Journal articles on the topic 'Peer-to-peer architecture (Computer networks) Wireless communication systems'

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1

Yan, Lu, and Xinrong Zhou. "On designing peer-to-peer systems over wireless networks." International Journal of Ad Hoc and Ubiquitous Computing 3, no. 4 (2008): 245. http://dx.doi.org/10.1504/ijahuc.2008.018910.

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Han, Jinsong, Jizhong Zhao, Min Xi, and Xingming Sun. "Removing dubious feedback from mobile wireless ad hoc peer-to-peer systems." International Journal of Ad Hoc and Ubiquitous Computing 8, no. 1/2 (2011): 106. http://dx.doi.org/10.1504/ijahuc.2011.041626.

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Rifi, Nabil, Nazim Agoulmine, Nada Chendeb Taher, and Elie Rachkidi. "Blockchain Technology: Is It a Good Candidate for Securing IoT Sensitive Medical Data?" Wireless Communications and Mobile Computing 2018 (December 5, 2018): 1–11. http://dx.doi.org/10.1155/2018/9763937.

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In the past few years, the number of wireless devices connected to the Internet has increased to a number that could reach billions in the next few years. While cloud computing is being seen as the solution to process this data, security challenges could not be addressed solely with this technology. Security problems will continue to increase with such a model, especially for private and sensitive data such as personal data and medical data collected with more and more smarter connected devices constituting the so called Internet of Things. As a consequence, there is an urgent need for a fully decentralized peer-to-peer and secure technology solution to overcome these problems. The blockchain technology is a promising just-in-time solution that brings the required properties to the field. However, there are still challenges to address before using it in the context of IoT. This paper discusses these challenges and proposes a secure IoT architecture for medical data based on blockchain technology. The solution introduces a protocol for data access, smart contracts and a publisher-subscriber mechanism for notification. A simple analytical model is also presented to highlight the performance of the system. An implementation of the solution as a proof of concept is also presented.
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Raji, Fatemeh, Ali Miri, and Mohammad Davarpanah Jazi. "PESCA: a peer-to-peer social network architecture with privacy-enabled social communication and data availability." IET Information Security 9, no. 1 (January 1, 2015): 73–80. http://dx.doi.org/10.1049/iet-ifs.2013.0256.

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Forte, Andrea G., Wei Wang, Luca Veltri, and Gianluigi Ferrari. "A Next-Generation Core Network Architecture for Mobile Networks." Future Internet 11, no. 7 (July 9, 2019): 152. http://dx.doi.org/10.3390/fi11070152.

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Over the years, the cellular mobile network has evolved from a wireless plain telephone system to a very complex system providing telephone service, Internet connectivity and many interworking capabilities with other networks. Its air interface performance has increased drastically over time, leading to high throughput and low latency. Changes to the core network, however, have been slow and incremental, with increased complexity worsened by the necessity of backwards-compatibility with older-generation systems such as the Global System for Mobile communication (GSM). In this paper, a new virtualized Peer-to-Peer (P2P) core network architecture is presented. The key idea of our approach is that each user is assigned a private virtualized copy of the whole core network. This enables a higher degree of security and novel services that are not possible in today’s architecture. We describe the new architecture, focusing on its main elements, IP addressing, message flows, mobility management, and scalability. Furthermore, we will show some significant advantages this new architecture introduces. Finally, we investigate the performance of our architecture by analyzing voice-call traffic available in a database of a large U.S. cellular network provider.
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Lavanya, N., and M. Balakrishna. "A New Technique for File Sharing Mechanism Ad hoc Networks." International Journal of Advanced Research in Computer Science and Software Engineering 8, no. 3 (March 30, 2018): 1. http://dx.doi.org/10.23956/ijarcsse.v8i3.585.

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Network coding is a data transmission technique which allows intermediate nodes in a network to re-code data in transit. In contrast to traditional network communication where a node repeats incoming data to its outgoing channel without modifying the payload, a node implementing network coding not only repeats but also alters data. Network coding has been demonstrated to increase network throughput compared to the traditional forwarding transmission. It has potentially broad applications in many areas, including traditional computer networks, wireless ad-hoc networks, and peer to peer systems. This paper process a new technique for file sharing in P2P.
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Huang, Junjie, Liang Tan, Sun Mao, and Keping Yu. "Blockchain Network Propagation Mechanism Based on P4P Architecture." Security and Communication Networks 2021 (August 4, 2021): 1–12. http://dx.doi.org/10.1155/2021/8363131.

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Blockchain is a mainstream technology in which many untrustworthy nodes work together to maintain a distributed ledger with advantages such as decentralization, traceability, and tamper-proof. The network layer communication mechanism in its architecture is the core of the networking method, message propagation, and data verification among blockchain nodes, which is the basis to ensure blockchain’s performance and key features. When blocks are propagated in peer-to-peer (P2P) networks with gossip protocol, the high propagation delay of the protocol itself reduces the propagation speed of the blocks, which is prone to the chain forking phenomenon and causes double payment attacks. To accelerate the propagation speed and reduce the fork probability, this paper proposes a blockchain network propagation mechanism based on proactive network provider participation for P2P (P4P) architecture. This mechanism first obtains the information of network topology and link status in a region based on the internet service provider (ISP), then it calculates the shortest path and link overhead of peer nodes using P4P technology, prioritizes the nodes with good local bandwidth conditions for transmission, realizes the optimization of node connections, improves the quality of service (QoS) and quality of experience (QoE) of blockchain networks, and enables blockchain nodes to exchange blocks and transactions through the secure propagation path. Simulation experiments show that the proposed propagation mechanism outperforms the original propagation mechanism of the blockchain network in terms of system overhead, rate of data success transmission, routing hops, and propagation delay.
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Kumar, Amit, and Hari Om. "Lightweight, ECC based RFID Authentication Scheme for WLAN." International Journal of Business Data Communications and Networking 12, no. 2 (July 2016): 89–103. http://dx.doi.org/10.4018/ijbdcn.2016070106.

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Wireless local area networks (WLANs), like IEEE 802.11, are right now very common in numerous outdoor or indoor environments for providing wireless communication among WiFi-enabled devices by accessing an Access Point (infrastructure mode) or through peer to peer connections (ad hoc mode). Authentication is one among the most primary research challenges for the realization of the envisioned mobile and wireless Internet. This is mainly due to the latency delay introduced during the authentication process, which are of major concern for real-time applications and media streaming application. In the same way, it is also crucial for WLANs to authenticate clients and build secure channels with them. In the historical researches, the traditional authentication mechanisms frequently adopted the names and passwords of clients as login authentication. However, these Single Factor Authentication mechanisms are proved to be defective. In virtue of enhancing security, recent researches on authentication are built on Two-Factor authentication schemes. In this paper, the authors proposed a two factor, lightweight RFID authentication scheme based on elliptic curve cryptography (ECC) for WLAN. The analytic comparison demonstrates the research not just reduces the expense of proposed authentication schemes, yet gives security similarly as smart card technology. In addition, the performance of the proposed authentication scheme will analyze in terms of computational cost, communications cost, and storage cost.
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Zhang, Junsong, Qikun Zhang, Xianling Lu, and Yong Gan. "A Novel Privacy-Preserving Authentication Protocol Using Bilinear Pairings for the VANET Environment." Wireless Communications and Mobile Computing 2021 (June 26, 2021): 1–13. http://dx.doi.org/10.1155/2021/6692568.

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With the rapid development of communication and microelectronic technology, the vehicular ad hoc network (VANET) has received extensive attention. However, due to the open nature of wireless communication links, it will cause VANET to generate many network security issues such as data leakage, network hijacking, and eavesdropping. To solve the above problem, this paper proposes a new authentication protocol which uses bilinear pairings and temporary pseudonyms. The proposed authentication protocol can realize functions such as the identity authentication of the vehicle and the verification of the message sent by the vehicle. Moreover, the proposed authentication protocol is capable of preventing any party (peer vehicles, service providers, etc.) from tracking the vehicle. To improve the efficiency of message verification, this paper also presents a batch authentication method for the vehicle to verify all messages received within a certain period of time. Finally, through security and performance analysis, it is actually easy to find that the proposed authentication protocol can not only resist various security threats but also have good computing and communication performance in the VANET environment.
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Guru, Divya, Supraja Perumal, and Vijayakumar Varadarajan. "Approaches towards Blockchain Innovation: A Survey and Future Directions." Electronics 10, no. 10 (May 20, 2021): 1219. http://dx.doi.org/10.3390/electronics10101219.

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A blockchain is a decentralized peer to peer platform which provides security services based on some key concepts, namely authentication, confidentiality, integrity and authorization. It is the process of recording and keeping track of the resources without the intervention of a centralized authority. This paper provides an overview of blockchains, the structure of blockchains, consensus algorithms, etc., It compares the algorithms based on their utility and limitations. Though blockchains provide secure communication, there are some minimal data leaks which are discussed. Various security issues in blockchains are discussed such as denial of service attacks, etc., In addition to security, some other blockchain challenges are presented like scalability, reliability, interoperability, privacy and consensus mechanisms for integration with AI, IoT and edge computing. This paper also explains about the importance of blockchains in the fields of smart healthcare, smart grid, and smart financial systems. Overall, this paper gives the glimpse of various protocols, algorithms, applications, challenges and opportunities that are found in the blockchain domain.
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Lacave, Carmen, and Ana Isabel Molina. "The Impact of COVID-19 in Collaborative Programming. Understanding the Needs of Undergraduate Computer Science Students." Electronics 10, no. 14 (July 19, 2021): 1728. http://dx.doi.org/10.3390/electronics10141728.

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Collaborative learning activities have become a common practice in current university studies due to the implantation of the EHEA. However, the COVID-19 pandemic has led to a radical and abrupt change in the teaching–learning model used in most universities, and in the way students’ group work is carried out. Given this new situation, our interest is focused on discovering how computer science students have approached group programming tasks. For this purpose, we have designed a cross-sectional pilot study to explore, from both social and technological points of view, how students carried out their group programming activities during the shutdown of universities, how they are doing them now, when social distance must be maintained, and what they have missed in both situations. The results of the study indicate that during the imposed confinement, the students adopted a programming model based on work division or distributed peer programming, and very few made use of synchronous distributed collaboration tools. After the lockdown, the students mostly opted for a model based on collaborative programming and there was an increased use of synchronous distributed collaboration tools. The specific communication, synchronization, and coordination functionalities they considered most useful or necessary were also analyzed. Among the desirable features included in a software for synchronous distributed programming, the students considered that having an audio-channel can be very useful and, possibly, the most agile method to communicate. The video signal is not considered as very necessary, being in many cases rather a source of distraction, while textual communication through a chat, to which they are very accustomed, is also well valued. In addition, version control and the possibility of recovering previous states of the practical projects were highly appreciated by the students, and they considered it necessary to record the individual contributions of each member of the team to the result.
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Wong, Kok Wai, Tamás Gedeon, and Chun Che Fung. "Special Issue on Advances in Intelligent Data Processing." Journal of Advanced Computational Intelligence and Intelligent Informatics 11, no. 3 (March 20, 2007): 259–60. http://dx.doi.org/10.20965/jaciii.2007.p0259.

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Technological advancement using intelligent techniques has provided solutions to many applications in diverse engineering disciplines. In application areas such as web mining, image processing, medical, and robotics, just one intelligent data processing technique may be inadequate for handling a task, and a combination or hybrid of intelligent data processing techniques becomes necessary. The sharp increase in activities in the development of innovative intelligent data processing technologies also attracted the interest of many researchers in applying intelligent data processing techniques in other application domains. In this special issue, we presented 12 research papers focusing on different aspects of intelligent data processing and its applications. We start with a paper entitled "An Activity Monitor Design Based on Wavelet Analysis and Wireless Sensor Networks," which focuses on using wavelet analysis and wireless sensor networks for monitoring the human physical condition. The second paper, "An Approach in Designing Hierarchy of Fuzzy Behaviors for Mobile Robot Navigation," presents a hierarchical approach using fuzzy theory to assist in the task of mobile robot navigation. It also discusses the design of hierarchical behavior of mobile robots using sensors. The third paper, "Toward Natural Communication: Human-Robot Gestural Interaction Using Pointing," also works with robots focusing more on the interaction between users and robots in which the robot recognizes pointing by a human user through intelligent data processing. The fourth paper, "Embodied Conversational Agents for H5N1 Pandemic Crisis," examines the use of intelligent software bots as an interaction tool for crisis communication. linebreaknewpage The work is based on a novel Automated Knowledge Extraction Agent (AKEA). There are many interests of using intelligent data processing techniques for image processing and analysis, as shown in the next few papers. The fifth paper, "A Feature Vector Approach for Inter-Query Learning for Content-Based Image Retrieval," presents relevance feedback based technique for content based image retrieval. It extends the relevance feedback approach to capture the inter-query relationship between current and previous queries. The sixth paper, "Abstract Image Generation Based on Local Similarity Pattern," also falls in the area of image retrieval using local similarity patterns to generate abstract images from a given set of images. Along the same line of similarity measure for image retrieval, the seventh paper, "Cross-Resolution Image Similarity Modeling," works on cross resolution using probabilistic and fuzzy theory to formulate cross resolution image similarity modeling. The eighth paper, "Bayesian Spatial Autoregressive for Reducing Blurring Effect in Image," presents a Bayesian Spatial Autoregressive technique developed by Geweke and LeSage. The ninth paper, "Logistic GMDH-Type Neural Network and its Application to Identification of X-Ray Film Characteristic Curve," presents a class of neural networks for X-Ray Film processing and compares results with some conventional techniques. As digital entertainment and games grow increasingly popular, the tenth paper, "Classification of Online Game Players Using Action Transition Probability and Kullback Leibler Entropy," looks into the use of intelligent data processing for classifying of online game players. The eleventh paper, "Parallel Learning Model and Topological Measurement for Self-Organizing Maps," presents the concept of a SOM parallel learning model that appears both robust and efficient. The twelfth paper, "Optimal Size Fuzzy Models," delineates concepts on how to make fuzzy systems more efficient. As guest editors for this issue, we thank the authors for their hard work. We also thank the reviewers for their assistance in the review process. All full papers submitted to this special issue have been peer-reviewed by at least two international reviewers in the area.
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Yogarayan, Sumendra, Siti Fatimah Abdul Razak, Afizan Azman, and Mohd Fikri Azli Abdullah. "A Mini Review of Peer-to-Peer (P2P) for Vehicular Communication." Indonesian Journal of Electrical Engineering and Informatics (IJEEI) 9, no. 1 (March 23, 2021). http://dx.doi.org/10.11591/ijeei.v9i1.2736.

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14

Joshi, Anuj, Pallavi Srivastava, and Poonam Singh. "Security Threats in Mobile Ad Hoc Network." SAMRIDDHI : A Journal of Physical Sciences, Engineering and Technology 1, no. 2 (June 11, 2015). http://dx.doi.org/10.18090/samriddhi.v1i2.1588.

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Mobile Ad Hoc Network (MANET) is a collection of communication devices or nodes that wish to communicate without any fixed infrastructure and pre-determined organization of available links. The nodes in MANET themselves are responsible for dynamically discovering other nodes to communicate. Although the ongoing trend is to adopt ad hoc networks for commercial uses due to the property of its capability in forming temporary network without the aid of any established infrastructure or centralized administration. Due to this unique property, the main challenge is the vulnerability to security attacks. A number of challenges like open peer-to-peer network architecture, stringent resource constraints, shared wireless medium, dynamic network topology etc. are posed in MANET. As MANET is quickly spreading for, security challenges has become a primary concern to provide secure communication. In this paper, we identify the existent security threats an ad hoc network faces, the security services required to be achieved and the countermeasures for attacks in each layer. To accomplish our goal, we have done literature survey in gathering information related to various types of attacks and solutions, as well as we have identified the challenges and proposed solutions to overcome them. In conclusion, we focus on the findings and future works which may be interesting for the researchers like robust key management, trust based systems, data security in different layer etc. However, in short, we can say that the complete security solution requires the prevention, detection and reaction mechanisms applied in MANET.
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Cinque, Toija. "A Study in Anxiety of the Dark." M/C Journal 24, no. 2 (April 27, 2021). http://dx.doi.org/10.5204/mcj.2759.

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Introduction This article is a study in anxiety with regard to social online spaces (SOS) conceived of as dark. There are two possible ways to define ‘dark’ in this context. The first is that communication is dark because it either has limited distribution, is not open to all users (closed groups are a case example) or hidden. The second definition, linked as a result of the first, is the way that communication via these means is interpreted and understood. Dark social spaces disrupt the accepted top-down flow by the ‘gazing elite’ (data aggregators including social media), but anxious users might need to strain to notice what is out there, and this in turn destabilises one’s reception of the scene. In an environment where surveillance technologies are proliferating, this article examines contemporary, dark, interconnected, and interactive communications for the entangled affordances that might be brought to bear. A provocation is that resistance through counterveillance or “sousveillance” is one possibility. An alternative (or addition) is retreating to or building ‘dark’ spaces that are less surveilled and (perhaps counterintuitively) less fearful. This article considers critically the notion of dark social online spaces via four broad socio-technical concerns connected to the big social media services that have helped increase a tendency for fearful anxiety produced by surveillance and the perceived implications for personal privacy. It also shines light on the aspect of darkness where some users are spurred to actively seek alternative, dark social online spaces. Since the 1970s, public-key cryptosystems typically preserved security for websites, emails, and sensitive health, government, and military data, but this is now reduced (Williams). We have seen such systems exploited via cyberattacks and misappropriated data acquired by affiliations such as Facebook-Cambridge Analytica for targeted political advertising during the 2016 US elections. Via the notion of “parasitic strategies”, such events can be described as news/information hacks “whose attack vectors target a system’s weak points with the help of specific strategies” (von Nordheim and Kleinen-von Königslöw, 88). In accord with Wilson and Serisier’s arguments (178), emerging technologies facilitate rapid data sharing, collection, storage, and processing wherein subsequent “outcomes are unpredictable”. This would also include the effect of acquiescence. In regard to our digital devices, for some, being watched overtly—through cameras encased in toys, computers, and closed-circuit television (CCTV) to digital street ads that determine the resonance of human emotions in public places including bus stops, malls, and train stations—is becoming normalised (McStay, Emotional AI). It might appear that consumers immersed within this Internet of Things (IoT) are themselves comfortable interacting with devices that record sound and capture images for easy analysis and distribution across the communications networks. A counter-claim is that mainstream social media corporations have cultivated a sense of digital resignation “produced when people desire to control the information digital entities have about them but feel unable to do so” (Draper and Turow, 1824). Careful consumers’ trust in mainstream media is waning, with readers observing a strong presence of big media players in the industry and are carefully picking their publications and public intellectuals to follow (Mahmood, 6). A number now also avoid the mainstream internet in favour of alternate dark sites. This is done by users with “varying backgrounds, motivations and participation behaviours that may be idiosyncratic (as they are rooted in the respective person’s biography and circumstance)” (Quandt, 42). By way of connection with dark internet studies via Biddle et al. (1; see also Lasica), the “darknet” is a collection of networks and technologies used to share digital content … not a separate physical network but an application and protocol layer riding on existing networks. Examples of darknets are peer-to-peer file sharing, CD and DVD copying, and key or password sharing on email and newsgroups. As we note from the quote above, the “dark web” uses existing public and private networks that facilitate communication via the Internet. Gehl (1220; see also Gehl and McKelvey) has detailed that this includes “hidden sites that end in ‘.onion’ or ‘.i2p’ or other Top-Level Domain names only available through modified browsers or special software. Accessing I2P sites requires a special routing program ... . Accessing .onion sites requires Tor [The Onion Router]”. For some, this gives rise to social anxiety, read here as stemming from that which is not known, and an exaggerated sense of danger, which makes fight or flight seem the only options. This is often justified or exacerbated by the changing media and communication landscape and depicted in popular documentaries such as The Social Dilemma or The Great Hack, which affect public opinion on the unknown aspects of internet spaces and the uses of personal data. The question for this article remains whether the fear of the dark is justified. Consider that most often one will choose to make one’s intimate bedroom space dark in order to have a good night’s rest. We might pleasurably escape into a cinema’s darkness for the stories told therein, or walk along a beach at night enjoying unseen breezes. Most do not avoid these experiences, choosing to actively seek them out. Drawing this thread, then, is the case made here that agency can also be found in the dark by resisting socio-political structural harms. 1. Digital Futures and Anxiety of the Dark Fear of the darkI have a constant fear that something's always nearFear of the darkFear of the darkI have a phobia that someone's always there In the lyrics to the song “Fear of the Dark” (1992) by British heavy metal group Iron Maiden is a sense that that which is unknown and unseen causes fear and anxiety. Holding a fear of the dark is not unusual and varies in degree for adults as it does for children (Fellous and Arbib). Such anxiety connected to the dark does not always concern darkness itself. It can also be a concern for the possible or imagined dangers that are concealed by the darkness itself as a result of cognitive-emotional interactions (McDonald, 16). Extending this claim is this article’s non-binary assertion that while for some technology and what it can do is frequently misunderstood and shunned as a result, for others who embrace the possibilities and actively take it on it is learning by attentively partaking. Mistakes, solecism, and frustrations are part of the process. Such conceptual theorising falls along a continuum of thinking. Global interconnectivity of communications networks has certainly led to consequent concerns (Turkle Alone Together). Much focus for anxiety has been on the impact upon social and individual inner lives, levels of media concentration, and power over and commercialisation of the internet. Of specific note is that increasing commercial media influence—such as Facebook and its acquisition of WhatsApp, Oculus VR, Instagram, CRTL-labs (translating movements and neural impulses into digital signals), LiveRail (video advertising technology), Chainspace (Blockchain)—regularly changes the overall dynamics of the online environment (Turow and Kavanaugh). This provocation was born out recently when Facebook disrupted the delivery of news to Australian audiences via its service. Mainstream social online spaces (SOS) are platforms which provide more than the delivery of media alone and have been conceptualised predominantly in a binary light. On the one hand, they can be depicted as tools for the common good of society through notional widespread access and as places for civic participation and discussion, identity expression, education, and community formation (Turkle; Bruns; Cinque and Brown; Jenkins). This end of the continuum of thinking about SOS seems set hard against the view that SOS are operating as businesses with strategies that manipulate consumers to generate revenue through advertising, data, venture capital for advanced research and development, and company profit, on the other hand. In between the two polar ends of this continuum are the range of other possibilities, the shades of grey, that add contemporary nuance to understanding SOS in regard to what they facilitate, what the various implications might be, and for whom. By way of a brief summary, anxiety of the dark is steeped in the practices of privacy-invasive social media giants such as Facebook and its ancillary companies. Second are the advertising technology companies, surveillance contractors, and intelligence agencies that collect and monitor our actions and related data; as well as the increased ease of use and interoperability brought about by Web 2.0 that has seen a disconnection between technological infrastructure and social connection that acts to limit user permissions and online affordances. Third are concerns for the negative effects associated with depressed mental health and wellbeing caused by “psychologically damaging social networks”, through sleep loss, anxiety, poor body image, real world relationships, and the fear of missing out (FOMO; Royal Society for Public Health (UK) and the Young Health Movement). Here the harms are both individual and societal. Fourth is the intended acceleration toward post-quantum IoT (Fernández-Caramés), as quantum computing’s digital components are continually being miniaturised. This is coupled with advances in electrical battery capacity and interconnected telecommunications infrastructures. The result of such is that the ontogenetic capacity of the powerfully advanced network/s affords supralevel surveillance. What this means is that through devices and the services that they provide, individuals’ data is commodified (Neff and Nafus; Nissenbaum and Patterson). Personal data is enmeshed in ‘things’ requiring that the decisions that are both overt, subtle, and/or hidden (dark) are scrutinised for the various ways they shape social norms and create consequences for public discourse, cultural production, and the fabric of society (Gillespie). Data and personal information are retrievable from devices, sharable in SOS, and potentially exposed across networks. For these reasons, some have chosen to go dark by being “off the grid”, judiciously selecting their means of communications and their ‘friends’ carefully. 2. Is There Room for Privacy Any More When Everyone in SOS Is Watching? An interesting turn comes through counterarguments against overarching institutional surveillance that underscore the uses of technologies to watch the watchers. This involves a practice of counter-surveillance whereby technologies are tools of resistance to go ‘dark’ and are used by political activists in protest situations for both communication and avoiding surveillance. This is not new and has long existed in an increasingly dispersed media landscape (Cinque, Changing Media Landscapes). For example, counter-surveillance video footage has been accessed and made available via live-streaming channels, with commentary in SOS augmenting networking possibilities for niche interest groups or micropublics (Wilson and Serisier, 178). A further example is the Wordpress site Fitwatch, appealing for an end to what the site claims are issues associated with police surveillance (fitwatch.org.uk and endpolicesurveillance.wordpress.com). Users of these sites are called to post police officers’ identity numbers and photographs in an attempt to identify “cops” that might act to “misuse” UK Anti-terrorism legislation against activists during legitimate protests. Others that might be interested in doing their own “monitoring” are invited to reach out to identified personal email addresses or other private (dark) messaging software and application services such as Telegram (freeware and cross-platform). In their work on surveillance, Mann and Ferenbok (18) propose that there is an increase in “complex constructs between power and the practices of seeing, looking, and watching/sensing in a networked culture mediated by mobile/portable/wearable computing devices and technologies”. By way of critical definition, Mann and Ferenbok (25) clarify that “where the viewer is in a position of power over the subject, this is considered surveillance, but where the viewer is in a lower position of power, this is considered sousveillance”. It is the aspect of sousveillance that is empowering to those using dark SOS. One might consider that not all surveillance is “bad” nor institutionalised. It is neither overtly nor formally regulated—as yet. Like most technologies, many of the surveillant technologies are value-neutral until applied towards specific uses, according to Mann and Ferenbok (18). But this is part of the ‘grey area’ for understanding the impact of dark SOS in regard to which actors or what nations are developing tools for surveillance, where access and control lies, and with what effects into the future. 3. Big Brother Watches, So What Are the Alternatives: Whither the Gazing Elite in Dark SOS? By way of conceptual genealogy, consideration of contemporary perceptions of surveillance in a visually networked society (Cinque, Changing Media Landscapes) might be usefully explored through a revisitation of Jeremy Bentham’s panopticon, applied here as a metaphor for contemporary surveillance. Arguably, this is a foundational theoretical model for integrated methods of social control (Foucault, Surveiller et Punir, 192-211), realised in the “panopticon” (prison) in 1787 by Jeremy Bentham (Bentham and Božovič, 29-95) during a period of social reformation aimed at the improvement of the individual. Like the power for social control over the incarcerated in a panopticon, police power, in order that it be effectively exercised, “had to be given the instrument of permanent, exhaustive, omnipresent surveillance, capable of making all visible … like a faceless gaze that transformed the whole social body into a field of perception” (Foucault, Surveiller et Punir, 213–4). In grappling with the impact of SOS for the individual and the collective in post-digital times, we can trace out these early ruminations on the complex documentary organisation through state-controlled apparatuses (such as inspectors and paid observers including “secret agents”) via Foucault (Surveiller et Punir, 214; Subject and Power, 326-7) for comparison to commercial operators like Facebook. Today, artificial intelligence (AI), facial recognition technology (FRT), and closed-circuit television (CCTV) for video surveillance are used for social control of appropriate behaviours. Exemplified by governments and the private sector is the use of combined technologies to maintain social order, from ensuring citizens cross the street only on green lights, to putting rubbish in the correct recycling bin or be publicly shamed, to making cashless payments in stores. The actions see advantages for individual and collective safety, sustainability, and convenience, but also register forms of behaviour and attitudes with predictive capacities. This gives rise to suspicions about a permanent account of individuals’ behaviour over time. Returning to Foucault (Surveiller et Punir, 135), the impact of this finds a dissociation of power from the individual, whereby they become unwittingly impelled into pre-existing social structures, leading to a ‘normalisation’ and acceptance of such systems. If we are talking about the dark, anxiety is key for a Ministry of SOS. Following Foucault again (Subject and Power, 326-7), there is the potential for a crawling, creeping governance that was once distinct but is itself increasingly hidden and growing. A blanket call for some form of ongoing scrutiny of such proliferating powers might be warranted, but with it comes regulation that, while offering certain rights and protections, is not without consequences. For their part, a number of SOS platforms had little to no moderation for explicit content prior to December 2018, and in terms of power, notwithstanding important anxiety connected to arguments that children and the vulnerable need protections from those that would seek to take advantage, this was a crucial aspect of community building and self-expression that resulted in this freedom of expression. In unearthing the extent that individuals are empowered arising from the capacity to post sexual self-images, Tiidenberg ("Bringing Sexy Back") considered that through dark SOS (read here as unregulated) some users could work in opposition to the mainstream consumer culture that provides select and limited representations of bodies and their sexualities. This links directly to Mondin’s exploration of the abundance of queer and feminist pornography on dark SOS as a “counterpolitics of visibility” (288). This work resulted in a reasoned claim that the technological structure of dark SOS created a highly political and affective social space that users valued. What also needs to be underscored is that many users also believed that such a space could not be replicated on other mainstream SOS because of the differences in architecture and social norms. Cho (47) worked with this theory to claim that dark SOS are modern-day examples in a history of queer individuals having to rely on “underground economies of expression and relation”. Discussions such as these complicate what dark SOS might now become in the face of ‘adult’ content moderation and emerging tracking technologies to close sites or locate individuals that transgress social norms. Further, broader questions are raised about how content moderation fits in with the public space conceptualisations of SOS more generally. Increasingly, “there is an app for that” where being able to identify the poster of an image or an author of an unknown text is seen as crucial. While there is presently no standard approach, models for combining instance-based and profile-based features such as SVM for determining authorship attribution are in development, with the result that potentially far less content will remain hidden in the future (Bacciu et al.). 4. There’s Nothing New under the Sun (Ecclesiastes 1:9) For some, “[the] high hopes regarding the positive impact of the Internet and digital participation in civic society have faded” (Schwarzenegger, 99). My participant observation over some years in various SOS, however, finds that critical concern has always existed. Views move along the spectrum of thinking from deep scepticisms (Stoll, Silicon Snake Oil) to wondrous techo-utopian promises (Negroponte, Being Digital). Indeed, concerns about the (then) new technologies of wireless broadcasting can be compared with today’s anxiety over the possible effects of the internet and SOS. Inglis (7) recalls, here, too, were fears that humanity was tampering with some dangerous force; might wireless wave be causing thunderstorms, droughts, floods? Sterility or strokes? Such anxieties soon evaporated; but a sense of mystery might stay longer with evangelists for broadcasting than with a laity who soon took wireless for granted and settled down to enjoy the products of a process they need not understand. As the analogy above makes clear, just as audiences came to use ‘the wireless’ and later the internet regularly, it is reasonable to argue that dark SOS will also gain widespread understanding and find greater acceptance. Dark social spaces are simply the recent development of internet connectivity and communication more broadly. The dark SOS afford choice to be connected beyond mainstream offerings, which some users avoid for their perceived manipulation of content and user both. As part of the wider array of dark web services, the resilience of dark social spaces is reinforced by the proliferation of users as opposed to decentralised replication. Virtual Private Networks (VPNs) can be used for anonymity in parallel to TOR access, but they guarantee only anonymity to the client. A VPN cannot guarantee anonymity to the server or the internet service provider (ISP). While users may use pseudonyms rather than actual names as seen on Facebook and other SOS, users continue to take to the virtual spaces they inhabit their off-line, ‘real’ foibles, problems, and idiosyncrasies (Chenault). To varying degrees, however, people also take their best intentions to their interactions in the dark. The hyper-efficient tools now deployed can intensify this, which is the great advantage attracting some users. In balance, however, in regard to online information access and dissemination, critical examination of what is in the public’s interest, and whether content should be regulated or controlled versus allowing a free flow of information where users self-regulate their online behaviour, is fraught. O’Loughlin (604) was one of the first to claim that there will be voluntary loss through negative liberty or freedom from (freedom from unwanted information or influence) and an increase in positive liberty or freedom to (freedom to read or say anything); hence, freedom from surveillance and interference is a kind of negative liberty, consistent with both libertarianism and liberalism. Conclusion The early adopters of initial iterations of SOS were hopeful and liberal (utopian) in their beliefs about universality and ‘free’ spaces of open communication between like-minded others. This was a way of virtual networking using a visual motivation (led by images, text, and sounds) for consequent interaction with others (Cinque, Visual Networking). The structural transformation of the public sphere in a Habermasian sense—and now found in SOS and their darker, hidden or closed social spaces that might ensure a counterbalance to the power of those with influence—towards all having equal access to platforms for presenting their views, and doing so respectfully, is as ever problematised. Broadly, this is no more so, however, than for mainstream SOS or for communicating in the world. References Bacciu, Andrea, Massimo La Morgia, Alessandro Mei, Eugenio Nerio Nemmi, Valerio Neri, and Julinda Stefa. “Cross-Domain Authorship Attribution Combining Instance Based and Profile-Based Features.” CLEF (Working Notes). Lugano, Switzerland, 9-12 Sep. 2019. Bentham, Jeremy, and Miran Božovič. The Panopticon Writings. London: Verso Trade, 1995. Biddle, Peter, et al. “The Darknet and the Future of Content Distribution.” Proceedings of the 2002 ACM Workshop on Digital Rights Management. Vol. 6. Washington DC, 2002. Bruns, Axel. Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage. New York: Peter Lang, 2008. Chenault, Brittney G. “Developing Personal and Emotional Relationships via Computer-Mediated Communication.” CMC Magazine 5.5 (1998). 1 May 2020 <http://www.december.com/cmc/mag/1998/may/chenault.html>. Cho, Alexander. “Queer Reverb: Tumblr, Affect, Time.” Networked Affect. Eds. K. Hillis, S. Paasonen, and M. Petit. Cambridge, Mass.: MIT Press, 2015: 43-58. Cinque, Toija. Changing Media Landscapes: Visual Networking. London: Oxford UP, 2015. ———. “Visual Networking: Australia's Media Landscape.” Global Media Journal: Australian Edition 6.1 (2012): 1-8. Cinque, Toija, and Adam Brown. “Educating Generation Next: Screen Media Use, Digital Competencies, and Tertiary Education.” Digital Culture & Education 7.1 (2015). Draper, Nora A., and Joseph Turow. “The Corporate Cultivation of Digital Resignation.” New Media & Society 21.8 (2019): 1824-1839. Fellous, Jean-Marc, and Michael A. Arbib, eds. Who Needs Emotions? The Brain Meets the Robot. New York: Oxford UP, 2005. Fernández-Caramés, Tiago M. “From Pre-Quantum to Post-Quantum IoT Security: A Survey on Quantum-Resistant Cryptosystems for the Internet of Things.” IEEE Internet of Things Journal 7.7 (2019): 6457-6480. Foucault, Michel. Surveiller et Punir: Naissance de la Prison [Discipline and Punish—The Birth of The Prison]. Trans. Alan Sheridan. New York: Random House, 1977. Foucault, Michel. “The Subject and Power.” Michel Foucault: Power, the Essential Works of Michel Foucault 1954–1984. Vol. 3. Trans. R. Hurley and others. Ed. J.D. Faubion. London: Penguin, 2001. Gehl, Robert W. Weaving the Dark Web: Legitimacy on Freenet, Tor, and I2P. Cambridge, Massachusetts: MIT Press, 2018. Gehl, Robert, and Fenwick McKelvey. “Bugging Out: Darknets as Parasites of Large-Scale Media Objects.” Media, Culture & Society 41.2 (2019): 219-235. Gillespie, Tarleton. Custodians of the Internet: Platforms, Content Moderation, and the Hidden Decisions That Shape Social Media. London: Yale UP, 2018. Habermas, Jürgen. The Structural Transformation of the Public Sphere: An Inquiry into a Category of Bourgeois Society. Trans. Thomas Burger with the assistance of Frederick Lawrence. Cambridge, Mass.: MIT Press, 1989. Inglis, Ken S. This Is the ABC: The Australian Broadcasting Commission 1932–1983. Melbourne: Melbourne UP, 1983. Iron Maiden. “Fear of the Dark.” London: EMI, 1992. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. Lasica, J. D. Darknet: Hollywood’s War against the Digital Generation. New York: John Wiley and Sons, 2005. Mahmood, Mimrah. “Australia's Evolving Media Landscape.” 13 Apr. 2021 <https://www.meltwater.com/en/resources/australias-evolving-media-landscape>. Mann, Steve, and Joseph Ferenbok. “New Media and the Power Politics of Sousveillance in a Surveillance-Dominated World.” Surveillance & Society 11.1/2 (2013): 18-34. McDonald, Alexander J. “Cortical Pathways to the Mammalian Amygdala.” Progress in Neurobiology 55.3 (1998): 257-332. McStay, Andrew. Emotional AI: The Rise of Empathic Media. London: Sage, 2018. Mondin, Alessandra. “‘Tumblr Mostly, Great Empowering Images’: Blogging, Reblogging and Scrolling Feminist, Queer and BDSM Desires.” Journal of Gender Studies 26.3 (2017): 282-292. Neff, Gina, and Dawn Nafus. Self-Tracking. Cambridge, Mass.: MIT Press, 2016. Negroponte, Nicholas. Being Digital. New York: Alfred A. Knopf, 1995. Nissenbaum, Helen, and Heather Patterson. “Biosensing in Context: Health Privacy in a Connected World.” Quantified: Biosensing Technologies in Everyday Life. Ed. Dawn Nafus. 2016. 68-79. O’Loughlin, Ben. “The Political Implications of Digital Innovations.” Information, Communication and Society 4.4 (2001): 595–614. Quandt, Thorsten. “Dark Participation.” Media and Communication 6.4 (2018): 36-48. Royal Society for Public Health (UK) and the Young Health Movement. “#Statusofmind.” 2017. 2 Apr. 2021 <https://www.rsph.org.uk/our-work/campaigns/status-of-mind.html>. Statista. “Number of IoT devices 2015-2025.” 27 Nov. 2020 <https://www.statista.com/statistics/471264/iot-number-of-connected-devices-worldwide/>. Schwarzenegger, Christian. “Communities of Darkness? Users and Uses of Anti-System Alternative Media between Audience and Community.” Media and Communication 9.1 (2021): 99-109. Stoll, Clifford. Silicon Snake Oil: Second Thoughts on the Information Highway. Anchor, 1995. Tiidenberg, Katrin. “Bringing Sexy Back: Reclaiming the Body Aesthetic via Self-Shooting.” Cyberpsychology: Journal of Psychosocial Research on Cyberspace 8.1 (2014). The Great Hack. Dirs. Karim Amer, Jehane Noujaim. Netflix, 2019. The Social Dilemma. Dir. Jeff Orlowski. Netflix, 2020. Turkle, Sherry. The Second Self: Computers and the Human Spirit. Cambridge, Mass.: MIT Press, 2005. Turkle, Sherry. Alone Together: Why We Expect More from Technology and Less from Each Other. UK: Hachette, 2017. Turow, Joseph, and Andrea L. Kavanaugh, eds. The Wired Homestead: An MIT Press Sourcebook on the Internet and the Family. Cambridge, Mass.: MIT Press, 2003. Von Nordheim, Gerret, and Katharina Kleinen-von Königslöw. “Uninvited Dinner Guests: A Theoretical Perspective on the Antagonists of Journalism Based on Serres’ Parasite.” Media and Communication 9.1 (2021): 88-98. Williams, Chris K. “Configuring Enterprise Public Key Infrastructures to Permit Integrated Deployment of Signature, Encryption and Access Control Systems.” MILCOM 2005-2005 IEEE Military Communications Conference. IEEE, 2005. Wilson, Dean, and Tanya Serisier. “Video Activism and the Ambiguities of Counter-Surveillance.” Surveillance & Society 8.2 (2010): 166-180.
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Tseng, Emy, and Kyle Eischen. "The Geography of Cyberspace." M/C Journal 6, no. 4 (August 1, 2003). http://dx.doi.org/10.5204/mcj.2224.

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The Virtual and the Physical The structure of virtual space is a product of the Internet’s geography and technology. Debates around the nature of the virtual — culture, society, economy — often leave out this connection to “fibre”, to where and how we are physically linked to each other. Rather than signaling the “end of geography” (Mitchell 1999), the Internet reinforces its importance with “real world” physical and logical constraints shaping the geography of cyberspace. To contest the nature of the virtual world requires understanding and contesting the nature of the Internet’s architecture in the physical world. The Internet is built on a physical entity – the telecommunications networks that connect computers around the world. In order to participate on the Internet, one needs to connect to these networks. In an information society access to bandwidth determines the haves from the have-nots (Mitchell 1999), and bandwidth depends upon your location and economics. Increasingly, the new generation Internet distributes bandwidth unevenly amongst regions, cities, organizations, and individuals. The speed, type, size and quality of these networks determine the level and nature of participation available to communities. Yet these types of choices, the physical and technical aspects of the network, are the ones least understood, contested and linked to “real world” realities. The Technical is the Political Recently, the US government proposed a Total Information Awareness surveillance system for all digital communications nationally. While technically unworkable on multiple fronts, many believed that the architecture of the Internet simply prevented such data collection, because no physical access points exist through which all data flows. In reality, North America does have central access points – six to be exact – through which all data moves because it is physically impossible to create redundant systems. This simple factor of geography potentially shapes policies on speech, privacy, terrorism, and government-business relations to name just a few. These are not new issues or challenges, but merely new technologies. The geography of infrastructure – from electricity, train and telephone networks to the architectures of freeways, cities and buildings – has always been as much social and political as technical. The technology and the social norms embedded in the network geography (Eischen, 2002) are central to the nature of cyberspace. We may wish for a utopian vision, but the hidden social assumptions in mundane ‘engineering’ questions like the location of fibre or bandwidth quality will shape virtual world. The Changing Landscape of the Internet The original Internet infrastructure is being redesigned and rebuilt. The massive fibre-optic networks of the Internet backbones have been upgraded, and broadband access technologies – cable modem, Digital Subscriber Line (DSL) and now wireless Wi-Fi – are being installed closer to homes and businesses. New network technologies and protocols enable the network to serve up data even faster than before. However, the next generation Internet architecture is quite different from the popular utopian vision described above. The Internet is being restructured as an entertainment and commerce medium, driven by the convergence of telecommunications technologies and commercialization. It is moving towards a broadcast model where individual consumers have access to less upstream bandwidth than downstream, with the symmetry of vendor and customer redesigned and built to favor content depending on who provides, requests and receives content. This Internet infrastructure has both physical and logical components – the telecommunications networks that comprise the physical infrastructure and the protocols that comprise the logical infrastructure of the software that runs the Internet. We are in the process of partitioning this infrastructure, both physical and logical, into information conduits of different speeds and sizes. Access to these conduits depends on who and where you are. These emerging Internet infrastructure technologies – Broadband Access Networks, Caching and Content Delivery Networks, Quality of Service and Policy Protocols – are shaped by geographical, economic and social factors in their development, deployment and use. The Geography of Broadband These new broadband networks are being deployed initially in more privileged, densely populated communities in primary cities and their wealthy suburbs (Graham, 2000). Even though many have touted the potential of Wi-Fi networks to bring broadband to underserved areas, initial mappings of wireless deployment show correlation between income and location of hotspots (NYCWireless, 2003). Equally important, the most commonly deployed broadband technologies, cable modem and ADSL, follow a broadcast model by offering more downstream bandwidth than upstream bandwidth. Some cable companies limit upstream bandwidth even further to 256 Kbps in order to discourage subscribers from setting up home servers. The asymmetry of bandwidth leads to asymmetry of information flows where corporations produce information and users content. Internet Infrastructure: Toll Roads and the Priority of Packets The Internet originally was designed around ‘best effort’ service: data flows through the networks as packets, and all packets are treated equally. The TCP/IP protocols that comprise the Internet’s logical infrastructure (Lessig, 101) govern how data is transferred across the physical networks. In the Internet’s original design, each packet is routed to the best path known, with the transport quality level dependent on network conditions. However, network congestion and differing content locations lead to inconsistent levels of quality. In order to overcome Internet “bottlenecks”, technologies such as content caching and Quality of Service (QoS) protocols have been developed that allow large corporate customers to bypass the public infrastructure, partitioning the Internet into publicly and privately accessible data conduits or throughways. Since access is based on payment, these private throughways can be thought of as the new toll roads of the Internet. Companies such as Akamai are deploying private ‘content delivery’ networks. These networks replicate and store content in geographically dispersed servers close to the end users, reducing the distance content data needs to traverse. Large content providers pay these companies to store and serve their content on these networks. Internet Service Providers (ISPs) offer similar services for internal or hosted content. The Internet’s physical infrastructure consists of a system of interconnected networks. The major ISPs’ networks interconnect at Network Access Point (NAPs) the major intersections of the Internet backbone. Congestion at these public intersection points has resulted in InterNAP building and deploying private network access points (P-NAPs). Akamai content delivery network (Akamai, 2000) and InterNAP’s P-NAPs (InterNAP, 2000) deployment maps reveal a deployment of private infrastructure to a select group of highly-connected U.S. cities (Moss & Townsend, 2000), furthering the advantage these ‘global cities’ (Graham, 1999) have over other cities and regions. QoS protocols allow ISPs to define differing levels of service by providing preferential treatment to some amount of the network traffic. Smart routers, or policy routers, enable network providers to define policies for data packet treatment. The routers can discriminate between and prioritize the handling of packets based on destination, source, the ISP, data content type, etc. Such protocols and policies represent a departure from the original peer-to-peer architecture of data equality with ‘best-effort’. The ability to discriminate and prioritize data traffic is being built into the system, with economic and even political factors able to shape the way packets and content flow through the network. For example, during the war on Iraq, Akamai Technologies canceled its service contract with the Arabic news service Al Jazeera (CNET, 2003). Technology, Choices and Values To address the social choices underpinning seemingly benign technical choices of the next generation Internet, we need to understand the economic, geographic and social factors guiding choices about its design and deployment. Just as the current architecture of the Internet reflects the values of its original creators, this next generation Internet will reflect our choices and our values. The reality is that decisions with very long-term impacts will be made with or without debate. If any utopian vision of the Internet is to survive, it is crucial to embed the new architectures with specific values by asking difficult questions with no pre-defined or easy answers. These are questions that require social debate and consensus. Is the Internet fundamentally a public or private space? Who will have access? What information and whose information will be accessible? Which values and whose values should form the basis of the new infrastructure? Should the construction be subject to market forces alone or should ideas of social equity and fairness be embedded in the technology? Technologists, policy makers (at both national and local levels), researchers and the general public all have a part in determining the answers to these questions. Policymakers need to link future competition and innovation with equitable access for all citizens. Urban planners and local governments need to link infrastructure, economic sustainability and equity through public and public-private investments – especially in traditionally marginalized areas. Researchers need to continue mapping the complex interactions of investment in and deployment of infrastructure across the disciplines of economics, technology and urban planning. Technologists need to consider the societal implications and inform the policy debates of the technologies they build. Communities need to link technical issues with local ramifications, contesting and advocating with policymakers and corporations. The ultimate geography of cyberspace will reflect the geography of fibre. Understanding and contesting the present and future reality requires linking mundane technical questions with the questions of values in exactly these wider social and political debates. Works Cited Akamai. See <http://www.akamai.com/service/network.php> Eischen, Kyle. ‘The Social Impact of Informational Production: Software Development as an Informational Practice’. Center for Global, International and Regional Studies Working Paper #2002-1. 2002. UC Santa Cruz. <http://cgirs.ucsc.edu/publications/workingpapers/> Graham, Stephen. “Global Grids of Glass: On Global Cities, Telecommunications and Planetary Urban Networks.” Urban Studies. 1999. 36 (5-6). Graham, Stephen. “Constructing Premium Network Spaces: Reflections on Infrastructure Networks and Contemporary Urban Development.” International Journal of Urban and Regional Research. 2000. 24(1) March. InterNAP. See <http://www.internap.com/html/news_05022000.htm> Junnarkar, Sandeep. “Akamai ends Al-Jazeera server support”, CNET News.com, April 4, 2003. See <http://news.com.com/1200-1035-995546.php> Lessig, Lawrence. Code and Other Laws of Cyberspace. New York: Basic Books, 1999. Mitchell, William. City of Bits. Cambridge, MA: MIT Press, 1999. Mosss, Mitchell L. and Anthony M. Townsend. “The Internet Backbone and the American Metropolis.” The Information Society Journal. 16(1): 35-47. Online at: <http://www.informationcity.org/research/internet-backbone-am... ...erican-metropolis/index.htm> Public Internet Project. “802.11b Survey of NYC.” <http://www.publicinternetproject.org/> Links http://cgirs.ucsc.edu/publications/workingpapers/ http://news.com.com/1200-1035-995546.html http://www.akamai.com/service/network.html http://www.informationcity.org/research/internet-backbone-american-metropolis/index.htm http://www.internap.com/html/news_05022000.htm http://www.publicinternetproject.org/ Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Eischen, Emy Tseng & Kyle. "The Geography of Cyberspace" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0308/03-geography.php>. APA Style Eischen, E. T. &. K. (2003, Aug 26). The Geography of Cyberspace. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0308/03-geography.php>
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Honar Pajooh, Houshyar, Mohammed A. Rashid, Fakhrul Alam, and Serge Demidenko. "IoT Big Data provenance scheme using blockchain on Hadoop ecosystem." Journal of Big Data 8, no. 1 (August 30, 2021). http://dx.doi.org/10.1186/s40537-021-00505-y.

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AbstractThe diversity and sheer increase in the number of connected Internet of Things (IoT) devices have brought significant concerns associated with storing and protecting a large volume of IoT data. Storage volume requirements and computational costs are continuously rising in the conventional cloud-centric IoT structures. Besides, dependencies of the centralized server solution impose significant trust issues and make it vulnerable to security risks. In this paper, a layer-based distributed data storage design and implementation of a blockchain-enabled large-scale IoT system are proposed. It has been developed to mitigate the above-mentioned challenges by using the Hyperledger Fabric (HLF) platform for distributed ledger solutions. The need for a centralized server and a third-party auditor was eliminated by leveraging HLF peers performing transaction verifications and records audits in a big data system with the help of blockchain technology. The HLF blockchain facilitates storing the lightweight verification tags on the blockchain ledger. In contrast, the actual metadata are stored in the off-chain big data system to reduce the communication overheads and enhance data integrity. Additionally, a prototype has been implemented on embedded hardware showing the feasibility of deploying the proposed solution in IoT edge computing and big data ecosystems. Finally, experiments have been conducted to evaluate the performance of the proposed scheme in terms of its throughput, latency, communication, and computation costs. The obtained results have indicated the feasibility of the proposed solution to retrieve and store the provenance of large-scale IoT data within the Big Data ecosystem using the HLF blockchain. The experimental results show the throughput of about 600 transactions, 500 ms average response time, about 2–3% of the CPU consumption at the peer process and approximately 10–20% at the client node. The minimum latency remained below 1 s however, there is an increase in the maximum latency when the sending rate reached around 200 transactions per second (TPS).
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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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19

Watson, Robert. "E-Press and Oppress." M/C Journal 8, no. 2 (June 1, 2005). http://dx.doi.org/10.5204/mcj.2345.

Full text
Abstract:
From elephants to ABBA fans, silicon to hormone, the following discussion uses a new research method to look at printed text, motion pictures and a teenage rebel icon. If by ‘print’ we mean a mechanically reproduced impression of a cultural symbol in a medium, then printing has been with us since before microdot security prints were painted onto cars, before voice prints, laser prints, network servers, record pressings, motion picture prints, photo prints, colour woodblock prints, before books, textile prints, and footprints. If we accept that higher mammals such as elephants have a learnt culture, then it is possible to extend a definition of printing beyond Homo sapiens. Poole reports that elephants mechanically trumpet reproductions of human car horns into the air surrounding their society. If nothing else, this cross-species, cross-cultural reproduction, this ‘ability to mimic’ is ‘another sign of their intelligence’. Observation of child development suggests that the first significant meaningful ‘impression’ made on the human mind is that of the face of the child’s nurturer – usually its mother. The baby’s mind forms an ‘impression’, a mental print, a reproducible memory data set, of the nurturer’s face, voice, smell, touch, etc. That face is itself a cultural construct: hair style, makeup, piercings, tattoos, ornaments, nutrition-influenced skin and smell, perfume, temperature and voice. A mentally reproducible pattern of a unique face is formed in the mind, and we use that pattern to distinguish ‘familiar and strange’ in our expanding social orbit. The social relations of patterned memory – of imprinting – determine the extent to which we explore our world (armed with research aids such as text print) or whether we turn to violence or self-harm (Bretherton). While our cultural artifacts (such as vellum maps or networked voice message servers) bravely extend our significant patterns into the social world and the traversed environment, it is useful to remember that such artifacts, including print, are themselves understood by our original pattern-reproduction and impression system – the human mind, developed in childhood. The ‘print’ is brought to mind differently in different discourses. For a reader, a ‘print’ is a book, a memo or a broadsheet, whether it is the Indian Buddhist Sanskrit texts ordered to be printed in 593 AD by the Chinese emperor Sui Wen-ti (Silk Road) or the US Defense Department memo authorizing lower ranks to torture the prisoners taken by the Bush administration (Sanchez, cited in ABC). Other fields see prints differently. For a musician, a ‘print’ may be the sheet music which spread classical and popular music around the world; it may be a ‘record’ (as in a ‘recording’ session), where sound is impressed to wax, vinyl, charged silicon particles, or the alloys (Smith, “Elpida”) of an mp3 file. For the fine artist, a ‘print’ may be any mechanically reproduced two-dimensional (or embossed) impression of a significant image in media from paper to metal, textile to ceramics. ‘Print’ embraces the Japanese Ukiyo-e colour prints of Utamaro, the company logos that wink from credit card holographs, the early photographs of Talbot, and the textured patterns printed into neolithic ceramics. Computer hardware engineers print computational circuits. Homicide detectives investigate both sweaty finger prints and the repeated, mechanical gaits of suspects, which are imprinted into the earthy medium of a crime scene. For film makers, the ‘print’ may refer to a photochemical polyester reproduction of a motion picture artifact (the reel of ‘celluloid’), or a DVD laser disc impression of the same film. Textualist discourse has borrowed the word ‘print’ to mean ‘text’, so ‘print’ may also refer to the text elements within the vision track of a motion picture: the film’s opening titles, or texts photographed inside the motion picture story such as the sword-cut ‘Z’ in Zorro (Niblo). Before the invention of writing, the main mechanically reproduced impression of a cultural symbol in a medium was the humble footprint in the sand. The footprints of tribes – and neighbouring animals – cut tracks in the vegetation and the soil. Printed tracks led towards food, water, shelter, enemies and friends. Having learnt to pattern certain faces into their mental world, children grew older and were educated in the footprints of family and clan, enemies and food. The continuous impression of significant foot traffic in the medium of the earth produced the lines between significant nodes of prewriting and pre-wheeled cultures. These tracks were married to audio tracks, such as the song lines of the Australian Aborigines, or the ballads of tramping culture everywhere. A typical tramping song has the line, ‘There’s a track winding back to an old-fashion shack along the road to Gundagai,’ (O’Hagan), although this colonial-style song was actually written for radio and became an international hit on the airwaves, rather than the tramping trails. The printed tracks impressed by these cultural flows are highly contested and diverse, and their foot prints are woven into our very language. The names for printed tracks have entered our shared memory from the intersection of many cultures: ‘Track’ is a Germanic word entering English usage comparatively late (1470) and now used mainly in audio visual cultural reproduction, as in ‘soundtrack’. ‘Trek’ is a Dutch word for ‘track’ now used mainly by ecotourists and science fiction fans. ‘Learn’ is a Proto-Indo-European word: the verb ‘learn’ originally meant ‘to find a track’ back in the days when ‘learn’ had a noun form which meant ‘the sole of the foot’. ‘Tract’ and ‘trace’ are Latin words entering English print usage before 1374 and now used mainly in religious, and electronic surveillance, cultural reproduction. ‘Trench’ in 1386 was a French path cut through a forest. ‘Sagacity’ in English print in 1548 was originally the ability to track or hunt, in Proto-Indo-European cultures. ‘Career’ (in English before 1534) was the print made by chariots in ancient Rome. ‘Sleuth’ (1200) was a Norse noun for a track. ‘Investigation’ (1436) was Latin for studying a footprint (Harper). The arrival of symbolic writing scratched on caves, hearth stones, and trees (the original meaning of ‘book’ is tree), brought extremely limited text education close to home. Then, with baked clay tablets, incised boards, slate, bamboo, tortoise shell, cast metal, bark cloth, textiles, vellum, and – later – paper, a portability came to text that allowed any culture to venture away from known ‘foot’ paths with a reduction in the risk of becoming lost and perishing. So began the world of maps, memos, bills of sale, philosophic treatises and epic mythologies. Some of this was printed, such as the mechanical reproduction of coins, but the fine handwriting required of long, extended, portable texts could not be printed until the invention of paper in China about 2000 years ago. Compared to lithic architecture and genes, portable text is a fragile medium, and little survives from the millennia of its innovators. The printing of large non-text designs onto bark-paper and textiles began in neolithic times, but Sui Wen-ti’s imperial memo of 593 AD gives us the earliest written date for printed books, although we can assume they had been published for many years previously. The printed book was a combination of Indian philosophic thought, wood carving, ink chemistry and Chinese paper. The earliest surviving fragment of paper-print technology is ‘Mantras of the Dharani Sutra’, a Buddhist scripture written in the Sanskrit language of the Indian subcontinent, unearthed at an early Tang Dynasty site in Xian, China – making the fragment a veteran piece of printing, in the sense that Sanskrit books had been in print for at least a century by the early Tang Dynasty (Chinese Graphic Arts Net). At first, paper books were printed with page-size carved wooden boards. Five hundred years later, Pi Sheng (c.1041) baked individual reusable ceramic characters in a fire and invented the durable moveable type of modern printing (Silk Road 2000). Abandoning carved wooden tablets, the ‘digitizing’ of Chinese moveable type sped up the production of printed texts. In turn, Pi Sheng’s flexible, rapid, sustainable printing process expanded the political-cultural impact of the literati in Asian society. Digitized block text on paper produced a bureaucratic, literate elite so powerful in Asia that Louis XVI of France copied China’s print-based Confucian system of political authority for his own empire, and so began the rise of the examined public university systems, and the civil service systems, of most European states (Watson, Visions). By reason of its durability, its rapid mechanical reproduction, its culturally agreed signs, literate readership, revered authorship, shared ideology, and distributed portability, a ‘print’ can be a powerful cultural network which builds and expands empires. But print also attacks and destroys empires. A case in point is the Spanish conquest of Aztec America: The Aztecs had immense libraries of American literature on bark-cloth scrolls, a technology which predated paper. These libraries were wiped out by the invading Spanish, who carried a different book before them (Ewins). In the industrial age, the printing press and the gun were seen as the weapons of rebellions everywhere. In 1776, American rebels staffed their ‘Homeland Security’ units with paper makers, knowing that defeating the English would be based on printed and written documents (Hahn). Mao Zedong was a book librarian; Mao said political power came out of the barrel of a gun, but Mao himself came out of a library. With the spread of wireless networked servers, political ferment comes out of the barrel of the cell phone and the internet chat room these days. Witness the cell phone displays of a plane hitting a tower that appear immediately after 9/11 in the Middle East, or witness the show trials of a few US and UK lower ranks who published prints of their torturing activities onto the internet: only lower ranks who published prints were arrested or tried. The control of secure servers and satellites is the new press. These days, we live in a global library of burning books – ‘burning’ in the sense that ‘print’ is now a charged silicon medium (Smith, “Intel”) which is usually made readable by connecting the chip to nuclear reactors and petrochemically-fired power stations. World resources burn as we read our screens. Men, women, children burn too, as we watch our infotainment news in comfort while ‘their’ flickering dead faces are printed in our broadcast hearths. The print we watch is not the living; it is the voodoo of the living in the blackout behind the camera, engaging the blood sacrifice of the tormented and the unfortunate. Internet texts are also ‘on fire’ in the third sense of their fragility and instability as a medium: data bases regularly ‘print’ fail-safe copies in an attempt to postpone the inevitable mechanical, chemical and electrical failure that awaits all electronic media in time. Print defines a moral position for everyone. In reporting conflict, in deciding to go to press or censor, any ‘print’ cannot avoid an ethical context, starting with the fact that there is a difference in power between print maker, armed perpetrators, the weak, the peaceful, the publisher, and the viewer. So many human factors attend a text, video or voice ‘print’: its very existence as an aesthetic object, even before publication and reception, speaks of unbalanced, and therefore dynamic, power relationships. For example, Graham Greene departed unscathed from all the highly dangerous battlefields he entered as a novelist: Riot-torn Germany, London Blitz, Belgian Congo, Voodoo Haiti, Vietnam, Panama, Reagan’s Washington, and mafia Europe. His texts are peopled with the injustices of the less fortunate of the twentieth century, while he himself was a member of the fortunate (if not happy) elite, as is anyone today who has the luxury of time to read Greene’s works for pleasure. Ethically a member of London and Paris’ colonizers, Greene’s best writing still electrifies, perhaps partly because he was in the same line of fire as the victims he shared bread with. In fact, Greene hoped daily that he would escape from the dreadful conflicts he fictionalized via a body bag or an urn of ashes (see Sherry). In reading an author’s biography we have one window on the ethical dimensions of authority and print. If a print’s aesthetics are sometimes enduring, its ethical relationships are always mutable. Take the stylized logo of a running athlete: four limbs bent in a rotation of action. This dynamic icon has symbolized ‘good health’ in Hindu and Buddhist culture, from Madras to Tokyo, for thousands of years. The cross of bent limbs was borrowed for the militarized health programs of 1930s Germany, and, because of what was only a brief, recent, isolated yet monstrously horrific segment of its history in print, the bent-limbed swastika is now a vilified symbol in the West. The sign remains ‘impressed’ differently on traditional Eastern culture, and without the taint of Nazism. Dramatic prints are emotionally charged because, in depicting Homo sapiens in danger, or passionately in love, they elicit a hormonal reaction from the reader, the viewer, or the audience. The type of emotions triggered by a print vary across the whole gamut of human chemistry. A recent study of three genres of motion picture prints shows a marked differences in the hormonal responses of men compared to women when viewing a romance, an actioner, and a documentary (see Schultheiss, Wirth, and Stanton). Society is biochemically diverse in its engagement with printed culture, which raises questions about equality in the arts. Motion picture prints probably comprise around one third of internet traffic, in the form of stolen digitized movie files pirated across the globe via peer-to-peer file transfer networks (p2p), and burnt as DVD laser prints (BBC). There is also a US 40 billion dollar per annum legitimate commerce in DVD laser pressings (Grassl), which would suggest an US 80 billion per annum world total in legitimate laser disc print culture. The actively screen literate, or the ‘sliterati’ as I prefer to call them, research this world of motion picture prints via their peers, their internet information channels, their television programming, and their web forums. Most of this activity occurs outside the ambit of universities and schools. One large site of sliterate (screen literate) practice outside most schooling and official research is the net of online forums at imdb.com (International Movie Data Base). Imdb.com ‘prints’ about 25,000,000 top pages per month to client browsers. Hundreds of sliterati forums are located at imdb, including a forum for the Australian movie, Muriel’s Wedding (Hogan). Ten years after the release of Muriel’s Wedding, young people who are concerned with victimization and bullying still log on to http://us.imdb.com/title/tt0110598/board/> and put their thoughts into print: I still feel so bad for Muriel in the beginning of the movie, when the girls ‘dump’ her, and how much the poor girl cried and cried! Those girls were such biartches…I love how they got their comeuppance! bunniesormaybemidgets’s comment is typical of the current discussion. Muriel’s Wedding was a very popular film in its first cinema edition in Australia and elsewhere. About 30% of the entire over-14 Australian population went to see this photochemical polyester print in the cinemas on its first release. A decade on, the distributors printed a DVD laser disc edition. The story concerns Muriel (played by Toni Collette), the unemployed daughter of a corrupt, ‘police state’ politician. Muriel is bullied by her peers and she withdraws into a fantasy world, deluding herself that a white wedding will rescue her from the torments of her blighted life. Through theft and deceit (the modus operandi of her father) Muriel escapes to the entertainment industry and finds a ‘wicked’ girlfriend mentor. From a rebellious position of stubborn independence, Muriel plays out her fantasy. She gets her white wedding, before seeing both her father and her new married life as hollow shams which have goaded her abandoned mother to suicide. Redefining her life as a ‘game’ and assuming responsibility for her independence, Muriel turns her back on the mainstream, image-conscious, female gang of her oppressed youth. Muriel leaves the story, having rekindled her friendship with her rebel mentor. My methodological approach to viewing the laser disc print was to first make a more accessible, coded record of the entire movie. I was able to code and record the print in real time, using a new metalanguage (Watson, “Eyes”). The advantage of Coding is that ‘thinks’ the same way as film making, it does not sidetrack the analyst into prose. The Code splits the movie print into Vision Action [vision graphic elements, including text] (sound) The Coding splits the vision track into normal action and graphic elements, such as text, so this Coding is an ideal method for extracting all the text elements of a film in real time. After playing the film once, I had four and a half tightly packed pages of the coded story, including all its text elements in square brackets. Being a unique, indexed hard copy, the Coded copy allowed me immediate access to any point of the Muriel’s Wedding saga without having to search the DVD laser print. How are ‘print’ elements used in Muriel’s Wedding? Firstly, a rose-coloured monoprint of Muriel Heslop’s smiling face stares enigmatically from the plastic surface of the DVD picture disc. The print is a still photo captured from her smile as she walked down the aisle of her white wedding. In this print, Toni Collette is the Mona Lisa of Australian culture, except that fans of Muriel’s Wedding know the meaning of that smile is a magical combination of the actor’s art: the smile is both the flush of dreams come true and the frightening self deception that will kill her mother. Inserting and playing the disc, the text-dominant menu appears, and the film commences with the text-dominant opening titles. Text and titles confer a legitimacy on a work, whether it is a trade mark of the laser print owners, or the household names of stars. Text titles confer status relationships on both the presenters of the cultural artifact and the viewer who has entered into a legal license agreement with the owners of the movie. A title makes us comfortable, because the mind always seeks to name the unfamiliar, and a set of text titles does that job for us so that we can navigate the ‘tracks’ and settle into our engagement with the unfamiliar. The apparent ‘truth’ and ‘stability’ of printed text calms our fears and beguiles our uncertainties. Muriel attends the white wedding of a school bully bride, wearing a leopard print dress she has stolen. Muriel’s spotted wild animal print contrasts with the pure white handmade dress of the bride. In Muriel’s leopard textile print, we have the wild, rebellious, impoverished, inappropriate intrusion into the social ritual and fantasy of her high-status tormentor. An off-duty store detective recognizes the printed dress and calls the police. The police are themselves distinguished by their blue-and-white checked prints and other mechanically reproduced impressions of cultural symbols: in steel, brass, embroidery, leather and plastics. Muriel is driven in the police car past the stenciled town sign (‘Welcome To Porpoise Spit’ heads a paragraph of small print). She is delivered to her father, a politician who presides over the policing of his town. In a state where the judiciary, police and executive are hijacked by the same tyrant, Muriel’s father, Bill, pays off the police constables with a carton of legal drugs (beer) and Muriel must face her father’s wrath, which he proceeds to transfer to his detested wife. Like his daughter, the father also wears a spotted brown print costume, but his is a batik print from neighbouring Indonesia (incidentally, in a nation that takes the political status of its batik prints very seriously). Bill demands that Muriel find the receipt for the leopard print dress she claims she has purchased. The legitimate ownership of the object is enmeshed with a printed receipt, the printed evidence of trade. The law (and the paramilitary power behind the law) are legitimized, or contested, by the presence or absence of printed text. Muriel hides in her bedroom, surround by poster prints of the pop group ABBA. Torn-out prints of other people’s weddings adorn her mirror. Her face is embossed with the clown-like primary colours of the marionette as she lifts a bouquet to her chin and stares into the real time ‘print’ of her mirror image. Bill takes the opportunity of a business meeting with Japanese investors to feed his entire family at ‘Charlie Chan’’s restaurant. Muriel’s middle sister sloppily wears her father’s state election tee shirt, printed with the text: ‘Vote 1, Bill Heslop. You can’t stop progress.’ The text sets up two ironic gags that are paid off on the dialogue track: “He lost,’ we are told. ‘Progress’ turns out to be funding the concreting of a beach. Bill berates his daughter Muriel: she has no chance of becoming a printer’s apprentice and she has failed a typing course. Her dysfunction in printed text has been covered up by Bill: he has bribed the typing teacher to issue a printed diploma to his daughter. In the gambling saloon of the club, under the arrays of mechanically repeated cultural symbols lit above the poker machines (‘A’ for ace, ‘Q’ for queen, etc.), Bill’s secret girlfriend Diedre risks giving Muriel a cosmetics job. Another text icon in lights announces the surf nightclub ‘Breakers’. Tania, the newly married queen bitch who has made Muriel’s teenage years a living hell, breaks up with her husband, deciding to cash in his negotiable text documents – his Bali honeymoon tickets – and go on an island holiday with her girlfriends instead. Text documents are the enduring site of agreements between people and also the site of mutations to those agreements. Tania dumps Muriel, who sobs and sobs. Sobs are a mechanical, percussive reproduction impressed on the sound track. Returning home, we discover that Muriel’s older brother has failed a printed test and been rejected for police recruitment. There is a high incidence of print illiteracy in the Heslop family. Mrs Heslop (Jeannie Drynan), for instance, regularly has trouble at the post office. Muriel sees a chance to escape the oppression of her family by tricking her mother into giving her a blank cheque. Here is the confluence of the legitimacy of a bank’s printed negotiable document with the risk and freedom of a blank space for rebel Muriel’s handwriting. Unable to type, her handwriting has the power to steal every cent of her father’s savings. She leaves home and spends the family’s savings at an island resort. On the island, the text print-challenged Muriel dances to a recording (sound print) of ABBA, her hand gestures emphasizing her bewigged face, which is made up in an impression of her pop idol. Her imitation of her goddesses – the ABBA women, her only hope in a real world of people who hate or avoid her – is accompanied by her goddesses’ voices singing: ‘the mystery book on the shelf is always repeating itself.’ Before jpeg and gif image downloads, we had postcard prints and snail mail. Muriel sends a postcard to her family, lying about her ‘success’ in the cosmetics business. The printed missal is clutched by her father Bill (Bill Hunter), who proclaims about his daughter, ‘you can’t type but you really impress me’. Meanwhile, on Hibiscus Island, Muriel lies under a moonlit palm tree with her newly found mentor, ‘bad girl’ Ronda (Rachel Griffiths). In this critical scene, where foolish Muriel opens her heart’s yearnings to a confidante she can finally trust, the director and DP have chosen to shoot a flat, high contrast blue filtered image. The visual result is very much like the semiabstract Japanese Ukiyo-e woodblock prints by Utamaro. This Japanese printing style informed the rise of European modern painting (Monet, Van Gogh, Picasso, etc., were all important collectors and students of Ukiyo-e prints). The above print and text elements in Muriel’s Wedding take us 27 minutes into her story, as recorded on a single page of real-time handwritten Coding. Although not discussed here, the Coding recorded the complete film – a total of 106 minutes of text elements and main graphic elements – as four pages of Code. Referring to this Coding some weeks after it was made, I looked up the final code on page four: taxi [food of the sea] bq. Translation: a shop sign whizzes past in the film’s background, as Muriel and Ronda leave Porpoise Spit in a taxi. Over their heads the text ‘Food Of The Sea’ flashes. We are reminded that Muriel and Ronda are mermaids, fantastic creatures sprung from the brow of author PJ Hogan, and illuminated even today in the pantheon of women’s coming-of-age art works. That the movie is relevant ten years on is evidenced by the current usage of the Muriel’s Wedding online forum, an intersection of wider discussions by sliterate women on imdb.com who, like Muriel, are observers (and in some cases victims) of horrific pressure from ambitious female gangs and bullies. Text is always a minor element in a motion picture (unless it is a subtitled foreign film) and text usually whizzes by subliminally while viewing a film. By Coding the work for [text], all the text nuances made by the film makers come to light. While I have viewed Muriel’s Wedding on many occasions, it has only been in Coding it specifically for text that I have noticed that Muriel is a representative of that vast class of talented youth who are discriminated against by print (as in text) educators who cannot offer her a life-affirming identity in the English classroom. Severely depressed at school, and failing to type or get a printer’s apprenticeship, Muriel finds paid work (and hence, freedom, life, identity, independence) working in her audio visual printed medium of choice: a video store in a new city. Muriel found a sliterate admirer at the video store but she later dumped him for her fantasy man, before leaving him too. One of the points of conjecture on the imdb Muriel’s Wedding site is, did Muriel (in the unwritten future) get back together with admirer Brice Nobes? That we will never know. While a print forms a track that tells us where culture has been, a print cannot be the future, a print is never animate reality. At the end of any trail of prints, one must lift one’s head from the last impression, and negotiate satisfaction in the happening world. References Australian Broadcasting Corporation. “Memo Shows US General Approved Interrogations.” 30 Mar. 2005 http://www.abc.net.au>. British Broadcasting Commission. “Films ‘Fuel Online File-Sharing’.’’ 22 Feb. 2005 http://news.bbc.co.uk/1/hi/technology/3890527.stm>. Bretherton, I. “The Origins of Attachment Theory: John Bowlby and Mary Ainsworth.” 1994. 23 Jan. 2005 http://www.psy.med.br/livros/autores/bowlby/bowlby.pdf>. Bunniesormaybemidgets. Chat Room Comment. “What Did Those Girls Do to Rhonda?” 28 Mar. 2005 http://us.imdb.com/title/tt0110598/board/>. Chinese Graphic Arts Net. Mantras of the Dharani Sutra. 20 Feb. 2005 http://www.cgan.com/english/english/cpg/engcp10.htm>. Ewins, R. Barkcloth and the Origins of Paper. 1991. 20 Feb. 2005 http://www.justpacific.com/pacific/papers/barkcloth~paper.html>. Grassl K.R. The DVD Statistical Report. 14 Mar. 2005 http://www.corbell.com>. Hahn, C. M. The Topic Is Paper. 20 Feb. 2005 http://www.nystamp.org/Topic_is_paper.html>. Harper, D. Online Etymology Dictionary. 14 Mar. 2005 http://www.etymonline.com/>. Mask of Zorro, The. Screenplay by J McCulley. UA, 1920. Muriel’s Wedding. Dir. PJ Hogan. Perf. Toni Collette, Rachel Griffiths, Bill Hunter, and Jeannie Drynan. Village Roadshow, 1994. O’Hagan, Jack. On The Road to Gundagai. 1922. 2 Apr. 2005 http://ingeb.org/songs/roadtogu.html>. Poole, J.H., P.L. Tyack, A.S. Stoeger-Horwath, and S. Watwood. “Animal Behaviour: Elephants Are Capable of Vocal Learning.” Nature 24 Mar. 2005. Sanchez, R. “Interrogation and Counter-Resistance Policy.” 14 Sept. 2003. 30 Mar. 2005 http://www.abc.net.au>. Schultheiss, O.C., M.M. Wirth, and S.J. Stanton. “Effects of Affiliation and Power Motivation Arousal on Salivary Progesterone and Testosterone.” Hormones and Behavior 46 (2005). Sherry, N. The Life of Graham Greene. 3 vols. London: Jonathan Cape 2004, 1994, 1989. Silk Road. Printing. 2000. 20 Feb. 2005 http://www.silk-road.com/artl/printing.shtml>. Smith, T. “Elpida Licenses ‘DVD on a Chip’ Memory Tech.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. —. “Intel Boffins Build First Continuous Beam Silicon Laser.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. Watson, R. S. “Eyes And Ears: Dramatic Memory Slicing and Salable Media Content.” Innovation and Speculation, ed. Brad Haseman. Brisbane: QUT. [in press] Watson, R. S. Visions. Melbourne: Curriculum Corporation, 1994. Citation reference for this article MLA Style Watson, Robert. "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion." M/C Journal 8.2 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0506/08-watson.php>. APA Style Watson, R. (Jun. 2005) "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion," M/C Journal, 8(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0506/08-watson.php>.
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