much the result of constraints prescribed by one’s sonic starting-points as they are the product of individual style. Such a symmetrical perspective is paramount in the development of analyses that accurately reflect the heterogeneity of digital audio practices. In the rest of this article I attend to the production methods of three Montreal-based sound artists. Quotations from personal interview are contrasted against the dominant academic view of digital audio as a vehicle of subjective control over sound. Jennifer Morris (a.k.a. ‘[sic]’) works mostly with field recordings as well as sounds that she collects by close-micing instruments such as the guitar or Japanese koto. When asked about how her sonic source material affects her work, Morris’ answer reflects a deep respect for the individual character of the sounds she chooses to copy and remix. At the same time she is not afraid to alter samples in search of new experimental mixing trajectories. In her words: My work is composed from the source material. It is a very organic process that begins with the selection of a few sounds and usually ends with using none of them and sounding completely different from what I set out to do. That’s what I love most, the sources control the work completely. (Jennifer Morris, a.k.a. ‘[sic]’, interviewed by Owen Chapman, 14 Dec. 2004) Morris habitually begins her compositional process with short copied extracts of longer recordings that she then transforms with the aid of various pieces of sound software and hardware to the point where they are barely recognisable. She will often discard her initial sound-selections as new timbres emerge through her experimentation. Nevertheless, Morris claims that this process is guided by her sources completely. In so doing she ascribes the latter a type of agency. There is a reverence in her words even in the way she describes the task of collecting sounds for future use. Instead of copying audio that fits the musical plans she has in her head, Morris waits for sounds to set off her ‘sampling radar’, so to speak. As she says about the sounds she gathers in her field recording practice, ‘Even if they [cannot be] heard by the human ear, I try to figure out ways to capture them, with a pickup and such.’ The sounds she selects are then allowed to guide her treatment of them based upon their own characteristics, such as sonic density, frequency range and mood. For Anna Friz (a.k.a. ‘A2Z’), however, the material she copies when starting a new sound piece sometimes ends up driving the work, and at other times not. When asked about the impact of her initial sound selections upon her final product, she answered: I think that sometimes it is the indexical relationship that the samples have with where they came from that … you’re drawn to and that you want to use, you want to emphasize. And in that case I think that some of the samples do make some decisions for you. Because there are certain things that, you know, depending on who you are you would choose not to do to a sample. (Anna Friz, a.k.a. ‘A2Z’, interviewed by Owen Chapman, 9 Sept. 2004) In elaborating this point Friz mentions a particular recording she possesses from the clash between police and protesters at the APEC summit in Vancouver in 1999. A member of staff from the radio station where she was working (CiTR) had called from the protest on a cell phone and was describing the pandemonium that was breaking out all around him. The urgency and panic in his voice as he shouts ‘They’re advancing right now…and we’re running, we’re running,’ became an artifact that she felt she must protect. As she said: ‘I didn’t want to just plant it into something without a context, because, for me it came from such a political place that I really wanted to preserve that.’ This sound fragment became the foundation for a political piece that she later composed in response to the treatment of protestors at the Quebec FTAA summit (co-produced with Richard Williams and entitled: ‘there’s a risk of arrest if you turn right’ (2001)). As with Morris, Friz often ends up radically transforming the sources she starts with. Interestingly, while Morris describes this as following intuitions laid out for her in the original material, Friz tends towards a more subjective interpretation of the mixing process: [I’ll take] something out of context because it just has a certain feel to it, a texture, or a pitch or tone or something and I just think: ‘That’s a good sound. I could turn that into something else – it will go with these other things. While this answer might resemble accounts focused on subjective expression through digital audio, it is important to recognize that Friz has no problem admitting to being impacted by a specific sound before deciding to displace it from its original context. In my own case I feel as though my usual source material (musical fragments copied from vinyl records) dramatically affects the work I end up producing. I’ll start by sampling a short passage uncovered on one record and, through working with it, be led towards other parts of my collection in search of other sounds. The process of composition unfolds organically as each additional element reveals hidden aspects of the samples already selected. This is where the affect of selection in digital sound art becomes most apparent, in the unique nature of every juxtaposition or mix. Contrary to predominant opinion, this mixing is as much guided by spontaneous inspiration based on aural-reaction as it is the subjective will of the mixer. This holds for all cases of digital audio manipulation – whether we are discussing studio production, sampling, file sharing or mash-ups, the common feature in all of these practices is the (re)collecting of recorded sounds in a way which, to quote Walter Benjamin, ‘studies and loves them as the scene, the stage, of their fate.’ (Benjamin 60). Asserting increased aural control as paramount to users of digital audio technology reduces a complex interactive relationship to one of master and slave. Although extraordinary editing precision is now possible when compared to the days of magnetic tape, copying, splicing and transforming audio with digital equipment is still very much about responsive listening. Those looking to write about the relationship between digital audio technology and contemporary practices of music making must never overlook the affective dimension of sound – its fleeting presence as vibrations of the ear drum. For recorded audio, no matter how many times it has been copied, it must always pass through a singular moment of conversion into moving air molecules in order to be experienced – at which point there is nothing left for us to do but listen and learn. References Benjamin, Walter. “On Unpacking My Library: A Talk about Book Collecting.” Illuminations. Ed. Hannah Arendt. New York: Shocken, 1969. Cascone, Kim. “Laptop Music: Counterfeiting Aura in the Age of Infinite Reproduction.” Parachute Fall, 2002. Jones, Steve. Rock Formation: Music, Technology and Mass Communication. Newbury Park, Calif.: Sage, 1992. Lysoff, Rene T. A. “Musical Community on the Internet: An On-Line Ethnography.” Cultural Anthropology 18.2 (2003): 233-63. Miller, Paul D. a.k.a DJ Spooky That Subliminal Kid. Rhythm Science. Mediawork Pamphlets. Ed. Peter Lunenfeld. New York: Mediawork, 2004. Mudede, Charles. “The Turntable.” ctheory 126 (24 April 2003). Pinch, Trevor J, and Karen Bijsterveld. “Should One Applaud? Breaches and Boundaries in the Reception of New Technology in Music.” Technology and Culture 44.3 (2003): 536-59. Théberge, Paul. Any Sound You Can Imagine: Making Music/Consuming Technology. Hanover, NH: UP of New England, 1997. Citation reference for this article MLA Style Chapman, Owen. "The Affect of Selection in Digital Sound Art." M/C Journal 8.3 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0507/03-chapman.php>. APA Style Chapman, O. (Jul. 2005) "The Affect of Selection in Digital Sound Art," M/C Journal, 8(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0507/03-chapman.php>.
APA, Harvard, Vancouver, ISO, and other styles
37

Collins, Steve. "Recovering Fair Use." M/C Journal 11, no. 6 (November 28, 2008). http://dx.doi.org/10.5204/mcj.105.

Full text
Abstract:
IntroductionThe Internet (especially in the so-called Web 2.0 phase), digital media and file-sharing networks have thrust copyright law under public scrutiny, provoking discourses questioning what is fair in the digital age. Accessible hardware and software has led to prosumerism – creativity blending media consumption with media production to create new works that are freely disseminated online via popular video-sharing Web sites such as YouTube or genre specific music sites like GYBO (“Get Your Bootleg On”) amongst many others. The term “prosumer” is older than the Web, and the conceptual convergence of producer and consumer roles is certainly not new, for “at electric speeds the consumer becomes producer as the public becomes participant role player” (McLuhan 4). Similarly, Toffler’s “Third Wave” challenges “old power relationships” and promises to “heal the historic breach between producer and consumer, giving rise to the ‘prosumer’ economics” (27). Prosumption blurs the traditionally separate consumer and producer creating a new creative era of mass customisation of artefacts culled from the (copyrighted) media landscape (Tapscott 62-3). Simultaneously, corporate interests dependent upon the protections provided by copyright law lobby for augmented rights and actively defend their intellectual property through law suits, takedown notices and technological reinforcement. Despite a lack demonstrable economic harm in many cases, the propertarian approach is winning and frequently leading to absurd results (Collins).The balance between private and public interests in creative works is facilitated by the doctrine of fair use (as codified in the United States Copyright Act 1976, section 107). The majority of copyright laws contain “fair” exceptions to claims of infringement, but fair use is characterised by a flexible, open-ended approach that allows the law to flex with the times. Until recently the defence was unique to the U.S., but on 2 January Israel amended its copyright laws to include a fair use defence. (For an overview of the new Israeli fair use exception, see Efroni.) Despite its flexibility, fair use has been systematically eroded by ever encroaching copyrights. This paper argues that copyright enforcement has spun out of control and the raison d’être of the law has shifted from being “an engine of free expression” (Harper & Row, Publishers, Inc. v. Nation Enterprises 471 U.S. 539, 558 (1985)) towards a “legal regime for intellectual property that increasingly looks like the law of real property, or more properly an idealized construct of that law, one in which courts seeks out and punish virtually any use of an intellectual property right by another” (Lemley 1032). Although the copyright landscape appears bleak, two recent cases suggest that fair use has not fallen by the wayside and may well recover. This paper situates fair use as an essential legal and cultural mechanism for optimising creative expression.A Brief History of CopyrightThe law of copyright extends back to eighteenth century England when the Statute of Anne (1710) was enacted. Whilst the length of this paper precludes an in depth analysis of the law and its export to the U.S., it is important to stress the goals of copyright. “Copyright in the American tradition was not meant to be a “property right” as the public generally understands property. It was originally a narrow federal policy that granted a limited trade monopoly in exchange for universal use and access” (Vaidhyanathan 11). Copyright was designed as a right limited in scope and duration to ensure that culturally important creative works were not the victims of monopolies and were free (as later mandated in the U.S. Constitution) “to promote the progress.” During the 18th century English copyright discourse Lord Camden warned against propertarian approaches lest “all our learning will be locked up in the hands of the Tonsons and the Lintons of the age, who will set what price upon it their avarice chooses to demand, till the public become as much their slaves, as their own hackney compilers are” (Donaldson v. Becket 17 Cobbett Parliamentary History, col. 1000). Camden’s sentiments found favour in subsequent years with members of the North American judiciary reiterating that copyright was a limited right in the interests of society—the law’s primary beneficiary (see for example, Wheaton v. Peters 33 US 591 [1834]; Fox Film Corporation v. Doyal 286 US 123 [1932]; US v. Paramount Pictures 334 US 131 [1948]; Mazer v. Stein 347 US 201, 219 [1954]; Twentieth Century Music Corp. v. Aitken 422 U.S. 151 [1975]; Aronson v. Quick Point Pencil Co. 440 US 257 [1979]; Dowling v. United States 473 US 207 [1985]; Harper & Row, Publishers, Inc. v. Nation Enterprises 471 U.S. 539 [1985]; Luther R. Campbell a.k.a. Luke Skyywalker, et al. v. Acuff-Rose Music, Inc. 510 U.S 569 [1994]). Putting the “Fair” in Fair UseIn Folsom v. Marsh 9 F. Cas. 342 (C.C.D. Mass. 1841) (No. 4,901) Justice Storey formulated the modern shape of fair use from a wealth of case law extending back to 1740 and across the Atlantic. Over the course of one hundred years the English judiciary developed a relatively cohesive set of principles governing the use of a first author’s work by a subsequent author without consent. Storey’s synthesis of these principles proved so comprehensive that later English courts would look to his decision for guidance (Scott v. Stanford L.R. 3 Eq. 718, 722 (1867)). Patry explains fair use as integral to the social utility of copyright to “encourage. . . learned men to compose and write useful books” by allowing a second author to use, under certain circumstances, a portion of a prior author’s work, where the second author would himself produce a work promoting the goals of copyright (Patry 4-5).Fair use is a safety valve on copyright law to prevent oppressive monopolies, but some scholars suggest that fair use is less a defence and more a right that subordinates copyrights. Lange and Lange Anderson argue that the doctrine is not fundamentally about copyright or a system of property, but is rather concerned with the recognition of the public domain and its preservation from the ever encroaching advances of copyright (2001). Fair use should not be understood as subordinate to the exclusive rights of copyright owners. Rather, as Lange and Lange Anderson claim, the doctrine should stand in the superior position: the complete spectrum of ownership through copyright can only be determined pursuant to a consideration of what is required by fair use (Lange and Lange Anderson 19). The language of section 107 suggests that fair use is not subordinate to the bundle of rights enjoyed by copyright ownership: “Notwithstanding the provisions of sections 106 and 106A, the fair use of a copyrighted work . . . is not an infringement of copyright” (Copyright Act 1976, s.107). Fair use is not merely about the marketplace for copyright works; it is concerned with what Weinreb refers to as “a community’s established practices and understandings” (1151-2). This argument boldly suggests that judicial application of fair use has consistently erred through subordinating the doctrine to copyright and considering simply the effect of the appropriation on the market place for the original work.The emphasis on economic factors has led courts to sympathise with copyright owners leading to a propertarian or Blackstonian approach to copyright (Collins; Travis) propagating the myth that any use of copyrighted materials must be licensed. Law and media reports alike are potted with examples. For example, in Bridgeport Music, Inc., et al v. Dimension Films et al 383 F. 3d 400 (6th Cir. 2004) a Sixth Circuit Court of Appeals held that the transformative use of a three-note guitar sample infringed copyrights and that musicians must obtain licence from copyright owners for every appropriated audio fragment regardless of duration or recognisability. Similarly, in 2006 Christopher Knight self-produced a one-minute television advertisement to support his campaign to be elected to the board of education for Rockingham County, North Carolina. As a fan of Star Wars, Knight used a makeshift Death Star and lightsaber in his clip, capitalising on the imagery of the Jedi Knight opposing the oppressive regime of the Empire to protect the people. According to an interview in The Register the advertisement was well received by local audiences prompting Knight to upload it to his YouTube channel. Several months later, Knight’s clip appeared on Web Junk 2.0, a cable show broadcast by VH1, a channel owned by media conglomerate Viacom. Although his permission was not sought, Knight was pleased with the exposure, after all “how often does a local school board ad wind up on VH1?” (Metz). Uploading the segment of Web Junk 2.0 featuring the advertisement to YouTube, however, led Viacom to quickly issue a take-down notice citing copyright infringement. Knight expressed his confusion at the apparent unfairness of the situation: “Viacom says that I can’t use my clip showing my commercial, claiming copy infringement? As we say in the South, that’s ass-backwards” (Metz).The current state of copyright law is, as Patry says, “depressing”:We are well past the healthy dose stage and into the serious illness stage ... things are getting worse, not better. Copyright law has abandoned its reason for being: to encourage learning and the creation of new works. Instead, its principal functions now are to preserve existing failed business models, to suppress new business models and technologies, and to obtain, if possible, enormous windfall profits from activity that not only causes no harm, but which is beneficial to copyright owners. Like Humpty-Dumpty, the copyright law we used to know can never be put back together.The erosion of fair use by encroaching private interests represented by copyrights has led to strong critiques leveled at the judiciary and legislators by Lessig, McLeod and Vaidhyanathan. “Free culture” proponents warn that an overly strict copyright regime unbalanced by an equally prevalent fair use doctrine is dangerous to creativity, innovation, culture and democracy. After all, “few, if any, things ... are strictly original throughout. Every book in literature, science and art, borrows, and must necessarily borrow, and use much which was well known and used before. No man creates a new language for himself, at least if he be a wise man, in writing a book. He contents himself with the use of language already known and used and understood by others” (Emerson v. Davis, 8 F. Cas. 615, 619 (No. 4,436) (CCD Mass. 1845), qted in Campbell v. Acuff-Rose, 62 U.S.L.W. at 4171 (1994)). The rise of the Web 2.0 phase with its emphasis on end-user created content has led to an unrelenting wave of creativity, and much of it incorporates or “mashes up” copyright material. As Negativland observes, free appropriation is “inevitable when a population bombarded with electronic media meets the hardware [and software] that encourages them to capture it” and creatively express themselves through appropriated media forms (251). The current state of copyright and fair use is bleak, but not beyond recovery. Two recent cases suggest a resurgence of the ideology underpinning the doctrine of fair use and the role played by copyright.Let’s Go CrazyIn “Let’s Go Crazy #1” on YouTube, Holden Lenz (then eighteen months old) is caught bopping to a barely recognizable recording of Prince’s “Let’s Go Crazy” in his mother’s Pennsylvanian kitchen. The twenty-nine second long video was viewed a mere twenty-eight times by family and friends before Stephanie Lenz received an email from YouTube informing her of its compliance with a Digital Millennium Copyright Act (DMCA) take-down notice issued by Universal, copyright owners of Prince’s recording (McDonald). Lenz has since filed a counterclaim against Universal and YouTube has reinstated the video. Ironically, the media exposure surrounding Lenz’s situation has led to the video being viewed 633,560 times at the time of writing. Comments associated with the video indicate a less than reverential opinion of Prince and Universal and support the fairness of using the song. On 8 Aug. 2008 a Californian District Court denied Universal’s motion to dismiss Lenz’s counterclaim. The question at the centre of the court judgment was whether copyright owners should consider “the fair use doctrine in formulating a good faith belief that use of the material in the manner complained of is not authorized by the copyright owner, its agent, or the law.” The court ultimately found in favour of Lenz and also reaffirmed the position of fair use in relation to copyright. Universal rested its argument on two key points. First, that copyright owners cannot be expected to consider fair use prior to issuing takedown notices because fair use is a defence, invoked after the act rather than a use authorized by the copyright owner or the law. Second, because the DMCA does not mention fair use, then there should be no requirement to consider it, or at the very least, it should not be considered until it is raised in legal defence.In rejecting both arguments the court accepted Lenz’s argument that fair use is an authorised use of copyrighted materials because the doctrine of fair use is embedded into the Copyright Act 1976. The court substantiated the point by emphasising the language of section 107. Although fair use is absent from the DMCA, the court reiterated that it is part of the Copyright Act and that “notwithstanding the provisions of sections 106 and 106A” a fair use “is not an infringement of copyright” (s.107, Copyright Act 1976). Overzealous rights holders frequently abuse the DMCA as a means to quash all use of copyrighted materials without considering fair use. This decision reaffirms that fair use “should not be considered a bizarre, occasionally tolerated departure from the grand conception of the copyright design” but something that it is integral to the constitution of copyright law and essential in ensuring that copyright’s goals can be fulfilled (Leval 1100). Unlicensed musical sampling has never fared well in the courtroom. Three decades of rejection and admonishment by judges culminated in Bridgeport Music, Inc., et al v. Dimension Films et al 383 F. 3d 400 (6th Cir. 2004): “Get a license or do not sample. We do not see this stifling creativity in any significant way” was the ruling on an action brought against an unlicensed use of a three-note guitar sample under section 114, an audio piracy provision. The Bridgeport decision sounded a death knell for unlicensed sampling, ensuring that only artists with sufficient capital to pay the piper could legitimately be creative with the wealth of recorded music available. The cost of licensing samples can often outweigh the creative merit of the act itself as discussed by McLeod (86) and Beaujon (25). In August 2008 the Supreme Court of New York heard EMI v. Premise Media in which EMI sought an injunction against an unlicensed fifteen second excerpt of John Lennon’s “Imagine” featured in Expelled: No Intelligence Allowed, a controversial documentary canvassing alleged chilling of intelligent design proponents in academic circles. (The family of John Lennon and EMI had previously failed to persuade a Manhattan federal court in a similar action.) The court upheld Premise Media’s arguments for fair use and rejected the Bridgeport approach on which EMI had rested its entire complaint. Justice Lowe criticised the Bridgeport court for its failure to examine the legislative intent of section 114 suggesting that courts should look to the black letter of the law rather than blindly accept propertarian arguments. This decision is of particular importance because it establishes that fair use applies to unlicensed use of sound recordings and re-establishes de minimis use.ConclusionThis paper was partly inspired by the final entry on eminent copyright scholar William Patry’s personal copyright law blog (1 Aug. 2008). A copyright lawyer for over 25 years, Patry articulated his belief that copyright law has swung too far away from its initial objectives and that balance could never be restored. The two cases presented in this paper demonstrate that fair use – and therefore balance – can be recovered in copyright. The federal Supreme Court and lower courts have stressed that copyright was intended to promote creativity and have upheld the fair doctrine, but in order for the balance to exist in copyright law, cases must come before the courts; copyright myth must be challenged. As McLeod states, “the real-world problems occur when institutions that actually have the resources to defend themselves against unwarranted or frivolous lawsuits choose to take the safe route, thus eroding fair use”(146-7). ReferencesBeaujon, Andrew. “It’s Not the Beat, It’s the Mocean.” CMJ New Music Monthly. April 1999.Collins, Steve. “Good Copy, Bad Copy: Covers, Sampling and Copyright.” M/C Journal 8.3 (2005). 26 Aug. 2008 ‹http://journal.media-culture.org.au/0507/02-collins.php›.———. “‘Property Talk’ and the Revival of Blackstonian Copyright.” M/C Journal 9.4 (2006). 26 Aug. 2008 ‹http://journal.media-culture.org.au/0609/5-collins.php›.Donaldson v. Becket 17 Cobbett Parliamentary History, col. 953.Efroni, Zohar. “Israel’s Fair Use.” The Center for Internet and Society (2008). 26 Aug. 2008 ‹http://cyberlaw.stanford.edu/node/5670›.Lange, David, and Jennifer Lange Anderson. “Copyright, Fair Use and Transformative Critical Appropriation.” Conference on the Public Domain, Duke Law School. 2001. 26 Aug. 2008 ‹http://www.law.duke.edu/pd/papers/langeand.pdf›.Lemley, Mark. “Property, Intellectual Property, and Free Riding.” Texas Law Review 83 (2005): 1031.Lessig, Lawrence. The Future of Ideas. New York: Random House, 2001.———. Free Culture. New York: Penguin, 2004.Leval, Pierre. “Toward a Fair Use Standard.” Harvard Law Review 103 (1990): 1105.McDonald, Heather. “Holden Lenz, 18 Months, versus Prince and Universal Music Group.” About.com: Music Careers 2007. 26 Aug. 2008 ‹http://musicians.about.com/b/2007/10/27/holden-lenz-18-months-versus-prince-and-universal-music-group.htm›.McLeod, Kembrew. “How Copyright Law Changed Hip Hop: An interview with Public Enemy’s Chuck D and Hank Shocklee.” Stay Free 2002. 26 Aug. 2008 ‹http://www.stayfreemagazine.org/archives/20/public_enemy.html›.———. Freedom of Expression: Overzealous Copyright Bozos and Other Enemies of Creativity. United States: Doubleday, 2005.McLuhan, Marshall, and Barrington Nevitt. Take Today: The Executive as Dropout. Ontario: Longman Canada, 1972.Metz, Cade. “Viacom Slaps YouTuber for Behaving like Viacom.” The Register 2007. 26 Aug. 2008 ‹http://www.theregister.co.uk/2007/08/30/viacom_slaps_pol/›.Negativland, ed. Fair Use: The Story of the Letter U and the Numeral 2. Concord: Seeland, 1995.Patry, William. The Fair Use Privilege in Copyright Law. Washington DC: Bureau of National Affairs, 1985.———. “End of the Blog.” The Patry Copyright Blog. 1 Aug. 2008. 27 Aug. 2008 ‹http://williampatry.blogspot.com/2008/08/end-of-blog.html›.Tapscott, Don. The Digital Economy: Promise and Peril in the Age of Networked Intelligence. New York: McGraw Hill, 1996.Toffler, Alvin. The Third Wave. London, Glasgow, Sydney, Auckland. Toronto, Johannesburg: William Collins, 1980.Travis, Hannibal. “Pirates of the Information Infrastructure: Blackstonian Copyright and the First Amendment.” Berkeley Technology Law Journal, Vol. 15 (2000), No. 777.Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York; London: New York UP, 2003.
APA, Harvard, Vancouver, ISO, and other styles
38

Busse, Kristina, and Shannon Farley. "Remixing the Remix: Fannish Appropriation and the Limits of Unauthorised Use." M/C Journal 16, no. 4 (August 11, 2013). http://dx.doi.org/10.5204/mcj.659.

Full text
Abstract:
In August 2006 the LiveJournal (hereafter LJ) community sga_flashfic posted its bimonthly challenge: a “Mission Report” challenge. Challenge communities are fandom-specific sites where moderators pick a theme or prompt to which writers respond and then post their specific fan works. The terms of this challenge were to encourage participants to invent a new mission and create a piece of fan fiction in the form of a mission report from the point of view of the Stargate Atlantis team of explorers. As an alternative possibility, and this is where the trouble started, the challenge also allowed to “take another author’s story and write a report” of its mission. Moderator Cesperanza then explained, “if you choose to write a mission report of somebody else’s story, we’ll ask you to credit them, but we won’t require you to ask their permission” (sga_flashfic LJ, 21 Aug. 2006, emphasis added). Whereas most announcement posts would only gather a few comments, this reached more than a hundred responses within hours, mostly complaints. Even though the community administrators quickly backtracked and posted a revision of the challenge not 12 hours later, the fannish LiveJournal sphere debated the challenge for days, reaching far beyond the specific fandom of Stargate Atlantis to discuss the ethical questions surrounding fannish appropriation and remix. At the center of the debate were the last eight words: “we won’t require you to ask their permission.” By encouraging fans to effectively write fan fiction of fan fiction and by not requiring permission, the moderators had violated an unwritten norm within this fannish community. Like all fan communities, western media fans have developed internal rules covering everything from what to include in a story header to how long to include a spoiler warning following aired episodes (for a definition and overview of western media fandom, see Coppa). In this example, the mods violated the fannish prohibition against the borrowing of original characters, settings, plot points, or narrative structures from other fan writers without permission—even though as fan fiction, the source of the inspiration engages in such borrowing itself. These kinds of normative rules can be altered, of course, but any change requires long and involved discussions. In this essay, we look at various debates that showcase how this fan community—media fandom on LiveJournal—creates and enforces but also discusses and changes its normative behavior. Fan fiction authors’ desire to prevent their work from being remixed may seem hypocritical, but we argue that underlying these conversations are complex negotiations of online privacy and control, affective aesthetics, and the value of fan labor. This is not to say that all fan communities address issues of remixing in the same way media fandom at this point in time did nor to suggest that they should; rather, we want to highlight a specific community’s internal ethics, the fervor with which members defend their rules, and the complex arguments that evolve from all sides when rules are questioned. Moreover, we suggest that these conversations offer insight into the specific relation many fan writers have to their stories and how it may differ from a more universal authorial affect. In order to fully understand the underlying motivations and the community ethos that spawned the sga_flashfic debates, we first want to differentiate between forms of unauthorised (re)uses and the legal, moral, and artistic concerns they create. Only with a clear definition of copyright infringement and plagiarism, as well as a clear understanding of who is affected (and in what ways) in any of these cases, can we fully understand the social and moral intersection of fan remixing of fan fiction. Only when sidestepping the legal and economic concerns surrounding remix can we focus on the ethical intricacies between copyright holders and fan writers and, more importantly, within fan communities. Fan communities differ greatly over time, between fandoms, and even depending on their central social interfaces (such as con-based zines, email-based listservs, journal-based online communities, etc.), and as a result they also develop a diverse range of internal community rules (Busse and Hellekson, “Works”; Busker). Much strife is caused when different traditions and their associated mores intersect. We’d argue, however, that the issues in the case of the Stargate Atlantis Remix Challenge were less the confrontation of different communities and more the slowly changing attitudes within one. In fact, looking at media fandom today, we may already be seeing changed attitudes—even as the debates continue over remix permission and unauthorised use. Why Remixes Are Not Copyright Infringement In discussing the limits of unauthorised use, it is important to distinguish plagiarism and copyright violation from forms of remix. While we are more concerned with the ethical issues surrounding plagiarism, we want to briefly address copyright infringement, simply because it often gets mixed into the ethics of remixes. Copyright is strictly defined as a matter of law; in many of the online debates in media fandom, it is often further restricted to U.S. Law, because a large number of the source texts are owned by U.S. companies. According to the U.S. Constitution (Article I, Section 8), Congress has the power to secure an “exclusive Right” “for limited Times.” Given that intellectual property rights have to be granted and are limited, legal scholars read this statute as a delicate balance between offering authors exclusive rights and allowing the public to flourish by building on these works. Over the years, however, intellectual property rights have been expanded and increased at the expense of the public commons (Lessig, Boyle). The main exception to this exclusive right is the concept of “fair use,” defined as use “for purposes such as criticism, comment, news reporting, teaching..., scholarship, or research” (§107). Case law circumscribes the limits of fair use, distinguishing works that are merely “derivative” from those that are “transformative” and thus add value (Chander and Sunder, Fiesler, Katyal, McCardle, Tushnet). The legal status of fan fiction remains undefined without a specific case that would test the fair use doctrine in regards to fan fiction, yet fair use and fan fiction advocates argue that fan fiction should be understood as eminently transformative and thus protected under fair use. The nonprofit fan advocacy group, the Organization for Transformative Works, in fact makes clear its position by including the legal term in their name, reflecting a changing understanding of both fans and scholars. Why Remixes Are Not Plagiarism Whereas copyright infringement is a legal concept that punishes violations between fan writers and commercial copyright holders, plagiarism instead is defined by the norms of the audience for which a piece is written: definitions of plagiarism thus differ from academic to journalist to literary contexts. Within fandom one of the most blatant (and most easily detectable) forms of plagiarism is when a fan copies another work wholesale and publishes it under their own name, either within the same fandom or by simply searching and replacing names to make it fit another fandom. Other times, fan writers may take selections of published pro or fan fiction and insert them into their works. Within fandom accusations of plagiarism are taken seriously, and fandom as a whole polices itself with regards to plagiarism: the LiveJournal community stop_plagiarism, for example, was created in 2005 specifically to report and pursue accusations of plagiarism within fandom. The community keeps a list of known plagiarisers that include the names of over 100 fan writers. Fan fiction plagiarism can only be determined on a case-by-case basis—and fans remain hypervigilant simply because they are all too often falsely accused as merely plagiarising when instead they are interpreting, translating, and transforming. There is another form of fannish offense that does not actually constitute plagiarism but is closely connected to it, namely the wholesale reposting of stories with attributions intact. This practice is frowned upon for two main reasons. Writers like to maintain at least some control over their works, often deriving from anxieties over being able to delete one’s digital footprint if desired or necessary. Archiving stories without authorial permission strips authors of this ability. More importantly, media fandom is a gift economy, in which labor is not reimbursed economically but rather rewarded with feedback (such as comments and kudos) and the growth of a writer’s reputation (Hellekson, Scott). Hosting a story in a place where readers cannot easily give thanks and feedback to the author, the rewards for the writer’s fan labor are effectively taken from her. Reposting thus removes the story from the fannish gift exchange—or, worse, inserts the archivist in lieu of the author as the recipient of thanks and comments. Unauthorised reposting is not plagiarism, as the author’s name remains attached, but it tends to go against fannish mores nonetheless as it deprives the writer of her “payment” of feedback and recognition. When Copyright Holders Object to Fan Fiction A small group of professional authors vocally proclaim fan fiction as unethical, illegal, or both. In her “Fan Fiction Rant” Robin Hobbs declares that “Fan fiction is to writing what a cake mix is to gourmet cooking” and then calls it outright theft: “Fan fiction is like any other form of identity theft. It injures the name of the party whose identity is stolen.” Anne Rice shares her feelings about fan fiction on her web site with a permanent message: “I do not allow fan fiction. The characters are copyrighted. It upsets me terribly to even think about fan fiction with my characters. I advise my readers to write your own original stories with your own characters. It is absolutely essential that you respect my wishes.” Diana Gabaldon calls fan fiction immoral and describes, “it makes me want to barf whenever I’ve inadvertently encountered some of it involving my characters.” Moreover, in a move shared by other anti-fan fiction writers, she compares her characters to family members: “I wouldn’t like people writing sex fantasies for public consumption about me or members of my family—why would I be all right with them doing it to the intimate creations of my imagination and personality?” George R.R. Martin similarly evokes familial intimacy when he writes, “My characters are my children, I have been heard to say. I don’t want people making off with them.” What is interesting in these—and other authors’—articulations of why they disapprove of fan fiction of their works is that their strongest and ultimate argument is neither legal nor economic reasoning but an emotional plea: being a good fan means coloring within the lines laid out by the initial creator, putting one’s toys back exactly as one found them, and never ever getting creative or transformative with them. Many fan fiction writers respect these wishes and do not write in book fandoms where the authors have expressed their desires clearly. Sometimes entire archives respect an author’s desires: fanfiction.net, the largest repository of fic online, removed all stories based on Rice’s work and does not allow any new ones to be posted. However, fandom is a heterogeneous culture with no centralised authority, and it is not difficult to find fic based on Rice’s characters and settings if one knows where to look. Most of these debates are restricted to book fandoms, likely for two reasons: (1) film and TV fan fiction alters the medium, so that there is no possibility that the two works might be mistaken for one another; and (2) film and TV authorship tends to be collaborative and thus lowers the individual sense of ownership (Mann, Sellors). How Fannish Remixes Are like Fan Fiction Most fan fiction writers strongly dismiss accusations of plagiarism and theft, two accusations that all too easily are raised against fan fiction and yet, as we have shown, such accusations actually misdefine terms. Fans extensively debate the artistic values of fan fiction, often drawing from classical literary discussions and examples. Clearly echoing Wilde’s creed that “there is no such thing as a moral or immoral book,” Kalichan, for example, argues in one LJ conversation that “whenever I hear about writers asserting that other writing is immoral, I become violently ill. Aside from this, morality & legality are far from necessarily connected. Lots of things are immoral and legal, illegal and moral and so on, in every permutation imaginable, so let’s just not confuse the two, shall we” (Kalichan LJ, 3 May 2010). Aja Romano concludes an epic list of remixed works ranging from the Aeneid to The Wind Done Gone, from All’s Well That Ends Well to Wicked with a passionate appeal to authors objecting to fan fiction: the story is not defined by the barriers you place around it. The moment you gave it to us, those walls broke. You may hate the fact people are imagining more to your story than what you put there. But if I were you, I’d be grateful that I got the chance to create a story that has a culture around it, a story that people want to keep talking about, reworking, remixing, living in, fantasizing about, thinking about, writing about. (Bookshop LJ, 3 May 2010)Many fan writers view their own remixes as part of a larger cultural movement that appropriates found objects and culturally relevant materials to create new things, much like larger twentieth century movements that include Dada and Pop Art, as well as feminist and postcolonial challenges to the literary canon. Finally, fan fiction partakes in 21st century ideas of social anarchy to create a cultural creative commons of openly shared ideas. Fan Cupidsbow describes strong parallels and cross-connection between all sorts of different movements, from Warhol to opensource, DeviantArt to AMV, fanfiction to mashups, sampling to critique and review. All these things are about how people are interacting with technology every day, and not just digital technology, but pens and paper and clothes and food fusions and everything else. (Cupidsbow LJ, 20 May 2009) Legally, of course, these reuses of collectively shared materials are often treated quite differently, which is why fan fiction advocates often maintain that all remixes be treated equally—regardless of whether their source text is film, TV, literature, or fan fiction. The Archive of Our Own, a project of the Organization for Transformative Works, for example, does not distinguish in its Content and Abuse Policy section between commercial and fan works in regard to plagiarism and copyright. Returning to the initial case of the Stargate Atlantis Mission Report Challenge, we can thus see how the moderator clearly positions herself within a framework that considers all remixes equally remixable. Even after changing the guidelines to require permission for the remixing of existing fan stories, moderator Cesperanza notes that she “remain[s] philosophically committed to the idea that people have the right to make art based on other art provided that due credit is given the original artist” (sga_flashfic LJ, 21 Aug. 2006). Indeed, other fans agree with her position in the ensuing discussions, drawing attention to the hypocrisy of demanding different rules for what appears to be the exact same actions: “So explain to me how you can defend fanfiction as legitimate derivative work if it’s based on one type of source material (professional writing or TV shows), yet decry it as ‘stealing’ and plagiarism if it’s based on another type of source material (fanfiction)” (Marythefan LJ, 21 Aug. 2006). Many fans assert that all remixes should be tolerated by the creators of their respective source texts—be they pro or fan. Fans expect Rowling to be accepting of Harry Potter’s underage romance with a nice and insecure Severus Snape, and they expect Matthew Weiner to be accepting of stories that kill off Don Draper and have his (ex)wives join a commune together. So fans should equally accept fan fiction that presents the grand love of Rodney McKay and John Sheppard, the most popular non-canonical fan fiction pairing on Stargate Atlantis, to be transformed into an abusive and manipulative relationship or rewritten with one of them dying tragically. Lydiabell, for example, argues that “there’s [no]thing wrong with creating a piece of art that uses elements of another work to create something new, always assuming that proper credit is given to the original... even if your interpretation is at odds with everything the original artist wanted to convey” (Lydiabell LJ, 22 Aug. 2006). Transforming works can often move them into territory that is critical of the source text, mocks the source text, rearranges relationships, and alters characterisations. It is here that we reach the central issue of this article: many fans indeed do view intrafandom interactions as fundamentally different to their interactions with professional authors or commercial entertainment companies. While everyone agrees that there are no legal, economic, or even ultimately moral arguments to be made against remixing fan fiction (because any such argument would nullify the fan’s right to create their fan fiction in the first place), the discourses against open remixing tend to revolve around community norms, politeness, and respect. How Fannish Remixes Are Not like Fan Fiction At the heart of the debate lie issues of community norms: taking another fan’s stories as the basis for one’s own fiction is regarded as a violation of manners, at least the way certain sections of the community define them. This, in fact, is not unlike the way many fan academics engage with fandom research. While it may be perfectly legal to directly cite fans’ blog posts, and while it may even be in compliance with institutional ethical research requirements (such as Internal Review Boards at U.S. universities), the academic fan writing about her own community may indeed choose to take extra precautions to protect herself and that community. As Kristina Busse and Karen Hellekson have argued, fan studies often exists at the intersection of language and social studies, and thus written text may simultaneously be treated as artistic works and as utterances by human subjects (“Identity”). In this essay (and elsewhere), we thus limit direct linking into fannish spaces, instead giving site, date, and author, and we have consent from all fans we cite in this essay. The community of fans who write fic in a particular fandom is relatively small, and most of them are familiar with each other, or can trace a connection via one or two degrees of separation only. While writing fan fiction about Harry Potter may influence the way you and your particular circle of friends interpret the novels, it is unlikely to affect the overall reception of the work. During the remix debate, fan no_pseud articulates the differing power dynamic: When someone bases fanfic on another piece of fanfic, the balance of power in the relationship between the two things is completely different to the relationship between a piece of fanfic and the canon source. The two stories have exactly equal authority, exactly equal validity, exactly equal ‘reality’ in fandom. (nopseud LJ, 21 Aug. 2006) Within fandom, there are few stories that have the kind of reach that professional fiction does, and it is just as likely that a fan will come across an unauthorised remix of a piece of fan fiction as the original piece itself. In that way, the reception of fan fiction is more fragile, and fans are justifiably anxious about it. In a recent conversation about proper etiquette within Glee fandom, fan writer flaming_muse articulates her reasons for expecting different behavior from fandom writers who borrow ideas from each other: But there’s a huge difference between fanfic of media and fanfic of other fanfic authors. Part of it is a question of the relationship of the author to the source material … but part of it is just about not hurting or diminishing the other creative people around you. We aren’t hurting Glee by writing fic in their ‘verse; we are hurting other people if we write fanfic of fanfic. We’re taking away what’s special about their particular stories and all of the work they put into them. (Stoney321 LJ, 12 Feb. 2012)Flaming_muse brings together several concepts but underlying all is a sense of community. Thus she equates remixing within the community without permission as a violation of fannish etiquette. The sense of community also plays a role in another reason given by fans who prefer permission, which is the actual ease of getting it. Many fandoms are fairly small communities, which makes it more possible to ask for permission before doing a translation, adaptation, or other kind of rewrite of another person’s fic. Often a fan may have already given feedback to the story or shared some form of conversation with the writer, so that requesting permission seems fairly innocuous. Moreover, fandom is a community based on the economy of gifting and sharing (Hellekson), so that etiquette becomes that much more important. Unlike pro authors who are financially reimbursed for their works, feedback is effectively a fan writer’s only payment. Getting comments, kudos, or recommendations for their stories are ways in which readers reward and thank the writers for their work. Many fans feel that a gift economy functions only through the goodwill of all its participants, which remixing without permission violates. How Fan Writing May Differ From Pro Writing Fans have a different emotional investment in their creations, only partially connected to writing solely for love (as opposed to professional writers who may write for love but also write for their livelihood in the best-case scenarios). One fan, who writes both pro and fan fiction, describes her more distanced emotional involvement with her professional writing as follows, When I’m writing for money, I limit my emotional investment in the material I produce. Ultimately what I am producing does not belong to me. Someone else is buying it and I am serving their needs, not my own. (St_Crispins LJ, 27 Aug. 2006)The sense of writing for oneself as part of a community also comes through in a comment by pro and fan writer Matociquala, who describes the specificity and often quite limited audience of fan fiction as follows: Fanfiction is written in the expectation of being enjoyed in an open membership but tight-knit community, and the writer has an expectation of being included in the enjoyment and discussion. It is the difference, in other words, between throwing a fair on the high road, and a party in a back yard. Sure, you might be able to see what’s going on from the street, but you’re expected not to stare. (Matociquala LJ, 18 May 2006)What we find important here is the way both writers seem to suggest that fan fiction allows for a greater intimacy and immediacy on the whole. So while not all writers write to fulfill (their own or other’s) emotional and narrative desires, this seems to be more acceptable in fan fiction. Intimacy, i.e., the emotional and, often sexual, openness and vulnerability readers and writers exhibit in the stories and surrounding interaction, can thus constitute a central aspect for readers and writers alike. Again, none of these aspects are particular to fan fiction alone, but, unlike in much other writing, they are such a central component that the stories divorced from their context—textual, social, and emotional—may not be fully comprehensible. In a discussion several years ago, Ellen Fremedon coined the term Id Vortex, by which she refers to that very tailored and customised writing that caters to the writers’ and/or readers’ kinks, that creates stories that not only move us emotionally because we already care about the characters but also because it uses tropes, characterisations, and scenes that appeal very viscerally: In fandom, we’ve all got this agreement to just suspend shame. I mean, a lot of what we write is masturbation material, and we all know it, and so we can’t really pretend that we’re only trying to write for our readers’ most rarefied sensibilities, you know? We all know right where the Id Vortex is, and we have this agreement to approach it with caution, but without any shame at all. (Ellen Fremedon LJ, 2 Dec. 2004)Writing stories for a particular sexual kink may be the most obvious way fans tailor stories to their own (or others’) desires, but in general, fan stories often seem to be more immediate, more intimate, more revealing than most published writing. This attachment is only strengthened by fans’ immense emotional attachment to the characters, as they may spend years if not decades rewatching their show, discussing all its details, and reading and writing stories upon stories. From Community to Commons These norms and mores continue to evolve as fannish activity becomes more and more visible to the mainstream, and new generations of fans enter fandom within a culture where media is increasingly spreadable across social networks and all fannish activity is collectively described and recognised as “fandom” (Jenkins, Ford, and Green). The default mode of the mainstream often treats “found” material as disseminable, and interfaces encourage such engagement by inviting users to “share” on their collection of social networks. As a result, many new fans see remixing as not only part of their fannish right, but engage in their activity on platforms that make sharing with or without attribution both increasingly easy and normative. Tumblr is the most recent and obvious example of a platform in which reblogging other users’ posts, with or without commentary, is the normative mode. Instead of (or in addition to) uploading one’s story to an archive, a fan writer might post it on Tumblr and consider reblogs as another form of feedback. In fact, our case study and its associated differentiation of legal, moral, and artistic justifications for and against remixing fan works, may indeed be an historical artifact in its own right: media fandom as a small and well-defined community of fans with a common interest and a shared history is the exception rather than the norm in today’s fan culture. When access to stories and other fans required personal initiation, it was easy to teach and enforce a community ethos. Now, however, fan fiction tops Google searches for strings that include both Harry and Draco or Spock and Uhura, and fan art is readily reblogged by sites for shows ranging from MTV’s Teen Wolf to NBC’s Hannibal. Our essay thus must be understood as a brief glimpse into the internal debates of media fans at a particular historical juncture: showcasing not only the clear separation media fan writers make between professional and fan works, but also the strong ethos that online communities can hold and defend—if only for a little while. References Boyle, James. The Public Domain: Enclosing the Commons of the Mind. Ithaca: Yale University Press, 2008. Busker, Rebecca Lucy. “On Symposia: LiveJournal and the Shape of Fannish Discourse.” Transformative Works and Cultures 1 (2008). http://journal.transformativeworks.org/index.php/twc/article/view/49. Busse, Kristina, and Karen Hellekson. “Work in Progress.” In Karen Hellekson and Kristina Busse, eds., Fan Fiction and Fan Communities in the Age of the Internet: New Essays. Jefferson, N.C.: McFarland, 2006. 5–40. Busse, Kristina, and Karen Hellekson. “Identity, Ethics, and Fan Privacy.” In Katherine Larsen and Lynn Zubernis, eds., Fan Culture: Theory/Practice. Newcastle upon Tyne: Cambridge Scholars Publishing, 2012. 38-56. Chander, Anupam, and Madhavi Sunder. “Everyone’s a Superhero: A Cultural Theory of ‘Mary Sue’ Fan Fiction as Fair Use.” California Law Review 95 (2007): 597-626. Coppa, Francesca. “A Brief History of Media Fandom.” In Karen Hellekson and Kristina Busse, eds., Fan Fiction and Fan Communities in the Age of the Internet: New Essays. Jefferson, N.C.: McFarland, 2006. 41–59. Fiesler, Casey. “Everything I Need to Know I Learned from Fandom: How Existing Social Norms Can Help Shape the Next Generation of User-Generated Content.” Vanderbilt Journal of Entertainment and Technology Law 10 (2008): 729-62. Gabaldon, Diana. “Fan Fiction and Moral Conundrums.” Voyages of the Artemis. Blog. 3 May 2010. 7 May 2010 http://voyagesoftheartemis.blogspot.com/2010/05/fan-fiction-and-moral-conundrums.html. Hellekson, Karen. “A Fannish Field of Value: Online Fan Gift Culture.” Cinema Journal 48.4 (2009): 113–18. Hobbs, Robin. “The Fan Fiction Rant.” Robin Hobb’s Home. 2005. 14 May 2006 http://www.robinhobb.com/rant.html. Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Networked Culture. New York: New York University Press, 2013. Katyal, Sonia. “Performance, Property, and the Slashing of Gender in Fan Fiction.” Journal of Gender, Social Policy, and the Law 14 (2006): 463-518. Lessig, Lawrence. Remix: Making Art and Commerce Thrive in a Hybrid Economy. New York: Penguin, 2008. Mann, Denise. “It’s Not TV, It’s Brand Management.” In Vicki Mayer, Miranda Banks, and John Thornton Caldwell, eds., Production Studies: Cultural Studies of Media Industries. New York: Routledge, 2009. 99-114. Martin, George R.R. “Someone is Angry on the Internet.” LiveJournal. 7 May 2010. 15 May 2013. http://grrm.livejournal.com/151914.html. McCardle, Meredith. “Fandom, Fan Fiction and Fanfare: What’s All the Fuss?” Boston University Journal of Science and Technology Law 9 (2003): 443-68. Rice, Anne. “Important Message From Anne on ‘Fan Fiction’.” n.d. 15 May 2013. http://www.annerice.com/readerinteraction-messagestofans.html. Scott, Suzanne. “Repackaging Fan Culture: The Regifting Economy of Ancillary Content Models.” Transformative Works and Cultures 3 (2009). http://dx.doi.org/10.3983/twc.2009.0150. Sellors, C. Paul. Film Authorship: Auteurs and Other Myths. London: Wallflower, 2010. Tushnet, Rebecca. “Copyright Law, Fan Practices, and the Rights of the Author.” In Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington, eds., Fandom: Identities and Communities in a Mediated World. New York: New York University Press, 2007. 60-71.
APA, Harvard, Vancouver, ISO, and other styles
39

Chin, Bertha. "Locating Anti-Fandom in Extratextual Mash-Ups." M/C Journal 16, no. 4 (August 12, 2013). http://dx.doi.org/10.5204/mcj.684.

Full text
Abstract:
Fan cultural production, be it in the form of fan fiction, art or videos are often celebrated in fan studies as evidence of fan creativity, fans’ skills in adopting technology and their expert knowledge of the texts. As Jenkins argues, “the pleasure of the form centers on the fascination in watching familiar images wrenched free from their previous contexts and assigned alternative meanings” (227). However, can fan mash-up videos can also offer an alternative view, not of one’s fandom, but of anti-fandom? Fan pleasure is often seen as declaring love for a text through juxtaposing images to sound in a mash-up video, but this paper will argue that it can also demonstrate hate. Specifically, can these videos affirm anti-fandom readings of a particular text, when clips from two (or more) different texts, seemingly of the same genre and targeting the same demographics, are edited together to offer an alternative story? In 2009, a video entitled Buffy vs Edward: Twilight Remixed (hereafter BvE) (See Video 1) was uploaded to YouTube, juxtaposing clips from across the seven series of Buffy, the Vampire Slayer and the first film of the Twilight series. Twilight is a series of novels written by Stephenie Meyer which was adapted into a successful series of five films between the period of 2008 and 2012. Its vampire-centric romance story has resulted in numerous comparisons to, among others, the cult and popular television series, Buffy the Vampire Slayer (hereafter Buffy) created by Joss Whedon, which aired from 1997 to 2003. In BvE, which has over three million views to date and reportedly has been translated into thirty different languages, Jonathan McIntosh, the video’s creator, “changes Edward Cullen from a smouldering, sparkly antihero into a self-obsessed stalker who's prone to throwing tantrums. Buffy Summers reacts to him with disdain and dwindling patience, assertively rebuking his every self-indulgence” (Leduc). By editing together clips from two texts seemingly of the same genre and targeting the same demographics, this video affirms an anti-fandom reading of Twilight. Video 1: Buffy vs Edward: Twilight RemixedOn the first viewing of the video, I was struck by how accurately it portrayed my own misgivings about Twilight, and by how I had wished Bella Swan was more like Buffy Summers and been a positive role model for girls and women. The content of the video mash-up—along with fan reactions to it—suggests and perpetuates an anti-fandom reading of Twilight via Buffy, by positioning the latter as a text with higher cultural value, in terms of its influence and representations of female characters. As McIntosh himself clarifies in an interview, “the audience is not supposed to go “Oh, see how TV is stupid?” They’re supposed to go “Oh, see how Buffy was awesome!”” (ikat381). As such, the BvE mash-up can be read, not just as a criticism of popular commercial texts, but also as an anti-fan production. Much work surrounding fan culture extrapolates on fans’ love for a text, but I’d like to propose that mash-ups such as BvE reaffirms anti-fandom readings of derided texts via another that is deemed—and presented—as culturally more valuable. In this essay, BvE will be used as an example of how anti-fandom productions can reinforce the audience’s opinion of a despised text. When BvE first launched, it was circulated widely among Buffy fandom, and the narrative of the mash-up, and its implications were debated rather fiercely on Whedonesque.com [http://whedonesque.com/comments/20883], one of the main sites for Joss Whedon’s fandom. Comparisons between the two texts, despite existing in different mediums (film vs. television), were common among general media—some survey respondents reveal they were persuaded to read the books or watch the first film by its assumed similarities to Buffy— as both feature somewhat similar storylines on the surface: a young, teenaged (human) girl falling in love with a vampire, and were presumably aimed at the same demographics of teenaged and college-aged girls. The similarities seem to end there though, for while Buffy is often hailed as a feminist text, Twilight is dismissed as anti-feminist, down to its apparently rabid and overly-emotional (female) fanbase. As one Buffy fan on Whedonesque clarifies: Buffy was more real than Bella ever thought of being. Buffy was flawed, made mistakes, bad decisions and we never saw her sort out a healthy romantic relationship but she was still a tremendous role model not for just teen girl but teen boys as well. […] Bella's big claim to fame seems to be she didn't sleep with her boyfriend before marriage but that was his choice, not hers. BvE appears to reflect the above comparison, as McIntosh justifies the video as “a pro-feminist visual critique of Edward’s character and generally creepy behaviour”—essentially a problem that Buffy, as a vampire slayer and a feminist icon can solve (for the greater good). For the purpose of this paper, I was interested to see if those who are active in fandom in general are aware of the BvE video, and if it informs or reaffirms their anti-fandom views of Twilight. Methodology A short online survey was devised with this in mind and a link to the survey was provided via Twitter (the link was retweeted 27 times), with the explanation that it is on Twilight anti-fandom and the BvE mash-up video. It was further shared on Facebook, by friends and peers. At the same time, I also requested for the link to be posted by the administrators of Whedonesque.com. Despite the posting at Whedonesque, the survey was not particularly aimed at Buffy fans, but rather fans in general who are familiar with both texts. The survey received 419 responses in the span of 24 hours, suggesting that the topic of (Twilight) anti-fandom is one that fans—or anti-fans—are passionately engaged with. Out of the 419 responses, 357 people have seen BvE, and 208 have read the book(s) and/or saw the film(s). The other 211 respondents came into contact with Twilight through paratexts, “semi-textual fragments that surround and position the work” (Gray New 72), such as trailers, word-of-mouth and news outlets. Anti-Fandom, Twilight, and the Buffy vs Edward Mash-Up Fan studies have given us insights into the world of fandom, informing us about the texts that fans love, what fans do with those texts and characters, and how fans interact with one another within the context of fandom. As Henry Jenkins explains: Fan culture finds that utopian dimension within popular culture a site for constructing an alternative culture. Its society is responsive to the needs that draw its members to commercial entertainment, most especially the desire for affiliation, friendship, community (282). Fan studies has obviously progressed from Jenkins’s initial observations as fan scholars subsequently proceed to complicate and augment the field. However, many gaps and silences remain to be filled: Hills (2002) […] argued that fandom is ‘not a thing that can be picked over analytically’ (pp. xi-xii) and separated into neat categories, but is a performative, psychological action that differs according to person, fandom, and generation (Sheffield and Merlo 209). In a 2003 article, Jonathan Gray reflects that in fan scholars’ enthusiasm to present the many interesting facets of fan culture, “reception studies are distorting our understanding of the text, the consumer and the interaction between them” (New Audiences 68). So while there is the friendship, affiliation and sense of community where fans share their mutual affection for their favourite texts and characters, there are also those who engage critically with the texts that they dislike. Gray identifies them as the anti-fans, arguing that these anti-fans are not “against fandom per se, […] but they strongly dislike a given text or genre, considering it inane, stupid, morally bankrupt and/or aesthetic drivel” (New New Audiences 70). Most anti-fans’ encounter with their hated text will not merely be through the text itself, but also through its surrounding paratexts, such as trailers and press articles. These paratextual pieces inform the anti-fan about the text, as much as the original text itself, and together they add to the formation of the anti-fannish identity: Rather than engaging the text directly, […] anti-fans often respond to a “text” they construct from paratextual fragments such as news coverage or word-of-mouth, reading, watching, and learning all they can about a show, book, or person in order to better understand and criticize the text (and, very often, its fans) (Sheffield and Merlo 209). Media attention directed at the Twilight franchise, as well as the attention Twilight fans receive has made it a popular subject in both fan and anti-fan studies. Dan Haggard, in a 2010 online posting, commented on the fascinating position of Twilight fans in popular culture: The Twilight fan is interesting because of reports (however well substantiated) of a degree of extremism that goes beyond what is acceptable, even when considered from a perspective relative to standard fan obsession. The point here is not so much whether Twilight fans are any more extreme than standard fans, but that there is a perception that they are so. (qtd. in Pinkowitz) Twilight fans are more often than not, described as “rabid” and “frenzied” (Click), particularly by the media. This is, of course, in total opposition to the identity of the fan as effective consumer or productive (free) labourer, which scholars like Baym and Burnett, for example, have observed. The anti-fandom in this case seems to go beyond the original text (both the books and the film franchises), extending to the fans themselves. Pinkowitz explains that the anti-fans she examined resent the success Twilight has amassed as they consider the books to be poorly written and they “strongly dislike the popular belief that the Twilight books are good literature and that they deserve the fanaticism its rabid fans demonstrate”. Some survey respondents share this view, criticising that the “writing is horrible”, the books have “awful prose” and “melodramatic characterisations”. Sheffield and Merlo demonstrate that the “most visible Twilight anti-fan behaviors are those that mock or “snark” about the “rabid” Twilight fans, who they argue, “give other fans a bad name”” (210). However, BvE presents another text with which Twilight can be compared to in the form of Buffy. As one survey respondent explains: Bella is a weak character who lacks agency. She lacks the wit, will-power, and determination that makes Buffy such a fun character. […] She is a huge step back especially compared to Buffy, but also compared to almost any modern heroine. Paul Booth argues that for mash-ups, or remixes, to work, as audiences, we are expected to understand—and identify—the texts that are referenced, even if they may be out of context: “we as audiences must be knowledgeable about both sources, as well as the convergence of them, in order to make sense of the final product”. Survey respondents have commented that the mash-up was “more about pleasing Buffy fans”, and that it was “created with an agenda, by someone who hates Twilight and loves Buffy,” which gives “a biased introduction to Buffy”. On the other hand, others have commented that the mash-up “makes [Twilight] seem better than it actually is”, and that it “reinforced [their] perceptions” of Twilight as a weaker text. Booth also suggests that mash-ups create new understandings of taste, of which I would argue that is reinforced through BvE, which McIntosh describes as a “metaphor for the ongoing battle between two opposing visions of gender roles in the 21st century”. In fact, many of the survey respondents share McIntosh’s view, criticising Twilight as an anti-feminist text that, for all its supposed cultural influence, is sending a dangerous message to young girls who are the target demographic of the franchise. As they reflect: It bothers me that so many people (and especially women) love and embrace the story, when at its crux it is about a woman trying to choose between two men. Neither men are particularly good/safe for her, but the book romanticizes the possible violence toward Bella. The idea that Bella is nothing without Edward, that her entire life is defined by this man. She gives up her life—literally—to be with him. It is unhealthy and obsessive. It also implies to women that stalking behaviour like Edward's is romantic rather than illegal. I think what bothers me the most is how Meyers presents an abusive relationship where the old guy (but he's sparkly and pretty, so it's ok) in question stalks the heroine, has her kidnapped, and physically prevents her from seeing whom she wants to see is portrayed as love. In a good way. These testimonials show that fans take a moral stand towards Twilight’s representation of women, specifically Bella Swan. Twilight acts in counterpoint to a text like Buffy, which is critically acclaimed and have been lauded for its feminist representation (the idea that a young, petite girl has the power to fight vampires and other supernatural creatures). The fact that Buffy is a chronological older text makes some fans lament that the girl-power and empowerment that was showcased in the 1990s has now regressed down to the personification of Bella Swan. Gray argues that anti-fandom is also about expectations of quality and value: “of what a text should be like, of what is a waste of media time and space, of what morality or aesthetics texts should adopt, and of what we would like to see others watch or read” (New 73). This notion of taste, and cultural value comes through again as respondents who are fans of Buffy testify: It's not very well-written. I strongly dislike the weak parallels one could draw between the two. Yes Angel and Spike went through a creepy stalking phase with Buffy, and yes for a while there was some romantic triangle action but there was so much more going on. […] My biggest issue is with Bella's characterization. She has flaws and desires but she is basically a whiney, mopey blob. She is a huge step back especially compared to Buffy, but also compared to almost any modern heroine. There is tremendous richness in Buffy—themes are more literate, historically allusive and psychologically deeper than boy-meets-girl, girl submits, boy is tamed. Edward Cullen is white-faced and blank; Spike and Angel are white-faced and shadowed, hollowed, sculpted—occasionally tortured. Twilight invites teen girls to project their desires; Spike and Angel have qualities which are discovered. Buffy the character grows and evolves. Her environment changes as she experiences the world around her. Decisions that she made in high school were re-visited years later, and based on her past experiences, she makes different choices. Bella, however, loses nothing. There's no consequence to her being turned. There's no growth to her character. The final act in the mash-up video, of Buffy slaying Edward can be seen as a re-empowerment for those who do not share the same love for Twilight as its fans do. In the follow-up to his 2003 article that launched the concept of anti-fandom, Gray argues that: Hate or dislike of a text can be just as powerful as can a strong and admiring, affective relationship with a text, and they can produce just as much activity, identification, meaning, and “effects” or serve just as powerfully to unite and sustain a community or subculture (Antifandom 841). Conclusion The video mash-up, in this case, can be read as an anti-fandom reading of Twilight via Buffy, in which the superiority of Buffy as a text is repeatedly reinforced. When asked if the mash-up video would encourage the survey respondents to consider watching Twilight (if they have not before), the respondents’ answers range from a repeated mantra of “No”, to “It makes me want to burn every copy”, to “Not unless it is to mock, or for the purpose of a drinking game”. Not merely resorting to mocking, what McIntosh’s mash-up video has given Twilight anti-fans is yet another paratextual fragment with which to read the text (as in, Edward Cullen is creepy and controlling, therefore he deserves to be slayed, as should have happened if he was in the Buffy universe instead of Twilight). In other words, what I am suggesting here is that anti-fandom can be enforced through the careful framing of a mash-up video, such as that of the Buffy vs Edward: Twilight Remixed mash-up, where the text considered more culturally valuable is used to read and comment on the one considered less valuable. References Baym, Nancy, and Robert Burnett. Amateur Experts: International Fan Labour in Swedish Independent Music. Copenhagen, Denmark, 2008. Booth, Paul. “Mashup as Temporal Amalgam: Time, Taste, and Textuality.” Transformative Works and Cultures 9 (2012): n. pag. 3 Apr. 2013 < http://journal.transformativeworks.org/index.php/twc/article/view/297/285 >. Click, Melissa. “‘Rabid’, ‘Obsessed’, and ‘Frenzied’: Understanding Twilight Fangirls and the Gendered Politics of Fandom.” Flow 11.4 (2009): n. pag. 18 June 2013 < http://flowtv.org/2009/12/rabid-obsessed-and-frenzied-understanding-twilight-fangirls-and-the-gendered-politics-of-fandom-melissa-click-university-of-missouri/ >. Gray, Jonathan. “Antifandom and the Moral Text: Television without Pity and Textual Dislike.” American Behavioral Scientist 48 (2005): 840–858. ———. “New Audiences, New Textualities: Anti-Fans and Non-Fans.” International Journal of Cultural Studies 6.1 (2003): 64–81. Hills, Matt. Fan Cultures. London: Routledge, 2002. ikat381. “Total Recut Interviews Jonathan McIntosh about Buffy vs. Edward.” Total Recut 24 Dec. 2009. 20 July 2013 < http://www.totalrecut.com/permalink.php?perma_id=265 >. Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge, 1992. Leduc, Martin. “The Two-Source Illusion: How Vidding Practices Changed Jonathan McIntosh’s Political Remix Videos.” Transformative Works and Cultures 9 (2012): n. pag. 19 July 2013 < http://journal.transformativeworks.org/index.php/twc/article/view/379/274 >. McIntosh, Jonathan. “Buffy vs Edward: Twilight Remixed.” Rebelliouspixels 20 June 2009. 2 Apr. 2013 < http://www.rebelliouspixels.com/2009/buffy-vs-edward-twilight-remixed >. Pinkowitz, Jacqueline. “‘The Rabid Fans That Take [Twilight] Much Too Seriously’: The Construction and Rejection of Excess in Twilight Antifandom.” Transformative Works and Cultures 7 (2011): n. pag. 21 June 2013 < http://journal.transformativeworks.org/index.php/twc/article/view/247/253 >. Sheffield, Jessica, and Elyse Merlo. “Biting Back: Twilight Anti-Fandom and the Rhetoric of Superiority.” Bitten by Twilight: Youth Culture, Media and the Vampire Franchise. Eds. Melissa Click, Jessica Stevens Aubrey, & Elizabeth Behm-Morawitz. New York: Peter Lang Publishers, 2010. 207–224.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography