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1

Bila, Nilton, Eric J. Wright, Eyal De Lara, Kaustubh Joshi, H. Andrés Lagar-Cavilla, Eunbyung Park, Ashvin Goel, Matti Hiltunen, and Mahadev Satyanarayanan. "Energy-Oriented Partial Desktop Virtual Machine Migration." ACM Transactions on Computer Systems 33, no. 1 (March 11, 2015): 1–51. http://dx.doi.org/10.1145/2699683.

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Raghavan, Rohith, Vishodhan Krishnan, Hitesh Nishad, and Bushra Shaikh. "Virtual AI Assistant for Person with Partial Vision Impairment." ITM Web of Conferences 37 (2021): 01019. http://dx.doi.org/10.1051/itmconf/20213701019.

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Smartphones help us with almost every activity and task nowadays. The features and hardware of the phone can be leveraged to make apps for online payment, content consumption, and creation, accessibility, etc. These devices can also be used to help and assist visually challenged and guide them in their daily activities. As the visually challenged sometimes face difficulty in sensing the objects or humans in the surroundings, they require guidance or help in recognizing objects, human faces, reading text, and other activities. Hence, this Android application has been proposed to help and assist people with partial vision impairment. The application will make use of technologies like face detection, object and text recognition, barcode scanner, and a basic voice-based chatbot which can be used to execute basic commands implemented through Deep Learning, Artificial Intelligence, and Machine Learning. The application will be able to detect the number of faces, recognize the object in the camera frame of the application, read out the text from newspapers, documents, etc, and open the link detected from the barcode, all given as output to the user in the form of voice.
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Wagner, Gregor, Andreas Gal, and Michael Franz. "“Slimming” a Java virtual machine by way of cold code removal and optimistic partial program loading." Science of Computer Programming 76, no. 11 (November 2011): 1037–53. http://dx.doi.org/10.1016/j.scico.2010.04.008.

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Yan, Jing Run, Jian Ming Liang, Shu Zheng Shi, Chun Hua Zhu, and Yu Ni Xiao. "The Design and Research of Hydraulic Drive Auto Lift Machine Based on Solidworks." Applied Mechanics and Materials 711 (December 2014): 108–11. http://dx.doi.org/10.4028/www.scientific.net/amm.711.108.

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Double-column vehicle lift is a lifting equipment commonly used in auto repair and maintenance units, which is widely applied to the repair and maintenance of small vehicles such as cars. The design is a double-column vehicle lift driven by hydraulic. It mainly consists of lifting device, synchronous drive, column and bracket arm. The hydraulic circuit of hydraulic lifting device is designed. Currently, the articles concerning solidworks in the design of hydraulic drive lift only focus on unilateral appliance. When it comes to the design of the system, most of them concentrate on part modeling, virtual assembly, finite element analysis of parts ,etc, or a partial function of certain lifting machine. Seldom of them make a systematic research concerning motion stimulation. This paper, however, makes a three-dimensional virtual modeling for the lifting machine by the use of solidworks. In addition, it makes a structure verification of lift with assembly and motion simulation.
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Peng, Min. "Stimulation on Anti-Shock Characteristic of Diesel Engine." Advanced Materials Research 631-632 (January 2013): 920–24. http://dx.doi.org/10.4028/www.scientific.net/amr.631-632.920.

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With more and more attention being paid to anti-shock of the warship by many country’s navy, it is of practical significance to study the anti-shock characteristic of the diesel engine which belongs to the A class facility on warship. Owing to the high price of shock test, simulation combined with partial shock test methods are adopted by many countries to ensure the facility’s anti-shock performance. A numeric virtual platform of TBD234V6 diesel engine generator set is built by means of software MSC.ADAMS and four machine feet of the diesel engine are modeled flexibly. The virtual shock test of the generator set is conducted on this platform according to the German shock standard BV043/85 and anti-shock performance limits of the machine feet is obtained. Hammer experiment is also carried out on the real generator set. After the comparison of the simulation results and the experiment results, the deficiency aspects need to be improved are pointed out at last.
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Wang, Jike, Dongsheng Cao, Cunchen Tang, Xi Chen, Huiyong Sun, and Tingjun Hou. "Fast and accurate prediction of partial charges using Atom-Path-Descriptor-based machine learning." Bioinformatics 36, no. 18 (September 2, 2020): 4721–28. http://dx.doi.org/10.1093/bioinformatics/btaa566.

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Abstract Motivation Partial atomic charges are usually used to calculate the electrostatic component of energy in many molecular modeling applications, such as molecular docking, molecular dynamics simulations, free energy calculations and so forth. High-level quantum mechanics calculations may provide the most accurate way to estimate the partial charges for small molecules, but they are too time-consuming to be used to process a large number of molecules for high throughput virtual screening. Results We proposed a new molecule descriptor named Atom-Path-Descriptor (APD) and developed a set of APD-based machine learning (ML) models to predict the partial charges for small molecules with high accuracy. In the APD algorithm, the 3D structures of molecules were assigned with atom centers and atom-pair path-based atom layers to characterize the local chemical environments of atoms. Then, based on the APDs, two representative ensemble ML algorithms, i.e. random forest (RF) and extreme gradient boosting (XGBoost), were employed to develop the regression models for partial charge assignment. The results illustrate that the RF models based on APDs give better predictions for all the atom types than those based on traditional molecular fingerprints reported in the previous study. More encouragingly, the models trained by XGBoost can improve the predictions of partial charges further, and they can achieve the average root-mean-square error 0.0116 e on the external test set, which is much lower than that (0.0195 e) reported in the previous study, suggesting that the proposed algorithm is quite promising to be used in partial charge assignment with high accuracy. Availability and implementation The software framework described in this paper is freely available at https://github.com/jkwang93/Atom-Path-Descriptor-based-machine-learning Supplementary information Supplementary data are available at Bioinformatics online.
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Cascone, Lucia, Aniello Castiglione, Michele Nappi, Fabio Narducci, and Ignazio Passero. "Waiting for Tactile: Robotic and Virtual Experiences in the Fog." ACM Transactions on Internet Technology 21, no. 3 (June 15, 2021): 1–19. http://dx.doi.org/10.1145/3421507.

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Social robots adopt an emotional touch to interact with users inducing and transmitting humanlike emotions. Natural interaction with humans needs to be in real time and well grounded on the full availability of information on the environment. These robots base their way of communicating on direct interaction (touch, listening, view), supported by a range of sensors on the surrounding environment that provide a radially central and partial knowledge on it. Over the past few years, social robots have been demonstrated to implement different features, going from biometric applications to the fusion of machine learning environmental information collected on the edge. This article aims at describing the experiences performed and still ongoing and characterizes a simulation environment developed for the social robot Pepper that aims to foresee the new scenarios and benefits that tactile connectivity will enable.
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Liu, Jun, and Wen Kui Ma. "Design and Simulation of Tobacco Harvesting System Based on Virtual Manufacturing Technology." Key Engineering Materials 522 (August 2012): 736–39. http://dx.doi.org/10.4028/www.scientific.net/kem.522.736.

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Virtual manufacturing reflects the nature of manufacturing in the computer implementation. It is the comprehensive development and application of computer simulation technology and virtual reality technology in manufacturing. It is also a new concept in manufacturing industry, for which enterprises use information integration as bases. This article therefore describes the practical applications of the tobacco harvesting in virtual manufacturing system. Based on the whole to part-based design idea, we adopt a brand new design method which uses the interaction of three-dimensional design, graphic design and partial tests. Meanwhile, it uses soliderworks software to create three-dimensional modeling and motion simulation for the tobacco harvesting system. Specifically, for the design part, we first conduct the constraint and connecting assembly of the established three-dimensional model of the tobacco harvest system to form an entirety. Then we carry on the motion simulation tests, which show the kinetic characteristics of the system in the virtual environment. The final step is data processing and error modification. The result indicates that this method not only improves the accuracy and efficiency of design manufacturing and reduces relevant costs, but also improves the collection level of the leaf tobacco harvesting machine, reduces harvesting costs with a relative high value.
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Chen, Feng, Jean-Luc Bouvard, Daisuke Sawada, Christophe Pradille, Michael Hummel, Herbert Sixta, and Tatiana Budtova. "Exploring digital image correlation technique for the analysis of the tensile properties of all-cellulose composites." Cellulose 28, no. 7 (March 20, 2021): 4165–78. http://dx.doi.org/10.1007/s10570-021-03807-9.

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Abstract All-cellulose composites (ACCs) were prepared from filter paper via partial dissolution in the ionic liquid 1-ethyl-3-methylimidazolium acetate, and material tensile properties were investigated using various approaches. One is based on data directly taken from a tensile testing machine, and the other uses two-cameras stereovision with digital image correlation (DIC) technique. In the latter case, virtual extensometer with different locations on the sample and averaging over sample surface were tested. Nominal and true stress–strain dependences were built and Young's modulus, tensile strength, elongation at maximal stress and toughness were evaluated as a function of ACC density. A minor difference was observed for the stress–strain dependences derived from different approaches which use the DIC technique, most probably because of low ACC deformation. However, the results reveal that the nominal stress–strain curve from DIC is significantly different from that which is directly derived from the data provided by machine sensors thus strongly impacting Young’s modulus and elongation at break values. This study provides an insight into the evaluation of the mechanical properties of ACCs. Graphic abstract
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Alias, Norma, Hafizah Farhah Saipan Saipol, Asnida Che Abd. Ghani, and Maizatul Nadirah Mustaffa. "Parallel Performance Comparison of Alternating Group Explicit Method Between Parallel Virtual Machine and Matlab Distributed Computing for Solving Large Sparse Partial Differential Equations." Advanced Science Letters 20, no. 2 (February 1, 2014): 477–82. http://dx.doi.org/10.1166/asl.2014.5330.

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11

Lebedev, Mikhail A., and Miguel A. L. Nicolelis. "Brain-Machine Interfaces: From Basic Science to Neuroprostheses and Neurorehabilitation." Physiological Reviews 97, no. 2 (April 2017): 767–837. http://dx.doi.org/10.1152/physrev.00027.2016.

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Brain-machine interfaces (BMIs) combine methods, approaches, and concepts derived from neurophysiology, computer science, and engineering in an effort to establish real-time bidirectional links between living brains and artificial actuators. Although theoretical propositions and some proof of concept experiments on directly linking the brains with machines date back to the early 1960s, BMI research only took off in earnest at the end of the 1990s, when this approach became intimately linked to new neurophysiological methods for sampling large-scale brain activity. The classic goals of BMIs are 1) to unveil and utilize principles of operation and plastic properties of the distributed and dynamic circuits of the brain and 2) to create new therapies to restore mobility and sensations to severely disabled patients. Over the past decade, a wide range of BMI applications have emerged, which considerably expanded these original goals. BMI studies have shown neural control over the movements of robotic and virtual actuators that enact both upper and lower limb functions. Furthermore, BMIs have also incorporated ways to deliver sensory feedback, generated from external actuators, back to the brain. BMI research has been at the forefront of many neurophysiological discoveries, including the demonstration that, through continuous use, artificial tools can be assimilated by the primate brain's body schema. Work on BMIs has also led to the introduction of novel neurorehabilitation strategies. As a result of these efforts, long-term continuous BMI use has been recently implicated with the induction of partial neurological recovery in spinal cord injury patients.
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Dzhendov, Dzh, Iv Katreva, and Ts Dikova. "Prosthetic treatment protocol with fixed dental constructions made on 3D printed cast patterns." Archives of Materials Science and Engineering 1, no. 90 (March 1, 2018): 33–40. http://dx.doi.org/10.5604/01.3001.0012.0611.

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Purpose: of the present paper is to develop prosthetic treatment protocol for fixed partial dentures made of 3D printed cast patterns. Design/methodology/approach: The clinical and laboratory protocols for manufacturing of fixed prosthetic constructions upon 3D cast patterns are developed on the basis of the literature review and our previous experimental investigations. Comparison between the conventional technique and innovative approach is made. Findings: The terms "semi-digital treatment plan" and "fully digital treatment plan" are defined according to the way of obtaining data for the virtual 3D model and the production method of the fixed prostheses. A classification of treatment protocols with non-removable partial dentures produced by additive technology is developed. Protocols for "semi" and "fully" digitized treatment plans with fixed partial dentures made by casting with 3D printed models are created. Research limitations/implications: Implementation of the fully digitized protocol for manufacturing of fixed prosthetic constructions via 3D printed prototypes requires specific equipment in the dental office and dental technician laboratory – intraoral scanner and CAD/ CAM system with 3D printing machine. Practical implications: Establishing of systematic clinical and laboratory protocols helps dental specialists to implement the innovative working approach in their practice with no risk of neglecting or omitting of some important procedures which increases the quality and long lasting effect of the dental constructions. Originality/value: Following the developed protocols reduces the role of the subjective factor in production technology of fixed prosthetic constructions while saving labour and time.
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Wang, Jinmiao, Hui Zhao, Lin Bi, and Liguan Wang. "Implicit 3D Modeling of Ore Body from Geological Boreholes Data Using Hermite Radial Basis Functions." Minerals 8, no. 10 (October 10, 2018): 443. http://dx.doi.org/10.3390/min8100443.

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Modeling ore body in 3D is the basis of digital intelligent mining. However, most existing three-dimensional mining software uses the contour approach that requires too much man–machine interaction and difficult partial updating. Moreover, accounting for uncertainty and low geometric quality picking is very difficult in the direct contour approach. Therefore, an implicit modeling approach to automatically build the three-dimensional model for ore body by means of spatial interpolation directly based on the geological borehole data with Hermite radial basis function (HRBF) algorithm as the core is proposed. Furthermore, in order to solve the problems of weak continuity of models due to the long-distance original boreholes as well as the boundary-point normal solution error, the densification of original borehole data with the virtual borehole as well as the calculation of point-cloud normal direction based on the adjacent hole-drilling method is proposed. The verification of two mine engineering projects and comparison with the explicit modeling results show that this approach could realize the automatic building of three-dimensional models for the ore body with high geometric quality, timely update and accurate results.
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Gambo, Nuru, and Innocent Musonda. "Effect of the Fourth Industrial Revolution on Road Transport Asset Management Practice in Nigeria." Journal of Construction in Developing Countries 26, no. 1 (July 30, 2021): 19–43. http://dx.doi.org/10.21315/jcdc2021.26.1.2.

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Poor management practices of road transport assets posed a challenge to the sustainable development of the transport system in developing countries like Nigeria. Studies in the past focused mainly on the performance of road construction process. However, few studies have evaluated the effect of the fourth Industrial Revolution (4.0IR) on the road transport assets in developing countries such as Nigeria. The current study aimed at assessing the effect of the 4.0IR towards improving the management practice of road transport assets. Survey instruments were administered to project and facility managers in the Nigerian road construction sector of the economy using a proportionate random sampling technique. Partial least square structural equation modelling was used for data analysis utilising the Warp 7.0 partial least squares-structural equation modelling (PLS-SEM) software algorithm. The software calculates p-values with WarpPLS based on non-parametric algorithms, resampling or stable algorithms and thus does not require that the variables to be normally distributed. The study concluded that the 4.0IR drivers have a moderate effect change on the management practice of road transport assets in Nigeria at the moment. The findings imply that management of road assets in Nigeria would moderately improve due to the 4.0IR technologies resulting in transport, safety and general efficiency and effectiveness of road networks in Nigeria. The study identified the 4.0IR drivers to include robotics, mobility, virtual and augmented reality, Internet of things and cloud computing, machine learning, artificial intelligence, blockchain, three-dimensional (3D) printing drones that are built with an attached 3D printer (the drone hangs a 3D printing nozzle that has fed plastic, concrete mix or other material from a tube connected to the top of the drone's printing path that precisely plotted by software, for a promised printing accuracy of 0.1 mm) and digital engineering. This study emanated from the government reports and past studies in the area of road transport asset management practice which the study investigated the major causes of poor practices and assessed the effect of the 4.0IR on the practice.
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Ziaeetabar, Fatemeh, Jennifer Pomp, Stefan Pfeiffer, Nadiya El-Sourani, Ricarda I. Schubotz, Minija Tamosiunaite, and Florentin Wörgötter. "Using enriched semantic event chains to model human action prediction based on (minimal) spatial information." PLOS ONE 15, no. 12 (December 28, 2020): e0243829. http://dx.doi.org/10.1371/journal.pone.0243829.

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Predicting other people’s upcoming action is key to successful social interactions. Previous studies have started to disentangle the various sources of information that action observers exploit, including objects, movements, contextual cues and features regarding the acting person’s identity. We here focus on the role of static and dynamic inter-object spatial relations that change during an action. We designed a virtual reality setup and tested recognition speed for ten different manipulation actions. Importantly, all objects had been abstracted by emulating them with cubes such that participants could not infer an action using object information. Instead, participants had to rely only on the limited information that comes from the changes in the spatial relations between the cubes. In spite of these constraints, participants were able to predict actions in, on average, less than 64% of the action’s duration. Furthermore, we employed a computational model, the so-called enriched Semantic Event Chain (eSEC), which incorporates the information of different types of spatial relations: (a) objects’ touching/untouching, (b) static spatial relations between objects and (c) dynamic spatial relations between objects during an action. Assuming the eSEC as an underlying model, we show, using information theoretical analysis, that humans mostly rely on a mixed-cue strategy when predicting actions. Machine-based action prediction is able to produce faster decisions based on individual cues. We argue that human strategy, though slower, may be particularly beneficial for prediction of natural and more complex actions with more variable or partial sources of information. Our findings contribute to the understanding of how individuals afford inferring observed actions’ goals even before full goal accomplishment, and may open new avenues for building robots for conflict-free human-robot cooperation.
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Li, Heng, Lemiao Qiu, Shuyou Zhang, Jianrong Tan, Zili Wang, and Xiaojian Liu. "A surface modeling method for product virtual assembly based on the root mean square of the regional residuals." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 234, no. 1-2 (June 20, 2019): 229–42. http://dx.doi.org/10.1177/0954405419856764.

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The micro-topographic quality of a product’s surface directly affects the performance of the virtual assembly. The computational precision of the fractal dimension has a significant effect on the accuracy of the virtual assembly model. To address the imprecision and large deviation of the calculation method under some conditions, a virtual product assembly surface modeling method is proposed in this article based on the root mean square of the area residuals. First, the fractal dimension of the surface is calculated using the regional residual root mean square (3R method). The feasibility of the 3R method is verified by comparing with the existing methods on isotropic and anisotropic surfaces. Second, the fractal dimension of a real part surface is obtained using the 3R method. According to the Weierstrass–Mandelbrot function, a partial surface model of the machined part is established. The surface contours, roughness, waviness, and flatness of the part are extracted by wavelet transform. Then, the digital surface model for virtual assembly with the same profile parameters is generated by reconstructing the surface contours of the actual parts. Finally, the method proposed by taking the virtual assembly of a VTM200/F5 turn-milling composite machining center guideway is verified in this article.
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Ezhilchelvan, Paul, and Isi Mitrani. "MULTI-CLASS RESOURCE SHARING WITH BATCH ARRIVALS." Probability in the Engineering and Informational Sciences 33, no. 3 (September 21, 2018): 348–66. http://dx.doi.org/10.1017/s0269964818000323.

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A cloud provider hosts virtual machines (VMs) of different types, with different resource requirements. There are bounds on the total amounts of each kind of resource that are available. Requests arrive in batches of different sizes. Under the ‘complete blocking’ policy, a request is accepted only if all the VMs in its batch can be accommodated. The ‘partial blocking’ policy would accept a request if there is room for at least one of the VMs in the batch. Blocked requests are lost, with an associated loss of revenue. The trade-offs between costs and benefits are evaluated by means of appropriate models, for which novel solutions based on fixed-point iterations are proposed. The applicability of those solutions is extended, by means of simplifications, to very large-scale systems. Numerical examples and comparisons with simulations are presented.
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Sutar, Nikhil. "AI and Robotics to Rehabilitate Lower Body Paralysis." International Journal for Research in Applied Science and Engineering Technology 9, no. VII (July 10, 2021): 86–93. http://dx.doi.org/10.22214/ijraset.2021.36223.

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Spinal cord injuries have unpredictable outcomes. While some recover full movement, most of them suffer permanent paralysis, ranging from partial to full-body. Alongside paralysis often comes the loss of bladder control, sexual dysfunction, bedsores, and psychological state issues, among other challenges. The solution for this is the Exoskeleton and the AI technology that offers opportunities to expand virtual and physical access for individuals with disabilities. We will disclose some machines that have an excellent impact on the lives of the elderly and other people with disabilities. However, a very important part of bringing these opportunities to success is guaranteeing that approaching AI technology works well for individuals with a large variety of skills. This paper shows how a wearable exoskeleton suit helps paralyzed people regain their ability to walk, how it works, and how this technology can be improved.
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Schaack, Dominik, Markus A. Weigand, and Florian Uhle. "Comparison of machine-learning methodologies for accurate diagnosis of sepsis using microarray gene expression data." PLOS ONE 16, no. 5 (May 17, 2021): e0251800. http://dx.doi.org/10.1371/journal.pone.0251800.

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We investigate the feasibility of molecular-level sample classification of sepsis using microarray gene expression data merged by in silico meta-analysis. Publicly available data series were extracted from NCBI Gene Expression Omnibus and EMBL-EBI ArrayExpress to create a comprehensive meta-analysis microarray expression set (meta-expression set). Measurements had to be obtained via microarray-technique from whole blood samples of adult or pediatric patients with sepsis diagnosed based on international consensus definition immediately after admission to the intensive care unit. We aggregate trauma patients, systemic inflammatory response syndrome (SIRS) patients, and healthy controls in a non-septic entity. Differential expression (DE) analysis is compared with machine-learning-based solutions like decision tree (DT), random forest (RF), support vector machine (SVM), and deep-learning neural networks (DNNs). We evaluated classifier training and discrimination performance in 100 independent iterations. To test diagnostic resilience, we gradually degraded expression data in multiple levels. Clustering of expression values based on DE genes results in partial identification of sepsis samples. In contrast, RF, SVM, and DNN provide excellent diagnostic performance measured in terms of accuracy and area under the curve (>0.96 and >0.99, respectively). We prove DNNs as the most resilient methodology, virtually unaffected by targeted removal of DE genes. By surpassing most other published solutions, the presented approach substantially augments current diagnostic capability in intensive care medicine.
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Lozza, G., and P. Chiesa. "Natural Gas Decarbonization to Reduce CO2 Emission From Combined Cycles—Part I: Partial Oxidation." Journal of Engineering for Gas Turbines and Power 124, no. 1 (February 1, 2000): 82–88. http://dx.doi.org/10.1115/1.1395581.

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This paper discusses novel schemes of combined cycle, where natural gas is chemically treated to remove carbon, rather than being directly used as fuel. Carbon conversion to CO2 is achieved before gas turbine combustion. Therefore CO2 can be removed from fuel (rather than from exhausts, thus utilizing less demanding equipment) and made available for long-term storage, to avoid dispersion toward the atmosphere and the consequent contribution to the greenhouse effect. The strategy here proposed to achieve this goal is natural gas partial oxidation. The second part of the paper will address steam/methane reforming. Partial oxidation is an exothermic oxygen-poor combustion devoted to CO and H2 production. The reaction products are introduced in a multiple stage shift reactor converting CO to CO2. Carbon dioxide is removed by means of physical or chemical absorption processes and made available for storage, after compression and liquefaction. The resulting fuel mainly consists of hydrogen and nitrogen, thus gas turbine exhausts are virtually devoid of CO2. The paper discusses the selection of some important parameters necessary to obtain a sufficient level of conversion in the various reactors (temperature and pressure levels, methane-to-air or methane-to-steam ratios) and their impact on the plant integration and on the thermodynamic efficiency. Overall performance (efficiency, power output, and carbon removal rate) is predicted by means of a computational tool developed by the authors. The results show that a net efficiency of 48.5 percent, with a 90 percent CO2 removal, can be obtained by combined cycles based on large heavy duty machines of the present technological status, either by using chemical or physical absorption.
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André, Arthur, Bruno Peyrou, Alexandre Carpentier, and Jean-Jacques Vignaux. "Feasibility and Assessment of a Machine Learning-Based Predictive Model of Outcome After Lumbar Decompression Surgery." Global Spine Journal, November 19, 2020, 219256822096937. http://dx.doi.org/10.1177/2192568220969373.

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Study design: Retrospective study at a unique center. Objective: The aim of this study is twofold, to develop a virtual patients model for lumbar decompression surgery and to evaluate the precision of an artificial neural network (ANN) model designed to accurately predict the clinical outcomes of lumbar decompression surgery. Methods: We performed a retrospective study of complete Electronic Health Records (EHR) to identify potential unfavorable criteria for spine surgery (predictors). A cohort of synthetics EHR was created to classify patients by surgical success (green zone) or partial failure (orange zone) using an Artificial Neural Network which screens all the available predictors. Results: In the actual cohort, we included 60 patients, with complete EHR allowing efficient analysis, 26 patients were in the orange zone (43.4%) and 34 were in the green zone (56.6%). The average positive criteria amount for actual patients was 8.62 for the green zone (SD+/- 3.09) and 10.92 for the orange zone (SD 3.38). The classifier (a neural network) was trained using 10,000 virtual patients and 2000 virtual patients were used for test purposes. The 12,000 virtual patients were generated from the 60 EHR, of which half were in the green zone and half in the orange zone. The model showed an accuracy of 72% and a ROC score of 0.78. The sensitivity was 0.885 and the specificity 0.59. Conclusion: Our method can be used to predict a favorable patient to have lumbar decompression surgery. However, there is still a need to further develop its ability to analyze patients in the “failure of treatment” zone to offer precise management of patient health before spinal surgery.
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Stryczek, Roman, and Kamil Wyrobek. "Heuristic techniques for modelling machine spinning processes." Journal of Intelligent Manufacturing, October 15, 2020. http://dx.doi.org/10.1007/s10845-020-01683-x.

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Abstract In spite of many efforts made a complete model of machine spinning processes, due to its complexity, multidimensionality of the decision space and the present state of knowledge, is unachievable. The paper addresses the issues of constructing a local process model to enable the search for a locally optimal course of the process, within a short time and with the cost as low as possible. Comparison was made between the theoretically well-grounded response surface designs method with a few approaches to the model construction based on intuitively understood heuristic bases justified by their successful practical applications. In order to determine a set of Pareto-optimal solutions for a discrete decision space, the durations of process execution were generated through a virtual simulation. In order to outline and justify the adopted solutions a comprehensive example of the practical construction of the machine spinning process model was presented, including its various versions. The results obtained were validated and evaluated. The main utilitarian conclusion is the indication whereby basing on a partial experiment plan it is possible, thanks to simple heuristic methods, to obtain Pareto-optimal solutions which are close to those obtained when the full experiment plan is carried out.
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Balat, Vincent, and Olivier Danvy. "Strong Normalization by Type-Directed Partial Evaluation and Run-Time Code Generation (Preliminary Version)." BRICS Report Series 4, no. 43 (June 13, 1997). http://dx.doi.org/10.7146/brics.v4i43.18969.

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We investigate the synergy between type-directed partial evaluation and run-time code generation for the Caml dialect of ML. Type-directed partial evaluation maps simply typed, closed Caml values to a representation of their long beta-eta-normal form. Caml uses a virtual machine and has the capability to load byte code at run time. Representing the long beta-eta-normal forms as byte code gives us the ability to strongly normalize higher-order values (i.e., weak head normal forms in ML), to compile the resulting strong normal forms into byte code, and to load this byte code all in one go, at run time.<br />We conclude this note with a preview of our current work on scaling<br />up strong normalization by run-time code generation to the Caml<br />module language.
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Alias, Norma, Nadia Nofri Yeni Suhari, Hafizah Farhah Saipan Saipol, Abdullah Aysh Dahawi, Masyitah Mohd Saidi, Hazidatul Akma Hamlan, and Che Rahim Che Teh. "PARALLEL COMPUTING OF NUMERICAL SCHEMES AND BIG DATA ANALYTIC FOR SOLVING REAL LIFE APPLICATIONS." Jurnal Teknologi 78, no. 8-2 (August 4, 2016). http://dx.doi.org/10.11113/jt.v78.9552.

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This paper proposed the several real life applications for big data analytic using parallel computing software. Some parallel computing software under consideration are Parallel Virtual Machine, MATLAB Distributed Computing Server and Compute Unified Device Architecture to simulate the big data problems. The parallel computing is able to overcome the poor performance at the runtime, speedup and efficiency of programming in sequential computing. The mathematical models for the big data analytic are based on partial differential equations and obtained the large sparse matrices from discretization and development of the linear equation system. Iterative numerical schemes are used to solve the problems. Thus, the process of computational problems are summarized in parallel algorithm. Therefore, the parallel algorithm development is based on domain decomposition of problems and the architecture of difference parallel computing software. The parallel performance evaluations for distributed and shared memory architecture are investigated in terms of speedup, efficiency, effectiveness and temporal performance.
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Adamuthe, Amol C., and Tushar R. Nitave. "ADAPTIVE HARMONY SEARCH FOR OPTIMIZING CONSTRAINED RESOURCE ALLOCATION PROBLEM." International Journal of Computing, December 31, 2018, 260–69. http://dx.doi.org/10.47839/ijc.17.4.1148.

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Resource Allocation problem is finding the optimal assignment of finite available resources to tasks or users. Resource allocation problems refer to a wide range of applications such as production, supply chain management, transportation, ICT technologies, etc. Resource allocation problems are NP-hard in nature where the objective is to find the optimal allocations satisfying given constraints. Harmony search (HS) algorithm is a meta-heuristic population based algorithm found good for solving different optimization problems. This paper presents adaptive harmony search (AHS) for solving one-dimensional bin packing problem (BPP) and multi-objective virtual machine placement problem (VMP). The proposed real coded solution representation supports partial constraint satisfaction. Adaptive pitch adjustment rate (PAR) based on population diversity improves the performance of harmony search algorithm. Results show that proposed HS gives optimal solution for 50 BPP instances with 100 % success rate. The performance reduced for large instances of BPP. The proposed weighted AHS for multi objective VMP problem gives better results than genetic algorithm.
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Lee, Hyunkwang, Chao Huang, Sehyo Yune, Shahein H. Tajmir, Myeongchan Kim, and Synho Do. "Machine Friendly Machine Learning: Interpretation of Computed Tomography Without Image Reconstruction." Scientific Reports 9, no. 1 (October 29, 2019). http://dx.doi.org/10.1038/s41598-019-51779-5.

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Abstract Recent advancements in deep learning for automated image processing and classification have accelerated many new applications for medical image analysis. However, most deep learning algorithms have been developed using reconstructed, human-interpretable medical images. While image reconstruction from raw sensor data is required for the creation of medical images, the reconstruction process only uses a partial representation of all the data acquired. Here, we report the development of a system to directly process raw computed tomography (CT) data in sinogram-space, bypassing the intermediary step of image reconstruction. Two classification tasks were evaluated for their feasibility of sinogram-space machine learning: body region identification and intracranial hemorrhage (ICH) detection. Our proposed SinoNet, a convolutional neural network optimized for interpreting sinograms, performed favorably compared to conventional reconstructed image-space-based systems for both tasks, regardless of scanning geometries in terms of projections or detectors. Further, SinoNet performed significantly better when using sparsely sampled sinograms than conventional networks operating in image-space. As a result, sinogram-space algorithms could be used in field settings for triage (presence of ICH), especially where low radiation dose is desired. These findings also demonstrate another strength of deep learning where it can analyze and interpret sinograms that are virtually impossible for human experts.
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Morazan, Marco T., Douglas R. Troeger, and Myles Nash. "The MT Stack: Paging Algorithm and Performance in a Distributed Virtual Memory System." CLEI Electronic Journal 5, no. 1 (September 23, 2018). http://dx.doi.org/10.19153/cleiej.5.1.2.

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Advances in parallel computation are of central importance to Artificial Intelligence due to the significant amount of time and space their pro- grams require. Functional languages have been identified as providing a clear and concise way of programming parallel machines for artificial intelligence tasks. The problems of exporting, creating, and manipulating processes have been thoroughly studied in relation to the paralleliza- tion of functional languages, but none of the necessary support structures needed for the ab- straction, like a distributed memory, have been properly designed. In order to design and im- plement parallel functional languages efficiently, we propose the development of an all-software based distributed virtual memory system de- signed specifically for the memory demands of a functional language. In this paper, we review the MT architecture and briefly survey the related literature that lead to its development. We then present empirical results obtained from observ- ing the paging behavior of the MT stack. Our empirical results suggest that LRU is superior to FIFO as a page replacement policy for MT stack pages. We present a proof that LRU is an opti- ?Partially supported by the Seton Hall University Re- search Council. †Partially supported by NSF grant CDA-9114481. ‡Partially supported by NSF grant HRD-9703600. mal page replacement policy. Based on this proof the MT stack page replacement policy was de- veloped and implemented. We outline the paging algorithm and present an argument of partial cor- rectness. The MT stack page replacement policy is superior to LRU, because it does not incur the expensive time penalties associated with imple- menting LRU in software.
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28

Wallace, Derek. "'Self' and the Problem of Consciousness." M/C Journal 5, no. 5 (October 1, 2002). http://dx.doi.org/10.5204/mcj.1989.

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Whichever way you look at it, self is bound up with consciousness, so it seems useful to review some of the more significant existing conceptions of this relationship. A claim by Mikhail Bakhtin can serve as an anchoring point for this discussion. He firmly predicates the formation of self not just on the existence of an individual consciousness, but on what might be called a double or social (or dialogic) consciousness. Summarising his argument, Pam Morris writes: 'A single consciousness could not generate a sense of its self; only the awareness of another consciousness outside the self can produce that image.' She goes on to say that, 'Behind this notion is Bakhtin's very strong sense of the physical and spatial materiality of bodily being,' and quotes directly from Bakhtin's essay as follows: This other human being whom I am contemplating, I shall always see and know something that he, from his place outside and over against me, cannot see himself: parts of his body that are inaccessible to his own gaze (his head, his face and its expression), the world behind his back . . . are accessible to me but not to him. As we gaze at each other, two different worlds are reflected in the pupils of our eyes . . . to annihilate this difference completely, it would be necessary to merge into one, to become one and the same person. This ever--present excess of my seeing, knowing and possessing in relation to any other human being, is founded in the uniqueness and irreplaceability of my place in the world. (Bakhtin in Morris 6 Recent investigations in neuroscience and the philosophy of mind lay down a challenge to this social conception of the self. Notably, it is a challenge that does not involve the restoration of any variant of Cartesian rationalism; indeed, it arguably over--privileges rationalism's subjective or phenomenological opposite. 'Self' in this emerging view is a biologically generated but illusory construction, an effect of the operation of what are called 'neural correlates of consciousness' (NCC). Very briefly, an NCC refers to the distinct pattern of neurochemical activity, a 'neural representational system' -- to some extent observable by modern brain--imaging equipment – that corresponds to a particular configuration of sense--phenomena, or 'content of consciousness' (a visual image, a feeling, or indeed a sense of self). Because this science is still largely hypothetical, with many alternative terms and descriptions, it would be better in this limited space to focus on one particular account – one that is particularly well developed in the area of selfhood and one that resonates with other conceptions included in this discussion. Thomas Metzinger begins by postulating the existence within each person (or 'system' in his terms) of a 'self--model', a representation produced by neural activity -- what he calls a 'neural correlate of self--consciousness' -- that the individual takes to be the actual self, or what Metzinger calls the 'phenomenal self'. 'A self--model is important,' Metzinger says, 'in enabling a system to represent itself to itself as an agent' (293). The individual is able to maintain this illusion because 'the self--model is the only representational structure that is anchored in the brain by a continuous source of internally generated input' (297). In a manner partly reminiscent of Bakhtin, he continues: 'The body is always there, and although its relational properties in space and in movement constantly change, the body is the only coherent perceptual object that constantly generates input.' The reason why the individual is able to jump from the self--model to the phenomenal self in the first place is because: We are systems that are not able to recognise their subsymbolic self--model as a model. For this reason, we are permanently operating under the conditions of a 'naïve--realistic self--misunderstanding': We experience ourselves as being in direct and immediate epistemic contact with ourselves. What we have in the past simply called a 'self' is not a non--physical individual, but only the content of an ongoing dynamical process – the process of transparent self—modeling. (Metzinger 299) The question that nonetheless arises is why it should be concluded that this self--model emerges from subjective neural activity and not, say, from socialisation. Why should a self--model be needed in the first place? Metzinger's response is to say that there is good evidence 'for some kind of innate 'body prototype'' (298), and he refers to research that shows that even children born without limbs develop self--models which sometimes include limbs, or report phantom sensations in limbs that have never existed. To me, this still leaves open the possibility that such children are modelling their body image on strong identification with human others. But be that as it may, one of the things that remains unclear after this relatively rich account of contemporary or scientific phenomenology is the extent to which 'neural consciousness' is or can be supplemented by other kinds of consciousness, or indeed whether neural consciousness can be overridden by the 'self' acting on the basis of these other kinds of consciousness. The key stake in Metzinger's account is 'subjectivity'. The reason why the neural correlate of self--consciousness is so important to him is: 'Only if we find the neural and functional correlates of the phenomenal self will we be able to discover a more general theoretical framework into which all data can fit. Only then will we have a chance to understand what we are actually talking about when we say that phenomenal experience is a subjective phenomenon' (301). What other kinds of consciousness might there be? It is significant that, not only do NCC exponents have little to say about the interaction with other people, they rarely mention language, and they are unanimously and emphatically of the opinion that the thinking or processing that takes place in consciousness is not dependent on language, or indeed any signifying system that we know of (though conceivably, it occurs to me, the neural correlates may signify to, or 'call up', each other). And they show little 'consciousness' that a still influential body of opinion (informed latterly by post--structuralist thinking) has argued for the consciousness shaping effects of 'discourse' -- i.e. for socially and culturally generated patterns of language or other signification to order the processing of reality. We could usefully coin the term 'verbal correlates of consciousness' (VCC) to refer to these patterns of signification (words, proverbs, narratives, discourses). Again, however, the same sorts of questions apply, since few discourse theorists mention anything like neuroscience: To what extent is verbal consciousness supplemented by other forms of consciousness, including neural consciousness? These questions may never be fully answerable. However, it is interesting to work through the idea that NCC and VCC both exist and can be in some kind of relation even if the precise relationship is not measurable. This indeed is close to the case that Charles Shepherdson makes for psychoanalysis in attempting to retrieve it from the misunderstanding under which it suffers today: We are now familiar with debates between those who seek to demonstrate the biological foundations of consciousness and sexuality, and those who argue for the cultural construction of subjectivity, insisting that human life has no automatically natural form, but is always decisively shaped by contingent historical conditions. No theoretical alternative is more widely publicised than this, or more heavily invested today. And yet, this very debate, in which 'nature' and 'culture' are opposed to one another, amounts to a distortion of psychoanalysis, an interpretive framework that not only obscures its basic concepts, but erodes the very field of psychoanalysis as a theoretically distinct formation (2--3). There is not room here for an adequate account of Shepherdson's recuperation of psychoanalytic categories. A glimpse of the stakes involved is provided by Shepherdson's account, following Eugenie Lemoine--Luccione, of anorexia, which neither biomedical knowledge nor social constructionism can adequately explain. The further fact that anorexia is more common among women of the same family than in the general population, and among women rather than men, but in neither case exclusively so, thereby tending to rule out a genetic factor, allows Shepherdson to argue: [A]norexia can be understood in terms of the mother--daughter relation: it is thus a symbolic inheritance, a particular relation to the 'symbolic order', that is transmitted from one generation to another . . . we may add that this relation to the 'symbolic order' [which in psychoanalytic theory is not coextensive with language] is bound up with the symbolisation of sexual difference. One begins to see from this that the term 'sexual difference' is not used biologically, but also that it does not refer to general social representations of 'gender,' since it concerns a more particular formation of the 'subject' (12). An intriguing, and related, possibility, suggested by Foucault, is that NCC and VCC (or in Foucault's terms the 'visible' and the 'articulable'), operate independently of each other – that there is a 'disjunction' (Deleuze 64) or 'dislocation' (Shepherdson 166) between them that prevents any dialectical relation. Clearly, for Foucault, the lack of dialectical relation between the two modes does not mean that both are not at all times equally functional. But one can certainly speculate that, increasingly under postmodernity and media saturation, the verbal (i.e. the domain of signification in general) is influential. And if linguistic formations -- discourses, narratives, etc. -- can proliferate and feed on each other unconstrained by other aspects of reality, we get the sense of language 'running away with itself' and, at least for a time, becoming divorced from a more complete sense of reality. (This of course is basically the argument of Baudrillard.) The reverse may also be possible, in certain periods, although the idea that language could have no mediating effect at all on the production of reality (just inconsequential fluff on the surface of things) seems far--fetched in the wake of so much postmodern and media theory. However, the notion is consistent with the theories of hard--line materialists and genetic determinists. But we should at least consider the possibility that some sort of shaping interaction between NCC and VCC, without implicating the full conceptual apparatus of psychoanalysis, is continuously occurring. This possibility is, for me, best realised by Jacques Derrida when he writes of an irreducible interweaving of consciousness and language (the latter for Derrida being a cover term for any system of signification). This interweaving is such that the significatory superstructure 'reacts upon' the 'substratum of non--expressive acts and contents', and the name for this interweaving is 'text' (Mowitt 98). A further possibility is that provided by Pierre Bourdieu's notion of habitus -- the socially inherited schemes of perception and selection, imparted by language and example, which operate for the most part below the level of consciousness but are available to conscious reflection by any individual lucky enough to learn how to recognise that possibility. If the subjective representations of NCC exist, this habitus can be at best only partial; something denied by Bourdieu whose theory of individual agency is founded in what he has referred to as 'the relation between two states of the social' – i.e. 'between history objectified in things, in the form of institutions, and history incarnate in the body, in the form of that system of durable dispositions I call habitus' (190). At the same time, much of Bourdieu's thinking about the habitus seems as though it could be consistent with the kind of predictable representations that might be produced by NCC. For example, there are the simple oppositions that structure much perception in Bourdieu's account. These range from the obvious phenomenological ones (dark/light; bright/dull; male/female; hard/soft, etc.) through to the more abstract, often analogical or metaphorical ones, such as those produced by teachers when assessing their students (bright/dull again; elegant/clumsy, etc.). It seems possible that NCC could provide the mechanism or realisation for the representation, storage, and reactivation of impressions constituting a social model--self. However, an entirely different possibility remains to be considered – which perhaps Bourdieu is also getting at – involving a radical rejection of both NCC and VCC. Any correlational or representational theory of the relationship between a self and his/her environment -- which, according to Charles Altieri, includes the anti--logocentrism of Derrida -- assumes that the primary focus for any consciousness is the mapping and remapping of this relationship rather than the actions and purposes of the agent in question. Referring to the later philosophy of Wittgenstein, Altieri argues: 'Conciousness is essentially not a way of relating to objects but of relating to actions we learn to perform . . . We do not usually think about objects, but about the specific form of activity which involves us with these objects at this time' (233). Clearly, there is not yet any certainty in the arguments provided by neuroscience that neural activity performs a representational role. Is it not, then, possible that this activity, rather than being a 'correlate' of entities, is an accompaniment to, a registration of, action that the rest of the body is performing? In this view, self is an enactment, an expression (including but not restricted to language), and what self--consciousness is conscious of is this activity of the self, not the self as entity. In a way that again returns us towards Bakhtin, Altieri writes: '>From an analytical perspective, it seems likely that our normal ways of acting in the world provide all the criteria we need for a sense of identity. As Sidney Shoemaker has shown, the most important source of the sense of our identity is the way we use the spatio--temporal location of our body to make physical distinctions between here and there, in front and behind, and so on' (234). Reasonably consistent with the Wittgensteinian view -- in its focus on self--activity -- is that contemporary theorisation of the self that compares in influence with that posed by neuroscience. This is the self avowedly constructed by networked computer technology, as described by Mark Poster: [W]hat has occurred in the advanced industrial societies with increasing rapidity . . . is the dissemination of technologies of symbolisation, or language machines, a process that may be described as the electronic textualisation of daily life, and the concomitant transformations of agency, transformations of the constitution of individuals as fixed identities (autonomous, self--regulating, independent) into subjects that are multiple, diffuse, fragmentary. The old (modern) agent worked with machines on natural materials to form commodities, lived near other workers and kin in urban communities, walked to work or traveled by public transport, and read newspapers but engaged as a communicator mostly in face--to--face relations. The new (postmodern) agent works mostly on symbols using computers, lives in isolation from other workers and kin, travels to work by car, and receives news and entertainment from television. . . . Individuals who have this experience do not stand outside the world of objects, observing, exercising rational faculties and maintaining a stable character. The individuals constituted by the new modes of information are immersed and dispersed in textualised practices where grounds are less important than moves. (44--45) Interestingly, Metzinger's theorisation of the model--self lends itself to the self--mutability -- though not the diffusion -- favoured by postmodernists like Poster. [I]t is . . . well conceivable that a system generates a number of different self--models which are functionally incompatible, and therefore modularised. They nevertheless could be internally coherent, each endowed with its own characteristic phenomenal content and behavioral profile. . . this does not have to be a pathological situation. Operating under different self--models in different situational contexts may be biologically as well as socially adaptive. Don't we all to some extent use multiple personalities to cope efficiently with different parts of our lives? (295--6) Poster's proposition is consistent with that of many in the humanities and social sciences today, influenced variously by postmodernism and social constructionism. What I believe remains at issue about his account is that it exchanges one form of externally constituted self ('fixed identity') for another (that produced by the 'modes of information'), and therefore remains locked in a logic of deterministic constitution. (There is a parallel here with Altieri's point about Derrida's inability to escape representation.) Furthermore, theorists like Poster may be too quickly generalising from the experience of adults in 'textualised environments'. Until such time as human beings are born directly into virtual reality environments, each will, for a formative period of time, experience the world in the way described by Bakhtin – through 'a unified perception of bodily and personal being . . . characterised . . . as a loving gift mutually exchanged between self and other across the borderzone of their two consciousnesses' (cited in Morris 6). I suggest it is very unlikely that this emergent sense of being can ever be completely erased even when people subsequently encounter each other in electronic networked environments. It is clearly not the role of a brief survey like this to attempt any resolution of these matters. Indeed, my review has made all the more apparent how far from being settled the question of consciousness, and by extension the question of selfhood, remains. Even the classical notion of the homunculus (the 'little inner man' or the 'ghost in the machine') has been put back into play with Francis Crick and Christof Koch's (2000) neurobiological conception of the 'unconscious homunculus'. The balance of contemporary evidence and argument suggests that the best thing to do right now is to keep the questions open against any form of reductionism – whether social or biological. One way to do this is to explore the notions of self and consciousness as implicated in ongoing processes of complex co--adaptation between biology and culture -- or their individual level equivalents, brain and mind (Taylor Ch. 7). References Altieri, C. "Wittgenstein on Consciousness and Language: a Challenge to Derridean Literary Theory." Wittgenstein, Theory and the Arts. Ed. Richard Allen and Malcolm Turvey. New York: Routledge, 2001. Bourdieu, P. In Other Words: Essays Towards a Reflexive Sociology. Trans. Matthew Adamson. Stanford: Stanford University Press, 1990. Crick, F. and Koch, C. "The Unconscious Homunculus." Neural Correlates of Consciousness: Empirical and Conceptual Questions. Ed. Thomas Metzinger. Cambridge, Mass.: MIT Press, 2000. Deleuze, G. Foucault. Trans. Sean Hand. Minneapolis: University of Minnesota Press, 1988. Metzinger, T. "The Subjectivity of Subjective Experience: A Representationalist Analysis of the First-Person Perspective." Neural Correlates of Consciousness: Empirical and Conceptual Questions. Ed. Thomas Metzinger. Cambridge, Mass.: MIT Press, 2000. Morris, P. (ed.). The Bakhtin Reader: Selected Writings of Bakhtin, Medvedev, Voloshinov. London: Edward Arnold, 1994. Mowitt, J. Text: The Genealogy of an Interdisciplinary Object. Durham: Duke University Press, 1992. Poster, M. Cultural History and Modernity: Disciplinary Readings and Challenges. New York: Columbia University Press, 1997. Shepherdson, C. Vital Signs: Nature, Culture, Psychoanalysis. New York: Routledge, 2000. Taylor, M. C. The Moment of Complexity: Emerging Network Culture. Chicago: University of Chicago Press, 2001. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Wallace, Derek. "'Self' and the Problem of Consciousness" M/C: A Journal of Media and Culture 5.5 (2002). [your date of access] < http://www.media-culture.org.au/mc/0210/Wallace.html &gt. Chicago Style Wallace, Derek, "'Self' and the Problem of Consciousness" M/C: A Journal of Media and Culture 5, no. 5 (2002), < http://www.media-culture.org.au/mc/0210/Wallace.html &gt ([your date of access]). APA Style Wallace, Derek. (2002) 'Self' and the Problem of Consciousness. M/C: A Journal of Media and Culture 5(5). < http://www.media-culture.org.au/mc/0210/Wallace.html &gt ([your date of access]).
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Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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30

Murphy, Ffion, and Richard Nile. "The Many Transformations of Albert Facey." M/C Journal 19, no. 4 (August 31, 2016). http://dx.doi.org/10.5204/mcj.1132.

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Abstract:
In the last months of his life, 86-year-old Albert Facey became a best-selling author and revered cultural figure following the publication of his autobiography, A Fortunate Life. Released on Anzac Day 1981, it was praised for its “plain, unembellished, utterly sincere and un-self-pitying account of the privations of childhood and youth” (Semmler) and “extremely powerful description of Gallipoli” (Dutton 16). Within weeks, critic Nancy Keesing declared it an “Enduring Classic.” Within six months, it was announced as the winner of two prestigious non-fiction awards, with judges acknowledging Facey’s “extraordinary memory” and “ability to describe scenes and characters with great precision” (“NBC” 4). A Fortunate Life also transformed the fortunes of its publisher. Founded in 1976 as an independent, not-for-profit publishing house, Fremantle Arts Centre Press (FACP) might have been expected, given the Australian average, to survive for just a few years. Former managing editor Ray Coffey attributes the Press’s ongoing viability, in no small measure, to Facey’s success (King 29). Along with Wendy Jenkins, Coffey edited Facey’s manuscript through to publication; only five months after its release, with demand outstripping the capabilities, FACP licensed Penguin to take over the book’s production and distribution. Adaptations soon followed. In 1984, Kerry Packer’s PBL launched a prospectus for a mini-series, which raised a record $6.3 million (PBL 7–8). Aired in 1986 with a high-rating documentary called The Facey Phenomenon, the series became the most watched television event of the year (Lucas). Syndication of chapters to national and regional newspapers, stage and radio productions, audio- and e-books, abridged editions for young readers, and inclusion on secondary school curricula extended the range and influence of Facey’s life writing. Recently, an option was taken out for a new television series (Fraser).A hundred reprints and two million readers on from initial publication, A Fortunate Life continues to rate among the most appreciated Australian books of all time. Commenting on a reader survey in 2012, writer and critic Marieke Hardy enthused, “I really loved it [. . .] I felt like I was seeing a part of my country and my country’s history through a very human voice . . .” (First Tuesday Book Club). Registering a transformed reading, Hardy’s reference to Australian “history” is unproblematically juxtaposed with amused delight in an autobiography that invents and embellishes: not believing “half” of what Facey wrote, she insists he was foremost a yarn spinner. While the work’s status as a witness account has become less authoritative over time, it seems appreciation of the author’s imagination and literary skill has increased (Williamson). A Fortunate Life has been read more commonly as an uncomplicated, first-hand account, such that editor Wendy Jenkins felt it necessary to refute as an “utter mirage” that memoir is “transferred to the page by an act of perfect dictation.” Sidonie Smith and Julia Watson argue of life narratives that some “autobiographical claims [. . .] can be verified or discounted by recourse to documentation outside the text. But autobiographical truth is a different matter” (16). With increased access to archives, especially digitised personnel records, historians have asserted that key elements of Facey’s autobiography are incorrect or “fabricated” (Roberts), including his enlistment in 1914 and participation in the Gallipoli Landing on 25 April 1915. We have researched various sources relevant to Facey’s early years and war service, including hard-copy medical and repatriation records released in 2012, and find A Fortunate Life in a range of ways deviates from “documentation outside of the text,” revealing intriguing, layered storytelling. We agree with Smith and Watson that “autobiographical acts” are “anything but simple or transparent” (63). As “symbolic interactions in the world,” they are “culturally and historically specific” and “engaged in an argument about identity” (63). Inevitably, they are also “fractured by the play of meaning” (63). Our approach, therefore, includes textual analysis of Facey’s drafts alongside the published narrative and his medical records. We do not privilege institutional records as impartial but rather interpret them in terms of their hierarchies and organisation of knowledge. This leads us to speculate on alternative readings of A Fortunate Life as an illness narrative that variously resists and subscribes to dominant cultural plots, tropes, and attitudes. Facey set about writing in earnest in the 1970s and generated (at least) three handwritten drafts, along with a typescript based on the third draft. FACP produced its own working copy from the typescript. Our comparison of the drafts offers insights into the production of Facey’s final text and the otherwise “hidden” roles of editors as transformers and enablers (Munro 1). The notion that a working man with basic literacy could produce a highly readable book in part explains Facey’s enduring appeal. His grandson and literary executor, John Rose, observed in early interviews that Facey was a “natural storyteller” who had related details of his life at every opportunity over a period of more than six decades (McLeod). Jenkins points out that Facey belonged to a vivid oral culture within which he “told and retold stories to himself and others,” so that they eventually “rubbed down into the lines and shapes that would so memorably underpin the extended memoir that became A Fortunate Life.” A mystique was thereby established that “time” was Albert Facey’s “first editor” (Jenkins). The publisher expressly aimed to retain Facey’s voice, content, and meaning, though editing included much correcting of grammar and punctuation, eradication of internal inconsistencies and anomalies, and structural reorganisation into six sections and 68 chapters. We find across Facey’s drafts a broadly similar chronology detailing childhood abandonment, life-threatening incidents, youthful resourcefulness, physical prowess, and participation in the Gallipoli Landing. However, there are also shifts and changed details, including varying descriptions of childhood abuse at a place called Cave Rock; the introduction of (incompatible accounts of) interstate boxing tours in drafts two and three which replace shearing activities in Draft One; divergent tales of Facey as a world-standard athlete, league footballer, expert marksman, and powerful swimmer; and changing stories of enlistment and war service (see Murphy and Nile, “Wounded”; “Naked”).Jenkins edited those sections concerned with childhood and youth, while Coffey attended to Facey’s war and post-war life. Drawing on C.E.W. Bean’s official war history, Coffey introduced specificity to the draft’s otherwise vague descriptions of battle and amended errors, such as Facey’s claim to have witnessed Lord Kitchener on the beach at Gallipoli. Importantly, Coffey suggested the now famous title, “A Fortunate Life,” and encouraged the author to alter the ending. When asked to suggest a title, Facey offered “Cave Rock” (Interview)—the site of his violent abuse and humiliation as a boy. Draft One concluded with Facey’s repatriation from the war and marriage in 1916 (106); Draft Two with a brief account of continuing post-war illness and ultimate defeat: “My war injuries caught up with me again” (107). The submitted typescript concludes: “I have often thought that going to War has caused my life to be wasted” (Typescript 206). This ending differs dramatically from the redemptive vision of the published narrative: “I have lived a very good life, it has been very rich and full. I have been very fortunate and I am thrilled by it when I look back” (412).In The Wounded Storyteller, Arthur Frank argues that literary markets exist for stories of “narrative wreckage” (196) that are redeemed by reconciliation, resistance, recovery, or rehabilitation, which is precisely the shape of Facey’s published life story and a source of its popularity. Musing on his post-war experiences in A Fortunate Life, Facey focuses on his ability to transform the material world around him: “I liked the challenge of building up a place from nothing and making a success where another fellow had failed” (409). If Facey’s challenge was building up something from nothing, something he could set to work on and improve, his life-writing might reasonably be regarded as a part of this broader project and desire for transformation, so that editorial interventions helped him realise this purpose. Facey’s narrative was produced within a specific zeitgeist, which historian Joy Damousi notes was signalled by publication in 1974 of Bill Gammage’s influential, multiply-reprinted study of front-line soldiers, The Broken Years, which drew on the letters and diaries of a thousand Great War veterans, and also the release in 1981 of Peter Weir’s film Gallipoli, for which Gammage was the historical advisor. The story of Australia’s war now conceptualised fallen soldiers as “innocent victims” (Damousi 101), while survivors were left to “compose” memories consistent with their sacrifice (Thomson 237–54). Viewing Facey’s drafts reminds us that life narratives are works of imagination, that the past is not fixed and memory is created in the present. Facey’s autobiographical efforts and those of his publisher to improve the work’s intelligibility and relevance together constitute an attempt to “objectify the self—to present it as a knowable object—through a narrative that re-structures [. . .] the self as history and conclusions” (Foster 10). Yet, such histories almost invariably leave “a crucial gap” or “censored chapter.” Dennis Foster argues that conceiving of narration as confession, rather than expression, “allows us to see the pathos of the simultaneous pursuit and evasion of meaning” (10); we believe a significant lacuna in Facey’s life writing is intimated by its various transformations.In a defining episode, A Fortunate Life proposes that Facey was taken from Gallipoli on 19 August 1915 due to wounding that day from a shell blast that caused sandbags to fall on him, crush his leg, and hurt him “badly inside,” and a bullet to the shoulder (348). The typescript, however, includes an additional but narratively irreconcilable date of 28 June for the same wounding. The later date, 19 August, was settled on for publication despite the author’s compelling claim for the earlier one: “I had been blown up by a shell and some 7 or 8 sandbags had fallen on top of me, the day was the 28th of June 1915, how I remembered this date, it was the day my brother Roy had been killed by a shell burst.” He adds: “I was very ill for about six weeks after the incident but never reported it to our Battalion doctor because I was afraid he would send me away” (Typescript 205). This account accords with Facey’s first draft and his medical records but is inconsistent with other parts of the typescript that depict an uninjured Facey taking a leading role in fierce fighting throughout July and August. It appears, furthermore, that Facey was not badly wounded at any time. His war service record indicates that he was removed from Gallipoli due to “heart troubles” (Repatriation), which he also claims in his first draft. Facey’s editors did not have ready access to military files in Canberra, while medical files were not released until 2012. There existed, therefore, virtually no opportunity to corroborate the author’s version of events, while the official war history and the records of the State Library of Western Australia, which were consulted, contain no reference to Facey or his war service (Interview). As a consequence, the editors were almost entirely dependent on narrative logic and clarifications by an author whose eyesight and memory had deteriorated to such an extent he was unable to read his amended text. A Fortunate Life depicts men with “nerve sickness” who were not permitted to “stay at the Front because they would be upsetting to the others, especially those who were inclined that way themselves” (350). By cross referencing the draft manuscripts against medical records, we can now perceive that Facey was regarded as one of those nerve cases. According to Facey’s published account, his wounds “baffled” doctors in Egypt and Fremantle (353). His medical records reveal that in September 1915, while hospitalised in Egypt, his “palpitations” were diagnosed as “Tachycardia” triggered by war-induced neuroses that began on 28 June. This suggests that Facey endured seven weeks in the field in this condition, with the implication being that his debility worsened, resulting in his hospitalisation. A diagnosis of “debility,” “nerves,” and “strain” placed Facey in a medical category of “Special Invalids” (Butler 541). Major A.W. Campbell noted in the Medical Journal of Australia in 1916 that the war was creating “many cases of little understood nervous and mental affections, not only where a definite wound has been received, but in many cases where nothing of the sort appears” (323). Enlisted doctors were either physicians or surgeons and sometimes both. None had any experience of trauma on the scale of the First World War. In 1915, Campbell was one of only two Australian doctors with any pre-war experience of “mental diseases” (Lindstrom 30). On staff at the Australian Base Hospital at Heliopolis throughout the Gallipoli campaign, he claimed that at times nerve cases “almost monopolised” the wards under his charge (319). Bearing out Facey’s description, Campbell also reported that affected men “received no sympathy” and, as “carriers of psychic contagion,” were treated as a “source of danger” to themselves and others (323). Credentialed by royal colleges in London and coming under British command, Australian medical teams followed the practice of classifying men presenting “nervous or mental symptoms” as “battle casualties” only if they had also been wounded by “enemy action” (Loughran 106). By contrast, functional disability, with no accompanying physical wounds, was treated as unmanly and a “hysterical” reaction to the pressures of war. Mental debility was something to be feared in the trenches and diagnosis almost invariably invoked charges of predisposition or malingering (Tyquin 148–49). This shifted responsibility (and blame) from the war to the individual. Even as late as the 1950s, medical notes referred to Facey’s condition as being “constitutional” (Repatriation).Facey’s narrative demonstrates awareness of how harshly sufferers were treated. We believe that he defended himself against this with stories of physical injury that his doctors never fully accepted and that he may have experienced conversion disorder, where irreconcilable experience finds somatic expression. His medical diagnosis in 1915 and later life writing establish a causal link with the explosion and his partial burial on 28 June, consistent with opinion at the time that linked concussive blasts with destabilisation of the nervous system (Eager 422). Facey was also badly shaken by exposure to the violence and abjection of war, including hand-to-hand combat and retrieving for burial shattered and often decomposed bodies, and, in particular, by the death of his brother Roy, whose body was blown to pieces on 28 June. (A second brother, Joseph, was killed by multiple bayonet wounds while Facey was convalescing in Egypt.) Such experiences cast a different light on Facey’s observation of men suffering nerves on board the hospital ship: “I have seen men doze off into a light sleep and suddenly jump up shouting, ‘Here they come! Quick! Thousands of them. We’re doomed!’” (350). Facey had escaped the danger of death by explosion or bayonet but at a cost, and the war haunted him for the rest of his days. On disembarkation at Fremantle on 20 November 1915, he was admitted to hospital where he remained on and off for several months. Forty-one other sick and wounded disembarked with him (HMAT). Around one third, experiencing nerve-related illness, had been sent home for rest; while none returned to the war, some of the physically wounded did (War Service Records). During this time, Facey continued to present with “frequent attacks of palpitation and giddiness,” was often “short winded,” and had “heart trouble” (Repatriation). He was discharged from the army in June 1916 but, his drafts suggest, his war never really ended. He began a new life as a wounded Anzac. His dependent and often fractious relationship with the Repatriation Department ended only with his death 66 years later. Historian Marina Larsson persuasively argues that repatriated sick and wounded servicemen from the First World War represented a displaced presence at home. Many led liminal lives of “disenfranchised grief” (80). Stephen Garton observes a distinctive Australian use of repatriation to describe “all policies involved in returning, discharging, pensioning, assisting and training returned men and women, and continuing to assist them throughout their lives” (74). Its primary definition invokes coming home but to repatriate also implies banishment from a place that is not home, so that Facey was in this sense expelled from Gallipoli and, by extension, excluded from the myth of Anzac. Unlike his two brothers, he would not join history as one of the glorious dead; his name would appear on no roll of honour. Return home is not equivalent to restoration of his prior state and identity, for baggage from the other place perpetually weighs. Furthermore, failure to regain health and independence strains hospitality and gratitude for the soldier’s service to King and country. This might be exacerbated where there is no evident or visible injury, creating suspicion of resistance, cowardice, or malingering. Over 26 assessments between 1916 and 1958, when Facey was granted a full war pension, the Repatriation Department observed him as a “neuropathic personality” exhibiting “paroxysmal tachycardia” and “neurocirculatory asthenia.” In 1954, doctors wrote, “We consider the condition is a real handicap and hindrance to his getting employment.” They noted that after “attacks,” Facey had a “busted depressed feeling,” but continued to find “no underlying myocardial disease” (Repatriation) and no validity in Facey’s claims that he had been seriously physically wounded in the war (though A Fortunate Life suggests a happier outcome, where an independent medical panel finally locates the cause of his ongoing illness—rupture of his spleen in the war—which results in an increased war pension). Facey’s condition was, at times, a source of frustration for the doctors and, we suspect, disappointment and shame to him, though this appeared to reduce on both sides when the Repatriation Department began easing proof of disability from the 1950s (Thomson 287), and the Department of Veteran’s Affairs was created in 1976. This had the effect of shifting public and media scrutiny back onto a system that had until then deprived some “innocent victims of the compensation that was their due” (Garton 249). Such changes anticipated the introduction of Post-Traumatic Shock Disorder (PTSD) to the Diagnostic and Statistical Manual of Mental Disorders (DSM) in 1980. Revisions to the DSM established a “genealogy of trauma” and “panic disorders” (100, 33), so that diagnoses such as “neuropathic personality” (Echterling, Field, and Stewart 192) and “soldier’s heart,” that is, disorders considered “neurotic,” were “retrospectively reinterpreted” as a form of PTSD. However, Alberti points out that, despite such developments, war-related trauma continues to be contested (80). We propose that Albert Facey spent his adult life troubled by a sense of regret and failure because of his removal from Gallipoli and that he attempted to compensate through storytelling, which included his being an original Anzac and seriously wounded in action. By writing, Facey could shore up his rectitude, work ethic, and sense of loyalty to other servicemen, which became necessary, we believe, because repatriation doctors (and probably others) had doubted him. In 1927 and again in 1933, an examining doctor concluded: “The existence of a disability depends entirely on his own unsupported statements” (Repatriation). We argue that Facey’s Gallipoli experiences transformed his life. By his own account, he enlisted for war as a physically robust and supremely athletic young man and returned nine months later to life-long anxiety and ill-health. Publication transformed him into a national sage, earning him, in his final months, the credibility, empathy, and affirmation he had long sought. Exploring different accounts of Facey, in the shape of his drafts and institutional records, gives rise to new interpretations. In this context, we believe it is time for a new edition of A Fortunate Life that recognises it as a complex testimonial narrative and theorises Facey’s deployment of national legends and motifs in relation to his “wounded storytelling” as well as to shifting cultural and medical conceptualisations and treatments of shame and trauma. ReferencesAlberti, Fay Bound. Matters of the Heart: History, Medicine, and Emotions. Oxford: Oxford UP, 2010. Butler, A.G. Official History of the Australian Medical Services 1814-1918: Vol I Gallipoli, Palestine and New Guinea. Canberra: Australian War Memorial, 1930.Campbell, A.W. “Remarks on Some Neuroses and Psychoses in War.” Medical Journal of Australia 15 April (1916): 319–23.Damousi, Joy. “Why Do We Get So Emotional about Anzac.” What’s Wrong with Anzac. Ed. Marilyn Lake and Henry Reynolds. Sydney: UNSWP, 2015. 94–109.Dutton, Geoffrey. “Fremantle Arts Centre Press Publicity.” Australian Book Review May (1981): 16.Eager, R. “War Neuroses Occurring in Cases with a Definitive History of Shell Shock.” British Medical Journal 13 Apr. 1918): 422–25.Echterling, L.G., Thomas A. Field, and Anne L. Stewart. “Evolution of PTSD in the DSM.” Future Directions in Post-Traumatic Stress Disorder: Prevention, Diagnosis, and Treatment. Ed. Marilyn P. Safir and Helene S. Wallach. New York: Springer, 2015. 189–212.Facey, A.B. A Fortunate Life. 1981. Ringwood: Penguin, 2005.———. Drafts 1–3. University of Western Australia, Special Collections.———. Transcript. University of Western Australia, Special Collections.First Tuesday Book Club. ABC Splash. 4 Dec. 2012. <http://splash.abc.net.au/home#!/media/1454096/http&>.Foster, Dennis. Confession and Complicity in Narrative. Cambridge: Cambridge UP, 1987.Frank, Arthur. The Wounded Storyteller. London: U of Chicago P, 1995.Fraser, Jane. “CEO Says.” Fremantle Press. 7 July 2015. <https://www.fremantlepress.com.au/c/news/3747-ceo-says-9>.Garton, Stephen. The Cost of War: Australians Return. Melbourne: Oxford UP, 1994.HMAT Aeneas. “Report of Passengers for the Port of Fremantle from Ports Beyond the Commonwealth.” 20 Nov. 1915. <http://recordsearch.naa.gov.au/SearchNRetrieve/Interface/ViewImage.aspx?B=9870708&S=1>.“Interview with Ray Coffey.” Personal interview. 6 May 2016. Follow-up correspondence. 12 May 2016.Jenkins, Wendy. “Tales from the Backlist: A Fortunate Life Turns 30.” Fremantle Press, 14 April 2011. <https://www.fremantlepress.com.au/c/bookclubs/574-tales-from-the-backlist-a-fortunate-life-turns-30>.Keesing, Nancy. ‘An Enduring Classic.’ Australian Book Review (May 1981). FACP Press Clippings. Fremantle. n. pag.King, Noel. “‘I Can’t Go On … I’ll Go On’: Interview with Ray Coffey, Fremantle Arts Centre Press, 22 Dec. 2004; 24 May 2006.” Westerly 51 (2006): 31–54.Larsson, Marina. “A Disenfranchised Grief: Post War Death and Memorialisation in Australia after the First World War.” Australian Historical Studies 40.1 (2009): 79–95.Lindstrom, Richard. “The Australian Experience of Psychological Casualties in War: 1915-1939.” PhD dissertation. Victoria University, Feb. 1997.Loughran, Tracey. “Shell Shock, Trauma, and the First World War: The Making of a Diagnosis and its Histories.” Journal of the History of Medical and Allied Sciences 67.1 (2012): 99–119.Lucas, Anne. “Curator’s Notes.” A Fortunate Life. Australian Screen. <http://aso.gov.au/titles/tv/a-fortunate-life/notes/>.McLeod, Steve. “My Fortunate Life with Grandad.” Western Magazine Dec. (1983): 8.Munro, Craig. Under Cover: Adventures in the Art of Editing. Brunswick: Scribe, 2015.Murphy, Ffion, and Richard Nile. “The Naked Anzac: Exposure and Concealment in A.B. Facey’s A Fortunate Life.” Southerly 75.3 (2015): 219–37.———. “Wounded Storyteller: Revisiting Albert Facey’s Fortunate Life.” Westerly 60.2 (2015): 87–100.“NBC Book Awards.” Australian Book Review Oct. (1981): 1–4.PBL. Prospectus: A Fortunate Life, the Extraordinary Life of an Ordinary Bloke. 1–8.Repatriation Records. Albert Facey. National Archives of Australia.Roberts, Chris. “Turkish Machine Guns at the Landing.” Wartime: Official Magazine of the Australian War Memorial 50 (2010). <https://www.awm.gov.au/wartime/50/roberts_machinegun/>.Semmler, Clement. “The Way We Were before the Good Life.” Courier Mail 10 Oct. 1981. FACP Press Clippings. Fremantle. n. pag.Smith, Sidonie, and Julia Watson. Reading Autobiography: A Guide for Interpreting Life Narratives. 2001. 2nd ed. U of Minnesota P, 2010.Thomson, Alistair. Anzac Memories: Living with the Legend. 1994. 2nd ed. Melbourne: Monash UP, 2013. Tyquin, Michael. Gallipoli, the Medical War: The Australian Army Services in the Dardanelles Campaign of 1915. Kensington: UNSWP, 1993.War Service Records. National Archives of Australia. <http://recordsearch.naa.gov.au/NameSearch/Interface/NameSearchForm.aspx>.Williamson, Geordie. “A Fortunate Life.” Copyright Agency. <http://readingaustralia.com.au/essays/a-fortunate-life/>.
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