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1

MM, Tutang. "STUDI KASUS PEMANFAATAN HYPER-V SEBAGAI ADITIONAL DOMAIN MENGGUNAKAN SISTEM OPERASI WINDOWS SERVER 2008R2 DAN WINDOWS SERVER 2012 PADA PUSAT PENELITIAN BIOTEKNOLOGI-LIPI." Dinamik 24, no. 2 (2019): 92–101. http://dx.doi.org/10.35315/dinamik.v24i2.2885.

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Hyper-V atau Virtualization merupakan solusi tepat untuk menambah server biaya murah dengan kemampuan yang tetap sebagaimana layaknya sebuah server. Pemanfaatan Hyper-V atau Virtualization merupakan salah satu Roles dari Windows Server 2008R2, sangat memungkinkan untuk digunakan sebagai mesin utama dan diatasnya bisa dipasang beberapa mesin virtual dengan kemampuan sama seperti mesin utamanya. Pusat Penelitian Bioteknologi LIPI saat ini memiliki mesin dengan sistem operasi Microsoft Windows Server 2008R2 dan diberi nama CURCUMA-CBN, kemudian ditambah Roles Hyper-V dan dibuat beberapa mesin virtual, yaitu mesin pertama bernama BACKUP-DC yang diinstal Windows Server 2008R2 dan digunakan sebagai Additional Domain, kemudian mesin virtual berikutnya adalah BLLYNCFE01 dan diinstal Windows Server 2012 yang akan digunakan sebagai Lync Server 2013. Ketiga server tersebut saling berkomunikasi sehingga terjadi sinkronisasi diantara ketiganya, di sini peran Domain Controler (ADDS) sangat penting dan semua client saling berhubungan dan berkomunikasi antara satu dengan lainnya, karena semua user harus JOIN ke domain bioteknologi.net untuk mengakses data dan aplikasi yang diperlukan user tersebut.
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Lota, Stanislaw, and Marcin Markowski. "Performance Analysis of Virtual Computer Network Based on Cisco Cloud Services Router 1000V in a Private Cloud Environment." Journal of Applied Computer Science Methods 7, no. 2 (2015): 117–32. http://dx.doi.org/10.1515/jacsm-2015-0013.

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Abstract Virtualization of physical network devices is a relatively new technology, that allows to improve the network organization and gives new possibilities for Software Defined Networking (SDN). Network virtualization is also commonly used for testing and debugging environments, before implementing new designs in production networks. Important aspect of network virtualization is selecting virtual platform and technology, that offer maximal performance with minimal physical resource utilization. This article presents a comparative analysis of performance of the virtual network created by the virtual CSR1000v and virtual machines running Windows 8.1 on two different virtual private cloud platforms: VMware vSphere 5.5 and Microsoft Hyper-V Server 2012 R2. In such prepared testbed we study the response time (delay) and throughput of virtual network devices.
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ЄРОХІН, Б. О., та М. О. ВОЛК. "ВИБІР ТЕХНОЛОГІЧНОГО СТЕКУ РОЗРОБКИ ПРИВАТНОЇ ХМАРНОЇ СИСТЕМИ ПАРАЛЕЛЬНОГО ЗБОРУ ТА ОБРОБКИ ІНФОРМАЦІЇ". Вісник Херсонського національного технічного університету, № 1(84) (28 червня 2023): 134–39. http://dx.doi.org/10.35546/kntu2078-4481.2023.1.18.

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Дана наукова стаття присвячена вибору технологічного стеку розробки приватної хмарної системи паралельного збору та обробки інформації. Було проаналізовано наявні системи збору та обробки інформації з погодних датчиків і виявлено, що слабкою стороною всіх централізованих систем є їхня пропускна здатність. У роботі досліджено низку технологій, що використовуються у розробці хмарних систем збору та обробки інформації, зокрема Microsoft Hyper-V, PostgreSQL, MySQL, Golang, Java, Python, C++, Node.js та розглянуто їх переваги та недоліки. Також проаналізовано основні вимоги до хмарної системи паралельного збору та обробки інформації, такі як масштабованість, невелика вартість, продуктивність, а також легкість підтримки такої системи. На основі проведеного аналізу запропоновано оптимальний технологічний стек для розробки хмарної системи, що відповідає вимогам та забезпечує ефективну роботу системи, а саме систему апаратної віртуалізації Microsoft Hyper-V, через те що вона є вбудованою в усі останні версії Windows Server, а також через підтримку всіх популярних операційних систем в ролі гостьових ОС, систему управління базами даних PostgreSQL, через її високу продуктивність та безкоштовність, що є гарним показником для розробки систем для компаній у яких не великий бюджет для розгортання таких систем, як мову програмування серверу було обрано Golang, як мову в якій є дуже потужні вбудовані інструменти паралелізму, які дозволяють легко розробляти системи, які підтримують роботу не тільки з багатьма потоками, а навіть із декількома ядрами, а також через її досить простий синтаксис, що дозволяє підтримувати таку систему, навіть спеціалістам, які мають не дуже великий досвід роботи з цією мовою програмування. Результати дослідження можуть бути корисними для розробників приватних хмарних систем і не тільки, а також для інженерів в області паралельного збору та обробки інформації.
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Lavanya, V., M. Saravanan, and E. P. Sudhakar. "Self - Adaptive Load Balancing Using Live Migration of Virtual Machines in Cloud Environment." Webology 17, no. 2 (2020): 735–45. http://dx.doi.org/10.14704/web/v17i2/web17064.

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In this paper, a self-adaptive load balancing technique is proposed using live migration of heterogeneous virtual machines (VM) in a Hyper-V based cloud environment. A cloud supported plugin as a management activity within the infrastructure as a service strategy. It is proposed to assist the load balancing process in such a way so that all hypervisors are almost equally loaded once the overload status gets triggered. In the cloud computing environment, load balancing plays a major role if the large number of events triggered has a high impact on the performance of the system. The efficiency of cloud computing is based on the efficient load balancing having a self-adjustable technique using live migration of VMs across clusters of nodes. The proposed load balancing model is efficient in performance improvement by efficient resource utilization and also it helps to avoid the situation occurrence of server hanging by the cause of server overload within the infrastructure of multiple Microsoft Hyper-V hypervisors environment.
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Kurniawan, Ketut Adi, N. Putra Sastra, and M. Sudarma. "Analisis Performansi Dan Efisiensi Cloud Computing Pada Sistem Perbankan." Majalah Ilmiah Teknologi Elektro 19, no. 1 (2020): 11. http://dx.doi.org/10.24843/mite.2020.v19i01.p02.

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Penggunaan server fisik untuk operasional kantor cabang Bank Mandiri memiliki beberapa kekurangan, yaitu biaya pengadaan server yang tinggi, keterbatasan melakukan upgrade part, biaya maintainance, kebutuhan lahan dan konsumsi listrik. Alternatif yang bisa digunakan adalah teknologi cloud computing yang berbasis virtualisasi dengan metoda adopsi ROCCA. Pada penelitian ini dilakukan implementasi cloud computing untuk menjalankan aplikasi operasional kantor cabang Bank Mandiri dengan mengunakan virtualisasi Microsoft Hyper-V. Selanjutnya dilakukan pengujian terhadap performansi dan efisiensi biaya dibandingkan dengan implementasi server fisik. Hasil pengujian menunjukkan metoda ROCCA dapat digunakan untuk adopsi cloud computing pada sektor perbankan. Pengukuran performansi server fisik mencapai skor 36% sedangkan server cloud 9%, memori server fisik mencapai skor 35% sedangkan server cloud 50%, serta harddisk server fisik mencapai skor 48% dan server cloud 52%. Persentase yang lebih tinggi menunjukkan performansi yang lebih baik. Pada aspek kecepatan akses, server fisik mencapai bandwidth 94,9 Mbits / detik, sedangkan server cloud 94,1 Mbits / detik. Dari sisi efisiensi investasi tidak terlalu signifikan, dimana dalam 5 tahun nilai efisiensi adalah 1,8% dan selama 10 tahun sebesar 2,81%.
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Sumirat, Ucu, Antonius Setiawan, Sinka Wilyanti, and Rosyid Al-Hakim. "Analysis of Distributed File System Replication Using the NDLC Method with Hyper-V Virtual Simulation Machine." SaNa: Journal of Blockchain, NFTs and Metaverse Technology 1, no. 1 (2023): 10–22. http://dx.doi.org/10.58905/sana.v1i1.59.

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The need to access file sharing easily on an organization's computer network was increased. Users didn't have to worry about the number of file server addresses that can be accessed and are made with only one access address to use file sharing. The availability of data on the network to file storage availability in an organization was also essential. Data would be permanently lost, following a reason including hardware failure, or even accidentally deleted. It was important to ensure that there was a copy of the data. Achieving good data availability requires a system strategy built in the organization's data center. This research used Distributed File System Replication (DFSR) based on active directory domain services with Windows Server. The research method used NDLC (Network Diagram Life Cycle) method. This research was conducted through analysis with the Hyper-V virtual simulation machine. The results of the research with this simulation are that the Distributed File System (DFS) makes it easy for users to access file shares on several file server nodes using only one URL address. DFSR makes it easy for users to clone files automatically on multiple nodes file servers at other locations. DFSR, with its Share and Publish features, provide good data availability. If one of the file server nodes experiences an interruption, the file server nodes at another location would be taken over to provide the data. This system makes it easy for administrators to manage file servers
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Pizango Zuta, Deivi Michel, and Euclides Panduro Padilla. "Aplicación de una arquitectura virtual con HYPER-V de servidores para la gestión de los servicios de tecnología de la información de la empresa IM SELVA SAC. Pucallpa, 2019." Revista Investigación Universitaria 11, no. 2 (2021): 595–614. http://dx.doi.org/10.53470/riu.v11i2.21.

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IM SELVA SAC has as a goal the sale of spare parts, heavy machinery and equipment for construction with high levels of quality, its long-term goal is to become the best and most efficient sales company for machinery, equipment and services. La Amazonia rental, standing out in the market through the quality of our products, competitive prices and compliance in delivery times. The main purpose of its processes is an IT architecture, it is related to its servers, it is a solution to improve support times, the restoration of the system, the access security of users, with a lower cost and good quality, therefore, through this project the use of virtual server architecture is proposed. What it refers to is what is known as what is known as what happens on the Windows 2012 R2 server.
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Kuzmina, Tatyana, Nikolay Romanov, and Alexey Smirnov. "ON IMPROVEMENT OF EXPLOSION AND FIRE SAFETY LEVEL OF PROCESS PIPELINES." Problems of risk management in the technosphere 2023, no. 4 (2024): 23–31. http://dx.doi.org/10.61260/1998-8990-2024-2023-4-23-31.

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It has been shown that the use of various physical methods in the process of examination of the state of process pipelines involves working with a significant range of measuring instruments and a variety of document formats. In the course of the study, a model
 of information support for the process pipeline life cycle was formed, based on the CALS concept, which, within the framework of the information space of the «Process Pipeline», can provide uniform methods of effective interaction between employees of control and supervisory bodies, enterprise personnel and specialists of expert organizations, taking into account the content of the current regulatory framework. To host resources, a private cloud infrastructure is offered in the form of a cluster of MS Windows Server DataCenter running Hyper-V. The local scheme of information interaction between the enterprise, the expert organization and the control and supervisory body, as well as the algorithm for loading the technical report into the database, have been developed and implemented.
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Perumal, Kumaresan, Senthilkumar Mohan, Jaroslav Frnda, and Parameshachari Bidare Divakarachari. "Dynamic resource provisioning and secured file sharing using virtualization in cloud azure." Journal of Cloud Computing 11, no. 1 (2022). http://dx.doi.org/10.1186/s13677-022-00326-1.

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AbstractVirtual machines (VMs) are preferred by the majority of organizations due to their high performance. VMs allow for reduced overhead with multiple systems running from the same console at the same time. A physical server is a bare-metal system whose hardware is controlled by the host operating system. A physical server runs on a single instance of OS and application. A virtual server or virtual machine encapsulates the underlying hardware and networking resources. With the existing physical server, it is difficult to migrate the tasks from one platform to another platform or to a datacentre. Centralized security is difficult to setup. But with Hypervisor the virtual machine can be deployed, for instance, with automation. Virtualization cost increases as well as a decrease in hardware and infrastructure space costs. We propose an efficient Azure cloud framework for the utilization of physical server resources at remote VM servers. The proposed framework is implemented in two phases first by integrating physical servers into virtual ones by creating virtual machines, and then by integrating virtual servers into cloud service providers in a cost-effective manner. We create a virtual network in the Azure datacenter using the local host physical server to set up the various virtual machines. Two virtual machine instances, VM1 and VM2, are created using Microsoft Hyper-V with the server Windows 2016 R. The desktop application is deployed and VM performance is monitored using the PowerShell script. Tableau is used to evaluate the physical server functionality of the worksheet for the deployed application.The proposed Physical to Virtual to Cloud model (P2V2C) model is being tested, and the performance result shows that P2V2C migration is more successful in dynamic provisioning than direct migration to cloud platform infrastructure. The research work was carried out in a secure way through the migration process from P2V2C.
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Deck, Andy. "Treadmill Culture." M/C Journal 6, no. 2 (2003). http://dx.doi.org/10.5204/mcj.2157.

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Since the first days of the World Wide Web, artists like myself have been exploring the new possibilities of network interactivity. Some good tools and languages have been developed and made available free for the public to use. This has empowered individuals to participate in the media in ways that are quite remarkable. Nonetheless, the future of independent media is clouded by legal, regulatory, and organisational challenges that need to be addressed. It is not clear to what extent independent content producers will be able to build upon the successes of the 90s – it is yet to be seen whether their efforts will be largely nullified by the anticyclones of a hostile media market. Not so long ago, American news magazines were covering the Browser War. Several real wars later, the terms of surrender are becoming clearer. Now both of the major Internet browsers are owned by huge media corporations, and most of the states (and Reagan-appointed judges) that were demanding the break-up of Microsoft have given up. A curious about-face occurred in U.S. Justice Department policy when John Ashcroft decided to drop the federal case. Maybe Microsoft's value as a partner in covert activity appealed to Ashcroft more than free competition. Regardless, Microsoft is now turning its wrath on new competitors, people who are doing something very, very bad: sharing the products of their own labour. This practice of sharing source code and building free software infrastructure is epitomised by the continuing development of Linux. Everything in the Linux kernel is free, publicly accessible information. As a rule, the people building this "open source" operating system software believe that maintaining transparency is important. But U.S. courts are not doing much to help. In a case brought by the Motion Picture Association of America against Eric Corley, a federal district court blocked the distribution of source code that enables these systems to play DVDs. In addition to censoring Corley's journal, the court ruled that any programmer who writes a program that plays a DVD must comply with a host of license restrictions. In short, an established and popular media format (the DVD) cannot be used under open source operating systems without sacrificing the principle that software source code should remain in the public domain. Should the contents of operating systems be tightly guarded secrets, or subject to public review? If there are capable programmers willing to create good, free operating systems, should the law stand in their way? The question concerning what type of software infrastructure will dominate personal computers in the future is being answered as much by disappointing legal decisions as it is by consumer choice. Rather than ensuring the necessary conditions for innovation and cooperation, the courts permit a monopoly to continue. Rather than endorsing transparency, secrecy prevails. Rather than aiming to preserve a balance between the commercial economy and the gift-economy, sharing is being undermined by the law. Part of the mystery of the Internet for a lot of newcomers must be that it seems to disprove the old adage that you can't get something for nothing. Free games, free music, free pornography, free art. Media corporations are doing their best to change this situation. The FBI and trade groups have blitzed the American news media with alarmist reports about how children don't understand that sharing digital information is a crime. Teacher Gail Chmura, the star of one such media campaign, says of her students, "It's always been interesting that they don't see a connection between the two. They just don't get it" (Hopper). Perhaps the confusion arises because the kids do understand that digital duplication lets two people have the same thing. Theft is at best a metaphor for the copying of data, because the original is not stolen in the same sense as a material object. In the effort to liken all copying to theft, legal provisions for the fair use of intellectual property are neglected. Teachers could just as easily emphasise the importance of sharing and the development of an electronic commons that is free for all to use. The values advanced by the trade groups are not beyond question and are not historical constants. According to Donald Krueckeberg, Rutgers University Professor of Urban Planning, native Americans tied the concept of property not to ownership but to use. "One used it, one moved on, and use was shared with others" (qtd. in Batt). Perhaps it is necessary for individuals to have dominion over some private data. But who owns the land, wind, sun, and sky of the Internet – the infrastructure? Given that publicly-funded research and free software have been as important to the development of the Internet as have business and commercial software, it is not surprising that some ambiguity remains about the property status of the dataverse. For many the Internet is as much a medium for expression and the interplay of languages as it is a framework for monetary transaction. In the case involving DVD software mentioned previously, there emerged a grass-roots campaign in opposition to censorship. Dozens of philosophical programmers and computer scientists asserted the expressive and linguistic bases of software by creating variations on the algorithm needed to play DVDs. The forbidden lines of symbols were printed on T-shirts, translated into different computer languages, translated into legal rhetoric, and even embedded into DNA and pictures of MPAA president Jack Valenti (see e.g. Touretzky). These efforts were inspired by a shared conviction that important liberties were at stake. Supporting the MPAA's position would do more than protect movies from piracy. The use of the algorithm was not clearly linked to an intent to pirate movies. Many felt that outlawing the DVD algorithm, which had been experimentally developed by a Norwegian teenager, represented a suppression of gumption and ingenuity. The court's decision rejected established principles of fair use, denied the established legality of reverse engineering software to achieve compatibility, and asserted that journalists and scientists had no right to publish a bit of code if it might be misused. In a similar case in April 2000, a U.S. court of appeals found that First Amendment protections did apply to software (Junger). Noting that source code has both an expressive feature and a functional feature, this court held that First Amendment protection is not reserved only for purely expressive communication. Yet in the DVD case, the court opposed this view and enforced the inflexible demands of the Digital Millennium Copyright Act. Notwithstanding Ted Nelson's characterisation of computers as literary machines, the decision meant that the linguistic and expressive aspects of software would be subordinated to other concerns. A simple series of symbols were thereby cast under a veil of legal secrecy. Although they were easy to discover, and capable of being committed to memory or translated to other languages, fair use and other intuitive freedoms were deemed expendable. These sorts of legal obstacles are serious challenges to the continued viability of free software like Linux. The central value proposition of Linux-based operating systems – free, open source code – is threatening to commercial competitors. Some corporations are intent on stifling further development of free alternatives. Patents offer another vulnerability. The writing of free software has become a minefield of potential patent lawsuits. Corporations have repeatedly chosen to pursue patent litigation years after the alleged infringements have been incorporated into widely used free software. For example, although it was designed to avoid patent problems by an array of international experts, the image file format known as JPEG (Joint Photographic Experts Group) has recently been dogged by patent infringement charges. Despite good intentions, low-budget initiatives and ad hoc organisations are ill equipped to fight profiteering patent lawsuits. One wonders whether software innovation is directed more by lawyers or computer scientists. The present copyright and patent regimes may serve the needs of the larger corporations, but it is doubtful that they are the best means of fostering software innovation and quality. Orwell wrote in his Homage to Catalonia, There was a new rule that censored portions of the newspaper must not be left blank but filled up with other matter; as a result it was often impossible to tell when something had been cut out. The development of the Internet has a similar character: new diversions spring up to replace what might have been so that the lost potential is hardly felt. The process of retrofitting Internet software to suit ideological and commercial agendas is already well underway. For example, Microsoft has announced recently that it will discontinue support for the Java language in 2004. The problem with Java, from Microsoft's perspective, is that it provides portable programming tools that work under all operating systems, not just Windows. With Java, programmers can develop software for the large number of Windows users, while simultaneously offering software to users of other operating systems. Java is an important piece of the software infrastructure for Internet content developers. Yet, in the interest of coercing people to use only their operating systems, Microsoft is willing to undermine thousands of existing Java-language projects. Their marketing hype calls this progress. The software industry relies on sales to survive, so if it means laying waste to good products and millions of hours of work in order to sell something new, well, that's business. The consequent infrastructure instability keeps software developers, and other creative people, on a treadmill. From Progressive Load by Andy Deck, artcontext.org/progload As an Internet content producer, one does not appeal directly to the hearts and minds of the public; one appeals through the medium of software and hardware. Since most people are understandably reluctant to modify the software running on their computers, the software installed initially is a critical determinant of what is possible. Unconventional, independent, and artistic uses of the Internet are diminished when the media infrastructure is effectively established by decree. Unaccountable corporate control over infrastructure software tilts the playing field against smaller content producers who have neither the advance warning of industrial machinations, nor the employees and resources necessary to keep up with a regime of strategic, cyclical obsolescence. It seems that independent content producers must conform to the distribution technologies and content formats favoured by the entertainment and marketing sectors, or else resign themselves to occupying the margins of media activity. It is no secret that highly diversified media corporations can leverage their assets to favour their own media offerings and confound their competitors. Yet when media giants AOL and Time-Warner announced their plans to merge in 2000, the claim of CEOs Steve Case and Gerald Levin that the merged companies would "operate in the public interest" was hardly challenged by American journalists. Time-Warner has since fought to end all ownership limits in the cable industry; and Case, who formerly championed third-party access to cable broadband markets, changed his tune abruptly after the merger. Now that Case has been ousted, it is unclear whether he still favours oligopoly. According to Levin, global media will be and is fast becoming the predominant business of the 21st century ... more important than government. It's more important than educational institutions and non-profits. We're going to need to have these corporations redefined as instruments of public service, and that may be a more efficient way to deal with society's problems than bureaucratic governments. Corporate dominance is going to be forced anyhow because when you have a system that is instantly available everywhere in the world immediately, then the old-fashioned regulatory system has to give way (Levin). It doesn't require a lot of insight to understand that this "redefinition," this slight of hand, does not protect the public from abuses of power: the dissolution of the "old-fashioned regulatory system" does not serve the public interest. From Lexicon by Andy Deck, artcontext.org/lexicon) As an artist who has adopted telecommunications networks and software as his medium, it disappoints me that a mercenary vision of electronic media's future seems to be the prevailing blueprint. The giantism of media corporations, and the ongoing deregulation of media consolidation (Ahrens), underscore the critical need for independent media sources. If it were just a matter of which cola to drink, it would not be of much concern, but media corporations control content. In this hyper-mediated age, content – whether produced by artists or journalists – crucially affects what people think about and how they understand the world. Content is not impervious to the software, protocols, and chicanery that surround its delivery. It is about time that people interested in independent voices stop believing that laissez faire capitalism is building a better media infrastructure. The German writer Hans Magnus Enzensberger reminds us that the media tyrannies that affect us are social products. The media industry relies on thousands of people to make the compromises necessary to maintain its course. The rapid development of the mind industry, its rise to a key position in modern society, has profoundly changed the role of the intellectual. He finds himself confronted with new threats and new opportunities. Whether he knows it or not, whether he likes it or not, he has become the accomplice of a huge industrial complex which depends for its survival on him, as he depends on it for his own. He must try, at any cost, to use it for his own purposes, which are incompatible with the purposes of the mind machine. What it upholds he must subvert. He may play it crooked or straight, he may win or lose the game; but he would do well to remember that there is more at stake than his own fortune (Enzensberger 18). Some cultural leaders have recognised the important role that free software already plays in the infrastructure of the Internet. Among intellectuals there is undoubtedly a genuine concern about the emerging contours of corporate, global media. But more effective solidarity is needed. Interest in open source has tended to remain superficial, leading to trendy, cosmetic, and symbolic uses of terms like "open source" rather than to a deeper commitment to an open, public information infrastructure. Too much attention is focussed on what's "cool" and not enough on the road ahead. Various media specialists – designers, programmers, artists, and technical directors – make important decisions that affect the continuing development of electronic media. Many developers have failed to recognise (or care) that their decisions regarding media formats can have long reaching consequences. Web sites that use media formats which are unworkable for open source operating systems should be actively discouraged. Comparable technologies are usually available to solve compatibility problems. Going with the market flow is not really giving people what they want: it often opposes the work of thousands of activists who are trying to develop open source alternatives (see e.g. Greene). Average Internet users can contribute to a more innovative, free, open, and independent media – and being conscientious is not always difficult or unpleasant. One project worthy of support is the Internet browser Mozilla. Currently, many content developers create their Websites so that they will look good only in Microsoft's Internet Explorer. While somewhat understandable given the market dominance of Internet Explorer, this disregard for interoperability undercuts attempts to popularise standards-compliant alternatives. Mozilla, written by a loose-knit group of activists and programmers (some of whom are paid by AOL/Time-Warner), can be used as an alternative to Microsoft's browser. If more people use Mozilla, it will be harder for content providers to ignore the way their Web pages appear in standards-compliant browsers. The Mozilla browser, which is an open source initiative, can be downloaded from http://www.mozilla.org/. While there are many people working to create real and lasting alternatives to the monopolistic and technocratic dynamics that are emerging, it takes a great deal of cooperation to resist the media titans, the FCC, and the courts. Oddly enough, corporate interests sometimes overlap with those of the public. Some industrial players, such as IBM, now support open source software. For them it is mostly a business decision. Frustrated by the coercive control of Microsoft, they support efforts to develop another operating system platform. For others, including this writer, the open source movement is interesting for the potential it holds to foster a more heterogeneous and less authoritarian communications infrastructure. Many people can find common cause in this resistance to globalised uniformity and consolidated media ownership. The biggest challenge may be to get people to believe that their choices really matter, that by endorsing certain products and operating systems and not others, they can actually make a difference. But it's unlikely that this idea will flourish if artists and intellectuals don't view their own actions as consequential. There is a troubling tendency for people to see themselves as powerless in the face of the market. This paralysing habit of mind must be abandoned before the media will be free. Works Cited Ahrens, Frank. "Policy Watch." Washington Post (23 June 2002): H03. 30 March 2003 <http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?la... ...nguage=printer>. Batt, William. "How Our Towns Got That Way." 7 Oct. 1996. 31 March 2003 <http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm>. Chester, Jeff. "Gerald Levin's Negative Legacy." Alternet.org 6 Dec. 2001. 5 March 2003 <http://www.democraticmedia.org/resources/editorials/levin.php>. Enzensberger, Hans Magnus. "The Industrialisation of the Mind." Raids and Reconstructions. London: Pluto Press, 1975. 18. Greene, Thomas C. "MS to Eradicate GPL, Hence Linux." 25 June 2002. 5 March 2003 <http://www.theregus.com/content/4/25378.php>. Hopper, D. Ian. "FBI Pushes for Cyber Ethics Education." Associated Press 10 Oct. 2000. 29 March 2003 <http://www.billingsgazette.com/computing/20001010_cethics.php>. Junger v. Daley. U.S. Court of Appeals for 6th Circuit. 00a0117p.06. 2000. 31 March 2003 <http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0... ...117p.06>. Levin, Gerald. "Millennium 2000 Special." CNN 2 Jan. 2000. Touretzky, D. S. "Gallery of CSS Descramblers." 2000. 29 March 2003 <http://www.cs.cmu.edu/~dst/DeCSS/Gallery>. Links http://artcontext.org/lexicon/ http://artcontext.org/progload http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0117p.06 http://www.billingsgazette.com/computing/20001010_cethics.html http://www.cs.cmu.edu/~dst/DeCSS/Gallery http://www.democraticmedia.org/resources/editorials/levin.html http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm http://www.mozilla.org/ http://www.theregus.com/content/4/25378.html http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?language=printer Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Deck, Andy. "Treadmill Culture " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/04-treadmillculture.php>. APA Style Deck, A. (2003, Apr 23). Treadmill Culture . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/04-treadmillculture.php>
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11

Graves, Tom. "Something Happened on the Way to the ©." M/C Journal 6, no. 2 (2003). http://dx.doi.org/10.5204/mcj.2155.

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Intellectual property. It's a strange term, indicating from its structure that the questionable notion of property has been appended to something that, in a tangible sense, doesn't even exist. Difficult to grasp, like water, or air, yet at the same time so desirable to own... In Anglo-American law, property is defined, as the eighteenth-century jurist Sir William Blackstone put it, as "that sole and despotic dominion which one man claims and exercises over the external things of the world, in total exclusion of the right of any other individual in the universe" (Terry & Guigni 207). For most physical things, the 'right' of exclusion seems simple enough to understand, and to control. Yet even there, when the boundaries blur, especially over space and time, the results of such 'rights' become less and less manageable, as indicated by the classic 'tragedy of the commons' (Hardin). And once we move outside of the physical realm, and into the world of ideas, or of feelings or the spirit, the notion of an exclusive 'right' of ownership steadily makes less and less sense. It's an issue that's come to the fore with the rise of the Open Source movement, creating software that can be freely shared and used by anyone. There are many arguments about exactly is meant by 'free', though there's often an emphasis on freedom of ideas rather than price: "think of 'free' as in 'free speech', not as in 'free beer'" is how one group describes it (Free Software Foundation). Unlike proprietary software such as Microsoft Windows, the source-code from which the programs are compiled is available is available for anyone to view, amend, extend. As yet, few programmers are paid to do so; certainly no-one is excluded from doing so. The results from this apparently anarchic and altruistic model would be startling for anyone coming from a conventional economics background: for example, Sourceforge, the main Open Source repository, currently hosts almost 60,000 projects, with almost ten times that number of active contributors (Sourceforge). Some of these projects are huge: for example, the Linux kernel is well over a million lines of code, whilst the Gnome user-interface is already almost twice that size. Open Source programs such as the 'LAMP' quadrivirate of the GNU/Linux operating-system, Apache web-server, MySQL database and PHP, Perl or Python scripting languages provide most of the software infrastructure for the Internet (Linux, Apache, MySQL, PHP, Perl, Python). And the Internet returns the favour, by providing a space in which collaboration can happen quickly and for the most part transparently, without much regard for status or location. Yet central though the Internet may be to this new wave of shared 'public good', the core innovations of Open Source are more social than technological. Of these, probably the most important are a specific kind of collaboration, and an unusual twist on copyright law. Eric Raymond's classic essay 'The Cathedral and the Bazaar' is one of the best descriptions of the social processes behind Open Source (Raymond). "Every good work of software starts by scratching a developer's personal itch", says Raymond: see a need, tackle it, share the initial results, ask for help. Larry Wall, the initiator of Perl, "wanted to create something that was so useful that it would be taken up by many people" (Moody 133), and consciously promoted it in much the same way as a missionary (Moody 131). Open access to communications and a culture of shared learning provides the space to "release early, release often" and invite collaboration. Some projects, such as Apache and PHP, are run as a kind of distributed collective, but many are somewhat hierarchical, with a well-known lead-figure at the centre: Linus Torvalds for Linux, Larry Wall for Perl, Guido van Rossum for Python, Miguel de Icaza for Gnome. Yet the style rarely seems hierarchical in practice: the lead-figure's role is that of coordinator and final arbiter of quality, far removed from the militaristic 'command and control' so common in business environments. What makes it work is that anyone can join in, identify a bug, submit a patch, volunteer to design some desirable function or feature, and gain personal satisfaction and social respect for doing so. Programmers’ motivations vary enormously, of course: some share their work as a kind of libertarian statement, whilst others are more driven by a sense of obligation to others in the software-development community, or in the wider world. Yet for many, perhaps most, it's the personal satisfaction that's most important: as Linus Torvalds comments, "most of the good programmers do [Open Source] programming not because they expect to get paid or get adulation by the public, but because it is fun to program" (Torvalds & Ghosh). In that sense it more closely resembles a kind of art-form rather than a conventional business proposition. Realistically, many of the smaller Open Source projects are little more than student exercises, with limited real-world usefulness. But for larger, more relevant projects this borderless, inclusive collaboration usually results in code of very high quality and reliability – "given enough eyeballs, all bugs are shallow" is another of Raymond's aphorisms – in stark contrast to the notorious security holes and general fragility of proprietary products from Redmond and elsewhere. And it leverages different people's skills to create an extraordinary degree of 'win/win', as Linus Torvalds points out: "imagine ten people putting in one hour each every day on the project. They put in one hour of work, but because they share the end results they get nine hours of 'other peoples work' for free. It sounds unfair: get nine hours of work for doing one hour. But it obviously is not" (Torvalds & Ghosh). It's this kind of return-on-investment that's making many businesses more than willing to embrace the 'insanity' of paying programmers to give away their time on Open Source projects (Pavlicek). The hard part, for many businesses, is that it demands a very different approach to business relationships. "Forget business as usual", writes Russell Pavlicek; "forget about demanding your own way; forget fluffy, empty management speeches; forget about fudging facts; forget about marketing that alienates the community; forget about pushing hype rather than real value; forget about taking more than you give" (Pavlicek 131-7). When everything is open, and everyone is in effect a volunteer, none of those time-dishonoured tactics works well. But the real catch is the legal framework under which Open Source is developed and distributed. Conventionally, placing work in the public domain – the intellectual-property equivalent of the commons – means that anyone can apply even the minutest of changes and then declare it exclusively as their own. Walt Disney famously did exactly this with many classics, such as the Grimms' fairy-tales or Rudyard Kipling's Jungle Book. The Free Software Foundation's 'GNU Public License' – used for most Open Source software – avoids this by copyrighting the work, permitting freedom to view, amend and extend the code for any purpose, but requiring that any new version permit the same freedoms (GNU/FSF). This inclusive approach – nicknamed 'copyleft' in contrast to conventional copyright – turns the usual exclusive model of intellectual property on its head. Its viral, self-propagating nature uses the law to challenge the law of property: everything it touches is – in principle – freed from exclusive private ownership. Larry Lessig and the Creative Commons legal team have extended this somewhat further, with machine-readable licenses that permit a finer granularity of choice in defining what uses of a work – a musical performance, a book or a Weblog, for example – are open or withheld (Creative Commons). But the central theme is that copyleft, together with the open nature of the Internet, "moves everything that touches it toward the public domain" (Norlin). Which is not a happy thought for those whose business models depend on exclusion and control of access to intellectual property – such as Hollywood, the media and the biotechnology industry – nor, for that matter, for those who'd prefer to keep their secrets secret (AWOLBush). Part of the problem, for such people, is a mistaken notion of what the Internet really is. It's not a pipe or a medium, like cable TV; it's more like a space or a place, a 'world of ends' (Searls & Weinberger). Not so much infrastructure, to be bought and sold, but necessarily shared, it's more 'innerstructure', a kind of artificial force of nature: "like the Earth's fertile surface, it derives much of its fertility from the life it supports" (Searls). Its key characteristics, argues Doc Searls, are that "No-one owns it; Everyone can use it; Anyone can improve it". And these characteristics of the Internet ultimately arise not from the hardware – routers, cables, servers and the like – or even the software, but ultimately from an agreement – the Internet Protocol – and an idea – that network connections can and should be self-routing, beyond direct control. Yet perhaps the most important idea that arises from this is that one of the most basic foundation-stones of Western society – the model of property as an exclusive 'right', a "sole and despotic dominion" – simply doesn't work. This is especially true for supposed 'intellectual property', such as copyrights, trade-marks, patents, genome sequences, scientific theories: after all, from where do those ideas and patterns ultimately arise? Who owns that? In legal terms, there's no definable root for a trail of provenance, no means to identify all involved intermediaries, and hence no ultimate anchor for any kind of property claim. Many other types of intellectual property, such as domain-names, phrases, words, radio-frequencies, colours, sounds - the word 'Yes', the phrase 'The Real Thing', Ferrari red, the sound of a Harley-Davidson – can only be described as arbitrary expropriations from the public domain. In many senses, then, the whole legal edifice of intellectual property is little more than "all smoke and mirrors", held together by lawyers' bluff – hardly a stable foundation for the much-vaunted 'information economy'! Whilst it's not quite true that "nobody owns it", in practice the only viable ownership for any kind of intellectual property would seem to be that of a declaration of responsibility, of stewardship – such as a project-leader's responsibility for an Open Source project – rather than an arbitrary and ultimately indefensible assertion of exclusive 'right'. So a simple question about intellectual property – is it copyright or copyleft? should source-code be proprietary or 'free'? – goes deeper and deeper into the 'innerstructure' of society itself. Miguel Icaza describes this well: "as the years pass and you're working in this framework, you start to reevaluate in many areas your relationships with your friends and your family. The same ideas about free software and sharing and caring about other people start to permeate other aspects of your life" (Moody 323). Perhaps it's time to look more carefully to look more carefully not just at intellectual property, but at the 'rights' and responsibilities associated with all kinds of property, to reach a more equitable and sustainable means to manage the tangible and intangible resources of this world we share. Works Cited Blackstone, Sir William. "Commentaries on the Laws of England." Book 2, 1765, 2, quoted in Andrew Terry and Des Guigni, Business, Society and the Law. Marrickville, Australia: Harcourt, Brace and Co., 1994. Hardin, Garrett. "The Tragedy of the Commons." Science 162 (1968): 1243-8. 10 Mar. 2003 <http://www.constitution.org/cmt/tragcomm.htm>. “The Free Software Definition.” Free Software Foundation. 10 Mar. 2003 <http://www.fsf.org/philosophy/free-sw.php>. Sourceforge. 9 Mar. 2003 <http://sourceforge.net/>. Linux. 9 Mar. 2003 <http://www.linux.org/>. GNOME. 9 Mar. 2003 <http://www.gnome.org/>. Apache. The Apache Software Foundation. 9 Mar. 2003 <http://www.apache.org/>. MySQL. 9 Mar. 2003 <http://www.mysql.com/>. PHP. 9 Mar. 2003 <http://www.php.net/>. Perl. 9 Mar. 2003 <http://www.perl.org/>. Python. 9 Mar. 2003 <http://www.python.org/>. Raymond, Eric S. The Cathedral and the Bazaar. 11 Aug. 1998. 9 Mar. 2003 <http://www.openresources.com/documents/cathedral-bazaar>. (Note: original location at http://tuxedo.org/~esr/writings/cathedral-bazaar/ is no longer accessible.) Moody, Glyn. Rebel Code: Linux and the Open Source Revolution. London: Allen Lane/Penguin, 2001. Torvalds, Linus, and Rishab Aiyer Ghosh. "Interview with Linus Torvalds". First Monday 3.3 (1998). 9 Mar. 2003 <http://www.firstmonday.dk/issues/issue3_3/torvalds/index.php>. Pavlicek, Russell C. Embracing Insanity: Open Source Software Development. Indianapolis: Sams Publishing, 2000. "Licenses – GNU Project." GNU/Free Software Foundation. 9 Mar. 2003 <http://www.fsf.org/licenses/licenses.html#TOCWhatIsCopyleft>. Lessig, Lawrence (Larry). Home page. 9 Mar. 2003 <http://cyberlaw.stanford.edu/lessig>. Creative Commons. 9 Mar. 2003 <http://creativecommons.org/>. Norlin, Eric. Weblog. 23 Feb. 2003. 9 Mar. 2003 <http://www.unchartedshores.com/blogger/archive/2003_02_23_ar... ...chive3.html#90388497>. “G W Bush Went AWOL.” AWOLBush.com. 9 Mar. 2003 <http://www.awolbush.com/>. Searls, Doc, and David Weinberger. World Of Ends: What the Internet Is and How to Stop Mistaking It for Something Else. 9 Mar. 2003 <http://worldofends.com/>. Searls, Doc. "Is Linux Infrastructure? Or Is it Deeper than That?" Linux Journal 14 May 2002. 10 Mar. 2003 <http://www.linuxjournal.com/article.php?sid=6074>. ---. "Setting Fire to Hollywood’s Plans for the Net: The GeekPAC Story". Linux Journal 29 Apr. 2002. 10 Mar. 2003 <http://www.linuxjournal.com/article.php?sid=6033>. Links http://creativecommons.org/ http://cyberlaw.stanford.edu/lessig http://sourceforge.net/ http://tuxedo.org/~esr/writings/cathedral-bazaar/ http://worldofends.com/ http://www.apache.org/ http://www.awolbush.com/ http://www.constitution.org/cmt/tragcomm.htm http://www.firstmonday.dk/issues/issue3_3/torvalds/index.html http://www.fsf.org/licenses/licenses.html\lTOCWhatIsCopyleft http://www.fsf.org/philosophy/free-sw.html http://www.gnome.org/ http://www.linux.org/ http://www.linuxjournal.com/article.php?sid=6033 http://www.linuxjournal.com/article.php?sid=6074 http://www.mysql.com/ http://www.openresources.com/documents/cathedral-bazaar http://www.perl.org/ http://www.php.net/ http://www.python.org/ http://www.unchartedshores.com/blogger/archive/2003_02_23_archive3.html\l90388497 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Graves, Tom. "Something Happened on the Way to the ©" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/03-somethinghappened.php>. APA Style Graves, T. (2003, Apr 23). Something Happened on the Way to the ©. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/03-somethinghappened.php>
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12

Leaver, Tama. "Going Dark." M/C Journal 24, no. 2 (2021). http://dx.doi.org/10.5204/mcj.2774.

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The first two months of 2021 saw Google and Facebook ‘go dark’ in terms of news content on the Australia versions of their platforms. In January, Google ran a so-called “experiment” which removed or demoted current news in the search results available to a segment of Australian users. While Google was only darkened for some, in February news on Facebook went completely dark, with the company banning all news content and news sharing for users within Australian. Both of these instances of going dark occurred because of the imminent threat these platforms faced from the News Media Bargaining Code legislation that was due to be finalised by the Australian parliament. This article examines how both Google and Facebook responded to the draft Code, focussing on their threats to go dark, and the extent to which those threats were carried out. After exploring the context which produced the threats of going dark, this article looks at their impact, and how the Code was reshaped in light of those threats before it was finally legislated in early March 2021. Most importantly, this article outlines why Google and Facebook were prepared to go dark in Australia, and whether they succeeded in trying to prevent Australia setting the precedent of national governments dictating the terms by which digital platforms should pay for news content. From the Digital Platforms Inquiry to the Draft Code In July 2019, the Australian Treasurer released the Digital Platforms Inquiry Final Report which had been prepared by the Australian Competition and Consumer Commission (ACCC). It outlined a range of areas where Australian law, policies and practices were not keeping pace with the realities of a digital world of search giants, social networks, and streaming media. Analysis of the submissions made as part of the Digital Platforms Inquiry found that the final report was “primarily framed around the concerns of media companies, particularly News Corp Australia, about the impact of platform companies’ market dominance of content distribution and advertising share, leading to unequal economic bargaining relationships and the gradual disappearance of journalism jobs and news media publishers” (Flew et al. 13). As such, one of the most provocative recommendations made was the establishment of a new code that would “address the imbalance in the bargaining relationship between leading digital platforms and news media businesses” (Australian Competition and Consumer Commission, Digital Platforms Inquiry 16). The ACCC suggested such a code would assist Australian news organisations of any size in negotiating with Facebook, Google and others for some form of payment for news content. The report was released at a time when there was a greatly increased global appetite for regulating digital platforms. Thus the battle over the Code was watched across the world as legislation that had the potential to open the door for similar laws in other countries (Flew and Wilding). Initially the report suggested that the digital giants should be asked to develop their own codes of conduct for negotiating with news organisations. These codes would have then been enforced within Australia if suitably robust. However, after months of the big digital platforms failing to produce meaningful codes of their own, the Australian government decided to commission their own rules in this arena. The ACCC thus prepared the draft legislation that was tabled in July 2020 as the Australian News Media Bargaining Code. According to the ACCC the Code, in essence, tried to create a level playing field where Australian news companies could force Google and Facebook to negotiate a ‘fair’ payment for linking to, or showing previews of, their news content. Of course, many commentators, and the platforms themselves, retorted that they already bring significant value to news companies by referring readers to news websites. While there were earlier examples of Google and Facebook paying for news, these were largely framed as philanthropy: benevolent digital giants supporting journalism for the good of democracy. News companies and the ACCC argued this approach completely ignored the fact that Google and Facebook commanded more than 80% of the online advertising market in Australia at that time (Meade, “Google, Facebook and YouTube”). Nor did the digital giants acknowledge their disruptive power given the bulk of that advertising revenue used to flow to news companies. Some of the key features of this draft of the Code included (Australian Competition and Consumer Commission, “News Media Bargaining Code”): Facebook and Google would be the (only) companies initially ‘designated’ by the Code (i.e. specific companies that must abide by the Code), with Instagram included as part of Facebook. The Code applied to all Australian news organisations, and specifically mentioned how small, regional, and rural news media would now be able to meaningfully bargain with digital platforms. Platforms would have 11 weeks after first being contacted by a news organisation to reach a mutually negotiated agreement. Failure to reach agreements would result in arbitration (using a style of arbitration called final party arbitration which has both parties present a final offer or position, with an Australian arbiter simply choosing between the two offers in most cases). Platforms were required to give 28 days notice of any change to their algorithms that would impact on the ways Australian news was ranked and appeared on their platform. Penalties for not following the Code could be ten million dollars, or 10% of the platform’s annual turnover in Australia (whichever was greater). Unsurprisingly, Facebook, Google and a number of other platforms and companies reacted very negatively to the draft Code, with their formal submissions arguing: that the algorithm change notifications would give certain news companies an unfair advantage while disrupting the platforms’ core business; that charging for linking would break the underlying free nature of the internet; that the Code overstated the importance and reach of news on each platform; and many other objections were presented, including strong rejections of the proposed model of arbitration which, they argued, completely favoured news companies without providing any real or reasonable limit on how much news organisations could ask to be paid (Google; Facebook). Google extended their argument by making a second submission in the form of a report with the title ‘The Financial Woes of News Publishers in Australia’ (Shapiro et al.) that argued Australian journalism and news was financially unsustainable long before digital platforms came along. However, in stark contrast the Digital News Report: Australia 2020 found that Google and Facebook were where many Australians found their news; in 2020, 52% of Australians accessed news on social media (up from 46% the year before), with 39% of Australians getting news from Facebook, and that number jumping to 49% when specifically focusing on news seeking during the first COVID-19 pandemic peak in April 2021 (Park et al.). The same report highlighted that 43% of people distrust news found on social media (with a further 29% neutral, and only 28% of people explicitly trusting news found via social media). Moreover, 64% of Australians were concerned about misinformation online, and of all the platforms mentioned in the survey, respondents were most concerned about Facebook as a source of misinformation, with 36% explicitly indicating this was the place they were most concerned about encountering ‘fake news’. In this context Facebook and Google battled the Code by launching a public relations campaigns, appealing directly to Australian consumers. Google Drives a Bus Across Australia Google’s initial response to the draft Code was a substantial public relations campaign which saw the technology company advocating against the Code but not necessarily the ideas behind it. Google instead posited their own alternative way of paying for journalism in Australia. On the main Google search landing page, the usually very white surrounds of the search bar included the text “Supporting Australian journalism: a constructive path forward” which linked to a Google page outlining their version of a ‘Fair Code’. Popup windows appeared across many of Google’s services and apps, noting Google “are willing to pay to support journalism”, with a button labelled ‘Hear our proposal’. Figure 1: Popup notification on Google Australia directing users to Google’s ‘A Fair Code’ proposal rebutting the draft Code. (Screen capture by author, 29 January 2021) Google’s popups and landing page links were visible for more than six months as the Code was debated. In September 2020, a Google blog post about the Code was accompanied by a YouTube video campaign featuring Australia comedian Greta Lee Jackson (Google Australia, Google Explains Arbitration). Jackson used the analogy of Google as a bus driver, who is forced to pay restaurants for delivering customers to them, and then pay part of the running costs of restaurants, too. The video reinforced Google’s argument that the draft Code was asking digital platforms to pay potentially enormous costs for news content without acknowledging the value of Google bringing readers to the news sites. However, the video opened with the line that “proposed laws can be confusing, so I'll use an analogy to break it down”, setting a tone that would seem patronising to many people. Moreover, the video, and Google’s main argument, completely ignored the personal data Google receives every time a user searches for, or clicks on, a news story via Google Search or any other Google service. If Google’s analogy was accurate, then the bus driver would be going through every passenger’s bag while they were on the bus, taking copies of all their documents from drivers licenses to loyalty cards, keeping a record of every time they use the bus, and then using this information to get advertisers to pay for a tailored advertisement on the back of the seat in front of every passenger, every time they rode the bus. Notably, by the end of March 2021, the video had only received 10,399 views, which suggests relatively few people actually clicked on it to watch. In early January 2021, at the height of the debate about the Code, Google ran what they called “an experiment” which saw around 1% of Australian users suddenly only receive “older or less relevant content” when searching for news (Barnet, “Google’s ‘Experiment’”). While ostensibly about testing options for when the Code became law, the unannounced experiment also served as a warning shot. Google very effectively reminded users and politicians about their important role in determining which news Australian users find, and what might happen if Google darkened what they returned as news results. On 21 January 2021, Mel Silva, the Managing Director and public face of Google in Australia and New Zealand gave public testimony about the company’s position before a Senate inquiry. Silva confirmed that Google were indeed considering removing Google Search in Australia altogether if the draft Code was not amended to address their key concerns (Silva, “Supporting Australian Journalism: A Constructive Path Forward An Update on the News Media Bargaining Code”). Google’s seemingly sudden escalation in their threat to go dark led to articles such as a New York Times piece entitled ‘An Australia with No Google? The Bitter Fight behind a Drastic Threat’ (Cave). Google also greatly amplified their appeal to the Australian public, with a video featuring Mel Silva appearing frequently on all Google sites in Australia to argue their position (Google Australia, An Update). By the end of March 2021, Silva’s video had been watched more than 2.2 million times on YouTube. Silva’s testimony, video and related posts from Google all characterised the Code as: breaking “how Google search works in Australia”; creating a world where links online are paid for and thus both breaking Google and “undermin[ing] how the web works”; and saw Google offer their News Showcase as a viable alternative that, in Google’s view, was “a fair one” (Silva, “Supporting Australian Journalism”). Google emphasised submissions about the Code which backed their position, including World Wide Web inventor Tim Berners-Lee who agreed that the idea of charging for links could have a more wide-reaching impact, challenging the idea of a free web (Leaver). Google also continued to release their News Showcase product in other parts of the world. They emphasised that there were existing arrangements for Showcase in Australia, but the current regulatory uncertainty meant it was paused in Australia until the debates about the Code were resolved. In the interim, news media across Australia, and the globe, were filled with stories speculating what an Australia would look like if Google went completely dark (e.g. Cave; Smyth). Even Microsoft weighed in to supporting the Code and offer their search engine Bing as a viable alternative to fill the void if Google really did go dark (Meade, “Microsoft’s Bing”). In mid-February, the draft Code was tabled in Australian parliament. Many politicians jumped at the chance to sing the Code’s praises and lament the power that Google and Facebook have across various spheres of Australian life. Yet as these speeches were happening, the Australian Treasurer Josh Frydenberg was holding weekend meetings with executives from Google and Facebook, trying to smooth the path toward the Code (Massola). In these meetings, a number of amendments were agreed to, including the Code more clearly taking in to account any existing deals already on the table before it became law. In these meetings the Treasurer made in clear to Google that if the deals done prior to the Code were big enough, he would consider not designating Google under the Code, which in effect would mean Google is not immediately subject to it (Samios and Visentin). With that concession in hand Google swiftly signed deals with over 50 Australian news publishers, including Seven West Media, Nine, News Corp, The Guardian, the ABC, and some smaller publishers such as Junkee Media (Taylor; Meade, “ABC Journalism”). While the specific details of these deals were not made public, the deals with Seven West Media and Nine were both reported to be worth around $30 million Australian dollars (Dudley-Nicholson). In reacting to Google's deals Frydenberg described them as “generous deals, these are fair deals, these are good deals for the Australian media businesses, deals that they are making off their own bat with the digital giants” (Snape, “‘These Are Good Deals’”). During the debates about the Code, Google had ultimately ensured that every Australian user was well aware that Google was, in their words, asking for a “fair” Code, and before the Code became law even the Treasurer was conceding that Google’s was offering a “fair deal” to Australian news companies. Facebook Goes Dark on News While Google never followed through on their threat to go completely dark, Facebook took a very different path, with a lot less warning. Facebook’s threat to remove all news from the platform for users in Australia was not made explicit in their formal submissions the draft of the Code. However, to be fair, Facebook’s Managing Director in Australia and New Zealand Will Easton did make a blog post at the end of August 2020 in which he clearly stated: “assuming this draft code becomes law, we will reluctantly stop allowing publishers and people in Australia from sharing local and international news on Facebook and Instagram” (Easton). During the negotiations in late 2020 Instagram was removed as an initial target of the Code (just as YouTube was not included as part of Google) along with a number of other concessions, but Facebook were not sated. Yet Easton’s post about removing news received very little attention after it was made, and certainly Facebook made no obvious attempt to inform their millions of Australian users that news might be completely blocked. Hence most Australians were shocked when that was exactly what Facebook did. Facebook’s power has, in many ways, always been exercised by what the platform’s algorithms display to users, what content is most visible and equally what content is made invisible (Bucher). The morning of Wednesday, 17 February 2021, Australian Facebook users awoke to find that all traditional news and journalism had been removed from the platform. Almost all pages associated with news organisations were similarly either disabled or wiped clean, and that any attempt to share links to news stories was met with a notification: “this post can’t be shared”. The Australian Prime Minister Scott Morrison reacted angrily, publicly lamenting Facebook’s choice to “unfriend Australia”, adding their actions were “as arrogant as they were disappointing”, vowing that Australia would “not be intimidated by big tech” (Snape, “Facebook Unrepentant”). Figure 2: Facebook notification appearing when Australians attempted to share news articles on the platform. (Screen capture by author, 20 February 2021) Facebook’s news ban in Australia was not limited to official news pages and news content. Instead, their ban initially included a range of pages and services such as the Australian Bureau of Meteorology, emergency services pages, health care pages, hospital pages, services providing vital information about the COVID-19 pandemic, and so forth. The breadth of the ban may have been purposeful, as one of Facebook’s biggest complaints was that the Code defined news too broadly (Facebook). Yet in the Australian context, where the country was wrestling with periodic lockdowns and the Coronavirus pandemic on one hand, and bushfires and floods on the other, the removal of these vital sources of information showed a complete lack of care or interest in Australian Facebook users. Beyond the immediate inconvenience of not being able to read or share news on Facebook, there were a range of other, immediate, consequences. As Barnet, amongst others, warned, a Facebook with all credible journalism banned would almost certainly open the floodgates to a tide of misinformation, with nothing left to fill the void; it made Facebook’s “public commitment to fighting misinformation look farcical” (Barnet, “Blocking Australian News”). Moreover, Bossio noted, “reputational damage from blocking important sites that serve Australia’s public interest overnight – and yet taking years to get on top of user privacy breaches and misinformation – undermines the legitimacy of the platform and its claimed civic intentions” (Bossio). If going dark and turning off news in Australia was supposed to win the sympathy of Australian Facebook users, then the plan largely backfired. Yet as with Google, the Australian Treasurer was meeting with Mark Zuckerberg and Facebook executives behind closed doors, which did eventually lead to changes before the Code was finally legislated (Massola). Facebook gained a number of concessions, including: a longer warning period before a Facebook could be designated by the Code; a longer period before news organisations would be able to expect negotiations to be concluded; an acknowledgement that existing deals would be taken in to account during negotiations; and, most importantly, a clarification that if Facebook was to once again block news this would both prevent them being subject to the Code and was not be something the platform could be punished for. Like Google, though, Facebook’s biggest gain was again the Treasurer making it clear that by making deals in advance on the Code becoming law, it was likely that Facebook would not be designated, and thus not subject to the Code at all (Samios and Visentin). After these concessions the news standoff ended and on 23 February the Australian Treasurer declared that after tense negotiations Facebook had “refriended Australia”; the company had “committed to entering into good-faith negotiations with Australian news media businesses and seeking to reach agreements to pay for content” (Visentin). Over the next month there were some concerns voiced about slow progress, but then major deals were announced between Facebook and News Corp Australia, and with Nine, with other deals following closely (Meade, “Rupert Murdoch”). Just over a week after the ban began, Facebook returned news to their platform in Australia. Facebook obviously felt they had won the battle, but Australia Facebook users were clearly cannon fodder, with their interests and wellbeing ignored. Who Won? The Immediate Aftermath of the Code After the showdowns with Google and Facebook, the final amendments to the Code were made and it was legislated as the News Media and Digital Platforms Mandatory Bargaining Code (Australian Treasury), going into effect on 2 March 2021. However, when it became legally binding, not one single company was ‘designated’, meaning that the Code did not immediately apply to anyone. Yet deals had been struck, money would flow to Australian news companies, and Facebook had returned news to its platform in Australia. At the outset, Google, Facebook, news companies in Australia and the Australian government all claimed to have won the battle over the Code. Having talked up their tough stance on big tech platforms when the Digital Platforms Inquiry landed in 2019, the Australian Government was under public pressure to deliver on that rhetoric. The debates and media coverage surrounding the Code involved a great deal of political posturing and gained much public attention. The Treasurer was delighted to see deals being struck that meant Facebook and Google would pay Australian news companies. He actively portrayed this as the government protecting Australia’s interest and democracy. The fact that the Code was leveraged as a threat does mean that the nuances of the Code are unlikely to be tested in a courtroom in the near future. Yet as a threat it was an effective one, and it does remain in the Treasurer’s toolkit, with the potential to be deployed in the future. While mostly outside the scope of this article, it should definitely be noted that the biggest winner in the Code debate was Rupert Murdoch, executive chairman of News Corp. They were the strongest advocates of regulation forcing the digital giants to pay for news in the first place, and had the most to gain and least to lose in the process. Most large news organisations in Australia have fared well, too, with new revenue flowing in from Google and Facebook. However, one of the most important facets of the Code was the inclusion of mechanisms to ensure that regional and small news publishers in Australia would be able to negotiate with Facebook and Google. While some might be able to band together and strike terms (and some already have) it is likely that many smaller news companies in Australia will miss out, since the deals being struck with the bigger news companies appear to be big enough to ensure they are not designated, and thus not subject to the Code (Purtill). A few weeks after the Code became law ACCC Chair Rod Sims stated that the “problem we’re addressing with the news media code is simply that we wanted to arrest the decline in money going to journalism” (Kohler). On that front the Code succeeded. However, there is no guarantee the deals will mean money will support actual journalists, rather than disappearing as extra corporate profits. Nor is there any onus on Facebook or Google to inform news organisations about changes to their algorithms that might impact on news rankings. Also, as many Australia news companies are now receiving payments from Google and Facebook, there is a danger the news media will become dependent on that revenue, which may make it harder for journalists to report on the big tech giants without some perceptions of a conflict of interest. In a diplomatic post about the Code, Google thanked everyone who had voiced concerns with the initial drafts of the legislation, thanked Australian users, and celebrated that their newly launched Google News Showcase had “two million views of content” with more than 70 news partners signed up within Australia (Silva, “An Update”). Given that News Showcase had already begun rolling out elsewhere in the world, it is likely Google were already aware they were going to have to contribute to the production of journalism across the globe. The cost of paying for news in Australia may well have fallen within the parameters Google had already decided were acceptable and inevitable before the debate about the Code even began (Purtill). In the aftermath of the Code becoming legislation, Google also posted a cutting critique of Microsoft, arguing they were “making self-serving claims and are even willing to break the way the open web works in an effort to undercut a rival” (Walker). In doing so, Google implicitly claimed that the concessions and changes to the Code they had managed to negotiate effectively positioned them as having championed the free and open web. At the end of February 2021, in a much more self-congratulatory post-mortem of the Code entitled “The Real Story of What Happened with News on Facebook in Australia”, Facebook reiterated their assertion that they bring significant value to news publishers and that the platform receives no real value in return, stating that in 2020 Facebook provided “approximately 5.1 billion free referrals to Australian publishers worth an estimated AU$407 million to the news industry” (Clegg). Deploying one last confused metaphor, Facebook argued the original draft of the Code was “like forcing car makers to fund radio stations because people might listen to them in the car — and letting the stations set the price.” Of course, there was no mention that following that metaphor, Facebook would have bugged the car and used that information to plaster the internal surfaces with personalised advertising. Facebook also touted the success of their Facebook News product in the UK, albeit without setting a date for the rollout of the product in Australia. While Facebook did concede that “the decision to stop the sharing of news in Australia appeared to come out of nowhere”, what the company failed to do was apologise to Australian Facebook users for the confusion and inconvenience they experienced. Nevertheless, on Facebook’s own terms, they certainly positioned themselves as having come out winners. Future research will need to determine whether Facebook’s actions damaged their reputation or encouraged significant numbers of Australians to leave the platform permanently, but in the wake of a number of high-profile scandals, including Cambridge Analytica (Vaidhyanathan), it is hard to see how Facebook’s actions would not have further undermined consumer trust in the company and their main platform (Park et al.). In fighting the Code, Google and Facebook were not just battling the Australian government, but also the implication that if they paid for news in Australia, they likely would also have to do so in other countries. The Code was thus seen as a dangerous precedent far more than just a mechanism to compel payment in Australia. Since both companies ensured they made deals prior to the Code becoming law, neither was initially ‘designated’, and thus neither were actually subject to the Code at the time of writing. The value of the Code has been as a threat and a means to force action from the digital giants. How effective it is as a piece of legislation remains to be seen in the future if, indeed, any company is ever designated. For other countries, the exact wording of the Code might not be as useful as a template, but its utility to force action has surely been noted. Like the inquiry which initiated it, the Code set “the largest digital platforms, Google and Facebook, up against the giants of traditional media, most notably Rupert Murdoch’s News Corporation” (Flew and Wilding 50). Yet in a relatively unusual turn of events, both sides of that battle claim to have won. At the same time, EU legislators watched the battle closely as they considered an “Australian-style code” of their own (Dillon). Moreover, in the month immediately following the Code being legislated, both the US and Canada were actively pursuing similar regulation (Baier) with Facebook already threatening to remove news and go dark for Canadian Facebook users (van Boom). For Facebook, and Google, the battle continues, but fighting the Code has meant the genie of paying for news content is well and truly out of the bottle. References Australian Competition and Consumer Commission. 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Barnet, Belinda. “Blocking Australian News Shows Facebook’s Pledge to Fight Misinformation Is Farcical.” The Guardian, 18 Feb. 2021. <http://www.theguardian.com/commentisfree/2021/feb/18/blocking-australian-news-shows-facebooks-pledge-to-fight-misinformation-is-farcical>. ———. “Google’s ‘Experiment’ Hiding Australian News Just Shows Its Inordinate Power.” The Guardian, 14 Jan. 2021. <http://www.theguardian.com/commentisfree/2021/jan/14/googles-experiment-hiding-australian-news-just-shows-its-inordinate-power>. Bossio, Diana. “Facebook Has Pulled the Trigger on News Content — and Possibly Shot Itself in the Foot.” The Conversation, 18 Feb. 2021. <http://theconversation.com/facebook-has-pulled-the-trigger-on-news-content-and-possibly-shot-itself-in-the-foot-155547>. Bucher, Taina. “Want to Be on the Top? Algorithmic Power and the Threat of Invisibility on Facebook.” New Media & Society 14.7 (2012): 1164–80. DOI:10.1177/1461444812440159. Cave, Damien. “An Australia with No Google? 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Park, Sora, et al. Digital News Report: Australia 2020. Canberra: News and Media Research Centre, 16 June 2020. DOI:10.25916/5ec32f8502ef0. Purtill, James. “Facebook Thinks It Won the Battle of the Media Bargaining Code — but So Does the Government.” ABC News, 25 Feb. 2021. <https://www.abc.net.au/news/science/2021-02-26/facebook-google-who-won-battle-news-media-bargaining-code/13193106>. Samios, Zoe, and Lisa Visentin. “‘Historic Moment’: Treasurer Josh Frydenberg Hails Google’s News Content Deals.” The Sydney Morning Herald, 17 Feb. 2021. <https://www.smh.com.au/business/companies/historic-moment-treasurer-josh-frydenberg-hails-google-s-news-content-deals-20210217-p573eu.html>. Shapiro, Carl, et al. The Financial Woes of News Publishers in Australia. 27 Aug. 2020. <https://www.accc.gov.au/system/files/Google%20Annex.PDF>. 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Van Boom, Daniel. “Facebook Could Block News in Canada like It Did in Australia.” CNET, 29 Mar. 2021. <https://www.cnet.com/news/facebook-could-block-news-in-canada-like-it-did-in-australia/>. Visentin, Lisa. “Facebook Refriends Australia after Last-Minute Changes to Media Code.” The Sydney Morning Herald, 23 Feb. 2021. <https://www.smh.com.au/politics/federal/government-agrees-to-last-minute-amendments-to-media-code-20210222-p574kc.html>. Walker, Kent. “Our Ongoing Commitment to Supporting Journalism.” Google, 12 Mar. 2021. <https://blog.google/products/news/google-commitment-supporting-journalism/>.
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Ellis, Katie, and Mike Kent. "iTunes Is Pretty (Useless) When You’re Blind: Digital Design Is Triggering Disability When It Could Be a Solution." M/C Journal 11, no. 3 (2008). http://dx.doi.org/10.5204/mcj.55.

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Abstract:
Introduction This year, 2008, marks the tenth anniversary of the portable MP3 player. MPMan F10, the first such device to utilise the MP3-encoding format, was launched in March 1998 (Smith). However it was not until April 2003 when Apple Inc launched the iPod that the market began the massive growth that has made the devices almost ubiquitous in everyday life. In 2006 iPods were rated as more popular than beer amongst college students in the United States, according to Student Monitor. Beer had only previously surpassed in popularity once before, in 1997, by the Internet (Zeff). This year will also see the launch in Australia of the latest offering in this line of products – the iPhone – which incorporates the popular MP3 player in an advanced mobile phone. The iPhone features a touch-sensitive flat screen that serves as the interface for its operating system. While the design is striking, it also generates accessibility problems. There are obvious implications for those with vision impairments when there are no physical markers to point towards the phone’s functions (Crichton). This article critically examines the promise of Internet-based digital technology to open up the world to people with disabilities, and the parallel danger that the social construction of disability in the digital environment will simply come to mirror pre-existing analogue discrimination. This paper explores how technologies and innovations designed to improve access by the disabled actually enhance access for all users. The first part of the paper focuses on ‘Web 2.0’ and digital access for people with disability, particularly those with vision impairment. The online software that drives the iPod and iPhone and exclusively delivers content to these devices is iTunes. While iTunes seems on the surface to provide enormous opportunity for the vision impaired to access a broad selection of audio content, its design actually works to inhibit access to the platform for this group. Apple promotes the use of iTunes in educational settings through the iTunes U channel, and this potentially excludes those who have difficulty with access to the technology. Critically, it is these excluded people who, potentially, could benefit the most from the new technology. We consider the difficulty experienced by users of screen readers and braille tablets in relation to iTunes and highlight the potential problems for universities who seek to utilise iTunes U. In the second part of the paper we reframe disability accessibility as a principle of universal access and design and outline how changes made to assist users with disability can enhance the learning experience of all students using the Lectopia lecture recording and distribution system as an example. The third section of the paper situates these digital developments within the continuum of disability theory deploying Finkelstein’s three stages of disability development. The focus then shifts to the potential of online virtual worlds such as Second Life to act as a place where the promise of technology to mediate for disability might be realised. Goggin and Newell suggest that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. This article argues that accessibility must be addressed through the context of design and shared open standards for digital platforms. Web 2.0 and Accessibility The World Wide Web based its successful development on a set of common standards that worked across different software and operating systems. This interoperability held out great opportunity for the implementation of enabling software for those with disability, particularly sight and hearing impairments. The increasing sophistication and diversification of online content has confounded this initial promise. Websites have become more complex, particularly with the rise of ‘Web 2.0’ and the associated trends in coding and website design. This has aggravated attempts to mediate this content for a disabled audience through software (Zajicek). As Wood notes, ‘these days many computers are used principally to access the Internet – and there is no telling what a blind person will encounter there’. As the content requiring translation – either from text into audio or onto a braille tablet, or from audio into text captions – become less standardised and more complex, it becomes both harder for software to act as a translator, and harder to navigate this media once translated. This is particularly the case when links are generated ‘on the fly’ for each view of a website and where images replace words as hyperlinks. These problems can trace their origin to before the development of the World Wide Web. Reihing, addressing another Apple product in 1987 notes: The Apple Macintosh is particularly hard to use because it depends heavily on graphics. Some word processors ‘paint’ pictures of letters on the screen instead of using standard computer codes, and speech or braille devices can’t cope (in Goggin and Newell). Web 2.0 sites loaded with Ajax and other forms of Java scripting present a particular challenge for translation software (Zajicek). iTunes, an iconic Web 2.0 application, is a further step away from easily translated content as proprietary software that while operating though the Internet, does not conform to Web standards. Many translation software packages are unable to read the iTunes software at all or are limited and only able to read part of the page, but not enough of it to use the program (Furendal). As websites utilising ‘Web 2.0’ technology increase in popularity they become less attractive to users who are visually impaired, particularly because the dynamic elements can not be accessed using screen readers provided with the operating system (Bigham, Prince and Ladner). While at one level this presents an inability for a user with a disability to engage with the popular software, it also meant that universities seeking to use iTunes U to deliver content were excluding these students. To Apple’s credit they have taken some of these access concerns on board with the recent release of both the Apple operating system and iTunes, to better enable Apple’s own access software to translate the iTunes screen for blind users. However this also illustrates the problems with this type of software operating outside of nominated standards as there are still serious problems with access to iTunes on Microsoft’s dominant Windows operating system (Furendal). While Widows provides its own integrated screen reading software, the company acknowledges that this is not sufficiently powerful for regular use by disabled users who will need to use more specialised programs (Wood). The recent upgrade of the standard Windows operating system from XP to Vista seems to have abandoned the previous stipulation that there was a keyboard shortcut for each operation the system performed – a key requirement for those unable to use a visual interface on the screen to ‘point and click’ with a mouse (Wood). Other factors, such as the push towards iTunes U, explored in the next section, explain the importance of digital accessibility for everyone, not just the disabled as this technology becomes ubiquitous. The use of Lectopia in higher education demonstrates the value of flexibility of delivery to the whole student population, inclusive of the disabled. iPods and Higher Education iTunes is the enabling software supporting the iPod and iPhone. As well as commercial content, iTunes also acts as a distribution medium for other content that is free to use. It allows individuals or organisations to record and publish audio and video files – podcasts and vodcasts – that can be automatically downloaded from the Internet and onto individual computers and iPods as they become available. Significantly this technology has provided opportunities for educational use. iTunes U has been developed by Apple to facilitate the delivery of content from universities through the service. While Apple has acknowledged that this is, in part, a deliberate effort to drive the uptake of iTunes (Udell), there are particular opportunities for the distribution of information through this channel afforded by the technology. Duke University in the United States was an early adopter, distributing iPods to each of its first-year students for educational use as early as 2004 (Dean). A recent study of students at The University of Western Australia (UWA) by Williams and Fardon found that students who listen to lectures through portable media players such as iPods (the ‘Pod’ in iPod stands for ‘portable on demand’) have a higher attendance rate at lectures than those who do not. In 1998, the same year that the first portable MP3 player was being launched, the Lectopia (or iLecture) lecture recording and distribution system was introduced in Australia at UWA to enable students with disabilities better access to lecture materials. While there have been significant criticisms of this platform (Brabazon), the broad uptake and popularity of this technology, both at UWA and at many universities across Australia, demonstrates how changes made to assist disability can potentially help the broader community. This underpins the concept of ‘universal design’ where consideration given to people with disability also improves the lives of people without disability. A report by the Australian Human Rights and Equal Opportunity Commission, examined the accessibility of digital technology. Disability issues, such as access to digital content, were reframed as universal design issues: Disability accessibility issues are more accurately perceived in many cases as universal access issues, such that appropriate design for access by people with disabilities will improve accessibility and usability for … the community more generally. The idea of universal access was integral to Tim Berners-Lee’s original conception of the Web – however the platform has developed into a more complex and less ordered environment that can stray from agreed standards (Edwards, "Stop"). iTunes comes with its own accessibility issues. Furendal demonstrated that its design has added utility for some impairments notably dyslexia and colour blindness. However, as noted above, iTunes is highly problematic for those with other vision impairment particularly the blind. It is an example of the condition noted by Regan: There exists a false perception among designers that accessibility represents a restriction on creativity. There are few examples that exist in the world that can dissuade designers of this notion. While there are no technical reasons for this division between accessibility and design, the notion exists just the same. The invisibility of this issue confirms that while an awareness of differing abilities can assist all users, this blinkered approach to diverse visual acuities is not only blocking social justice imperatives but future marketing opportunities. The iPhone is notable for problems associated with use by people with disabilities, particularly people with hearing (Keizer) and vision impairments (Crichton). In colder climates the fact that the screen would not be activated by a gloved hand has also been a problem, its design reflects bias against not just the physically impaired. Design decisions reflect the socially constructed nature of disability where disability is related to how humans have chosen to construct the world (Finkelstein ,"To Deny"). Disability Theory and Technology Nora Groce conducted an anthropological study of Martha’s Vineyard in the United States. During the nineteenth century the island had an unusually high incidence of deafness. In response to this everyone on the island was able to communicate in sign language, regardless of the hearing capability, as a standard mode of communication. As a result the impairment of deafness did not become a disability in relation to communication. Society on the island was constructed to be inclusive without regard to a person’s hearing ability. Finkelstein (Attitudes) identified three stages of disability ‘creation’ to suggest disability (as it is defined socially) can be eradicated through technology. He is confident that the third phase, which he argues has been occurring in conjunction with the information age, will offset many of the prejudicial attitudes established during the second phase that he characterised as the industrial era. Digital technologies are often presented as a way to eradicate disability as it is socially constructed. Discussions around the Web and the benefits for people with disability usually centre on accessibility and social interaction. Digital documents on the Internet enable people with disability greater access than physical spaces, such as libraries, especially for the visually impaired who are able to make use of screen readers. There are more than 38 million blind people who utilise screen reading technology to access the Web (Bigham, Prince and Ladner). A visually impaired person is able to access digital texts whereas traditional, analogue, books remain inaccessible. The Web also allows people with disability to interact with others in a way that is not usually possible in general society. In a similar fashion to arguments that the Web is both gender and race neutral, people with disability need not identify as disabled in online spaces and can instead be judged on their personality first. In this way disability is not always a factor in the social encounter. These arguments however fail to address several factors integral to the social construction of disability. While the idea that a visually impaired person can access books electronically, in conjunction with a screen reader, sounds like a disability-free utopia, this is not always the case as ‘digital’ does not always mean ‘accessible’. Often digital documents will be in an image format that cannot be read by the user’s screen reader and will need to be converted and corrected by a sighted person. Sapey found that people with disabilities are excluded from informational occupations. Computer programming positions were fourth least likely of the 58 occupations examined to employ disabled people. As Rehing observed in 1987, it is a fantasy to think that accessibility for blind people simply means turning on a computer (Rehing in Goggin and Newell). Although it may sound empowering for people with disability to interact in an environment where they can live out an identity different from the rhythm of their daily patterns, the reality serves to decrease the visibility of disability in society. Further, the Internet may not be accessible for people with disability as a social environment in the first place. AbilityNet’s State of the eNation Web Accessibility Report: Social Networking Sites found a number of social networking sites including the popular MySpace and Facebook are inaccessible to users with a number of different disabilities, particularly those with a visual impairment such as blindness or a cognitive disability like dyslexia. This study noted the use of ‘Captcha’ – ‘Completely Automated Public Turing test to tell Computers and Humans Apart’ – technology designed to differentiate between a person signing up for an account and an automated computer process. This system presents an image of a word deliberately blurred and disfigured so that it cannot be readily identified by a computer, which can only be translated by a human user. This presents an obstacle to people with a visual impairment, particularly those relying on transcription software that will, by design, not be able to read the image, as well as those with dyslexia who may also have trouble translating the image on the screen. Virtual Worlds and New Possibilities The development of complex online virtual worlds such as Second Life presents their own set of challenges for access, for example, the use of Captcha. However they also afford opportunity. With over a million residents, there is a diversity of creativity. People are using Second Life to try on different identities or campaign for causes relevant in the real world. For example, Simon Stevens (Simon Walsh in SL), runs the nightclub Wheelies in the virtual world and continues to use a wheelchair and helmet in SL – similar to his real-life self: I personally changed Second Life’s attitude toward disability when I set up ‘Wheelies’, its first disability nightclub. This was one of those daft ideas which grew and grew and… has remained a central point for disability issues within Second Life. Many new Disabled users make contact with me for advice and wheelies has helped some of them ‘come out’ and use a wheelchair (Carter). Able-bodied people are also becoming involved in raising disability awareness through Second Life, for example Fez Richardson is developing applications for use in Second Life so that the non-disabled can experience the effects of impairment in this virtual realm (Cassidy) Tertiary Institutions are embracing the potential of Second Life, utilising the world as a virtual classroom. Bates argues that Second Life provides a learning environment free of physical barriers that has the potential to provide an enriched learning experience for all students regardless of whether they have a disability. While Second Life might be a good environment for those with mobility impairment there are still potential access problems for the vision and hearing impaired. However, Second Life has recently become open source and is actively making changes to aid accessibility for the visually impaired including an audible system where leaves rustle to denote a tree is nearby, and text to speech software (Sierra). Conclusion Goggin and Newell observe that new technology is a prominent component of social, cultural and political changes with the potential to mitigate for disability. The uneven interface of the virtual and the analogue, as demonstrated by the implementation and operation of iTunes, indicates that this mitigation is far from an inevitable consequence of this development. However James Edwards, author of the Brothercake blog, is optimistic that technology does have an important role in decreasing disability in wider society, in line with Finkelstein’s third phase: Technology is the last, best hope for accessibility. It's not like the physical world, where there are good, tangible reasons why some things can never be accessible. A person who's blind will never be able to drive a car manually; someone in a wheelchair will never be able to climb the steps of an ancient stone cathedral. Technology is not like the physical world – technology can take any shape. Technology is our slave, and we can make it do what we want. With technology there are no good reasons, only excuses (Edwards, "Technology"). Internet-based technologies have the potential to open up the world to people with disabilities, and are often presented as a way to eradicate disability as it is socially constructed. While Finkelstein believes new technologies characteristic of the information age will offset many of the prejudicial attitudes established during the industrial revolution, where technology was established around able-bodied norms, the examples of the iPhone and Captcha illustrate that digital technology is often constructed in the same social world that people with disability are routinely disabled by. The Lectopia system on the other hand enables students with disabilities to access lecture materials and highlights the concept of universal access, the original ideology underpinning design of the Web. Lectopia has been widely utilised by many different types of students, not just the disabled, who are seeking flexibility. While we should be optimistic, we must also be aware as noted by Goggin and Newell the Internet cannot be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Accessibility is a universal design issue that potentially benefits both those with a disability and the wider community. References AbilityNet Web Accessibility Team. State of the eNation Web Accessibility Reports: Social Networking Sites. AbilityNet. January 2008. 12 Apr. 2008 ‹http://www.abilitynet.org.uk/docs/enation/2008SocialNetworkingSites.pdf›. Bates, Jacqueline. "Disability and Access in Virtual Worlds." Paper presented at Alternative Format Conference, LaTrobe University, Melbourne, 21–23 Jan. 2008. Bigham, Jeffrey P., Craig M. Prince, and Richard E. Ladner . "WebAnywhere: A Screen Reader On-the-Go." Paper presented at 17th International World Wide Web Conference, Beijing, 21–22 April 2008. 29 Apr. 2008 ‹http://webinsight.cs.washington.edu/papers/webanywhere-html/›. Brabazon, Tara. "Socrates in Earpods: The iPodification of Education." Fast Capitalism 2.1, (July 2006). 8 June 2008 ‹http://www.uta.edu/huma/agger/fastcapitalism/2_1/brabazon.htm›. Carter, Paul. "Virtually the Same." Disability Now (May 2007). Cassidy, Margaret. "Flying with Disability in Second Life." Eureka Street 18.1 (10 Jan. 2008): 22-24. 15 June 2007 ‹http://www.eurekastreet.com.au/article.aspx?aeid=4849›. Crichton, Paul. "More on the iPhone…" Access 2.0. BBC.co.uk 22 Jan. 2007. 12 Apr. 2008 ‹http://www.bbc.co.uk/blogs/access20/2007/01/more_on_the_iphone.shtml›. Dean, Katie. "Duke Gives iPods to Freshmen." Wired Magazine (20 July 2004). 29 Apr. 2008 ‹http://www.wired.com/entertainment/music/news/2004/07/64282›. Edwards, James. "Stop Using Ajax!" Brothercake (24 April 2008). 1 May 2008 ‹http://dev.opera.com/articles/view/stop-using-ajax›. –––. "Technology Is the Last, Best Hope for Accessibility." Brothercake 13 Mar. 2007. 1 May 2008 ‹http://www.brothercake.com/site/resources/reference/hope›. Finkelstein, Victor. "To Deny or Not to Deny Disability." Magic Carpet 27.1 (1975): 31-38. 1 May 2008 ‹http://www.independentliving.org/docs1/finkelstein.html›. –––. Attitudes and Disabled People: Issues for Discussion. Geneva: World Rehabilitation Fund, 1980. 1 May 2008 ‹http://www.leeds.ac.uk/disability-studies/archiveuk/finkelstein/attitudes.pdf›. Furendal, David. "Downloading Music and Videos from the Internet: A Study of the Accessibility of The Pirate Bay and iTunes store." Presentation at Uneå University, 24 Jan. 2007. 13 Apr. 2008 ‹http://www.david.furendal.com/Accessibility.aspx›. Groce, Nora E. Everyone Here Spoke Sign Language: Hereditary Deafness on Martha's Vineyard. Cambridge, MA: Harvard University, 1985. Goggin, Gerard, and Christopher Newell. Digital Disability: The Social Construction of Disability in New Media. Oxford: Rowman & Littlefield, 2003. Human Rights and Equal Opportunities Commission. Accessibility of Electronic Commerce and New Service and Information Technologies for Older Australians and People with a Disability. 31 March 2000. 30 Apr. 2008 ‹http://www.hreoc.gov.au/disability_rights/inquiries/ecom/ecomrep.htm#BM2_1›. Keizer, Gregg. "Hearing Loss Group Complains to FCC about iPhone." Computerworld (20 Sep. 2007). 12 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9037999›. Regan, Bob. "Accessibility and Design: A Failure of the Imagination." ACM International Conference Proceedings Series 63: Proceedings of The 2004 International Cross-disciplinary Workshop on Web Accessibility (W4A). 29–37. Sapey, Bob. "Disablement in the Information Age." Disability and Society 15.4 (June 2000): 619–637. Sierra. "IBM Project: Second Life Accessible for Blind People." Techpin (24 Sep. 2007). 3 May 2008 ‹http://www.techpin.com/ibm-project-second-life-accessible-for-blind-people/›. Smith, Tony. "Ten Years Old: The World’s First MP3 Player." Register Hardware (10 Mar. 2008). 12 Apr. 2008 ‹http://www.reghardware.co.uk/2008/03/10/ft_first_mp3_player/›. Udell, Jon. "The iTunes U Agenda." InfoWorld (22 Feb. 2006). 13 Apr. 2008 ‹http://weblog.infoworld.com/udell/2006/02/22.html›. Williams, Jocasta, and Michael Fardon. "Perpetual Connectivity: Lecture Recordings and Portable Media Players." Proceedings from Ascilite, Singapore, 2–5 Dec. 2007. 1084–1092. Wood, Lamont. "Blind Users Still Struggle with 'Maddening' Computing Obstacles." Computerworld (16 Apr. 2008). 27 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9077118&source=NLT_AM&nlid=1›. Zajicek, Mary. "Web 2.0: Hype or Happiness?" Paper presented at International Cross-Disciplinary Conference on Web Accessibility, Banff, Canada, 2–9 May 2007. 12 Apr. 2008 ‹http://www.w4a.info/2007/prog/k2-zajicek.pdf›. Zeff, Robbin. "Universal Design across the Curriculum." New Directions for Higher Education 137 (Spring 2007): 27–44.
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14

Tomkinson, Sian. "“This kind of life has no meaning”." M/C Journal 27, no. 2 (2024). http://dx.doi.org/10.5204/mcj.3037.

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Abstract:
Voice synthesising software Vocaloid (Yamaha Corporation) is a popular tool for professional and amateur music production. At the time of writing, there are over 770,000 videos tagged ‘vocaloid’ on Niconico; karaoke chain Karatez displays the top five thousand tracks on its Website (Karatetsu); Hatsune Miku Wiki has over 59,000 pages, while the Vocaloid Lyrics Wiki has over 90,000. Vocaloid is part of Japan’s unique media mix, comprising of the software and music but also official collaborations and a significant amount of fan culture. However, while there is academic research on the way that Vocaloid music is produced and consumed (Sousa; Hamasaki et al.; Leavitt et al.; Kobayashi and Taguchi), there is a lack of research into the content of Vocaloid songs and music videos: that is, what kinds of themes and messages are present and what this might suggest for producers and consumers. This article highlights the importance of the content of Vocaloid music. To this end, I have focussed on Vocaloid composer/producer Neru’s 2018 album CYNICISM. Not to be confused with the Vocaloid Akita Neru, Neru’s music tends to focus on negative affect such as depression, loneliness, and anxiety. Documenting such themes helps to illustrate some of the struggles that producers and consumers experience. I provide a brief explanation of Vocaloid, followed by a reflection on their personas and functioning as a Body without Organs (Annett; Lam; Deleuze and Guattari, Anti-Oedipus). Then I introduce Small’s concept of musicking to provide a framework for the way that music transmits certain affects. In the second half of the article, I unpack Neru’s album and its use of imagery, lyrics, and sound. Vocaloids Voice synthesising software Vocaloid was initially released in 2004, the result of a collaboration between Japan’s Yamaha Corporation and Spain’s Pompeu Fabra University (Voctro Labs; Yamada 17). This software allows the user to create singing audio, drawing from recordings of real people called “voicebanks”. These voicebanks are produced by third-party companies, and are typically provided with a persona with an appearance and personality. For instance, the most well-known Vocaloid is Hatsune Miku, while Kagamine Rin and Kagamine Len are those most used by Neru. Essentially anyone who uses the Vocaloid software can become producers – the term used in Vocaloid cultures for composer. Vocaloid is an example of Japan’s “unique media mix”, where the media are produced not just by “the original company”, but also via “commercial collaborations with media franchises”, and “by a creative collective of individuals on the internet” (Leavitt et al. 204 & 211; see also Steinberg). As well as producers there are songwriters, lyricists, tuners, illustrators, and animators. Some people edit Vocaloid videos, creating compilations, ranking them, and so on (Hamasaki et al. 166). There is also a vibrant fan culture of database managers, fan translators, artists, and fiction writers, as well as human cover artists (utaite), such as Mafumafu, who became popular in part due to his covers of Neru’s music. Official corporate production mostly involves Hatsune Miku, and includes concerts, video games, and collaborations for consumer products. Such branding and collaboration illustrates the creation of a complex Vocaloid narrative. Accordingly, most researchers who examine Vocaloid discuss the complex relationships between various content creators and their methods of collaboration (Yamada), as well as Vocaloid as fan-generated media, examining issues such as commercial interest and exploitation (Bell; Sousa; Jørgensen et al.; To; Kobayashi and Taguchi). However, in this article I am interested in why fans strongly enjoy Vocaloid music and find meaning in it; as I will explore below, such fan collaboration is both a symptom and a cause. Personas and Bodies without Organs Although Vocaloid has a crowd-sourced and collaborative production environment, its use of digital voicebanks and significant consumer culture has led to criticism. For instance, Lam (1110–11) describes voicebanks as being “devoid of originality”, suggests that “all Vocaloid works are derivative”, and also that Vocaloid simply allows users “to indulge … within the virtual space of fabricated authenticity and depthlessness”. However, it is evident from comments on Niconico, YouTube, Reddit, the aforementioned Wikis, Vocaloid Discord servers, and any other space where fans socialise that listeners are emotionally moved by Vocaloid music. Zaborowski, for instance, describes two Japanese boys enthusiastically singing to ryo/Supercell’s Melt. Strikingly, Zaborowski (107) noted that the boys repeatedly told him that “precisely because the voice is the same, the listener can appreciate the quality of the melody and the lyrics”, and that a Vocaloid “sounds different when you are sad. Or when you are away from home”. Listeners are experiencing something when they engage with Vocaloid music, and it would be hasty to simply dismiss their experiences as “depthless”. One factor that makes Vocaloid music particularly authentic and affective for its audiences is the attachment of crowdsourced, constructed personas to Vocaloids. Authenticity here is not necessarily evaluated by the virtual nature of the artist (or instrument) itself, but the producers’ effort to create the work (Zaborowski 107). In this sense there is a need to consider the people involved in producing and listening to Vocaloid music, who find meaning in the songs and characters. Aside from Vocaloids, producers and utaite often also establish a character or imagery as a persona. Neru for instance is recognisable through his avatar—a closed eye with eyelashes and a single tear, and the various characters featured in his videos. The practice of creating a persona for non-human items is unique to Japanese culture, visible in the way that yuru kyara or “wobbly characters” are created to represent entities such as events, corporations, locations, policies, and so on (Occhi 77). These characters can be human-like or creature-like, drawing on Shinto’s anthropomorphism (Jensen and Blok 97). Kyara help minimise the separation between humans and nature, as well as humans and technology (Occhi 80–81). The attachment of kyara to voicebanks, which would otherwise have no face, helps to facilitate a sense of humanisation and connection with the software. It may be that the synthetic nature of the music as well as the use of personas in Vocaloid music means that the listener feels that the song is sung by the Vocaloid, but also processes the creator’s emotion. Kenmochi (4), for instance, suggests that since synthetic voices hold less emotion, it is the persona that functions as a symbol to connect the creator and listener. The producer is able to “impose their own values and perceptions on the virtual character” (Lam 1111), and in doing so, the persona functions as what Deleuze and Guattari call a Body without Organs (Anti-Oedipus 9; A Thousand Plateaus 151). That is, the persona has “no fixed identity” (Lam 1117), and can stratify or destratify, depending on what people do with it (Annett 172). They can become whatever the listener or creator wants, and so there is an emotional connection. Vocaloid music is meaningful to listeners, then, not despite its digital, virtual, constructed nature, but in fact because of what these elements facilitate. Musicking Christopher Small’s work Musicking also provides a framework useful to consider the emotional impact of Vocaloid music. Small argues that “the fundamental nature and meaning of music lie not in objects … but in action”, and therefore proposes a definition of ‘musicking’; to “take part, in any capacity, in a musical performance” (8–9, emphasis omitted). Importantly, for Small (77) simply listening to a recording is to take part in music, and “we may be sure that somebody's values are being explored, affirmed, and celebrated in every musical performance”. Small’s comments here provide a framework for focussing on the experiences of the people involved in producing and listening to Vocaloid music, rather than getting caught up in negative beliefs around the digital nature of production. Further, reflecting on remix, a significant aspect of Vocaloid music, Small (214) notes that relationships are “open to reinterpretation over and over again as listeners create new contexts for their reception and their ritual use of it”. Further, Small (134) suggests that the act of musicking functions as a powerful “means of social definition and self-definition”. Small’s suggestions here that music can be recycled, reinterpreted, and used for self-definition aligns with many aspects of Vocaloid music; tracks are frequently covered by producers using other Vocaloids, or utaite; the meanings of lyrics are frequently discussed in comment sections of YouTube videos and Wikis, and fans often align themselves with certain Vocaloids or producers that they enjoy and relate to. Such self-definition is an important theme to keep in mind when I consider Neru’s CYNICISM album as it touches on societal issues such as loneliness, nihilism, and low self-esteem. CYNICISM Vocaloid producer Neru, also known as z’5 or Oshiire-P, is quite popular. At the time of writing, he has 124,000 followers on Japanese video-sharing site Niconico (Neru, "Neru"), 242,000 on Chinese video-sharing site BiliBili (Neru, "Neru_Official"), 388,000 monthly listeners on Spotify (Spotify), and 560,000 subscribers on YouTube (Neru, "Neru OFFICIAL"). He released his first Vocaloid song in 2009, and to date has three major albums. CYNICISM is the latest, released in 2018. The standard edition contains 14 tracks, and all aside from one use the Vocaloids Kagamine Rin or Kagamine Len. Fig. 1: CYNICISM standard edition, illustrated by Sudou Souta (Apple Music) Fig. 2: Tracklist All quotes from songs are my own translations from the original Japanese. The CYNICISM album communicates a strong sense of nihilism. Nihilism is an ambiguous concept (Nietzsche 76; Diken 6; Marmysz 61). However, Marmysz (71) summarises that nihilists have three claims: that humans are alienated from the world; that this should not be the case; and that “there is nothing we can do” about this situation. As explored below, Neru’s nihilism appears to align with Kant’s “existential nihilism (believing that life has no meaning)” (Gertz, ch. 2, emphasis omitted). It is worth noting that Neru’s music has some commonalities with other genres. For instance, Prinz (584–85) suggests that punk music is irreverent, challenging social norms, and is nihilistic, reflecting on themes such as “decay, despair, suicide, and societal collapse”. As explored below, CYNICISM projects feelings including disappointment with society, poor self-esteem, and themes of irreverence. Irreverence and Society The namesake of the album is important to note within the context of nihilism, as cynicism can be understood as “a passive nihilist affect” (Diken 61). Cynicism is the attitude that comes about when one has failed “to come to terms with loss”, “to realize that something has been lost”, or understand exactly what has been lost. It incited a state of melancholy, trapping the cynic, who suffers an “utterly debilitating sense of disappointment, the root cause of which it cannot identify or move beyond” (Allen, ch. 7). In numerous ways Neru exhibits a lack of faith in humanity and society. Just the title of the track What a Terrible Era communicates a sense of hopelessness, particularly the line “強いて言うとするなら人類は失敗作だった” (“if I had to say, humanity was a work of failure”). The album’s lyrics repeatedly refer to the negative state of the world; “本日の世界予報向上性低迷後退” (“today’s world forecast: Progress is stagnant and regressing”) (Hey, Rain). SNOBBISM asks “バグ塗れの人類のデバッグはいつ終わる” (“humanity is stained with bugs; when will debugging end?”). Neru repeatedly laments the state of humanity and his disappointment with the world. Further, cynicism is an attitude of scorn towards “sincerity and integrity”, which are viewed as “a cover for self-interest” (Allen, ch. 1). In line with this, reflecting the cynic’s embrace of untruthfulness (Gertz, ch. 3), in SNOBBISM Neru states “一生、ブラフを威すがいいさ” (“it’s okay to threaten to bluff through your entire life”). Further, Diken (59) suggests that “capitalism is the age of cynicism”, and the Law-Evading Rock (Neru OFFICIAL, "Law-Evading Rock") music video, illustrated and animated by Ryuusee, exhibits such a critique of capitalism. The video is quite chaotic, designed to appear as a Japanese TV channel. Meme-style characters are superimposed onto photographic backgrounds to depict absurd advertisements and news programmes with flashing and dancing, as the lyrics call for the viewer to escape from reality. The character in this video, Datsu, appears to enter a state of nirvana when Neru’s CD is inserted into him. Here we can see how personas are particularly affectual in Vocaloid music, with fans stating that they relate to Datsu, among other forms of affectation, in comments on his Wikia page (Neru Wikia). Further, CYNICISM frequently calls for the self-identified ‘losers’ to band together, breaking the norms of society. Whatever Whatever Whatever, with its upbeat tune, bright colours, and proclamation of “能天気STYLE” (“Carefree STYLE”) exhibits a strong sense that ‘nothing matters so do whatever’. Let’s Drop Dead’s “僕等はきっとあぶれ者” (“we are surely hooligans”), Law-Evading Rock’s “負け犬になって 吠えろ 吠えろ” (“become a loser, roar, roar”) indicate a sense of knowing that one is ‘useless’ but attempting to take pride in or band together in spite (or indeed, because of this). These lyrics ascribe to a nihilistic notion that nothing matters, but are also a call to arms in a sense – a call for losers to band together for strength, and to act with irreverence. Some encourage the listener to become someone unfit for society (Law-Evading Rock), or to turn back on and break away from morals that are designed to get one into heaven (March of Losers). The music video for SNOBBISM (Neru OFFICIAL, "SNOBBISM"), illustrated and animated by Ryuusee, features Bizu, a demon man wearing a formal suit and top hat. The video has a retro style and is bright but muted with blurry backgrounds, streaking, and graininess. Bizu appears to take on a retro rubber hose animation style, dancing and sometimes hitting objects while calling on the viewer to “make a scene”; to be irreverent and break the norms of society. Personal Failure CYNICISM also in numerous ways refers to personal failures and a lack of faith in the future. Some lyrics refer to a plan or manual (SNOBBISM, Song of Running Away), or a future being wrecked or torn (Spare Me My Inferiority, What a Terrible Era). Corresponding with the nihilistic tone of the album, Whatever Whatever Whatever describes being lazy today, and putting effort in tomorrow, while Let’s Drop Dead simply states “明日はくたばろうぜ” (“tomorrow let’s drop dead”). Yet continuing forward into the future seems mandatory, as in Whatever Whatever Whatever Neru describes himself as being too much of a wimp to commit suicide, and March of Losers repeats the refrain “進め進め” (“forward, forward”), calling for the losers to continue even though “this kind of life has no meaning”. Some tracks indicate a more raw or vulnerable state, with Nihil and the Sunken City’s “もっとちょーだい ちょーだい 承認をちょーだい” (“more, give it to me, give it to me, please give me approval”). Importantly, Neru identifies himself as a loser, engaging in self-irreverence, making fun of himself (Kroth 104), referring to himself and his social group as ‘losers’. The music videos for Whatever Whatever Whatever (Neru OFFICIAL, "Whatever Whatever Whatever") and Let’s Drop Dead (Neru OFFICIAL, "Let’s Drop Dead"), illustrated and animated by Terada Tera, exhibit self-irreverent themes. The former uses vapourwave aesthetics, and both exhibit bright colours, with cartoonish characters I and Yaya dancing and drinking alcohol. I wears a Space Invaders jacket and grill glasses, while Yaya wears a t-shirt featuring a marijuana leaf and a pink animal-eared beanie; together in the video they communicate a ‘slacker’, partying attitude. What is particularly interesting here is the way that nihilistic lyrics have been employed alongside upbeat, catchy, pop-style music and flashy colours. Such dissonance is attention-grabbing and also reflects a sarcastic, careless sense of cynicism, one that is “irreverent” and “playful” – a style that Nietzsche adopted (Allen, ch. 7). Relatedly, Marmysz (4) suggests that humour is a useful response to nihilism because it shatters expectations. It is important to understand CYNICISM within the Japanese context. Discussing the Meiji Period, Nishitani (175) points out that Buddhism and Confucianism lost their power, and that with modernisation Japan became Europeanised and Americanised to the extent that there is a spiritual void. More recently, various economic crises and disasters throughout the 1990s and 2000s have contributed to national trauma (Roquet 89). Due to significant societal pressure, many Japanese people feel anxiety, sensitivity, vulnerability, and alienation (Ren 29). Accordingly, much Japanese anime engages with feelings of nihilism (Lozano-Méndez and Loriguillo-López; Tsang). In some respects Vocaloid culture is interrelated with hikikomori, a form of social withdrawal associated with various psychological, social, and behavioural factors (Li and Wong 603). Much academic literature exists on hikikomori, which in many ways is a Japanese phenomenon, being influenced by “culture, society and history”, and having come about in Japan during a period of “very rapid socioeconomic changes” (Kato et al. 1062). Many Vocaloid producers and utaite identify as hikikomori, including Mafumafu. However, studies on hikikomori outside Japan have shown that feelings of isolation, anxiety, and social exclusion are a global concern (Krieg and Dickie 61; Kato et al. 1062), contributing to Neru’s popularity among English-speaking audiences Conclusion My goal in this article is to point out that a significant number of people find Vocaloid music relatable and affectual, and it would be hasty to dismiss such music as “depthless” due to its use of voicebanks and connection to consumer culture. Vocaloid music is particularly affective in part due to the way that Vocaloids, producers, and utaite make use of personas which function as bodies without organs: something that listeners are able to project their own feelings onto. Further, Small’s concept of musicking encourages us to pay attention to what producers are saying as well as what listeners and fans are engaging with: what values are being explored and how they are being used for self-definition. It is important to consider not just the economic aspects of participatory culture and the networks of production surrounding Vocaloid, but the content of the music and the meanings that listeners get out of it. Neru’s CYNICISM album is particularly interesting in this regard. The combination of upbeat music, bright and garish imagery, and nihilistic lyrics communicates a strong sense of disappointment with society and a lack of self-worth in a dissonant manner – there is a sense of playfulness that is attention-grabbing and uses humour to communicate these negative themes. Given the breadth of Vocaloid content that is produced, further research into other producers, fan groups, and pieces of media will provide insight into this varied and rich phenomenon. References Allen, Ansgar. Cynicism. Cambridge: MIT P, 2020. Annett, Sandra. "What Can a Vocaloid Do? The Kyara as Body without Organs." Mechademia 10 (2017): 163–77. Bell, Sarah A. "The dB in the .Db: Vocaloid Software as Posthuman Instrument." Popular Music and Society 39.2 (2016): 222–240. Deleuze, Gilles, and Félix Guattari. A Thousand Plateaus. Trans. Brian Massumi. 11th ed. Minneapolis: U of Minnesota P, 2005. ———. Anti-Oedipus. Trans. Robert Hurley et al. 10th ed. Minneapolis: U of Minnesota P, 2000. Diken, Bulent. Nihilism. London: Routledge, 2009. Gertz, Nolen. Nihilism. Cambridge: MIT P, 2019. Hamasaki, Masahiro, et al. "Network Analysis of Massively Collaborative Creation of Multimedia Contents – Case Study of Hatsune Miku Videos on Nico Nico Douga." Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video (UXTV '08). New York: Association for Computing Machinery, 2008. 165–168. Hatsune Miku Wiki. Page List [ページ一覧]. 15 Mar. 2024 <https://w.atwiki.jp/hmiku/list>. Jensen, Casper Bruun, and Anders Blok. "Techno-Animism in Japan: Shinto Cosmograms, Actor-Network Theory, and the Enabling Powers of Non-Human Agencies." Theory, Culture & Society 30.2 (2013): 84–115. Jørgensen, Stina Marie Hasse, et al. "Hatsune Miku: An Uncertain Image." Digital Creativity 28.4 (2017): 318–331. Karatetsu. Vocaloid Monthly Karaoke Ranking TOP5,000 [ボカロ月間カラオケランキング TOP5,000]. 15 Mar. 2024 <https://www.karatetsu.com/vocala/pickup/ranking.php>. Kato, Takahiro A., et al. "Hikikomori: Multidimensional Understanding, Assessment, and Future International Perspectives." PCN Frontier Review 73 (2019): 427–440. Kenmochi, Hideki. "VOCALOID and Hatsune Miku Phenomenon in Japan." Proceedings of the First Interdisciplinary Workshop on Singing Voice (InterSinging 2010) (2010): 1–4 <https://www.isca-speech.org/archive/intersinging_2010/kenmochi10_intersinging.html>. Kobayashi, Hajime, and Takashi Taguchi. "Virtual Idol Hatsune Miku: Case Study of New Production/Consumption Phenomena Generated by Network Effects in Japan’s Online Environment." Markets, Globalization & Development Review 3.4 (2018): 1–17. Krieg, Alexander, and Jane R. Dickie. "Attachment and Hikikomori: A Psychosocial Developmental Model." International Journal of Social Psychiatry 59.1 (2013): 61–72. Kroth, Michael. "Irreverence." Human Resource Development Review 16.1 (2017): 100–108. Lam, Ka Yan. "The Hatsune Miku Phenomenon: More than a Virtual J-Pop Diva." Journal of Popular Culture 49.5 (2016): 1107–1124. Leavitt, A., et al. "Producing Hatsune Miku: Concerts, Ommercialisation, and the Politics of Peer Production." Media Convergence in Japan. Eds. Patrick W. Galbraith and Jason Carlin. New Haven: Kinema Club, 2016. 200–229. Li, Tim M.H., and Paul W.C. Wong. "Youth Social Withdrawal Behavior (Hikikomori): A Systematic Review of Qualitative and Quantitative Studies." Australian and New Zealand Journal of Psychiatry 49.7 (2015): 595–609. Lozano-Méndez, Artur, and Antonio Loriguillo-López. "Nihilistamina: Gloomy Heroisms in Contemporary Anime." Handbook of Japanese Media and Popular Culture in Transition. Eds. Forum Mithani and Griseldis Kirsch. Amsterdam: Amsterdam UP, 2022. 124–139. Marmysz, John. Laughing at Nothing: Humor as a Response to Nihilism. Albany: State U of New York P, 2003. Neru. CYNICISM. NBC Universal Japan, 2018. 15 Mar. 2024 <http://nbcuni-music.com/neru/cynicism/detail/index.html>. ———. "Neru". Nico Nico Douga, 15 Mar. 2024 <https://www.nicovideo.jp/user/112798/>. ———. "Neru OFFICIAL". YouTube, 15 Mar. 2024 <https://www.youtube.com/user/NeruSleepOfficial>. ———. "Neru_Official". BiliBili, 15 Mar. 2024 <https://space.bilibili.com/243955530/>. Neru OFFICIAL. "Neru - Law-Evading Rock (脱法ロック) Feat. Kagamine Len." YouTube, 19 June 2016. <https://www.youtube.com/watch?v=u5mHVUwDf_0>. ———. "Neru - Let’s Drop Dead Feat. Kagamine Rin & Kagamine Len." YouTube, 29 Dec. 2017. <https://www.youtube.com/watch?v=jJirzFqSp-A>. ———. "Neru & z’5 - SNOBBISM Feat. Kagamine Rin & Kagamine Len." YouTube, 21 Mar. 2018. <https://www.youtube.com/watch?v=f5jDVFmEIVQ>. ———. "Neru & z’5 - Whatever Whatever Whatever (I~ya I~ya I~ya) Feat. Kagamine Rin & Kagamine Len." YouTube, 10 Nov. 2017. <https://www.youtube.com/watch?v=y8-6QPEes1k>. Niconico. 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The Journal of Japanese Studies 35.1 (2009): 87–111. Small, Christopher. Musicking: The Meanings of Performance and Listening. Middletown: Wesleyan UP, 1998. Sousa, Ana Matilde. "Beauty Is in the Eye of the 'Produser': Virtual Idol Hatsune Miku from Software, to Network, to Stage." In Post Screen: Intermittence + Interference, eds. Ana Moutinho et al. Lisbon: Edicoes Universitarias Lusofonas, 2016. 117–128. Spotify. "Neru." Spotify, 15 Mar. 2024 <https://open.spotify.com/artist/0rhcL1Mw7J9YJRDpD6mhXr>. Steinberg, Marc. Anime’s Media Mix: Franchising Toys and Characters in Japan. Minneapolis: U of Minnesota P, 2012. To, Kit Yan. The Voice of the Future: Seeking Freedom of Expression through VOCALOID Fandom. Master’s Thesis. Austin: University of Texas at Austin, 2014. Tsang, Gabriel F.Y. "Beyond 2015 : Nihilism and Existentialist Rhetoric in Neon Genesis Evangelion." Journal of International and Advanced Japanese Studies 8 (2016): 35–43. Vocaloid Lyrics Wiki. 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15

Kerasidou, Xaroula (Charalampia). "Regressive Augmentation: Investigating Ubicomp’s Romantic Promises." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.733.

Full text
Abstract:
Machines that fit the human environment instead of forcing humans to enter theirs will make using a computer as refreshing as taking a walk in the woods. Mark Weiser on ubiquitous computing (21st Century Computer 104) In 2007, a forum entitled HCI 2020: Human Values in a Digital Age sought to address the questions: What will our world be like in 2020? Digital technologies will continue to proliferate, enabling ever more ways of changing how we live. But will such developments improve the quality of life, empower us, and make us feel safer, happier and more connected? Or will living with technology make it more tiresome, frustrating, angst-ridden, and security-driven? What will it mean to be human when everything we do is supported or augmented by technology? (Harper et al. 10) The forum came as a response to, what many call, post-PC technological developments; developments that seek to engulf our lives in digital technologies which in their various forms are meant to support and augment our everyday lives. One of these developments has been the project of ubiquitous computing along with its kin project, tangible computing. Ubiquitous computing (ubicomp) made its appearance in the late 1980s in the labs of Xerox’s Palo Alto Research Center (PARC) as the “third wave” in computing, following those of the mainframe and personal computing (Weiser, Open House 2). Mark Weiser, who coined the term, along with his collaborators at Xerox PARC, envisioned a “new technological paradigm” which would leave behind the traditional one-to-one relationship between human and computer, and spread computation “ubiquitously, but invisibly, throughout the environment” (Weiser, Gold and Brown 693). Since then, the field has grown and now counts several peer-reviewed journals, conferences, and academic and industrial research centres around the world, which have set out to study the new “post-PC computing” under names such as Pervasive Computing, Ambient Intelligence, Tangible Computing, The Internet of Things, etc. Instead of providing a comprehensive account of all the different ubicomp incarnations, this paper seeks to focus on the early projects and writings of some of ubicomp’s most prominent figures and tease out, as a way of critique, the origins of some of its romantic promises. From the outset, ubiquitous computing was heavily informed by a human-centred approach that sought to shift the focus from the personal computer back to its users. On the grounds that the PC has dominated the technological landscape at the expense of its human counterparts, ubiquitous computing promised a different human-machine interaction, with “machines that fit the human environment instead of forcing humans to enter theirs” (104, my italics) placing the two in opposite and antagonistic terrains. The problem comes about in the form of interaction between people and machines … So when the two have to meet, which side should dominate? In the past, it has been the machine that dominates. In the future, it should be the human. (Norman 140) Within these early ubicomp discourses, the computer came to embody a technological menace, the machine that threatened the liberal humanist value of being free and in control. For example, in 1999 in a book that was characterized as “the bible of ‘post-PC’ thinking” by Business Week, Donald Norman exclaimed: we have let ourselves to be trapped. … I don’t want to be controlled by a technology. I just want to get on with my life, … So down with PC’s; down with computers. All they do is complicate our lives. (72) And we read on the website of MIT’s first ubicomp project Oxygen: For over forty years, computation has centered about machines, not people. We have catered to expensive computers, pampering them in air-conditioned rooms or carrying them around with us. Purporting to serve us, they have actually forced us to serve them. Ubiquitous computing then, in its early incarnations, was presented as the solution; the human-centred, somewhat natural approach, which would shift the emphasis away from the machine and bring control back to its legitimate owner, the liberal autonomous human subject, becoming the facilitator of our apparently threatened humanness. Its promise? An early promise of regressive augmentation, I would say, since it promised to augment our lives, not by changing them, but by returning us to a past, better world that the alienating PC has supposedly displaced, enabling us to “have more time to be more fully human” (Weiser and Brown). And it sought to achieve this through the key characteristic of invisibility, which was based on the paradox that while more and more computers will permeate our lives, they will effectively disappear. Ubicomp’s Early Romantic Promises The question of how we can make computers disappear has been addressed in computer research in various ways. One of the earliest and most prominent of these is the approach, which focuses on the physicality of the world seeking to build tangible interfaces. One of the main advocates of this approach is MIT’s Tangible Media Group, led by Professor Hiroshi Ishii. The group has been working on their vision, which they call “Tangible Bits,” for almost two decades now, and in 2009 they were awarded the “Lasting Impact Award” at the ACM Symposium on User Interface Software and Technology (UIST) for their metaDesk platform, presented in 1997 (fig.1), which explores the coupling of everyday physical objects with digital information (Ullmer and Ishii). Also, in 2004 in a special paper titled “Bottles: A Transparent Interface as a Tribute to Mark Weiser”, Ishii presented once again an early project he and his group developed in 1999, and for which they were personally commented by Weiser himself. According to Ishii, bottles (fig. 2)—a system which comprises three glass bottles “filled with music” each representing a different musical instrument, placed on a Plexiglas “stage” and controlled by their physical manipulation (moving, opening or closing them)—no less, “illustrates Mark Weiser’s vision of the transparent (or invisible) interface that weaves itself into the fabric of everyday life” (1299). Figure 1: metaDesk platform (MIT Tangible Media Group) Figure 2: musicBottles (MIT Tangible Media Group) Tangible computing was based on the premise that we inhabit two worlds: the physical world and cyberspace, or as Ishii and Ullmer put it, the world of atoms and the world of bits claiming that there is gap between these two worlds that left us “torn between these parallel but disjoint spaces” (1). This agreed with Weiser’s argument that cyberspace, and specifically the computer, has taken centre stage leaving the real world—the real people, the real interactions—in the background and neglected. Tangible computing then sought to address this problem by "bridging the gaps between both cyberspace and the physical environment" (1). As Ishii and Ullmer wrote in 1997: The aim of our research is to show concrete ways to move beyond the current dominant model of GUI [Graphic User Interface] bound to computers with a flat rectangular display, windows, a mouse, and a keyboard. To make computing truly ubiquitous and invisible, we seek to establish a new type of HCI that we call "Tangible User Interfaces" (TUIs). TUIs will augment the real physical world by coupling digital information to everyday physical objects and environments. (2) “Our intention is to take advantage of natural physical affordances to achieve a heightened legibility and seamlessness of interaction between people and information” (2). In his earlier work computer scientist Paul Dourish turned to phenomenology and the concept of embodiment in order to develop an understanding of interaction as embodied. This was prior to his recent work with cultural anthropologist Bell where they examined the motivating mythology of ubiquitous computing along with the messiness of its lived experience (Dourish and Bell). Dourish, in this earlier work observed that one of the common critical features early tangible and ubiquitous computing shared is that “they both attempt to exploit our natural familiarity with the everyday environment and our highly developed spatial and physical skills to specialize and control how computation can be used in concert with naturalistic activities” (Context-Aware Computing 232). They then sought to exploit this familiarity in order to build natural computational interfaces that fit seamlessly within our everyday, real world (Where the Action Is 17). This idea of an existing set of natural tactile skills appears to come hand-in-hand with a nostalgic, romantic view of an innocent, simple, and long gone world that the early projects of tangible and ubiquitous computing sought to revive; a world where the personal computer not only did not fit, an innocent world in fact displaced by the personal computer. In 1997, Ishii and Ullmer wrote about their decision to start their investigations about the “future of HCI” in the museum of the Collection of Historic Scientific Instruments at Harvard University in their efforts to get inspired by “the aesthetics and rich affordances of these historical scientific instruments” concerned that, “alas, much of this richness has been lost to the rapid flood of digital technologies” (1). Elsewhere Ishii explained that the origin of his idea to design a bottle interface began with the concept of a “weather forecast bottle;” an idea he intended to develop as a present for his mother. “Upon opening the weather bottle, she would be greeted by the sound of singing birds if the next day’s weather was forecasted to be clear” (1300). Here, we are introduced to a nice elderly lady who has opened thousands of bottles while cooking for her family in her kitchen. This senior lady; who is made to embody the symbolic alignment between woman, the domestic and nature (see Soper, Rose, Plumwood); “has never clicked a mouse, typed a URL, nor booted a computer in her life” (Ishii 1300). Instead, “my mother simply wanted to know the following day’s weather forecast. Why should this be so complicated?” (1300, my italics). Weiser also mobilised nostalgic sentiments in order to paint a picture of what it would be to live with ubiquitous computing. So, for example, when seeking a metaphor for ubiquitous computing, he proposed “childhood – playful, a building of foundations, constant learning, a bit mysterious and quickly forgotten by adults” (Not a Desktop 8). He viewed the ubicomp home as the ideal retreat to a state of childhood; playfully reaching out to the unknown, while being securely protected and safely “at home” (Open House). These early ideas of a direct experience of the world through our bodily senses along with the romantic view of a past, simple, and better world that the computer threatened and that future technological developments promised, could point towards what Leo Marx has described as America’s “pastoral ideal”, a force that, according to Marx, is ingrained in the American view of life. Balancing between primitivism and civilisation, nature and culture, the pastoral ideal “is an embodiment of what Lovejoy calls ‘semi-primitivism’; it is located in a middle ground somewhere ‘between’, yet in a transcendent relation to, the opposing forces of civilisation and nature” (Marx 23). It appears that the early advocates of tangible and ubiquitous computing sought to strike a similar balance to the American pastoral ideal; a precarious position that managed to reconcile the disfavour and fear of Europe’s “satanic mills” with an admiration for the technological power of the Industrial Revolution, the admiration for technological development with the bucolic ideal of an unspoiled and pure nature. But how was such a balance to be achieved? How could the ideal middle state be achieved balancing the opposing forces of technological development and the dream of the return to a serene pastoral existence? According to Leo Marx, for the European colonisers, the New World was to provide the answer to this exact question (101). The American landscape was to become the terrain where old and new, nature and technology harmonically meet to form a libertarian utopia. Technology was seen as “‘naturally arising’ from the landscape as another natural ‘means of happiness’ decreed by the Creator in his design of the continent. So, far from conceding that there might be anything alien or ‘artificial’ about mechanization, technology was seen as inherent in ‘nature’; both geographic and human” (160). Since then, according to Marx, the idea of the “return” to a new Golden Age has been engrained in the American culture and it appears that it informs ubiquitous computing’s own early visions. The idea of a “naturally arising” technology which would facilitate our return to the once lost garden of security and nostalgia appears to have become a common theme within ubiquitous computing discourses making appearances across time and borders. So, for example, while in 1991 Weiser envisioned that ubiquitous technologies will make “using a computer as refreshing as taking a walk in the woods” (21st Century Computer 11), twelve years later Marzano writing about Philip’s vision of Ambient Intelligence promised that “the living space of the future could look more like that of the past than that of today” (9). While the pastoral defined nature in terms of the geographical landscape, early ubiquitous computing appeared to define nature in terms of the objects, tools and technologies that surround us and our interactions with them. While pastoral America defined itself in contradistinction to the European industrial sites and the dirty, smoky and alienating cityscapes, within those early ubiquitous computing discourses the role of the alienating force was assigned to the personal computer. And whereas the personal computer with its “grey box” was early on rejected as the modern embodiment of the European satanic mills, computation was welcomed as a “naturally arising” technological solution which would infuse the objects which, “through the ages, … are most relevant to human life—chairs, tables and beds, for instance, … the objects we can’t do without” (Marzano 9). Or else, it would infuse the—newly constructed—natural landscape fulfilling the promise that when the “world of bits” and the “world of atoms” are finally bridged, the balance will be restored. But how did these two worlds come into existence? How did bits and atoms come to occupy different and separate ontological spheres? Far from being obvious or commonsensical, the idea of the separation between bits and atoms has a history that grounds it to specific times and places, and consequently makes those early ubiquitous and tangible computing discourses part of a bigger story that, as documented (Hayles) and argued (Agre), started some time ago. The view that we inhabit the two worlds of atoms and bits (Ishii and Ullmer) was endorsed by both early ubiquitous and tangible computing, it was based on the idea of the separation of computation from its material instantiation, presenting the former as a free floating entity able to infuse our world. As we saw earlier, tangible computing took the idea of this separation as an unquestionable fact, which then served as the basis for its research goals. As we read in the home page of the Tangible Media Group’s website: Where the sea of bits meets the land of atoms, we are now facing the challenge of reconciling our dual citizenship in the physical and digital worlds. "Tangible Bits" is our vision of Human Computer Interaction (HCI): we seek a seamless coupling of bits and atoms by giving physical form to digital information and computation (my italics). The idea that digital information does not have to have a physical form, but is given one in order to achieve a coupling of the two worlds, not only reinforces the view of digital information as an immaterial entity, but also places it in a privileged position against the material world. Under this light, those early ideas of augmentation or of “awakening” the physical world (Ishii and Ullmer 3) appear to be based on the idea of a passive material world that can be brought to life and become worthy and meaningful through computation, making ubiquitous computing part of a bigger and more familiar story. Restaging the dominant Cartesian dualism between the “ensouled” subject and the “soulless” material object, the latter is rendered passive, manipulable, and void of agency and, just like Ishii’s old bottles, it is performed as a mute, docile “empty vessel” ready to carry out any of its creator’s wishes; hold perfumes and beverages, play music, or tell the weather. At the same time, computation was presented as the force that could breathe life to a mundane and passive world; a free floating, somewhat natural, immaterial entity, like oxygen (hence the name of MIT’s first ubicomp project), like the air we breathe that could travel unobstructed through any medium, our everyday objects and our environment. But it is interesting to see that in those early ubicomp discourses computation’s power did not extend too far. While computation appeared to be foregrounded as a powerful, almost magic, entity able to give life and soul to a soulless material world, at the same time it was presented as controlled and muted. The computational power that would fill our lives, according to Weiser’s ubiquitous computing, would be invisible, it wouldn’t “intrude on our consciousness” (Weiser Not a Desktop 7), it would leave no traces and bring no radical changes. If anything, it would enable us to re-establish our humanness and return us to our past, natural state promising not to change us, or our lives, by introducing something new and unfamiliar, but to enable us to “remain serene and in control” (Weiser and Brown). In other words, ubiquitous computing, as this early story goes, would not be alienating, complex, obtrusive, or even noticeable, for that matter, and so, at the end of this paper, we come full circle to ubicomp’s early goals of invisibility with its underpinnings of the precarious pastoral ideal. This short paper focused on some of ubicomp’s early stories and projects and specifically on its promise to return us to a past and implicitly better world that the PC has arguably displaced. By reading these early promises of, what I call, regressive augmentation through Marx’s work on the “pastoral ideal,” this paper sought to tease out, in order to unsettle, the origins of some of ubicomp’s romantic promises. References Agre, P. E. Computation and Human Experience. New York: Cambridge University Press, 1997. Dourish, P. “Seeking a Foundation for Context-Aware Computing.” Human–Computer Interaction 16.2-4 (2001): 229-241. ———. Where the Action Is: The Foundations of Embodied Interaction. Cambridge: MIT Press, 2001. Dourish, P. and Genevieve Bell. Divining a Digital Future: Mess and Mythology in Ubiquitous Computing. Cambridge, Massachusetts: MIT Press, 2011.Grimes, A., and R. Harper. “Celebratory Technology: New Directions for Food Research in HCI.” In CHI’08, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. New York: ACM, 2008. 467-476. Harper, R., T. Rodden, Y. Rogers, and A. Sellen (eds.). Being Human: Human-Computer Interaction in the Year 2020. Microsoft Research, 2008. 1 Dec. 2013 ‹http://research.microsoft.com/en-us/um/Cambridge/projects/hci2020/downloads/BeingHuman_A3.pdf›. Hayles, K. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. 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